Showing posts with label Castellax. Show all posts
Showing posts with label Castellax. Show all posts

Wednesday, 16 March 2016

Horus Heresy Review - Cybertheurgy - Manipulating the Machine

Good afternoon Folks,


With packing and moving house in full swing I have had to stash the paints and bubble wrap all the many (many many many) projects and go into hobby stasis till sunday! Fortunately there is so much to write about that I have plenty of thoughts to splash at you. Additionally I may still pull the Thallax out for a quick look at adding OSL to their guns, I packed them and the paints separately in case I need my fix!

Today I am going to talk about a Mechanicum specific ability called Cybertheurgy. This acts very much like orders do for the Imperial Guard (Astra Militarum) and allow you to modify a Battle Automata for one game turn. To do this, any model with a cortex controller can forgo a shooting attack in the shooting phase and instead attempt a Cybertheurgy power. These do not need line of sight, but the Battle Automata does need to be in cortex controller range which is 12" as standard, or 24" if part of a Legio Cybernetica Cohort. 

The caster of the Cybertheurgy power cannot be locked in combat or be falling back. However the Battle Automata that is being augmented CAN already be locked in combat, this is a crucial point in terms of some of the powers. It is important to state, that Cybertheurgy is only cast ON A SINGLE Battle Automata, not the entire unit. However if you scroll down to the Cybertheurgy relics you will see this is not always so.

After picking a Battle Automata, you must then select a rite of Cybertheurgy to cast and then pass a leadership test, should the test be passed then the Battle Automata is augmented with that rite for the next game turn. However each rite, as you will see below, comes with leadership modifiers depending on the power of the rite. These range from 0 modifier for the easiest powers, to -2 for the hardest. The power are as follows below:

Cybertheurgy Rites

Rite of Celerity: Model Gains +2 initiative

Modifier: 0 Excellent for making sure your monstrous creature hits first in combat. Coupled with the +1 initiative battle automata receive for being in a legio cybernetica cohort this can make Castellax I6!

Rite of Eternity: Model regains 1 lost wound

Modifier: 0 Perfect for keeping your expensive beasts alive. This couples with Battlesmith which allows cortex controller equipped models to restore wounds on a 5+ (or a 3+ with a machinator array) adds a lot to already durable units.

Rite of Fury: Model Gains +2 attacks

Modifier: -1 somewhat limited if you are facing AP3/AP2 weapons that will strike before you as you may be cut down before getting to strike. I would generally go for the Rite of Celerity first over this.

Rite of Destruction: Model may fire twice with its shooting weapons in this shooting phase. But cannot fire next turn.

Modifier: -1 WOW! You can fire 2 large blast Hellex plasma mortars down in one turn. This can be devastating in terms of reducing return fire, and next turn you can just make sure you are ready in position. Used well, this is brutal.

Rite of Dread Castigation: Targets enemy Battle Automata. If passed, the cybertheurgist rolls a D6 and adds his leadership. The target models player rolls a D6 and adds the models leadership. The target model loses a wound for every point the cybertheurgist roll exceeds the models. 

Modifier: -2 Sort of like a cybertheurgy Psychic Shriek, pretty cool, but you probably won't face battle automata all that often really!

Rite of Immolation: Shits gone south, hit self-destruct. Replace the model with a large blast marker that has a strength equal to the models toughness and an AP equal to the models save. So a T8 2+ Save Thanatar will leave a S8 AP2 large blast. All models underneath suffer an automatic hit. 

Modifier: -3 A hefty modifier and rightly so. If your thanatar is lock with terminators and is on 1 wound. This is the way to go, it will ignore their armour save, double them out, and leave them relying entirely on their invulnerable. Can be an excellent goodbye fuck-you. 



Cybertheurgy Mishap

In the event of rolling a double 6 on the leadership test, then you have to roll on the mishap table!

1-3 Signal Corruption: The model may only fire snap shots and fight at WS1 until the next turn.

4-5 Corrosive Paradox: The model suffers 1 wound with no saves of any kind allowed. In the case of casting Rite of Dread Castigation, the caster suffers this wound compared to the Automata normally. 

6 Malefica: The Automata breaks free and now attacks whatever is closest (with shooting and charging) including your own units. Both players can now target the automata and it counts as destroyed for VP purposes. Malefica is always applied if a mishap occurs when casting Rite of Immolation.


Cybertheurgy Relics

One of the Mechanicum specific relics of the 31st Millennium is called the: Cortica Primus. This is a cortex controller that lets you cast cybertheurgy on the ENTIRE unit! However... if a mishap is rolled on a 12 then the D6 roll on the mishap table is modified by +1 for each additional automata over the first. So this is extremely powerful, allowing you too double fire multiple weapons in a deadly barrage, but on a squad of 3, you have a 50:50 chance of getting malefica with only results of 1-3 avoiding it! So perhaps best used sparingly!


So there have it! Cybertheurgy is a very important aspect of any army which makes significant use of Battle Automata and can really make or break you in different games. I hope this has helped with understanding or tactics :)


Peace out,

Rob

Monday, 14 March 2016

Mechanicum Update 2 - Thallax and Castellax

Evening everyone,


In the midst of packing our house away for a move I have stolen some time to get some more work done on my Mechanicum. The army list for the tournament is due on Friday and I would like to have the 3 Castellax and all the Thallax pretty much done by then. I'm confident I could do the two Thanatars, my Archmagos and the final Castellax in the two remaining weeks till the tournament, even with unpacking. I shall just have to deny myself any social pleasures... Not that I'm bothered by being locked up with my models y'know...

Anyway, today I have 3 Thallax that are pretty much done. I just want to ask you guys about the guns. What are your opinions on:

A) Leaving them as they are
B) Adding OSL effect (probably blue) to the power grills
C) Adding the blood effect mixed with black over the grills to tie it in to the cable and faceplate?





And here is also a quick shot of 3 Castellax you have seen before, but the Hazard stripes are now complete and I have begun working on their bases!



So, thoughts on the gun situation would be kindly welcomed and the bases two! I'm going for a mesh floor industrial look. Need to add rivets to any of the black floor spaces to make it look more metal like and some additional detail gubbins from my bits box.

Expect updates to be much like this through the week! Though I will put up my tournament army list tomorrow for you to have a look at. Its not going to win but it should be very fun to play :)


Peace out,

Rob

Saturday, 12 March 2016

Legio Cybernetica Army Update - Painting Progress

Hi Guys and Gals,


With a house move coming next weekend obliging me to put all of my stuff in to boxes at some point, I have been steaming ahead with my Mechanicum army trying to get as much done as I can so that I have plenty of time to finish them off for the tournament they will be going to at the beginning of April. The list is due in a week today so I wanted to be confident that I would have them all done to a pre-weathered and based stage for the tournament. I feel pretty confident they will be done in time now after a good spurt of work today.

The list has 3 Castellax and here are the finished castellax and 2 that just need hazard stripes to be at the same level:



And here is the other converted Darkfire cannon Castellax which has had all the yellow brought up to snuff but the metal and black etc still needs doing - compared to the one nearly done:



The Thallax are as done as last time you saw them for the main torso, still just deciding if they will get hazard stripes or not. But I have been working on their weapons and they are coming along nicely:



And finally I now have 2 Thanatars! The back left one is the brand new one from Forgeworld hence why its all smooth. The front right one was an Ebay rescue and has rough patches from the underlying paint job. But it should look fine once all yellow!


More of the same tomorrow as I hope to have all the Castellax and Thallax completed (sans bases) and also hope to have a WIP picture of the Archmagos Dominus up for you to see!

Peace out,

Rob

Friday, 19 February 2016

Horus Heresy Review: Castellax Battle Automata

Hi one and all,




Today I am going to do another unit review for the Horus Heresy. But as I have started painting my Castellax recently (As you can see above and below!) I decided to start some unit reviews for the Taghmata Omnissiah :). You know the drill now for how these articles go, Stats, Equipment and Tactics!

Unit Stats

The Castellax is a monstrous creature that can be taken in units of 1-5 and with a stat line to match as you an see below!

WS  BS  S  T  W  I  A  LD  Sv
  3     4    6  7   4   3  2   7     3+

With a BS of 4 relative to a WS of 3 this already indicates that this is not a front line monster designed for melee. The 3+ is something of a downer, but remember that S4 will be hurting this on a 6 and it will be impervious to S3 firepower! A meltagun will be hurting this monster on a 3+ which should indicate its resilience, coupled with 4 wounds AND any cover you can provide, this will be a tough nut to crack. Additionally it also comes with Atomantic Shielding granting a 5++ versus ranged attacks and a 6++ against attacks in close combat!

Poisoned fire and fleshbane will be ignoring its high toughness, BUT it has the Cybernetica Resilience special rule which forces successful poisoned or fleshbane wounds to be re-rolled. This is nice against fleshbane but HUGE against poisoned weapons with 4+ being the most common form of poison, so reducing those wound by half again on average!

Though not designed for melee, the Castellax does have the Rage special rule to give it a little edge when going it alone, but unless your hand has been forced, keep this guy back for shooting purposed!

Additionally the Castellax has two other special rules Reactor Blast and Support Unit. The former rule causes the Castellax to explode on a D6 roll of a 6 after it loses its final wound, which can be handy if in combat all alone! The latter rule means that though these beasts occupy the troop slot you cannot use them to fill compulsory slots or claim objectives (unless part of a Legio Cybernetica Cohort as discussed here).

Overall - the Castellax has a beefy resilient stat line, but you still want to use her carefully as AP3 high strength weapons will still ruin your day despite an invulnerable. Keep them in cover and and out of close combat!



Equipment

Boy do you get a lot for your money! The Castellax comes stock with 5 weapons!! Yes 5!! This includes 3 x ranged weapons and 2 x close combat weapons. What these are and what they do are discussed below along with any upgrade weapons you can take.

Shoulder mounted weapons

Mauler Pattern Bolt Cannon - S6 AP3 Heavy 3 pinning 24 inch range bastard

This will ruin your regular tactical marines day quite handily... Remember monstrous creature so no need to worry about the heavy aspect! This is a marine killer in the same way that its upgrade can be a tank killer...

Darkfire Cannon - S7 AP2 Heavy 2 Lance Blind Gets hot 60 inch range

OK so this is the upgrade you take for busting light tanks with ease and medium to heavy tanks on a 5-6. Strength 8 would make this an absolute steal, the strength 7 limits its tank busting capabilities but it will still munch through 2+ save troops at range.



Arm mounted weapons

The arms mounted weapons can either be bolters or be swapped out for regular flamers at 5 points a pop. You can swap one of these out for a flamer and leave one as a bolter. I actually think this is a good option with the mauler bolt cannon as you can maintain some ranged fire power with the bolter but have a wall of flame defence against charging units. 

With the Darkfire cannon I would be tempted to go with two flamers to further dissuade close enemies. You aren't going to be damaging anything with the bolter anyway if you are firing at tanks so you might as well have some ignores cover duality against deep striking units clustered up.

You can also take a multi melta as an upgrade, though I would prefer to keep these as close up marine killers or long distance tank 2+ save busters.


Close Combat Weapons

Stock weapon - Shock Chargers - these add concussive to the close combat attacks of the castellax with no further profile. As you are a monstrous creature you still have smash attacks so go with them!

Power Blades - S-User, AP2 - rending and paired weapons (grants +1 attacks like dual specialist weapons)

Siege Wreckers - S10 AP2, Concussive, wrecker and specialist weapon

These both have utility, but with castellax I would stick purely with shooting. You have a concussive smash attack anyway and you are only fighting at WS3... If you want close combat units their are much better options than Castellax to choose from. 


Other Upgrades

Searchlight and Frag grenades are as per usual, but you also have the option for an Infravisor that grant night vision but you test for blind on initiative 1. Finally you can have an Enhanced Targeting System. THIS IS AWESOME! You add +1 to your BS and -1 to the cover save of the unit you are shooting at! For the price (15) it is an absolute must take. Must take I repeat. 



Utilisation

These are your tough survivable fire power bases. The Mauler Bolt Cannon has a short range so you have to keep your Castellax further up the line towards the enemy and focus them on 3+ save blobs, I think you have to have these in at least squads of 2 and you have to take enhanced targeting array to make sure that you hit those buggers and deny as much of their cover save as you can. You are going to be removing their armour save so cutting that cover save will really help take them down. 

Similarly with Dark Fire Cannons I would keep them in at least squads of 2 and focus fire them on 2+ save squads or light to medium tanks again with your enhanced targeting arrays. 

In terms of other upgrades I would take flamers as you feel like and skimp on all other upgrades, these are not close combat units and I wouldn't ever bother trying to take them as such. 



Peace out,

Rob

Thursday, 18 February 2016

Horus Heresy: Castellax Battle Automata - early WIP

Hi everyone,


Today has not been a great day, as I forgot some daily medication which resulted in the mother of all headaches and extreme photo-sensitivity, to the extent that I had to have all the lights turned off in the house and couldn't use my mobile phone, so became quite the hermit until about 4pm. 

Since then working by a dull lamp I have been working on a single Castellax to get my 30k mechanicum scheme worked out. Below is how far I got. Progress was quick as the majority of the yellow work was done layering washes with my airbrush and the metallics were quick and simple with a nuln oil wash. 

The yellow has had a few highlights on it, but these are washed out in the pictures because of the flash. But I had to take the pictures with my eyes closed because of the lamp and the flash, so I won't apologise too much! Better pictures will come tomorrow when I finish him hopefully!






Lots of work to do on the details and I won't get the thing fully fully done for a while as I have ordered to some self adhesive vinyl templates from Fallout Hobbies so I can give these guys proper designation numeration. 

Thoughts?

Peace out,

Rob