InquisitorVaron wrote:HQ
Coteaz 100P
not much to say about this.
Archmagos Veneratus Logis (Brother Captain) with Nemesis Falchions, Digital Weapon, Blind Grenades, Rad Grenades, Psystroke Grenades, Meltabombs, 3 Servo-Skulls, Empyrean Brain mines and Master Crafted. 235P
He is a lot of points, and he is good in combat. I would shave a couple of things off of him. I would keep the sword for the 3++ save in combat. I would drop the meltabombs, Brain mines, and the digital and master crafted stuff. It is just a lot to spend on a normal
HQ.
I would build him more defensively. You want him to survive so he can continue to buff the
DCA squad, while the
DCA can do most of the killing.
Troops
5 DCA, 2 Arco-Flagellants, 3 Crusaders. 150P
Decent setup, but I would go for either all
DCA or all Arcos, You may find that most squads are dead by INT 3 when the arcos attack. It might be better to have 2 more crusaders here. I presume that they go into the storm raven, which is a good choice.
1 Jokaero Weaponsmith, 2 Plasma Cannon Servitors, 2 Crusaders, 2 Psykers, 2 Plasma Gun Acolytes, 1 Power armour Acolyte with Meltabombs and Boltgun, 1 Multimelta Servitor 172P
I presume that Coteaz goes here, and they sit is cover shooting. Again I am not a fan of squads with such a variety of weapons.
I do not like non-vehicle multi-meltas. they do not have enough range for a heavy weapon. I would take 3 plasma cannons.
If you are in cover shooting you should a 4+ caver save. having 2 crusaders with a 3++ cover will not protect you much more from shooting, and you are dead in an assault anyways. I would drop them for something else.
I do not think that Jokaero adds much to this unit. Extra range or rending does not really help much. Armor is okay on this unit, (but you are hiding in cover so it is not a big deal)
INV save does not much as well (again cover) The jokaero guns are decent.
The guy with melta bombs should have no other upgrades. That way he can prevent tank shocks via Death or Glory with the bomb and not loose anything if he is crushed by the tank.
My suggestion
2x Jokaero, 3x
PC servitors, 7x pistol acolytes, w/ 1 meltabomb. 163 Better jokaro upgrades. More plasma cannons/lascannons. A bit cheaper. Just about as survivable in cover.
2 Jokaero Weaponsmith, 2 Crusaders, 2 Plasma Gun Acolytes and 6 Warrior Acolytes with Boltguns one with Meltabombs. 153P
2 Jokaero Weaponsmith, 2 Crusaders, 2 Plasma Gun Acolytes and 6 Warrior Acolytes with Boltguns one with Meltabombs. 153P
A lot of the same stuff to say here.
I think that Jokaero and Meltas go very well togeather. You have little to take out
AV 14 in this list right now.
My suggestion
2x Jokaero, 3x Meltaguns, 5x Storm Bolter Acolytes. 147
Mount them in a chimera for mobility.
2 Psykers, 10 Warrior Acolytes with Boltguns one with Meltabombs 75P
for 80 pts, you get 8 psykers. They fire a S10 AP1 Large blast. That is just about as powerful a gun can get in
40k without using apocalypse rules. It is only 5 pts more. Why would you not do this?
Mount them in a rhino for mobility and survivability. Rhinos are great with fortitude as well.
Fast Attack
Stormraven with Typhoon Missile Launcher and TL Lascannon and Searchlight 231P
A good build for a long range Storm raven. You blast away at range, and when some gets close you pounce and assault.
It is not my favorite build. I prefer to use them with the
TL-
MM in combination with a librarian for shrouding. You get 3++ cover and can move 24" and melta stuff 12" away.
I know that librarian is not the best "fluff" for this build however.
Just be on the look out for Missies, Auto Cannons, and other long range anti-tank stuff.
Stormraven with Typhoon Missile Launcher and TL Plasma Cannon 230P
Again a decent build, but I would take the lascannons over the plasma cannons. You have a lot of
AP 2 elsewhere. You need more reliable anti-tank stuff.
the only thing I question is what are you putting in this one? It has no firepoints for shooty squads to use. You do not have any short range guns like meltas or flamers really.
Storm ravens cost a lot because they are assault tranports. You should use that to your advantage is you are taking them. They are not worth the points if you are just taking them for the guns.
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Overall thoughs
You seem to have a Vast amount of AP2 weapons. Are marines on foot without much cover on the board something you play a lot? Many people prefer multi-shot weapons with lower
AP (depending on points and such of course). If you put enough wounds on stuff, they will fail saves. Cover saves are very common, and it makes the points you pay for plasma a little less efficient.
Barring the one assault squad and the psyker squad all of your squads have heavy weapons. Mobility is key to a lot of battles.
You have very limited transports. Relying on cover is okay, but you will still take a lot of damage quickly with a list like this.
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A list in a similar style.
I am not saying that this list is better, but I just offer it here as a different take on what a Mechanicum list would look like.
HQ Coteaz
100
[needed for a henchmen list. Rides with either shooty henchmen or psykers. Uses sanctuary to protect them from assaults]
Elite Techmarine: Rad grenades, Blind grenades, Warding stave, 2x Servo Skulls.
136
[less combat punch, but durable with a 2++ save in combat and 2 servo attacks. Rad grenades + Hammerhand +
DCA are enough to take out most squads before they attack. Any more is overkill]
Troops Henchmen: 5x
DCA, 5x Crusaders
150
[Assault squads goes into the storm raven with the techmarine]
Henchmen: 2x Jokaero, 3x Meltaguns, 5x Storm Bolters. Chimera with
ML/
HB 202
Henchmen: 2x Jokaero, 3x Meltaguns, 5x Storm Bolters. Chimera with
ML/
HB 202
[versatile shooting. Can take on most threats, depending on the range. Chimera for protection and mobility]
Henchmen: 8x Psykers. Rhino
120
Henchmen: 8x Psykers. Rhino
120
[mobile long range shooting. People will be afraid of them, and want to kill them, but they are cheap squads. Fortitude keeps them shooting for longer]
Fast Attack Storm Raven:
MM/
AC and Hurricane Bolters
235
[get into the enemy's face and assault stuff. I think the close range weapons work the best on it]
Heavy Support Dreadknight: Teleporter, Heavy Incinerator
235
[would a mechanicum army have a huge mechanical moster (or maybe a knight titan?). The answer is YES! Fast, Dangerous and scary. Will probably be a huge bullet magnet, but it will die so the rest of your forces can do what they need to do.]
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We seem to both be posting in a lot of the same threads, but that is only becuase there are not that many people here who are seriously considering Henchmen armies at the moment. I just do not want you to think that I am ragging on you too much.
I would really like to see what models you are using for this list.