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Made in us
Regular Dakkanaut




Trying to decide between 2 lists and see if Myrmidon Destructors are worth it?

1000 Points

HQ
Magos Dominus - Mechanator Array/Abeyant - 150

Elite
(1) Auxilla Enginseer - Cortex, Volkite - 110
(4) Servos - 2 flamers, 2 servo arms

Troops
(3) Thallax Cohort - (1) Plasma Fusil - 145
(3) Thallax Cohort - (1) Plasma Fusil - 145
(3) Castellax Automata (1 darkfire cannon) - 270

Fast Attack
(3) Ursarax - (1) Power Fist - 165

Total - 985 (will spend 15 points somewhere)

Or List 2

1000 Points

HQ
Magos Dominus - Mechanator Array/Abeyant - 150

Troops
(3) Thallax Cohort - (1) Plasma Fusil - 145
(3) Thallax Cohort - (1) Plasma Fusil - 145
(2) Castellax Automata - (1) darkfire cannon - 190

Fast Attack
(3) Ursarax - 155

Heavy Support
(3) Myrmidon Destructors - (2) Volkites, (1) Con. Beamer - 205

Total - 990 (will spend 10 points somewhere)

Just wondering if the Destructors are worth it?



   
Made in gb
Thinking of Joining a Davinite Loge





Somewhere in the dark...

Not sure the weapon combination you have on the myrmidons is the best - you should take three of the same weapon and grav and irradiation engines are the best although you might not be able to fit in the points for irad engines. Usually, they are target number 1 for your opponent but with your load out they may not be. Also they are too slow really to be on foot - they won't be able to keep up with the rest of your army. That being the case, take 3 conversion beamers and plonk them in the corner at the back of your deployment zone to take advantage of the higher strength, lower ap they get at long range.

Are you sure you have your costings right on the castellax? They are 105 Base and a dark fire cannon is 20.



 
   
Made in us
Regular Dakkanaut




Book 3 and HH Rules both have them listed at 85
   
Made in gb
Quick-fingered Warlord Moderatus







Cold SadHungry is right on the common weapon type, keep them all as one type.

Volkite can be pretty brutal because you don't expect it to be.
Four shots per model, 2 up to hit re-rolling ones, 2 up to wound most things re-rolling ones and extra deflagrate hits which wound on a 2 up re-rollable will do a number on most infantry units.
The unit of irradiation engine myrmidons absolutely has to be in a triaros to survive long enough to shoot.

I originally thought i would love conversion beamer squads, but i haven't really enjoyed using them - i used to have a lot more fun with them when we could only take them singly on a techmarine, hiding them in places like a sniper with a wound sponge of servitors picking off stuff from across the board. good times!

I'm in the process of painting up some photon thruster myrmidons and i think these will scratch that long-range low-AP itch better.

In fact, i'm wondering if the photon thruster might actually buck the logic of taking the same weapon throughout a squad - if you have a photon thruster accompanying a group of volkite or irradiation engine myrmidons then you could do a number on marine units which rely on the sarge in artificer armour at the front!

https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle..  
   
Made in gb
Sagitarius with a Big F'in Gun





'Erryferd

Just tossing in a little bit of perspective:

1 4-Man Myrmies
w/ 4 Irad-Engines
[335 pts]

1 2 Macrocarids
w/ Paired Irad-engines
[470 pts]
(Not to mention all the other lovely gubbinzes they get stock)

Maybe I'm just incredibly biased towards my beloved doom-carrots, but if I'm ever taking Irad Engines, I'm ramming the super-Landraiders down my opponent's neck.

If I am going to take Myrmies, they'll have either Photon Thrusters or Conversion Beamers. They're still pretty squidjee, so I'd rather keep them sat at the back, sniping stuff.

This message was edited 1 time. Last update was at 2017/02/02 19:49:52


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Made in us
Decrepit Dakkanaut






Springfield, VA

Castellax are 105 in the Red Book for Mechanicum.

Myrmidons are best when they all have the same weapon type.
   
Made in us
Did Fulgrim Just Behead Ferrus?





Fort Worth, TX

I actually like to run mine with the Volkite Culverins. Helps keep an already expensive unit not too expensive.
I usually run them in a group of five. With Preferred Enemy, that means they usually hit and wound with all 20 shots. And that tends to evaporate 8-10 marines in one round of shooting. Very nice for getting rid of specialist squads. That also tends to keep them from being a priority target in comparison to other units with even more devastating firepower. Which can be important, because while Myrmidons look tough on paper, they're actually pretty squishy at times.

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