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The machine cults house some of the most unique shooting among all of Grimdark Future, equipped with rules unavailable to other armies. | The machine cults house some of the most unique shooting among all of Grimdark Future, equipped with rules unavailable to other armies. | ||
'''Pros:''' | |||
*Your heroes can actually interact with your troops. | |||
*Your heroes can actually interact with your troops | *Lots of shooting with special rules, with Phosphorus making cover a non-issue. | ||
*Lots of shooting with special rules | |||
'''Cons:''' | |||
*Your forces are average in defense | *Your forces are average in defense. | ||
* Your troops are rather costly | * Your troops are rather costly. | ||
* Those special rules on the guns tend to lack anything for heavy armor. | * Those special rules on the guns tend to lack anything for heavy armor. | ||
* For an army that worships machines, a lot of their vehicles are actually rather lightweight compared to contemporaries. | |||
==Special Rules== | ==Special Rules== | ||
* '''Canticles:''' | * '''Canticles:''' Attached units get +1 to AP when shooting. | ||
* '''Cluster Grenades:''' Roll a d6 when this model moves over an enemy; on a 2+, the enemy takes a hit. | |||
*''' | * '''Phosphor:''' The P in P-Pistols/Carbines. Lets you ignore cover, which is handy because your guns are rather short-ranged. | ||
*'''Psalms:''' Attached units add +2" to Advance moves and +4" to Rush/Charge moves. | |||
*'''Phosphor:''' The P in P-Pistols/Carbines. Lets you ignore cover, which is handy because your guns are rather short-ranged. | |||
*'''Radiation:''' The R in R-Pistols/Carbines. If an enemy hit by this weapon rolls a 1 on their defense, they eat an additional wound. Not a bad gift, but absolutely not something to rely on. | *'''Radiation:''' The R in R-Pistols/Carbines. If an enemy hit by this weapon rolls a 1 on their defense, they eat an additional wound. Not a bad gift, but absolutely not something to rely on. | ||
*''' | *'''Repair:''' Once per activation, this unit can roll a d6; on a 2+ they can heal d3 wounds on a Tough unit within 2". | ||
==Psychic Spells== | ==Psychic Spells== | ||
* '''Lock-On (4+):''' | * '''Lock-On (4+):''' Two friendly unit within 6" adds +1 AP to their shooting. Pretty handy for your troops. | ||
* '''Solar Beam (4+):''' One enemy unit within 12" takes an AP | * '''Solar Beam (4+):''' One enemy unit within 12" takes an AP(4) hit. | ||
*''' | *'''Shrapnel (5+):''' Two enemy units within 6" take four AP(1) hits each. Pretty good punch. | ||
*''' | *'''Steel Body (5+):''' Two friendly unit within 12" gain +1 to defense the next time they're attacked. | ||
*'''Corroded Metal (6+):''' | *'''Corroded Metal (6+):''' Two enemy units within 12" takes a -2 penalty to their next hit rolls when they shoot. | ||
*'''Machine Terror (6+):''' | *'''Machine Terror (6+):''' Two enemy units within 6" take eight hits each. See that horde of grunts? Now you don't. See that tank? It's probably now weak enough to clean up in another turn. | ||
==Unit Analysis== | ==Unit Analysis== | ||
Line 49: | Line 48: | ||
===Heroes=== | ===Heroes=== | ||
*''' | *'''High Priest:''' Your strongest hero with a 3+ quality and defense as well as Regeneration. | ||
**''Shooting:'' While their melee prowess is limited to the AP(4) Axe-Halberd, they have a broad array of guns between two slots. One is your basic pistols, stuck between the rapid-fire Macro Pistol and the P-Carbine to flush out cover campers. The other slot covers more powerful guns, from the crowd-blasting Eradicator, the rapid-fire Trans Cannon, the monser-killing Rail Gun and the general-purpose V-Blaster with Rending. | |||
*'' | **''Upgrades:'' The non-combat rules are shared between all leaders, which gives them all a bit of utility. Machine Lore gives Psychic, which works perfectly for back-line High Priests and Cult Leaders. Preacher offers Canticles to improve a gunline's effectiveness. Engineer gives Repair, which works great for cyborgs and vehicle heavy armies. Deacon gives Psalms, which works better for Sect Leaders since they have the best melee weapons. | ||
*'' | |||
* '''Sect | *'''Sect Leader:''' This guy is your genuine beatstick, taken from the Sect Stalkers. They're not the fastest, but they've got a dangerous weapons and won't go away anytime soon. Aside from any of the weapons available to the Stalkers and Infiltrators, you've also got access to either Stalker for Fast and Furious (excellent for melee brutality) or Infiltrator for Stealth and Scout (still effective, though you'll need to make better use of cover for it to work). | ||
*'''Cult Leader:''' A solo version of the Cult Rangers. They have access to the pistols and melee weapons the unit normally gets (including Arc and Taser Swords and R-Pistols) if they don't stick with the default R-Carbine or buy the G-Rifle for long-range potshots. Uniquely, they have the option between either Stalker Wings to join the Sky Stalkers or the Mech Horse if you intend to have them accompany the Raider Cavalry. | |||
===Infantry=== | ===Infantry=== | ||
*'''Cult | *'''Cult Rangers:''' Your cheapest troops are quite versed in their shooting repertoire. Alongside their cover-busting R-carbines, they also instead take long-range G-Rifles for long-range firepower. and one model can pick up some more interesting guns like the Arc Carbine for mid-range Rending and the Uranium Rifle for sniping. These guys are best suited at short to mid-range with their guns, mostly because of the range of your guns and you lack any means to ignore terrain without those R-carbines. | ||
*''' | *'''Shock Priests:''' Absolutely naked, but they have Regeneration. They are pretty much depend on getting the charge since they have both Furious and Impact(1). By default, they only have their Rending Shock Staves and no shooting, but you can instead buy Taser Gauntlets that give mid-range shooting, but lack any AP, instead relying on Poison. Can stand to profit quite a lot from Psalms. | ||
*'''Sect | *'''Sect Stalkers:''' They're a fair bit deadlier with a 3+ quality. They are also melee-only, so they need that Furious and are helped out immensely by Strider and Fast. Their S-Blades come with AP(1) and Rending to make short work of enemies, though you could instead buy S-Razors and Claws if you need a guaranteed AP(2). One guy can also make an attack with a Metal Spike if you really need to kill a hero. | ||
*''' | *'''Sect Infiltrators:''' These sect warriors lack Furious, but have Scout and Stealth. These are the more shooty versions, coming stock with rapid-fire F-Carbines and Taser Swords with Poison, though a better melee focus exists by buying Burst Carbines and Energy Swords for the more helpful AP(1) Rending. | ||
*''' | *'''Sky Stalkers:''' Jetpack warriors with F-Carbines and Furious for their CCWs. You could instead buy them P-Throwers if you're more concerned about cover while one model can instead take a short-range F-Blaster with a Taser Sword for something beyond a mere CCW. You can also purchase Cluster Grenades so you can blast units as you fly over them. | ||
*'''Breacher Cyborgs:''' Slow, plodding brutes with Tough 3 and | *'''Breacher Cyborgs:''' Slow, plodding brutes with Tough(3) and 3+ defense. This guy's got the Contortion Cannon, which has Deadly(3) AP(3) for shattering heroes or punching holes in tanks. Your alternative for guns is the Heavy Arc Carbine in case you need to shoot down more than tanks. In melee, you can buy upgrades for those claw attacks, granting either Rending. You should beware that these guys aren't really artillery, so mobs will annoy them. | ||
*'''Destroyer Cyborgs:''' Come stock with | *'''Destroyer Cyborgs:''' Come stock with Gravity Cannons with a bunch of hits bolstered with Rending. You can buy a Plasma Canon for Blast, something the Breachers can't. The destroyers can also mount an additional P-Rifle or Flamethrower, giving some additional close-quarters combat, but this comes at the expense of being able to do anything with their claw attacks. | ||
*'''Raider Cavalry:''' Your bikers are very much cowboys, blasting enemies at range with G-Carbines. You can give even more close-quarters mayhem by buying riders Twin P-Pistols to bathe the earth in phosphorus while their horses get P-Breath for something even closer, while one model can keep a decent range with a Twin P-Blaster. Only one model can go more melee, going either with the Revolver+Saber for AP(1) or the P-Pistol+Energy Sword. | |||
===Vehicles=== | ===Vehicles=== | ||
* '''Landing Craft:''' A | * '''Landing Craft:''' A nimble transport that's dedicated to its role. Its only guns is the Twin P-Machinegun mounted to it (with an option for an additional Twin P-Machinegun). This gives a decent means of blasting enemies, but they won't stop a tank or heavy infantry. | ||
* '''Attack Craft:''' A | * '''Attack Craft:''' A Landing Craft that exchanged its Transport capacity for Tough(12) and an Energy Cannon for long-range bombardment and Triple P-Machineguns. They can swap the Energy Cannon for an Iron Cannon if you're more intent on breaking enemy tanks with it while the optional Disruption Missiles only serve to be a light supplement to the P-Machineguns. | ||
*'''Crawler Tank:''' The | *'''Crawler Tank:''' A mobile tank with a Twin P-Machinegun and Twin P-Cannon for all the rapid-fire bombardment to blast away hordes. The cannon can be swapped out for either the Eraser Beam for artillery, the monster-hunting Neutron Laser and P-Machinegun and the Icarus AA System, a rapid-fire gun that comes with Lock-On to bust aircraft and anyone hiding behind cover. The Repair Arm, while costly, can help the Crawler survive a bit longer without needing a hero with Repair keeping watch. | ||
* '''Combat Robot:''' Comparable to combat walkers of most battle brothers-like armies, this robot totes a | * '''Combat Robot:''' Comparable to combat walkers of most battle brothers-like armies, this robot totes a Heavy Flamethrower and Dual Energy Fists to wreck elites. You get Stealth and can even buy a Robot Smith for Regeneration, giving more protection than most walkers. That flamethrower can be swapped out for a P-cannon, replacing the weight of attacks with longer range that disregards cover. If you want to go full shooty, then you can exchange those fists for Twin P-cannons. | ||
*'''Dragoon Walker:''' A | *'''Dragoon Walker:''' A nimble walking gun platform with Stealth. Its base weapon is the Taser Lance, giving Impact(3) and Poison, but you can swap that off for an R-Jezzail for a sniper rifle on a vehicle. You can also get a P-Carbine if you're looking for shooting in close-quarters. | ||
*'''Iron Walker:''' The Dragoon sacrificed Stealth and instead goes full dakka with the | *'''Iron Walker:''' The Dragoon sacrificed Stealth and instead goes full dakka with the Twin Laser Cannon for tank demolition. You could instead grab the Twin Autocannon if you weren't so keen on only going after tanks. | ||
*'''Arch | === Flyers === | ||
*'''Arch Fighter:''' A pretty basic flyer with a Quad P-Machinegun to blast anything while the Bomb Rack demolishes anything nearby. Uniquely, you can buy Transport (6) for this plane for pretty cheap, giving the Bomb Rack a further role in cleaning the way for you to unload the troops. | |||
*'''Arch Gunship:''' A full-combat flyer with a Twin P-Machinegun and Twin P-Blaster to rip through anything in cover while the Rear Laser Cannons can destroy enemy flyers and other vehicles. | |||
==List Building & Tactics == | ==List Building & Tactics == | ||
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|Links = [[Machine Cult|Overview]] - [[Machine Cult Tactics|Tactics]] - [[Machine Cult Firefight Tactics|Firefight Tactics]] - [[Machine Cult Miniatures|Miniatures]] - [[Machine Cult Quickplay Armies|Quickplay Armies]] - [[Machine Cult Firefight Quickplay Armies|Firefight Quickplay Armies]] | |Links = [[Machine Cult|Overview]] - [[Machine Cult Tactics|Tactics]] - [[Machine Cult Firefight Tactics|Firefight Tactics]] - [[Machine Cult Miniatures|Miniatures]] - [[Machine Cult Quickplay Armies|Quickplay Armies]] - [[Machine Cult Firefight Quickplay Armies|Firefight Quickplay Armies]] | ||
}} | }} | ||
{{GDF-Tactics}} | |||
[[Category:Grimdark Future Tactics]] | [[Category:Grimdark Future Tactics]] | ||
[[Category:Machine Cult]] | [[Category:Machine Cult]] |
Latest revision as of 10:59, 13 August 2023
Machine Cult | ||
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Setting: | Grimdark Future | |
Games: | Grimdark Future, Grimdark Future: Firefight | |
Species: | Human/Cyborg | |
Version: | v2.50 |
Note: as v2.50 is in constant development the following might not be accurate.
Why play Machine Cults
The machine cults house some of the most unique shooting among all of Grimdark Future, equipped with rules unavailable to other armies.
Pros:
- Your heroes can actually interact with your troops.
- Lots of shooting with special rules, with Phosphorus making cover a non-issue.
Cons:
- Your forces are average in defense.
- Your troops are rather costly.
- Those special rules on the guns tend to lack anything for heavy armor.
- For an army that worships machines, a lot of their vehicles are actually rather lightweight compared to contemporaries.
Special Rules
- Canticles: Attached units get +1 to AP when shooting.
- Cluster Grenades: Roll a d6 when this model moves over an enemy; on a 2+, the enemy takes a hit.
- Phosphor: The P in P-Pistols/Carbines. Lets you ignore cover, which is handy because your guns are rather short-ranged.
- Psalms: Attached units add +2" to Advance moves and +4" to Rush/Charge moves.
- Radiation: The R in R-Pistols/Carbines. If an enemy hit by this weapon rolls a 1 on their defense, they eat an additional wound. Not a bad gift, but absolutely not something to rely on.
- Repair: Once per activation, this unit can roll a d6; on a 2+ they can heal d3 wounds on a Tough unit within 2".
Psychic Spells
- Lock-On (4+): Two friendly unit within 6" adds +1 AP to their shooting. Pretty handy for your troops.
- Solar Beam (4+): One enemy unit within 12" takes an AP(4) hit.
- Shrapnel (5+): Two enemy units within 6" take four AP(1) hits each. Pretty good punch.
- Steel Body (5+): Two friendly unit within 12" gain +1 to defense the next time they're attacked.
- Corroded Metal (6+): Two enemy units within 12" takes a -2 penalty to their next hit rolls when they shoot.
- Machine Terror (6+): Two enemy units within 6" take eight hits each. See that horde of grunts? Now you don't. See that tank? It's probably now weak enough to clean up in another turn.
Unit Analysis
Heroes
- High Priest: Your strongest hero with a 3+ quality and defense as well as Regeneration.
- Shooting: While their melee prowess is limited to the AP(4) Axe-Halberd, they have a broad array of guns between two slots. One is your basic pistols, stuck between the rapid-fire Macro Pistol and the P-Carbine to flush out cover campers. The other slot covers more powerful guns, from the crowd-blasting Eradicator, the rapid-fire Trans Cannon, the monser-killing Rail Gun and the general-purpose V-Blaster with Rending.
- Upgrades: The non-combat rules are shared between all leaders, which gives them all a bit of utility. Machine Lore gives Psychic, which works perfectly for back-line High Priests and Cult Leaders. Preacher offers Canticles to improve a gunline's effectiveness. Engineer gives Repair, which works great for cyborgs and vehicle heavy armies. Deacon gives Psalms, which works better for Sect Leaders since they have the best melee weapons.
- Sect Leader: This guy is your genuine beatstick, taken from the Sect Stalkers. They're not the fastest, but they've got a dangerous weapons and won't go away anytime soon. Aside from any of the weapons available to the Stalkers and Infiltrators, you've also got access to either Stalker for Fast and Furious (excellent for melee brutality) or Infiltrator for Stealth and Scout (still effective, though you'll need to make better use of cover for it to work).
- Cult Leader: A solo version of the Cult Rangers. They have access to the pistols and melee weapons the unit normally gets (including Arc and Taser Swords and R-Pistols) if they don't stick with the default R-Carbine or buy the G-Rifle for long-range potshots. Uniquely, they have the option between either Stalker Wings to join the Sky Stalkers or the Mech Horse if you intend to have them accompany the Raider Cavalry.
Infantry
- Cult Rangers: Your cheapest troops are quite versed in their shooting repertoire. Alongside their cover-busting R-carbines, they also instead take long-range G-Rifles for long-range firepower. and one model can pick up some more interesting guns like the Arc Carbine for mid-range Rending and the Uranium Rifle for sniping. These guys are best suited at short to mid-range with their guns, mostly because of the range of your guns and you lack any means to ignore terrain without those R-carbines.
- Shock Priests: Absolutely naked, but they have Regeneration. They are pretty much depend on getting the charge since they have both Furious and Impact(1). By default, they only have their Rending Shock Staves and no shooting, but you can instead buy Taser Gauntlets that give mid-range shooting, but lack any AP, instead relying on Poison. Can stand to profit quite a lot from Psalms.
- Sect Stalkers: They're a fair bit deadlier with a 3+ quality. They are also melee-only, so they need that Furious and are helped out immensely by Strider and Fast. Their S-Blades come with AP(1) and Rending to make short work of enemies, though you could instead buy S-Razors and Claws if you need a guaranteed AP(2). One guy can also make an attack with a Metal Spike if you really need to kill a hero.
- Sect Infiltrators: These sect warriors lack Furious, but have Scout and Stealth. These are the more shooty versions, coming stock with rapid-fire F-Carbines and Taser Swords with Poison, though a better melee focus exists by buying Burst Carbines and Energy Swords for the more helpful AP(1) Rending.
- Sky Stalkers: Jetpack warriors with F-Carbines and Furious for their CCWs. You could instead buy them P-Throwers if you're more concerned about cover while one model can instead take a short-range F-Blaster with a Taser Sword for something beyond a mere CCW. You can also purchase Cluster Grenades so you can blast units as you fly over them.
- Breacher Cyborgs: Slow, plodding brutes with Tough(3) and 3+ defense. This guy's got the Contortion Cannon, which has Deadly(3) AP(3) for shattering heroes or punching holes in tanks. Your alternative for guns is the Heavy Arc Carbine in case you need to shoot down more than tanks. In melee, you can buy upgrades for those claw attacks, granting either Rending. You should beware that these guys aren't really artillery, so mobs will annoy them.
- Destroyer Cyborgs: Come stock with Gravity Cannons with a bunch of hits bolstered with Rending. You can buy a Plasma Canon for Blast, something the Breachers can't. The destroyers can also mount an additional P-Rifle or Flamethrower, giving some additional close-quarters combat, but this comes at the expense of being able to do anything with their claw attacks.
- Raider Cavalry: Your bikers are very much cowboys, blasting enemies at range with G-Carbines. You can give even more close-quarters mayhem by buying riders Twin P-Pistols to bathe the earth in phosphorus while their horses get P-Breath for something even closer, while one model can keep a decent range with a Twin P-Blaster. Only one model can go more melee, going either with the Revolver+Saber for AP(1) or the P-Pistol+Energy Sword.
Vehicles
- Landing Craft: A nimble transport that's dedicated to its role. Its only guns is the Twin P-Machinegun mounted to it (with an option for an additional Twin P-Machinegun). This gives a decent means of blasting enemies, but they won't stop a tank or heavy infantry.
- Attack Craft: A Landing Craft that exchanged its Transport capacity for Tough(12) and an Energy Cannon for long-range bombardment and Triple P-Machineguns. They can swap the Energy Cannon for an Iron Cannon if you're more intent on breaking enemy tanks with it while the optional Disruption Missiles only serve to be a light supplement to the P-Machineguns.
- Crawler Tank: A mobile tank with a Twin P-Machinegun and Twin P-Cannon for all the rapid-fire bombardment to blast away hordes. The cannon can be swapped out for either the Eraser Beam for artillery, the monster-hunting Neutron Laser and P-Machinegun and the Icarus AA System, a rapid-fire gun that comes with Lock-On to bust aircraft and anyone hiding behind cover. The Repair Arm, while costly, can help the Crawler survive a bit longer without needing a hero with Repair keeping watch.
- Combat Robot: Comparable to combat walkers of most battle brothers-like armies, this robot totes a Heavy Flamethrower and Dual Energy Fists to wreck elites. You get Stealth and can even buy a Robot Smith for Regeneration, giving more protection than most walkers. That flamethrower can be swapped out for a P-cannon, replacing the weight of attacks with longer range that disregards cover. If you want to go full shooty, then you can exchange those fists for Twin P-cannons.
- Dragoon Walker: A nimble walking gun platform with Stealth. Its base weapon is the Taser Lance, giving Impact(3) and Poison, but you can swap that off for an R-Jezzail for a sniper rifle on a vehicle. You can also get a P-Carbine if you're looking for shooting in close-quarters.
- Iron Walker: The Dragoon sacrificed Stealth and instead goes full dakka with the Twin Laser Cannon for tank demolition. You could instead grab the Twin Autocannon if you weren't so keen on only going after tanks.
Flyers
- Arch Fighter: A pretty basic flyer with a Quad P-Machinegun to blast anything while the Bomb Rack demolishes anything nearby. Uniquely, you can buy Transport (6) for this plane for pretty cheap, giving the Bomb Rack a further role in cleaning the way for you to unload the troops.
- Arch Gunship: A full-combat flyer with a Twin P-Machinegun and Twin P-Blaster to rip through anything in cover while the Rear Laser Cannons can destroy enemy flyers and other vehicles.
List Building & Tactics
General Advice
Note: This section needs more content. You can help the wiki by expanding it.
Tactics
Note: This section needs more content. You can help the wiki by expanding it.
See Also
- Machine Cult
- Machine Cult Quickplay Armies
- Grimdark Future Tactics
- Grimdark Future List Building
- Grimdark Future Strategy
- Grimdark Future
Machine Cult |
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Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies |