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Title: Using Witch Hunters for 'Counts As' Mechanicum


Magos Explorator - March 31, 2008 06:42 PM (GMT)
I bought Codex: Witch Hunters today, realising that the list would be pretty good to use for a 'Counts As' Mechanicum/Adeptus Mechanicus list. Many of the units would translate directly, for example:

HQ
- Inquisitors, Priests, Adepta Sororitas Heroines: various castes of Tech-priest, with their retinues (servitors and sages mostly, I reckon).

Elites
- Arco-flagellants: the rules work fairly well for Electro-Priests. I am building some from Empire Flagellants, with a little green stuff as cables going into their flesh (my skills are poor, so it is a very basic conversion).
- Celestians: Elite Skitarii.
- Repentia: a Beastman platoon. Back in the day they had drug dispensers, and you had to include an Adeptus Mechanicus to control the frenzon dispenser. So I think you could easily use some Beastmen with 40k-era weapons, led by a Tech-priest, for this.
- (Death-cult) assassins: Could be a Praetorian group or some sort of 'special ops'.

Troops:
- Battle sisters: Heavily armoured Skitarii; I'd probably go easy on these.
- Storm troopers: Regular Hypastist Skitarii. I'd probably use these as the mainstay of the force.

Fast attack:
- Seraphim and Dominion squads: Could be rapid response Skitarii, or else Seraphim could be a type of Praetorian.

Heavy Support:
- Retributors: Sagitarii.
- Immolator, Exorcist: general Mechanicum support vehicles.
- Penitent Engines: Robot maniples (yes, I know they're meant to be in units of 4 + a priest).
- Orbital Strike: fairly obvious... ;)

Has anyone else tried this? Any comments or suggestions? It came to me after trying, and failing, to get the feel I wanted using Codex: Imperial Guard. I figure that so long as you explain to your opponent it's all fairly straightforward.

Weiss - April 1, 2008 07:40 AM (GMT)
You could add in some grey knights to use as praetorians (the heavy, augmented, bodyguard kind) from Daemonhunters.

Rogal Dorn - April 1, 2008 08:34 AM (GMT)
QUOTE
(Death-cult) assassins: Could be a Praetorian group or some sort of 'special ops'.


tech preist assassins from the kaban project ;)

Rudolf The Red - April 1, 2008 08:54 AM (GMT)
QUOTE
QUOTE
(Death-cult) assassins: Could be a Praetorian group or some sort of 'special ops'.


tech preist assassins from the kaban project 


you beat me to it!

that idea x2
sounds good!

Rogal Dorn - April 1, 2008 09:43 PM (GMT)
the mechanicus player at mylocal store uses witchunters for his mechanicus in tournaments, and the online codex for house rules....quite alot of fun

Apologist - April 2, 2008 09:34 AM (GMT)
I've thought and discussed this a fair bit I plumped for proxy-Witchhunters initially, but now use the Tempus Fugitives' Codex: Cult Mechanicus, a really well-executed rulesbook made by the guys who run GW's campaign weekends.
http://www.tempusfugitives.co.uk/pdf/40k/C...0Mechanicus.pdf

I'd really recommend it very highly: it's characterful, fits the new codex style, and is well-balanced and pointed.

If you're dead-set on a Witchhunters list, here's what I'd recommend:

HQ
Inquisitor Lord: these make perfect Techmagi. I steered clear of any of the specific psychic stuff penitent henchmen, psyocculobes etc. While you can make a case for these being 'archeotech', I think that's pretty lazy the combi-weapons etc. are much more immediately representative of the ad mech.

Priests: These work quite nicely if you're going for frothing loony-style ad mech, as they make great Electropriests when given an eviscerator.

Adepta Sororitas Heroines: I ummed and aahed about these a great deal, but in the end, I couldn't think of a sensible explanation for the Faith powers. For this reason (I'm pretty conservative with Codex adaptations, as I want things to be as simple as possible for my opponent), I did not consider these appropriate for ad mech, and left them out.

Elites
Inquisitors: Perfect for techpriests.
Arco-flagellants: I agree these make great electropriests.
Celestians: I reluctantly left these out of my lists for the faith power reasons.
Repentia:
QUOTE
a Beastman platoon. Back in the day they had drug dispensers, and you had to include an Adeptus Mechanicus to control the frenzon dispenser. So I think you could easily use some Beastmen with 40k-era weapons, led by a Tech-priest, for this.

I'd never considered this, but it's a cool idea for pre-heresy ad mech. An alternative would be some sort of labour-menial or combat servitor proxy.
Death-cult assassins: These work nicely as tech-assassins as described in the Kaban project.
Officio Assassinorum Operatives: These are too distinctly assassinorum for me, so I left them out so as not to dilute the Ad Mech flavour.

Troops:
Battle sisters: Once more left out.
Storm troopers: Perfect for hypaspists, and since you can upgrade the sergeant from the wargear list, you can make passable techpriests with power armour and/or power weapons.

Fast attack:
Seraphim and Dominion squads: Reluctantly left these out.

Heavy Support:
Retributors: Left out.
Immolator, Exorcist: these work brilliantly as Ordinati Minoris Engines.
Penitent Engines: Work brilliantly as robots I wouldn't worry too much about the size of the unit.
Orbital Strike: Very appropriate for Ad Mech as is, I think.

Of course, you can make a pretty good army using Witchhunters allied with Imperial Guard. This is what I used:
Doctrines: Cybernetic enhancements, sharpshooters, special weapons squads, Techpriest Enginseers, chem-inhalers.

The benefit of this approach is that you can still take the most characterful stuff from the Witchhunters' list an HQ techmagos, a couple of techpriests etc...

Magos Explorator - April 3, 2008 05:45 PM (GMT)
Thanks for the feedback. :) I've downloaded the fan codex you described but, though I am unlikely to play a game ever, am still seeking a list that would be legal to use in-store (i.e. a GW-published Codex).

I thought about the Guard list, but I couldn't fit everything I wanted in just those doctrines, and don't like the platoon structure too much. :(

Apologist - April 4, 2008 08:46 AM (GMT)
Based on the fact that most people are pleased to play something original and new, I wouldn't worry too much about legality per se. There's going to be plenty of explanation anyway.

That said, I only really play with a gaming group of like-minded friends (not that I object to GW or anything; but I'd rather have a can of synthale and chat to my mates while I'm playing!)

If you'd prefer to use legal rules, have you considered bending them? Imperial Guard with unrestricted (i.e. more than five) doctrines is pretty good, and has precedent in the back of the codex lists:

Grenadiers (removes platoon problem, and gives you some extra pseudo-stormtroopers, which are great for representing tech-guard elites)
Allow Stormtroopers (three squads of stormtroopers)
Techpriest Enginseers
Abhumans (to allow slave levy)
Abhumans: Slave Levy
Cyberenhancement
Chem-inhalers

Fifty stormtroopers is a pretty good start for an army if you want to avoid platoons.

Alternatively, space marines are an interesting Codex to adapt:
Scouts with bolters/shotguns as your basic troops, the pseudo-Techmarine HQ with the traits system... plenty of techmarines as techmagi, dreadnoughts with ML and extra weapon as walking gun platforms/robots... etc.

Weiss - April 4, 2008 08:54 AM (GMT)
And remember that you can always mix and match with the inquisition codices...

Fingol23 - April 20, 2009 05:23 PM (GMT)
If you take witch hunters you can make use of allies from Codex Space Marines, e.g techmarines and thunderfire cannons as well as servitor squads, all of which seem perfect for an Ad Mech list.

DaemonlordAbraxes - November 24, 2009 11:36 PM (GMT)
Sorry for the Necro, but what is this Kaban Project?

dark_claw - November 25, 2009 10:20 AM (GMT)
have you read mechanicus? the fab generol makes use of a very select group of assisins that are all tech upgraded and glide over the ground and have pistols that can punch through shield (void of sollid like storm) with ease and carry on through the body of the target. they are sooooo cool in the book i am thinking of having some in my admech force :D

The Red Sorcerer - November 25, 2009 02:39 PM (GMT)
QUOTE
but what is this Kaban Project?


It's a short story in the Collected Visions book concerning a Tech Priest working on a project that involves a genuine Artificial Intelligence (i.e. Tech-Heresy) - a war robot known as the 'Kaban Machine'. The Kaban Machine itself pops up in Mechanicum as well.

DaemonlordAbraxes - November 26, 2009 04:16 AM (GMT)
Thats the one mentioned in the new Siege of Terra rules from TF right?




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