A blog by guest author Rob Hill of From the Horus Heresy to Infinity and Beyond.
I am
going to review them as a unit that fulfills an excellent troop slot in
any 30k Mechanicum army. These are some absolutely fantastic troops that
have toughness, mobility and a good swiss army knife of options to
tailor them for specific goals.
Stats
Thallax are mini monstrous creatures with an excellent strength and
toughness coupled with 3 whole wounds! As a basic troop! They are pricey
at 40 points each with only a 4+ save, but they also have a 6+ FNP to
mitigate that somewhat as well as their base toughness making them
harder to wound and multiple wounds requiring some seriously dedicated
fire power to take them out. Bear in mind they will also only be
insta-killed by S10 weaponry or instant death/remove from play special
rules.
WS BS S T W I A LD Sv
3 4 5 5 3 2 2 8 4+
Thallax also come with the stubborn special rule, so with a marine
competent level of leadership 8 they will not often be breaking. As jet
pack infantry they are also bulky, which has little pertinence unless
you are considering taking them in a Triaros armoured conveyor, however I
will cover this build in a separate post for the Triaros.
Finally its worth noting that with some of the special rules and
equipment upgrades available to this unit, they can be pretty decent in
close combat with 2 attacks base. A base squad of 3 will put out 9
strength 5 hits on the charge which is nothing to sniff at in a pinch,
even before you upgrade them. If you just add additional bodies, of
which 6 can be taken, then they will do a fair number!
Equipment
Baseline equipment for the Thallax are the Lightning Gun and
Djinn-sight. Djinn-sight represents their enhanced sensory system which
is boosted through their augmetic helm. This beautiful piece of
equipment causes -2 (2!!!!) to your opponents cover save when you shoot
at them. This is absolutely fantastic and is key to how you utilise the
Thallax. In terms of their basic guns, they have the following profile
Lighting Gun - S7, AP5, Heavy 1, Shred, Rending, 18" range.
At strength 7 you will be wounding most things on a 2 with a re-roll.
Albeit this is a low rate of fire, but on a 6 you will ignore any
armour. These guns don't excel at a great deal to be honest and so you
will invariably want to give them some upgrades. Available to the
Thallax are melta bombs (whole squad), a Photon Thruster, Phased
plasma-fusil, multi-melta, multi-laser and an Irad-cleanser (1 per 3).
The multi-melta and multi-laser are as standard but the other profiles
are as follows:
Phased Plasma-fusil - S6, AP3, Salvo 2/3, 24" range.
Photon Thruster - S6, AP2, Heavy 2, Lance, Blind, Gets hot, 48" range.
Irad-cleanser - S2, AP5, Assault 1, fleshbane, Rad Phage, Template.
The phased plasma-fusil is essentially 24" assault 3 due to jet pack
infantry being relentless and so is an excellent troop killer with that
AP3 and relatively high rate of fire. Its range is short but better than
your standard guns which plus your mobility shouldn't be an issue. The
Photon thruster has excellent range and a brilliant AP2 but you can
ignore lance as you shouldn't be shooting at anything above AV12 and
gets hot makes it a no-no for me. You can bleed wounds on a heavy 2 with
only a 4+ save. Unlike battle-automata such as the Castellax with a
Darkfire cannon you can't regain wounds.
The irad cleanser is beautiful, yes it has a low AP5 but fleshbane you
will wound on 2+ and rad phage will PERMANENTLY lower S and T by -1 for
the rest of the game!
The multi laser adds a nice rate of fire to the squad but the multi
melta should be skipped as melta bombs are better, with 3 attacks and
circumventing armoured ceramite. You also have the option to take heavy
chainblades for each thallax to increase their attacks to S7 and AP4.
Thallax also have the option of an augment upgrade which gives them
additional rules to help specialise their role, these range from 10-25
points:
Icarian: If stationary the Thallax
gain skyfire and move to heavy support instead of troops. This doesn't
sound amazing to begin with on basic troops, but even with the lightning
guns you have to remember that you are putting -2 to there cover save
so jinking on a 5+ at best! that will be 3 to glance the weakest
vehicles and so they make a great little anti-air threat in a list low
on flyers.
Ferrox: Grants rage and rending to
close combat attacks. This gives them 4 S5 rending attacks on the
charge. Though they now can't upgrade their lightning guns.
Destructor: Grants Tank Hunter special rule, brilliant when you give them melta bombs to ensure a big bang.
Empyrite: Gains a teleportation deep strike, which plays a role in Zone Mortalis but can be ignored here really.
Overview - Thallax have a whole
host of options and permutations open to them that allow you to really
customise them as a unit. This is great but also can lead to the trap of
investing to many points on a unit that only has a 4+ save.
Utilising
Personally I like to keep these squads small with 3-5 members and
relatively low on upgrades. Melta bombs and Ferrox put a 3 man squad at
175 points. But they can literally threaten everything now, even
charging a blob will put out 12 attacks, they can take pot shots at high
toughness units and can melta bomb any vehicle into non-existence. If
you have the points however, 6 man squad with plasma-fusils is a nice
build. The 4 Thallax with lightning guns can still rend and take out 2+
saves and you have 6 S6 Ap3 shots pumping out of this unit. Icarian as
an upgrade really does add some much needed skyfire ability to this list
and any of the high rate of fire guns like the phased
plasma-fusil/multilaser will help saturate flyers with their reduced
jink saves. Though icarian plus melta bombs does allow you to tickle
flyers as well as take out tanks.
Overview - Much more so than
Castellax, Thallax are a pick and mix unit and I couldn't possibly cover
the whole scope of builds possible with them, but I would always
suggest that you keep them focused on one priority with contingency for
another, melta bombs are I think the best contingency as they will
always present a threat to tanks on such a mobile unit, beyond that you
can choose as you like.
Peace out,
Rob Hill
Excellent write up on the Thallax. Perfect timing too since I've been looking at running my Mechanicum army now that I've got it mostly built. Can't wait for Skitarii/Secutarii models to be incorporated.
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