Warpstone Flux Rating: ⭐️⭐️⭐️⭐️ 4/5 stars. The rules are great.
Background.
Thought of by some as a potential internal threat should Mars ever go against its agreement with the Emperor, the Castellax were a mainstay of both siege warfare and shock troops for the Mechanicum. This worry never arose thanks to the Heresy and they were never made in sufficient numbers ever again to pose an internal threat, but their potency was never much doubted thanks to the sheer aggression of the internal machine spirit.
Strengths.
With 6's in S and T coupled with 4 wounds and 3+/6++ these robots are going to be tough to dislodge - but not impossible. They have a stand out cool value of 12, but have the usual weaknesses elsewhere. Interestingly the WS and BS are 3's.
Customisation means you can optimise your unit for both ranged weaponry and close combat. The shock chargers are good as a baseline entry since they generate S=8 hits. The power blades upgrades give breaching and shred instead which might actually be more useful overall.
The mauler bolt cannon is useful on its own with S=6 hits and pinning. Upgrades here include the dark fire cannon which is always welcome with AP=2 and S=8 with suppressive despite the lower firing rate. The multi-melta pushes this further into anti-tank territory but is obviously shorter range.
Weaknesses.
The WS and BS being 3 are mild issues. But the points cost remains attractive. At worst you can use them as distraction carnifexes.
Builds.
6 Castellax (300 points).
Yes, no upgrades. Also yes: viable.
3 Castellax, 3 dark fire cannons (195 points).
Long range options.
3 Castellax, 3 Multi Meltas, 3 power blades, 3 flamers (225 points).
A close combat variation for taking out transports and dealing with the contents. Of course, mixing the builds up is also viable.

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