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Made in gb
Prophetic Blood Angel Librarian




Actually bs7 on 7 rad carbines gives 6.22 wounds against a t6 mc:
21 x 8/9 x 1/6 x 2 = 6.22


Automatically Appended Next Post:
The plasma will cause 9x8/9x2/3 = 5.3333 wounds against T6

So t6 3+
5.333333 + (6.2222222 / 3) = 7.4 wounds


Automatically Appended Next Post:
T8 3+
2.67 + (6.222222/3) = 4.74 wounds.

This message was edited 2 times. Last update was at 2015/04/05 11:20:35


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

drbored wrote:
A few quick things to note:

Neurostatic aura: All enemy models within 6" of one or more models with this special rule subtract 1 from their WS, BS, I and Ld.

--This means that A) it does not stack and B) it affects models. If you get into assault and not all of the models are within 6 inches (rare, I know) it means that they may still be able to use higher leadership of models farther than 6" away when rolling for leadership checks after assault. It also means that if other units are close, you're going to want to keep track of who gets hit by the -1 BS when your opponent's shooting phase comes around. Logically, your opponent would move unenganged units away from the Infiltrators, which could open up some opportunities for map-control when your opponent wants to get their full BS back.

There is a Sicarian formation which upgrades the Neurostatic Aura to 12" apparently, sooo...


Another thing to note is that Ruststalkers do NOT have grenades with the dual Transonic blades. Only by getting the Chordclaw and razors do they get grenades. This is nice, since it gives them a haywire weapon in close combat, and a grenade to chuck in the shooting phase, but they lose the +1 strength. Not having grenades means any initiative bonus is totally lost on that first turn of combat if they charge something in terrain. Infiltrators cannot get grenades at all. :I

The Transonic Blades are the free upgrade.
So they come base with the Mindscrambler Grenade, Chordclaw, and Transonic Razor.

In regards to the overall performance of the Infiltrators/Ruststalkers it does seem to have a bit to do with what you upgrade the unit leader with. Conversion Fields really come into their own in combat for Infiltrators.
   
Made in us
Enginseer with a Wrench






Does anyone know the exact wording for the Onager shield yet?
   
Made in us
Longtime Dakkanaut





 Kanluwen wrote:
drbored wrote:
A few quick things to note:

Neurostatic aura: All enemy models within 6" of one or more models with this special rule subtract 1 from their WS, BS, I and Ld.

--This means that A) it does not stack and B) it affects models. If you get into assault and not all of the models are within 6 inches (rare, I know) it means that they may still be able to use higher leadership of models farther than 6" away when rolling for leadership checks after assault. It also means that if other units are close, you're going to want to keep track of who gets hit by the -1 BS when your opponent's shooting phase comes around. Logically, your opponent would move unenganged units away from the Infiltrators, which could open up some opportunities for map-control when your opponent wants to get their full BS back.

There is a Sicarian formation which upgrades the Neurostatic Aura to 12" apparently, sooo...


Another thing to note is that Ruststalkers do NOT have grenades with the dual Transonic blades. Only by getting the Chordclaw and razors do they get grenades. This is nice, since it gives them a haywire weapon in close combat, and a grenade to chuck in the shooting phase, but they lose the +1 strength. Not having grenades means any initiative bonus is totally lost on that first turn of combat if they charge something in terrain. Infiltrators cannot get grenades at all. :I

The Transonic Blades are the free upgrade.
So they come base with the Mindscrambler Grenade, Chordclaw, and Transonic Razor.

In regards to the overall performance of the Infiltrators/Ruststalkers it does seem to have a bit to do with what you upgrade the unit leader with. Conversion Fields really come into their own in combat for Infiltrators.


Yes, but in order to get the Transonic Blades, you must replace the chordclaw, razor, AND mindscramble grenades. It's one set or the other for the entire squad, no mixing and matching.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

I can appreciate the balance attempt of offering +1S or the grenades, but given the tradeoff I would almost never take double swords. A squad of haywire grenades is too valuable, as is initiative retention through terrain. And they ALREADY have furious charge. It'd be nice to wound MEQ on 2+, but not that nice - and locking them down with a group of Vanguards achieves this anyway.

On the note of the elites however - what are people's thoughts for the Infiltrators between Flechette/Taser and Stubcarbine/Sword? I can't come to a definitive conclusion myself but want to lean towards the Carbine/Sword. Not being able to wound above T4 concerns me.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Regular Dakkanaut




drbored wrote:
A few quick things to note:

Neurostatic aura: All enemy models within 6" of one or more models with this special rule subtract 1 from their WS, BS, I and Ld.

--This means that A) it does not stack and B) it affects models. If you get into assault and not all of the models are within 6 inches (rare, I know) it means that they may still be able to use higher leadership of models farther than 6" away when rolling for leadership checks after assault. It also means that if other units are close, you're going to want to keep track of who gets hit by the -1 BS when your opponent's shooting phase comes around. Logically, your opponent would move unenganged units away from the Infiltrators, which could open up some opportunities for map-control when your opponent wants to get their full BS back.


Ah well, I suppose it was too much to hope that it stacked. Still, that's pretty slick for knocking things down a bit for something like Ruststalkers or allied assault units.

drbored wrote:
Another thing to note is that Ruststalkers do NOT have grenades with the dual Transonic blades. Only by getting the Chordclaw and razors do they get grenades. This is nice, since it gives them a haywire weapon in close combat, and a grenade to chuck in the shooting phase, but they lose the +1 strength. Not having grenades means any initiative bonus is totally lost on that first turn of combat if they charge something in terrain. Infiltrators cannot get grenades at all. :I


Yeah... I'm seeing them either with Blades+an Inquisitor buddy with Rad/Psychotroke and the default Frag grenades so that they can still assault at Initiative through cover, or keeping the Razors and Chordclaws. This does bring up an interesting issue, however- the Ruststalker Princeps can end up with two Chordclaws... so does that mean he gets two Fleshbane attacks?

With Infiltrators not having grenades, I see them using their AoE rule to debuff an enemy squad, shoot said squad up a bit, and then wait for some Ruststalkers to bring the pain, at which point the Infiltrators might join the party. OTOH, they could also take advantage of an allied character with assault grenades.

Unless, of course, a character with assault grenades doesn't confer that benefit to their entire unit, which would suck immensely.

 sudojoe wrote:
Inquisition land raiders with assault grenade launchers! Ya, I saw that grenade thing too but was not a big deal since I have been dealing with this problem for years as inquisiton. I am defiantly going for some sort of inquisition skitarii build.

Ultimately I want to drown my opponents in MSU and block lanes with the corpses of my wrecked vehicles. The mass of spider tanks rolling on reminds me of my kan wall list alot actually now that I think about it. The big difference is that instead of boys in trucks I'll have more AV12 than most people know what to do with and quite alot more shooty to boot.

Biggest threats I face locally is the penta flyrants/adamantium lance/wraith decurion reclamation/ and the usual WS/ riptide/ bikestar /centstar/ screamerstars Weirdly enough I haven't seen a dreadknight in a while. All the GK seem to have stopped playing locally cept for me.

I'm curious if you guys have anything particular in mind for the above generic threats above with mechanicus?


Sudojoe makes an excellent point- Inquisition can bring very "low-tax" assault ransports. You'll be needing a LR Crusader, however, as both Infiltrators and Ruststalkers have the Bulky rule.

Also, insofar as T6/2+ armor MCs, Vanguard with Plasma Calivers will be a good solution to solving that problem. Serpent Spam, I'm thinking Icarus Onagers, Arc Rifle Vanguards, and Sydonian Dragoons on the charge- a single Dragoon with a Taser Lance can pump out a whopping 4 S8 attacks and at Initiative 6!

Plus Dragoons are quite mobile- you'll have a guaranteed 9" move+5" charge, for a minimum threat range of 14"- if you roll a pretty average charge length of 5-6", then that goes up to 17-18" threat range- that's really good.

Ruststalkers with their Haywire grenades are also a good option, because there seems to be a fancy formation that allows them to Run+Charge, which would give them a minimum 9+4+5=18" threat range, and if you roll at least 3 for the run move and 6 for the charge, that gets you a whopping 24" threat range.

Poly Ranger wrote:
Actually bs7 on 7 rad carbines gives 6.22 wounds against a t6 mc:
21 x 8/9 x 1/6 x 2 = 6.22


Automatically Appended Next Post:
The plasma will cause 9x8/9x2/3 = 5.3333 wounds against T6

So t6 3+
5.333333 + (6.2222222 / 3) = 7.4 wounds


Automatically Appended Next Post:
T8 3+
2.67 + (6.222222/3) = 4.74 wounds.


...Hmm. Oh wait, I derped- I think I forgot that BS7 gives a 2+ To-Hit for the initial roll.
Spoiler:
Vanguard, 10 men, 3 Plasma Calivers
21 Radium Carbine shots, ~17.5 hits, ~1.17 bonus from BS7, ~3.12 rolled for wounding, so ~6.24 auto-wounds from Rad-Poisoning (I think I forgot that it was also 2 wounds per To-Wound of 6)
9 Plasma Caliver shots, ~7.5 hits, ~0.5 bonus from BS7, ~5.34 wounds from Plasma Calivers

Which then turns into:
Spoiler:
T6/3+: ~2.08 unsaved from Radium Carbines, ~5.34 unsaved from Plasma Calivers; ~7.42 unsaved wounds total... you'll kill almost half of a Carnifex brood /whistles
T6/2+/5++: ~1.04 from Carbines, ~3.56 from Calivers, ~4.6 unsaved wounds- that's a gibbed Dreadknight, pretty much- not quite a Riptide, particularly when factoring in:
T6/2+/5++/5+++: ~0.69 from Carbines, ~2.37 from Calivers; ~3.06 unsaved wounds on a Riptide with FNP- so it's mostly dead, which is nice
T6/2+/3++/5+++: ~0.69 from Carbines, ~1.19 from Calivers; ~1.88 unsaved wounds if a 'Tide has both FNP and Nova Charges his shield

A full squad of Vanguard with triple Calivers will definitely be murderlicious against almost anything except a Riptide- and that really only comes from the fact that Riptides can buy FNP and even Nova Charge up to a 3++.

 Dramagod2 wrote:
Does anyone know the exact wording for the Onager shield yet?


Unfortunately no- but so far every source that I've seen seems to say "they start with a 6++, additional walkers that remain in 4" coherency give +1 to the save", with no mentions of it being tied to the Icarus Array. It's also worth noting that in order to claim the 4++, they'll need to be arranged in a triangular formation so that all members are within 4" of each other.

 obsidiankatana wrote:
On the note of the elites however - what are people's thoughts for the Infiltrators between Flechette/Taser and Stubcarbine/Sword? I can't come to a definitive conclusion myself but want to lean towards the Carbine/Sword. Not being able to wound above T4 concerns me.


Taser Goads and Flechette Blasters all day; Flechette Blasters may not be able to really contribute against anything much above T4, but Taser Goads make them S6 in combat. Incidentally, a unit of Infiltrators in the Sicarian formation could potentially offer an almost immediate Turn 2 charge, since they can Infiltrate up the board, then make a Scout move, and then get a 9" move plus a D6+3" run, and then Turn 2 you could get a 9" move, D6+3" run, 2D6+3" charge.

Say you Infiltrate to 12" into the middle of the board- 12" outside of the enemy deployment. Scout move 9", move 9", say a 6" run, you've literally sitting on your opponents board edge. Season with the 9" move, say another 6" run and a typical 5" (plus the 3" of Dunestrider) and you're looking at a 23" charge into something that's tried to move up the field to get away from them.

...Damn Sicarian infantry are fast little buggers aren't they?
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

drbored wrote:
 Kanluwen wrote:
drbored wrote:
A few quick things to note:

Neurostatic aura: All enemy models within 6" of one or more models with this special rule subtract 1 from their WS, BS, I and Ld.

--This means that A) it does not stack and B) it affects models. If you get into assault and not all of the models are within 6 inches (rare, I know) it means that they may still be able to use higher leadership of models farther than 6" away when rolling for leadership checks after assault. It also means that if other units are close, you're going to want to keep track of who gets hit by the -1 BS when your opponent's shooting phase comes around. Logically, your opponent would move unenganged units away from the Infiltrators, which could open up some opportunities for map-control when your opponent wants to get their full BS back.

There is a Sicarian formation which upgrades the Neurostatic Aura to 12" apparently, sooo...


Another thing to note is that Ruststalkers do NOT have grenades with the dual Transonic blades. Only by getting the Chordclaw and razors do they get grenades. This is nice, since it gives them a haywire weapon in close combat, and a grenade to chuck in the shooting phase, but they lose the +1 strength. Not having grenades means any initiative bonus is totally lost on that first turn of combat if they charge something in terrain. Infiltrators cannot get grenades at all. :I

The Transonic Blades are the free upgrade.
So they come base with the Mindscrambler Grenade, Chordclaw, and Transonic Razor.

In regards to the overall performance of the Infiltrators/Ruststalkers it does seem to have a bit to do with what you upgrade the unit leader with. Conversion Fields really come into their own in combat for Infiltrators.


Yes, but in order to get the Transonic Blades, you must replace the chordclaw, razor, AND mindscramble grenades. It's one set or the other for the entire squad, no mixing and matching.

Right, and my point was that you start off base with the Chordclaw, Razor, and Grenades.

You don't have to swap if you don't want to.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 obsidiankatana wrote:
I can appreciate the balance attempt of offering +1S or the grenades, but given the tradeoff I would almost never take double swords. A squad of haywire grenades is too valuable, as is initiative retention through terrain. And they ALREADY have furious charge. It'd be nice to wound MEQ on 2+, but not that nice - and locking them down with a group of Vanguards achieves this anyway.

On the note of the elites however - what are people's thoughts for the Infiltrators between Flechette/Taser and Stubcarbine/Sword? I can't come to a definitive conclusion myself but want to lean towards the Carbine/Sword. Not being able to wound above T4 concerns me.


The Flechette Taser does more damage to almost everything, but you dont have the 18" range.

Str2 can wound T5, it is unable to wound T6(nurgle bikers and tough MCs)


Automatically Appended Next Post:
Whiskey144 wrote:

Unless, of course, a character with assault grenades doesn't confer that benefit to their entire unit, which would suck immensely.


Which is the way it works. Assault grenades let the Model charging strike at normal init. Not the whole unit.

This message was edited 1 time. Last update was at 2015/04/05 20:31:15


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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So the Mechanicus have lots of AT through haywire, this is great and all but what now what do we have for armies without any tanks? If a mechanicus player knows he is about to fight Tyranids, what does he/she bring?

Also to a lot of the people complaining about the lack of weapons in the kit, the Plasma Caliver and the haywire gun look almost the same. They will look exactly the same from 10ft away. Really if you want to get nit-picky you can cut a plasma caliver up and easily make it look like a haywire rifle.

This message was edited 2 times. Last update was at 2015/04/05 23:33:31


 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

 ultimentra wrote:
So the Mechanicus have lots of AT through haywire, this is great and all but what now what do we have for armies without any tanks? If a mechanicus player knows he is about to fight Tyranids, what does he/she bring?

Also to a lot of the people complaining about the lack of weapons in the kit, the Plasma Caliver and the haywire gun look almost the same. They will look exactly the same from 10ft away. Really if you want to get nit-picky you can cut a plasma caliver up and easily make it look like a haywire rifle.


Vanguard do a pretty good job at taking down MC's through weight of wounds. Triple Caliver and they'll drop even faster. Using one of the +WS Imperatives and getting them stuck in, you'll be fighting T2/3 enemies that might hit you on 5's. Rangers put down Warriors for days with AP4 stock while being able to single out any concerning special weapons.

A single Ballistarii / Dragoon holds up an infinite number of gaunts/gants/warriors. Icarus Array Dunecrawlers and/or Cognis AC Ballistarii put down most Nid FMCs. Dragoon squadrons might be able to brute force wounds through on the charge.

Ruststalkers in combination with Infiltrators are also a good way to take down MCs - if expensive. Reducing enemy initiative means your Ruststalkers likely swing first and sneak some AP2 goodness through - also, suddenly, their fleshbane attacks matter. Nids being by-and-large WS3/4, the Infiltrator reduction brings it to WS2/3 and you're hitting on 2's all around. Taser Goads on the Infiltrators brute force wounds through for the finisher.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Longtime Dakkanaut





 ultimentra wrote:
Also to a lot of the people complaining about the lack of weapons in the kit, the Plasma Caliver and the haywire gun look almost the same. They will look exactly the same from 10ft away. Really if you want to get nit-picky you can cut a plasma caliver up and easily make it look like a haywire rifle.


I look forward to your step by step guide for this. With pics. Thanks!

Oh and lets make the standard from 3 feet away, I don't play games on 10 foot tables. I am leaning over 6 foot tables at most.
   
Made in us
Decrepit Dakkanaut





Hyperspace

I suggest using Plasma Guns, sculpting the balls out of Green Stuff, and putting them on the side of the weapon. This makes good Plasma Calivers.

You could probably make Arc Rifles out of Plasma Guns as well. Cut a Bolter up and stick the top of a Plasma Gun on it?

To make a Transuranic Arquebus, extend the barrel of a Galvanic Rifle and stick a scope on it?

I'll write up a tutorial later.



Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in us
Jealous that Horus is Warmaster




Tampa, Florida

I'm waiting for the super-fluffy Skitarii-Imperial Knights list we all know is coming. A couple of Ranger squads as objective holders, Dragoons and Ironstriders for armor saturation, Sicarians for general mayhem-causing, and the Knight(s) as the centerpiece.

EDIT: Okay, it can only be done well at around 2500 pts, but I figured out an at least semi-decent list.

Adamantine Lance formation -
1 Errant(Warlord)/2 Paladins

Skitarii Maniple:
2 units of 5 Rangers (2 Arc Rifles each)

1 Units of 6 Infiltrators (Goads/Pistols)

2 Units of 5 Ruststalkers (Double Sword/Princeps has Chordclaw, Refractor Field and Dataspike)

1 Unit of 5 Ruststalkers (Razors and Nades, Princeps has Refractor Field and Dataspike)

2 Units of 2 Dragoons (Lances)

2 Unit of 2 Ironstriders (Autocannons)

Thoughts?

I'm also considering putting the Sicarians in a Kill-Clade, depending if I'm allowed 3 detachments.




This message was edited 2 times. Last update was at 2015/04/06 01:45:17


Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike

Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."

 
   
Made in us
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Indiana

Yea, skitarii easily fill most of the holes that knights are missing.

In addition they provide a decent bubble wrap

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Decrepit Dakkanaut





Hyperspace

Mmmmm.... I'm thinking of AdMeching up a Baneblade to ally in.

Or maybe an Imperial Knight.

...Omnissiah this army is expensive as hell.

This message was edited 1 time. Last update was at 2015/04/06 02:13:04




Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in us
Regular Dakkanaut




 Exergy wrote:
The Flechette Taser does more damage to almost everything, but you dont have the 18" range.

Str2 can wound T5, it is unable to wound T6(nurgle bikers and tough MCs)


I don't think that having the range limitation of the Flechette Blaster is going to be a big deal for Infiltrators though- not only can they infiltrate up the board (pun partially unintended), but they get a 9" Movement/Scout moves, so distance isn't likely to be a problem for getting them into range.

To put this into perspective: Flechette Blasters have, IIRC, a 12" range, as befitting the majority of pistols in the game. Infiltrators have a 9" move, which means they have a 21" threat range for their pistols- if you want to guarantee that you'll not suddenly be out of range due to casualties, call it about 18-19" threat range.

To compare, Vanguards have a 24" threat range (6" move+18" Radium Carbines), likely around 20-21" to guarantee you'll be in range and won't lose any shots due to suddenly being out of range. In other words, they've got the same shooting threat ranges.

 Exergy wrote:
Whiskey144 wrote:
Unless, of course, a character with assault grenades doesn't confer that benefit to their entire unit, which would suck immensely.

Which is the way it works. Assault grenades let the Model charging strike at normal init. Not the whole unit.


Damn, I'd been hoping that it was applied to the entire unit. Infiltrators do however have the mobility to probably maneuver around most kinds of cover so that they can attack at initiative, unless the enemy is in area terrain.

 ultimentra wrote:
So the Mechanicus have lots of AT through haywire, this is great and all but what now what do we have for armies without any tanks? If a mechanicus player knows he is about to fight Tyranids, what does he/she bring?

Also to a lot of the people complaining about the lack of weapons in the kit, the Plasma Caliver and the haywire gun look almost the same. They will look exactly the same from 10ft away. Really if you want to get nit-picky you can cut a plasma caliver up and easily make it look like a haywire rifle.


Pretty much, what this guy says:

 obsidiankatana wrote:
Vanguard do a pretty good job at taking down MC's through weight of wounds. Triple Caliver and they'll drop even faster. Using one of the +WS Imperatives and getting them stuck in, you'll be fighting T2/3 enemies that might hit you on 5's. Rangers put down Warriors for days with AP4 stock while being able to single out any concerning special weapons.

A single Ballistarii / Dragoon holds up an infinite number of gaunts/gants/warriors. Icarus Array Dunecrawlers and/or Cognis AC Ballistarii put down most Nid FMCs. Dragoon squadrons might be able to brute force wounds through on the charge.

Ruststalkers in combination with Infiltrators are also a good way to take down MCs - if expensive. Reducing enemy initiative means your Ruststalkers likely swing first and sneak some AP2 goodness through - also, suddenly, their fleshbane attacks matter. Nids being by-and-large WS3/4, the Infiltrator reduction brings it to WS2/3 and you're hitting on 2's all around. Taser Goads on the Infiltrators brute force wounds through for the finisher.


Triple Caliver Vanguards can actually kill 1-2 Carnifexes per turn due to Rad Poisoning on the carbines and the S7/AP2 mass fire from the Plasma Calivers. In order to guarantee that though, you'll likely want to bring some Inquisition to get a Divination bot and some WC batteries by taking a few Mystics.

Also, other thoughts on Dragoons:

Dragoons have the Dunestrider rule, so they add 3" to every move that they make. The Skitarii Maniple detachment gives everybody a pre-game Scout move.

Which means that Turn 1 a Dragoon squadron could Scout Move 9", regular move 9", and then run D6+3" and end up a minimum of 22" from wherever they started. Next turn they move 9" and charge 2D6+3", for a minimum 14" charge range, more likely to be around 17".

You could be looking at a Turn 2 charge against things in the enemy deployment zone. Ruststalkers can pull off the same thing, so you could potentially use a squad of Ruststalkers with their Mindscrambler Grenades, and a unit of 2 Dragoons to charge two Wave Serpents and kill them.

On Turn 2.

For what initially seems like a shooty gunline army, they've got some fantastic fast combat units. For the record, 2 Dragoons will dump eight S8 attacks on the charge, while 5 Ruststalkers can attack with a Haywire strike apiece against vehicles.
   
Made in au
Screaming Shining Spear





Western Australia

Whiskey144 wrote:
drbored wrote:
Another thing to note is that Ruststalkers do NOT have grenades with the dual Transonic blades. Only by getting the Chordclaw and razors do they get grenades. This is nice, since it gives them a haywire weapon in close combat, and a grenade to chuck in the shooting phase, but they lose the +1 strength. Not having grenades means any initiative bonus is totally lost on that first turn of combat if they charge something in terrain. Infiltrators cannot get grenades at all. :I


Yeah... I'm seeing them either with Blades+an Inquisitor buddy with Rad/Psychotroke and the default Frag grenades so that they can still assault at Initiative through cover, or keeping the Razors and Chordclaws. This does bring up an interesting issue, however- the Ruststalker Princeps can end up with two Chordclaws... so does that mean he gets two Fleshbane attacks?


Until we get the exact wording on the chordclaws (maybe I missed it?) its hard to answer that.

Also - adding IC with frag does nothing to help the unit assault through terrain - grenades for assault are done on a per model basis

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Liche Priest Hierophant







How can a Ruststalker Princeps get 2 claws? He has to have replaced the first one with Transonic Blades to get access to the upgrade.
   
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Does chordclaw almost sound like a dirty word to anyone else?
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Which means that Turn 1 a Dragoon squadron could Scout Move 9", regular move 9", and then run D6+3" and end up a minimum of 22" from wherever they started. Next turn they move 9" and charge 2D6+3", for a minimum 14" charge range, more likely to be around 17".


Correction: Dunestrider adds 3'' when moving in the Movement Phase, Shooting Phase, or Assault Phase. Scout happens before any of these. It's also 12'', not 6''.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Longtime Dakkanaut




Indiana

Scout is determined by unit type, not base move

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

 Leth wrote:
Scout is determined by unit type, not base move


Right, my mistake. However - Dunestrider still does not apply to Scout.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Regular Dakkanaut




 Matt.Kingsley wrote:
How can a Ruststalker Princeps get 2 claws? He has to have replaced the first one with Transonic Blades to get access to the upgrade.


Man, I just keep getting derpy in this thread. That's a good catch though- since the Princeps can't get 2 Chordclaws, then the rules interaction caused by having two of them doesn't matter.

 obsidiankatana wrote:
Which means that Turn 1 a Dragoon squadron could Scout Move 9", regular move 9", and then run D6+3" and end up a minimum of 22" from wherever they started. Next turn they move 9" and charge 2D6+3", for a minimum 14" charge range, more likely to be around 17".


Correction: Dunestrider adds 3'' when moving in the Movement Phase, Shooting Phase, or Assault Phase. Scout happens before any of these. It's also 12'', not 6''.


The derp is strong with me I suppose- I had to go and check the BRB to get re-read the Scout USR section.

So a Dragoon (or Ruststalkers, or Infiltrators) can Scout 6", Move 9", run D6+3", and ends up with a minimum of 19" from wherever they were. Still, I'd say that that is pretty stellar movement anyways.

Also, Phosphor Serpentas look like they'll be a good way for Dragoons to provide some army support, since they can give a -1 penalty to the cover save of any unit that takes unsaved wounds/glancing or penetrating hits from hits. They also have the advantage that they're more mobile than the Vanguard/Rangers, and get 18" of range instead of 12".

It unfortunately does seem however, that the Sicarian infantry have no access to the Ranged/Melee Wargear lists that the Vanguard/Ranger leaders get. So no fancy pistols for them- and Phosphor Blast Pistols would have been potentially very useful for Ruststalkers and Infiltrators both.
   
Made in us
Jealous that Horus is Warmaster




Tampa, Florida

The Luminagen rule also lets you re-roll charge distances against marked targets.

That's still handy to have

Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike

Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."

 
   
Made in us
Regular Dakkanaut




Well, the only reason I didn't consider that was because I was thinking about how Phosphor Serpentas synergize with the rest of the army, and not just the Dragoons that can carry them around.

Also, who else is thinking that the Radium Jezzails don't really offer enough to be as useful as the Taser Lances? A buttload of S8 attacks on the charge (and then a slightly small buttload of S7 attacks afterwards) seems a lot more useful on something as mobile as the Dragoons than a Sniper gun, when the Transuranic Arquebus is probably a better option for bringing Sniper weapons.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

I question even paying the points for an Arquebus. Given that making full use of its range damn near guarantees cover saves, I'd rather just use the stock Galvanic Rifles (which have precision anyway).

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in au
Liche Priest Hierophant







I mean... I like the Jezzails simply as they cause 2 AP2 wounds on a To Wound of a 6... but yeah probably not as good of an upgrade as the trade Anti-V for nowhere-near-as-efficient Anti-MC.

And if I really needed tough, walking MCs dead, Las-Ballistari or Plas-Vanguard could do the job better.
   
Made in us
Jealous that Horus is Warmaster




Tampa, Florida

Are Lascannons worth it on the Ironstriders?

It means your spending 75 per model on a walker with AV 11 and I3.


Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike

Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."

 
   
Made in au
Liche Priest Hierophant







Probably not.

But neither are Jezzails (which was kinda the point).
   
Made in us
Jealous that Horus is Warmaster




Tampa, Florida

so does everyone think it's a good idea to equip a Xenos Inquisitor to the stalkers?

Rad grenades would make them even more devastating.

Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike

Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."

 
   
 
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