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Tactica Mechanicus - FAQ Out @ 2019/05/22 05:55:05


Post by: Ideasweasel


Will Wulfey be taking up arms for BAO also?

Cawls 9” bubble isn’t bad after all the nerfs to CP regen and just how meh the other Admech WLTs are



Tactica Mechanicus - FAQ Out @ 2019/05/22 06:09:31


Post by: The Forgemaster


 Suzuteo wrote:
Made some changes:
Spoiler:
Mars Battalion Detachment - 1310
Cybernetica Cohort (-1 CP)

HQ - 280
1x Belisarius Cawl - Warlord: Static Psalm-Code
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 270
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Graia Battalion Detachment - 210

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 150
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

House Krast Super-Heavy Auxiliary Detachment - 478

Lord of War - 478
1x Knight Crusader - Avenger Gatling Cannon, Rapid-Fire Battle Cannon, Heavy Flamer, 2x Heavy Stubber

Total: 1998 points
13 CP (-3)

Wulfey tested the Icarus Autocannon. Apparently, it drastically underperforms due to lack of Cawl rerolls and any plus hit stratagem. Took the opportunity to just add another unit of Skitarii. I would add the Stormspear, but I am not sure I have enough time to finish painting my new one.

Also, multiple people report that this sort of castle concept with Breachers only works if you make Cawl the Warlord. Also because snipers are apparently everywhere and will gun down an Enginseer really fast.


What about considering the Manipulus as the warlord - give him the static psalm code - would there be some benefit in making his bolster weapons/warriors +3" range?


Tactica Mechanicus - FAQ Out @ 2019/05/22 08:29:22


Post by: Suzuteo


 Ideasweasel wrote:
Will Wulfey be taking up arms for BAO also?

Cawls 9” bubble isn’t bad after all the nerfs to CP regen and just how meh the other Admech WLTs are

Yup.

I think the meta has been really shaken up. We now have the best gunline. (Tau has the best gunline in absolute terms, but we outrange them, so we technically have the better gunline because we have a better matchup thanks to Manipulus.) We have +2 to hit, massive mortal wound output, access to a solo Knight for faction purposes, and above average durability to boot. The only shortcoming we have is a lack of non-LOS shooting.

 The Forgemaster wrote:
What about considering the Manipulus as the warlord - give him the static psalm code - would there be some benefit in making his bolster weapons/warriors +3" range?

Rerolls are more important IMO. Being able to keep Robots, Breachers, and Ironstriders 22" apart is a big deal. I mean, I will have to move within 12" of enemies once and awhile, but my Robots may be rooted.


Tactica Mechanicus - FAQ Out @ 2019/05/22 12:45:57


Post by: Yoda79


Cawl Aura is fine with out buffing to 9" for me especially after the changes to fly that again returned ad mech first 1-2-3 Rounds to castle up.

But your list

Especially if you want to move out with breachers go offensive your list does not have a dominus that definetly requires hermeticon and buffs breachers at least with rerolling 1 in shooting and all in melee .

So you dont need hermeticon you dont want breachers to move out till 1-2-3 and they are not fast to move only after round 3 then 100% Cawl warlord. So you actually use breachers only for screener shooter (main role).

You should consider since you will remain castle with breachers to remove a ranger squad or vanguard. add 2* servitors. better campers better melee counter unit and the ability if you want to revive breachers remain.
IF it does not suit you since you got only 9 and units of 3*3 aceptable. But you should maybe make one big unit of breachers and buff it with vigilus for the extra +1 or revive options do the math. I m not sure but if you go against planes i would suggest ( not sure) to make one of your troops go to fill the top battalion and split more breachers to one unit. etc etc if you can make only one an dmake it vigilus all the better especially vs planes. I dont know i believe its possible and better since you seem to already take 6-7 troop units so with vanguards you wont miss mobility to the map.

so your two battalions should look like

3*5 vanguard

2*5 rangers

1*8 breachers
1* servitors

or close to that. As i said not sure but should be valid for buffs.


Tactica Mechanicus - FAQ Out @ 2019/05/22 15:21:00


Post by: VladimirHerzog


have you seen the newest regimental standard? (https://regimental-standard.com/2019/05/22/adeptus-mechanicus-announce-new-transport-after-running-out-of-wheels/)

its about our new transport. I know i shouldnt use this as source of official information but it does mention that it uses hover technology and mentions its "open topped armor".



Tactica Mechanicus - FAQ Out @ 2019/05/22 15:44:51


Post by: Agamembar


So taking on board a lot of the recent discussion I'm going to try running this list below, the caveat is that I don't have dakabots and would really try to get a list with out them. I was wondering is the agrapinna strat worth losing the re-roll of 1? Would it be better to just have all the kataphrons as the same forgeworld as the dominus? As I'm not really sure how often I would acutally use the fresh converts strat, I'll be pushing the mixed battalion forward while the stygies one sits back with the long range doing it's stuff.

Spoiler:

Battalion Detachment
Forge World: <Mixed>
Specialist Detachment: Servitor Maniple

Tech-Priest Dominus Ryza, Warlord Trait (CA): Master of Biosplicing
Tech-Priest Enginseer Agrapinna

+ Troops [64 PL, 609pts] +

4x Kataphron Breachers Agrapinna
4x Kataphron Breachers Agrapinna
5x Kataphron Destroyers Ryza

5x Skitarii Vanguard Graia
5x Skitarii Vanguard Graia
5x Skitarii Vanguard Graia

4x Servitor Graia
4x Servitor Graia
8x Sicarian Infiltrator Mars

Battalion Detachment

Forge World: Stygies VIII

Tech-Priest Dominus
Tech-Priest Enginseer

5x Skitarii Ranger, 2x Transuranic Arquebus
5x Skitarii Ranger, 2x Transuranic Arquebus
5x Skitarii Vanguard

2x Ironstrider Ballistarius Twin Cognis Lascannon

4x Sydonian Dragoons

Onager Dunecrawler Icarus Array
Onager Dunecrawler Icarus Array
Onager Dunecrawler Icarus Array


Tactica Mechanicus - FAQ Out @ 2019/05/22 16:50:32


Post by: Octovol


VladimirHerzog wrote:
have you seen the newest regimental standard? (https://regimental-standard.com/2019/05/22/adeptus-mechanicus-announce-new-transport-after-running-out-of-wheels/)

its about our new transport. I know i shouldnt use this as source of official information but it does mention that it uses hover technology and mentions its "open topped armor".



Yeah I really hope they're not just messing with us or it didn't have some kind of stupid restriction or penalty for its open-ness lol


Tactica Mechanicus - FAQ Out @ 2019/05/22 17:04:22


Post by: Vineheart01


i dont really see any valid restriction because open topped.
Its bulky enough where you'd expect it to be T8, but open topped generally means -1T than usual and nothing else anymore.
I'd be rather surprised to see it be T6 and thats the worst open-topped related thing that could happen.


Tactica Mechanicus - FAQ Out @ 2019/05/22 17:07:09


Post by: VladimirHerzog


 Vineheart01 wrote:
i dont really see any valid restriction because open topped.
Its bulky enough where you'd expect it to be T8, but open topped generally means -1T than usual and nothing else anymore.
I'd be rather surprised to see it be T6 and thats the worst open-topped related thing that could happen.



I'd love for it to be venom-level of undercosted.


Tactica Mechanicus - FAQ Out @ 2019/05/22 17:17:02


Post by: Vineheart01


what so we can be the next gripe-target?
I never want my stuff to feel undercosted, because then i feel like a prick using them since they are clearly better than their points suggest.


Tactica Mechanicus - FAQ Out @ 2019/05/22 17:29:56


Post by: VladimirHerzog


 Vineheart01 wrote:
what so we can be the next gripe-target?
I never want my stuff to feel undercosted, because then i feel like a prick using them since they are clearly better than their points suggest.


Oh i know, i was just comparing the venom as an open topped transport and it being open topped doesnt really make it lose something.


Tactica Mechanicus - FAQ Out @ 2019/05/22 23:41:45


Post by: Suzuteo


 Yoda79 wrote:
Cawl Aura is fine with out buffing to 9" for me especially after the changes to fly that again returned ad mech first 1-2-3 Rounds to castle up.

But your list

Especially if you want to move out with breachers go offensive your list does not have a dominus that definetly requires hermeticon and buffs breachers at least with rerolling 1 in shooting and all in melee .

So you dont need hermeticon you dont want breachers to move out till 1-2-3 and they are not fast to move only after round 3 then 100% Cawl warlord. So you actually use breachers only for screener shooter (main role).

You should consider since you will remain castle with breachers to remove a ranger squad or vanguard. add 2* servitors. better campers better melee counter unit and the ability if you want to revive breachers remain.
IF it does not suit you since you got only 9 and units of 3*3 aceptable. But you should maybe make one big unit of breachers and buff it with vigilus for the extra +1 or revive options do the math. I m not sure but if you go against planes i would suggest ( not sure) to make one of your troops go to fill the top battalion and split more breachers to one unit. etc etc if you can make only one an dmake it vigilus all the better especially vs planes. I dont know i believe its possible and better since you seem to already take 6-7 troop units so with vanguards you wont miss mobility to the map.

so your two battalions should look like

3*5 vanguard

2*5 rangers

1*8 breachers
1* servitors

or close to that. As i said not sure but should be valid for buffs.

I would need to cut two Breachers for that, since I am adding 60 points. I also would lose Cohort, so the Robots cannot run and gun. A lot of my game plans still require me to have a strong Robot alpha. I think you might be right and this is probably the better way to run the army. However, there is a huge gap in experience between you and me on Breachers. I am much more comfortable with Robots, so I will focus on my Robots.


Automatically Appended Next Post:
Question about Breacher use: Do I place them behind my Skitarii or in front of them? And I assume the Knight should stay off to the side to counter charge?


Tactica Mechanicus - FAQ Out @ 2019/05/23 06:35:16


Post by: lash92


That's pretty dependent in what you are screening against.
E.g. against a Kraken GS bomb I would put Breachers in front. Against things like say a SG bomb I would first use my skitarii


Tactica Mechanicus - FAQ Out @ 2019/05/23 06:38:14


Post by: Suzuteo


So if it's good against Breachers, put the Skitarii in front? Lol. Seems straightforward enough.


Tactica Mechanicus - FAQ Out @ 2019/05/23 06:54:34


Post by: lash92


 Suzuteo wrote:
So if it's good against Breachers, put the Skitarii in front?


Basically yes.


Tactica Mechanicus - FAQ Out @ 2019/05/23 13:56:52


Post by: gendoikari87


So with viable transports are dominuses... dominii..... the big tech priests, viable cc units now?



Tactica Mechanicus - FAQ Out @ 2019/05/23 14:48:34


Post by: dadamowsky


I'm confirming, a layer of Skitarii ahead of Breachers takes their suvivability quite high. Vanguards+Breachers layered screens have stopped so far dajumped Boyz, Orc Bikes, Tzangoors, a Magnus, and knights. Vanguards have proved to be quite an asset (if any survived) when it came to counter-punching afterwards. It will be significantly weaker setup against double activation units but hey - at least the Zerkers will be forced to fight the Breachers instead of the gunline component.


Tactica Mechanicus - FAQ Out @ 2019/05/23 15:29:59


Post by: VladimirHerzog


dadamowsky wrote:
I'm confirming, a layer of Skitarii ahead of Breachers takes their suvivability quite high. Vanguards+Breachers layered screens have stopped so far dajumped Boyz, Orc Bikes, Tzangoors, a Magnus, and knights. Vanguards have proved to be quite an asset (if any survived) when it came to counter-punching afterwards. It will be significantly weaker setup against double activation units but hey - at least the Zerkers will be forced to fight the Breachers instead of the gunline component.


yeah, having multi-layered screens against assault armies is really important. I played against a genestealer spam tyrannid army and forced him to charge vanguards, while my electropriests and dragoons were waiting for the countercharge.

that game didnt last long.


Tactica Mechanicus - FAQ Out @ 2019/05/23 16:49:44


Post by: Gangland


How many infiltrators is enough? Especially when you play around 2500pts?


Tactica Mechanicus - FAQ Out @ 2019/05/23 16:55:48


Post by: VladimirHerzog


 Gangland wrote:
How many infiltrators is enough? Especially when you play around 2500pts?


at 2000 i'll usualy try to fit at the very least one squad of 5 for map control.
If i were to paly at 2500, i would 100% take 2 squads of 5, maybe even 3 if the points allow it.

However, infiltrators arent super popular in competetive builds since they only gak with wrath of mars in a full-size unit.


Tactica Mechanicus - FAQ Out @ 2019/05/23 16:58:14


Post by: Morkphoiz


 Spera wrote:
VladimirHerzog wrote:
Morkphoiz wrote:
I'm gonna attend a 1.5k Tourney in a bit. They've got some REALLY harsh restrictions like:

-you can only have one unit twice, everything else must be single squads instead of one Troop choice which you can take up to four times

-must be one batallion

-monstrous creatures and the likes can only be in squads of three max.

So I came up with this for inducing Maximum Rage:

Stygies trait

1 Dominus with necromechanic and lands relic

1 Enginseer

1x3 Breachers with Heavy Arc

3x3 Destroyers with Grav/Flamer

1 Datasmith

2x3 Dakka Kastelans

1 Onager with Neutron Laser and Stubbers


I intend to Castle up in the backfield, shield my Kastelans with the Kataphrons and discourage Close Combatants with the 9 Flamers I have at my disposal.
Then Dakka away at everything and repair incoming damage with my characters if possible.

Also Stygies and 2 rounds of Shroudpsalm (via Stratagem) should help.

What do you guys think? Is that cheesy enough?




phew, those are some harsh restrictions.

I personally wouldnt attend an event that added so many restrictions. I'm guessing these restrictions are there because they want to avoid some sort of cheese that was there is the past.

Some armies cant realistically play a battallion without seriously nerfing themselves.

Just to show that the rules are dumb, i'd bring 2x6 destroyers in a ryza servitor maniple. Sprinkle some onagers in there and add some normal servitors to recycle your destroyers.



As long as those don't apply to every-single-goddamn-event organized there, restrictions aren't bad. They can shake up things a little bit, prevent dumb net listing and incentivize smart and innovative list building. So don't bash them, you may not like it, just don't play it and don't bash.

Mork, well, on what you will use your command points? I don't see many uses for those 8 cp, and admech is stratagem centric.


Annihilation Volley, Double repair, chant for two Rounds of shroudpsalm


Tactica Mechanicus - FAQ Out @ 2019/05/23 19:08:58


Post by: Gangland


VladimirHerzog wrote:
 Gangland wrote:
How many infiltrators is enough? Especially when you play around 2500pts?


at 2000 i'll usualy try to fit at the very least one squad of 5 for map control.
If i were to paly at 2500, i would 100% take 2 squads of 5, maybe even 3 if the points allow it.

However, infiltrators arent super popular in competetive builds since they only gak with wrath of mars in a full-size unit.


Mostly play casual though we all try to win heh.


Tactica Mechanicus - FAQ Out @ 2019/05/23 20:13:38


Post by: Aaranis


Agamembar wrote:
So taking on board a lot of the recent discussion I'm going to try running this list below, the caveat is that I don't have dakabots and would really try to get a list with out them. I was wondering is the agrapinna strat worth losing the re-roll of 1? Would it be better to just have all the kataphrons as the same forgeworld as the dominus? As I'm not really sure how often I would acutally use the fresh converts strat, I'll be pushing the mixed battalion forward while the stygies one sits back with the long range doing it's stuff.

Spoiler:

Battalion Detachment
Forge World: <Mixed>
Specialist Detachment: Servitor Maniple

Tech-Priest Dominus Ryza, Warlord Trait (CA): Master of Biosplicing
Tech-Priest Enginseer Agrapinna

+ Troops [64 PL, 609pts] +

4x Kataphron Breachers Agrapinna
4x Kataphron Breachers Agrapinna
5x Kataphron Destroyers Ryza

5x Skitarii Vanguard Graia
5x Skitarii Vanguard Graia
5x Skitarii Vanguard Graia

4x Servitor Graia
4x Servitor Graia
8x Sicarian Infiltrator Mars

Battalion Detachment

Forge World: Stygies VIII

Tech-Priest Dominus
Tech-Priest Enginseer

5x Skitarii Ranger, 2x Transuranic Arquebus
5x Skitarii Ranger, 2x Transuranic Arquebus
5x Skitarii Vanguard

2x Ironstrider Ballistarius Twin Cognis Lascannon

4x Sydonian Dragoons

Onager Dunecrawler Icarus Array
Onager Dunecrawler Icarus Array
Onager Dunecrawler Icarus Array

I think you're trying to have too many combos/threats in a single bag and so it ends up being kinda messy. First you need to tell us what is your battle plan, do you want to have a static gunline castle, a moving gunline, half melee/half shooting list ? In what will you invest your CPs ? I recommend not mixing too many combos because you'll run out of CP really fast. You start with 12 CP, you'll want to give a 5++ to at least the Destroyers (-1 CP), give them +2 to Hit in the Shooting phase (-3 CP), use Plasma Specialists (-1 CP). That's already -5 CP just in the first turn and prior for the Destroyers. Now with the 7 CP remaining you can give +2 to Hit to the Ballistarii and/or Dragoons (-1 CP each), return a Breacher Squad (-2 CP for 16 PL), use WoM on the Infiltrators (-2 CP). So with the average 2 CP remaining you can deny a psychic power (-1 CP) or use Acquisition At All Cost (-2 CP) and now you're out of CP. Have two big CP eaters in your list maximum or else you'll quickly run dry.

Another advice would be to change your <Forge-Worlds> in a more synergistic way. For example, your Agripinaa Enginseer serves no actual purpose, he can't repair anything except Vehicles and there's no Agripinaa Vehicles. Have him as Graia for more psychic denial potential or even Ryza so that he can defend himself a bit more with his 2 attacks. If you have a Manipulus or a proxy for it I suggest replacing the Enginseer by a Ryza Manipulus so that he can at least boost the range.

Agripinaa's dogma is quite powerful actually, so you might also want to run a clean detachment. Agripinaa Icarus Crawlers are nice in Overwatch, and if you have a Raiment of the Technomartyr nearby it can be even better.

But your list is going in too many directions at once to give clear advice without tidying it up. The ideas are good and the list is, I believe, threatening, but you'll run out of CP faster than a Smash Captain and it might be a little too much TAC. I hope you see what I mean and take it as friendly advice.


Automatically Appended Next Post:
On another subject I'm building three lists (Mars, Ryza and Graia) and I'm wondering where do Hoplites fit best considering they can't have dogmas, Forge-World-specific stratagems, or bonus from any characters. The only thing they have access to for support are Canticles, Doctrina stratagems and the Omniscient Mask, as it buffs <Skitarii>. I'm leaning towards Mars, because multiple Canticles with Cawl helps them keeping the +1S/reroll 1s to Hit. Ryza is interesting in the sense where it's a list with 6 Ryzaphrons, the rest being the usual stuff, as well as CC units that actually benefit from the dogma. So they won't be alone in the front lines, they'll have support from 4 Fistellans and 3 Dragoons, I'm tempted therefore to send an Omniscient Enginseer to support the blob with rerolls.

What do you think ? I've completed my drafts for Mars and Ryza but I didn't include the 10 Hoplites in the Ryza list yet.

Also, are we in agreement to send massed emails to Forge World FAQ service so that they remove the Titan Guard rule that prevents them from having a Forge-World as it makes no sense ? I'm even willing to up the cost to 10 pts/model if they do that. And they'll probably won't be able to ride the Dunerider with this stupid rule.


Tactica Mechanicus - FAQ Out @ 2019/05/23 23:15:21


Post by: Agamembar




This is a great analysis, thanks, I think I've fallen into the trap of trying to use all the cool toys and I'm hurting myself, I suppose I could just go one batt as Agripinna and the other as Stygies and switch to the Grav for the destroyers since then its a nice guarenteed 5 shots which works out better for the dogma, just need to work the points which if I ditch the inlitrators is easy as to be honest I just have the WoM and getting down the board but mostly they just seem to die, in so that way I only need to care about the fresh convert strat. I want to push the kataphron batt forward so pressure the oppent and get objectives with the vanguard in there helping or maybe use a partol to get access to the graia strat and move the vanguard into there as it seems super helpful to have that but I'm not sure yet.


Tactica Mechanicus - FAQ Out @ 2019/05/24 07:16:22


Post by: axisofentropy


Overall, do we think the best in faction AdMech army has or does not have a Knight?

I'm having a hard time fitting one in with a Brigade, and I don't think I'll have enough command points to feed a Knight and two battalions.


Tactica Mechanicus - FAQ Out @ 2019/05/24 07:40:53


Post by: Suzuteo


I think the Knight adds consistency and is very compact. It's an extremely well-rounded way to spend 500 points. There is nothing in particular that a Knight does poorly.

That being said, 3x6 Agripinaa Breachers are probably better. Lol.

If you are doing a Brigade, definitely don't try to fit in a Knight.


Tactica Mechanicus - FAQ Out @ 2019/05/24 08:14:56


Post by: xlDuke


In my opinion Ad Mech don't do Brigades particularly well and are best with 3 x Battalions. We've good good, cheap Troops and decent HQs and it's far easier to fit our workhorse units into a set of Battalions than be constricted by the requirements of a Brigade.

Knights are great and synergistic allies for our army, the only fault I find in them is that they take a detachment slot that doesn't provide CP (with the Auxiliary SHD anyway) whilst also being quite CP intensive. That's why I can imagine a Krast Styrix works pretty well, particularly for players that come across Titanic units regularly, as after a relic and WLT it doesn't really need any more CP spent on it.


Tactica Mechanicus - FAQ Out @ 2019/05/24 12:41:39


Post by: lash92


Problem with triple battalion is that you will be spending lots of points on stupid TPEs


Tactica Mechanicus - FAQ Out @ 2019/05/24 13:07:24


Post by: xlDuke


 lash92 wrote:
Problem with triple battalion is that you will be spending lots of points on stupid TPEs


Indeed. Still well worth the sacrifice for 15 CP though and they can still be used for repairing, holding objectives, relics, blocking deepstrike etc but they are pretty terrible for sure.


Tactica Mechanicus - FAQ Out @ 2019/05/24 14:07:17


Post by: Iago40k


xlDuke wrote:
In my opinion Ad Mech don't do Brigades particularly well and are best with 3 x Battalions. We've good good, cheap Troops and decent HQs and it's far easier to fit our workhorse units into a set of Battalions than be constricted by the requirements of a Brigade.

Knights are great and synergistic allies for our army, the only fault I find in them is that they take a detachment slot that doesn't provide CP (with the Auxiliary SHD anyway) whilst also being quite CP intensive. That's why I can imagine a Krast Styrix works pretty well, particularly for players that come across Titanic units regularly, as after a relic and WLT it doesn't really need any more CP spent on it.

The AdMech Brigade is awesome. 60 pts to fill all eliteslots? awesome. Heavy support with duncrawlers and bots? yes please. Even laserbalistarii instead of Dragoons are worth it atm. The only problem is the concept behind it and with which forgeworld you want to achieve your goals. But Id always pick a brigade over 3 battalions any day of the week. Esp because AdMech still needs support from other sources such as Assassins and Smash Captains.

I am still a bit sad elimination volley only works for destroyers but not for breachers...


Tactica Mechanicus - FAQ Out @ 2019/05/24 14:25:09


Post by: ThePie


Anyone got any experience with the Graia FW? Combinding Graia and the cybernetica cohort to enable your kastelans to shoot in melee seems like a good way to deal with pesky enemies trying to tie up them. Being able to deny the witch on 4+ also looks handy.

Not sure if thats worth over running Stygies or Mars with cawl though.


Tactica Mechanicus - FAQ Out @ 2019/05/24 16:08:52


Post by: Ideasweasel


A lot of people run their troops as Graia for deny on 4+ but have kastellans as mars for wrath of mars


Tactica Mechanicus - FAQ Out @ 2019/05/24 23:39:13


Post by: lash92


 Ideasweasel wrote:
A lot of people run their troops as Graia for deny on 4+ but have kastellans as mars for wrath of mars


That's what's I'm doing as well. Having a mixed detachment with Graia, Mars and Ryza, while having a pure Stygies detachment.


Tactica Mechanicus - FAQ Out @ 2019/05/25 07:08:51


Post by: Suzuteo


Bay Area Open 2019 Battle Report
Day 1

My list:
Spoiler:
Mars Battalion Detachment - 1310
Cybernetica Cohort (-1 CP)

HQ - 280
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 270
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Graia Battalion Detachment - 210

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 150
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Galvanic Rifle
5x Skitarii Vanguard - 5x Galvanic Rifle

House Krast Super-Heavy Auxiliary Detachment - 478

Lord of War - 498
1x Knight Crusader - Avenger Gatling Cannon, Rapid-Fire Battle Cannon, Heavy Flamer, 2x Heavy Stubber

Total: 1998 points
13 CP (-3)

--

Game 1 vs. Raven Guard (Sniper Scouts, Eliminators, Suppressors, Ven Dread, Contemptor Dread)
Spoiler:
Krast Crusader: First Knight, Sainted Ion

Deployment: Search and Destroy

I took Butcher's Bill, Reaper, and Old School. He took Kingslayer (Cawl), Gangbusters, and Ground Control.



Map consisted of two magic bunkers in the center of the map, containing the two objectives, and pillars at the corners. Deployment was not favorable at all to shooting armies, and we were both that. I won the roll off and took the side with the objective closer to my deployment. He deployed Scouts to my right and left flanks, and hid everything else (Venerable Dread and Contemptor Dread) behind his magic box. I deployed the Knight on my right with two units of Breachers. On my left, Cawl, Manipulus, Ironstriders, and Dakkabots.

Round 1 - Shroudpsalm + Incantation

My Knight stays out of LOS of the Contemptor Dread and shoots into the Sniper Scouts and Eliminators. He flubs it and leaves one alive in both units. Breachers go into the magic bunker.

I went first. I Bolstered Warriors and moved up my left flank. Ironstriders got Doctrina. The two front ones shot into the Venerable Dread. The two rear ones shot across the short-length of the table into some other bikes; they flub it and leave one alive. Breacher kills a bike.

Dakkabots save the day, killing the unit of bikes touched by the Breacher and a unit of Tacticals without Override or Wrath.

My opponent gets really bad advance rolls so he continues to hide his troops. His Contemptor shoots my Knight, dealing 6 damage.

Round 2 - Invocation + Benediction

Breacher, Vanguard, and Knight finishes the surviving bike, Sniper Scout, and Eliminators on my right flank off. The other Breacher stayed in the magic bunker. I move the Knight toward the center of the map to avoid the enemy's deep strikers.

I moved my castle up again. Ironstriders got Doctrina and wiped the Venerable Dread. I rooted the Dakkabots and wiped the Contemptor Dread. The castle's screen moved up toward the other center objective.

He deep strikes his Warlord, Shrike, and Assault Marines. He charges and kills my Ironstriders.

Round 3 - Shroudpsalm + Invocation

Dakkabots and Knight wipe the Warlord, Shrike, and Assault Marines. My screen takes the center objective.

He tries to take back the center objective, but fails to do so.

13-12 (WIN)

We both played rather slow. Lots of time measuring distances and tip-toeing around the magic bunker. Actual score was supposed to be 15; I realized as I wrote this that I forgot to score Reaper. Doh. Felt fishy to me how close this was given my dominating performance.

Game 2 vs. Chaos (Renegade Knight Lance, Havocs, Daemon Prince, Red Corsair Bomb)
Spoiler:
Krast Crusader: First Knight, Headsman's Mark

Deployment: Vanguard Strike

I took Butcher's Bill, Titan Slayer, and Old School. He took Recon, Titan Slayer, and Old School.



There is a center objective in some open ruins at the mouth of a choke. I took the deployment with the majority of the central ruins. I placed my objective at the edge of the 12" line, in the center. He placed his inside his ruins on his side of the board. The deployment pretty much invited a showdown, so we deployed our entire armies in huge lines facing one another. I kept my Ironstriders and Dakkabots a bit further back.

Round 1 - Shroudpsalm + Incantation

He deployed first, so he went first. He shot 8 Breachers dead with the large majority of his shooting. He attempted to Warptime his Daemon Prince in range of my Knight, but I denied it with my Graia stratagem. He advances his bombs toward the choke, which I have taken and reinforced with advanced Skitarii to deny him Recon.

I shoot my Knight then my Ironstriders into the enemy Knight and Armiger. My Dakkabots Strafe, move up, root, Wrath, and kill his Knight, Armiger, and 14 CSMs. I make it into the choke first. My Knight then charges the Daemon Prince, leaving with one wound (to my Knight's 16).

Round 2 - Shroudpsalm + Invocation

Havocs pound a unit of Skitarii and the surviving Breacher into dust. His Cultists push into the choke, but are stopped by a second unit of Vanguard. His Daemon Prince fights my Knight. He Deep Strikes his Terminators and shootings my Dakkabots, killing one.

My Knight falls back and pours everything into the Havocs. My Dakkabots wipe the Terminators. With nothing else left to shoot, my Ironstriders shoot the Send in the Next Wave of CSMs. My Vanguard charge and retake the choke. My Knight charges into the Chaos Lord and kills it and the surviving Daemon Prince.

Round 3 - Shroudpsalm + Chant

At this point, we're just talking about next moves. With only two Cultists left in the center of the map, he pretty much forfeits.

25-10 (WIN)

Game 3 vs. Eldar (Hemlock, 2x Exarch, Warlock Conclave)
Spoiler:
Krast Crusader: First Knight, Headsman's Mark

Deployment: Dawn of War

I took Marked for Death (Hemlock, 2x Exarch, Warlock Conclave), Old School, Engineers (Rangers). He took Recon, Marked for Death (3x3 Breachers, Ironstriders), and Kingslayer.

It's the short deployment, with two large central ruins. I had two large ruins on my side; he had three smaller ruins. I deployed Breachers and Vanguard at the edge of my deployment between the central ruins. My Knight was on my right, Cawl on the left, and Ironstriders in the rear to complete the box. He deployed all of his aircraft in one corner and his Conclave in the ruins on the opposite side. He decides to use a stratagem to redeploy to the side of my Knight.

Round 1 - Shroudpsalm + Benediction
I win the rolloff and decide to go first. Ironstriders get Doctrina, and I deal 16 damage to the Hemlock. He needs to make four 6+ FNP saves. He makes SIX.

I want to shoot the Conclave. He points out that the entire first floor is opaque, and that there is an invisible wall where the wall was collapsed. I pointed out that the ITC terrain guidelines specifically stated that we can consider windows and doors to be opaque, but we are not to create terrain where there is none. He insisted, and I gave it to him, even though I know I should not have. In any case, it made me move further up and to the right to draw LOS. I shoot my Knight into his Conclave. Only TWO damage. Nothing else is in range.

He advances his Conclave up to my Knight and moves his Hemlock as well. He attempts to Doom. I try to Abhor. It fails, so I reroll. It fails again. I don't bother trying to keep the Knight alive, and I use the stratagem to make it explode. It deals 2 mortal wounds to the Hemlock and 6 to the Conclave.

His Exarchs shoot my screen and kill Breachers. He sends his three characters up, Smite and charge my Cawl. He manages to kill him, then piles into an Enginseer.

Round 2 - Shroudpsalm + Incantation
Ironstriders finish off the Hemlock and also kill an Exarch. My Dakkabots root and pour everything into the Conclave. 6+ without rerolls SUCKS. I do ZERO damage because he made every save.

I charge my Breachers into the enemy Warlord. He interrupts me and kills one of the Breacher units. He has only one wound left!

Conclave moves beside my Ironstriders. Attempt Abhor again. Fail. Reroll. Fail. WHAT?! Shoots them and then Fire and Fades into 2" of Dakkabots, then charges. All of my Ironstriders are dead, as well as one Dakkabot; they are tied in combat.

Round 3
We discuss the situation. I pretty much made clear that all I had left was to pile into objectives to score points. He gave me Hold 1s, but otherwise, it was a forfeit. That Conclave was still at 50% strength. Combined with the remaining Exarch, he can just about delete two units a turn.

12-38 (LOSS)

Lessons learned against Eldar:
-Play more conservatively with the Knight. Make him come to you.
-Take control of the center; don't try to play the flanks.
-Skitarii behind the Breachers here; if he kills the Breachers, there is enough space to fit three bikers in.
-PROTECT CAWL
-Kill the Conclave first; the aircraft are more of a distraction.
-Don't accept gifts from your opponent (in this case, he offered me candy); the Machine Spirits grow angry.

So I finished Day 1 with a 2-1 record. I am ranked #71 overall and #1 in AdMech at the event. AdMech is a low scoring army, but my score is particularly awful today. Upon retrospect, I realize that this is because of my inexperience with Breachers. I also am realizing that tend to play more aggressively than I should. I no longer have Guardsmen to capture objectives. That being said, every person I have played and all of my teammates think the shooting output in this army is terrifying, and I look forward to refining it, especially when we get transports.


Tactica Mechanicus - FAQ Out @ 2019/05/25 12:35:42


Post by: IronVaught


Thanks for sharing Suzuteo.

Day 1 review of your best and worst performing units? Anyone not pulling weight where you hoped they would etc?

I know you took the lastarii for flyer spam... how are they performing for you outside that context?


Tactica Mechanicus - FAQ Out @ 2019/05/25 14:41:37


Post by: Suzuteo


I don't really think like that. Most units are obviously good and bad on paper. In usage, the good units may be better for specific things, and lists are meant to balance that.

Anyhow, I will post some generalized learnings by the end of the event tonight. A Major is a great place to gather information not normally available at your RTT or GT. This is also the West Coast meta, which from what I have seen is more net-list heavy. (I still have yet to face a Tau, Purge, or GSC list. They are everywhere though. AdMech are a very rare sight, actually; nobody likes the faction constraint.)

The Ballistarii are good. I am quite surprised by how useful they are at killing T4 units, actually. Especially characters.


Tactica Mechanicus - FAQ Out @ 2019/05/25 17:04:58


Post by: Aaranis


Great report, clear and concise, thanks it's interesting data (and we love data around here). However I think your Eldar opponent either cheated or was just wrong with Fire and Fade, you can't charge after using this stratagem, it's written in the stratagem.


Tactica Mechanicus - FAQ Out @ 2019/05/25 19:16:32


Post by: Ideasweasel


Best of luck for your remaining games!


Tactica Mechanicus - FAQ Out @ 2019/05/25 22:20:20


Post by: Aaranis


 ThePie wrote:
Anyone got any experience with the Graia FW? Combinding Graia and the cybernetica cohort to enable your kastelans to shoot in melee seems like a good way to deal with pesky enemies trying to tie up them. Being able to deny the witch on 4+ also looks handy.

Not sure if thats worth over running Stygies or Mars with cawl though.

I want to try this in one or two of my next games, but I don't play much of late. I believe Graia is a solid forge-world. In my opinion though, if you're choosing a forge-world or two in your lists, you need to commit a minimum to their strengths to take profit from either the dogmas or the stratagems.

Playing Graia, you'll want to play on their dogma "Refusal to Yield" and field a lot of infantry, as they benefit the most from it. Coincidentally, their stratagem works only on infantry. Their warlord trait "Emotionless Clarity" encourages you to play this way too, as you can still shoot with your troops in CC (Vanguards, Rangers and the Cognis flamers/Phosphor blasters of the Destroyers). If you want to play Kastelans that benefit from this rule however I suggest limiting to one min squad and use the trait as a bonus tool, because Kastelans without Cawl are too expensive and susceptible to be locked in CC. Just a BS4+ with rerolls 1s isn't great.

Mars is based on playing around Cawl, and makes for a sort of versatile forge-world thanks to the dogma for double canticles and Cawl's ability. You'll want to maximise your gunline and especially high RoF units for WoM, like Dakkastelans, Infiltrators bombs or even a plain old unit of 10 Vanguards. Corpuscarii work too but they need the transport really bad.
The dogma is useful for all your army, and I believe that lists with a CC focus element greatly benefit from the possibility to always reroll 1s to Hit in the Fight phase and/or have +1S. Otherwise, reroll morale or the all-mighty Shroud are great.

Stygies VIII supports the idea of a defensive long-range gunline, and trades the lethality of Mars for the durability of being -1 to Hit. Before the FAQ they were great for all things CC but now the 9" move limits your area of action considerably. Still great for Dragoons because they have the speed and additional -1 to be Hit.

Agripinaa wants you to field Kataphrons everywhere, and works admirably with the Servitor Maniple. Their 5+ Overwatch dogma is also really powerful, and now that we can reroll in Overwatch too we can allow for a mobile-gunline playstyle that can push on the enemy lines to contest objectives or just get in range, and discourage charges with the mean Overwatch. This synergises well with the Eye of Xi-Lexum, that wants you to be within 18" of the target vehicle. This relic is great as it allows your Breachers to actually breach vehicles, and helps your whole army shoot down a tough target (I'm thinking Knights or the future range of Chaos Knights).

I could give other examples but I'll just wait to see how our playstyle will change with the new Skorpius, be it the Dunerider or Disintegrator variants. Hoping for a preorder next weekend !

On an unrelated note, I finally remembered posting my Belisarius Cawl model on the forum, here it is for you: Salazar Kroze, lord of Stygies VIII
Spoiler:


Tactica Mechanicus - FAQ Out @ 2019/05/26 05:52:41


Post by: Suzuteo


 Aaranis wrote:
Great report, clear and concise, thanks it's interesting data (and we love data around here). However I think your Eldar opponent either cheated or was just wrong with Fire and Fade, you can't charge after using this stratagem, it's written in the stratagem.

Son of a... oh well. Wasn't going to win.


Tactica Mechanicus - FAQ Out @ 2019/05/26 07:43:44


Post by: The Forgemaster


 Suzuteo wrote:
 Aaranis wrote:
Great report, clear and concise, thanks it's interesting data (and we love data around here). However I think your Eldar opponent either cheated or was just wrong with Fire and Fade, you can't charge after using this stratagem, it's written in the stratagem.

Son of a... oh well. Wasn't going to win.


At least you will remember for next time...


Tactica Mechanicus - FAQ Out @ 2019/05/26 07:57:39


Post by: Aaranis


Eldar players are like their armies, all cheap tricks :p


Tactica Mechanicus - FAQ Out @ 2019/05/26 09:42:56


Post by: Suzuteo


Bay Area Open 2019 Battle Report - Day 2

Added some photos to my prior post. And here's more data:

Game 4 vs. Tyranids (GS + Flyrants + Smite Spam)
Spoiler:
Krast Crusader: First Knight, Sainted Ion

Deployment: Vanguard Strike

I took Butcher's Bill, Reaper, and Ground Control. He took Kingslayer (Knight), Recon, and Ground Control.



Same table as my previous loss against Eldar, except now I was on the opposite side. We placed the objectives in the middle-center. I was forced to deploy in closer order. I deployed my Knight on my right to guard against a charge from the ruins (which I cannot draw LOS) along with a unit of Breachers and Skitarii in front to soak up Smites. I deployed my other Breachers and Vanguard in a long line. Behind them are my HQs, and then my Dakkabots and Ironstriders. My opponent deployed GS in the ruins and everything else in a big blob in the center.

Round 1 - Shroudpsalm + Chant

My opponent advances all of his melee. His artillery and Smites kill Breachers and Skitarii on my right, and he consolidates out of combat in front of my Knight to pin it in place; I can only walk over them if I fall back.

I root and shoot. My Knight and one Dakkabot kill the GS blob on my right. One Dakkabot kills three Zoanthropes. Final two shoot the GSC blob on the left... and four survive. He proceeds then to remove them from the FRONT of the unit so the survivors are out of countercharge range of my Breachers. Ironstriders shoot one Flyrant. He manages to save enough to pull through.

At this point, I realized that I got greedy shooting the Zoanthropes. I am pretty sure I lost at this point due to those four GSs.

Round 2 - Chant + Shroudpsalm

My opponent advances the GSs 20 inches and gets right in front of my Breachers. He then obliterates the left side of the screen in shooting. The GS charge and reach my Dakkabots. He also ties up my HQs and remaining screen in CC, putting multiple wounds on Cawl.

I tell my opponent that I can spend the rest of the game running my Knight and Ironstriders around, taking potshots and such, Kill both Tyrants, kill the Gaunts, etc. He agrees that that would be an incredibly boring and painful game. So we talk it through, and I concede.

17-40 (LOSS)

So one of us were going to get blown out in this game. A shooting list and an assault list. I was reasonably confident that I could win, and I don't think I made any major mistakes in deployment; I actually expected to win quite handily by taking my objective across the board after killing his Flyrants. However, while this might have been true back when I had 40-60 Catachan backed by 15 Vanguard, it definitely is not when I have to use Breachers. Furthermore, while I did anticipate the main attack would come from the right and was correct, my greed got the better of me. In my rush to protect my Knight, I lost the game. 4 GS is all it takes to break your gunline.

Strangely enough, giving him 40 points was a poisoned chalice (never claim full points). He lost the next two games and ended with a worse record than me.


Game 5 vs. Deathwatch (Veterans, Terminators, etc.)
Spoiler:
Krast Crusader: First Knight, Sainted Ion; Death Watch specializes against Troops
Deployment: Search and Destroy

I took Butcher's Bill, Reaper, and Engineers. He took Headhunter, Kingslayer (Knight), and Marked for Death (3x Kataphrons, Kastelan Robots).

Beyond this point, I would like to point out that this game is NOT a good rubric for AdMech vs. Deathwatch play. I will explain what I would have done at the end. But in a bizarre turn of events, I was paired against one of my own teammates. Worse yet, it was perhaps his hardest matchup on some of the most sparse terrain either of us have seen. In short, it was impossible. However, given we were both out of contention for Top 8, I decided to make things interesting.



For the most part, I place my gunline along the edge of the deployment zone. My Knight is on the left of my guns. My opponent hid everything behind ruins; he ran out of space, so he deployed those units on the table edge, relying on teleportation to remedy his problem later. The Dreadnoughts are in the open, but they cannot be targeted because they have less than 10 wounds.

Round 1 - Shroudpsalm + Invocation

I Bolster Warriors and advance EVERYTHING toward the center-top ruins that my friend is hiding in. I advance my Knight to the far right. I fire my Lascannons at the unit in the far back corner and kill all but one Veteran. There is nothing else to shoot.

Because I advanced everything right into the open, my opponent guns down one unit of Vanguard, then charges my gunline. My Kataphrons and his Veterans and Terminators start punching each other. Remarkably, nobody else dies.

Round 2 - Chant + Invocation

My Knight reaches the far left objective and shoots at some Veterans to little effect. I move up more Vanguard to support the melee. My Kastelans and Ironstriders charge in, punching and kicking. My Kataphrons fight again. My opponent fights back as well. One Kataphron and a few Veterans die.

My opponents deep strikes all of his Death Watch in front of my Knight. He burns everything he has in his arsenal and brings him down to 1 wound. He charges; the Knight survives a round of attacks, only to fall on the second. I spend 2 CP and make him explode, dealing mortal wounds to everything within 12".

Round 3 - Chant + Shroudpsalm

I fall back with my Kastelans, Ironstriders, and two units of Kataphrons. I reform the gunline.

He deep strikes his Eversor. He moves his Dreadnoughts out and clears one unit of Kataphrons with Lascannons. His Eversor then makes a miraculous charge right into my Manipulus. I heroically intervene with Cawl. He fails to kill my Manipulus, leaving only one wound. He and Cawl together manage to slay the Eversor.

Round 4 - Shroudpsalm + Invocation

I root and shoot. I totally wipe out three full units of Deathwatch and reduce the last unit to a handful of units hiding behind the central ruins on my left. My Ironstriders execute a stray HQ unit.

He returns fire with his Dreadnoughts, killing one Ironstrider.

Round 5 - Shroudpsalm + Benediction

I kill one Dreadnought and wound the other. He miffs all of the lascannon shots against my Ironstriders.

Round 6 - Shroudpsalm + Invocation

I move with my Ironstriders to contest an objective. Three against one. He shoots and kills one with his Dreadnought. He charges them and fails to kill yet another.

24-26 (LOSS)

So yeah, I decided to count coup and make an insanely reckless assault against the Deathwatch with my artillery. Put your torches and pitchforks down. It was just my way to make things fair. Normally, my strategy would be to slowly move up the gunline while screening out all Deep Strike options. He would have to expose himself to my Dakkabots' guns to do anything at all. And given I killed 3/4s of his entire army in a single round of totally non-interactive shooting in this game, I hope you can see why. In any case, we both had loads of fun. This was definitely the most exciting and enjoyable match of the tourney for me. We both went on to win our next games. He ended up rank #45 with a 4-2 record, and I am 100% sure I could shut out the Ultramarines army he dealt with handily, so I am going to live that vicariously through him.


Game 6 vs. Space Wolves (Calvary Spam)
Spoiler:
Krast Crusader: First Knight, Sainted Ion
Deployment: Hammer and Anvil

I took Gang Busters, Kingslayer (Harald), and Engineers. He took Gang Busters, Kingslayer (Cawl), and Old School.



I deploy first. Because it is the long deployment, I know he will spend one turn in the open. So I deploy for depth; even if he seizes, I can move the screens into position before he arrives. My goal is to control the two chokes in front of the objective and just gun down everything I can with clear lines of sight. His goal, obviously, is to overrun me, and he deploys options for both sides.

Round 1 - Shroudpsalm + Invocation

I move my screens into position. I root and shoot, killing one unit of wolves, all but one Hammer Cavalry, and half of the Sword Cavalry. My Knight kills half a unit of Wolves and one Axe Cavalry. My Breachers and Ironstriders damage his Grimnar on Stormrider, which has no Stormshield and a lower invulnerable save.

He advances.

Round 2 - Shroudpsalm + Chant

I finish off one unit of Wolves and the Sword Cavalry. I shoot and charge the Axe Cavalry with my Knight, but he saves everything just about.

He moves and charges into my Knight and Breachers. The unit on my right is immediately killed. He consolidates into the second line.

Round 3 - Chant + Shroudpsalm

I am faced with a dilemma. I cannot shoot the Canis until I kill the sole remaining Hammer Cavalry and Grimnar; his Harald is loitering in the back because he is a Kingslayer target. I miff all my shots on the Hammer Cavalry, so I am forced to just dump everything into the Stormrider and overkill it. Canis kills additional Breachers during fighting, freeing him from combat. My Knight falls back and then shoots and charges, killing off the last of the wolves and reducing the Axe Cavalry to one wound; he fights back, bringing my Knight very low.

He manages to move up his Canis and charges my Kastelans. I overwatch, but fail to kill him; I looked up his stats in the codex... apparently, he only has a 3+, not a 3++, so that thing was way harder to kill than I thought. His Rune Priest also gets stuck in. I heroically intervene with Cawl, who deals more damage to Canis. Harald moves and assassinates an Enginseer to deny me Champion bonus points. The Axe Cavalry kills my Knight.

Round 4 - Invocation + Chant

My Vanguard and Breachers shoot and kill the Axe Cavalry on my right. FINALLY. They then charge and injure the Rune Priest. Cawl kills Canis in fighting. Harald is within 6" of the Kataphron base and heroically intervenes (unavoidable). Meanwhile, my Manipulus and Skitarii start grabbing objectives by going behind the melee on my right.

The Rune Priest kills Cawl with psychic spells. The Breachers kill the Rune Priest. Harald kills the Breachers and consolidates into the Kastelans.

Round 5 - Shroudpsalm + Electromancer

I begin to move my Ironstriders around the fixed Kastelans. He kills one Kastelan.

He kills another Kastelan.

Round 6 - Electromancer + Electromancer

I charge my Ironstriders into Harald to try to score Kingslayer points. I fail. I also move my Enginseer up to repair, but it is too late. He kills one Kastelan.

Again, I fail to score Kingslayer points. On the last time, Harald kills my last Kastelan. Finally.

25-21 (WIN)

Well that was fun. If it were not for the long deployment, I probably may have been overwhelmed. Not much thinking to this. Just lots of shooting and fighting.


--
Unit Evaluations:

Dakkabots are still solid. Of course, I got tied up twice this tourney. I need more screening units or a counter-charger to stop them midfield.

Ironstriders are amazingly good. They pretty much always wound 6-8 times and deal a ton of damage to anything lacking an invulnerable save.

Breachers are not good at shooting, except against light vehicles, and they are not good at fighting. But they are cheap and have a decent body, so there's that. I do think I need more of them if I want to continue playing AdMech competitively.

Krast Crusader adds a lot of consistency to the list. He can function independently and performs decently well against 10W+ targets. But otherwise, he can feel underwhelming and strategically risky. He often has to use his feet to make up his points, and most lists have a way to kill a Knight. Thus, he tends to give up a lot of VP. Another Gang Buster unit would be better, since I have so many already.

He also gets lots of compliments. And that always feels good.

Spoiler:


Alas, I am thinking of cutting him in favor of Stygies VIII 6x Dragoons and 3x Kataphrons. I will probably run them 1x6 and 2x3 because I have found that I struggle keeping them all in range of my Cawl rerolls.

--

In the end, I came out of this tournament officially ranked #84 and 3-3 (still the best AdMech), but my teammate, who won our fun game, was rank #45 and 4-2. (I personally think I would have gotten 4-2, but I'm not really in it for a number.)

In my opinion, AdMech is a Tier 2 army (usually 4-2, sometimes 5-1). It's definitely the best shooting list in the meta right now, but it's really underrated compared to Tau. Everyone I have played tells me afterwards that they are intimidated by just how much shooting there is in this list. This list of mine seems to work best using a dominant strategy, not a reactive one. But it has weaknesses. It lacks a true tank with T8 toughness, flying melee units, psykers, non-LOS shooting, and (thus far) a reliable transport. Instead, we have lots of "tank destroyer" type units. Doing mono-faction means you lose access to Wyverns, Basilisks, Guardsmen, or Smash/Shield-Captains, so I do think this pure shooting approach is the way to go for now. Maybe Fulgurites will become more viable with the Skorpius though.


Tactica Mechanicus - FAQ Out @ 2019/05/26 13:05:03


Post by: Ideasweasel


Perhaps falling short of your expectations but well done on best Admech.

Are a lot of people giving up on Soup in your area to be able to rank themselves as mono faction?

I was reluctant to mix and match but since I’ve thrown knights and guard in with Admech I’ve seen better results.

With the new hover boat on the horizon I’m thinking of going solo and looking forward to bringing the electro priests back with a vengeance!


Tactica Mechanicus - FAQ Out @ 2019/05/26 13:40:56


Post by: Suzuteo


I expected 4-2, and I think I achieved it; I know the number says 3-3, but I personally know that it would have been 4-2 if it were not for the fact that I was matched against my own teammate. It goes against my personal reasons for playing Warhammer if I can't have fun with the people I know. I mean, if we were 3-1 each going into that, sure, he would understand me crushing him to try to advance to Sunday, but if it's just for a number, pshhh.

I do feel less powerful without Guardsmen, though a part of that is just my inexperience with Breachers. In my view, they rarely put wounds on anything. Same for Skitarii. (Rangers are actually better than Vanguard for the anti-infantry use case that I have in mind for them.) But they are cheap and very durable.

Nope. Soup is still king on West Coast. The only thing the faction change has done is to make AdMech rarer. There were only three running it at BAO, and I did way better than the other two.


Tactica Mechanicus - FAQ Out @ 2019/05/26 14:23:10


Post by: Aaranis


I still struggle to see the use for Breachers. Is it just because of their defensive profile ?


Tactica Mechanicus - FAQ Out @ 2019/05/26 14:23:49


Post by: Ideasweasel


Well thanks for sharing the battle info. I meant to check out some of the streams but it’s been a busy week for me.

If you can’t have fun rolling dice with friends then why bother

Would you go back to Soup or is that you mono for the time being? And when’s the next tournament?


Tactica Mechanicus - FAQ Out @ 2019/05/26 15:27:50


Post by: Suzuteo


@Aaranis
Mostly, yes. Their shooting is mediocre; you need to spend 1 CP for formation and have a Dominus to give them +1, but Cawl already gives comparable odds and safety from -2 to hit (77% vs 75%). Their fighting is mediocre as well. They miss 2 of their 3 attacks quite often. And you pretty much need to give your target -1T for them to effectively clear infantry. Still, better than Skitarii.

Their bodies are what make them useful. T5 is the magic number to resist the bolter shots typically used to clear infantry. The 2+/6++ profile is also very nice.

I am already working on a new list. I am considering making the Battalion Stygies and mixing my Mars detachment. Downside is that those Enginseers become totally useless just about. But I save 1 CP and a detachment slot; not sure if I can use it though.

@Ideasweasel
I went to a Major with mono and was the best in faction already; not my best performance though, but eh, it's something. I have no RTT or GT for the year though. Anyhow, I intend to attend two more Majors this year. So I will stick with it. The LVO score will be the most important one.


Tactica Mechanicus - FAQ Out @ 2019/05/26 15:39:58


Post by: MrMoustaffa


 Suzuteo wrote:
I expected 4-2, and I think I achieved it; I know the number says 3-3, but I personally know that it would have been 4-2 if it were not for the fact that I was matched against my own teammate. It goes against my personal reasons for playing Warhammer if I can't have fun with the people I know. I mean, if we were 3-1 each going into that, sure, he would understand me crushing him to try to advance to Sunday, but if it's just for a number, pshhh.

I do feel less powerful without Guardsmen, though a part of that is just my inexperience with Breachers. In my view, they rarely put wounds on anything. Same for Skitarii. (Rangers are actually better than Vanguard for the anti-infantry use case that I have in mind for them.) But they are cheap and very durable.

Nope. Soup is still king on West Coast. The only thing the faction change has done is to make AdMech rarer. There were only three running it at BAO, and I did way better than the other two.

What's this talk about the faction change? Did they make it where you need a larger chunk of your army to be one codex to not count as soup or something?


Tactica Mechanicus - FAQ Out @ 2019/05/26 16:09:38


Post by: Ideasweasel


@MrMoustaffa

I believe ITC changed how factions are represented. Last year was based on majority faction in your list. Ie if you took majority 1500 Admech and 500 points of guard you were considered Admech. Now under the new system you would be considered imperium unless you are a full 2000 points in Admech



Automatically Appended Next Post:
@Suzuteo well best of luck for those and keep us posted on the progress. My next one isnt till November.

ITC is a lot more popular in England than Scotland.

But it’s growing so hopefully more tournaments start springing up.

I think I’m going to hang fire purchasing breachers till after the tug boats get released.


Tactica Mechanicus - FAQ Out @ 2019/05/26 17:54:44


Post by: Suzuteo


@MrMoustaffa
As Ideasweasel said, an AdMech list now has to be 100% AdMech codex. It also includes an exception for one Knight as a SH Auxiliary detachment (because they are in our codex, though we can use the rules from their codex).

@Ideasweasel
Good call. I might just run extra Skitarii Rangers until then as well. I actually had good experiences with them. RF S4 shooting is very reliable; I can knock a wound or two off a Stormshield unit with them. 6+ FNP also can make a big difference when it goes off.

Engineers is a very good secondary for us, an army that sits on its butt and holds out. I always gave it to my two Rangers to camp the backfield with.

Something like this, which is what I am thinking of moving toward:
Spoiler:
Mars Battalion Detachment - 1320
Cybernetica Cohort (-1 CP)

HQ - 280
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 280
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
5x Skitarii Vanguard - 5x Radium Carbine

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Graia Battalion Detachment - 270

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 210
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Stygies VIII Auxiliary Detachment - 408

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1998 points
11 CP


Tactica Mechanicus - FAQ Out @ 2019/05/27 08:31:43


Post by: dadamowsky


A returning question but... how do we nowadays deal against 3 knights + addons (Deathwatch for instance) as monofaction list? Apart from the avoidance play. I got this thing 2/3 games in my last tournament, and nothing seems to work well enough.


Tactica Mechanicus - FAQ Out @ 2019/05/27 09:33:21


Post by: U02dah4


Options

1) Ryza plasmaphrons 1 unit only glass cannon kills 1 knightish but will be murdered by the other knight shortly after.
2) Stygies dragoons can half kill a knight on the charge and damage resistant 1 unit only
3) Mars Infiltrators wont hit till t2 but can half kill a knight in mortals 1unit only
4) Neutron Onagers bread and butter inconsistant but hard hitting
5) Agripinaa Breachers these with the eye of agripinaa will chip away at knights and the agripinaa strat gives them survivability
6) Hoplites are surprisingly effective vs knights in CC thats 21 s6 d3 dam attacks that you can make hit on 2+ rerolling 1 with a strat + if you take hoplites yoy have the omniscient mask. Mean while when the knight hits back it may take a mortal great vs melee knights that come to you
7) Agripinaa Vanguard spam 8 squads 320pts with the eye of agripinaa and reroll 1's will deal 24 wounds by expectancy benefits of rolling 120 2 dam dice. And rerolling hit/W of 1 even better vs chaos knights


Tactica Mechanicus - FAQ Out @ 2019/05/27 09:56:18


Post by: xlDuke


4 heavy phosphor blaster Kastelans with Cawl + WoM + Elimination Volley on average take one Knight down to lowest profile, Breachers and Destroyers can finish it off and partially damage a second Knight. Manipulus can help with an extra 6" on ranged weapons. Neutrons, Arc weapons, Fulgerites, Krast Crusader/Styrix etc. We're not badly equipped to deal with Knights really, though three of them would be quite intimidating particularly if we don't get first turn.


Tactica Mechanicus - FAQ Out @ 2019/05/27 10:23:10


Post by: Suzuteo


dadamowsky wrote:
A returning question but... how do we nowadays deal against 3 knights + addons (Deathwatch for instance) as monofaction list? Apart from the avoidance play. I got this thing 2/3 games in my last tournament, and nothing seems to work well enough.

You don't. Focus on objectives. Take Kingslayer and kill one Knight, any one will do; I would recommend you do it early, when your damage output is at its greatest. As stated above, we are the army with some of the least Knight worries. Then spend the rest of the time killing as many of his supporting infantry and artillery as you can. Strive to hold more. Things like Engineers is also great, unless they have got non-LOS shooting.

Also, keep in mind that Knights can only fall back over infantry. So he cannot move or charge over infantry. Nor can he fall back over vehicles or cavalry. Mess with his limited movement.

Oh, also keep in mind that Knights only seem scary, but their wound output is mediocre, especially against infantry. Think about it. A Krast Crusader outputs 21 shots on average, but costs over 500 points.


Tactica Mechanicus - FAQ Out @ 2019/05/27 16:05:55


Post by: RiceFields92


Just curious but why do you play your knight as Krast? Isn't it better to make it Raven?


Tactica Mechanicus - FAQ Out @ 2019/05/27 16:52:59


Post by: VladimirHerzog


RiceFields92 wrote:
Just curious but why do you play your knight as Krast? Isn't it better to make it Raven?


he plays it in an auxiliary detachment so the household tradition doesnt apply.

the warlord trait for krast is better than raven's.

he can take the krast relic to kill opposing knights easier. (i dont know if he actually does).

the only thing better on raven's side is the order of companions stratagem, but thats 3 cp and the crusader doesnt have multi-damage weapons


Tactica Mechanicus - FAQ Out @ 2019/05/27 17:11:47


Post by: RiceFields92


Thanks for the info!


Tactica Mechanicus - FAQ Out @ 2019/05/27 18:29:18


Post by: Suzuteo


@RiceFields92
Krast has the best Household WLT, which lets you RR1 to hit in fighting and shooting. Also, Crusader does not have enough dakka to justify the CP for Raven.

For Relic, I always go for Sainted Ion (2+) or the Krast Relic (+1D vs. 10W+, another +1D vs Titan).

@VladimirHerzog
Yep. You can see in my BAO Battle Report. Game two, I killed a Renegade Knight in round 1.


Tactica Mechanicus - FAQ Out @ 2019/05/27 19:13:33


Post by: dadamowsky


Thanks guys. I do not agree about the Neutrager though - the math (and my experience) is pretty abysmal for the loadout. 3,5 wounds on average is not really worth trying IMO.

I am however curious about the Vanguard spam - the mathhammer looks pretty neat on them, considering the points cost, but there's an 18" problem... Did you manage to successfully bring them in range to a knight, before all those Avengers and Ironstorms, and adds like Deathwatch, took their toll? The same question is pointed to the Eye bearer btw.
Plus, how do you deploy all those Vanguards - I can't realistically expect enough ruins for 40 models.


Tactica Mechanicus - FAQ Out @ 2019/05/27 19:20:02


Post by: VladimirHerzog


dadamowsky wrote:
Thanks guys. I do not agree about the Neutrager though - the math (and my experience) is pretty abysmal for the loadout. 3,5 wounds on average is not really worth trying IMO.

I am however curious about the Vanguard spam - the mathhammer looks pretty neat on them, considering the points cost, but there's an 18" problem... Did you manage to successfully bring them in range to a knight, before all those Avengers and Ironstorms, and adds like Deathwatch, took their toll? The same question is pointed to the Eye bearer btw.
Plus, how do you deploy all those Vanguards - I can't realistically expect enough ruins for 40 models.



I personally never run more than one neutron laser, its got a major case of the "lascannon effect", i'd much rather use the icarus array.

vanguards dont have to be deployed in ruins since you can use shroudpsalm to mimic the effect. And if youre worried that the opponent is shooting at them instead of the rest of your army then dont be, its a win.


Tactica Mechanicus - FAQ Out @ 2019/05/27 20:23:28


Post by: dadamowsky


I didn't mean cover with the ruins, I meant LoS. Vanguards will easily give up a lot of KPs unfortunately (forgot to mention I play mostly ETC-like mix , as ITC is practically non-existent in Poland), so I can't afford to lose 8 units just like that. Either to play pure avoidance and to score no kills entire game.


Tactica Mechanicus - FAQ Out @ 2019/05/27 20:58:55


Post by: Aaranis


Guys, I need your opinion. I've built three lists each made of 2 Battalions, I tried a Brigade but the FA tax doesn't satisfy me. I'm playing Friday and I'd like to play one of those, so I need an exterior opinion on them. We always play regular rulebook + Chapter Approved 17/18 at my shop.

First list, double Mars Battalions:
Spoiler:

1st Battalion (Mars): 1355 pts
HQ:
- Belisarius Cawl (Warlord):
- Tech-Priest Manipulus, Magna-rail lance, Raiment of the Technomartyr

Troops:
- 3 Kataphron Destroyers, 3 Plasma culverins, 3 Phosphor blasters
- 5 Vanguards
- 5 Vanguards
- 5 Vanguards

Elite:
- Cybernetica Datasmith
- 10 Secutarii Hoplites

Fast Attack:
- 3 Ironstrider Ballistarii, 3 Twin Cognis lascannons

Heavy Support:
- 4 Kastelans Robots, Phosphor blasters

2nd Battalion (Mars)

HQ:
- Tech-Priest Dominus, Volkite blaster, Macrostubber
- Tech-Priest Enginseer, Autocaduceus of Arkhan Land

Troops:
- 5 Rangers, 2 Arquebuses, Omnispex
- 5 Rangers, 2 Arquebuses, Omnispex
- 5 Rangers, 2 Arc rifles

Heavy Support:
- Onager Dunecrawler, Icarus array, Cognis stubber, Broad spectrum data-tether
- Onager Dunecrawler, Icarus array, Cognis stubber, Broad spectrum data-tether
- Onager Dunecrawler, Icarus array, Cognis stubber, Broad spectrum data-tether

TOTAL: 1998 pts, 12 CP

Pretty straightforward and classic, it's a typical Cawl gunline, with lots of shooting. The infantry will screen and I'd like to try the Hoplites in that role as a proxy before committing to buying a kit. I think the strengths are a great gunline that can shoot quite far with the Manipulus, and the 3 Icarus Onagers should scare those pesky jetbikes. The weaknesses are that it's fairly static, with only the infantry who'll want to really move, so my board control will be limited to how much I can deny the opponent's control with my shooting.

Second list, double Ryza Battalions:
Spoiler:

1st Battalion (Ryza) - Servitor Maniple:
HQ:
- Tech-Priest Dominus (Master of Biosplicing), Volkite blaster, Macrostubber, Autocaduceus of Arkhan Land
- Tech-Priest Enginseer

Troupes:
- 6 Kataphron Destroyers, 6 Plasma culverins, 6 Phospor blasters
- 6 Vanguards
- 6 Vanguards

Elite:
- 4 Servitors
- 4 Servitors

Fast Attack:
- 3 Sydonian Dragoons, 3 Taser lances

Heavy Support:
- Onager Dunecrawler, Eradication beamer, Cognis stubber, Broad spectrum data-tether
- Onager Dunecrawler, Eradication beamer, Cognis stubber, Broad spectrum data-tether

2nd Bataillon (Ryza) - Cohort Cybernetica
HQ:
- Tech-Priest Dominus, Eradication ray, Macrostubber
- Tech-Priest Manipulus, Transsonic cannon

Troupes:
Troops:
- 5 Rangers, 2 Arquebuses, Omnispex
- 5 Rangers, 2 Arquebuses, Omnispex
- 6 Rangers, 1 Arc rifle

Elite:
- Cybernetica Datasmith

Heavy Support:
- 4 Kastelans Robots, 4 Fists, 4 Incendine combustors
- 2 Kastelans Robots, Phosphor blasters
TOTAL: 1999 pts, 11 CP

This list is based on the Ryzaphrons, but keeping the list pure Ryza, so I decided to put the dogma in good use and planned for a few heavy hitters in CC with the Dragoons and Fistellans. It should allow me to cover the board more easily by using Distraction Big Robots. In the strengths I'd say my shooting is not bad in the form of the Ryzaphrons and two Dakkabots for small anti-horde duty, while the Fistellans and Dragoons can screen and wreck a bit of havoc in the frontlines. My weaknesses are how reliant I am on the Ryzaphrons for anti-heavy duty, if they get shot early on my only powerful weapons are the Onagers, Fistellans and Dragoons.

Third list, double Graia Battalions:
Spoiler:

1st Battalion (Graia):
QG:
- Tech-Priest Dominus (Emotionless Clarity), Volkite blaster, Macrostubber
- Tech-Priest Manipulus, Transsonic cannon, The Omniscient Mask

Troupes:
- 10 Vanguards, Taser Goad
- 10 Vanguards, Taser Goad
- 3 Kataphron Destroyers, 3 Plasma culverins, 3 Cognis flamers

Elite
- 10 Secutarii Hoplites: 90 pts
- 5 Sicarian Infiltrators, Stubbers & Power swords
- 5 Sicarian Infiltrators, Flechette blasters & Taser goads

Fast Attack:
Fast Attack:
- 3 Sydonian Dragoons, 3 Taser lances

Soutien:
- Onager Dunecrawler, Neutron laser, 2 Cognis stubbers, Broad spectrum data-tether
- Onager Dunecrawler, Neutron laser, 2 Cognis stubbers, Broad spectrum data-tether
- Onager Dunecrawler, Icarus array, Cognis stubber, Broad spectrum data-tether

2nd Battalion (Graia) - Cohort Cybernetica
QG:
- Tech-Priest Dominus, Volkite blaster, Macrostubber
- Tech-Priest Enginseer

Troupes:
- 5 Rangers, 2 Arquebuses, Omnispex
- 5 Rangers, 2 Arquebuses, Omnispex
- 9 Rangers, 2 Arc rifles

Elite:
- Cybernetica Datasmith

Heavy Support:
- 2 Kastelans Robots, Phosphor blasters

TOTAL: 1912 pts (for Assassin), 12 CP

This one is written with flexibility in mind and I like it on paper for now. Graia gives me durability for my Infantry, and psychic protection that I can reinforce with a Culexus if needed (I'll use an Eversor if the Culexus is not necessary). What, I think, makes this list flexible is the Manipulus and Emotionless Clarity warlord. If I face a gunline or a CC-shy army, I can move up with almost all my list, even the Robots thanks to Strafing Run. I'm even giving a Taser goad to each Vanguard Alpha as I intend on using them very aggressively as support for the Hoplites and Infiltrators in CC, and they're to stay in range of the Omniscient Mask with all the other Skitarii if possible. With that in mind I should have greater map control and so more objectives contested. If however I'm against a list that wants to come in my face as early as possible, I deploy as a gunline with lots of screens that can still shoot even if engaged with the majority of the guns. My strengths should be this flexibility that should adapt to most situations, it's of course not optimal against some lists but no list is. I also have 75 models on the table, which is 15+ more than my other lists, it should be nice to not be too much outnumbered. The weakness could be this flexibility too, as I'm not certain the list will hold in practice, which is why I need your opinions.

If you could give me your advice on each lists and tell me how I could improve them I'd be grateful.


Tactica Mechanicus - FAQ Out @ 2019/05/27 22:35:21


Post by: Suzuteo


Las-striders are much better in terms of points and consistency. Lascannons have a great profile, and their only weakness is to hit. But you can move and shoot Striders at 2+ with the Doctrina. Very few enemies are T9. If they lack an invulnerable save, they're usually boned.

Well, you can always move block with the Vanguard as well. And the Knights may only shoot Stubbers and Flamers at them; using Avenger on Vanguard would be a huge win for you. Few take Ironstorms.

@Aaranis
Why not do the first list but with some Infiltrators to help grab objectives or delete units?


Automatically Appended Next Post:
Thinking about this now:
Spoiler:
Mixed Battalion Detachment - 1160
Cybernetica Cohort (-1 CP)

HQ - 280
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 120
5x Graia Skitarii Vanguard - 5x Radium Carbine
5x Graia Skitarii Vanguard - 5x Radium Carbine
5x Graia Skitarii Vanguard - 5x Radium Carbine

Heavy Support - 440
4x Mars Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Mars Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 838

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 370
5x Kataphron Breacher - 5x Heavy Arc Rifle, 5x Arc Claw
5x Kataphron Breacher - 5x Heavy Arc Rifle, 5x Arc Claw
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1998 points
12 CP

From my prior experience, it may be worthwhile to make it harder to kill my Breachers, since their shooting against non-vehicles is unimportant. Stygies is good for this. I think maybe taking them in larger units so you can infiltrate them is also great for creating depth in your screen.

Engineers is an amazing secondary for us, and having -1 to hit Rangers for this purpose may be useful. Giving the Enginseers some survivability for Scenario 6 is also very important.

Meanwhile, I have not really found much use for the second Canticles for Mars. Having a couple of units of Graia Vanguard for the stratagem is more important.

Only real downside to this is that the Breachers actually can do a lot of damage to vehicles, especially T6 ones, which are common in Eldar and Ork armies.


Tactica Mechanicus - FAQ Out @ 2019/05/28 11:17:07


Post by: dadamowsky


My list for the Saturday is similar, although will play quite differently. If I won't fail with the setup, the double Dragoons on +1S and Culexus with a fight last aura should hurt the knights, will be decent anti-horde, and overall distraction carnifex that is hard to be shot off the table.



++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [42 PL, 8CP, 714pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice
. . Forge World: Stygies VIII

+ HQ +

Tech-Priest Enginseer [3 PL, 30pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Rangers [4 PL, 40pts]: Enhanced Data-Tether
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

+ Fast Attack +

Sydonian Dragoons [12 PL, 272pts]
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance

Sydonian Dragoons [12 PL, 272pts]
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [60 PL, 4CP, 946pts] ++

+ No Force Org Slot +

Detachment CP [5CP]

Forge World Choice
. . Forge World: Mars

Specialist Detachment: Cybernetica Cohort [-1CP]

+ HQ +

Belisarius Cawl [13 PL, 190pts]

Tech-Priest Manipulus [5 PL, 90pts]: Relic: Raiment of the Technomartyr, Transonic cannon
. . Warlord: Warlord Trait (Mars): Static Psalm-Code

+ Troops +

Kataphron Destroyers [10 PL, 156pts]
. . Kataphron Destroyer: Cognis Flamer, Heavy Grav-Cannon
. . Kataphron Destroyer: Cognis Flamer, Heavy Grav-Cannon
. . Kataphron Destroyer: Cognis Flamer, Heavy Grav-Cannon

Skitarii Rangers [4 PL, 35pts]
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

+ Heavy Support +

Kastelan Robots [24 PL, 440pts]
. . Kastelan Robot: Heavy Phosphor Blaster
. . . . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. . Kastelan Robot: Heavy Phosphor Blaster
. . . . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. . Kastelan Robot: Heavy Phosphor Blaster
. . . . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. . Kastelan Robot: Heavy Phosphor Blaster
. . . . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

++ Vanguard Detachment (Imperium - Officio Assassinorum) [20 PL, 340pts] ++

+ Elites +

Callidus Assassin [5 PL, 85pts]

Culexus Assassin [5 PL, 85pts]

Eversor Assassin [5 PL, 85pts]

Vindicare Assassin [5 PL, 85pts]


Tactica Mechanicus - FAQ Out @ 2019/05/28 12:45:52


Post by: lash92


Love the list! Especially interested on how the 4 Assassins pan out.


Tactica Mechanicus - FAQ Out @ 2019/05/28 13:17:16


Post by: VladimirHerzog


dadamowsky wrote:
I didn't mean cover with the ruins, I meant LoS. Vanguards will easily give up a lot of KPs unfortunately (forgot to mention I play mostly ETC-like mix , as ITC is practically non-existent in Poland), so I can't afford to lose 8 units just like that. Either to play pure avoidance and to score no kills entire game.



Some things have to die in 40k, yes you give points to your opponents by losing vanguards but you should be able to out-kill them anyway. Lets not forget that the core of imperium soup is spamming guardsmen, which die faster than our troops.

If you are worried about losing too many, use breachers as your troops, they are quite resilient but have a smaller footprint on the map for the same points cost (so it can get quite expensive if you want to screen/deny deepstrike space


Tactica Mechanicus - FAQ Out @ 2019/05/28 15:38:24


Post by: Vineheart01


Often the best all-rounder lists involve units that their whole job is to die/draw fire. And if they dont die they should be deadly enough to cause issues for your opponent.

I did this in 7th with Tau Piranhas. If they died, they usually drew a ton of fire or anti-tank grade weapons that should have gone after my suits/tanks and not them. If they didnt die, they put out a ton of S5 dakka for how cheap they were and would just devour troops.
They died 9/10 of the time, but in their steed my suits or hammerheads did not have a scratch on them.


Tactica Mechanicus - FAQ Out @ 2019/05/28 15:46:24


Post by: Yoda79


I agree so you need either to :

1) rangers with snipers static back field
2) vanguards with one plasma / 5 man
3) breachers tough screen anti tank.

Spamming troos that dont do noting or enemy ignorres them big NO from me.

Even in a horish army I would ad arc in rangers for spam m m .

Still breachers better for me ETC wise. 1/5 s weapon is a good option .


Tactica Mechanicus - FAQ Out @ 2019/05/28 17:18:35


Post by: Guardsmanwaffle


Can I get a sanity check on Mars Grav-Cannon Kataphron Destroyers? I’ve been running mathammer on them and they seems like a versatile unit to use Eliminations Volley in conjunction with the ubiquitous Mars Kastellan Robots that also makes a decent target for Wrath of Mars if something happens to the Kastellans.


Tactica Mechanicus - FAQ Out @ 2019/05/28 17:28:41


Post by: VladimirHerzog


 Guardsmanwaffle wrote:
Can I get a sanity check on Mars Grav-Cannon Kataphron Destroyers? I’ve been running mathammer on them and they seems like a versatile unit to use Eliminations Volley in conjunction with the ubiquitous Mars Kastellan Robots that also makes a decent target for Wrath of Mars if something happens to the Kastellans.



i used to like the safe number of shots that the grav cannon over the plasma but theres a few downsides to it.
1. its more expensive than the plasma.
2. has a harder time wounding vehicles (3-4 vs 4-5)
3. cannot benefit from the plasma specialist stratagem
4. it has a shorter range than the plasma, which hits that important 36" range to start outranging other gunliens with the help of a maniuplus.

if the grav gun was the cheaper option, i would totally run it. but as it stands, the plasma does the same job better. an average of 3.5 shots / model is decent as a anti GEQ tool, the -3 AP is good against MEQ and TEQ, and the possible S8 is great against VEQ / KEQ.




Tactica Mechanicus - FAQ Out @ 2019/05/28 18:10:28


Post by: Suzuteo


@Yoda79
I have 6 games with Breachers under my belt. My impression is that their durability is more important than their ability to shoot or fight. Against Nids, they just blew my Breachers up and ran/charged through. So perhaps Stygies without rerolls to hit over Mars. You have a lot more experience than me so far. What do you think?

@Guardsmanwaffle
In addition to VladimirHerzog's points, Elimination Volley is not a good use of CP unless you have a large Destroyer unit to pair with the Robots. However, Mars Plasma is not nearly as good as Ryza Plasma.


Tactica Mechanicus - FAQ Out @ 2019/05/28 20:00:48


Post by: Yoda79


every time i start to answer here i write 4 paragraphs then i delete them.

i cant go again on explaining simple facts. The str and unique characteristics of ad mech . Their ability to kill vehicles with various ways. Still the secret of Mechanicus and you can see it all ove the codex is their ability to get +on hit.

making bigger units is the key that will boost your performance.

3x3 breacher doing nothing especially after fly faq. Told ya many times.
1*9 breachers that get the buff with cawl become bs3+ 18 shots str 6 D6 damage .D6 damge for some 270 points. but you need to do it Cawl vigilus 1 cp to detach ment and 1cp / shootign phase. STill CHEAP
with a dominus and hermeticon make the calc. All you are mathhammers.

breacher bs4+ reroll miss str6 -1 1
breachers arc bs5+ reroll miss str10+ D3 damage.
You need to understand how you are to use breachers and what they will be doing. Since Fly became as before screen lost his power you will definetly need a counter unit.
What ever you place as screen a simple gun line with an asault unti will pass it.

decisions. Make a list with moving parts so ( no Cawl Robots) that i will not support in ad mech forums or ad counter units.

Why Mars. cause even if i like Ryza damage and plasma its for friendly games. You make a unit like destroyers for anti tank. Well tank lists got -1-2 to get hit so your plasma is not good. Mars can buff bs so once more a bigger unit of detraoyers can get WOM +1/+2 to hit etc.

Most cases i need to use cp to get +1 elimination volley on destroyers and +1 breachers to get pass enemy defence vs vehicle lists. even if it is venoms planes bikes Whatever.

thats why i support the balistarii one big group you made and thats why you having good results. its their job. Thats why Icarus with Cawl bring results cause its a bs2 vs fly and bs4+ reroll all vs all else making it a good effective 10 shot vehicle,

And i need to see even in mathahhmer the same for

GRav vs plasma im also ready to make the change on MArs.
Most likely it will provide mre stable results. I know we are stretching but mos tlikely it will be the way to go . Especially if you use neutron along side.

3 onagers should be 2 neutron 1 icarus in my mind. etc.

same goes for the question of troops earlier. I see you spam troops in your lists.
??? either its breachers bla bla or you need to make the smart units we have talked like 100 times here.

what is the problem to make 5 man groups one sniper or one plasma or one arc w/e you need have etc points. Same goes for all the rest.

Ad mech isseu and problem from the release of the new edition was that to be effective be able to buff you need big units to take advantage.

4-5 dragoons to geet the +2 to hit. Same balistarii etc etc etc.

You need to build on your plan as im trying to tell you so many times. build on it. Spamming troops nice

Stationary troops 5 man rangers with 1-2 snipers back field. (must)
5 man vanguards pushing forth one plasma great . want to have cheap or low in point nice take arc.
simple things make your troops 6 man even better if you got onagers or striders. Simple facts your army need to use to make it happen.

priest max unit works better why cause you need to have bodies to be sure they survive and if you decide to spend the 3 cp to fight again again you need to have bodies.

simple things and facts. Ad mech cause we need cp to make plans work need usually to make bigger units or invest in a pl;an in mass.

to answer again about the plan im talking about kataphrons and the well know everybody talking now make multi threats so your enemy doe not know what to shoot.

ok again make a plan please. an army full of kataphrons or simply put an army with only knights by default is stressing enemy lists. why cause you create an issue from the start.

all troops breachers all T5 and good save and obj secure etc. You make already your enemy think what he needs to shoot when and why. you eliminate mos tlikely v big guns caus he shoots troops etc etc. If i remove 2 units and i add 2 onagers that i surely like i give my enemy a default shooting target so all str 8 weapons will hit onagers to begin with .

So no ytou dont confuse your enemy when you force him to shoot something cause its gona be the default and most likely his choose either way thats why he had str 7-8 top begin with.
If you add icarus onager most likely they will become secondary targets since their str ~6 competes with robots etc.

So its not only you need to understand what you add in your army in matter of units but aslo what they are doing inside.
Outting icarus in front of your gun line force your enemy to waste Shots ina screen that you either way dont really care about since you add icarus for High T wound count not effectiveness only.

Balistarii i love them but they are a liability. Yes you are already making your list better after playing it suzuteo and you are heading towards the plan im talking here. high count of breachers T5 T5 balistarii good bs rerolls etc. but you still have dead weight.
you invest in balistarii spend point to have a D6 damage weapon cost 90 points vs what.
onagers cant get buff? breachers cant get more effective on bs3+ and D6 you ll get like 6 shots vs 2. icarus ? neutron ? sniper rifles Autocannons? helverins. why add balistarii when you can get a knight detachment with 2 helverins ?? its the 4D3 shots flat 3 damage above you with stratagem to reroll hits? the ser amount of shots make the difference. Moving 14 shootign flat 3 damage spamm.

balistarii for me and i use them on 1500 games are superb but but but. Dragoon -2 to gt hit for 68 points is their role.

drop the balistarii use Cawl increase the number of breachers take dominus on them take second battalion for cp and spam arc shots in a big units of breachers. even bs 4+ with rerolls from Cawl if you make like 20+ shots are superb. And you get also screen . its not that your balistarii provide the ultimate weapon.

maybe we ll invest in the new transport maybe but imagine this. IF the new transport has somthing like 6 arc shots that cost 90 points if i say if then its puspose is again to provide Screen and support fire but going forth instead.of being a troop screener.

Thats the difference of Guard and ad mech in troop count. The versatile nature of guard troop with orders. Orders yo uneed to pay either with points (ranger vang weapons) or cp. so i know you like guard troops but if you want to play ad mech. you need to build on a plan.

Answering you again though i dont like to write block of tects but i need to expalin why i say things.
Mars will give you wht yo uneed to buff your plan a certain cover and one more buff and you need it when you invest in Troop list. YOu need the 2 buffs cause bracher becomes str 12 with hydralic with the +1 str. cause if you have pushed your dominus and breachers your Cawl Robots engineers etc will counter attack in your back field with reroll 1s in melee. You cant have hermeticon 9" you can have Cawl 9" etc you eventually run out of cp and there your Ryza wont be able to shoot -1 to hit units. then your Amry will start loosing Cawl buff manipulus Buff etc. No thats why you plan your list.

so you ask me what to get and i asnwer you again.
Full competitive you need to decide your plan.

Stygies cant rely completly on -1 to hit thats why we make List vehicle with -1 to hit to delay our enemy to make them go deeper in Rounds with our vehicles alive so you need higher T. Higher T and -1 to hit yes. Else the airplanes list would dominate everything.
so you loose troop list vs planes ofc thats your antllist but you win with your vehicle lists.

You go the Stygies way nice. 3 onagers balistarii Knight helverins minimum breacher groups for obj no paper units. -1-2 to get hit etc. And i believe i saw a list winnign with 3 neutrons . Dont invest in things you dont need. No need Cawl since your Bs will be 2-3 rerolling 1s etc.

Or go Mars E;lite list.

OR go horde with 2-3 dogmas.

But go for a plan all of you. We can talk like ages. but till you make serious plan you wont have steady results.

And it shard to make those lists. makeing groups of helverings 2-3 striders 4-5++ not easy to make . for solo Ad mech . Make the list with knights helverins all vehicles dominus Stygies etc and you ll be fine . And ofc one graia for support. simple things.

@suzuteo.
Since you already practised knights.
Go for a list something like.

Graia battalion.
Stygies outrider with 3*3 dragoons
3 onagers 2xicarus
Knight crusader icarus
2*2+helverins. As a basic concept and you can Win vs vehicles vs planes vs -1 to hit and definelty can play MOvement army. All can push dragoons can screen .You can add breachers and snipers if you like in GRai take 2 dominus or manipulus and have fun. Will surelly win you steadily more games. Even go 3 crusaders if you like and 3 onagers vs mirror. Easier plan to handle play execute caryy and have fun. ITs more like you.





Tactica Mechanicus - FAQ Out @ 2019/05/28 21:28:09


Post by: Suzuteo


@Yoda79
I agree with a lot of what you are saying. I don't mind the wall of text either. If I had to write all of my thoughts down, it would look like a big wall of text too.

Totally agree that you need large units of Breachers to get more efficient buffs and to stay within Cawl bubble (if doing Mars). For ITC, you want an odd number to deny one point of Gang Busters too. 3x3 Breachers was hard to manage.

The flying charge is definitely annoying. Referencing back to my battle report, you have to put your Breachers outside and the Skitarii inside in some matchups. This is because the biker base is smaller than the Breacher base, so they can kill Breachers and charge their characters into your castle without having to take overwatch from your Robots.

A unit of 4-6 Dragoons is probably our best counter charge option. You can infiltrate them to force the opponent to fight them in the midfield. 3x3 is good if you only want to use them to screen, but I still prefer 6x if I am taking them as an auxiliary unit.

Can't say I can get 100% onboard with the plan of relying on Kataphrons. I understand its logic completely though. Big unit of Breachers, big unit of Destroyers, and 4x Robots. Use Dominus and Elimination Volley to cancel out minus to hit. I just think it's hard to manage this sort of castle. Lots of dependent parts.

By the way, I played the new Eldar Warlock list in my Game 3, and although I was very unlucky with dice, the Ballistarii were definitely the champs. Absolutely amazing against a variety of enemies. There was never a matchup where they felt dead. Even against T4 infantry, it was a reliable way to force at least 6x AP-3 saves.

Can't do Helverins, unfortunately. ITC faction rules for AdMech faction. The Knight was useful, but I think the list I've got needs Dragoons more. I need to be able to reach out to midfield; too many fast armies that can reach me after only one turn of movement.


Tactica Mechanicus - FAQ Out @ 2019/05/28 22:20:54


Post by: Yoda79


If you can't take helverins then you should go for onagers and balistarii . Try 3 neutrons and autocannon balistarii. It's almost same like knights helverins concept . You hide your big gun with -1 to hit stygies max range with at least T7 so pass the str 6 spamming shots that will obliterate your balistarii . As you say a unit like balistarii did with no invu that's where your last cannon rely so the list creates multi threats!

Onager move shoot screen in front h T pushers balistarii take the back field like helverins . Less effective still ad mech and better buffs . Two onagers minimum one unit balistarii or two . If you go autocannon balistarii you can benefit from

2 groups of balistarii ( # of shots ) multi shots keep numbers 2-3*3 so you get effective spread shooting on your enemy guns . Board control . Followed by 2*4 dragoons or close to that you can't win with one group dragoons . This plan depend on str of numbers . 4 dragoons deliver 12 hits 4+ for *3 18 hits 20 damage average ? Something like that to high T. Don't need 6.

ND you make two channels so if enemy has one group of 6 dragoons you can just by pass .

Take two groups rangers with sniper or snioerssss for back field it helps vs hq armies buffers spammers.

Left are one big unit of breachers .
Then for your Gaia it take 3*7-8 vanguard with 1-2 special weapons along side onagers like ad mech photos and go agreesive. Remember you need breachers and balistarii to deny all back field effectively and your stygies and graia will be in max effct .

1) stygies cause of range and high T models with -1 to get hit while midfield you got tansk -1 to hit mutli wound and anti horde vanguard's with graia deny refuse to yield and weapons lethal enemy have to remove!

Simple more effective all units play part and roles etc . Easier to handle multi options . To recap if you wanna go for 6 dragoons as assault unit prefer 2*3-4 they are not on to taken as killers .

Their role can be screener so you need one to stay back maybe . Their role is to take enemy fire and they are supoerb for it so again you might hold then for one or two rounds back. And ofc assault that again better sacrifice 4 and the other 4 tie the target etc? Can't handle assault same as buffing units. + Their bases easy to tie them up with a group of breachers and their done .

4 dragoons with breachers can take out what you need . While neutrons Icarus balistarii even 2*2 groups autocannon can finish up or combine wcdordingyly don't forget 1-2 dominus and your ability to decide canticles not roll them .

PS I know you will say about two shots lascannon vs neutron D3 but as you have said numerous times you shoot most likely or effectively non invu so a

A) neutron even one shot -4 no enemy save
B) str 10 vs 9 makes a difference vs T5 models so elite armies common now days
C) d6 damage vs d3-6 it's + definitely .

And can move shoot mking them better midfield. And great defence !

Since you got no Titans use the 2cp cover first round then choose cover second should be enough for a good starting point for your vehicles to stay alive and go a for easier round after that.

Tip if you decide to go maybe something like 2*3-4 balistarii try two autocannon one lascannon and you LL remember me. This edition benefits hidden special weapons


Tactica Mechanicus - FAQ Out @ 2019/05/28 22:44:16


Post by: Suzuteo


I definitely enjoy that playstyle, but I am not so sure it's the best bet in the current meta. The big static gunline is very strong right now. I think I can 5-1 a Major if I refine and practice the current list I have.

In any case, I want to wait for the new Skorpius before pulling that trigger. If it flies, I will definitely be taking those with Electro-Priests and/or Plasma Vanguard for a mechanized list. The tank setup might also be nice for scoot and shoot; we'll see.

I take 6x Dragoons if I am doing Auxiliary. But otherwise, yeah, I may consider doing 2x4 with 4x Las-striders for an Outrider or something.


Tactica Mechanicus - FAQ Out @ 2019/05/28 22:56:45


Post by: Yoda79


Spoiler:

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [82 PL, 1304pts] ++

+ No Force Org Slot +

Forge World Choice: Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Volkite Blaster

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Kataphron Breachers [16 PL, 150pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 180pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon

Ironstrider Ballistarii [12 PL, 180pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon

Sydonian Dragoons [12 PL, 272pts]
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance

Sydonian Dragoons [12 PL, 272pts]
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [52 PL, 678pts] ++

+ No Force Org Slot +

Forge World Choice: Forge World: Graia

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Volkite Blaster

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Vanguards [7 PL, 67pts]
. 5x Skitarii Vanguard
. Skitarii Vanguard (Plasma Caliver): Plasma Caliver
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [7 PL, 67pts]
. 5x Skitarii Vanguard
. Skitarii Vanguard (Plasma Caliver): Plasma Caliver
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [7 PL, 67pts]
. 5x Skitarii Vanguard
. Skitarii Vanguard (Plasma Caliver): Plasma Caliver
. Vanguard Alpha: Radium Carbine

+ Heavy Support +

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Total: [134 PL, 1982pts]


Try it vs the games you played.and it has room for transport priests as options with adjustments easily if you need options . You can change to outrider for less cp . You can remove breachers you can lower strider count and ad other forces like transportsssssss priests etc. All valid and duable same plan . Maybe do one balistarii if you see in your games you cover the back field and use 5 for less points etc. Might be better

So valid options.

A) merge balistarii for a total of 5 not 6 easier buff less points.
B) remove breachers take another sniper group build on the plan save points
C) try 2*3 dragoons maybe not got 12 striders models. Less points
D) add two transports with priests . New transports as many as possible priests inside and let your enemy drown on what to shoot.what to shoot .
E) if you go two transport priest then make dragoons one group 4+ and save points .

Up to you .and new transports maybe we can add new tanks also ...


Tactica Mechanicus - FAQ Out @ 2019/05/28 23:12:21


Post by: MrMoustaffa


I'm still iffy on if it's gonna get fly. If it was going to fly, they'd give us a completely unnecessary flying base thats 99% obscured by the model like the repulsive. Since it's just sitting on the table with nothing to make it look like it's floating I've got a feeling it'll be treated more like a regular vehicle.

Fly-lite™ perhaps, like it can fall back and shoot or ignores dangerous terrain, but I'm just not getting my hopes up. Same thing when it comes to the hope it'll be open topped. Call me pessimistic but I'd love to be pleasantly surprised rather than have my hopes dashed because I got too excited.

Honestly I'm just expecting a fairly faster rhino with 4 stubbers and a broad-spectrum data tether. As long as the price is good I'm fine with that.


Tactica Mechanicus - FAQ Out @ 2019/05/28 23:15:57


Post by: Yoda79


Yes even a cheap rhino moving 10+ still valid for me as well. I will overcome it's hideous looks if it is cheap and can carry lots of units...


Tactica Mechanicus - FAQ Out @ 2019/05/29 00:06:55


Post by: Suzuteo


I would be very happy if it was a flying, open-topped vehicle. Then we can just zip our Skitarii around shooting Plasma, Radium, and Stubber rounds at people.


Tactica Mechanicus - FAQ Out @ 2019/05/29 04:34:53


Post by: Aaranis


I really don't believe in the open-top rule anymore after seeing the model a few times, it doesn't have a roof just for aesthetics purposes to remind of the Higgins boat but nothing will come out of it rules-wise. I don't believe it'll fly either due to my theories about the propulsion mode, it may skim a bit over the ground but not really take flight.

We can definitely expect some aura ability with the antennas though, would be rely nice if it was a relay or amplifier for rerolls or stratagems. As for the weaponry the Stubbers will help give our list S4 if we go more Vanguards, but I hope there's alternative weapons like Arc rifles or the likes. As long as it's cheap it's great.

Oh and if it have -2 to be charged I'd take it too. Run it in a crater and watch the -4 to be charged.


Tactica Mechanicus - FAQ Out @ 2019/05/29 05:47:22


Post by: Suzuteo


 Aaranis wrote:
I really don't believe in the open-top rule anymore after seeing the model a few times, it doesn't have a roof just for aesthetics purposes to remind of the Higgins boat but nothing will come out of it rules-wise. I don't believe it'll fly either due to my theories about the propulsion mode, it may skim a bit over the ground but not really take flight.

We can definitely expect some aura ability with the antennas though, would be rely nice if it was a relay or amplifier for rerolls or stratagems. As for the weaponry the Stubbers will help give our list S4 if we go more Vanguards, but I hope there's alternative weapons like Arc rifles or the likes. As long as it's cheap it's great.

Oh and if it have -2 to be charged I'd take it too. Run it in a crater and watch the -4 to be charged.

I think 4x Heavy Stubbers on a 75 point body. So 83 points? I really want fly and open top, but I would take minus charge over that. Hell, I would take 3-4 just to make a wall in front of me. Lol.


Tactica Mechanicus - FAQ Out @ 2019/05/29 17:25:07


Post by: Suzuteo


LOL. That was over pretty fast. Got to admit though, it was pretty OP.

Oh, and thank goodness, Tyranids can no longer slingshot. Worth losing rerolls on OW.


Tactica Mechanicus - FAQ Out @ 2019/05/29 17:36:57


Post by: Vineheart01


edit: nvm


Tactica Mechanicus - FAQ Out @ 2019/05/29 17:43:03


Post by: Aaranis


Uh, didn't even get to try that. My Mars list just lost a bit of interest, as does the Raiment of the Technomartyr. I'll definitely avoid fixed gunlines.


Tactica Mechanicus - FAQ Out @ 2019/05/29 18:17:22


Post by: VladimirHerzog


 Aaranis wrote:
Uh, didn't even get to try that. My Mars list just lost a bit of interest, as does the Raiment of the Technomartyr. I'll definitely avoid fixed gunlines.


yeah, in my opinion falling into the trap of going for a pure gunline army is a huge mistake when playing admech.having a small core that stays relatively put is fine but you need the map control. Things like dragoons, infiltrators, electropriests and even basic skitarii all give us a strong advantage. also if we get the transport this year we'll surely have to make mobility a core aspect of our army


Tactica Mechanicus - FAQ Out @ 2019/05/29 18:29:26


Post by: Aaranis


That's why the lists I posted above (that got drowned in other answers) tried to remedy, I admit the fixed gunline is effective but it's not to my playstyle, and it gets shut down too easily. I don't want to build a list and worry about how not to get locked in CC at all costs, I prefer thinking on how to grab objectives and carry the fight to my opponent. I think I'll play my Ryza or Graia list this Friday.


Automatically Appended Next Post:
In addition, we don't realise how many points our list frees up when giving up the usual 4x Dakkabots. 3x Onagers is still a must just because it's so cheap, have a huge footprint, a nice durability, good guns and the +1 Ld aura for Skitarii.


Tactica Mechanicus - FAQ Out @ 2019/05/29 18:47:06


Post by: VladimirHerzog


 Aaranis wrote:
That's why the lists I posted above (that got drowned in other answers) tried to remedy, I admit the fixed gunline is effective but it's not to my playstyle, and it gets shut down too easily. I don't want to build a list and worry about how not to get locked in CC at all costs, I prefer thinking on how to grab objectives and carry the fight to my opponent. I think I'll play my Ryza or Graia list this Friday.


Automatically Appended Next Post:
In addition, we don't realise how many points our list frees up when giving up the usual 4x Dakkabots. 3x Onagers is still a must just because it's so cheap, have a huge footprint, a nice durability, good guns and the +1 Ld aura for Skitarii.


i feel like its been ages that i havnt played kastellans in my lists. i run 2x icarus + 1 neutron as my core gunline, filling it with fulgurites, destroyers, infiltrators and dragoons + a ton of skitarii since i only have 6 kataphrons models so far


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:02:24


Post by: Aaranis


You'll be happy when the Skorpius hits the shelves, as we all I guess 3 weeks minimum before a chance of it going on preorder + previews... as there's nothing this week and next will be the Contrast paints.


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:04:11


Post by: Yoda79


I m not sure the overwatch changed . I think its a bit written badly but it only states no stratagems in different phases. the last part say for this faq.. so the OW remains as i see it.


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:11:53


Post by: Suzuteo


Really? I think the Martian gunline is the strongest list we have by far. We pretty much auto-win any shooting matchup, and it's not easy at all to play around 42" Dakkabots in a good placement. My teammates were all 4-2 as Deathwatch, Space Wolves (best Space Wolves in the world last year), and Eldar, and they all thought AdMech gunlines were scary hard to play and terribly underrated. In most games, I gun down 50-75% of my opponent's army in a single turn. I think if I had a more refined list, more games under my belt, and not-terrible luck, I could have done 5-1.

The other AdMech that played the assault list got wrecked at BAO. He even lost to Tau. (This is not to say that I don't like that sort of playstyle. I just think it's not the strategy we can succeed in the meta with anymore.)


Automatically Appended Next Post:
 Yoda79 wrote:
I m not sure the overwatch changed . I think its a bit written badly but it only states no stratagems in different phases. the last part say for this faq.. so the OW remains as i see it.

"For the purposes of this FAQ, Overwatch attacks are not considered to be attacks made as if it were your Shooting phase."

https://www.warhammer-community.com/2019/05/29/warhammer-40000-update-april-2019-addendum/

We lose OW rerolls. Space Marines keep theirs.


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:17:07


Post by: Aaranis


I'm not at ease comparing with the ITC ruleset as I'm not familiar with it, but aren't lots of points rewarded for kill points ?


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:18:33


Post by: Suzuteo


Yeah, you can score 1 point for killing one and 1 point for killing more units each round. In addition, you can take up to three secondaries that involve killing, and Dakkabots can kill pretty much everything.

But even if you're playing objectives, having Dakkabots is great for controlling movement. Just set them up with LOS to the wider areas. Control everything on the side of the board that you need to cross these areas to contest. It's how I have always used them. Alpha strike, control the ground, hold objectives and choke them out of points.


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:24:07


Post by: VladimirHerzog


 Yoda79 wrote:
I m not sure the overwatch changed . I think its a bit written badly but it only states no stratagems in different phases. the last part say for this faq.. so the OW remains as i see it.



Spoiler:
Q: When a rule allows a model or unit to take an action (move, shoot, charge, fight or attempt to manifest a psychic power) outside of the normal turn sequence, and that rule explicitly mentions to make that action as if it were a different phase of the turn structure to the current one, e.g. ‘That unit can shoot as if it were the Shooting phase’, do rules that are normally used during that phase (in the example this would be the Shooting phase) take effect? Is the same true of Overwatch attacks?

A: With the exception of Stratagems, all rules (e.g. abilities, Warlord Traits, psychic powers etc.) that would apply in a specific phase apply to actions that are taking place ‘as if it were that phase’. However, if a Stratagem specifies that it must be used in a specific phase, then it can only be used in that phase (e.g. you cannot use a Stratagem that says ‘Use this Stratagem in the Shooting phase’ to affect a unit that is Shooting ‘as if it were the Shooting phase’). For the purposes of this FAQ, Overwatch attacks are not considered to be attacks made as if it were your Shooting phase.


they added one word


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:25:53


Post by: Suzuteo


Take this situation by way of example:


Everything my teammate had was just cowering in ruins. The safe plan would be to detach a unit to the left (Knight + Breachers) to grab the objective as well as a unit to the right (Enginseer + 2x Vanguard) to grab that objective. Meanwhile, the Robots (with 2x Breachers) sit there in the center out of LOS and wait while I accumulate points. Las-striders can just snipe that unit in the far, far corner; Dreads cannot be targeted because he has closer units hiding out of LOS. Once he is forced to deploy on round two or three, I come out and gun down his army. Indeed, after I counted coup, I fell back, reformed my gunline, then did exactly that; I gunned down 75% of his army in a single turn, and he went back to hiding. I only lost by 2 points, but my friend knew that I did not have to do what I did at the start. However, I figured that if one of us had to be 3-3, I might as well make the game more interesting--and fair.


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:30:43


Post by: VladimirHerzog


 Suzuteo wrote:
Yeah, you can score 1 point for killing one and 1 point for killing more units each round. In addition, you can take up to three secondaries that involve killing, and Dakkabots can kill pretty much everything.

But even if you're playing objectives, having Dakkabots is great for controlling movement. Just set them up with LOS to the wider areas. Control everything on the side of the board that you need to cross these areas to contest. It's how I have always used them. Alpha strike, control the ground, hold objectives and choke them out of points.


Its more of a personal playstyle, i find that playing gunline is boring so i force more assaulty lists. triple onager + plasma destroyers + ironstriders is still a ton of firepower and allows me to kill a lot of stuff. Keep in mind that i'm not a tournament player, i consider myself a decent player but i only play in small tournaments at my LGS. tournaments of the scale of LVO isnt something that i'd like to do.

When i say i play an assault list i mean that i force my opponents to deal with immediate threats while leaving my main threats mostly unscathed. I'll usually have stygies fulgurites either charging on turn 1 or close enough to force my opponent to gun them down before i charge in turn 2. while theyre dedicating firepower in my fulgurites, my main dakka is free to destroy their biggest threats. Ryzaphrons get 1-2 rounds of shooting before getting killed and then my onagers finish most of my games since i get rid of my opponent's anti-tank early and i give them pocket enginseers for the repairs.


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:35:18


Post by: Suzuteo


I will concede that it is less interesting; it's a concession to be more competitive. I feel like I often blow someone out of the water and spend an hour slowly strangling them. That or I get totally blown out and forfeit by round three. Not much gray.

Ah. This year I am committing myself to play in the big tourneys. Last year, I missed many of them because of work.

I am excited for the transport because it means Fulgurites and possible Skitarii special weapons will be competitive again.


Tactica Mechanicus - FAQ Out @ 2019/05/29 19:37:58


Post by: VladimirHerzog


 Suzuteo wrote:
I will concede that it is less interesting; it's a concession to be more competitive. I feel like I often blow someone out of the water and spend an hour slowly strangling them. That or I get totally blown out and forfeit by round three. Not much gray.

Ah. This year I am committing myself to play in the big tourneys. Last year, I missed many of them because of work.

I am excited for the transport because it means Fulgurites and possible Skitarii special weapons will be competitive again.


Admech sure makes for some heavy hitting alpha strikes.

if the transport allows for 10 models i cannot wait to put 2 double plasma vanguard squads in them to imitate drukhari raiders


Tactica Mechanicus - FAQ Out @ 2019/05/29 23:43:15


Post by: Suzuteo


Watch, they're going to be dumb and set the limit at 9 instead of 10-11.


Tactica Mechanicus - FAQ Out @ 2019/05/30 02:32:00


Post by: MrMoustaffa


 Suzuteo wrote:
Watch, they're going to be dumb and set the limit at 9 instead of 10-11.

If they set the transport limit to 9 I will swim to England and throw a toaster in every single one of the rules teams' bath tubs. It'd be the perfect gotcha too, since it looks so perfect so far. Simple cheap weapons, probably good speed, some sort of aura buff for infantry, they would do something dumb like that


Tactica Mechanicus - FAQ Out @ 2019/05/30 04:20:32


Post by: Aaranis


Yeah I'm waiting for the trap too, it's pessimistic but they failed the codex so far that why not ? Following the Manipulus I half expect the transport to be 150 pts.


Tactica Mechanicus - FAQ Out @ 2019/05/30 11:42:55


Post by: Suzuteo


I think they have a better sense of how to write rules now though. I bet if they did a mini-codex for AdMech, it could go a long way into diversifying our toolbox.


Tactica Mechanicus - FAQ Out @ 2019/05/30 12:44:19


Post by: VladimirHerzog


The more i play admech, the less i feel like we have a broken codex. sure its not optimal and the warlord traits / relics are particularly annoying since most of them arent playable, but the rules for our units arent broken for the most part. we may not have space-marine level of options but we do get mostly good units (corpuscarii and ruststalkers being the outliers but even the, can find some success).

I do agree with Suzuteo, they got better at writing rules, look at the most recent codex release and most of them are cohesive and bring interesting listbuilding choices. If they were to make an Admech 2.0 codex, i feel like we would get quite a lot of good updated rules (dogmas, canticles, Wl traits and relics).

The fact that they are coming out with a necron index soon means that maybe they started doing some updated versions of older codexes (like CSM just got)


Tactica Mechanicus - FAQ Out @ 2019/05/30 13:15:44


Post by: dadamowsky


All I really hope for form the revisited Admech are Ruststalkers, relics and WLTs redone. The amount of combat relics in the codex that has no combat characters is to high

This leads to the other problem - HQs. Admech could really benefit from something like Custom Characters mechanic from the CA18. Not only it could bridge the HQ gap, but it wouldn't also need new sprues and models in the busy line of GW releases. While Dominus could at last have a viability outside of being rerolling 1s platform.


Tactica Mechanicus - FAQ Out @ 2019/05/30 13:20:44


Post by: Vineheart01


I think their getting better at writing rules face is more theyre actually listening to the players this time around.
Majority of their changes are "We heard this..." or "People were doing this..." - it used to be we didnt get a damn thing out of GW unless it was so broken it blocked that army from playing (or people playing against that army).
Much as FFG is pissing me off lately im glad that Xwing topped 40k sales at one point. Made GW realize theyre screwing up, since sales they DID pay attention to lol.


Tactica Mechanicus - FAQ Out @ 2019/05/30 18:23:55


Post by: Suzuteo


We have some pretty bad rules and a limited model selection, but of those usable models, they are amazingly efficient. Still say we are a tier 2 army, capable of consistently doing 4-2 and sometimes 5-1. Real problem though is that we lacks non-LOS shooting and flying melee units.

Anyhow, I was mocking out plans against a friend, and I realize that passively screening is not a good idea at all. No matter how many Breachers I use, an army will find a way to blow a hole in that wall. It's not like trying to go through 6 layers of Catachans. So I have an alternative: replace Breachers with some Infiltrators.

Spoiler:
Mars Battalion Detachment - 1411
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 120
6x Kataphron Breacher - 6x Heavy Arc Rifle, 6x Arc Claw
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Elite - 126
7x Sicarian Infiltrator - 7x Flechette Blaster, 7x Taser Goad

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Graia Battalion Detachment - 180

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 120
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Radium Carbine

Stygies VIII Auxiliary Detachment - 408

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1999 points
11 CP

My thinking is that they can be deep struck to delete enemy infantry or characters or be used as a part of your screen as a counter charger. (Ideally, hide them in some ruins so they don't get blasted away.) Make them Mars for Wrath and so Manipulus can give them 3" shooting or 1" move and charge.

Quick question: Pistols can only shoot at another enemy unit in combat if your Infiltrators are also stuck in combat AND that other enemy unit is the closest enemy unit, right? So I can't deep strike and shoot at, say, some Wulfen in close combat with my Dakkabots until I get stuck in with them with my Infiltrators?


Tactica Mechanicus - FAQ Out @ 2019/05/30 18:36:21


Post by: Spera


 Suzuteo wrote:


Quick question: Pistols can only shoot at another enemy unit in combat if your Infiltrators are also stuck in combat AND that other enemy unit is the closest enemy unit, right? So I can't deep strike and shoot at, say, some Wulfen in close combat with my Dakkabots until I get stuck in with them with my Infiltrators?


Yes. Thats how pistols works(and also exclusive showing to other weapons). If i would have suggestion, make them 10. They are supper squishy, so be prepared to lose them after they DS. You might as well maximize wrath of mars from them. That 15 extra shots can be 1-3 MW and that can add up.
Always place them somewhere where they could charge something. Rarely happens, but when it happens they give immense value. Happened to me last game. They took by both shooting and melee two squads of harlequin bikes. That was twice their value in points, and great strategic value since bikes were hidden behind LoS.


Tactica Mechanicus - FAQ Out @ 2019/05/30 19:06:59


Post by: dadamowsky


I tried to like Infiltrators but honestly... I can't. Without the WoM they can reliably shoot T3 infantry, but that's it. 9" charges and T3 is killing their melee potential, as they will more often than not fail the roll and die afterwards to any fire and counter-charges. Besides... why would I want to take Infiltrators when there are Corpuscarii with a S5 tesla? Sure, I have to pay a CP to drop them via Lucius, but this bomb can erase practically any T4 horde unit, not to even mention Guardsman.


Tactica Mechanicus - FAQ Out @ 2019/05/30 19:18:56


Post by: Spera


dadamowsky wrote:
I tried to like Infiltrators but honestly... I can't. Without the WoM they can reliably shoot T3 infantry, but that's it. 9" charges and T3 is killing their melee potential, as they will more often than not fail the roll and die afterwards to any fire and counter-charges. Besides... why would I want to take Infiltrators when there are Corpuscarii with a S5 tesla? Sure, I have to pay a CP to drop them via Lucius, but this bomb can erase practically any T4 horde unit, not to even mention Guardsman.


Because he takes them in mars. Its that simple. Infiltrators->mars, Corpuscari->lucius. Yes Infiltrators die when you look at them. But they provide very important tool. They are cheap enough to drop them and sacrifice in the name of won game. That is if we are talking taser infiltrators. Powersword with stygies, or less so graia, is actually quite good. And at 15pt they are good. Thats vanguard+ranger slapped into one body, and much more mobile, can fight in close combat and have innate ds potential.


Tactica Mechanicus - FAQ Out @ 2019/05/30 19:32:26


Post by: Aaranis


No no no they completely went wrong with the codex, there's so much stuff not making any sense it's dramatic.

Let's start with the Dogmas: Metalica affects a very small part of the army, Lucius is almost pointless, if it reduced all AP by -1 it would be worthwhile but now it's just played for the stratagem. Ryza gives a meagre reroll 1s to Wound while stuff like BA get +1 to Wound when charging.

Warlord traits: there's Magos Biologis for our super WS3+ Dominus, Mechadominator for that annoying situation where an enemy vehicle is targeting your Warlord, or Chorister Technis when there's already two stratagems to change the Canticle. With the FW-specific, there's three good ones that benefit your army and 4 that serves to enhance your über-Dominus, you know, the centerpiece of our army that wrecks armies all by himself ?

Relics: SIX RELICS FOR CC, SIX. Then two for ranged weapons, which are not bad but not worth paying a CP for, and the rest is pretty useful except for the Skull of Elder Nikola, who's easily in the top 3 for most useless relic of all game.

Then I could write pages about the units and their weapons, like the Onager who suddenly hits like a fly in CC, Heavy weapons on fast platforms, the mystery of the Radium Jezzail, Ruststalkers with no AP, Brainwashed battle servitors with Ld7, emontionless cyborgs with Ld6, Arc weapons that suddenly don't wound real vehicles anymore (while Drukhari get their sweet Haywire)... Oh, and the HYDRAULIC CLAW with it's mighty S10-S12 and... AP-1 d3D.

I am constantly angry at this codex but it's getting better with updates and Vigilus, the new Skorpius is a huge step forwards too. I'm confident we'll get a working codex update this year.

As for Infiltrators: mine usually stay alive for a turn, but have almost always been useful. Being the only unit with innate DS brings mobility to go harass some unit or capture an objective, and my opponents are always amazed that 5 models blast out 25 shots, it shreds hordes cheaply. Don't expect them to stay alive though, they're like a squad of 10 Skitarii in durability and will die as easily. I wouldn't screen with them, but counter-charge ? Definitely. Power swords are a nice loadout too, but less versatile than the Taser/Blaster.


Tactica Mechanicus - FAQ Out @ 2019/05/30 20:09:11


Post by: the_Grak


Spoiler:
 Suzuteo wrote:
We have some pretty bad rules and a limited model selection, but of those usable models, they are amazingly efficient. Still say we are a tier 2 army, capable of consistently doing 4-2 and sometimes 5-1. Real problem though is that we lacks non-LOS shooting and flying melee units.

Anyhow, I was mocking out plans against a friend, and I realize that passively screening is not a good idea at all. No matter how many Breachers I use, an army will find a way to blow a hole in that wall. It's not like trying to go through 6 layers of Catachans. So I have an alternative: replace Breachers with some Infiltrators.

Mars Battalion Detachment - 1411
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 120
6x Kataphron Breacher - 6x Heavy Arc Rifle, 6x Arc Claw
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Elite - 126
7x Sicarian Infiltrator - 7x Flechette Blaster, 7x Taser Goad

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Graia Battalion Detachment - 180

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 120
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Radium Carbine

Stygies VIII Auxiliary Detachment - 408

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1999 points
11 CP
My thinking is that they can be deep struck to delete enemy infantry or characters or be used as a part of your screen as a counter charger. (Ideally, hide them in some ruins so they don't get blasted away.) Make them Mars for Wrath and so Manipulus can give them 3" shooting or 1" move and charge.

Quick question: Pistols can only shoot at another enemy unit in combat if your Infiltrators are also stuck in combat AND that other enemy unit is the closest enemy unit, right? So I can't deep strike and shoot at, say, some Wulfen in close combat with my Dakkabots until I get stuck in with them with my Infiltrators?


Huh. I was just making a list with similar pieces.

Spoiler:
Stygies VIII Battalion Detachment - 1289
Cybernetica Cohort (-1 CP)

HQ - 180
1x Tech_Priest Dominus - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic

Troop - 389
6x Kataphron Breacher - 6x Heavy Arc Rifle, 6x Arc Claw
5x Skitarii Ranger - 3x Galvanic Rifle, 2x Transuranic Arquebus, Omnispex
5x Skitarii Ranger - 3x Galvanic Rifle, 2x Transuranic Arquebus, Omnispex
5x Skitarii Ranger - 3x Galvanic Rifle, 2x Transuranic Arquebus

Elite - 110
5x Sicarian Infiltrator - 5x Flechette Blaster, 5x Taser Goad
4x Servitors - 4x Servo-arms

Heavy Support - 343
Onager Dunecrawler - Icarus Array, Cognis Stubber, Broad spectrum Data-tether
Onager Dunecrawler - Icarus Array, Cognis Stubber, Broad spectrum Data-tether
Onager Dunecrawler - Neutron Laser, 2x Cognis Stubber, Broad spectrum Data-tether

Fast Attack - 272
4x Sydonian Dragoon - 6x Taser Lance

Graia Battalion Detachment - 213

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 153
5x Skitarii Vanguard - 4x Radium Carbine, Plasma Caliver
5x Skitarii Vanguard - 4x Radium Carbine, Plasma Caliver
5x Skitarii Vanguard - 4x Radium Carbine, Plasma Caliver

Krast Super-heavy Auxiliary Detachment - 498
Exhalted Court, Heirlooms of the Household(-2 CP)

Lord of War- 498
Knight Crusader - Avenger Gatling Cannon, Rapid fire Battle Cannon, 2x Heavy Stubbers, Heavy Flamer, Icarus Auto-cannon, Headsman's Mark, First Knight

Total: 2000 points
10 CP


I'm new to ITC but is it worth having 7 Infiltrators instead of 5 if it gives up Marked for Death'? Also, I'm wondering if making that Graia dettachment mixed so the Enginseers can repair is worth it.


Tactica Mechanicus - FAQ Out @ 2019/05/30 20:29:58


Post by: 0XFallen


 Aaranis wrote:
No no no they completely went wrong with the codex, there's so much stuff not making any sense it's dramatic.

Let's start with the Dogmas: Metalica affects a very small part of the army, Lucius is almost pointless, if it reduced all AP by -1 it would be worthwhile but now it's just played for the stratagem. Ryza gives a meagre reroll 1s to Wound while stuff like BA get +1 to Wound when charging.

Warlord traits: there's Magos Biologis for our super WS3+ Dominus, Mechadominator for that annoying situation where an enemy vehicle is targeting your Warlord, or Chorister Technis when there's already two stratagems to change the Canticle. With the FW-specific, there's three good ones that benefit your army and 4 that serves to enhance your über-Dominus, you know, the centerpiece of our army that wrecks armies all by himself ?

Relics: SIX RELICS FOR CC, SIX. Then two for ranged weapons, which are not bad but not worth paying a CP for, and the rest is pretty useful except for the Skull of Elder Nikola, who's easily in the top 3 for most useless relic of all game.

Then I could write pages about the units and their weapons, like the Onager who suddenly hits like a fly in CC, Heavy weapons on fast platforms, the mystery of the Radium Jezzail, Ruststalkers with no AP, Brainwashed battle servitors with Ld7, emontionless cyborgs with Ld6, Arc weapons that suddenly don't wound real vehicles anymore (while Drukhari get their sweet Haywire)... Oh, and the HYDRAULIC CLAW with it's mighty S10-S12 and... AP-1 d3D.

I am constantly angry at this codex but it's getting better with updates and Vigilus, the new Skorpius is a huge step forwards too. I'm confident we'll get a working codex update this year.

As for Infiltrators: mine usually stay alive for a turn, but have almost always been useful. Being the only unit with innate DS brings mobility to go harass some unit or capture an objective, and my opponents are always amazed that 5 models blast out 25 shots, it shreds hordes cheaply. Don't expect them to stay alive though, they're like a squad of 10 Skitarii in durability and will die as easily. I wouldn't screen with them, but counter-charge ? Definitely. Power swords are a nice loadout too, but less versatile than the Taser/Blaster.


I cry everytime and 100% agree.

What I want to add is all the bits that is located on our minis that dont get rules anymore.

Servo skulls, Ruststalker grenades.. they literally have the pouches. Dunecrawler Drill.
That and the sad infiltrator debuff and the invulns that never come into play in skitarii, sicarians especially.


Tactica Mechanicus - FAQ Out @ 2019/05/30 20:35:18


Post by: Spera


 Aaranis wrote:
No no no they completely went wrong with the codex, there's so much stuff not making any sense it's dramatic.

Let's start with the Dogmas: Metalica affects a very small part of the army, Lucius is almost pointless, if it reduced all AP by -1 it would be worthwhile but now it's just played for the stratagem. Ryza gives a meagre reroll 1s to Wound while stuff like BA get +1 to Wound when charging.

Warlord traits: there's Magos Biologis for our super WS3+ Dominus, Mechadominator for that annoying situation where an enemy vehicle is targeting your Warlord, or Chorister Technis when there's already two stratagems to change the Canticle. With the FW-specific, there's three good ones that benefit your army and 4 that serves to enhance your über-Dominus, you know, the centerpiece of our army that wrecks armies all by himself ?

Relics: SIX RELICS FOR CC, SIX. Then two for ranged weapons, which are not bad but not worth paying a CP for, and the rest is pretty useful except for the Skull of Elder Nikola, who's easily in the top 3 for most useless relic of all game.

Then I could write pages about the units and their weapons, like the Onager who suddenly hits like a fly in CC, Heavy weapons on fast platforms, the mystery of the Radium Jezzail, Ruststalkers with no AP, Brainwashed battle servitors with Ld7, emontionless cyborgs with Ld6, Arc weapons that suddenly don't wound real vehicles anymore (while Drukhari get their sweet Haywire)... Oh, and the HYDRAULIC CLAW with it's mighty S10-S12 and... AP-1 d3D.

I am constantly angry at this codex but it's getting better with updates and Vigilus, the new Skorpius is a huge step forwards too. I'm confident we'll get a working codex update this year.

As for Infiltrators: mine usually stay alive for a turn, but have almost always been useful. Being the only unit with innate DS brings mobility to go harass some unit or capture an objective, and my opponents are always amazed that 5 models blast out 25 shots, it shreds hordes cheaply. Don't expect them to stay alive though, they're like a squad of 10 Skitarii in durability and will die as easily. I wouldn't screen with them, but counter-charge ? Definitely. Power swords are a nice loadout too, but less versatile than the Taser/Blaster.


Cant really disagree. All of those are symptoms of early codex, when they had 3 ideas across and copy pasted them into the game in many places. Anything that came out after rapid fire codexes is actually good, if not for some mechanical reasons(tyrannies are good, but are invalidated by meta, and BA and DA are also ass good as marines can be). That said, our core is good. Actually good, not ok nor Outstanding, but good. Stratagems are good. Quality of units fluctuates but overall good. Relics are joke as are warlord traits and dogmas.

But moaning won't do us anything good. In fact I'm gonna write to rules team right now. You all should do that too. Ill ask them to consider reworking traits and realics, because dogmas you can argue may be good, but traits and relics are gak.


Tactica Mechanicus - FAQ Out @ 2019/05/30 21:30:50


Post by: Envii


Dogmas also need looking at in regards to their specific stratagems......ryza: plasma specialist, dogma: reroll 1s to wound in combat?. Stygies: infiltrate, dogma: -1 to hit? Whatever list you build they are always at odds with each other. The strategem you want to use does not benefit the dogma, then for the dogma you want, the stratagem is useless. So we end up mixing fws or simply not optimising detachments, always 'giving up' something to sqeeze in what we need. As alot are realising going back to pure Mars is easier as its just a non issue for that fw. Just an opinion.


Tactica Mechanicus - FAQ Out @ 2019/05/30 21:52:56


Post by: ThePie


So i had a fun game against my ork playing friend and finally managed to eke out a close victory. 24-22 playing with ITC mission rules. Dunecrawlers and Kastelan robots were MVP.

His dreadwaagh big mek was a terror though and killed 1-2 kastellans or dunecrawlers every single turn even while hitting on 6's,

Im still not sure what i feel with the arquebuses, while decent and forcing opponent to play carefully to not expose his charaters (except his big mek which was cleverly defended by grot shields), i wonder if thoose points would be better spent on more screening units instead (by getting an additional one and turning the sniper squads into screening ones).

Anyhow the question is how many snipers are needed at 1250 pts, Would a single sniper squad with 2 arquebuses be enough or do you need 4 arquebuses to put out enough volume of fire to be a viable threat and thus worth thier points?


Tactica Mechanicus - FAQ Out @ 2019/05/30 22:09:26


Post by: Yoda79


The problem began when they made guard versatile as we where canticles / order wise in 7th.

From that point on introducing the stratagem system they gave us our versatile fluff through stratagems .

That said the tools exist but the system updated for rest oof armies not us. Yes the decrease on points almost created broken good units point wise for us but still the army has no coherency.
I have spammed and begged for changes from the start of the edition .
With the increased cp count and combination of points decrease the army climbed butt still has no coherency. It does not have the flavor of ad mech .

The main issue here as I tried to stress out was that our units don't have any abilities and we have to pay every single one.
We don't have gear to pick up options or the hq to make combos .
Thus the flavors forge world's should be providing does not exist.

What I suggest that will not break the game but could easily fix it.

Invest in forrge world dogmas not stratagems . Example
You pick stygies. If all dtacment stygies then you can replace one canticles with stygies specific . Your hq will get an second aurrs fx a bit relics and warlord traits or give cp to pick up more. Thus limiitkng the performance if you mix but all players could decide their forge world playystyl e. With some combos and shenanigans .

How the army is now for me there is only some specific units that erform cause of point/ efficiency but does not have feel like an army .

I will have to leave out our Cawl Robot destroyers gun Line that is trully a force and has been our first major lists . It is unique still strong and balanced . It's strategic and has big eskness and at the same point lethal . There is none that faced the robots and didn't fear them. We gotta give them that.

So for me ATM in mech.

Cawl star (+ infiltrators yes)
Vehicle spam stygies
Troop spam mixed graia lucius

Are working in some extend + some smaller options like agripnna and ryza . The dev team can build on this and with me ttweaks to work it out .

One transport one los weapon simple units buff lik rustalkers maybe some extra flavor / forge world relics and warlord traits effective would be the go .
Simple things .


Tactica Mechanicus - FAQ Out @ 2019/05/30 22:13:51


Post by: Suzuteo


the_Grak wrote:
Huh. I was just making a list with similar pieces.

Spoiler:
Stygies VIII Battalion Detachment - 1289
Cybernetica Cohort (-1 CP)

HQ - 180
1x Tech_Priest Dominus - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic

Troop - 389
6x Kataphron Breacher - 6x Heavy Arc Rifle, 6x Arc Claw
5x Skitarii Ranger - 3x Galvanic Rifle, 2x Transuranic Arquebus, Omnispex
5x Skitarii Ranger - 3x Galvanic Rifle, 2x Transuranic Arquebus, Omnispex
5x Skitarii Ranger - 3x Galvanic Rifle, 2x Transuranic Arquebus

Elite - 110
5x Sicarian Infiltrator - 5x Flechette Blaster, 5x Taser Goad
4x Servitors - 4x Servo-arms

Heavy Support - 343
Onager Dunecrawler - Icarus Array, Cognis Stubber, Broad spectrum Data-tether
Onager Dunecrawler - Icarus Array, Cognis Stubber, Broad spectrum Data-tether
Onager Dunecrawler - Neutron Laser, 2x Cognis Stubber, Broad spectrum Data-tether

Fast Attack - 272
4x Sydonian Dragoon - 6x Taser Lance

Graia Battalion Detachment - 213

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 153
5x Skitarii Vanguard - 4x Radium Carbine, Plasma Caliver
5x Skitarii Vanguard - 4x Radium Carbine, Plasma Caliver
5x Skitarii Vanguard - 4x Radium Carbine, Plasma Caliver

Krast Super-heavy Auxiliary Detachment - 498
Exhalted Court, Heirlooms of the Household(-2 CP)

Lord of War- 498
Knight Crusader - Avenger Gatling Cannon, Rapid fire Battle Cannon, 2x Heavy Stubbers, Heavy Flamer, Icarus Auto-cannon, Headsman's Mark, First Knight

Total: 2000 points
10 CP


I'm new to ITC but is it worth having 7 Infiltrators instead of 5 if it gives up Marked for Death'? Also, I'm wondering if making that Graia dettachment mixed so the Enginseers can repair is worth it.

Yeah. 8 is the ideal number, but 7 comes close. Don't worry about M4D. It's a tough secondary compared to Gang Busters or Kingslayer. Worst comes to worst, you can deny him the M4D by dropping Infiltrators out of the way. (My general advice is not to worry too much about giving up points. Focus on scoring them, denying them, and winning the game in general.)

In my opinion, Stygies is good, but not very competitive for a shooting army. Ultimately, it does not matter how durable you are if you cannot kill things. The ability to reroll everything is extremely useful against other minus to hit matchups.

dadamowsky wrote:
I tried to like Infiltrators but honestly... I can't. Without the WoM they can reliably shoot T3 infantry, but that's it. 9" charges and T3 is killing their melee potential, as they will more often than not fail the roll and die afterwards to any fire and counter-charges. Besides... why would I want to take Infiltrators when there are Corpuscarii with a S5 tesla? Sure, I have to pay a CP to drop them via Lucius, but this bomb can erase practically any T4 horde unit, not to even mention Guardsman.

Well, Flechette Blasters are strictly better than Stubcarbines for T2-5. You ideally want to shoot T3 infantry, but they can kill T4 as well. With deep strike <12", rerolls, Wrath, and the +2 to hit, they can deal a lot of damage to Eldar bikes. Yes, they die immediately after, but that's sort of the point. You expend these models to buy a turn for your gunline or to assassinate a character.


Tactica Mechanicus - FAQ Out @ 2019/05/30 22:34:37


Post by: 0XFallen


Spoiler:
 Yoda79 wrote:
The problem began when they made guard versatile as we where canticles / order wise in 7th.

From that point on introducing the stratagem system they gave us our versatile fluff through stratagems .

That said the tools exist but the system updated for rest oof armies not us. Yes the decrease on points almost created broken good units point wise for us but still the army has no coherency.
I have spammed and begged for changes from the start of the edition .
With the increased cp count and combination of points decrease the army climbed butt still has no coherency. It does not have the flavor of ad mech .

The main issue here as I tried to stress out was that our units don't have any abilities and we have to pay every single one.
We don't have gear to pick up options or the hq to make combos .
Thus the flavors forge world's should be providing does not exist.

What I suggest that will not break the game but could easily fix it.

Invest in forrge world dogmas not stratagems . Example
You pick stygies. If all dtacment stygies then you can replace one canticles with stygies specific . Your hq will get an second aurrs fx a bit relics and warlord traits or give cp to pick up more. Thus limiitkng the performance if you mix but all players could decide their forge world playystyl e. With some combos and shenanigans .

How the army is now for me there is only some specific units that erform cause of point/ efficiency but does not have feel like an army .

I will have to leave out our Cawl Robot destroyers gun Line that is trully a force and has been our first major lists . It is unique still strong and balanced . It's strategic and has big eskness and at the same point lethal . There is none that faced the robots and didn't fear them. We gotta give them that.

So for me ATM in mech.

Cawl star (+ infiltrators yes)
Vehicle spam stygies
Troop spam mixed graia lucius

Are working in some extend + some smaller options like agripnna and ryza . The dev team can build on this and with me ttweaks to work it out .

One transport one los weapon simple units buff lik rustalkers maybe some extra flavor / forge world relics and warlord traits effective would be the go .
Simple things .


I like the forgeworld changing canticles idea and agree with everything else. If only GW worked closer with us Admech players.. I would gladly work with them.
I have accumulated a lot of data regarding 8th edition admech. Which started because I felt our fluff was gone. Anyone who likes a long Admech read can feel free to join and comment from anything tactical to fluff and creative ideas to make us more unique and stand out as the greedy cult that we are.


Tactica Mechanicus - FAQ Out @ 2019/05/31 00:19:23


Post by: Spera


Not to be downer 0XFallen, but nobody gives a crap about such "propositions". Proplayers that are actual beta testers were giving them propositions and solutions for various reasons and topics and they didn't listen. The only sing that they listen seams to be short feedback in i form"hey i think that X and Y are wrong because Z, and that makes army clunky" without propositions. Especially if voiced in quality.


Tactica Mechanicus - FAQ Out @ 2019/05/31 00:45:17


Post by: Suzuteo


I think a lot of us just need to constantly ask for a consolidated index or codex with all of the new units in them. They will probably also take the opportunity to revise points and maybe even tweak some of the rules. Next opportunity to do so is when this Skorpius comes out. We can ask for new stratagems or even detachments that makes use of transports and such.

Don't expect a major rework until 9E, which is perhaps two years down the road?


Tactica Mechanicus - FAQ Out @ 2019/05/31 09:42:50


Post by: Spera


 Suzuteo wrote:
I think a lot of us just need to constantly ask for a consolidated index or codex with all of the new units in them. They will probably also take the opportunity to revise points and maybe even tweak some of the rules. Next opportunity to do so is when this Skorpius comes out. We can ask for new stratagems or even detachments that makes use of transports and such.

Don't expect a major rework until 9E, which is perhaps two years down the road?


Ad assuming that admech codex 2.0 does have chance to come out, we need to give feedback right now to accommodate for production process(printing and stuff). Because in to months it may be too late, if it isn't late already.


Tactica Mechanicus - FAQ Out @ 2019/05/31 10:13:47


Post by: Agamembar


 Spera wrote:
 Suzuteo wrote:
I think a lot of us just need to constantly ask for a consolidated index or codex with all of the new units in them. They will probably also take the opportunity to revise points and maybe even tweak some of the rules. Next opportunity to do so is when this Skorpius comes out. We can ask for new stratagems or even detachments that makes use of transports and such.

Don't expect a major rework until 9E, which is perhaps two years down the road?


Ad assuming that admech codex 2.0 does have chance to come out, we need to give feedback right now to accommodate for production process(printing and stuff). Because in to months it may be too late, if it isn't late already.


Part of me is hopping that releasing the transport will be the time they release a revised/updated codex similar to the marine updates they did recently.


Tactica Mechanicus - FAQ Out @ 2019/05/31 15:08:57


Post by: Vineheart01


Are servitors even worth finding an alternate model solution, since the official model is hyper expensive?


Tactica Mechanicus - FAQ Out @ 2019/05/31 16:55:36


Post by: Yoda79


https://www.warhammer-community.com/2019/05/31/revealed-at-the-uk-games-expo-2019gw-homepage-post-1/

here you go new options or not...

Spoiler:

https://www.warhammer-community.com/2019/05/31/revealed-at-the-uk-games-expo-2019gw-homepage-post-1/#gallery-7 " border="0" />



Tactica Mechanicus - FAQ Out @ 2019/05/31 17:10:22


Post by: U02dah4


 Vineheart01 wrote:
Are servitors even worth finding an alternate model solution, since the official model is hyper expensive?


they are easy to kitbash from kataphron parts + guardsmen


Tactica Mechanicus - FAQ Out @ 2019/05/31 17:35:58


Post by: Suzuteo


 Vineheart01 wrote:
Are servitors even worth finding an alternate model solution, since the official model is hyper expensive?

https://www.forgeworld.co.uk/en-US/Mechanicum-Magos-Macrotek-Enginseer-Servo-automata

I see Enginseer and four Servitors here. (Don't buy direct from FW; the markup is ridiculous.)


Tactica Mechanicus - FAQ Out @ 2019/05/31 17:41:37


Post by: Vineheart01


oh yeah the markup is ridiculous. Im glad i bought my gargsquig before that happened because im not touching FW until they fix that bs.


Tactica Mechanicus - FAQ Out @ 2019/05/31 19:59:33


Post by: Aaranis


Had my game against Eldar today, playing a variation of my Graia list with 2x10 Hoplites and 4x Fistelans. Was a very fun game, won 12-11, mission 6 of Maelstrom in CA2018 with the cards you have to discard before game on a d6.

Graia helped me grab a point by abjuring a Hemlock's Smite when I had the objective card, and one of my Fistelans stayed alive thanks to the dogma and forced my opponent to deal with it with more weaponry. Also funny I almost killed a Warlock on bike because he shot at them, he lost two of his three wounds thanks to the Grid.

I liked the Hoplites but I'll have to try them more as I had to do a lot of footslog because my opponent had to play defensively. They're not bad against Hemlocks because of T6 by the way, one of the few viable targets for Arc weaponry. I totally misdeployed them though because I forgot the Manipulus couldn't bolster the Hoplites because of the damn keywords. He was carrying the Omniscient Mask though, but when they arrived in CC they just did sweeping duty as my opponent didn't have any serious threats any more. 10 Hoplites absolutely murder light infantry in CC though, was surprised.

Also, triple Neutron Laser feels consistent, altough against -1 to Hit armies you feel the lack of Cawl.


Tactica Mechanicus - FAQ Out @ 2019/05/31 20:13:12


Post by: Yoda79


1)So Cawl can be added to a mixed detachment . Could use some solid prouf reading about it.

2)As i said i dont see why overwatch does not get the rerolls. Debate i see not valid info. It states For the purpose of this Faq not ruled out.

Anyone with some valid ifnormations?


Tactica Mechanicus - FAQ Out @ 2019/05/31 20:42:58


Post by: Spera


 Yoda79 wrote:
1)So Cawl can be added to a mixed detachment . Could use some solid prouf reading about it.

2)As i said i dont see why overwatch does not get the rerolls. Debate i see not valid info. It states For the purpose of this Faq not ruled out.

Anyone with some valid ifnormations?



to put it bluntly yoda, the moment they released this article, they also dropped some erratas.

https://www.warhammer-community.com/wp-content/uploads/2019/04/warhammer_40000_rulebook_en.pdf

page 9.
They basically reverted last FAQ. Overwatch is shooting attack, but not as if in shooting phase. That reverted our overwatch, jumping tau commander and so on. If we use infoslave skull, we get our rerolls, but not anymore in overwatch.


Tactica Mechanicus - FAQ Out @ 2019/05/31 20:45:46


Post by: Vineheart01


to me it sounds like yet another GW rules writing inconsistency that is just accepted as different, even though it makes little sense to actually be different.
Is there another "as if phase" sort of effect that doesnt use the "as if" clause? i cant think of one.


Tactica Mechanicus - FAQ Out @ 2019/06/01 16:02:09


Post by: The Forgemaster



So I have a battle against Guard & Sisters tomorrow. (mainly Guard but a patrol detachment with Celestine thrown in).
opponents forces include: Vendetta, Celestine, Basalisk, Deathstrike, Leman Russ, and a bunch of Guardsmen.

does anyone have any advice?

My List:
Spoiler:


NOTE - we agreed we could both go over the points limit by a few points if needed - fun father than competative play.

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [37 PL, 5CP, 517pts] ++

+ No Force Org Slot +

Detachment CP [5CP]

Forge World Choice
. Forge World: Stygies VIII

+ HQ +

Tech-Priest Enginseer [3 PL, 30pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Vanguards [4 PL, 40pts]
. 4x Skitarii Vanguard
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [4 PL, 40pts]
. 4x Skitarii Vanguard
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [4 PL, 40pts]
. 4x Skitarii Vanguard
. Vanguard Alpha: Radium Carbine

+ Heavy Support +

Kastelan Robots [12 PL, 220pts]
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

Onager Dunecrawler [7 PL, 117pts]: Broad Spectrum Data-tether
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [62 PL, 4CP, 917pts] ++

+ No Force Org Slot +

Detachment CP [5CP]

Forge World Choice
. Forge World: Ryza

Specialist Detachment: Servitor Maniple [-1CP]

+ HQ +

Tech-Priest Dominus [7 PL, 92pts]: Phosphor Serpenta, Relic: Phosphoenix, Volkite Blaster
. Warlord: Warlord Trait (CA): Master of Biosplicing

Tech-Priest Manipulus [5 PL, 90pts]: Transonic cannon

+ Troops +

Kataphron Breachers [8 PL, 90pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Kataphron Destroyers [20 PL, 294pts]
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

+ Elites +

Fulgurite Electro-Priests [8 PL, 160pts]: 10x Fulgurite Electro-Priest

Servitors [4 PL, 20pts]
. 4x Servitor (Servo arm)

+ Fast Attack +

Sydonian Dragoons [6 PL, 136pts]
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance

++ Auxiliary Support Detachment -1CP (Unaligned - Monsters and Gribblies) [4 PL, 2CP, 70pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [-1CP]

+ Elites +

Ambull [4 PL, 70pts]

++ Total: [103 PL, 11CP, 1,504pts] ++

Created with BattleScribe


Tactica Mechanicus - FAQ Out @ 2019/06/01 21:16:17


Post by: Suzuteo


@The Forgemaster
Dakkabots should be Mars, Skitarii should be Graia (ideally, assuming you have to face psykers), Dragoons and Fulgurites should be Stygies with dogma. Fulgurites also want a Drill or Manipulus to get them downfield.

In my experience, the Servitor resurrect is very inconsistent for Destroyers. They are good if you have one big unit of Breachers though (and a Dominus with them, so non-Mars). Still, I would put as many points toward your threats as possible. AdMech is not an army that benefits from subtlety or utility. We're good at fielding big units that all gravely threaten your opponent. (It's like: You must kill this, this, this, and this on turn one or you will feel a lot of pain.)

Hm... are Ambulls any good? I have never used them before.


Tactica Mechanicus - FAQ Out @ 2019/06/01 21:38:44


Post by: The Forgemaster


 Suzuteo wrote:
@The Forgemaster
Dakkabots should be Mars, Skitarii should be Graia (ideally, assuming you have to face psykers), Dragoons and Fulgurites should be Stygies with dogma. Fulgurites also want a Drill or Manipulus to get them downfield.

In my experience, the Servitor resurrect is very inconsistent for Destroyers. They are good if you have one big unit of Breachers though (and a Dominus with them, so non-Mars). Still, I would put as many points toward your threats as possible. AdMech is not an army that benefits from subtlety or utility. We're good at fielding big units that all gravely threaten your opponent. (It's like: You must kill this, this, this, and this on turn one or you will feel a lot of pain.)

Hm... are Ambulls any good? I have never used them before.



Ah thanks for the advice.

personally not a fan of Mars - I try to use other forge worlds where possible.
I am working on getting more breachers...
I figured that Ryza would be better for the dragoons and Priests as I was planning on having them on counter-attack (so figured ryza reroll 1's to wound better than stygies) options rather than going too far forward - celestine and Bullgryns... (note we also tend to play with a bunch of LoS blocking terrain so it is fairly easy to hide the dragoons & infantry)

regareding the servitors - between the dominus and the manipulus you can get back a fair number of the Kataphrons - say you lost a couple of them and another was down to 1 wound. heal it back to full with the master of machines from dominus, next use biosplice to bring back a new kataphron on 1 wound and then heal with the manipulus. and repeat.

I am giving the Ambull a try (I have used it in a couple of games already) - it is a cheap unit that can nativly deep strike (albeit one that must start on the board and re-deploy) but T6 & 7 Wounds with a 3+ sv and regenerating D3 wounds per turn is fairly reasonable for its cost - it lasted longer than a unit of 5 Infiltrators... somthing that can pop up and threaten artilery or a backfield objective/linebreaker - worth the cost as it will either go through a unit of devasators etc. or tie up a tank or two, or opponent will fire on it removing fire coming the rest of the way towards my army. it also helps that it is a nice looking model (and I am planning on modelling it in chains etc. to represent it being captured and let loose on the enemny...)

of the threats listed in my original post which should I aim to kill first (if possible?)


Tactica Mechanicus - FAQ Out @ 2019/06/01 22:03:28


Post by: Suzuteo


Mars is strong in the meta because minus to hit is everywhere again now that Reapers and Lootas got nerfed. In any case, if you are Stygies-focused, use Icarus Dunecrawlers and Las-striders instead of Dakkabots. Furthermore, rerolling all BS4+ is pretty much the same thing as +1 to hit.

Dragoons are high WS, volume, and strength, so rerolls aren't too necessary on them. Fulgurites may benefit more, but their great risk is getting blown off the board before even getting in charge range.

You cannot heal the same unit twice in a row with Master of Machines.

I like the Ambull's deep strike ability. My concern is how useful he is without stratagems.

Depends. If he is going second, kill his infantry or you will lose on objectives. Otherwise his firebase is key. The Lemons and Basilisk are your primary threats.


Tactica Mechanicus - FAQ Out @ 2019/06/01 22:20:01


Post by: The Forgemaster


 Suzuteo wrote:
Mars is strong in the meta because minus to hit is everywhere again now that Reapers and Lootas got nerfed. In any case, if you are Stygies-focused, use Icarus Dunecrawlers and Las-striders instead of Dakkabots. Furthermore, rerolling all BS4+ is pretty much the same thing as +1 to hit.

Dragoons are high WS, volume, and strength, so rerolls aren't too necessary on them. Fulgurites may benefit more, but their great risk is getting blown off the board before even getting in charge range.

You cannot heal the same unit twice in a row with Master of Machines.

I like the Ambull's deep strike ability. My concern is how useful he is without stratagems.

Depends. If he is going second, kill his infantry or you will lose on objectives. Otherwise his firebase is key. The Lemons and Basilisk are your primary threats.


I just prefer not to use Mars as I like to be a little different (I also do not tend to play in top level competative scenes so am not too fussed that somthing is not top 100% best)...
I have just got two more dragoons - probably will build as ironstriders instead and magnetise the guns but they will not be ready in time for my game tomorrow...)
I always take at least 1 Neutron Onager and after that if I have points spare I go for the Icarus as I like having Tank Killing options without the need for CP (i.e. plasmaphrons) as I tent to run out quickly...
the reroll to wound on dragoons is not necessary but if I dont have it - just watch how many ones I roll
as per the wording on master of machines (and it is not FAQ'd as far as I can see) "At the end of your movement phase you can repair a single friendly AdMech model....A MODEL may not be the target of the MoM ability more than once per turn" i.e. multiple kataphrons is OK, but not the same Onager unless Tech Adept strat is used. please correct me if I am wrong.
as I mentioned the Ambull is ok for a diversion (could also use on same turn as 10x Mars Infiltrators if you want to divert fire away from them for a turn) it is just a nice option to have.

WHat about the Deathstrike & Vendetta? worth targeting over the Russ & Basilisk? I am presuming I will not be able to kill Celestine by shooting due to character targeting rules which is why I wanted a strong counter attack option.


Tactica Mechanicus - FAQ Out @ 2019/06/01 22:43:01


Post by: Suzuteo


Ah. Then Stygies is your best bet. They are the style I feel many of us WANT to play, but which we who play at the tourney tables cannot because superior firepower is more important than durability. I hope that will change with the new transport though. Ideally, if they give us flying, open top, and/or some way for our spare tech-priests to be useful, such as being able to voxcast auras...

Oh wow. You're right. It says model. How weird. I never noticed.

Deathstrike can be really random, but I guess you can kill it if you can do so quickly.


Tactica Mechanicus - FAQ Out @ 2019/06/01 22:49:32


Post by: The Forgemaster


 Suzuteo wrote:
Ah. Then Stygies is your best bet. They are the style I feel many of us WANT to play, but which we who play at the tourney tables cannot because superior firepower is more important than durability. I hope that will change with the new transport though. Ideally, if they give us flying, open top, and/or some way for our spare tech-priests to be useful, such as being able to voxcast auras...

Oh wow. You're right. It says model. How weird. I never noticed.

Deathstrike can be really random, but I guess you can kill it if you can do so quickly.


I know - I will be purchasing at least 2 Skorpius when they come out - one transport and one tank maybe more if the rules are good.

MoM doesn't make much difference normally but with the servitor maniple and biosplicing you can basically get back 2 kataphrons per turn. normally you are unable to bring dead models back so are unable to heal more than once anyways.

Many thanks for your advice.


Tactica Mechanicus - FAQ Out @ 2019/06/02 12:14:25


Post by: dadamowsky


So I've tried my previously posted Mars + Dragoons + Execution Force list yesterday. And there's a potential to play with. The end results was 3:35 26:13 and 36:13. The first match was both my bad decisions, a hard counter list, and very good seasoned player piloting it. He basically took a bunch of phobis Infiltrators and scouts, placed them on the ryins floors, crippled my Dragoons movement with a Thunderfire and phobos psyker. While his Custodes and Death Company has been slowing me down. My mistake was to babysit Cawlstar with Dragoons - I should play aggresively, catch his Captains turn 2, and deal with the psyker earlier. Unfortunately I failed screening my back so Death Company had free ticket to my y Kastelans and charcters.

The other matches however went heavily in my favor. Second was a Morka and 2 Gorkas Ork, with 3 planes. Third was a Ravager spam with Talos, and Scourges (DSing haywires). These matches were a triumph of the assassins - they scored quite a few game points on Eternals and Maelstorm, gave a lot of CPs (roughly an equivalent of a third battalion each match), Vindicares Turbopenetrator is actually a decent Jet harassment tool. Not to be relied on vs Eldar planes spam, but a casual -hit vehicle will swallow these d3 mortals. Strafing Fire proved to be very handy as well - with a Manipulus on Static Psalm code I have never had Kastelans outranged.

What I'd play around are different assassins setups - two Vindicare, Callisdus Eversor for instance. Or two Eversors, Calidus, Culexus. The options are there


Tactica Mechanicus - FAQ Out @ 2019/06/02 18:22:19


Post by: bmsattler


I'm curious about people's experience with the Arabesques-sniper-armed Rangers. I'm currently looking to run AdMech as support for a Knight lance. It seems like having heavy snipers would help a little vs some of the common threats; Psykers and Melee Captains/Lords for example. I'm concerned that they would be near doubling the points cost of small squads and just get shot off of the table before they can do anything.


Tactica Mechanicus - FAQ Out @ 2019/06/02 18:31:01


Post by: The Forgemaster


bmsattler wrote:
I'm curious about people's experience with the Arabesques-sniper-armed Rangers. I'm currently looking to run AdMech as support for a Knight lance. It seems like having heavy snipers would help a little vs some of the common threats; Psykers and Melee Captains/Lords for example. I'm concerned that they would be near doubling the points cost of small squads and just get shot off of the table before they can do anything.


Run them as Stygies and have 6-7 models in the squad instead of 5, take 2 Arquebus and omnispex. three of those (6 models), and 2x enginseers (for a battalion) will run you 276 points for 6x Arquebus shots per turn.

Take the Knight lance as a second detachment.

for a third battalion take Loyal 32 (or fill out with some more vanguard/breachers etc. 2x enginseers & 3x3 breachers for 330) to run/roll forward to take objectives and act as a distraction for the rangers.


Tactica Mechanicus - FAQ Out @ 2019/06/02 18:37:42


Post by: dadamowsky


bmsattler wrote:
I'm curious about people's experience with the Arabesques-sniper-armed Rangers. I'm currently looking to run AdMech as support for a Knight lance. It seems like having heavy snipers would help a little vs some of the common threats; Psykers and Melee Captains/Lords for example. I'm concerned that they would be near doubling the points cost of small squads and just get shot off of the table before they can do anything.

Depends on your terrain really - if you can secure LoS, they are quite decent. If your LoS cuts at low ranges, like my meta often does, they will suck. If they can see, Ethereal or Cadre are dying fast. Eldar characters should drop as well (or stay hidden being less effective). Idk how do they fare vs Mephiston and friends, but I'd rather take Callidus/Eversor to be able to drop them dead no matter where will they appear - Assassins not only can clear characters with an innate DS, but gain CPs from it.


Tactica Mechanicus - FAQ Out @ 2019/06/02 18:59:03


Post by: The Forgemaster


dadamowsky wrote:
bmsattler wrote:
I'm curious about people's experience with the Arabesques-sniper-armed Rangers. I'm currently looking to run AdMech as support for a Knight lance. It seems like having heavy snipers would help a little vs some of the common threats; Psykers and Melee Captains/Lords for example. I'm concerned that they would be near doubling the points cost of small squads and just get shot off of the table before they can do anything.

Depends on your terrain really - if you can secure LoS, they are quite decent. If your LoS cuts at low ranges, like my meta often does, they will suck. If they can see, Ethereal or Cadre are dying fast. Eldar characters should drop as well (or stay hidden being less effective). Idk how do they fare vs Mephiston and friends, but I'd rather take Callidus/Eversor to be able to drop them dead no matter where will they appear - Assassins not only can clear characters with an innate DS, but gain CPs from it.


take a bunch of Arquebus and a Vindicare the Arquebus drop the characters to 1-2 Wounds and the Vindicare finishes them off and then gains some CP.


Tactica Mechanicus - FAQ Out @ 2019/06/02 20:36:19


Post by: Ideasweasel


Its a bit early to speculate but....

Do we reckon that electro priests in the new transports could be viable in Mars detachments or do we anticipate that Stygies will be required for the 9" pregame


Tactica Mechanicus - FAQ Out @ 2019/06/02 20:47:46


Post by: The Forgemaster


 Ideasweasel wrote:
Its a bit early to speculate but....

Do we reckon that electro priests in the new transports could be viable in Mars detachments or do we anticipate that Stygies will be required for the 9" pregame


I recon it will help all lists - Priests in Transports will work well again (unless the transports are expensive), but Stygies will get them up the board faster so they will have more use in those detachments.


Tactica Mechanicus - FAQ Out @ 2019/06/02 21:06:36


Post by: Aaranis


 Ideasweasel wrote:
Its a bit early to speculate but....

Do we reckon that electro priests in the new transports could be viable in Mars detachments or do we anticipate that Stygies will be required for the 9" pregame


The best forge-worlds for Fulgurites in my opinion are (in no particular order):

- Mars: double canticles mean more chances for rerolls 1s and +1S, though I don't know if the difference between S5 and S6 is remarkable;
- Stygies: if we can infiltrate the Skorpius the 9" move can gain us a turn of charges depending on the deployment and match-up. Though I'd be wary because if we're closer, so is the enemy and he could shoot it easier or charge first;
- Ryza: reroll 1s to Wound ups the chances to deal MWs significantly, combine with reroll 1s (or a Prime Hermeticon) and they'll become very dangerous, allowing them to destroy that unit easier to get the 3++ sooner

Graia's dogma don't work on them anymore for some reason, Metalica, Agripinaa and Lucius don't help obviously, so there's our best options.

It's worth noting that Ryza should gain more popularity due to 10 man squads of Vanguards with 3 Calivers becoming a viable option again, as Ryzaphron-lite alternatives.


Tactica Mechanicus - FAQ Out @ 2019/06/02 21:38:24


Post by: Spera


 Aaranis wrote:
 Ideasweasel wrote:
Its a bit early to speculate but....

Do we reckon that electro priests in the new transports could be viable in Mars detachments or do we anticipate that Stygies will be required for the 9" pregame


The best forge-worlds for Fulgurites in my opinion are (in no particular order):

- Mars: double canticles mean more chances for rerolls 1s and +1S, though I don't know if the difference between S5 and S6 is remarkable;

It is and it isn't, easier time wounding t3 screen may come handy and most TEQ(blight lords) have t5(or grotesques with homunculi that are t6) and those would be premium targets for fulgurites charge. And thats fulgurites, don't forget corpuscari and WoM combo that may be finally doable.

- Stygies: if we can infiltrate the Skorpius the 9" move can gain us a turn of charges depending on the deployment and match-up. Though I'd be wary because if we're closer, so is the enemy and he could shoot it easier or charge first;

Yup but that is only positioning, That said, -1 to hit for most transports increase its survivability significantly, and thus protect priest much longer.

- Ryza: reroll 1s to Wound ups the chances to deal MWs significantly, combine with reroll 1s (or a Prime Hermeticon) and they'll become very dangerous, allowing them to destroy that unit easier to get the 3++ sooner

Graia's dogma don't work on them anymore for some reason, Metalica, Agripinaa and Lucius don't help obviously, so there's our best options.

Graia still works, its just exclusive with fnp, bummer, but you can chose which one you use depending on weapon targeting. 1 dmg weapon go for fop, 2+ dmg go for refusal to yeld.Plus you can rol RtY for models that died with destroyed transport.


It's worth noting that Ryza should gain more popularity due to 10 man squads of Vanguards with 3 Calivers becoming a viable option again, as Ryzaphron-lite alternatives.
Dont get me started on what great benefit it will be for plasma vanguard if it is open topped. Oh boy so sweet.



Only Metalica doesn't benefiting from this, even lucius being able to drop them on the field next to good targets will be sweet.


Tactica Mechanicus - FAQ Out @ 2019/06/02 22:02:30


Post by: The Forgemaster


So I now have 6x Breachers (amongst other troops) do I run them as 2x3 or 1x6? which do people fine more useful? note that I am planning on running them in servitor maniple etc. and probably Ryza due to running some ryzaphrons as well.

Also Arc Claw or Hydraulic Claw?



Tactica Mechanicus - FAQ Out @ 2019/06/02 22:36:21


Post by: U02dah4


if agripinaa always 6

if not agripinaa 2x3 uses up more troop slots

as to the CC weapo n you dont want the -1 to hit


Tactica Mechanicus - FAQ Out @ 2019/06/03 22:09:48


Post by: Suzuteo


From my experience, fewer large units of Breachers. Here is my pro/con:
+Easier to maintain distance for auras; important for gunlines
+Easier to make good use of repairs
+Piles in better
+Gets +1 to hit stratagem if bringing Servitor Maniple
+Gives up less points for M4D
-More vulnerable to D3 weapons like Thunder Hammers
-Takes up less troop slots
-Harder to get cover; bring Mars for reliable Shroudpsalm

In terms of ideal size, Mars wants 4-9x, Stygies 4-6x, Agripinaa always 6x.


Tactica Mechanicus - FAQ Out @ 2019/06/03 22:16:43


Post by: The Forgemaster


 Suzuteo wrote:
From my experience, fewer large units of Breachers. Here is my pro/con:
+Easier to maintain distance for auras; important for gunlines
+Easier to make good use of repairs; Agripinaa wants 6x
+Piles in better
+Gets +1 to hit stratagem if bringing Servitor Maniple
+Gives up less points for M4D
-More vulnerable to D3 weapons like Thunder Hammers
-Takes up less troop slots
-Harder to get cover; bring Mars for reliable Shroudpsalm


Many thanks for your notes and ideas. I am planning on running 6 in a servitor maniple as well as 6 plasmaphrons (not yet decided on forgeworld but probably stygies). I was planning on giving the destroyers the 5++, should I do the same for the breachers, I am thinking yes? The +1 to hit will be on the destroyers probably, although I am also planning on Kastellans so I could use elimination volley and servitor maniple +1 to hit if I have enough CP.


Tactica Mechanicus - FAQ Out @ 2019/06/03 22:38:41


Post by: Suzuteo


Breachers do not need the 5++. This is because they have a natural 2+ with Shroudpsalm; bringing Cawl adds to the consistency. There are no -4 weapons worth shooting at Breachers.

Destroyers may benefit from 5++ situationally. S6 AP-2 weapons are very common. There are also a few AP-3 weapons worth pointing at Destroyers, as they usually are a must-kill threat to the enemies bearing those AP-3 weapons.

If you see Thunder Hammers, give the Breachers 5++.

Remember, you get to choose whether or not to use the stratagem before the battle begins at the same time you pick your WLTs.


Automatically Appended Next Post:
If I were to be brutally honesty though: Don't invest in your Breachers. Over 6 games at BAO, I can count on one hand the number of times they contributed to my damage output. They shoot like crap, even with Cawl rerolls, against anything that is not a vehicle. They fight even worse, since you don't get buffs. We bring them because they are big, CHEAP T5 bricks that shrug off bolters and heavy stubbers like rain drops; everyone relies on S4 shooting because GEQs are still the best screen in most armies. Take one or two big units and put them in front of your Skitarii (or behind in some cases) to buy two turns of shooting.

On that point, every CP you have should be contributing to making your firebase output more wounds. Infiltrate, Doctrina, Wrath of Mars, maybe a damage reroll. The only defensive stratagem that I use is Graia's Abhor. Because when it boils down to it, when you run a gunline, you win if you outshoot your opponent; if you kill enough of his pieces in rounds 1-2 that he cannot enact his game plan.


Tactica Mechanicus - FAQ Out @ 2019/06/04 07:43:45


Post by: U02dah4


While not mandatory in the same way the 5++ is usefull on breachers vs certain melee lists their are plent of AP3 CC weapons.

Agripinaa breachers have been consistently solid for me

Im experimenting with stygies breachers and their good so far.


Tactica Mechanicus - FAQ Out @ 2019/06/04 11:27:37


Post by: Suzuteo


Yeah. I'm thinking one big unit of Stygies Breachers without any buffs. Minus to hit makes them a much more durable screen; the favored method seems to be to use spells and shooting to blow holes and fly over the survivors. They can be infiltrated 9" for more depth.

Wondering if mixing my Mars battalion with Graia infantry is worth it though. Abhor is great, but I lose out on try chances for Shroudpsalm, which matters for the firebase units later on in the game.


Tactica Mechanicus - FAQ Out @ 2019/06/04 15:47:05


Post by: 0XFallen


I know everyone is at the kataphron trip atm. I personally dont use them nor electropriests for aesthetic reasons and want to look at non Cawlstar lists.
Main plan is to have tough and long range units, which are then supported by a massive deepstrike having first turn shroudpsalm and 2nd turn rerolling 1s.
Main concern is that I have too much in deepstrike that I might not be able to utilize well.

Spoiler:
++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [62 PL, 931pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Relic: Autocaduceus of Arkhan Land, Volkite Blaster

Tech-Priest Manipulus [5 PL, 90pts]: Transonic cannon, Warlord

+ Troops +

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

+ Elites +

Servitors [4 PL, 20pts]
. 4x Servitor (Servo arm)

+ Fast Attack +

Ironstrider Ballistarii [4 PL, 60pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon

+ Heavy Support +

Kastelan Robots [12 PL, 210pts]
. Kastelan Robot: Incendine Combustor, Kastelan Fists
. Kastelan Robot: Incendine Combustor, Kastelan Fists

Onager Dunecrawler [7 PL, 119pts]: Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 112pts]: Cognis Heavy Stubber, Icarus Array

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [39 PL, 600pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Graia

Forge World Choice
. Forge World: Lucius

Forge World Choice
. Forge World: Mars

+ HQ +

Tech-Priest Enginseer [3 PL, 30pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Power sword

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Taser Goad

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Taser Goad

+ Elites +

Sicarian Infiltrators [12 PL, 180pts]
. Infiltrator Princeps
. . Flechette Blaster and Taser Goad: Flechette Blaster, Taser Goad
. 9x Sicarian Infiltrator (Flechette/Taser): 9x Flechette Blaster, 9x Taser Goad

++ Super-Heavy Auxiliary Detachment (Imperium - Imperial Knights) [25 PL, -1CP, 468pts] ++

+ No Force Org Slot +

[Reference] Warlord Traits (All)

Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait

Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom

Household Choice: House <Custom>, Questor Mechanicus

+ Lord of War +

Knight Crusader [25 PL, 1CP, 468pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom: Endless Fury, Ironstorm Missile Pod, Thermal Cannon, Warlord Trait: Cunning Commander
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer

++ Total: [126 PL, -1CP, 1,999pts] ++



Tactica Mechanicus - FAQ Out @ 2019/06/04 16:43:57


Post by: Spera


 0XFallen wrote:
I know everyone is at the kataphron trip atm. I personally dont use them nor electropriests for aesthetic reasons and want to look at non Cawlstar lists.
Main plan is to have tough and long range units, which are then supported by a massive deepstrike having first turn shroudpsalm and 2nd turn rerolling 1s.
Main concern is that I have too much in deepstrike that I might not be able to utilize well.

Spoiler:
++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [62 PL, 931pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Relic: Autocaduceus of Arkhan Land, Volkite Blaster

Tech-Priest Manipulus [5 PL, 90pts]: Transonic cannon, Warlord

+ Troops +

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

+ Elites +

Servitors [4 PL, 20pts]
. 4x Servitor (Servo arm)

+ Fast Attack +

Ironstrider Ballistarii [4 PL, 60pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon

+ Heavy Support +

Kastelan Robots [12 PL, 210pts]
. Kastelan Robot: Incendine Combustor, Kastelan Fists
. Kastelan Robot: Incendine Combustor, Kastelan Fists

Onager Dunecrawler [7 PL, 119pts]: Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 112pts]: Cognis Heavy Stubber, Icarus Array

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [39 PL, 600pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Graia

Forge World Choice
. Forge World: Lucius

Forge World Choice
. Forge World: Mars

+ HQ +

Tech-Priest Enginseer [3 PL, 30pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Power sword

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Taser Goad

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Taser Goad

+ Elites +

Sicarian Infiltrators [12 PL, 180pts]
. Infiltrator Princeps
. . Flechette Blaster and Taser Goad: Flechette Blaster, Taser Goad
. 9x Sicarian Infiltrator (Flechette/Taser): 9x Flechette Blaster, 9x Taser Goad

++ Super-Heavy Auxiliary Detachment (Imperium - Imperial Knights) [25 PL, -1CP, 468pts] ++

+ No Force Org Slot +

[Reference] Warlord Traits (All)

Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait

Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom

Household Choice: House <Custom>, Questor Mechanicus

+ Lord of War +

Knight Crusader [25 PL, 1CP, 468pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom: Endless Fury, Ironstorm Missile Pod, Thermal Cannon, Warlord Trait: Cunning Commander
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer

++ Total: [126 PL, -1CP, 1,999pts] ++


If the second detachment is mixed one, then drop arc pistols and weapons from vanguards and give them data theters. for one it gives you target for doctrina start, and two, it reduces chance for losing plasma to morale. Other than that, this list is supper dependent on terrain. And katpahrons are new hotness because its additional good unit, but nothing above that.
About list... nothing outstanding, but also nothing to weak. Altough i would rather take some dragoons instead of single balistarii.


Tactica Mechanicus - FAQ Out @ 2019/06/04 16:49:26


Post by: 0XFallen


 Spera wrote:
 0XFallen wrote:
I know everyone is at the kataphron trip atm. I personally dont use them nor electropriests for aesthetic reasons and want to look at non Cawlstar lists.
Main plan is to have tough and long range units, which are then supported by a massive deepstrike having first turn shroudpsalm and 2nd turn rerolling 1s.
Main concern is that I have too much in deepstrike that I might not be able to utilize well.

Spoiler:
++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [62 PL, 931pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Relic: Autocaduceus of Arkhan Land, Volkite Blaster

Tech-Priest Manipulus [5 PL, 90pts]: Transonic cannon, Warlord

+ Troops +

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

+ Elites +

Servitors [4 PL, 20pts]
. 4x Servitor (Servo arm)

+ Fast Attack +

Ironstrider Ballistarii [4 PL, 60pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon

+ Heavy Support +

Kastelan Robots [12 PL, 210pts]
. Kastelan Robot: Incendine Combustor, Kastelan Fists
. Kastelan Robot: Incendine Combustor, Kastelan Fists

Onager Dunecrawler [7 PL, 119pts]: Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 112pts]: Cognis Heavy Stubber, Icarus Array

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [39 PL, 600pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Graia

Forge World Choice
. Forge World: Lucius

Forge World Choice
. Forge World: Mars

+ HQ +

Tech-Priest Enginseer [3 PL, 30pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Power sword

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Taser Goad

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Taser Goad

+ Elites +

Sicarian Infiltrators [12 PL, 180pts]
. Infiltrator Princeps
. . Flechette Blaster and Taser Goad: Flechette Blaster, Taser Goad
. 9x Sicarian Infiltrator (Flechette/Taser): 9x Flechette Blaster, 9x Taser Goad

++ Super-Heavy Auxiliary Detachment (Imperium - Imperial Knights) [25 PL, -1CP, 468pts] ++

+ No Force Org Slot +

[Reference] Warlord Traits (All)

Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait

Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom

Household Choice: House <Custom>, Questor Mechanicus

+ Lord of War +

Knight Crusader [25 PL, 1CP, 468pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom: Endless Fury, Ironstorm Missile Pod, Thermal Cannon, Warlord Trait: Cunning Commander
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer

++ Total: [126 PL, -1CP, 1,999pts] ++


If the second detachment is mixed one, then drop arc pistols and weapons from vanguards and give them data theters. for one it gives you target for doctrina start, and two, it reduces chance for losing plasma to morale. Other than that, this list is supper dependent on terrain. And katpahrons are new hotness because its additional good unit, but nothing above that.
About list... nothing outstanding, but also nothing to weak. Aldought i would rather take some dragoons instead of single balistarii.


I only own one magnetized chicken sadly. I will give them DT.
Why do you think the list is dependent on terrain, because of the 6 snipers? I thought having a big deepstriking force would somehow negate that, plus onagers are mobile too.


Tactica Mechanicus - FAQ Out @ 2019/06/04 17:06:47


Post by: Spera


 0XFallen wrote:
 Spera wrote:
 0XFallen wrote:
I know everyone is at the kataphron trip atm. I personally dont use them nor electropriests for aesthetic reasons and want to look at non Cawlstar lists.
Main plan is to have tough and long range units, which are then supported by a massive deepstrike having first turn shroudpsalm and 2nd turn rerolling 1s.
Main concern is that I have too much in deepstrike that I might not be able to utilize well.

Spoiler:
++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [62 PL, 931pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Relic: Autocaduceus of Arkhan Land, Volkite Blaster

Tech-Priest Manipulus [5 PL, 90pts]: Transonic cannon, Warlord

+ Troops +

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

+ Elites +

Servitors [4 PL, 20pts]
. 4x Servitor (Servo arm)

+ Fast Attack +

Ironstrider Ballistarii [4 PL, 60pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon

+ Heavy Support +

Kastelan Robots [12 PL, 210pts]
. Kastelan Robot: Incendine Combustor, Kastelan Fists
. Kastelan Robot: Incendine Combustor, Kastelan Fists

Onager Dunecrawler [7 PL, 119pts]: Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 112pts]: Cognis Heavy Stubber, Icarus Array

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [39 PL, 600pts] ++

+ No Force Org Slot +

Forge World Choice
. Forge World: Graia

Forge World Choice
. Forge World: Lucius

Forge World Choice
. Forge World: Mars

+ HQ +

Tech-Priest Enginseer [3 PL, 30pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Power sword

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Taser Goad

Skitarii Vanguards [7 PL, 120pts]
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Pistol, Taser Goad

+ Elites +

Sicarian Infiltrators [12 PL, 180pts]
. Infiltrator Princeps
. . Flechette Blaster and Taser Goad: Flechette Blaster, Taser Goad
. 9x Sicarian Infiltrator (Flechette/Taser): 9x Flechette Blaster, 9x Taser Goad

++ Super-Heavy Auxiliary Detachment (Imperium - Imperial Knights) [25 PL, -1CP, 468pts] ++

+ No Force Org Slot +

[Reference] Warlord Traits (All)

Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait

Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom

Household Choice: House <Custom>, Questor Mechanicus

+ Lord of War +

Knight Crusader [25 PL, 1CP, 468pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom: Endless Fury, Ironstorm Missile Pod, Thermal Cannon, Warlord Trait: Cunning Commander
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer

++ Total: [126 PL, -1CP, 1,999pts] ++


If the second detachment is mixed one, then drop arc pistols and weapons from vanguards and give them data theters. for one it gives you target for doctrina start, and two, it reduces chance for losing plasma to morale. Other than that, this list is supper dependent on terrain. And katpahrons are new hotness because its additional good unit, but nothing above that.
About list... nothing outstanding, but also nothing to weak. Aldought i would rather take some dragoons instead of single balistarii.


I only own one magnetized chicken sadly. I will give them DT.
Why do you think the list is dependent on terrain, because of the 6 snipers? I thought having a big deepstriking force would somehow negate that, plus onagers are mobile too.


Because you need to hide your units using los and gaining cover if possible. This army does have mainly t3, and you will be in enemy range of fire, possible in rf even, you need terrain to minimize friepresure that our opponent can exert on your units. You have knight but you will want to contest midfield objectives with vanguards and other ds-ers, and if you loos them to fast you may table your opponent but still lose on points.


Tactica Mechanicus - FAQ Out @ 2019/06/04 19:58:04


Post by: VladimirHerzog


So i finally received my Cerastus Atropos and i was wondering if any of you had played one in the past, and if you did, how did you use it?


Tactica Mechanicus - FAQ Out @ 2019/06/05 10:33:12


Post by: Suzuteo


Wondering if this is a good idea:
Spoiler:
Mars Battalion Detachment - 1249
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Technomartyr

Troop - 214
3x Kataphron Destroyer - 3x Plasma Culverin, 3x Phosphor Blaster
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 748

HQ - 60
1x Tech-Priest Enginseer - Warlord: Monitor Malevolus
1x Tech-Priest Enginseer

Troop - 280
7x Kataphron Breacher - 7x Heavy Arc Rifle, 7x Arc Claw
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1997 points
12 CP

Going to bite the bullet and try out this Elimination Volley thing. Just hide a minimum unit of Destroyers somewhere and pop them out for a surprise plasma. Monitor Malevolus to help maintain my CP. Moved the Dragoons into the Stygies detachment to save 1 CP. Big unit of Stygies Breachers that can be infiltrated to create depth, two Stygies Rangers for Engineers secondary. Raiment to discourage people from directly charging my Dakkabots (very sad about the un-buffed Overwatch).

Decided not to run Graia because I want the Shroudpsalm for my Martians. Also, not sure if I can afford to use 1-2 CP to deny psychic. I am looking to burn 6-9 CP in a single round of shooting, then 3-5 CP on rounds two and three.


Tactica Mechanicus - FAQ Out @ 2019/06/05 11:12:20


Post by: xlDuke


 Suzuteo wrote:
Wondering if this is a good idea:
Spoiler:
Mars Battalion Detachment - 1249
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Technomartyr

Troop - 214
3x Kataphron Destroyer - 3x Plasma Culverin, 3x Phosphor Blaster
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 748

HQ - 60
1x Tech-Priest Enginseer - Warlord: Monitor Malevolus
1x Tech-Priest Enginseer

Troop - 280
7x Kataphron Breacher - 7x Heavy Arc Rifle, 7x Arc Claw
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1997 points
12 CP

Going to bite the bullet and try out this Elimination Volley thing. Just hide a minimum unit of Destroyers somewhere and pop them out for a surprise plasma. Monitor Malevolus to help maintain my CP. Moved the Dragoons into the Stygies detachment to save 1 CP. Big unit of Stygies Breachers that can be infiltrated to create depth, two Stygies Rangers for Engineers secondary. Raiment to discourage people from directly charging my Dakkabots (very sad about the un-buffed Overwatch).

Decided not to run Graia because I want the Shroudpsalm for my Martians. Also, not sure if I can afford to use 1-2 CP to deny psychic. I am looking to burn 6-9 CP in a single round of shooting, then 3-5 CP on rounds two and three.


Looks perfectly good really. If you wanted more CP you can remove two Dragoons and a Breacher for a min Graia Battalion. With that list I'd be out of CP in turn two for sure, possibly turn one if there's a need to Acquisition At Any Cost and auto-pass morale on the Breachers.


Tactica Mechanicus - FAQ Out @ 2019/06/05 14:41:47


Post by: Suzuteo


That's a good idea. But ugh. But there's so many dead points...


Tactica Mechanicus - FAQ Out @ 2019/06/05 15:20:58


Post by: xlDuke


Yeah I get that, it's a bit of a bind. I always debate with myself about whether the extra CP from a min detachment is worth the sort of dead points. Hard to say no to enough extra CP for another turn WoM + EV. Also buys you some more screens, two characters for blocking deepstrike and the deny strat.


Tactica Mechanicus - FAQ Out @ 2019/06/06 11:26:33


Post by: Yoda79


So to clear this out once and for all.

Mixed detachment can include CAWL cause battlescribe does not let me.

Anyone with some serious answer?


Tactica Mechanicus - FAQ Out @ 2019/06/06 11:46:31


Post by: dadamowsky


The only limitation for Cawl I know about is he has to come with a <Mars> keyword. But as we can include <Mars> in the <mixed > I see no reason why wouldn't we be able to do so - no part of his rules restricts us at least.


Tactica Mechanicus - FAQ Out @ 2019/06/06 12:53:53


Post by: Octovol


 Yoda79 wrote:
So to clear this out once and for all.

Mixed detachment can include CAWL cause battlescribe does not let me.

Anyone with some serious answer?


In BS you have to set your forgewhile as mixed before he can be added. otherwise it has to be mars.


Tactica Mechanicus - FAQ Out @ 2019/06/07 16:58:38


Post by: The Forgemaster


so I have just purchased my third plastic (GW) Enginseer. and I was wondering if anyone had any ideas on how to make him stand out a bit/make him look different from the others. I am not looking for a huge adjustment just a few mionr tweaks here and there.




Tactica Mechanicus - FAQ Out @ 2019/06/07 17:05:39


Post by: Aaranis


 The Forgemaster wrote:
so I have just purchased my third plastic (GW) Enginseer. and I was wondering if anyone had any ideas on how to make him stand out a bit/make him look different from the others. I am not looking for a huge adjustment just a few mionr tweaks here and there.

My first Enginseer was actually a small conversion/kitbash because I wanted to build an Ordo Xenos Inquisitor, so I cut off both his hands and replaced them by a transsonic blade and a flechette blaster. He stayed this way ever since.

I got the Tech-Priest from the Rogue Trader box and I'm going to use him as a second Enginseer, he don't have a melee weapon but who cares.


Tactica Mechanicus - FAQ Out @ 2019/06/07 19:38:17


Post by: 0XFallen


I got info from a contact, that says the Transport is due with the release of apocalypse that is scheduled for the end of june. Hope reveals are coming soon.


Tactica Mechanicus - FAQ Out @ 2019/06/08 07:05:28


Post by: Suzuteo


@The Forgemaster
I have two of the Macrotek Enginseers, one regular plastic one, and the Anvil London Inquisitor with a spare servo arm attached to him.

If you want differentiation, would just add bits, maybe swap the head.

@0XFallen
I cannot wait.


Automatically Appended Next Post:
So I have been reviewing AdMech lists, and I have spotted some trends.

Successful AdMech lists tend to have the following:

2x4-6 Breachers, typically Stygies or Mars
4x Mars Dakkabots, sometimes with 3x Plasmaphrons
2x5-6 Ryzaphrons + 3x Dakkabots
5-6x Stygies Dragoon Bomb
12x Stygies Fulgurites + Drill
Krast Crusader

More rarely:

15-20x Lucius Corpuscarii
7-10x Mars Infiltrator
Ironstriders, usually in Brigades
Krast Warden or Styrix
Raven Castellan

I think it's becoming more apparent that the top dog is going to be Astra Militarum. The Eldar aircraft spam list seems to have lost popularity after BAO. Eldar tends to be Warlocks supported by a few aircraft now; see my battle report for a good example. Tau doesn't seem to be able to overcome the combination of Wyverns, Chimeras, and Tank Commanders.


Tactica Mechanicus - FAQ Out @ 2019/06/08 15:20:28


Post by: Tastyfish


 The Forgemaster wrote:
so I have just purchased my third plastic (GW) Enginseer. and I was wondering if anyone had any ideas on how to make him stand out a bit/make him look different from the others. I am not looking for a huge adjustment just a few mionr tweaks here and there.



Here's an easy way - you just need to change is pose from striding forward bolding, shoulders square to being slightly at an angle as if he is turning to face something. Fortunately the robes and the foot forward actually do a lot of work for you here, so all you need to do is change the angle of the head and arms, and it's pretty easy to trick the eye into thinking he's doing something wholly different from the stock model.

Arms are quite easy as the top of the hood/cowl conceals the shoulders and most of the upper arms. Cut the axe free of one hand, and then reattach the end and you'll find this shorter axe is the perfect height to hold vertically. Arms don't need a lot of messing with once you cut them free, just slightly rotating where the top goes up into the cowl and a cut at the wrist to rotate the hand - there's even a nice guideline for this built into the gauntlet. Free arm is now free to do whatever you wanted - as long you wanted an arm at rest...but a guard laspistol is the perfect size to cover up the join of the axe and his weird 'trigger mittens' seem almost designed for a weapon swap (plus he comes with a lasgun).

Then cut off the head and replace it with a Skitarii one.Takes a little trimming and is easier to do when it's in bits. Key thing is to not just try it all in one go, but to slowly chop off large bits and then tidy it up with a knife once the bulk has been removed.
I've used a cloaked ranger one but the 'neutral' hoodless/helmetless ones also look good (slightly more commanding even - but I liked the look of slight trepidation the wide goggles gave, perfect for a low ranking techpriest being ordered into a tombworld by some Archmagos in orbit).

Final part is then rotating the power arm and adding other gubbins to try to sell the new pose - lining up things with the new direction of his head.

[Thumb - IMAG1388.jpg]


Tactica Mechanicus - FAQ Out @ 2019/06/10 13:47:38


Post by: VladimirHerzog


Alright, so this weekend i busted out the forgeworld models at a weekly league-tournament thing that my LGS is organising. Usually forgeworld models are opt-in but for that tournament, anything goes. I tried a list with the drill, hoplites and an atropos.

It was a slaughter.

I ended up against eldar and the only thing he managed to kill was 2 vanguards. He put everything he could in the atropos but didnt manage to take it down. I then proceeded to table him before his second turn.

Now there was a lot of bad rolls on his part but i feel like the Mechanicus-alighned knights (basically all the ones that have a melee invuln and permanent RIS) are really good since they allow the rest of the army to use most CP's.

I've played with crusaders/gallants before and they would chew through so many CPs that the rest of the army would underperform. I personally run a sevitor maniple with destroyers so thats 2 cp/turn, i'll usually use the +1/+2 to hit stratagem every turn, dunestriders, rage of the machine and a splash of tech-adept so my cps get used pretty quick for the main force.

I remember @Suzuteo running a krast(?) Styrix a while back and now im really tempted to try it out.


Tactica Mechanicus - FAQ Out @ 2019/06/10 15:15:07


Post by: Suzuteo


What was the Eldar list? That Warlock + aircraft list is scary in its wound output.

And yeah, the Krast Styrix is pretty strong. He's got a great variety of weapons and can really put the hurt on T7 and T4 enemies. A lot of elite armies actually rely on those two bands. Very efficient in terms of CP expenditure too.

Ultimately though, I switched over to Crusader for BAO, but I actually feel it underperformed. Not having an invulnerable save while fighting was definitely a problem. I think I was less willing to throw him into CC against enemies than normally. Shooting was also mediocre in any game where I had to deal with minus to hit and primarily <10W enemies.

This all being said, I am not sure if a solo Knight is optimal in ITC anymore. The likelihood of having to deal with another Knight is much lower now, and many lists have ways to kill a solo Knight, which means free Kingslayer for them.

I personally am switching to 6x Dragoons. Fast-moving with infiltration; high attack count, hit, and strength melee attacks; and minus 2 to hit is a nightmare for many lists to deal with, especially BS4 armies like Tau and Guard. I think the latter is definitely the list to beat now.


Tactica Mechanicus - FAQ Out @ 2019/06/10 15:31:55


Post by: VladimirHerzog


 Suzuteo wrote:
What was the Eldar list? That Warlock + aircraft list is scary in its wound output.

And yeah, the Krast Styrix is pretty strong. He's got a great variety of weapons and can really put the hurt on T7 and T4 enemies. A lot of elite armies actually rely on those two bands. Very efficient in terms of CP expenditure too.

Ultimately though, I switched over to Crusader for BAO, but I actually feel it underperformed. Not having an invulnerable save while fighting was definitely a problem. I think I was less willing to throw him into CC against enemies than normally. Shooting was also mediocre in any game where I had to deal with minus to hit and primarily <10W enemies.

This all being said, I am not sure if a solo Knight is optimal in ITC anymore. The likelihood of having to deal with another Knight is much lower now, and many lists have ways to kill a solo Knight, which means free Kingslayer for them.

I personally am switching to 6x Dragoons. Fast-moving with infiltration; high attack count, hit, and strength melee attacks; and minus 2 to hit is a nightmare for many lists to deal with, especially BS4 armies like Tau and Guard. I think the latter is definitely the list to beat now.



i will make a point that the list i played against definitly was not a highly competitive list.

Out of memory it ran :
4 dark reapers
5 dark reapers
1 hemlock

1 wave serpent
5 wraithblades
1 spiritseer

1 warp hunter
1 avatar of khaine

farseer warlord

rangers + dire avengers to fill out the list.

it had a lot of anti-tank so i was expecting my knight to die when he said he was putting everything in him. Luckily i denied Jinx with graia and he whiffed on his doom/guide so that heavily nerfed his damage output, still had to live through a shooting phase + an avatar of khaine melee phase.

I personally dont run knights anymore, i'd rather stay pure admech. (This weekend i did play knight so i'd have fun with my forgeworld stuff). dragoons are really strong, i should really get my 6th one. at the moment i've been having a lot of success with a 15 fulgurite blob ran as stygies with a manipulus to slingshot them across the board for the possible T1 charge.


Tactica Mechanicus - FAQ Out @ 2019/06/11 12:15:29


Post by: Octovol


I'm really interested in us getting rules for those new FW armiger variants; Especially the Volkite + siege claw + rad cleanser combo on the more affordable platform having two mini styrix would be awesome!


Tactica Mechanicus - FAQ Out @ 2019/06/11 12:50:17


Post by: VladimirHerzog


Octovol wrote:
I'm really interested in us getting rules for those new FW armiger variants; Especially the Volkite + siege claw + rad cleanser combo on the more affordable platform having two mini styrix would be awesome!


Me too, i love the carapace that they give to forgeworld knights. Sadly i feel like were going to wait a looong time before we get any rules. Just look how long it took for the Acastus Asterius to get released. And it ended up not having rules for 40k.

Speaking of the Asterius, while i love the look of the porphyrion, the acastus is a no-go for me for one single reason (dont look if you dont want the model ruined for you)
Spoiler:
The back armor doesnt line-up with the mechanicum symbol


Tactica Mechanicus - FAQ Out @ 2019/06/13 09:12:26


Post by: Suzuteo


Going to enclose this in spoiler tags, just in case:

Spoiler:
Maybe you assembled it wrong?



Seems to fit to me. >_>


Tactica Mechanicus - FAQ Out @ 2019/06/13 09:52:08


Post by: Redemption


 Suzuteo wrote:
Going to enclose this in spoiler tags, just in case:

Spoiler:
Maybe you assembled it wrong?

Seems to fit to me. >_>


He's talking about the Asterius, not the Porphyrion:
Spoiler:


Tactica Mechanicus - FAQ Out @ 2019/06/13 12:58:12


Post by: VladimirHerzog


Oh i dont own either of the acastus chassis.
The porphyrion looks amazing overall but the asterius isnt quite as polished, the back armor being a good example of why.
Also, for two knights of the same chassis, they barely look similar apart from the legs.

all the other chassis are easily recognizable, the asterius doesnt even have the same way of linking the weapons to the body


Tactica Mechanicus - FAQ Out @ 2019/06/15 21:46:15


Post by: 0XFallen


So our traditional 1k tournament is around the corner and am trying different lists again.

First was 3 dakkabots + Cawl and tons of screening

2nd was a Stygies battalion with a crusader

Now I am going to try more sicarians and had this idea:
I normally have a stygies and a graia battalion, what if I put the sicarians infiltrators in the stygies battalion instead to have the possibility when going first, to deploy them normalla and let them scout ahead.

Are 6 Snipers way too much, although I do love them?

Current list at 998points is:

Stygies Bat:
Dominus+Manipulus
3 sniper teams ( are 6 snipers too much?)
8 infiltrators with tazer+ flechette
1 Dragoon for leadership ( Id like to have more, but I hate transporting them and the whole process of painting and assembling them)
1 Onager Icarus
1 Onager Neutronlaser( Should I swap it for another Icarus?)

Graia Bat:
2 Enginseers
3 Vanguards squads


Tactica Mechanicus - FAQ Out @ 2019/06/15 22:27:30


Post by: The Forgemaster


Spoiler:
 0XFallen wrote:
So our traditional 1k tournament is around the corner and am trying different lists again.

First was 3 dakkabots + Cawl and tons of screening

2nd was a Stygies battalion with a crusader

Now I am going to try more sicarians and had this idea:
I normally have a stygies and a graia battalion, what if I put the sicarians infiltrators in the stygies battalion instead to have the possibility when going first, to deploy them normalla and let them scout ahead.

Are 6 Snipers way too much, although I do love them?

Current list at 998points is:

Stygies Bat:
Dominus+Manipulus
3 sniper teams ( are 6 snipers too much?)
8 infiltrators with tazer+ flechette
1 Dragoon for leadership ( Id like to have more, but I hate transporting them and the whole process of painting and assembling them)
1 Onager Icarus
1 Onager Neutronlaser( Should I swap it for another Icarus?)

Graia Bat:
2 Enginseers
3 Vanguards squads


What About somthing like the following:
Spoiler:


++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [71 PL, 8CP, 990pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice

+ HQ +

Tech-Priest Dominus [7 PL, 92pts]: Phosphor Serpenta, Volkite Blaster

Tech-Priest Manipulus [5 PL, 90pts]: Magnarail lance

+ Troops +

Kataphron Breachers [16 PL, 150pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Kataphron Destroyers [20 PL, 294pts]
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 180pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon

+ Heavy Support +

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Total: [71 PL, 8CP, 990pts] ++

Created with BattleScribe

Breachers for Defense, Rangers & TA for Character Kills, Plasmaphrons & Onager for Tank Kills (or upgrade to Icarus instead?) & Ironstriders because the cognis autocannons - that is 12 autocannon shots per turn that for 1CP can get +2 to hit (ie. vs Alatoc Flyers?) manipulus for range...

you could mix & match forge worlds? e.g. Breachers as Graia (for deny), Ironstriders as Stygies for scout move?, Plasmaphrons as Ryza/Agrippina?




on your list personally I would keep the Neutron onager as you do not have a lot of other units in your list capable of killing tanks easily (not many other tanks in 1k will probably have an invulnerable save.
you could also swap the dragoon for an ironstrider as that can help take down flyers whilst still providing ld buffs?
no there are never enough snipers in an admech list...



Tactica Mechanicus - FAQ Out @ 2019/06/15 22:32:17


Post by: 0XFallen


Spoiler:
 The Forgemaster wrote:
[spoiler]
 0XFallen wrote:
So our traditional 1k tournament is around the corner and am trying different lists again.

First was 3 dakkabots + Cawl and tons of screening

2nd was a Stygies battalion with a crusader

Now I am going to try more sicarians and had this idea:
I normally have a stygies and a graia battalion, what if I put the sicarians infiltrators in the stygies battalion instead to have the possibility when going first, to deploy them normalla and let them scout ahead.

Are 6 Snipers way too much, although I do love them?

Current list at 998points is:

Stygies Bat:
Dominus+Manipulus
3 sniper teams ( are 6 snipers too much?)
8 infiltrators with tazer+ flechette
1 Dragoon for leadership ( Id like to have more, but I hate transporting them and the whole process of painting and assembling them)
1 Onager Icarus
1 Onager Neutronlaser( Should I swap it for another Icarus?)

Graia Bat:
2 Enginseers
3 Vanguards squads


What About somthing like the following:
Spoiler:


++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [71 PL, 8CP, 990pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice

+ HQ +

Tech-Priest Dominus [7 PL, 92pts]: Phosphor Serpenta, Volkite Blaster

Tech-Priest Manipulus [5 PL, 90pts]: Magnarail lance

+ Troops +

Kataphron Breachers [16 PL, 150pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Kataphron Destroyers [20 PL, 294pts]
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 180pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon

+ Heavy Support +

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Total: [71 PL, 8CP, 990pts] ++

Created with BattleScribe

Breachers for Defense, Rangers & TA for Character Kills, Plasmaphrons & Onager for Tank Kills (or upgrade to Icarus instead?) & Ironstriders because the cognis autocannons - that is 12 autocannon shots per turn that for 1CP can get +2 to hit (ie. vs Alatoc Flyers?) manipulus for range...

you could mix & match forge worlds? e.g. Breachers as Graia (for deny), Ironstriders as Stygies for scout move?, Plasmaphrons as Ryza/Agrippina?




on your list personally I would keep the Neutron onager as you do not have a lot of other units in your list capable of killing tanks easily (not many other tanks in 1k will probably have an invulnerable save.
you could also swap the dragoon for an ironstrider as that can help take down flyers whilst still providing ld buffs?
no there are never enough snipers
in an admech list...


[/spoiler]
Haha, good. At the end of the day I want their Hqs to cower in fear.
Would you say a lascannon or autocannon for the ironstrider?


Tactica Mechanicus - FAQ Out @ 2019/06/15 22:38:01


Post by: The Forgemaster


Spoiler:

 0XFallen wrote:
[spoiler]
 The Forgemaster wrote:
 0XFallen wrote:
So our traditional 1k tournament is around the corner and am trying different lists again.

First was 3 dakkabots + Cawl and tons of screening

2nd was a Stygies battalion with a crusader

Now I am going to try more sicarians and had this idea:
I normally have a stygies and a graia battalion, what if I put the sicarians infiltrators in the stygies battalion instead to have the possibility when going first, to deploy them normalla and let them scout ahead.

Are 6 Snipers way too much, although I do love them?

Current list at 998points is:

Stygies Bat:
Dominus+Manipulus
3 sniper teams ( are 6 snipers too much?)
8 infiltrators with tazer+ flechette
1 Dragoon for leadership ( Id like to have more, but I hate transporting them and the whole process of painting and assembling them)
1 Onager Icarus
1 Onager Neutronlaser( Should I swap it for another Icarus?)

Graia Bat:
2 Enginseers
3 Vanguards squads


What About somthing like the following:

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [71 PL, 8CP, 990pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice

+ HQ +

Tech-Priest Dominus [7 PL, 92pts]: Phosphor Serpenta, Volkite Blaster

Tech-Priest Manipulus [5 PL, 90pts]: Magnarail lance

+ Troops +

Kataphron Breachers [16 PL, 150pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Kataphron Destroyers [20 PL, 294pts]
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 180pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon

+ Heavy Support +

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Total: [71 PL, 8CP, 990pts] ++

Created with BattleScribe

Breachers for Defense, Rangers & TA for Character Kills, Plasmaphrons & Onager for Tank Kills (or upgrade to Icarus instead?) & Ironstriders because the cognis autocannons - that is 12 autocannon shots per turn that for 1CP can get +2 to hit (ie. vs Alatoc Flyers?) manipulus for range...

you could mix & match forge worlds? e.g. Breachers as Graia (for deny), Ironstriders as Stygies for scout move?, Plasmaphrons as Ryza/Agrippina?




on your list personally I would keep the Neutron onager as you do not have a lot of other units in your list capable of killing tanks easily (not many other tanks in 1k will probably have an invulnerable save.
you could also swap the dragoon for an ironstrider as that can help take down flyers whilst still providing ld buffs?
no there are never enough snipers
in an admech list...


Haha, good. At the end of the day I want their Hqs to cower in fear.
Would you say a lascannon or autocannon for the ironstrider?


[/spoiler]

Personally I am quite liking Autocannons - it keeps them cheap (cheaper than a dragoon) and doubles the number of shots - I also do not tend to need the lascannons because at the moment I am running plasmaphrons & Neuton Onagers which tend to do the job of lascannons better.


Tactica Mechanicus - FAQ Out @ 2019/06/15 22:45:15


Post by: 0XFallen


Spoiler:
 The Forgemaster wrote:
[spoiler]
 0XFallen wrote:
[spoiler]
 The Forgemaster wrote:
 0XFallen wrote:
So our traditional 1k tournament is around the corner and am trying different lists again.

First was 3 dakkabots + Cawl and tons of screening

2nd was a Stygies battalion with a crusader

Now I am going to try more sicarians and had this idea:
I normally have a stygies and a graia battalion, what if I put the sicarians infiltrators in the stygies battalion instead to have the possibility when going first, to deploy them normalla and let them scout ahead.

Are 6 Snipers way too much, although I do love them?

Current list at 998points is:

Stygies Bat:
Dominus+Manipulus
3 sniper teams ( are 6 snipers too much?)
8 infiltrators with tazer+ flechette
1 Dragoon for leadership ( Id like to have more, but I hate transporting them and the whole process of painting and assembling them)
1 Onager Icarus
1 Onager Neutronlaser( Should I swap it for another Icarus?)

Graia Bat:
2 Enginseers
3 Vanguards squads


What About somthing like the following:

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [71 PL, 8CP, 990pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice

+ HQ +

Tech-Priest Dominus [7 PL, 92pts]: Phosphor Serpenta, Volkite Blaster

Tech-Priest Manipulus [5 PL, 90pts]: Magnarail lance

+ Troops +

Kataphron Breachers [16 PL, 150pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Kataphron Destroyers [20 PL, 294pts]
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 180pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon

+ Heavy Support +

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Total: [71 PL, 8CP, 990pts] ++

Created with BattleScribe

Breachers for Defense, Rangers & TA for Character Kills, Plasmaphrons & Onager for Tank Kills (or upgrade to Icarus instead?) & Ironstriders because the cognis autocannons - that is 12 autocannon shots per turn that for 1CP can get +2 to hit (ie. vs Alatoc Flyers?) manipulus for range...

you could mix & match forge worlds? e.g. Breachers as Graia (for deny), Ironstriders as Stygies for scout move?, Plasmaphrons as Ryza/Agrippina?




on your list personally I would keep the Neutron onager as you do not have a lot of other units in your list capable of killing tanks easily (not many other tanks in 1k will probably have an invulnerable save.
you could also swap the dragoon for an ironstrider as that can help take down flyers whilst still providing ld buffs?
no there are never enough snipers
in an admech list...


Haha, good. At the end of the day I want their Hqs to cower in fear.
Would you say a lascannon or autocannon for the ironstrider?


[/spoiler]

Personally I am quite liking Autocannons - it keeps them cheap (cheaper than a dragoon) and doubles the number of shots - I also do not tend to need the lascannons because at the moment I am running plasmaphrons & Neuton Onagers which tend to do the job of lascannons better.
[/spoiler]

Missed your list, especially breacher certainly do look appealing now, I do not own the models though.


Tactica Mechanicus - FAQ Out @ 2019/06/15 22:50:12


Post by: The Forgemaster


Yup, in my list there is very little for traditional anti-infantry weapons to shoot at effectivly (e.g. bolters & IG mortars/lasguns etc.) - my opponents tank killing weapons will struggle to kill all of the kataphrons as well as the ironstriders & onagers before you take them out in return. especially at 1k points.

unfortunatly there is not much CP available in the list though.


Tactica Mechanicus - FAQ Out @ 2019/06/16 03:25:14


Post by: Suzuteo


In my experience, the Lascannons give way more value. They can really put the hurt on Knights and Tank Commanders, and they can snipe T4 characters.


Tactica Mechanicus - FAQ Out @ 2019/06/16 17:27:09


Post by: The Forgemaster


Pre-Order Skorpius on Warhammer Day (29th June)

https://www.warhammer-community.com/2019/06/16/pre-order-preview-bring-on-the-apocalypse/


Tactica Mechanicus - FAQ Out @ 2019/06/16 17:36:40


Post by: VladimirHerzog





awww yea, cant wait.

this means we should be getting the rules next week?


Tactica Mechanicus - FAQ Out @ 2019/06/16 20:50:21


Post by: Redemption


Also note the box this supposedly discounted box with 6 Kastelans, 3 Data Smiths and a Dominus:



Tactica Mechanicus - FAQ Out @ 2019/06/16 20:58:42


Post by: The Forgemaster



Spoiler:
 Redemption wrote:
Also note the box this supposedly discounted box with 6 Kastelans, 3 Data Smiths and a Dominus:




Yup, but personally I will not be buying it - I already have 8 bots (4x Phosphor, 4x Fists) and more dominus & datasmiths than I know what to do with...



Tactica Mechanicus - FAQ Out @ 2019/06/16 21:06:53


Post by: bmsattler


Depending on the deal, I could go for that. Just starting, have no bots yet.

I feel like I need to paint the Higgins transport with the D-day black-and-white stripes then pester the local Krieg player to play the defender.

Do you guys know of any good third-party means of picking up some Transauric Arquebuses for the Rangers? You only get one per squad of 10, and I'm not looking to get that many Rangers.


Tactica Mechanicus - FAQ Out @ 2019/06/16 21:10:12


Post by: 0XFallen


bmsattler wrote:
Depending on the deal, I could go for that. Just starting, have no bots yet.

I feel like I need to paint the Higgins transport with the D-day black-and-white stripes then pester the local Krieg player to play the defender.

Do you guys know of any good third-party means of picking up some Transauric Arquebuses for the Rangers? You only get one per squad of 10, and I'm not looking to get that many Rangers.


Use the Chickens Radium Jezzail, or glue 2 Galvanics together, and give it some kind of cool barrel extention


Automatically Appended Next Post:
 The Forgemaster wrote:

Spoiler:
 Redemption wrote:
Also note the box this supposedly discounted box with 6 Kastelans, 3 Data Smiths and a Dominus:




Yup, but personally I will not be buying it - I already have 8 bots (4x Phosphor, 4x Fists) and more dominus & datasmiths than I know what to do with...



Yeah who needs Datasmiths anyway. And we already have tons of them and tons of the Domini which arent really customizable too.


Tactica Mechanicus - FAQ Out @ 2019/06/16 21:53:03


Post by: Vineheart01


At the very least it would have been great to include a Manipulus because i bet a lot of people DONT already have 3+ of them.
I already too many dominus...


Tactica Mechanicus - FAQ Out @ 2019/06/16 22:01:53


Post by: The Forgemaster


 Vineheart01 wrote:
At the very least it would have been great to include a Manipulus because i bet a lot of people DONT already have 3+ of them.
I already too many dominus...


Ah but then what reason would people have to buy the kill team box...?


Tactica Mechanicus - FAQ Out @ 2019/06/17 00:54:35


Post by: MrMoustaffa


Yeah not giving us a manipulus was a major good. I swear someone at GW hq must've accidentally printed like a million dominuses, I can't think of any other reason why they throw them in every single box when we have 2 other perfectly good HQ's.

The box is tempting but it'll all come down to price. I already have 4 bots magnetized so I really don't need 6 more, but if apoc is fun I guess it'd be interesting to try, and 10 bots in a 2k game would be a fun thing to do once or twice. It's gonna have to be cheap enough to justify a useless Dominus and 3 datasmiths I'll never use.

Also not knowing the rules for the skimmer is killing me and releasing it at the same time as apocalypse is rough, I'm not gonna be able to afford multiple skimmers and the apoc rules if they're any good.


Tactica Mechanicus - FAQ Out @ 2019/06/17 13:00:56


Post by: VladimirHerzog


 MrMoustaffa wrote:
Yeah not giving us a manipulus was a major good. I swear someone at GW hq must've accidentally printed like a million dominuses, I can't think of any other reason why they throw them in every single box when we have 2 other perfectly good HQ's.

The box is tempting but it'll all come down to price. I already have 4 bots magnetized so I really don't need 6 more, but if apoc is fun I guess it'd be interesting to try, and 10 bots in a 2k game would be a fun thing to do once or twice. It's gonna have to be cheap enough to justify a useless Dominus and 3 datasmiths I'll never use.

Also not knowing the rules for the skimmer is killing me and releasing it at the same time as apocalypse is rough, I'm not gonna be able to afford multiple skimmers and the apoc rules if they're any good.


The box is good for people starting off. If i was a new player with only 1 start collecting box in my collection, instantly getting a squad of kastellan could be a good buy (even if i dont really play them anymore).

We can expect the rules to come out this week so its just a little bit more waiting before we (hopefully) arent dissapointed. A friend of mine had the idea that since the apoc box has kastellans and the skorpius is getting released in the same wave, the transport might be able to transport them. I feel like this would be pretty strong, but im 0% convinced that this will be a thing.


So when the rules get released are we going to come through with making a new thread as was discussed when the skorpius was first spoiled?.


Tactica Mechanicus - FAQ Out @ 2019/06/17 13:25:46


Post by: Kanluwen


 MrMoustaffa wrote:
Yeah not giving us a manipulus was a major good. I swear someone at GW hq must've accidentally printed like a million dominuses, I can't think of any other reason why they throw them in every single box when we have 2 other perfectly good HQ's.

As silly as it may sound, the reason might be that they're getting ready to drop a new/revised Start Collecting set this year for AdMech and all the Dominus from what was a hot ticket item before has suddenly been found unnecessary.


Tactica Mechanicus - FAQ Out @ 2019/06/17 13:42:41


Post by: Drdotts


I haven’t messed with my admech in a while and I wanting to get everyone’s opinion on this list. It’s going to be for the ITC mission format. I’ve run my knights a lot but I’m looking for some anti infantry support from the Dakka bots CC please


++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [52 PL, 713pts, 8CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice
. Forge World: Mars

+ HQ +

Belisarius Cawl [13 PL, 190pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

Skitarii Vanguards [7 PL, 52pts]
. 4x Skitarii Vanguard
. Skitarii Vanguard (Arc Rifle): Arc Rifle
. Vanguard Alpha: Radium Carbine

+ Elites +

Cybernetica Datasmith [3 PL, 41pts]: Gamma Pistol, Power fist

+ Heavy Support +

Kastelan Robots [18 PL, 330pts]
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

++ Super-Heavy Detachment +6CP (Imperium - Imperial Knights) [70 PL, 1,283pts, ] ++

+ No Force Org Slot +

Detachment CP [6CP]

Exalted Court [-3CP]: Exalted Court: 2 Extra Warlord Traits

Heirlooms of the Household [-3CP]: Heirlooms of the Household: 2 Extra Heirlooms

Household Choice: Questor Mechanicus
. House Taranis

+ Lord of War +

Knight Crusader [25 PL, 468pts]: Character (Knight Lance), Heavy Stubber, Heirloom: Endless Fury, Ironstorm Missile Pod, Thermal Cannon, Warlord, Warlord Trait: Ion Bulwark
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer

Knight Errant [22 PL, 398pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom (Taranis): Fury of Mars, Thermal Cannon, Thunderstrike gauntlet, Warlord Trait: Knight Seneschal

Knight Preceptor [23 PL, 417pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom: Armour of the Sainted Ion, Reaper Chainsword, Warlord Trait: Blessed by the Sacristans

++ Total: [122 PL, 8CP, 1,996pts] ++

Created with BattleScribe


Tactica Mechanicus - FAQ Out @ 2019/06/17 14:03:07


Post by: VladimirHerzog


Drdotts wrote:
I haven’t messed with my admech in a while and I wanting to get everyone’s opinion on this list. It’s going to be for the ITC mission format. I’ve run my knights a lot but I’m looking for some anti infantry support from the Dakka bots CC please

Spoiler:

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [52 PL, 713pts, 8CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice
. Forge World: Mars

+ HQ +

Belisarius Cawl [13 PL, 190pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger

Skitarii Vanguards [7 PL, 52pts]
. 4x Skitarii Vanguard
. Skitarii Vanguard (Arc Rifle): Arc Rifle
. Vanguard Alpha: Radium Carbine

+ Elites +

Cybernetica Datasmith [3 PL, 41pts]: Gamma Pistol, Power fist

+ Heavy Support +

Kastelan Robots [18 PL, 330pts]
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

++ Super-Heavy Detachment +6CP (Imperium - Imperial Knights) [70 PL, 1,283pts, ] ++

+ No Force Org Slot +

Detachment CP [6CP]

Exalted Court [-3CP]: Exalted Court: 2 Extra Warlord Traits

Heirlooms of the Household [-3CP]: Heirlooms of the Household: 2 Extra Heirlooms

Household Choice: Questor Mechanicus
. House Taranis

+ Lord of War +

Knight Crusader [25 PL, 468pts]: Character (Knight Lance), Heavy Stubber, Heirloom: Endless Fury, Ironstorm Missile Pod, Thermal Cannon, Warlord, Warlord Trait: Ion Bulwark
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer

Knight Errant [22 PL, 398pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom (Taranis): Fury of Mars, Thermal Cannon, Thunderstrike gauntlet, Warlord Trait: Knight Seneschal

Knight Preceptor [23 PL, 417pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom: Armour of the Sainted Ion, Reaper Chainsword, Warlord Trait: Blessed by the Sacristans

++ Total: [122 PL, 8CP, 1,996pts] ++

Created with BattleScribe


i'd start by dropping the arc rifle + datasmith, theyr not worth it.

Then i would probably run 1 crusader and 2 gallant instead of errant + preceptor.

you ideally want the RFBC on the crusader, unless you really want to have the thermal cannon.

if you stick with the thermal cannon, you get enough points for the rusty 17 which means you'd start the game with a health 14 CPs.

if you go for the RFBC, you could add a 4th kastellan instead and stay at 9 CP


Tactica Mechanicus - FAQ Out @ 2019/06/17 14:11:51


Post by: Drdotts


Without the datasmith how do I change the protocols?


Tactica Mechanicus - FAQ Out @ 2019/06/17 14:50:57


Post by: VladimirHerzog


Drdotts wrote:
Without the datasmith how do I change the protocols?


pay 1 cp to change it permanently (Binaric override). Just make sure to position your kastellans in a good spot since they wont be able to move for the rest of the game after.


Automatically Appended Next Post:
so someone posted the prices for the preorders on the skorpius

https://www.reddit.com/r/Warhammer40k/comments/c1ohqu/apocalypse_prices_new_kits_and_box_sets/

60 euros so about 90CAD / 70USD


Tactica Mechanicus - FAQ Out @ 2019/06/17 15:34:45


Post by: Agamembar


VladimirHerzog wrote:
Drdotts wrote:
Without the datasmith how do I change the protocols?


pay 1 cp to change it permanently (Binaric override). Just make sure to position your kastellans in a good spot since they wont be able to move for the rest of the game after.


Automatically Appended Next Post:
so someone posted the prices for the preorders on the skorpius

https://www.reddit.com/r/Warhammer40k/comments/c1ohqu/apocalypse_prices_new_kits_and_box_sets/

60 euros so about 90CAD / 70USD


£45? well I guess since you can make it to a dedcicated tank that kinda makes sense, that only 20 quid more than a Rhino for that extra option. Really need to see the stats and pts cost but at that price I'll pick up one for the my collection of nothing else.


Tactica Mechanicus - FAQ Out @ 2019/06/17 15:52:36


Post by: VladimirHerzog


I guess you could compare it to the land raider. Its a transport with big guns on it?


Tactica Mechanicus - FAQ Out @ 2019/06/17 15:58:14


Post by: 0XFallen


And whats up with the price hike in non UK countries..


Tactica Mechanicus - FAQ Out @ 2019/06/17 17:06:34


Post by: Vineheart01


70USD? good god....
Pennies cheaper than a Landraider for probably Rhino durable level transport....ow...hope those stats are good when they get revealed because thats ridiculous.


Tactica Mechanicus - FAQ Out @ 2019/06/17 17:08:26


Post by: The Forgemaster


https://www.reddit.com/r/AdeptusMechanicus/comments/c1oqh4/looks_like_the_transport_is_going_to_be_about_75/

the AdMech Kastellan Box is only £100, if purchasing individually:

3x £42.00 = £126 (for Robots & Smiths)
1x £22 (for Dominus)

total: £148

nearly 1/3 off!!


Tactica Mechanicus - FAQ Out @ 2019/06/17 17:26:56


Post by: VladimirHerzog


 Vineheart01 wrote:
70USD? good god....
Pennies cheaper than a Landraider for probably Rhino durable level transport....ow...hope those stats are good when they get revealed because thats ridiculous.



i agree that its expensive but i dont think stats should have any say in the $price of a model. Its size should be what dictates its price. The skorpius being roughly land raider sized so the pricing isnt really a surprise to me.

I still want to see the stats (probably will be showcased this week, before preorders are up)


Tactica Mechanicus - FAQ Out @ 2019/06/17 17:52:11


Post by: Vineheart01


VladimirHerzog wrote:
 Vineheart01 wrote:
70USD? good god....
Pennies cheaper than a Landraider for probably Rhino durable level transport....ow...hope those stats are good when they get revealed because thats ridiculous.



i agree that its expensive but i dont think stats should have any say in the $price of a model. Its size should be what dictates its price. The skorpius being roughly land raider sized so the pricing isnt really a surprise to me.

I still want to see the stats (probably will be showcased this week, before preorders are up)


Mek Gunz would like a word with you
Models are half the size of a Trukk and 50USD each. Which is why vast majority of ork players kitbash them lol
Theyre so good its hard to not use them, but that pricetag makes it easy to not use them anyway lol


Tactica Mechanicus - FAQ Out @ 2019/06/17 18:04:04


Post by: VladimirHerzog


 Vineheart01 wrote:
VladimirHerzog wrote:
 Vineheart01 wrote:
70USD? good god....
Pennies cheaper than a Landraider for probably Rhino durable level transport....ow...hope those stats are good when they get revealed because thats ridiculous.



i agree that its expensive but i dont think stats should have any say in the $price of a model. Its size should be what dictates its price. The skorpius being roughly land raider sized so the pricing isnt really a surprise to me.

I still want to see the stats (probably will be showcased this week, before preorders are up)


Mek Gunz would like a word with you
Models are half the size of a Trukk and 50USD each. Which is why vast majority of ork players kitbash them lol
Theyre so good its hard to not use them, but that pricetag makes it easy to not use them anyway lol


Thats what i mean, Mek gunz's pricing is stupid, they are small models. The skorpius is going to be our biggest model so far, so it being more expensive than the rest is "logical". Its roughly the size of 4 dunecrawler hull (no legs).


Tactica Mechanicus - FAQ Out @ 2019/06/17 18:24:43


Post by: Aaranis


After waiting so long for it I doubt I'll buy it that soon. First I'll see the stats + eventual errata, and then I'll buy it from another source than my GW store, even if I want to support it. I've put up with the ridiculous AdMech prices for long enough.


Tactica Mechanicus - FAQ Out @ 2019/06/18 10:12:26


Post by: dadamowsky


 The Forgemaster wrote:
https://www.reddit.com/r/AdeptusMechanicus/comments/c1oqh4/looks_like_the_transport_is_going_to_be_about_75/

the AdMech Kastellan Box is only £100, if purchasing individually:

3x £42.00 = £126 (for Robots & Smiths)
1x £22 (for Dominus)

total: £148

nearly 1/3 off!!


I don't know how about you, but even if I haven't had the 6 Bots already, I would probably have enough Dominus, as they're being added in every single admech box. And even if I had zero Bots I would have just enough Smiths to run - as none of them is the best choice currently ;P


Tactica Mechanicus - FAQ Out @ 2019/06/18 11:16:55


Post by: Octovol


GW pricing has nothing to do with the physical product it's all down to the role it plays in the army. If you need lots of them they're relatively affordable, if you only need a couple then they cost more.

Though ironstriders kinda bunk that theory for the most part, same for electro-priests. Though i wonder if they factor in megnetisation into their costings. If it's a dual kit and can be used as either without too much effort then that p[uts the cost up again.

It's all supply and demand basic economics, nothing to do with physical value.


Tactica Mechanicus - FAQ Out @ 2019/06/18 13:51:41


Post by: Vineheart01


pretty sure it has to do with how many options are in the kit.
The new ork buggies price are on point with Trukks, which they are pretty much the same amount of plastic. They also have 0 options other than which buggie you got.

ALL of the Admech stuff is dual-purpose kits except characters and to an extent Dunecrawlers since their role doesnt really change, just which gun they got. Be it two different dataslates (striders, priests) or two totally different tactics but in the same dataslate (robots)

Hell, look at Tau. Firewarriors almost doubled in price when Breachers became a thing because they added them to the existing kit.


Tactica Mechanicus - FAQ Out @ 2019/06/18 19:30:49


Post by: Yoda79


I cant take balistarii.

There is a knight detachment that will give you cp and armigers. For me that cant be matched with autocannons.
100% would go for Armigers if that was the decision and ofc a knight for the cp. Flat 3 damage is a serious threat moving shooting 14" provide a mobile plan and i definetly need the cp the detachment etc etc.

I understand the +2 hit stratagems but the benefits cant be ignored , the helverins/knight are a v v good addition especially if you go for a mech army. You making the list complex for no reason. The detachment never build up with rest of army. And there is the issue Dragoons vs knight.

You take a group of dragoons to harash enemy vehicles knights etc you invest in Stygies bla bla and i understand the -2 to hit issue etc etc. But tbh unless we talking about list building for 1500 games the knight detachment of the new Apocalyph boc castellan and helverins is a better option since thats what you want. Even if you make it a Valliant helverin detachment or even a crusader helverin detachment or more. The extra Toughness the options to build around houses weapons melee cc easy access to fall back shoot etc etc etc .These are part of Ad mech we miss and we do miss extremely in competitive.

SO sure try Dragoons and balistarii iin friendly games or lower point games else if you playstyle goes that way dont think about it. Take a knight list its MECHANICUS all the way.

As always i have tried and even won a legaue with balistarii and dragoons but you need to realise they work vs specific enemy lists . In a league where we could decide 500 points of 1500 list vs enemies it was a good choise to take dragoons or balistaiiir etc etc but as a default they are not.
Dragoons are not knights and will not become equal vs all enemy lists. Same for balistarii you pay the option and you need it if you plan to go top competitive.


Tactica Mechanicus - FAQ Out @ 2019/06/18 20:00:10


Post by: Vineheart01


actually, armigers dont give you CP.
Per the Imperial Knights codex in the same paragraph saying you must nominate one in each detachment to be a character, it also says "command benefit is set to 0 unless it has 3 or more D and/or Q class knights"
So in a sense you are paying CP to use armigers, as you need to dump like 1500pts to get those 3cp from that detachment. Paying cp because obviously thats one less battalion if you opt to use them + a knight.
Also personally i despise that particular knight. He costs a freaking fortune and basically does nothing a way cheaper knight doesnt do except give reroll 1s to shooting to nearby armigers. Unless you have a ton of armigers, not worth it imo


Tactica Mechanicus - FAQ Out @ 2019/06/18 20:18:18


Post by: VladimirHerzog


I personally have had much more success playing mono-admech than playing it allied with knights.

Fulgurites + Onagers + Ryzaphrons have carried me through many games in the past. Since each of them are quite CP intensive, running a knight on top of all that feels bad.
I will say that the Mechanicum knights from forgeworld (Styrix, Magaera, Atropos) have impressed me since they need minimal CP investment. You pay for it in points however.
I also love being able to fill the board so i run a lot of infantry.


Tactica Mechanicus - FAQ Out @ 2019/06/18 20:28:47


Post by: Ideasweasel


Priests in drills?


Tactica Mechanicus - FAQ Out @ 2019/06/18 21:51:40


Post by: The Forgemaster


VladimirHerzog wrote:
I personally have had much more success playing mono-admech than playing it allied with knights.


Me too. (at least the past couple of months since CA 18 & Vigilus came out).

Knights are good, don't get me wrong, but people prepare for them or in more casual games do not wish to face them.

If i spend the points that I would have spent on a knight on more kataphrons (breachers/destroyers) or some other AdMech units e.g. building out to a Brigade, it is often worth it for those extra few CP, and then you can use them all to spend on the AdMech stratagems e.g. Plasma Specialists, +1 to hit from Vigilus, doctrinas, wrath of mars, etc.


Tactica Mechanicus - FAQ Out @ 2019/06/19 01:23:21


Post by: the_Grak


 Vineheart01 wrote:
actually, armigers dont give you CP.
Per the Imperial Knights codex in the same paragraph saying you must nominate one in each detachment to be a character, it also says "command benefit is set to 0 unless it has 3 or more D and/or Q class knights"
So in a sense you are paying CP to use armigers, as you need to dump like 1500pts to get those 3cp from that detachment. Paying cp because obviously thats one less battalion if you opt to use them + a knight.
Also personally i despise that particular knight. He costs a freaking fortune and basically does nothing a way cheaper knight doesnt do except give reroll 1s to shooting to nearby armigers. Unless you have a ton of armigers, not worth it imo


The first Knight FAQ changed the Knight Lance CP conditions.
Spoiler:
Page 106 – Knight Lances ability
Change the last sentence to read:
‘The Command Benefit of each Imperial Knights Superheavy Detachment is changed to ‘None’ if it does not contain at least one Imperial Knights Titanic unit, and is changed to ‘+6 Command Points’ if it contains at least three Imperial Knights Titanic units.’


If you only take Armigers you get 0CP; if you take at least one big knight you get 3CP; if you take 3 or more big knights you get 6CP.


Tactica Mechanicus - FAQ Out @ 2019/06/19 02:54:13


Post by: Vineheart01


ahhh i missed that.
That makes way more sense. Not really sure why it was done that way in the first place, not like armigers are uber cheap CP farms


Tactica Mechanicus - FAQ Out @ 2019/06/19 03:09:12


Post by: MrMoustaffa


Man that's a rough pill to swallow on the new transport. Maybe this thing is massive and I'm just not noticing it, but from the pictures of the sprues it really doesn't look like it should be anything worse than a leman Russ runs. I hate myself for saying it but I'll probably get at least one, they do look cool and several people in my group want to see what I do with the paint job.

On the whole knights thing, my experience has been Castellan and Warglaives. Ran the Raven Castellan through it's peak time of insanity and while it was good, it really felt like it overshadowed the admech, like they were just trying to stay out of its way. If I threw in two Warglaives as support, that's half my list, and at that point it was difficult to make the admech side do much of note aside from hold objectives.

If I tried to run Warglaives only, I had great success, especially as Raven matched with Metallica, but the lack of cp really hurt. Since Metallica is all about all out aggression up the field (or as much aggression as 6+d6" can get you ) the Warglaives did great at tying into that. It let me take all my Onagers as Icarus without feeling like such a chump, gave me additional melee to tie in with my Dragoons, and was fast enough to keep up with the infantry moving up the table. With Raven their threat range is ridiculous and they're just too quick to ignore, you can have a target 30" away and pretty much guarantee hit it with melta bonus shots. Takes heat off of the vanguard with plasma heading up the board and attracts fire that should be sent at Icarus and Kastellans. The only problem is that abysmal d3 shots, I roll a 1 far more than I like and with the order of companions strat up to 3 CP it's no longer useful for anything aside from a Castellan. I find I'm usually advancing them turn one and full tilting one into the enemy line if there's a good target for it, nobody expects it to be there for a turn one charge. I know the hellverins are consistent with that flat 3 damage and the range but I do feel the Warglaives are a bit of a hidden gem. They really are a fun skirmisher/outflanking unit that can kind of do a bit of anything.

If I keep doing that I'll probably go with a gallant or errant as my 3rd so I can at least get CP, I just hate spending even more points on knights. The key for me I guess is finding a knight that combos well with Raven and two Warglaives for support while not costing 700 friggin points.


Tactica Mechanicus - FAQ Out @ 2019/06/19 07:49:44


Post by: Suzuteo


Going to wait for the rules. If it's just another box transport, then I'll stick to Drills.

Dragoons are really strong, but it's true that they have situational uses. In maps with bad terrain, they're a lot weaker. But they're definitely a must-kill unit that often cannot be ignored, suited for both offensive and defensive use.

In ITC, you are only allowed to use a solo Knight with AdMech. They also have different terrain rules concerning ruins, as well as special secondaries to punish players who bring Knights. Many armies have a way to kill a Knight in one turn. That or just play the board and out score them.


Tactica Mechanicus - FAQ Out @ 2019/06/19 12:01:31


Post by: Yoda79


As I said if you are building lists involving balistarii dragoon etc.
Not all ad mech lists .

And in 2k games a crusader two helverins and a cheap ad mech batt get you half way 8 cp and lot to play with. So no I can't take balistarii or dragoons iinstead of knight.

As for warglaives the only reason I don't play them is they can t fall back shoot charge. So no neutron better .


Tactica Mechanicus - FAQ Out @ 2019/06/19 14:28:44


Post by: Gangland


Question.

Do the Kill Team Infiltrators come with the same options as the regular box infiltrators?


Tactica Mechanicus - FAQ Out @ 2019/06/19 14:30:44


Post by: Vineheart01


its the same exact sprue if thats what you mean.
Their rules are different slightly between 40k and killteam though.


Tactica Mechanicus - FAQ Out @ 2019/06/19 16:10:51


Post by: Gangland


 Vineheart01 wrote:
its the same exact sprue if thats what you mean.
Their rules are different slightly between 40k and killteam though.


Ok so they have the same weapons and all that as you would get with the regular box.


Tactica Mechanicus - FAQ Out @ 2019/06/19 16:12:23


Post by: Vineheart01


Correct.
Least i didnt notice a difference between it and the standalone box


Tactica Mechanicus - FAQ Out @ 2019/06/19 16:20:44


Post by: Kanluwen


 Gangland wrote:
Question.

Do the Kill Team Infiltrators come with the same options as the regular box infiltrators?

You will never have to ask this question again:

Any boxed set that contains an item will always contain the full item, unless specifically able to be cut out via a sprue. In which case it will specify and you can see it via the sprue breakdowns.


Tactica Mechanicus - FAQ Out @ 2019/06/19 18:27:31


Post by: VladimirHerzog


 Kanluwen wrote:
 Gangland wrote:
Question.

Do the Kill Team Infiltrators come with the same options as the regular box infiltrators?

You will never have to ask this question again:

Any boxed set that contains an item will always contain the full item, unless specifically able to be cut out via a sprue. In which case it will specify and you can see it via the sprue breakdowns.


Not quite true, some started boxes have minimized wargear options. Dark imperium for instance doesnt have all the options for plague marines


Tactica Mechanicus - FAQ Out @ 2019/06/19 19:23:00


Post by: Kanluwen


VladimirHerzog wrote:
 Kanluwen wrote:
 Gangland wrote:
Question.

Do the Kill Team Infiltrators come with the same options as the regular box infiltrators?

You will never have to ask this question again:

Any boxed set that contains an item will always contain the full item, unless specifically able to be cut out via a sprue. In which case it will specify and you can see it via the sprue breakdowns.


Not quite true, some started boxes have minimized wargear options. Dark imperium for instance doesnt have all the options for plague marines

Dark Imperium doesn't contain the full kits--and it tells you exactly what comes in there.


Tactica Mechanicus - FAQ Out @ 2019/06/19 19:29:44


Post by: Gangland


Thanks Kanluwen, good to know.


Tactica Mechanicus - FAQ Out @ 2019/06/19 19:32:17


Post by: VladimirHerzog


 Kanluwen wrote:
VladimirHerzog wrote:
 Kanluwen wrote:
 Gangland wrote:
Question.

Do the Kill Team Infiltrators come with the same options as the regular box infiltrators?

You will never have to ask this question again:

Any boxed set that contains an item will always contain the full item, unless specifically able to be cut out via a sprue. In which case it will specify and you can see it via the sprue breakdowns.


Not quite true, some started boxes have minimized wargear options. Dark imperium for instance doesnt have all the options for plague marines

Dark Imperium doesn't contain the full kits--and it tells you exactly what comes in there.


Thats what i mean, some kits have "alternate sprues", they do tell you but i was just adding onto your first statement.


Tactica Mechanicus - FAQ Out @ 2019/06/19 19:44:53


Post by: Kanluwen


 Gangland wrote:
Thanks Kanluwen, good to know.

Sorry if it came across as snippy or rude, it's a common question that is at times used to try to complain about things.

Generally, if there's an item where it is doubled sprues(the Primaris Intercessor, Reiver, and Hellblaster boxes for an example)? You might see a half set in these boxes rather than a full. Otherwise, you're getting the same item as what would otherwise be available at a discounted-ish price.

There is the example that Vladimir made in the form of the starter sets, but they give you an exact accounting for what is there.


Tactica Mechanicus - FAQ Out @ 2019/06/20 00:23:50


Post by: Suzuteo


 Yoda79 wrote:
As I said if you are building lists involving balistarii dragoon etc.
Not all ad mech lists .

And in 2k games a crusader two helverins and a cheap ad mech batt get you half way 8 cp and lot to play with. So no I can't take balistarii or dragoons iinstead of knight.

As for warglaives the only reason I don't play them is they can t fall back shoot charge. So no neutron better .

Right, but I mentioned this before and will say again: In ITC, we cannot use Helverins. Only a solo Knight. Once we use Helverins, we become a Knight army rather than an AdMech army. :(

What do you think of a Stygies-based Ironstrider list anyway? You think it has potential? I have 10 magnetized Ironstriders. I currently plan to use all 10 for the upcoming GT. I feel a bit dissatisfied with my current tourney list. Especially since this shop I am going to (Game Kastle) has a lot of Knight players, and if I run into 3x Krast Crusader, it's just free points for my opponent to bring a Knight myself. So 6x Dragoons and 4x Las-striders sounds right. But do I want to bring Cawl, or should I rely on minus to hit to give me more protection?


Automatically Appended Next Post:
So as mentioned prior, I have a tourney at the end of July. Might as well start planning now.

I have been running the Martian gunline with a Knight:
Spoiler:
Mars Battalion Detachment - 1355
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 320
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Radium Carbine

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Graia Battalion Detachment - 165

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

House Krast Super-Heavy Auxiliary Detachment - 478

Lord of War - 478
1x Knight Crusader - Avenger Gatling Cannon, Rapid-Fire Battle Cannon, Heavy Flamer, 2x Heavy Stubber

Total: 1998 points
12 CP

I think I will be swapping the Crusader out for a Dragoon Bomb and additional Breachers.

But then there is the AdMech Soup concept:
Spoiler:
Mixed Battalion Detachment - 1171
Servitor Maniple (-1 CP)

HQ - 175
1x Ryza Tech-Priest Dominus - Volkite Blaster, Macrostubber, Warlord: Monitor Malevolus
1x Ryza Tech-Priest Manipulus - Transonic Cannon, Relic: Autocaduceus of Arkhan Land

Troop - 358
6x Ryza Kataphron Destroyer - 6x Plasma Culverin, 6x Phosphor Blaster
5x Graia Skitarii Ranger - 5x Galvanic Rifle
5x Graia Skitarii Ranger - 5x Galvanic Rifle

Elite - 308
7x Mars Sicarian Infiltrator - 7x Flechette Blaster, 7x Taser Goad
13x Lucius Corpuscarii Electro-Priest

Heavy Support - 330
3x Ryza Kastelan Robot - 9x Heavy Phosphor Blaster

Stygies VIII Battalion Detachment - 573

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Stygies VIII Battalion Detachment - 165

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Operative Requisition Sanctioned - 85 (-2 CP)

Total: 1994 points
15 CP

I have the Infiltrators and Assassins now. All I would need are 15x Corpuscarii and another Enginseer. I am also not sure if I should go with another Battalion for the CP or 3x Destroyers and 4x Servitors.

Real quick, here's the list compacted down to two Battalions and a Vanguard, no Assassin:
Spoiler:
Ryza Battalion Detachment - 1033
Servitor Maniple (-1 CP)

HQ - 175
1x Tech-Priest Dominus - Volkite Blaster, Macrostubber, Warlord: Monitor Malevolus
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Autocaduceus of Arkhan Land

Troop - 528
6x Kataphron Destroyer - 6x Plasma Culverin, 6x Phosphor Blaster
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw

Heavy Support - 330
3x Kastelan Robot - 9x Heavy Phosphor Blaster

Mixed Vanguard Detachment - 386

HQ - 30
1x Graia Tech-Priest Enginseer

Elite - 356
4x Graia Servitor
7x Mars Sicarian Infiltrator - 7x Flechette Blaster, 7x Taser Goad
15x Lucius Corpuscarii Electro-Priest

Stygies VIII Battalion Detachment - 573

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1992 points
13 CP

Made another edit; I realized that it's pretty much impossible to move 9x Destroyers around, and I need a screen, so I put some Breachers in.


Tactica Mechanicus - FAQ Out @ 2019/06/20 06:11:40


Post by: The Forgemaster


 Suzuteo wrote:
 Yoda79 wrote:
As I said if you are building lists involving balistarii dragoon etc.
Not all ad mech lists .

And in 2k games a crusader two helverins and a cheap ad mech batt get you half way 8 cp and lot to play with. So no I can't take balistarii or dragoons iinstead of knight.

As for warglaives the only reason I don't play them is they can t fall back shoot charge. So no neutron better .

Right, but I mentioned this before and will say again: In ITC, we cannot use Helverins. Only a solo Knight. Once we use Helverins, we become a Knight army rather than an AdMech army. :(

What do you think of a Stygies-based Ironstrider list anyway? You think it has potential? I have 10 magnetized Ironstriders. I currently plan to use all 10 for the upcoming GT. I feel a bit dissatisfied with my current tourney list. Especially since this shop I am going to (Game Kastle) has a lot of Knight players, and if I run into 3x Krast Crusader, it's just free points for my opponent to bring a Knight myself. So 6x Dragoons and 4x Las-striders sounds right. But do I want to bring Cawl, or should I rely on minus to hit to give me more protection?


Automatically Appended Next Post:
So as mentioned prior, I have a tourney at the end of July. Might as well start planning now.

I have been running the Martian gunline with a Knight:
Spoiler:
Mars Battalion Detachment - 1355
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 320
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
5x Skitarii Vanguard - 5x Radium Carbine
5x Skitarii Vanguard - 5x Radium Carbine

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Graia Battalion Detachment - 165

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

House Krast Super-Heavy Auxiliary Detachment - 478

Lord of War - 478
1x Knight Crusader - Avenger Gatling Cannon, Rapid-Fire Battle Cannon, Heavy Flamer, 2x Heavy Stubber

Total: 1998 points
12 CP

I think I will be swapping the Crusader out for a Dragoon Bomb and additional Breachers.

But then there is the AdMech Soup concept:
Spoiler:
Mixed Battalion Detachment - 1171
Servitor Maniple (-1 CP)

HQ - 175
1x Ryza Tech-Priest Dominus - Volkite Blaster, Macrostubber, Warlord: Monitor Malevolus
1x Ryza Tech-Priest Manipulus - Transonic Cannon, Relic: Autocaduceus of Arkhan Land

Troop - 358
6x Ryza Kataphron Destroyer - 6x Plasma Culverin, 6x Phosphor Blaster
5x Graia Skitarii Ranger - 5x Galvanic Rifle
5x Graia Skitarii Ranger - 5x Galvanic Rifle

Elite - 308
7x Mars Sicarian Infiltrator - 7x Flechette Blaster, 7x Taser Goad
13x Lucius Corpuscarii Electro-Priest

Heavy Support - 330
3x Ryza Kastelan Robot - 9x Heavy Phosphor Blaster

Stygies VIII Battalion Detachment - 573

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Stygies VIII Battalion Detachment - 165

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Operative Requisition Sanctioned - 85 (-2 CP)

Total: 1994 points
15 CP

I have the Infiltrators and Assassins now. All I would need are 15x Corpuscarii and another Enginseer. I am also not sure if I should go with another Battalion for the CP or 3x Destroyers and 4x Servitors.

Real quick, here's the list compacted down to two Battalions and a Vanguard, no Assassin:
Spoiler:
Ryza Battalion Detachment - 1033
Servitor Maniple (-1 CP)

HQ - 175
1x Tech-Priest Dominus - Volkite Blaster, Macrostubber, Warlord: Monitor Malevolus
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Autocaduceus of Arkhan Land

Troop - 528
6x Kataphron Destroyer - 6x Plasma Culverin, 6x Phosphor Blaster
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw

Heavy Support - 330
3x Kastelan Robot - 9x Heavy Phosphor Blaster

Mixed Vanguard Detachment - 386

HQ - 30
1x Graia Tech-Priest Enginseer

Elite - 356
4x Graia Servitor
7x Mars Sicarian Infiltrator - 7x Flechette Blaster, 7x Taser Goad
15x Lucius Corpuscarii Electro-Priest

Stygies VIII Battalion Detachment - 573

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1992 points
13 CP

Made another edit; I realized that it's pretty much impossible to move 9x Destroyers around, and I need a screen, so I put some Breachers in.


What about your second Soup List (three battalions) but remove the priests and put in some breachers or Ironstriders for a bit more firepower?


Tactica Mechanicus - FAQ Out @ 2019/06/20 07:12:27


Post by: Suzuteo


Haha. I dunno. It's an amusing experimental setup that I have seen floating around in some tourneys, but I am not sure if it's better than Mars gunline, with their consistent Shroudpsalm and shooting.

This is actually what I am currently thinking to bring:
Spoiler:
Mars Battalion Detachment - 1419
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 384
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
3x Kataphron Destroyer - 3x Plasma Culverin, 3x Phosphor Blaster

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 573

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1992 points
12 CP

Dropped the Knight and Graia. Picked up 3 Destroyers for the option to Elimination Volley (they shoot pretty well even without the +1 to hit thanks to Cawl) and Stygies Dragoon Bomb. Rangers are just going to be Engineers and hide behind walls.

Questions up for debate:
1) Breachers as Mars or Stygies? As Mars, their guns actually do a decent job against T5-6 vehicles. But as Stygies, they become much harder to remove. Fighting power is nothing to write home about.
2) Graia or Stygies for the second detachment? Graia has a much more impactful stratagem, and I can pay -1 CP to take an Auxiliary detachment. Relates to #1, since if I run Breachers as Stygies, this question is moot.

Here's what it would look like with Stygies Breachers:
Spoiler:
Mars Battalion Detachment - 1249
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 214
3x Kataphron Destroyer - 3x Plasma Culverin, 3x Phosphor Blaster
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 738

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 270
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1987 points
12 CP


Tactica Mechanicus - FAQ Out @ 2019/06/20 07:23:45


Post by: The Forgemaster


 Suzuteo wrote:
Haha. I dunno. It's an amusing experimental setup that I have seen floating around in some tourneys, but I am not sure if it's better than Mars gunline, with their consistent Shroudpsalm and shooting.

This is actually what I am currently thinking to bring:
Spoiler:
Mars Battalion Detachment - 1419
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 384
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
3x Kataphron Destroyer - 3x Plasma Culverin, 3x Phosphor Blaster

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 573

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1992 points
12 CP

Dropped the Knight and Graia. Picked up 3 Destroyers for the option to Elimination Volley (they shoot pretty well even without the +1 to hit thanks to Cawl) and Stygies Dragoon Bomb. Rangers are just going to be Engineers and hide behind walls.

Questions up for debate:
1) Breachers as Mars or Stygies? As Mars, their guns actually do a decent job against T5-6 vehicles. But as Stygies, they become much harder to remove. Fighting power is nothing to write home about.
2) Graia or Stygies for the second detachment? Graia has a much more impactful stratagem, and I can pay -1 CP to take an Auxiliary detachment. Relates to #1, since if I run Breachers as Stygies, this question is moot.


Personally I think stygies might be more useful deployment with dragoons and -1 to hit etc.
Possibly consider dropping 1x dragoon and 1xbreacher (or changing deastroyers to 3 more breachers) for a culexus or greyfax as deny capability if running stygies?
If running stygies breachers as stygies makes sense as the more firepower needed to remove them the better they do their job.
Radical idea: how much do you want mars canticles? If not too fussed you could mix that detachment instead with graia on the breachers (or on rangers if swapped over). Is the main reason why running mars to bring crawl for the bots?


Tactica Mechanicus - FAQ Out @ 2019/06/20 08:04:15


Post by: Suzuteo


Good suggestions. If I want an Assassin, I would probably cut the Destroyers and just forego Elimination Volley. Because otherwise, I am not sure if I have the CP to spare. Unless I just want to run Callidus just to blunt alpha strikes. Thoughts?

Yeah, I think Stygies Breachers then. They're primarily a roadblock against assault.

In my experience, Shroudpsalm is really important when trading fire. Having two chances to make my Robots 2+ and Las-striders 3+ is a big deal, since otherwise, they are less durable than their counterparts in other armies. My Breachers can be in Stygies since they get the worst of it on turn one, when I picked Shroudpsalm.


Tactica Mechanicus - FAQ Out @ 2019/06/20 14:33:59


Post by: Gangland


 Kanluwen wrote:
 Gangland wrote:
Thanks Kanluwen, good to know.

Sorry if it came across as snippy or rude, it's a common question that is at times used to try to complain about things.

Generally, if there's an item where it is doubled sprues(the Primaris Intercessor, Reiver, and Hellblaster boxes for an example)? You might see a half set in these boxes rather than a full. Otherwise, you're getting the same item as what would otherwise be available at a discounted-ish price.

There is the example that Vladimir made in the form of the starter sets, but they give you an exact accounting for what is there.


Naw you’re good. I wasn’t trying to sound like I’m complaining just wanted to know since I have a chance to get the Kill Team versions of infiltrators for much cheaper.


Tactica Mechanicus - FAQ Out @ 2019/06/20 17:09:04


Post by: Yoda79


 Suzuteo wrote:
Haha. I dunno. It's an amusing experimental setup that I have seen floating around in some tourneys, but I am not sure if it's better than Mars gunline, with their consistent Shroudpsalm and shooting.

This is actually what I am currently thinking to bring:
Spoiler:
Mars Battalion Detachment - 1419
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 384
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
3x Kataphron Destroyer - 3x Plasma Culverin, 3x Phosphor Blaster

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 573

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1992 points
12 CP

Dropped the Knight and Graia. Picked up 3 Destroyers for the option to Elimination Volley (they shoot pretty well even without the +1 to hit thanks to Cawl) and Stygies Dragoon Bomb. Rangers are just going to be Engineers and hide behind walls.

Questions up for debate:
1) Breachers as Mars or Stygies? As Mars, their guns actually do a decent job against T5-6 vehicles. But as Stygies, they become much harder to remove. Fighting power is nothing to write home about.
2) Graia or Stygies for the second detachment? Graia has a much more impactful stratagem, and I can pay -1 CP to take an Auxiliary detachment. Relates to #1, since if I run Breachers as Stygies, this question is moot.

Here's what it would look like with Stygies Breachers:
Spoiler:
Mars Battalion Detachment - 1249
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 214
3x Kataphron Destroyer - 3x Plasma Culverin, 3x Phosphor Blaster
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 738

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 270
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1987 points
12 CP


I still believe we are once more confused. This is what a list you make with your models or a competitive list?

And i ll answer here quickly before you even aswer me since you are the math hammer man i usually tend to field the models simple question. 80 points 2 lascannon shots 90 points 6 arc shots and most important breachers save 2+
If you invest in Cawl then you are deepending on a bs 4 reroll or +1-2 hit. You dont need the balistarii. You where the one suzuteo to bluntly put that if we field a buffer of 190 points then you should invest.

So first option. You take Cawl and build upon it no Balistarii . or build with out and dominus is enough for balistariii spam. So again you wasting points and lower your synergy when you try to mix models and no plan. You still ask me and im here to answer you once more.

Build one plan. the problems are classik ad mech ones.
1) cant invest on robots with out Cawl and destroyers and if you do....
2) You cant effectively take striders outside of stygies limiting you ind etachment
3) What ever the way is yo uneed to consider heavy cp needs. So no fancy detachents.

said that. Build on battalions. If you know Cawl Value breachers and destroyers then build upon it.
And you dont want any ally? nothing pure ad mech ??? Cause there are issues we got on the table and that are not easily overcomed with pure mech.

So when we decide upon those questions i can answer more precice on the list building. But as it is its not functional or not optimized if you prefer.

so my take before you answer would be.

Minimum

bat
Cawl
Manip.

3x5 ranger 1 sniper
3x robot

bat
domi
engin

breacher arc
breacher hydralic
Destroyer x6 grav

minimum. from that point on you either invest in another detachment and bring what you like and in your case might be stygies and dragoons nothing else and play with limited cp usage.

or again change course to with out Cawl etc most likely mixed detachments with stygies all kinds of balistarii ryza plasma etc etc so yo would be spending your cp with lower demand and able to field different detachments.
OR take guard
Or take mobile ally.

its not possible to go single list Tourney and mix everything inside. simply put. and if you really cant part your striders i would suggest the split lower cp list.

ryza destroyers split in groups of 6? with 2-3robots ryza dominus one detachment rangers one detachment.
Stygies dragoons spamm maybe even priests.
Mixed with graia defender all kinds servitors for revive destroyers and all else you might need mos tlikely infiltrators etc .

since you cant take Knight detachment with helverins since ad mech does not really benefit from these kind of smaller groups. But at elast you can maximise the benefits of each unit and build on it. SO you can take hq to buff only dragoons or infiltrators in bigger numbers for mortals then you can have onagers that will greatly hel you in these kind of lists. and your rangers morale and your toughness since they got our best defence T7 invu 5 rerolling 1.

thats hgow it goes atm for Ad mech

1) MArs breachers all the way spamm it
2) Mix it all up Stygies graia Mars all possible unit dependant stratatgems using according to enemy.
3) as i told you allies in various forms and various results from knights to sisters all work wonders to cover up some key areas.

cant have both in same list either the stratagems will not be enough or the units or the amount of dice etc. You got nothing to gain from a 80 point lascannon atm when you can already take CAwl and breachers. I will not give you an advice that is wrong and you where the first to say it . Invest in Cawl = take something that needs the buff . balistarii dont. better build on icarus oangers tbh. The amount of dice and bs 4+ rerolling or superb vs flier. we have talked 1000 times about it.



Tactica Mechanicus - FAQ Out @ 2019/06/20 18:35:39


Post by: MrMoustaffa


The new transport is confirmed to have 4 heavy stubbers and 2 broad spectrum data tethers, nice. That will pair well with the infantry it'll be carrying.


Tactica Mechanicus - FAQ Out @ 2019/06/20 18:41:12


Post by: VladimirHerzog


 MrMoustaffa wrote:
The new transport is confirmed to have 4 heavy stubbers and 2 broad spectrum data tethers, nice. That will pair well with the infantry it'll be carrying.



They also confirmed that it will have 2 Directional fins, 4 ammo boxes and 1 disembarking ramp!


Tactica Mechanicus - FAQ Out @ 2019/06/20 23:08:45


Post by: The Forgemaster


So I will be playing in an escalation league in the near future.
rules:
Start at 600pts, max points increase by 200 per week for 8 weeks to 2kpts. but if you do not use all of the points in the following weeks they will be lost (but you are allowed a buffer of 30pts, e.g. week 2 my list is now at 775pts - no points lost, if I only use 750pts I will loose 20pts). also Superheavys are not allowed until week 6 either (i.e. no Knights starting off).
must also keep the same forgeworld, WL traits/relics etc. as well as the same army that you used in prior weeks.

I have two lists to start and was wondering what people thought:
Opponents could be any army - there are Marines, Guard, Nurgle CSM, CSM, GSC, Nids, Crons, Orks, Tau etc.
Missions will be straight out of the CA 2018 book, with ITC rules on Terrain.

Spoiler:


++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [54 PL, 7CP, 578pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice
. Forge World: Stygies VIII

Specialist Detachment: Servitor Maniple [-1CP]

+ HQ +

Tech-Priest Dominus [7 PL, 92pts]: Phosphor Serpenta, Relic: Phosphoenix, Volkite Blaster, Warlord

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Kataphron Breachers [8 PL, 90pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Kataphron Breachers [8 PL, 90pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Kataphron Destroyers [20 PL, 196pts]
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin
. Kataphron Destroyer: Cognis Flamer, Plasma Culverin

+ Elites +

Servitors [4 PL, 20pts]
. 4x Servitor (Servo arm)

+ Fast Attack +

Ironstrider Ballistarii [4 PL, 60pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon

++ Total: [54 PL, 7CP, 578pts] ++

Created with BattleScribe

Followed by the addition of 2x Dakka Kastellans week 2


and

Spoiler:


++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [46 PL, 8CP, 600pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice
. Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Volkite Blaster, Warlord

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Kataphron Breachers [16 PL, 180pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Skitarii Vanguards [4 PL, 40pts]
. 4x Skitarii Vanguard
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [4 PL, 40pts]
. 4x Skitarii Vanguard
. Vanguard Alpha: Radium Carbine

+ Heavy Support +

Kastelan Robots [12 PL, 220pts]
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

++ Total: [46 PL, 8CP, 600pts] ++

Created with BattleScribe

Followed by either 4x Plasmaphrons, or a Neutron Onager + Autocannon Balistarii


Tactica Mechanicus - FAQ Out @ 2019/06/21 04:45:07


Post by: Suzuteo


@Yoda79
The Ryza list is experimental; I want to discuss other directions we can go. That recent list I posted is what I actually have on hand.

The Las-striders have really stood out, actually. They move fast, shoot very far, deal serious damage against T4/8, and don't NEED to be in the Cawl bubble to hit. Also very strong against Eldar aircraft. I almost guaranteedly kill one a turn. (Ironically, in my only tourney match against Eldar aircraft, the guy made 5 FNP rolls or something. It was crazy.)

Same cannot be said for Mars Breachers. Aside from the one time I shot them into a Dreadnought, they really have been underwhelming in terms of shooting. They do very well against light vehicles though for sure. So I would consider them a screen first and a shooting unit second.

I play ITC rules. They have faction qualifications. To play AdMech, I can only play AdMech, Unaligned, Assassin, and Knight models. For the Knight, it can only be a single Super-Heavy Auxiliary Detachment. That is why I don't have allies.

So what do you think? Assassin or Destroyers for Elimination Volley?


Tactica Mechanicus - FAQ Out @ 2019/06/21 14:17:11


Post by: VladimirHerzog


So we finally get a mortar in our army.

12" movement is nice, still no idea if it has additionnal rules however. Are these rules preview article usually full rules?

The lack of invuln save feels weird in admech , so i feel like it has some things missing.


Tactica Mechanicus - FAQ Out @ 2019/06/21 14:32:53


Post by: Malkyr


VladimirHerzog wrote:
So we finally get a mortar in our army.

12" movement is nice, still no idea if it has additionnal rules however. Are these rules preview article usually full rules?

The lack of invuln save feels weird in admech , so i feel like it has some things missing.



Rules previews are almost never the full datasheet and we have not seen the full rules yet. While I think most other factions would be jealous if Admech got a reasonably priced transport with an invuln save we have no reason to think it will or wont have one


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:02:28


Post by: Lord Clinto


I'm a little worried that it's only T6; it's like an up-gunned hover Trukk (though that does sound appealing all to itself). Even the Rhino and Chimera are T7. Have to wait and see what the $ price / points costs are...


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:02:29


Post by: Yoda79


 Suzuteo wrote:
@Yoda79
The Ryza list is experimental; I want to discuss other directions we can go. That recent list I posted is what I actually have on hand.

The Las-striders have really stood out, actually. They move fast, shoot very far, deal serious damage against T4/8, and don't NEED to be in the Cawl bubble to hit. Also very strong against Eldar aircraft. I almost guaranteedly kill one a turn. (Ironically, in my only tourney match against Eldar aircraft, the guy made 5 FNP rolls or something. It was crazy.)

Same cannot be said for Mars Breachers. Aside from the one time I shot them into a Dreadnought, they really have been underwhelming in terms of shooting. They do very well against light vehicles though for sure. So I would consider them a screen first and a shooting unit second.

I play ITC rules. They have faction qualifications. To play AdMech, I can only play AdMech, Unaligned, Assassin, and Knight models. For the Knight, it can only be a single Super-Heavy Auxiliary Detachment. That is why I don't have allies.

So what do you think? Assassin or Destroyers for Elimination Volley?



If I was playing Itc most likely I would play a more safer list than etc. Dont forget we design lists for specific matchups while you chache the dragon .

That said and while I see you love your balistarii and you can have drrillsssss I'd try something like Nanavati with Las can balistarii and drills priests .

Or a full mech list balistarii dragoons onagers dominus even one knight but all vehicle a simple wanna be knight list will give you an easy winning route from lists with lower anti tank .

Why drills and lasc balistarii cause drills are big and can screen better than onagers balistarii can shot above them you got shoot priests lucius fo chaf and staff priests to kill anything else. Extremee but lethal .

Same goes for the veehick list now with new vehicle even more doable and los shooting . Should be perfect vehicle lists tough shoot moblie etc.

I use like 30 kataphrons models and still are not enough too sceen all game . And I just their 30 ish shots to actually kill many things like knights. Even ws5+ melee . But it's dependant on numbers not quality . You try the priest if you got like 50 or the vehicle list it's should get you easier higher .


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:05:06


Post by: Vineheart01


As expected since we already have the Dunecrawler the tank main gun is kinda underwhelming....except that belleros energy cannon.
3D3 with experience from my mork usually is 6-8 shots, given wonky D3 maths. AP isnt that great, but its still Str6 with 2D, decent reach, and can snipe crap hiding behind walls. I like it. Its basically an Autocannon that sacrifices a strength for out of LOS shooting, Str6 still hits multiwound nonvehicles just as hard as Str7, which is what it would be after primarily.
Could care less about the other two.

Also slightly worried about the transport. These are never full rules but you'd think they'd make a big deal about it being open topped. If it isnt open topped ima be sad as sad can be.


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:08:11


Post by: Spera


Two onagers plus two scorpions it is. And well, rhinos may have t7 but they can't have -1 to hit if i remember correctly. All in all if price in points isn't bonkers, we have something to celebrate.


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:11:40


Post by: VladimirHerzog


Vineheart01 wrote:As expected since we already have the Dunecrawler the tank main gun is kinda underwhelming....except that belleros energy cannon.
3D3 with experience from my mork usually is 6-8 shots, given wonky D3 maths. AP isnt that great, but its still Str6 with 2D, decent reach, and can snipe crap hiding behind walls. I like it. Its basically an Autocannon that sacrifices a strength for out of LOS shooting, Str6 still hits multiwound nonvehicles just as hard as Str7, which is what it would be after primarily.
Could care less about the other two.

Also slightly worried about the transport. These are never full rules but you'd think they'd make a big deal about it being open topped. If it isnt open topped ima be sad as sad can be.
.


yep, probably some rules missing and i really hope that its open topped. The no invuln and the fact that it only says that 10 infantry model (not saying that kataphrons count for 2 slots like they usually do for heavy infantry) makes me want to see the datasheet ASAP.

Spera wrote:Two onagers plus two scorpions it is. And well, rhinos may have t7 but they can't have -1 to hit if i remember correctly. All in all if price in points isn't bonkers, we have something to celebrate.


rhinos have bad shooting so they usually just take smoke launchers and use it turn 1


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:19:53


Post by: 0XFallen


VladimirHerzog wrote:
Vineheart01 wrote:As expected since we already have the Dunecrawler the tank main gun is kinda underwhelming....except that belleros energy cannon.
3D3 with experience from my mork usually is 6-8 shots, given wonky D3 maths. AP isnt that great, but its still Str6 with 2D, decent reach, and can snipe crap hiding behind walls. I like it. Its basically an Autocannon that sacrifices a strength for out of LOS shooting, Str6 still hits multiwound nonvehicles just as hard as Str7, which is what it would be after primarily.
Could care less about the other two.

Also slightly worried about the transport. These are never full rules but you'd think they'd make a big deal about it being open topped. If it isnt open topped ima be sad as sad can be.
.


yep, probably some rules missing and i really hope that its open topped. The no invuln and the fact that it only says that 10 infantry model (not saying that kataphrons count for 2 slots like they usually do for heavy infantry) makes me want to see the datasheet ASAP.

Spera wrote:Two onagers plus two scorpions it is. And well, rhinos may have t7 but they can't have -1 to hit if i remember correctly. All in all if price in points isn't bonkers, we have something to celebrate.


rhinos have bad shooting so they usually just take smoke launchers and use it turn 1


Our dunecrawlers at least have to switch their BSDT for smoke launchers.


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:26:38


Post by: VladimirHerzog


With the range on our dunecrawlers, i dont see the point of using smoke launchers instead of BSDT's, there are very little situations where we arent in range to shoot anything.


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:28:43


Post by: Spera


VladimirHerzog wrote:


Spera wrote:Two onagers plus two scorpions it is. And well, rhinos may have t7 but they can't have -1 to hit if i remember correctly. All in all if price in points isn't bonkers, we have something to celebrate.


rhinos have bad shooting so they usually just take smoke launchers and use it turn 1


That is if they have 1st turn, if they don't to bad for them. It is probable that new transport may also be able to take them(this is standard equipment after all) gaining -2 in the process. -2 for even one round can be bonkers.


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:43:22


Post by: VladimirHerzog


 Spera wrote:
VladimirHerzog wrote:


Spera wrote:Two onagers plus two scorpions it is. And well, rhinos may have t7 but they can't have -1 to hit if i remember correctly. All in all if price in points isn't bonkers, we have something to celebrate.


rhinos have bad shooting so they usually just take smoke launchers and use it turn 1


That is if they have 1st turn, if they don't to bad for them. It is probable that new transport may also be able to take them(this is standard equipment after all) gaining -2 in the process. -2 for even one round can be bonkers.


on the transport version i could see it being useful, on the tank version with the belicosa i'm gonna shoot at hidden drones/mortars all day long, the skorpius has a 48" threat range that ignores line of sight.


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:49:05


Post by: Suzuteo


WE HAVE A MORTAR!!!

S6 is a great number to have when you're trying to cook hiding Guardsmen and Bikes.

Assuming the costs are reasonable (100ish?), it looks like it'll slot right in to a Cawl's Moving Castle. They complement your LOS shooting by hitting the infantry hiding in cover. They're probably Skitarii too, so you can Doctrina them for virtually guaranteed hit.

I wonder if the tank is a half-capacity transport though, like an IFV. They would be amazing good then. And I wonder if the transport gets open top since it has that missing 1T.


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:52:16


Post by: Kanluwen


 Suzuteo wrote:
WE HAVE A MORTAR!!!

S6 is a great number to have when you're trying to cook hiding Guardsmen and Bikes.

Even better is the damage 2 and the -1 AP!


Tactica Mechanicus - FAQ Out @ 2019/06/21 15:56:37


Post by: Yoda79


As we said it would have los shooting and it was already delayed enough.

I saw the marine tank got our neutron onager gun.



Tactica Mechanicus - FAQ Out @ 2019/06/21 16:14:57


Post by: MrMoustaffa


I'm really digging the rules for both, it's like someone's actually listening to our grievances and made a kit that addressed a whole bunch of them. Doesn't appear to have fly if they're giving those special rules but if it does that will really push this thing into greatness. Take following with grain of salt, assuming sane pts values for both.

At first glance the transport is just about perfect. T6 sucks but it's open topped, you'd be crazy to think it wasn't going to have lower toughness. BSDT is handy, stubbers are perfect, and it's got a nice movement value. As a Metalica player it doesn't immediately strike me as useful but if it can carry kataphrons it may be a handy bunker for when I know a unit is gonna get targeted by indirect fire. This all goes out the window if we can shoot out of it. If we can shoot out I'll be doing all sorts of crazy stuff with it, especially if advancing the transport doesn't affect the infantry inside and the cognis stubbers still hit on 5's. A Metalica dunerider with two 5 man double plasma squads would make a vicious little light tank to push up the board if they can shoot out and advance with no penalties. Other Forgeworlds will get a ton of utility out of this regardless, very happy overall assuming good pts cost.

On to the tank. Once again GW gives us heavy weapons and a rule that means heavy weapons doesn't actually mean anything when they could've just made them assault weapons, meaning Metalica is useless, again. That said, the tank itself looks great. 3 heavy stubbers is 9 s4 shots for 6pts, can't beat that. The hull mounted missiles while nothing spectacular are solid, I just dislike the random shot/damage, but as long as it's not stupid expensive it'll work. The ferrumite cannon is nice and will probably be the cheap way to kit it out. Yeah it's nothing crazy but do not underestimate S8, AP 3, and flat 3 damage. Guard players gladly pay for a relic to get that flat 3 damage, it's very handy. Essentially makes it a pretty punchy light tank between that and the missiles. The real star though is the mortar. 3d3 shots is really nice with less chance to get screwed on dice, S6 is a good value and with Ap1 and flat 2 damage it'll shred enemy mortar teams, or 2 W infantry hiding ok objectives. The only annoying bit is the range, but with a 12" move and the fact that it has other guns, it's not a huge deal. At T7, 3+(with potentially 5+ invuln) and 12 wounds, it pairs well with our other vehicles in saturating that T7 bracket. We have tons of repairs to help keep it around, and it has the speed to try and avoid heavy hitters if you can hide it behind terrain. Again, really like it.

From the looks of things I'll get one for sure, maybe 2. Goal is magnets but if I can't they'll be the tanks assuming reasonable points costs.


Tactica Mechanicus - FAQ Out @ 2019/06/21 16:30:06


Post by: 0XFallen


Personally I would liked it to have 4x4 =16 transport capacity which could easily fit in there, and its got more space than a chimera or a rhino which transports bigger astartes. -2 for the gunners.
That way we could give support characters a ride too.

Would have like the Battletank to be T8 and have better weapons, with funky abilities as fitting for Admech. I mean our little Dunecrawler is T7 and our Chicken which has almost no armor plates and is really thin is T6.

Didnt expect it to have fly but was kinda expecting a pseudo fly being able to fall back and shoot, which would be really good for a frontline vehicle.


Tactica Mechanicus - FAQ Out @ 2019/06/21 16:33:59


Post by: U02dah4


 Suzuteo wrote:
WE HAVE A MORTAR!!!

S6 is a great number to have when you're trying to cook hiding Guardsmen and Bikes.

Assuming the costs are reasonable (100ish?), it looks like it'll slot right in to a Cawl's Moving Castle. They complement your LOS shooting by hitting the infantry hiding in cover. They're probably Skitarii too, so you can Doctrina them for virtually guaranteed hit.

I wonder if the tank is a half-capacity transport though, like an IFV. They would be amazing good then. And I wonder if the transport gets open top since it has that missing 1T.


Theirs no way that tank will be 100ish its got a load of missiles aswell as its main gun 150-300 in GW pts darts


Tactica Mechanicus - FAQ Out @ 2019/06/21 17:08:06


Post by: VladimirHerzog


I'd like to remember people that the "open-topness" isnt confirmed yet, so keep that in mind when evaluating the model.

What im most excited about is the ability for more reliable T1 charges with a stygies transport. And the fact that the transport itself can easily soak up the overwatch for its payload, my fulgurites love this.

Another point is that they only mentionned that it can transport 10 INFANTRY, with no word about kataphrons. If they can emark, this means that we wont have to rely on terrain to protect kataphrons anymore.

Since we havnt seen any flyer base so far, i think its fair to assume it wont have one (i should look at the sprues to try and spot if it has a plug for one underneath), it not flying and being quite chunky means that once disembarked, we'll be able to cut off some line of sight to protect our smaller units (kataphrons, fulgurites are the interesting ones to me).

I'm scared to see the points costs, i feel like the tank version especially will be overcosted.


Tactica Mechanicus - FAQ Out @ 2019/06/21 18:02:59


Post by: Pomguo


I feel like it won’t be open-topped. I also feel like, given the recent example of the Manipulus, it will be overcosted and we may not see this fixed any time soon. And finally, given how the drill worked, I expect it won’t be able to transport Secutarii or Kataphrons.

But I am a fan of the data sheets or what we’ve seen of them. My only question now is the invuln save. 5++ like an Onager? 6++ like a chicken? Nothing at all like a drill? The latter would make it the first admech codex unit besides Servitors to not have any invuln, so I feel it wouldn’t be fluffy or fitting (and servitors should really have a 6++ Bionics save anyway, given they’re also half metal).


Tactica Mechanicus - FAQ Out @ 2019/06/21 18:09:18


Post by: Vineheart01


if its not opentopped and doesnt have an invul then it will probably never see table play except for "no forgeworld" formats.
4 heavy stubbers does not make it enticing, and other than being a transport thats all it has going for it right now. It better be opentopped, especially given its design.


Tactica Mechanicus - FAQ Out @ 2019/06/21 18:12:35


Post by: VladimirHerzog


Pomguo wrote:
I feel like it won’t be open-topped. I also feel like, given the recent example of the Manipulus, it will be overcosted and we may not see this fixed any time soon. And finally, given how the drill worked, I expect it won’t be able to transport Secutarii or Kataphrons.

But I am a fan of the data sheets or what we’ve seen of them. My only question now is the invuln save. 5++ like an Onager? 6++ like a chicken? Nothing at all like a drill? The latter would make it the first admech codex unit besides Servitors to not have any invuln, so I feel it wouldn’t be fluffy or fitting (and servitors should really have a 6++ Bionics save anyway, given they’re also half metal).


The manipulus' cost isnt far off from what it should be, he brings a lot of utility to any list. The drill has no problem transporting Secutariis.

I expect that once the datasheet is out, well see the missing rules.


Tactica Mechanicus - FAQ Out @ 2019/06/21 18:24:22


Post by: Aaranis


Wow I have to see the whole datasheet + pts cost but I'm massively disappointed. Why the hell is it T6 ? Why do the only thing the "Hover" part does is deleting the minus to hit ? Why TWO data-tethers ? Maybe it'll have an increased range.

Then the Disintegrator being a Heavy Support vehicle while being marketed as a "Fast-moving battle tank !" for ages. Yeah there's a weapon that kills a few hidden Guardsmen. The Ferrumite Cannon looks good though, like what an anti-tank gun should look like, not random d6 shots everywhere.

It'll probably be massively overcosted and have a 6++ tops. GW still don't know how to write rules for AdMech



Tactica Mechanicus - FAQ Out @ 2019/06/21 18:29:03


Post by: Vineheart01


problem with the manipulus is he popped up before the dominus got a price reduction. He was a middle-road hq at that time, but for some reason CA updates are never reflected in releases about 3ish months prior it feels.


Tactica Mechanicus - FAQ Out @ 2019/06/21 18:57:19


Post by: Pomguo


VladimirHerzog wrote:
Pomguo wrote:
I feel like it won’t be open-topped. I also feel like, given the recent example of the Manipulus, it will be overcosted and we may not see this fixed any time soon. And finally, given how the drill worked, I expect it won’t be able to transport Secutarii or Kataphrons.

But I am a fan of the data sheets or what we’ve seen of them. My only question now is the invuln save. 5++ like an Onager? 6++ like a chicken? Nothing at all like a drill? The latter would make it the first admech codex unit besides Servitors to not have any invuln, so I feel it wouldn’t be fluffy or fitting (and servitors should really have a 6++ Bionics save anyway, given they’re also half metal).


The manipulus' cost isnt far off from what it should be, he brings a lot of utility to any list. The drill has no problem transporting Secutariis.

I expect that once the datasheet is out, well see the missing rules.
Yeah, no idea why I brainfarted on the Secutarii. But kataphrons were explicitly banned so I feel like maybe that’s a fluff thing, they don’t want mantanks being carried in tanks.


Tactica Mechanicus - FAQ Out @ 2019/06/21 20:49:55


Post by: Ragnar Blackmane


The Disintegrator is a Heavy Support choice, which means it has to compete for a valuable slot with the extremely awesome and point-efficient Onager crab. And I seriously doubt it will be cheap enough pointswise to justify paying that insane $ price to get one to replace one of the three Crabs pretty much every Mechanicus player already has. Sure, having a mortar is nice, but if it's not point efficient at killing infantry, mortar squads or cheap objective sitters (because it sure as heck won't be killing any Basilisks and other artillery tanks with S6) then again the question becomes why you should take it over a Dunecrawler and a chunk of points you can use as a down-payment for a unit of Infiltrators to threaten and tie up the artillery and backliners (or Dragoons for a fast frontal charge, or a Drill), especially because Dunecrawlers benefit from being run together in a big group and are easy to get repaired by our plentiful repairmen HQs.

This is sad, because if it was a Fast Attack choice as anticipated it might have been a very worthwhile choice to further increase a lists firepower in addition to the 3 Crab pack everyone runs and another option to fill up slots for a brigade with something other than single Chickens (not an ideal or efficient choice for both Balistarii or Dragoons).

Fingers crossed that the transport will be reasonably priced (80-90 points max, considering its toughness), otherwise I'll just save the money instead of rewarding GW's obvious greed with that rather absurd price inflation.

EDIT: The mortar cannon also only has 36" range... which is pretty bad for a likely fragile counter-artillery unit that now has to get close to the enemy, possibly without a chance to use suitable terrain big enough to serve as its own LoS blocker.


Tactica Mechanicus - FAQ Out @ 2019/06/21 21:39:33


Post by: Valentine009


 Ragnar Blackmane wrote:
The Disintegrator is a Heavy Support choice, which means it has to compete for a valuable slot with the extremely awesome and point-efficient Onager crab. And I seriously doubt it will be cheap enough pointswise to justify paying that insane $ price to get one to replace one of the three Crabs pretty much every Mechanicus player already has. Sure, having a mortar is nice, but if it's not point efficient at killing infantry, mortar squads or cheap objective sitters (because it sure as heck won't be killing any Basilisks and other artillery tanks with S6) then again the question becomes why you should take it over a Dunecrawler and a chunk of points you can use as a down-payment for a unit of Infiltrators to threaten and tie up the artillery and backliners (or Dragoons for a fast frontal charge, or a Drill), especially because Dunecrawlers benefit from being run together in a big group and are easy to get repaired by our plentiful repairmen HQs.

This is sad, because if it was a Fast Attack choice as anticipated it might have been a very worthwhile choice to further increase a lists firepower in addition to the 3 Crab pack everyone runs and another option to fill up slots for a brigade with something other than single Chickens (not an ideal or efficient choice for both Balistarii or Dragoons).

Fingers crossed that the transport will be reasonably priced (80-90 points max, considering its toughness), otherwise I'll just save the money instead of rewarding GW's obvious greed with that rather absurd price inflation.

EDIT: The mortar cannon also only has 36" range... which is pretty bad for a likely fragile counter-artillery unit that now has to get close to the enemy, possibly without a chance to use suitable terrain big enough to serve as its own LoS blocker.


I think you are underestimating the strength of indirect fire, especially in ITC.

While Skitarri are not at Guardsmen level in efficiency, they are still a really really good troop option. Most of our anti-infantry however, does not have the best range. Against guard, I often find myself creeping my slow Skitarii up the field while they get picked off by mortars. The Scorpius gun is pretty much the perfect profile to kill mortars or even things like Hiveguard. If we can pick off the 2-3 rounds of free hidden indirect fire, our infantry can often out trade a lot of the other stuff out there. Indirect fire is HUGE.

Only disappointment is that with AP -1 they are not going to be as ideal vs our other big bane, strike and fade dark reapers.


Tactica Mechanicus - FAQ Out @ 2019/06/21 22:47:36


Post by: bmsattler


Remember the rule of 3 limits us to three Dunecrawlers. Its really easy to run two Battalions with AdMech, and you can run both three Dunecrawlers and some of these new guys for indirect or anti-tank firepower.


Tactica Mechanicus - FAQ Out @ 2019/06/22 08:22:59


Post by: Spera


 Ragnar Blackmane wrote:
The Disintegrator is a Heavy Support choice, which means it has to compete for a valuable slot with the extremely awesome and point-efficient Onager crab. And I seriously doubt it will be cheap enough pointswise to justify paying that insane $ price to get one to replace one of the three Crabs pretty much every Mechanicus player already has. Sure, having a mortar is nice, but if it's not point efficient at killing infantry, mortar squads or cheap objective sitters (because it sure as heck won't be killing any Basilisks and other artillery tanks with S6) then again the question becomes why you should take it over a Dunecrawler and a chunk of points you can use as a down-payment for a unit of Infiltrators to threaten and tie up the artillery and backliners (or Dragoons for a fast frontal charge, or a Drill), especially because Dunecrawlers benefit from being run together in a big group and are easy to get repaired by our plentiful repairmen HQs.

This is sad, because if it was a Fast Attack choice as anticipated it might have been a very worthwhile choice to further increase a lists firepower in addition to the 3 Crab pack everyone runs and another option to fill up slots for a brigade with something other than single Chickens (not an ideal or efficient choice for both Balistarii or Dragoons).

Fingers crossed that the transport will be reasonably priced (80-90 points max, considering its toughness), otherwise I'll just save the money instead of rewarding GW's obvious greed with that rather absurd price inflation.

This is only valid in >1000pts and even then not really since we have rule of 3 and onagers don't come in squadrons anymore. This range is short true, but also on durable and supper accurate platform that can counter -to hit shenanigans via datathetter or cawl. Guard can't really do that. It won't compete with onagers to much and even iff- i think 48" range cannon+missiles is the one to compete, as iAd take more reliable about of daka over d3 of neutron.

EDIT: The mortar cannon also only has 36" range... which is pretty bad for a likely fragile counter-artillery unit that now has to get close to the enemy, possibly without a chance to use suitable terrain big enough to serve as its own LoS blocker.



Its not counter artillery so don't compare it like that. You also are forgetting manipulus, making that actual range is 42"+12 of movement. Not guard artillery range but still god enough, more than most other artilleries. And would be only 3d3 shots i wouldn't be enough, but it also does have missiles, giving us some nice amounts of dakka. Last game i played on tournament I lost because i couldn't take down Big squad of grotesques that marched through the table( table terrain and deployment zones really fethed me up because it effectively created big wall that i couldn't shoot through.) would i had two of those it would change thing dramatically. If you are comparing it to basilisks it sure won't look good, because those thing are supposed to do different things.

I can see easily spearhead detachment manipulus+2 onagers(neutron & icarus) +2-3 new tanks. And it may replace in that combination support of balistari. Ad two battalions and you are home.



Tactica Mechanicus - FAQ Out @ 2019/06/22 12:18:57


Post by: Tiberius501


Hello friends, I played a game today against DG with my AdMech+knight and completely wiped them, and I’m curious if the list is really good or if it was just luck/it was a bad matchup. Here are the lists (as much as I remember about the DG one).

AdMech:

Spoiler:

—-[Battalion]-—
HQ
- Cawl (Warlord)
- Dominus w/ Volkite Blaster and Macrostubber
TROOPS
- 3x Plasma Destroyers
- 10x Rangers w/ 2x Arquebusi
- 10x Rangers w/ 3x Plasma
- 10x Vanguard w/ 3x Arc Rifles
ELITE
- 10x Fulgurite Electro-priests
FAST ATTACK
- 3x Dragoons
HEAVY SUPPORT
- Onager w/ Neutron Laser

—-[Axiliary Super-heavy]-—
- Knight Valiant w/ 2x Siegebreaker Cannons (-1CP to make him a second warlord w/ the 4++ trait and relic that makes his flamer re-roll would rolls)

—-[Axiliary Super-heavy]-—
- Armiger Warglaive w/ Melta


Death Guard:

Spoiler:


—-[Battalion]-—
HQ
- Daemonprince w/ Wings and Talons
- Malignant Plague Caster
TROOPS
- 7x Plague marines w/ 2x Blight Launchers and champion w/ plasma and fist
- 7x Plague marines w/ 2x flails, champ w/ fist and plasma
- 15x pox walkers
- 10x pox walkers
ELITE
- 3x Deathshroud
FAST ATTACK
- 3x Chaos Spawn
- Bloat-drone w/ flamers
- Blight Hauler
HEAVY SUPPORT
- Plagueburst Crawler w/ entropy cannons
- Plagueburst Crawler w/ entropy cannons

—-[Auxiliary Super-heavy]-—
- Mortarion (Warlord)


The Valiant killed Morty, the 2 Crawlers and the hauler pretty much by himself, didn’t expect him to be that good haha.


Tactica Mechanicus - FAQ Out @ 2019/06/22 19:24:52


Post by: Tastyfish


You know the relic flamer is Imperial knights only, you can't combine it with strats like Knight of the Cog or Machine Spirit Resurgent?


Tactica Mechanicus - FAQ Out @ 2019/06/22 20:22:13


Post by: Suzuteo


U02dah4 wrote:
Theirs no way that tank will be 100ish its got a load of missiles aswell as its main gun 150-300 in GW pts darts

You're right, forgot about the missiles. Maybe 130ish then... which is perhaps optimistic?

VladimirHerzog wrote:
I'd like to remember people that the "open-topness" isnt confirmed yet, so keep that in mind when evaluating the model.

What im most excited about is the ability for more reliable T1 charges with a stygies transport. And the fact that the transport itself can easily soak up the overwatch for its payload, my fulgurites love this.

Another point is that they only mentionned that it can transport 10 INFANTRY, with no word about kataphrons. If they can emark, this means that we wont have to rely on terrain to protect kataphrons anymore.

Since we havnt seen any flyer base so far, i think its fair to assume it wont have one (i should look at the sprues to try and spot if it has a plug for one underneath), it not flying and being quite chunky means that once disembarked, we'll be able to cut off some line of sight to protect our smaller units (kataphrons, fulgurites are the interesting ones to me).

I'm scared to see the points costs, i feel like the tank version especially will be overcosted.

If it's open-topped as well, then you can also bring Secutarii for 10D3 non-LOS lasgun shots? Lol.

A capacity of 10 gives me less hope. That sounds like it was designed specifically for Skitarii. At best, Kataphrons will count as 3 models?

 Ragnar Blackmane wrote:
The Disintegrator is a Heavy Support choice, which means it has to compete for a valuable slot with the extremely awesome and point-efficient Onager crab. And I seriously doubt it will be cheap enough pointswise to justify paying that insane $ price to get one to replace one of the three Crabs pretty much every Mechanicus player already has. Sure, having a mortar is nice, but if it's not point efficient at killing infantry, mortar squads or cheap objective sitters (because it sure as heck won't be killing any Basilisks and other artillery tanks with S6) then again the question becomes why you should take it over a Dunecrawler and a chunk of points you can use as a down-payment for a unit of Infiltrators to threaten and tie up the artillery and backliners (or Dragoons for a fast frontal charge, or a Drill), especially because Dunecrawlers benefit from being run together in a big group and are easy to get repaired by our plentiful repairmen HQs.

This is sad, because if it was a Fast Attack choice as anticipated it might have been a very worthwhile choice to further increase a lists firepower in addition to the 3 Crab pack everyone runs and another option to fill up slots for a brigade with something other than single Chickens (not an ideal or efficient choice for both Balistarii or Dragoons).

Fingers crossed that the transport will be reasonably priced (80-90 points max, considering its toughness), otherwise I'll just save the money instead of rewarding GW's obvious greed with that rather absurd price inflation.

EDIT: The mortar cannon also only has 36" range... which is pretty bad for a likely fragile counter-artillery unit that now has to get close to the enemy, possibly without a chance to use suitable terrain big enough to serve as its own LoS blocker.

I wish it were a Fast Attack option as well.

The 36" range is not a huge problem because of movement and ignoring LOS. After all, most of our guns are 36" range; the tradeoff is power.


Tactica Mechanicus - FAQ Out @ 2019/06/23 01:13:22


Post by: Vineheart01


Unless that tank is T8 i highly doubt it'll cost more than the dunecrawler by a significant amount.
Its weapons are inferior to the crawler, its just more mobile. Which is almost never a problem since the dunecrawler isnt exactly immobile, its just not super fast. The mortar weapon is the only main gun it has that piques my interest because that is unique and fills a role the crawler cannot do very well - hunt sneaky gitz using terrain to avoid getting shot, while avoiding anti-tank guns because it itself is out of sight.


Tactica Mechanicus - FAQ Out @ 2019/06/23 01:29:03


Post by: Tiberius501


Tastyfish wrote:
You know the relic flamer is Imperial knights only, you can't combine it with strats like Knight of the Cog or Machine Spirit Resurgent?


Yeah I found this out just after posting this. He almost certainly wouldn't have done as well without it.


Tactica Mechanicus - FAQ Out @ 2019/06/23 01:59:22


Post by: Ragnar Blackmane


 Vineheart01 wrote:
Unless that tank is T8 i highly doubt it'll cost more than the dunecrawler by a significant amount.
Its weapons are inferior to the crawler, its just more mobile. Which is almost never a problem since the dunecrawler isnt exactly immobile, its just not super fast. The mortar weapon is the only main gun it has that piques my interest because that is unique and fills a role the crawler cannot do very well - hunt sneaky gitz using terrain to avoid getting shot, while avoiding anti-tank guns because it itself is out of sight.

We'll have to see, because even in 5th edition weapon balance and model and/or weapon point costs can be all over the place. I mean just compare a Neutron-Crab with a Tau Hammerhead with a railgun and what you have to pay for both choices, even though the Railgun is so much inferior to what our Onagers get.
Not even gonna mention the Manipulus (and how our justified expectations turned out).

In any case I would recommend to anyone to wait until the rules are out in the wild before putting the money for the Dunerider kit on the table, unless someone is dead set on getting it for model building purposes.


Tactica Mechanicus - FAQ Out @ 2019/06/23 08:00:20


Post by: Suzuteo


Well, this is it for my GT later in July:
Spoiler:
Mars Battalion Detachment - 1305
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 270
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 608

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 140
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Operative Requisition Sanctioned - 85 (-2 CP)

Total: 1998 points
10 CP

Basically my BAO list, except I swap the Knight and downgrade 2 Vanguard for Dragoon Bomb and Assassin.


Tactica Mechanicus - FAQ Out @ 2019/06/23 08:43:42


Post by: Yoda79


 Suzuteo wrote:
Well, this is it for my GT later in July:
Spoiler:
Mars Battalion Detachment - 1305
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 270
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 608

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 140
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Operative Requisition Sanctioned - 85 (-2 CP)

Total: 1998 points
10 CP

Basically my BAO list, except I swap the Knight and downgrade 2 Vanguard for Dragoon Bomb and Assassin.


I would definetly swap one breacher group making them destroyers. 90 points one group of ranger i dont take spamm groups beyond breachers. 35 points 1 Robot 110 points add at least 4 grav destroyers. Thats a minimum change for me personally i would add more like 4 more but i m not sure what to remove. some dragoons one balistarii i dont know but i would definetly add them and flamers/manipulus combo you ll need the extra guns. can be used same as robots and can buff robots as well. etc etc. why take 4 Robots whan you can add a destroyer group. also if you go that road i would make the 2 breacher groups 4-5 each works better than 3 man.

As for the assasin its a nice tool. but you need to get a lot of practice with them to be able to idintify their value. What i found best to use was supplement my list with the assasin.
Take snipers on some of your rangers and sniper assasin would make a combo.
Take dragoons with 2 melee assasins again a nice combo. you can use the horde killer one to clear chaff for dragoons to charge etc. So you need to build upon the plans . and in your list only snipers missing.

Why pay cybernetica cohort and manipulus??? both contribute in the same plan. And with destroyers you can save the cp. And you need them.

I would consider an outrider detachment spliting the dragoons 1-1-4 for various reason but mainly to get the battalion as mixed??? that would give you the extra deny cause cullexus really cant handle it and you would waste points no him. while graia deny can be valuable in solo .
+ you really could benefit from some lucius units make enginseers mars for healing etc etc you need options and you already can benefit from 1-1-4 dragoons in from of more fast units some extra screen some more options to cap obj etc.

Some thoughts to build upon especialy the splitting dragoon issue can help you in many cases if played correct. i know the drawback maybe some easy kill points or fisrt strikes but can be played to victory better than a group of 6. One fast att no deep strike etc hard to manage.


Tactica Mechanicus - FAQ Out @ 2019/06/23 08:54:56


Post by: the_Grak


 Suzuteo wrote:
Well, this is it for my GT later in July:
Spoiler:
Mars Battalion Detachment - 1305
Cybernetica Cohort (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 270
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw
3x Kataphron Breacher - 3x Heavy Arc Rifle, 3x Arc Claw

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 608

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 140
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Operative Requisition Sanctioned - 85 (-2 CP)

Total: 1998 points
10 CP

Basically my BAO list, except I swap the Knight and downgrade 2 Vanguard for Dragoon Bomb and Assassin.


Have you considered taking a minimum sized Graia battalion for the strat and taking the Dragoons as an aux detachment? Even with the assassin, I'd imagine that without the knight you should have the CP to make that work.


Tactica Mechanicus - FAQ Out @ 2019/06/23 09:17:08


Post by: Redemption


 Suzuteo wrote:
A capacity of 10 gives me less hope. That sounds like it was designed specifically for Skitarii. At best, Kataphrons will count as 3 models?


Well the original sketch does list '10x Skitarii or 5x Heavy Skitarii':
Spoiler:


Tactica Mechanicus - FAQ Out @ 2019/06/23 09:23:48


Post by: 0XFallen


Spoiler:
 Redemption wrote:
 Suzuteo wrote:
A capacity of 10 gives me less hope. That sounds like it was designed specifically for Skitarii. At best, Kataphrons will count as 3 models?


Well the original sketch does list '10x Skitarii or 5x Heavy Skitarii':
[spoiler]
[/spoiler]

There are no heavy skitarii lol.
Either meaning sicarians, which arent really heavy and should take the same place as they are so spindly.
Or kataphrons, which arent really skitarii


Tactica Mechanicus - FAQ Out @ 2019/06/23 09:34:13


Post by: Suzuteo


I don't have any way to do 8-10 Breachers and a unit of Grav Destroyers. (I own 9 Plasma Destroyers and 9 magnetized Kataphrons that I use as Breachers.)

I can only take one Assassin. ITC rules.

I have been thinking of cutting Cohort Cybernetica, but I am unsure. I have never regretted spending that 2 CP for extremely powerful alpha shooting. I say 2 because I am usually either in range of many valuable targets or nothing. In most of my games, I have to move twice before I spend CP to go assault guns, root, Wrath, and make my points back. I almost always gain control over a large chunk of the board's real estate in the process. (This is the Cawl's Moving Castle gameplan.)

Anyhow, if I had to do your Kataphron-heavy style, I would cut the Las-striders and spare Rangers for Destroyers. 4 Dakkabots is the floor; once I drop below this, there's very poor odds for me one-shotting Daemon Primarchs.

It would look like this:
Spoiler:
Mars Battalion Detachment - 1339
Servitor Maniple (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 624
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Destroyer - 4x Plasma Culverin, 4x Phosphor Blaster
4x Kataphron Destroyer - 4x Plasma Culverin, 4x Phosphor Blaster

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Stygies VIII Battalion Detachment - 573

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Operative Requisition Sanctioned - 85 (-2 CP)

Total: 1997 points
10 CP

Downsides to this is that the list has no easy way to down aircraft on turn one; 42"+6" range threat radius won't reach into both corners if you deploy centrally to minimize the impact of Eldar redeploy. It is also way more CP intensive; Elimination Volley and Noospheric Mindlock are much more expensive than Strafing Run and Doctrina, and it puts way more weight on the Destroyers, which in my opinion are less impactful than the Dakkabots.

Perhaps this can work if I can cut 2 Destroyers and a Dragoon for another Battalion, which is 5 CP and 165 points worth of filler units pretty much.


Automatically Appended Next Post:
the_Grak wrote:
Have you considered taking a minimum sized Graia battalion for the strat and taking the Dragoons as an aux detachment? Even with the assassin, I'd imagine that without the knight you should have the CP to make that work.

Yes, that was my original plan, but I need to reserve that 1 CP per turn (to be spent on the Graia stratagem) for the Assassin. So might as well go for Stygies. If I really need anti-Psyker, say against 1K Sons, I will bring in Culexus. Vindicare also can drop many squishier HQs in a single turn with the shoot twice headshots.

Here's me trying to squeeze that in:
Spoiler:
Mars Battalion Detachment - 1243
Servitor Maniple (-1 CP)

HQ - 275
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 528
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
4x Kataphron Breacher - 4x Heavy Arc Rifle, 4x Arc Claw
6x Kataphron Destroyer - 6x Plasma Culverin, 6x Phosphor Blaster

Heavy Support - 440
4x Kastelan Robot - 12x Heavy Phosphor Blaster

Graia Battalion Detachment - 165

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Stygies VIII Battalion Detachment - 505

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 340
5x Sydonian Dragoon - 5x Taser Lance

Operative Requisition Sanctioned - 85 (-2 CP)

Total: 1998 points
14 CP

Not so sure. It tries to do a lot, and it has a massive number of dead points. Looking at the math, it packs a lot less oomph because Mars Destroyers actually aren't in the same league as Dakkabots against horde/heavies or Las-striders against aircraft.


Tactica Mechanicus - FAQ Out @ 2019/06/23 09:54:38


Post by: Yoda79


Trying to win the Air craft list is a waste of time. Reach all corner edge will only make you loose the game not win it. You are ad mech planes want to come snipe your chars so you need to castle up and make them come to you. So you can benefit from the closer range . Cover up hide vs planes you want to go second and there is where defence comes into play. USe -2 to hit dragoons for screen as i said???

If you take a risk to shoot them again GRAVVVVVVVV destroyers shoot better. with Elimination Volley.
And you need to have more threats than one balistariii group.

3 balistarii should be enough as a threat same goes for Robots 3 can be a threat but not a must kill. same for dragoons.
I love 3 batt and thats is how i try it but in your case you can do it with 2 batt and outrider. The whole purpose is to identify and use the cp accordingly.
You need to remember when you pick a plane he will use -1-2 to hit on it. So you need to have more shooters. And without elimination volley and destroyers you got -2 shooters Robots and destroyers. thats why you use Grav Flamers. You cant go head on vs plane list. And that is only shooting

Without deny you will Autoloose. Robots evaporate in half turn without protection especially if you invest 440 points your Done.

I m just trying to tell you some pointers i dont believe its possible to win the plane list easy. Especially with out maybe 3 smahscaptains. And even then you need to lure the planes again close to cpatains etc etc. The plan remains for ad mech .Lure them then kill them .
Even if you play first that your enemy want either way. You wont have the impact to stop him extreme shooting. you need to play it smarter winning with shooting its a game of luck and most likely you will loose it pew pew vs.
thats why i dont take Dragoons their role is limited good cheap but limited and you got 6 and want to kill plane list ??? Sure they will go rush their ground forces but still a ruin their defence etc.
You cant have all. thats why i said split them maybe become screener fast obj capp take more sides etc. If an enemy pass their -2 to hit coming close for example with a plane their dead.


Tactica Mechanicus - FAQ Out @ 2019/06/23 09:57:25


Post by: the_Grak


@Suzuteo: In regards to your last list, keep in mind you can't take 4 enginseers in Matched Play.


Tactica Mechanicus - FAQ Out @ 2019/06/23 10:07:49


Post by: Yoda79


Maybe try a detachment all balistarii isstead of Dragoons ? and some priest for dfence?


Tactica Mechanicus - FAQ Out @ 2019/06/23 10:26:13


Post by: lash92


Don't take the Culexus against Chaos, it's a huge trap! He will just be hugged by Plaguebearers / Horrors / Tzaangors so you can't shoot them.
Also against eldar I don't like him, he is easy to play around imo.


Tactica Mechanicus - FAQ Out @ 2019/06/23 10:26:41


Post by: Yoda79


Yes deny is the key vs psych.


Tactica Mechanicus - FAQ Out @ 2019/06/23 15:00:42


Post by: Suzuteo


@Yoda79
If I can't beat the aircraft list, then there is no point in me playing tourneys at all, as they are a gatekeeper army. Now, I've played them enough times to know that it's a tough matchup, but not impossible. Don't even know where to begin if my plan relies on Kataphrons. As you say, lure them, kill them. But Kataphrons don't do a good job luring.

Actually, I calculated that 4 is the minimum number of Ballistarii you need to kill on average dice. Eldar have to choose between killing the Cawl, Ballistarii, Dakkabots, or Dragoons/Knight. Any of these can kill a lot of bikes in response. My mistake my first game was not better protecting the Cawl; Skitarii inside for this matchup!

Yes, the Ballistarii pretty much ignore the -2 to hit though. For 1 CP and no additional requirements. That is why I love them. Even if they use a -1 to hit stratagem, the Las-striders can pick it up afterwards. (Note that Ballistarii can shoot down planes way faster than the planes can shoot down the Ballistarii, and only if there are ideal conditions.)

Eldar can't really ignore the Dragoons. They threaten the bikes. The aircraft are like a Distraction Carnifex. The bikes are what truly deal the damage. And Dragoons deployed forward with a Culexus make it hard to get close enough to Doom+Jinx without losing a ton of characters and bikes the next turn. Dragoons also can use Dunestriders to cross the map to block a plane from moving.

Let me think about how to get Graia in there. Easiest way is to spend 1 CP to make the Dragoons an Auxiliary detachment.

@lash92
I think that the value of the Culexus is to deny Smite for Chaos and to force Eldar to a certain area of the table. (Basically, deploy Culexus with some Dragoons, ready to countercharge.) What do you think about Vindicare though?

@the_Grak
Right, not that I would ever want to waste that many CP in the first place. I just realized that I would need a Dominus to use Noospheric Mindlock. Lol.


Tactica Mechanicus - FAQ Out @ 2019/06/23 18:18:19


Post by: Hulksmash


The new tanks are going to be amazing. I'm dropping bots for them most likely and moving some stuff around. But flyers are inconsequential in an army running 3 tanks, 3 icarus crawlers, and 3 autocannon striders.

The new tanks solve so many issues. Assuming they're in the 150-165 range with the mortar.


Tactica Mechanicus - FAQ Out @ 2019/06/23 18:42:10


Post by: Vineheart01


i was actually thinking about that since i just glued together my ironstriders as autocannons like 2 days before we found out the tank weapons. Initially i was thinking "damn it...thats the only gun they got i'd want too" but then i thought....

Thats an absolute gakton of long range flat 2 damage shots, good chunk of which is ignoring los.


Tactica Mechanicus - FAQ Out @ 2019/06/23 19:31:44


Post by: MrMoustaffa


Not fought the current version of the eldar Doom planes much, do the Onagers reliably drop them? I always felt like my stupid neutrons did a better job than the Icarus did at getting through the planes armor saves.


Automatically Appended Next Post:
 Hulksmash wrote:
The new tanks are going to be amazing. I'm dropping bots for them most likely and moving some stuff around. But flyers are inconsequential in an army running 3 tanks, 3 icarus crawlers, and 3 autocannon striders.

The new tanks solve so many issues. Assuming they're in the 150-165 range with the mortar.

I'm not sure if I'd drop bots entirely. The tanks are awesome don't get me wrong but they fill very different niches. I feel like a bit of all 3, Onagers, tanks, and bots, will be the best bet. A big ol chunk of T7 wounds with nasty shooting


Tactica Mechanicus - FAQ Out @ 2019/06/23 20:32:38


Post by: Suzuteo


@Hulksmash
Interesting. I think we have a bunch of options now. Not sure if Mortars + Icarus Crawlers + Auto-Striders is the best way about it. It seems to over-focus on light vehicles and flying units.

Besides, Dakkabots and Mortars complement one another. We used to run Guardsmen Mortars, Basilisks, and Wyverns before the ITC faction rules change. Dakkabots are great at converting CP to wounds on a variety of targets. Their weakness is their LOS. Mortars can apply a lot of pressure to enemies trying to avoid them, especially Eldar bikes, and they don't need CP. Dragoons complete the weapon triangle for mechanized AdMech by posing an assault threat.

So there are three ways to apply pressure. LOS, non-LOS, assault. If you want to go Stygies and be much more mobile, then maybe Las-striders, Mortars, Dragoons?


Tactica Mechanicus - FAQ Out @ 2019/06/23 22:48:52


Post by: Octovol


Energy cannon mortar has range of 48” in our apocalypse focus, which is the misprint though? Lol


Tactica Mechanicus - FAQ Out @ 2019/06/23 22:52:39


Post by: Suzuteo


From Apocalypse:


Man, I wish we had that rule instead of a selectively applied 6+ invulnerable save...

@Octovol
I think Apocalypse has different rules?


Tactica Mechanicus - FAQ Out @ 2019/06/24 01:12:44


Post by: Octovol


 Suzuteo wrote:


@Octovol
I think Apocalypse has different rules?


It does, but range doesn't strike me as one that would need to vary between systems. The other weapon ranges didn't change.