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Made in us
Quick-fingered Warlord Moderatus






I don't have my codex on hand, but that sounds funny. Aren't Elysian sniper teams two models paired on the same base or something?
   
Made in us
Dakka Veteran




Suzuteo wrote:
I don't have my codex on hand, but that sounds funny. Aren't Elysian sniper teams two models paired on the same base or something?


Yeah. They are just like a heavy weapons team from standard guard. 2 guys on a base. One spotter, one with rifle.

Heavy weapons squard from AM has 3 models, 4 points per model. Does that mean:

(1) 3x4 models for 12 points base (not that each 'model' in the entry has 2 wounds) [EDIT: I am super sure it is this one. The entry says 3 Heavy Weapon Teams and the points list has 4 points per model, Elysian entry says "3 Elysian Sniper Teams" which each have 2W]
(2) 3x2x4 models for 24 points base [EDIT: so the whole unit would have 6 models even though it has 3 Heavy/Sniper Weapon Teams]

This message was edited 2 times. Last update was at 2017/10/05 01:06:08


 
   
Made in us
Cog in the Machine






When did we become Codex: Imperial Soup

 
   
Made in us
Longtime Dakkanaut




LexOdin9 wrote:
When did we become Codex: Imperial Soup


We have 16 units, maybe half of which are useable, plus Cawl and the Knights, one unit of deepstrikers and no transports, no flyers, one actual "tank", and a clearly rushed codex that did not address many issues with the index version. Plus no support from forgeworld as of yet, the general solution for this suffering from gak codex syndrome.

I'm not saying you have to use imperial soup, but you probably should at least have an imperial soup list ready, in case you run up against a particularly strong army.

Edit: Dakkabot, gak does not start with an s, ruining the semi alliteration. I am disappointed in your attempt to stifle my humor.

This message was edited 2 times. Last update was at 2017/10/05 02:21:31


 
   
Made in us
Dakka Veteran




I think the admech codex has crippling weaknesses that infiltrators can't solve. We need to spend CP to deal damage to big things with invulnerable saves (Magnus, Morty, big daemons, etc.) yet we have a deeply inefficient codex for filling out command points. If you want to be able to deep strike / infiltrate, then you have to bleed a whole lot of CPs that you can't really spare. And the whole codex is at the mercy of the psychic phase. We have 1/2 decently fast units in the dragoons and ironstriders, but they are almost always suicide units when you push them forwards. And we have no units that shoot out of line of sight. And the codex doesn't provide an efficient screening unit that you can afford to lose in droves.**

EDIT: more complaining. Many of our unit entries are non-viable in a competitive setting. The Dominus is a point hog that shoots and fights poorly, but manages to bring an aura as good as a 95 point space marine captain. The rustalkers are a joke that die to the weakest of fire and cost 10 points a wound (a 90 point dakka-taurox kills 60 points of rustalkers a turn). Despite everyone talking up the electropriests, they still die to basic bolter fire in droves. Electropriests in either staff or shock are limited to certain niche gimp plays where they get a really lucky turn 1 Stygies infiltrate or as counter charges against an elite model melee army (our easiest opponent). Fist robots are a farce. No one runs them because if they get in combat with a whole bunch of 1 wound models, then they never leave that combat since they have 6 attacks a piece at best that hit on 4s with no rerolls. Even further, the first robots are terrible against elite model melee guys (think vanguard, plaguemarines) who have hi str hi rend weapons since the robots don't get their invul in combat.

All this adds up to needing to use soup in order to compete in progressive objective missions. I still run 1400-1500 points of admech. But that last 500 points needs to shore up the weaknesses of the codex when I am in a competitive setting.

EDIT:** stygies rangers are almost a good screen. 8 points for a 4+ wound at -1 to hit from shooting. The problem is the HQ tax needed to bring them along with a MARS dakka line. Once you factor in the taxes, those rangers start costing 11 points a wound and they can't deepstrike. Elysian sniper teams are 3.5 points a wound and they can deep strike, and their HQ isn't a pure tax because he can buff the snipers.

This message was edited 4 times. Last update was at 2017/10/05 02:37:48


 
   
Made in us
Quick-fingered Warlord Moderatus






Just a reminder: Dominuses can heal themselves and others. That is why he is more expensive than a SM Captain.
   
Made in lt
Mysterious Techpriest






I'm going with this list today. If you have another idea for a shooty priest bomb list, do tell and I may change my mind:

Mars battalion:
Cawl
Enginseer
3x 5 rangers
6 DakKastelans
2 Icarus Onagers

Lucius Battalion:
2 Enginseers
3x 5 vanguard
20 shooty priests
2x 1 dragoon

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in de
Regular Dakkanaut




 rvd1ofakind wrote:
I'm going with this list today. If you have another idea for a shooty priest bomb list, do tell and I may change my mind:

Mars battalion:
Cawl
Enginseer
3x 5 rangers
6 DakKastelans
2 Icarus Onagers

Lucius Battalion:
2 Enginseers
3x 5 vanguard
20 shooty priests
2x 1 dragoon


Sounds nice. looking forward to hear what happens. I tested some Plasma destroyers yesterday in hope that our new stratagems might help them...well they dont. I am going the Goondozer route instead of shooty priests but I like that you dont turn our army into another soup detachment.


Automatically Appended Next Post:
Wulfey wrote:

EDIT:** stygies rangers are almost a good screen. 8 points for a 4+ wound at -1 to hit from shooting. The problem is the HQ tax needed to bring them along with a MARS dakka line. Once you factor in the taxes, those rangers start costing 11 points a wound and they can't deepstrike. Elysian sniper teams are 3.5 points a wound and they can deep strike, and their HQ isn't a pure tax because he can buff the snipers.

So with that math infiltrators would be almost as good as a screening unit as rangers with 12 pts a wound? Even better, Onager with Eradication Ray or Heavy Phosphor Blaster thats 10,1 pts a wound with t7 3+ 5++. I mean I see what you did there but honestly we dont have "pure" screening units. Rangers can serve as that yes but the problem is there is nothing else to do for them besides screening cause their loadout (and almonst everything else) sucks. So I believe we have to think about a way that we get units in our list that serve a specific battle field role AND are able to screen if needed. Not the other way around. Like Dragoons.

This message was edited 1 time. Last update was at 2017/10/05 06:38:33


 
   
Made in us
Longtime Dakkanaut




So, I'm thinking of making a few changes, and I'm curious what people think. Mainly to address the issue of not having any mortal wounds or counter psyker abilities in my all Stygies list.

1. I may swap out a untnif infiltrators for rust stalkers. They are dirt cheap at just 100 points for five 2 w models. The staff priests seem too fragile by comparison. Also I don't want to buy any.

2. Including a small vanguard or supreme HQ detachment, with greyfax and a callidus assassin, plus two more choices, possibly primaris psykers to be able to smite.

I actually really like the addition of Greyfax and the callidus. Greyfax means I have a block of infantry that are immune to morale issues and the callidus can make an enemy burn through cp extra fast on their first turn, in addition to both of their anti psyker/invulnerable save abilities. I'm just not sure what else to include to fill out the last two slots, that won't eat into my budget or feel really niche.
   
Made in us
Dakka Veteran




I do believe dragoons are a critical part of any bigger screen. If I had more money and modeling time, I could see just running 6 of them in units of 3. They are more of an offense screen to go out and tie up melee units far away from static units. And yes, point for point, dragoons are quite tough. 68 points gets you 6 T6 wounds with a base -1 against shooting.

EDIT: I have run greyfax several times. Always a great add because she has a native +1 to deny twice, and critically she gets that bonus at full deny range instead of just 12" like a psychic hood. The trouble is that she is bad in combat and way squishier than you might hope.

This message was edited 1 time. Last update was at 2017/10/05 07:31:13


 
   
Made in gr
Stalwart Tribune





Greece

Even if you take 500 points guard gw atm is trying with all guns blazing all videos every single one spamming codex is good and has value. We gotta cry they need to sell priests already Robots sold out once etc. They know exactly what they are doing and I'm not gonna follow this crap. They gave here and there and spamming it daily. Where the truth is we missing so many things and atm we lost even the last reason to have adeptus mechanicus in our lists. Onagers.

Since guard got better with codex that gives order regiments and not stupid dogmas we can't even use enginseers to heal. No hq are tax onabers we can get better. Bla bla

No tansport makes our troops bad. Really bad. Cause ok we are not guard lvl on troops but our elite troops can't move. The mobility par of spending cp s is so bad. I m trying to believe Robots it's a trap. Spending all your cp s there for a super static gunline nerfed in all aspects buffed only if spend 2 cp and take a 4+ unit.

Can't do nothing. Chaos pshyck heavy will mortal you to death since static. Melee Chao will carve their banner in your face.
Atm most likely guard will outshoot you since they got the bodied to hold and better tanks. Orcs will pass through in melee round one. Bla bla bla. H flier armies will kite you till you break your nerves etc.

Still we win cause most armies trying to figure out their play games or got no codex. But as I see more games tours etc. That static gun line has no future.
As for heavy Los terrain yes it will be default and the only one atm it's gonna break is us. That stationary robot our only real mortl threat vs serious lists will do nothing soon enough. There will be none not aware of that trick and only kids will go now die there.
What will you do? Where Robots fail same goes for onagers cause in. Los fight you will have one good shot and onagers is not consistent with that d3. It's can rock but it can also do nothing. It's a big difference guard got to reroll 2d6 and reroll them so in the table 4d6 choose the best. That's extreme and I don't mention other buffs.

So if you get one round first one enemy deploy away from Robots. A second round using Los game over. 3 first rounds are vital and you won't have any other option . You LL just w8 for enemy to go hide take positions or claim obj with fast units while you do what? Can repositions easily don't have good separate units cause we need to make thsm big ones so moving 4+ dragoons won't do it. Even is you drop 20 priests ok they will obliterate enemy screen and ????

Your static gun line will do nothing. While even guard will move hlf speed and double shoot. You can't move cause
A) Cawl. You either move him or stationed him. Can't have both.
B) even if you move him you need to get 9" aura default.
C) meaning you will advance your 48" onagers while you LL keep 36 stationary.
D) Los will make fun of you. Robots are bs4+ no Cawl you LL need to invest 2* tpd and destroyers and gems to go Robots destroyers with gem 3+ tpd reroll and another priest for onagers.
If an enemy has anything like a 3+ invu or a -1 hit tank your done.

And that's basics don't wanna start about using gems for anti deep strike for reroll for inf. For wrath for anything . While when you use gems for basic options others us them for winning.

Even a soup atm must have less ad mech sorry. Competitive means you can play units in various scenarios not investing 1200 points in static guns and average guns. If your enemy just throws small units one at a time you won't even be able to use with effectively and it's 2 cp. So no soup for ad mech sorry .

Adeptus mechanicus is a support detachments most likely a full outrider dragoon. Pay 1 cp for mask and infiltrate hq and big one while keep screeners the small ones.

Tpd or enginseers with mask.
1*4+ dragoons
1*2 dragoons screener or 1*2+ lasc balistarii
1*2 dragoons screener or 1*2 lasc balistarii
+ 1*10+ staff priests.

That's what you got an if playd properly will create havoc. Rest you can find elsewhere.

Robots need either the 5+ return mortal back go to7 wounds or cc invu.

Stationary gunline f joke. We w8 for codex instead of mobility we got stationary Robots f joke


Automatically Appended Next Post:
On the other hand if you ditch Robots entirely and play a Cawl onagers offensive you might out maneuver some armies. Some but you LL need icarus with tpd Cawl with neutrons more Than 3+3 and snipers and tons of dragoons. Who ever wants to pay could work. Even so you d still need deep strike bodies for enemy threats or screener we just can't play ad mech competitive. And they won't understand why. No way to make effective list while your options are either broken-v v specific or below average. And so much tax with current detachments. Troops with no transports or hq s with limited effective role if different detachments if you start patrols and aux you won't have more then 6-7 cp so what you try to gain will loose in options its just so stupid.



Automatically Appended Next Post:
And since I always try to be constructive.

You got a better chance if you follow the stupid design.

A) a big one detwchment like brigade Mars with big units.
B) two detachments min 2* batt separating roles. Mars stationary stygia moving etc. They won't work together so you need to keep in mind to separate them as much as possible.

I'm still trying to make 1* batt and 2* +1 cp detachments but it's seems not possible. Good luck

This message was edited 3 times. Last update was at 2017/10/05 10:31:30


 
   
Made in no
Growlin' Guntrukk Driver with Killacannon




Hey there everyone!

New to these forums since I after a 13 or so year hiatus decided to get back into 40k. Liked the look of Ad mech (Praise the Omnissiah!) so I went wih those. I've included a list that I know isn't really competitive but hopefully you can still give some constructive critisism to it. My friends that play aren't hyper competitive anyways and I wanted to own a broader selection of models, other than just "the good ones". I wanted a different type of army and don't like playing with namned characters so Cawl is out (and therefore basically also Mars) I also really like the look of the Skitarii so Graia seemed to be a good choice for them, added durability and all.

The list is probably somewhat self-explanatory, plenty of Command points and ability to regenerate means I don't have to be frugal with stratagems. The corpuscarii are there as a counter charge unit in close proximity to the warlord (since they get to shoot in close combat then) Also do they get a 5++/5+++/6++++ now because of graia? The destroyers are there beacuse I like the models and some synergy with the Kastellans (also the can shoot thier flamers in Close combat if they're close to the warlord I assume). Also they still get a 6++++ from death by overheating right? Stubbers are there on dunecrawlers because of spare points (should I sub those with a few extra infantry?)

Summary: Yeah I know it isn't going to win any tournaments but are there any things I've overlooked or different takes to the army list I've provided?

Edit: Oh yeah, the group of Infiltrators with swords and stubcarbines are mostly there for situations where you deepstrike 9" away from a tank to charge and tie up (or whatever) but there happens to be a soft target, maybe a mortar team, 15" away...

Spoiler:
Brigade Detachment Graia
HQ:
Warlord Tech Priest Dominus - Monitor Malevolus, Autocaduceus of the Arkhan Land- Volkite, Macro 135pts
Engiseer 52pts
Engiseer 52 pts
Trrops:
1x5 Ranger x2 Arquebus, Omnispex 97 pts
1x5 Ranger x2 Plasma, Data-tether 77pts
1x5 Ranger 40pts
1x5 Ranger 40 pts
1x5 Vanguard x2 Arcrifle, Arc pistol, Arc maul 61 pts
1x3 Kataprhon Destroyers Plasma, Flamers 216 pts
Elites:
1x5 Infiltrators Macro, Taser goads 130 pts
1x5 Infiltrators Stub, Swords 120 pts
1x10 Corpuscarii 140 pts
Fast Attack:
1x1 Dragoon 68 pts
1x1 Dragoon 68 pts
1x3 Dragoon 204 pts
Heavy support:
1x2 Kastellan 6x phosphor 220 pts
1x1 Icarus Dunecrawler, stubber 135 pts
1x1 Neutron Dunecrawler, 2x stubber 145 pts
Total: 2000 pts

This message was edited 1 time. Last update was at 2017/10/05 12:40:58


 
   
Made in pl
Sister Oh-So Repentia





Looks good. Remember that +1 to hit from stratagem prevent you from overheating plasma. And GRAIA save negates model death so ii works with plasma. One more Neutronager may be god since it mitigates random number of shoots a little bit.

1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.” 
   
Made in no
Growlin' Guntrukk Driver with Killacannon




Yeah another Neutron Onager would be nice to have, but is it worth trading away a dragoon and 5 of the corpuscarii for? I think that would be the easiest thing to swap out, other than the kataphrons I guess
   
Made in gb
Sagitarius with a Big F'in Gun





So I came up with a pseudo-viable pure admech brigade (read: lol) something along the lines of:

HQ
Stock TPD
2 * enginseer

Troops
2 * sniper ranger squads
1 * arc ranger squad
3 * arc vanguard squads

Fast attack
2*3 dragoons
1 * 2 las balistarii

Elite
3 * datasmiths (one for each robot )

Heavy
2 * neatronager
1* 3 robots

I mean it's obviously unlikely to be winning any ultra competitive tournaments any time soon, but it's at least usable against most normal armies. There's a lot of tax in there i admit but it's brainstorming gak like this that brings out those tid bits of usefulness for a more serious list.
   
Made in pl
Sister Oh-So Repentia





PiñaColada wrote:
Yeah another Neutron Onager would be nice to have, but is it worth trading away a dragoon and 5 of the corpuscarii for? I think that would be the easiest thing to swap out, other than the kataphrons I guess


Id say check this list first, and if one onager underperform because of RNG adjust list. You can always swap icarus one for neutron.

1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.” 
   
Made in us
Moustache-twirling Princeps





WA

PiñaColada wrote:
Yeah another Neutron Onager would be nice to have, but is it worth trading away a dragoon and 5 of the corpuscarii for? I think that would be the easiest thing to swap out, other than the kataphrons I guess


Neutronager is very useful - I would dump the Corpuscarii for it in a heartbeat. However, if you aren't going Cawl and going competitive, though, I wouldn't sweat it and just roll with what you have.

   
Made in us
Longtime Dakkanaut




Yoda79 wrote:
Atm most likely guard will outshoot you since they got the bodied to hold and better tanks.


I'm going to say this again: head to head we can still outshoot guard. I know Stygies can do it even vs some of the better regiments, and mars can always fall back in Cawl and his buddies to butcher literally anything. So yes, guard still doesn't have the level of firepower we do. Yes 7 shots from a battle cannon and one from a lascannon at BS 4+ does less damage in average than a neutron onager despite costing more. That's how bad russes were. Artillery can be worrying, so be careful if a lot of LoS blocking terrain is on the field.

With guard, be more worried about losing on objectives than losing due to superior firepower.

This message was edited 1 time. Last update was at 2017/10/05 14:21:17


 
   
Made in us
Moustache-twirling Princeps





WA

SilverAlien wrote:

With guard, be more worried about losing on objectives than losing due to superior firepower.


This has been the long-standing concern. They have bodies and firepower. We have to eliminate the former while weathering the latter, which we can do.

I am very curious to see what the new Codex does to the metagame though - I think instead of worrying about the direct impact in IG vs AdMech matches, I am more curious about how other armies respond and what they does to our overall strategies (not that we are flexible enough to change it up much).

This message was edited 1 time. Last update was at 2017/10/05 14:47:06


   
Made in no
Growlin' Guntrukk Driver with Killacannon




 em_en_oh_pee wrote:
PiñaColada wrote:
Yeah another Neutron Onager would be nice to have, but is it worth trading away a dragoon and 5 of the corpuscarii for? I think that would be the easiest thing to swap out, other than the kataphrons I guess


Neutronager is very useful - I would dump the Corpuscarii for it in a heartbeat. However, if you aren't going Cawl and going competitive, though, I wouldn't sweat it and just roll with what you have.

So would a slight reshuffling like this make it more viable in your opinion? Even though I'm not all that competitive it's not like I appreciate being tabled by my opponents..

Spoiler:

Brigade Detachment Graia
HQ:
Warlord Tech Priest Dominus - Monitor Malevolus, Autocaduceus of the Arkhan Land- Volkite, Macro 135pts
Engiseer 52pts
Engiseer 52 pts
Trrops:
1x5 Ranger x2 Arquebus, Omnispex 97 pts
1x5 Ranger x2 Plasma, Data-tether 77pts
1x5 Ranger 40pts
1x5 Ranger 40 pts
1x5 Vanguard 45 pts
1x3 Kataprhon Destroyers Plasma, Flamers 216 pts
Elites:
1x5 Infiltrators Macro, Taser goads 130 pts
1x5 Corpuscarii 70 pts
1x5 Corpuscarii 70 pts
Fast Attack:
1x1 Dragoon 68 pts
1x1 Dragoon 68 pts
1x3 Dragoon 204 pts
Heavy support:
1x2 Kastellan 6x phosphor 220 pts
1x1 Icarus Dunecrawler, 130 pts
1x1 Neutron Dunecrawler, 1x stubber 140 pts
1x1 Neutron Dunecrawler, 2x stubber 145 pts
Total: 1999 pts
   
Made in us
Longtime Dakkanaut





Last couple of games I relagated my admech to field support. Got rid of the bots entirely took a tp 3 neutronagers a grand master and 4 10 man strike squads. Simple but effective. Not matched play viable because it relies a lot on gate of infinity. Did put vortex of doom on the grand master though just to test it out. Mehish.

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in pl
Sister Oh-So Repentia





Ok, another entry. Now I'll work on improving Balistari one and clarify everything.

As always comment. And if you think i should add unit fell free to discus me why. I took it from our point of view(no need for Exorcist when we have onagers, id rather take spearhead of ad mech when playing with sisters.)

Spoiler:

Allays, Sisters of Battle

Sisters are awesome addition, since they exell where we lack and vice versa. Their main power is how fast they are. Most pure Adeptus Ministorum list base on that and take it to 11. Ad Acts of faith to mix and enjoy strong army, since the way this mechanic scale, it actually benefits smaller detachments of sisters. Additional movement, shooting, fighting in melee or reviving and healing models for one unit on 2+ on the beginning of your turn. . They all have 6++ on everything, unless unit have even better one, and most units can Denny the witch on one die.

Most notable Units.

Saint Celestine.

Star of army. Flying assassin useful against smaller characters but can go toe to toe with Demon Prince if used correctly. Gives nearby sister units 5+ inv. Rocks S7 ap-3 2D with 6 attacks on 2+ws and flamer 8” Assault d6 S5 ap-1 1D. 2+ and 4++ and ablative wounds in shape of her bodyguards that she can resurrect. 7 wounds, and she can come back with full health on 2+. Beside her T3 she’s total beast roaming up to 24” turn not advancing. 150pts +50 per gemina. And free guaranteed act of faith. Jezz she's under priced.

Cannones.

HQ that can actually fight compared to our TPD, WS/BS 2+ 4A S3 T3 3+/4++ 5W
Can take power weapons(sword, axe and mace) but most importantly Eviscerator Sx2 ap-4 d3D for 22pts, and plethora of ranged weapons. It buffs nearby sisters with reroll 1’s on hit in both shooting and melee.
All of that for 45 in basic version. Sisters are good in HQ game since this is cheap and not even tax.

Basic Sisters.

Statline of our troops with 3+/6++ save and 7\8 LD, two sisters can take either flamer, meltagun or stormbolter, and one of those two can alternatively take heavy equivalents of those weapons. Sister superior can take Power weapons, combi weapons or storm bolter wich is best option. Nice overall for 9pts/model.

Seraphims.

3’rd best unit in army, but only because how well they synergize with moma BIG C. They have stats of normal sisters but jetpack move 12” and ws of 3+. They rock two basic pistols for 11pts/model and you can take two with either 2x handflamer or 2x infernopistol witch is 6” melta. So 4 shots of melta per unit. Superior can take power sword and plasma pistol. They have reroll of their inv save, which when they are within 6” from celestine is 5+. (reminder: 5++ rerollable is better than 4++(55% vs 50%)). Take unit of 10 and send them with their acts of faith double move 24” to the enemy. Charge tanks through enemy models with fly if there is just enough space to land. They are primary target for acts of faith. Double fight, double shooting, double move, even regeneration. They can also DS.

Dominions

2nd best unit in army. Doesn’t look like much, since they have stats of normal sisters. They can take up to 4 flamers, meltaguns or stormbolters. Sister supperior can take equipment like her equivalents in other units. And here comes their vanguard special rule. They can move before start of game like if they had normal movement phase, but have to end more than 9” from enemy. So they can move and advance without penalty. And here is where fast and furious part comes up. They transfer this ability to transport they are in if there are no other units. And here comes two cars they like to ride.

Immolator

Our lamborghini. Capacity of up to 6 models, M12” T7 10W 3+/6++. Can ad hunter-killer missiles and storm bolter. But you take it for Immolator flamer. This bad boy punch on 12” assault 2d6 S5 -1AP 1D. Put dominions behind wheel and it will be in your enemy face on turn 1. And also can deny witch on one die. For 103pts. Delicious.

Reppresor (FW)

For 90 pts naked you have: 12” M 7T 12W 3+/6++ heavy flamer and one storm bolter and dozer ram. You have option for additional storm bolter or one more heavy flamer. Capacity of 10 infantry models and 6 of them can shoot outside thanks to firing points rulle. This is not open topped. You only get -1 penalty for move if you moved, but you can fire if reppresor fallback, advanced or is in combat(but can’t shoot into that combat). Yes, Dominions with meltas are usually what you are looking for this bad boy. Turn 1 5x melta from moving bunker anyone?

Honorable mentions:

Rhino: Rhino with 6++, when you need to get those Arco Flagellants or Repentias to those conscripts
Arco flagellants with Priest: Cheap melee unit that wreck faces. Full combo deals 27d3 attacks in melee. On 3+
Retributors: Heavy weapon specialists. You can take 4 heavy flamers and put them into repressor.

Tactics.
Take them supplementing your vanguards and screening units. Storm bolters on everything. Ultra cheap dakka that will be in rapid fire range. You will mow those hordes. Put units of dominions into Immos and bunker midfield. With good positioning this will be incredible good screen from DS and assault. Send Celestine with Seraphims to rape those psykers and other characters, or prevent artillery from shooting.

Pros
-Mobile
-Good anti horde and anti armour.
-Have one of best force multipliers in game.

Cons
-Models are pricey.
-Don’t have native psykers.

This message was edited 1 time. Last update was at 2017/10/05 15:55:30


1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.” 
   
Made in us
Longtime Dakkanaut





I don't even consider sisters viable until they get a plastic kit or you win the lottery.

Alternatively you could do sisters of silence with converting

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in pl
Sister Oh-So Repentia





gendoikari87 wrote:
I don't even consider sisters viable until they get a plastic kit or you win the lottery.

Alternatively you could do sisters of silence with converting


Yes, your wallet will cry, but they are good. They are viable for sure, one of best army to mix in. Price of models is real bummer thou. But if you have one that are collecting dust on shelf now is good time to take them of since they haven't been this strong since 3'rd ed. While they lack in flexibility, they are basically one trick pony, they do they one thing really good. So happens that this is area where we lack.

1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.” 
   
Made in us
Longtime Dakkanaut





Yeah I also just like the idea of t3 3+ save army. Seems unique. I also like the metal models. But every time I'm on the gw website and look at the sisters I have to go check I'm not looking at nz or aus prices

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in lt
Mysterious Techpriest






Played 2 codex games vs Emperor's Children Marines, terminators, cultists.

50PL, auto go first game:
Stygies Patrol
Bunker with quad gun
Enginseer
9 Rangers, 2 sniper (to fit in the bunker)
6 Dragoons
20 Fulgurite Priests
3 cp, 3 drops total (2 fit in bunker)
So I go first, infiltrate dragoons and priests and table the opponent turn one. We decided to go on still, he deepstruck Terminators and they killed themselves due to overcharging plasma against Dragoons.
Felt too gimmicky. On a 6 it fails. And Fulgurites feel overpriced. The 3++ and the exploding mortal wounds are not that great...

2000pts, +1 to go first game:
Mars Battalion:
Cawl
Enginseer(warlord, CP trait)
3x 5 rangers
6 DakKastelans
2 Icarus Onagers

Lucius Battalion:
2x enginseer (1 has the teleporter artifact)
3x 5 vanguard
2 dragoons
20 Shooty Priests

Killed 1000pts+ models turn one. All marines, all artilery were dead. He had only terminators, 4 cultists, a coulple of plaguebearers and characters left. So he conceded turn 1 again. Turns out, Wrath of Mars DakKastelans are preeeetty good, who knew And the shooty priests were underwhelming because you need to take lucius to make them work, pay cp, bla bla. Just take infiltrators... :/

So yeah, EPriests are better than they used to be... but still outclassed by DakKastelans, Onagers, Cawl, Screening Rangers + Dragoons.

This message was edited 1 time. Last update was at 2017/10/05 17:47:51


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Moustache-twirling Princeps





WA

 rvd1ofakind wrote:
Turns out, Wrath of Mars DakKastelans are preeeetty good, who knew



   
Made in lt
Mysterious Techpriest






2 games that ended in turn one BTW. Whoops. I feel bad now.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Longtime Dakkanaut




 em_en_oh_pee wrote:
SilverAlien wrote:

With guard, be more worried about losing on objectives than losing due to superior firepower.


This has been the long-standing concern. They have bodies and firepower. We have to eliminate the former while weathering the latter, which we can do.

I am very curious to see what the new Codex does to the metagame though - I think instead of worrying about the direct impact in IG vs AdMech matches, I am more curious about how other armies respond and what they does to our overall strategies (not that we are flexible enough to change it up much).


High volume low damage low AP anti tank will be more common, so we may see fewer relying on invulnerable saves for one. Good for onagers.

Plasma scions won't be as good, either meaning it just gets less efficient or people look to some long range alternatives. Which could mean people don't spread their bubble wrap quite as wide, or take fewer for that purpose. Same for us, but we can't really exploit this, might make melee+flamer Kastalens better at punching through bubble wrap and consolidating into tanks?

Alternatively, the mordian order and more expensive scions may combine to make mechanized plasma special weapon squads that can also act as deadly short range snipers, meaning even more bubble wrap and people running more redundant characters. Which probably means it is time for our snipers to go sit on a shelf, but frankly I was one of the only ones using them in any sort of large number. Between our onagers and dragoons I don't think we'd be under any real threat ourselves though, and frankly the only HQ we have that really is essential to the workings of any of our builds is Cawl, who is far more durable than the average HQ.

   
Made in us
Moustache-twirling Princeps





WA

SilverAlien wrote:

Plasma scions won't be as good, either meaning it just gets less efficient or people look to some long range alternatives. Which could mean people don't spread their bubble wrap quite as wide, or take fewer for that purpose. Same for us, but we can't really exploit this, might make melee+flamer Kastalens better at punching through bubble wrap and consolidating into tanks?



Fistelans will never be good. Too slow and no invuln in combat.

   
 
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