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Made in us
Quick-fingered Warlord Moderatus






I would take an Enginseer over a Primaris Psyker because he is 3 points cheaper and has a much more useful ability for the purposes of this army.

Er, yes. All of those things can be a tax as well depending on the army. If we were an infantry army, that would be different, but we're not, so I don't see your point.

Every codex army intentionally takes units to most efficiently spend its CP.
   
Made in lt
Mysterious Techpriest






What useful ability? Repair? Ok, where do you find opponents who shoot every single one of your onagers a bit so you could repair? The most units I had injured was 2. And I always have 3-4 repairmen because they're just tax for CP detachments. So 2-3 of them are just standing around jacking off. Meanwhile psykers can spam smite ever damn turn. I'd take a Primaris psyker any day of the week: deny, mortals wounds(Even useable melee combat). Yes please.

Who said we're not an infantry army? Most of our army is infantry(10:4)! We have Onagers, Kastelans and Chicken walkers that aren't infantry only. Everything else is INFANTRY. Wanna guess why AdMech are doing poorly in the tournament scene? Almost every infantry unit we have sucks ass, therefor most of our choices suck ass.

And we have dragoons(2 turn 1, 1 every other turn) and Kastelans(3 turn 1, 2 every other turn) for the CP hogs already. Why bother with the suboptimal balistarii? Not to mention all other stratagems: re-roll, autopass morale, explode vehicles, etc.
Where are you getting all those CP. I run out of mine by turn 2 despite starting with 9 at least.

This message was edited 5 times. Last update was at 2017/11/27 05:43:28


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
Quick-fingered Warlord Moderatus






 rvd1ofakind wrote:
What useful ability? Repair? Ok, where do you find opponents who shoot every single one of your onagers a bit so you could repair? The most units I had injured was 2. And I always have 3-4 repairmen because they're just tax for CP detachments. So 2-3 of them are just standing around jacking off. Meanwhile psykers can spam smite ever damn turn. I'd take a Primaris psyker any day of the week: deny, mortals wounds(Even useable melee combat). Yes please.

Who said we're not an infantry army? Most of our army is infantry(10:4)! We have Onagers, Kastelans and Chicken walkers that aren't infantry only. Everything else is INFANTRY. Wanna guess why AdMech are doing poorly in the tournament scene? Almost every infantry unit we have sucks ass, therefor most of our choices suck ass.

And we have dragoons(2 turn 1, 1 every other turn) and Kastelans(3 turn 1, 2 every other turn) for the CP hogs already. Why bother with the suboptimal balistarii? Not to mention all other stratagems: re-roll, autopass morale, explode vehicles, etc.
Where are you getting all those CP. I run out of mine by turn 2 despite starting with 9 at least.

Dude, there is no way you're convincing me that opponents kill everything exactly all the time. You will end up with a damaged vehicle more often than not, and you can repair them. (Probably not 3-4 though.)

Oh yes. Smite. Got to kill that random Conscript or Horror parked in the middle of the field. >_>

Looking at my points, most of my army are in vehicles.

There were no Kastelans in that Ballistarii list.

Here:
Spoiler:
Cadian Battalion Detachment - 507

HQ - 60
1x Company Commander - Lasgun, Chainsword, Warlord: Grand Strategist
1x Company Commander - Lasgun, Chainsword, Kurov's Aquila

Troop - 123
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword

Heavy Support - 324
3x Basilisk - 3x Earthshaker Cannon, 3x Heavy Bolter

Stygies VIII Spearhead Detachment - 1493

HQ - 125
1x Tech-Priest Dominus

Heavy Support - 390
1x Onager Dunecrawler - Icarus Array, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Icarus Array, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Icarus Array, Broad-Spectrum Data Tether

Fast Attack - 978
6x Sydonian Dragoon - Taser Lance
6x Ironstrider Ballistarii - Twin Cognis Lascannon

Total: 2000 points
7 Command Points

If you want the math for why it works, you can dig it up a few pages back.

This message was edited 1 time. Last update was at 2017/11/27 06:16:17


 
   
Made in lt
Mysterious Techpriest






Smiting is better than doing nothing(Aka what 2-3 of my repairmen end up doing most of the turns). Also denying is a HUGE part of why Primaris Psykers are awesome.

Also, I'm not talking about what's viable. I already know that non-infantry is viable. However it doesn't change the fact that were designed to be a infantry close combat army with artilery for backup.

Infantry:
Cawl
Dominus
Enginseer
Breachers
Destroyers
Fulgurites
Corpuscarii
Rangers
Vanguard
Infiltrators
Ruststalkers
Total:11

Non-infantry:
Kastelans
Onagers
Balistarii
Dragoons
Total:4

The fact that GW fudged up on the balance of said infantry, doesn't change the fact that we were supposed to be an infantry heavy army. However with the tame changes we are still forced into pure Vehicle armies.

Also I'm talking about pure armies as I think Imperium and Chaos keywords should be banned from matched play. Which is why I need 3-4 repairmen in every list. Leading to 2-3 of them doing nothing as either:
1. Every unit with multiple wounds dies (the opponent shoots at the multiwound units until he kills them and then shoots infantry as I can't repair them). So the repairmen are doing nothing. Psykers are spamming meanwhile
2. 1 or very rarelly 2 units are damaged. Still 2-3 are doing nothing. Psykers are still spamming meanwhile

This message was edited 2 times. Last update was at 2017/11/27 06:56:10


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 gr
Stalwart Tribune





Greece

I like your list suzuteo it has a clear purpose it's ofc a spamm list but it can do some things. It still. Good example of the ad mech issues. You are forced to take big units to buff them effectively . While when you play you need options. 6+6 ironstriders are really hard to maneuver in any table and lately most tables are heavy on buildings as it should. On paper the list can perform though I'd take one neutronage not 3 icarus but ok. Unfortunately it won't perform as it should in table as it would on paper.

It's very nice don't get me wrong but it's also not flexible. ! A Magnus Terminator generally a good invu list will cause you trouble. And ofc I would play it but it's also so expensive to even try it. Yet it's probably the most mobile still cp hungry. It's a good dragoon spamm sure but that's it

I d remove one dragoon and one balistarii or an icarus something for 8-10 stygies staff priests(counter or inf mortals etc.). Just a thought!!

This message was edited 2 times. Last update was at 2017/11/27 10:26:16


 
   
Made in us
Quick-fingered Warlord Moderatus






@rvd1ofakind
Given the choice of ONE Enginseer against ONE Psyker, I would do the Enginseer. But if we need 4 HQs total , I will probably want Cawl and Enginseer, then 2 Psykers.

Denying is not that great for AdMech. We keep running back into the same issue: Our infantry suck, so we have to go heavy on vehicles. These vehicles only work if you are very far away. Your Psyker therefore is rarely going to be within 24" of that Weirdboy or Magnus.

I honestly wouldn't think too much on how AdMech was in 7E. It's clearly a mechanized army in 8E.

@Yoda79
Yeah, it's definitely a theorycraft list. 6 Dragoons are hard to maneuver on some boards for sure; I always recommend 4, but the incentive to go to 6 is so strong...

This message was edited 1 time. Last update was at 2017/11/27 10:49:48


 
   
Made in lt
Mysterious Techpriest






Well magnus usually is within 18'' to cast his 18'' smite :p

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





so How easy would it be to slap 2 lascannons on kataphrons? FW Tarantulas are stupid expensive but would be great additions to my army.

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Decrepit Dakkanaut




Balistarii don't need CP rolls, really.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Enginseer with a Wrench





Slayer-Fan123 wrote:
Balistarii don't need CP rolls, really.


Unless you want to move them and fire at no penalty Though i guess thats no different to standard dreadnaughts.

I dunno, personally anything that can move and fire without penalty should be behind LOS blocking terrain turn one. My dunecrawlers dont get hit until turn two if i go second. Kataphrons should be no different, they have the range and you can put them anywhere in ruins as well because they're infantry, unlike you're robots, crawlers and ironstriders. I Usually put my robots out in the open because they're tough as nails turn one lol
   
Made in us
Dakka Veteran




I can't seem to make a list that uses elimination volley. I really want it to be a thing. The price reductions almost make it fit. But with 9 CP ... you are down to 3 by the end of turn 1 in a double battalion list.
   
Made in us
Longtime Dakkanaut






Wulfey wrote:
I can't seem to make a list that uses elimination volley. I really want it to be a thing. The price reductions almost make it fit. But with 9 CP ... you are down to 3 by the end of turn 1 in a double battalion list.
My list now has a Patrol of Cawl, 4 big robots, and 5 gravbots. Then a Battalion of Dark Angels or Ravenguard. I do use Elimination Volley. Not saying it's great but I'm having good enough experience.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Quick-fingered Warlord Moderatus






My list is mostly unchanged from before. Just had to cut some Guardsmen to make up for the Earthshakers gaining 28 points apiece.

Spoiler:
Cadian Battalion Detachment - 522

HQ - 60
1x Company Commander - Lasgun, Chainsword, Warlord: Grand Strategist
1x Company Commander - Lasgun, Chainsword, Kurov's Aquila

Troop - 138
10x Infantry - 7x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 7x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 7x Lasgun, Mortar, Boltgun, Chainsword

Heavy Support - 324
3x Basilisk - Earthshaker Cannon, Heavy Bolter

Mars Spearhead Detachment - 1070

HQ - 240
1x Belisarius Cawl

Heavy Support - 830
1x Onager Dunecrawler - Neutron Laser, Cognis Heavy Stubber, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Neutron Laser, Cognis Heavy Stubber, Broad-Spectrum Data Tether
5x Kastelan Robots - 3x Heavy Phosphor Blasters

Stygies VIII Auxiliary Detachment - 408

Fast Attack - 408
6x Sydonian Dragoon - Taser Lance

Total: 2000 points
6 Command Points


Alternative, if I wanted to go heavier AdMech:
Spoiler:
Cadian Spearhead Detachment - 354

HQ - 30
1x Company Commander - Lasgun, Chainsword, Warlord: Grand Strategist, Kurov's Aquila

Heavy Support - 324
Basilisk - Earthshaker Cannon, Heavy Bolter
Basilisk - Earthshaker Cannon, Heavy Bolter
Basilisk - Earthshaker Cannon, Heavy Bolter

Mars Battalion Detachment - 1234

HQ - 287
1x Belisarius Cawl
1x Tech-Priest Enginseer

Troop - 117
5x Skitarii Ranger - 4x Galvanic Rifle, Arc Rifle
5x Skitarii Ranger - 4x Galvanic Rifle, Arc Rifle
5x Skitarii Ranger - 4x Galvanic Rifle, Arc Rifle

Heavy Support - 830
1x Onager Dunecrawler - Neutron Laser, Cognis Heavy Stubber, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Neutron Laser, Cognis Heavy Stubber, Broad-Spectrum Data Tether
5x Kastelan Robots - 3x Heavy Phosphor Blasters

Stygies VIII Auxiliary Detachment - 408

Fast Attack - 408
6x Sydonian Dragoon - Taser Lance

Total: 1996 points
6 Command Points

But it's strictly inferior. You trade 30 wounds with rerollable Mortars for 15 wounds with Arc Rifles and a repairman.

This message was edited 2 times. Last update was at 2017/11/28 07:14:50


 
   
Made in us
Dakka Veteran




I am toying with something very similar. If I go to LVO I will just buy 3 basilisks. I kept trying to write an enginseer / STYGIES / rangers list, and the HQ slot taxes were brutal. And 5 STYGIES rangers just aren't tougher or shooter than 10 guardsmen with firstrankfiresecondrankfire. I would actually take another Neutron over 2 more dragoons (cause those are the models I have painted). firstrankfiresecondrankfire really makes rangers seem bad.

Spoiler:

CADIA
2x1 Commanders - 3x10 guards - 1x3 Basiliks hvyBolter + strmBolter [5+/5+ with option relic of cadia]

STYGIES (-1 CP)
1x4 dragoons

MARS
Cawl - 1x5 Dakkabots - 3x1 NeutronOnagers + Stubbers



Also, I think Celestine is pretty much dead in admech lists at this point. Only way to bring her is to also bring boltergirls. But that Sisters strategem has me thinking. Every time a 'character' dies, you can spend a CP to do an act of faith on a 2+. That means every time a geminae dies, you can do an YNNARI style shot in the middle of your opponent's turn. Which is hilarious. Or you can get an opponent's turn move to move celestine out of line of sight, which is also lame. This list would use the bolter girls as screens in cover somewhere and for CP taxes. Since sisters don't need any of that regiment nonsense, a 30 point company commander can still be my WL and get Kurov's in the sister's detachment. Every time a geminae dies, on a 2+ I get a Ynnarri interrupt. That strategem is straight abuse with Celestine. Let's say 2 geminae die and I start taking wounds on celestine. Then on turn 3 another geminae gets up. Then Celestine dies. I can then use the strategem to do the healing act of faith and get celestine back up with d3 wounds on my opponent's turn if 1 geminae is still left.

Spoiler:

SISTERS LOST LADY
Celestine + 2 geminae
Company Commander CADIA, no regiment bonuses, but can get Kurov's+GrandStrategist
3x5 boltergirls, 2 bolters and 3 storm bolters in each

MARS
Cawl - 1x5 Dakkabots - 3x1 NeutronOnagers + Stubbers
1x4 Ballistari (2 auto / 2 laser, to make up for loss of basilisk firepower)


   
Made in us
Loyal Necron Lychguard





You still need a pure Sisters detachment to unlock the stratagem you're using.
   
Made in gr
Stalwart Tribune





Greece

There is no better choice than guard battalion. And that gives cheap command points +3 best infantry with orders. Bodies wounds can move fast obj secure will survive cause unless enemy got horde army will ignore them and it's a non brainer.

Eethshakers where 80 points op. 110 basilisk are ok for their points but not to go crazy. If you don't have pshyckers to buff their defence they die easy. So hence the list as I have already said from day one needs max two of them that fit inside the battalion guard giving extreme command points and regained points. 3 you don't need and if you need more neutronager moving firing better all the way.

Ad mech serious issue is mobility . If enemy has cc is tough and you forced to stay in dakka corner we got issues. Outrider stygies for me works wonders. From as simple as 2*1 lasc b and 1*3 dragoon to an extreme heavy 1*3 lasc 1*3 lasc 1*4-6 dragoon.
Enginseer helps on healing and balistarii with -1 to hit can survive less guns to need healing and act as superior fast unit for late game screener etc.
And ofc sperhead for our superb vehicles best of.

Just so in comparison with other armies atm we are in a good point standing. Our units don't cost much rather they underperform. I will agree that big units will provide some consistency like the 6 balistarii with hit buff but will not provide wins. Why you got a lascannons not the cheapest still good with bs 3+ and you plan to buff hit.??? That's not a plan. It's nice it can work in cases but.
Some goes for icarus ND onager question. Sure icarus seems ok on paper but after the flier fix we won't be facing 20 flier. If hit is the issue bs 3+ on our armies with enough rerolls even canticle rerolls of 1 come close to most other armies.
Not to mention Cawl etc. So I was to remove Robots to gain some mobility I would go towards onager spamm.
As we did prior to codex. We turned to robots for volume of fire resulting to mortals. Codexes introduced 2+ invu once more in game and there is the issue.

So to recap if we invest in mobility and still want to to be ad mech 3 neutronagers and 3 icarus will deliver no matter what.
Dragoons balistarii and ofc staff priests make a superb list.

And after the latest point reduction breachers are superb screeners for dakka lines move shoot. And even if you decide now to make a troop army you can. 10 man plasm snipers arc omnispex or data all valid. With canticle you got n elite troop choise not bad at all. For those points are one of the cheapest elite troop choise and with some breachers can be a complete troop army. The guns we got for troops in 10 man's now with data tether can make valid detachment.

Brigade for troops with Max cp and one unit to super buff can be extreme . Breachers with reroll ones canticle 1cp for +1 invu +1 attack each turn. Makes them with healing tough as any for 120 points. Won't hurt much but if you know the hard to die is enough.
That's what you missed screener. And can move and can shoot and can defend and cc. Not superb but can do it for two rounds and if you play ad mech you know two rounds is what you need.

6 onagers shooting for two rounds or any combination with and or ironstriders makes this list unkillable. Stygies Dragoons go heavy breachers stygies or mars go heavy and onwbers go heavy all can move shoot take some techpriests a d max a brigade. Party. The reduced troops cost makes it viable. Not superb but viable . Viable enough to make you wonder now
High cp list with lots of troops special wepaons etc. A semi list purposed one with focused units like priests dragoons etc. And or soup pure dakka. Spearhead Cawl thing.

But it's not bad to be able to have a battalion for 199 points. Good bad it's 3+ cp to use where you like. You decide to take it a weight and use cp or make it battalion worthy with breachers snipers dunno what is up to you but from super competitive till super friendly there are more lists to be made now.

As said ad. Mech has a long road to get proper units and abilities but as of new points you might be able to field a plan.

Coming up next . Full mobile list vanguard's breachers Onagers Dragoons priests.
   
Made in us
Longtime Dakkanaut





The repair ability isn’t useless. Yeah people will shoot an onager to death, sometimes they fail and you can make them waste a few more shots. It also removes the ability of your opponent to shoot them to a lower profile and be able to worry less about them

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






gendoikari87 wrote:
The repair ability isn’t useless. Yeah people will shoot an onager to death, sometimes they fail and you can make them waste a few more shots. It also removes the ability of your opponent to shoot them to a lower profile and be able to worry less about them

It's useless when you are forced to have 3-4 of guys who repair when playing pure admech

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 gb
Enginseer with a Wrench





 rvd1ofakind wrote:
gendoikari87 wrote:
The repair ability isn’t useless. Yeah people will shoot an onager to death, sometimes they fail and you can make them waste a few more shots. It also removes the ability of your opponent to shoot them to a lower profile and be able to worry less about them

It's useless when you are forced to have 3-4 of guys who repair when playing pure admech


Depends how many vehicles you have lol. At least you can run an enginseer into a vehicle and potentially deal 3-5 damage from 2 attacks

This message was edited 1 time. Last update was at 2017/11/28 14:01:08


 
   
Made in us
Longtime Dakkanaut





Octovol wrote:
 rvd1ofakind wrote:
gendoikari87 wrote:
The repair ability isn’t useless. Yeah people will shoot an onager to death, sometimes they fail and you can make them waste a few more shots. It also removes the ability of your opponent to shoot them to a lower profile and be able to worry less about them

It's useless when you are forced to have 3-4 of guys who repair when playing pure admech


Depends how many vehicles you have lol. At least you can run an enginseer into a vehicle and potentially deal 3-5 damage from 2 attacks
lol good luck on that 5+ to hit with the servo arm

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






# of damaged vehicles barelly changes with the number of vehicles present. Any competant opponent will focus them 1 at a time if he can.

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





 rvd1ofakind wrote:
# of damaged vehicles barelly changes with the number of vehicles present. Any competant opponent will focus them 1 at a time if he can.
depends on los though

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






Obviously, but what will happen more often?
a) You'll have 3-4 injured vehicles
b) You'll have opponents within 18'' to smite or 24'' to deny. (especially as an artilery army that people want to put in combat really bad)

a) will happen once every 10 games maybe. b) will happen ALL THE TIME.

This message was edited 1 time. Last update was at 2017/11/28 14:15:36


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





Depends on how much terrain you’re using

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Moustache-twirling Princeps





PDX

With the leaks out there, I have been tinkering a bit. We still have mediocre Troops and benefit from Guard additions - but not for the artillery anymore, due to the price hike on ESB.

Instead, just using them for bodies and CP. Likely will put them up front, Snipetarii behind them, and Cawl and gunline behind that with plenty of space between.

POST-CHAPTER APPROVED

Mars Battalion +3CP

HQ:
Cawl
[240]

Enginseer
[47]

Troops:
(5) Rangers
2x Arquebus
[85]

(5) Rangers
2x Arquebus
[85]

(5) Rangers
2x Arquebus
[85]

Heavy:
(6) Kastelan Robots
Triple Phosphor
[660]

Onager Dunecrawler
Neutron Laser & CHS
[140]

Onager Dunecrawler
Neutron Laser & CHS
[140]

[1482]

Stygies Aux -1CP

Fast Attack:
(4) Sydonian Dragoons
[272]

[272]

Cadian Battalion +3CP

HQ:
Company Commander
Kurov's Aquila
[30]

Company Commander
Grand Strategist
[30]

Troops:
Infantry Squad
Lascannon
[60]

Infantry Squad
Lascannon
[60]

Infantry Squad
Lascannon
[60]

[240]

[1994]

Three Lascannons because my Neutronagers sometimes struggle and also wind up doing anti-air work with PDI, so having a few more ways to knock wounds off heavies is useful. Just having bodies between me and assault armies will be good though. The Stygies Aux gets me a Goondozer, with hopes that it will roam the board causing panic. Wrathbots & Cawl - standard protocol there. Triple Snipetarii because with re-rolls on six of them, I can actually knock out support characters that seem to be a thing more now than ever. Sadly, most of the ones worth killing have an invuln. They are the first thing up on my chopping block. May replace them with ...something... I have no idea. They fill out another Battalion and unless I strip the guns, I will likely drop in CP, which I can't afford. I could use those 150pt to buy a Tank Commander or something for added firepower. Haven't decided yet. Still looks like pure AdMech isn't happening.

   
Made in us
Longtime Dakkanaut





I don’t think we have mediocre troops anymore. For 3 points more than a guardsmen you get +1 str +3” range +1 BS and +1 armor with an invuln save assault 2 plasma guns with range 18. All for 7 points. That’s all approaching cheaper versions of tempestus scions.

What they lack is deep strike and transports

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






7pts for plasma?

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





 rvd1ofakind wrote:
7pts for plasma?
no 7 points for the ranger

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






gendoikari87 wrote:
 rvd1ofakind wrote:
7pts for plasma?
no 7 points for the ranger


" For 3 points more than a guardsmen you get +1 str +3” range +1 BS and +1 armor with an invuln save assault 2 plasma guns with range 18"

Then this sentence is false.

This message was edited 1 time. Last update was at 2017/11/28 15:53:46


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





Access to a plasma for the same cost

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
 
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