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Made in au
Stalwart Tribune





A blob of 10 metallica vanguard could work so you've got 20 points for upgrades for omnispex or the data tether since the radium carbines are pretty good by themselves as an infantry weapon.

This message was edited 1 time. Last update was at 2018/02/16 23:20:19


 
   
Made in be
Mysterious Techpriest





Belgium

She's just 200 pts so yes, technically you could have Celestine on the table. I doubt she'll last long though, no protections from shooting so every sane player will target her (and I'd do that too). She's not AdMech either

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Quick-fingered Warlord Moderatus






 lash92 wrote:

2000 points. But isn't the falling back better, because so all of your units can shoot at your opponent and not only the ones which are tied up?

No, because you want to keep them tar-pitted. If you have to fall back, you are losing a shooting phase, and they gain a move phase.
   
Made in gb
Aspirant Tech-Adept






 Aaranis wrote:
She's just 200 pts so yes, technically you could have Celestine on the table. I doubt she'll last long though, no protections from shooting so every sane player will target her (and I'd do that too). She's not AdMech either


Well yes. I suppose she probably would hehe. Your game sound fun. Good luck and enjoy!
   
Made in us
Dakka Veteran




Something that came up last week. In the planetstrike missions you can choose some free buildings. Rangers and Scouts make the perfect stuffing for the free buildings. Last time I Had grounds of 6. Next time groups of 10 with omnispexes. 3+ to hit means they don't really need rerolls and for the points rangers/vanguard are very efficient shooters. The problem was always that they insta die when shot ... but when they are in a plasma obliterator I didn't pay for ...
   
Made in us
Fresh-Faced New User




 Aaranis wrote:
Hey next week my LGS is hosting a Battle Royale on a new Armageddon-like Mechanicus terrain, with Kill Team rules, so I was wondering what would be nice to use as a list. Restrictions are as follow:

- 200 pts, 15 models max, no stratagems but Dogmas allowed;
- Characters aren't protected from shooting;
- Normal list building restrictions concerning sergeants, special weapons and so forth

There will be around 10 players, turn order will be random, and looots of scenery. I'm thinking about 5 Infiltrators with tasers, they're quite fast, can shoot decently, and hit hard in CC, albeit without any AP. And 2W each makes them appealing for Kill Team. But that's 110 pts, what do I fill the 90 other points with ? Thinking about a bunch of Rangers, one with an arquebus, and why not another with an arc rifle. I'm more tempted by the regular rifles and the arquebus to stay far away.


Shield captain on a dawneagle and a unit of vanguard? Just hide as long as possible and let everyone else take each other out. Then zoom out and mop up!
   
Made in gr
Stalwart Tribune





Greece

If the new mini knight does not have a rule like

1) scout
2) dunestrider
3) durable
4) melee good with invu
5) outflank

Then we are again in ground zero of units and options.


Tip: a
ad mech vehicle profile list works v v well for me. So no prob if more striders come along and troops removed . Still we don't have options. Flying unit options or durable melee or scout/ outflank etc. I d prefer an inflitrating unit able to field 1-3 of them with flamers chainsword and melee durable reroll charges.

This message was edited 2 times. Last update was at 2018/02/18 00:28:20


 
   
Made in us
Dakka Veteran




I am thinking about the following list for my next full competitive 2000 ITC match. I think the meta has shifted such that you really need something that can melee. I am light on anti psyker defense, but Celestine has ways of getting to psykers.

CUSTODES Command
3x160 Biker Captains + 1 Misercordia + 1CP on 3++ RRcharge relic on the misercordia guy

SOUP Battalion
225 for Celestine + Gem
30 for Company commander (5+/5+ WLT + Relic)
2x40 guardsmen squads
1x99 9 man scout squad (my first drop when spaced can deny 6" + 2.4" * 9 + 6" of board area)

ADMECH Spearhead
Cawl + 1x5 Dakkabots + 1x2 neutrons

The guardsmen are there to deny deepstrike space in my deployment zone. The 1x scout drop can full block a corner of the board from oblits. I have just enough shooting to kill something big every turn, and I have 3x shield caps and Celestine to mess up the mid board. I am super tight on CP and will only get 2x wrath of mars, but that should be enough.
   
Made in gb
Aspirant Tech-Adept






For a total noob(myself)

What is the strategy with the scouts?
   
Made in us
Longtime Dakkanaut






Ideasweasel wrote:
For a total noob(myself)

What is the strategy with the scouts?
space marine scouts can deploy outside your deployment zone, which denies your opponent those areas for deep striking and other shenanigans.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in gb
Aspirant Tech-Adept






Ok cool, so if you see an area that is potentially a valuable asset for your opponent you can deny access to it. Gotcha.

   
Made in us
Decrepit Dakkanaut




 axisofentropy wrote:
Ideasweasel wrote:
For a total noob(myself)

What is the strategy with the scouts?
space marine scouts can deploy outside your deployment zone, which denies your opponent those areas for deep striking and other shenanigans.

They're also not much less durable for the price and have a better weapon selection based off what they do.

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 us
Dakka Veteran




Obliterators are the #1 counter to phosphor robots. They have 24" range. If you place the scouts 9" from your deployment edge in a line, then your opponent can only shoot 6" into your deployment zone.

Oblits
9"
Scouts
9"
Deployment edge
6"
1 extra inch
Robots

This is assuming your are trying to zone their nurglings out from your deployment edge. If they got first drop, then you should put the scouts 15" from your deployment edge and push your robots closer up to your deployment and screen the nurglings with something else in your deployment zone.

This message was edited 1 time. Last update was at 2018/02/18 19:32:42


 
   
Made in de
Enginseer with a Wrench






Optimal unit size for Dragoons? 4 or 6?
   
Made in de
Dakka Veteran




 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?
I take 5^^ Depends on what else is in your unit. I use them for screening as well and with only 4 it can be quite the challenge to screen everything thats valuable. Now that I take 3 Shield Captains I think I will go with 4 and use a Callidus^^
   
Made in be
Mysterious Techpriest





Belgium

Iago40k wrote:
 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?
I take 5^^ Depends on what else is in your unit. I use them for screening as well and with only 4 it can be quite the challenge to screen everything thats valuable. Now that I take 3 Shield Captains I think I will go with 4 and use a Callidus^^

Aren't you concerned to lose some to Morale with a unit that big ? Even with a unit of 3 I almost lost one to Morale the other day, and with that many Ld modifiers flying around I wouldn't risk too much.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in de
Enginseer with a Wrench






Iago40k wrote:
 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?
I take 5^^ Depends on what else is in your unit. I use them for screening as well and with only 4 it can be quite the challenge to screen everything thats valuable. Now that I take 3 Shield Captains I think I will go with 4 and use a Callidus^^


Do you really mean Callidus or Culexus?


Aaranis wrote:
Iago40k wrote:
 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?
I take 5^^ Depends on what else is in your unit. I use them for screening as well and with only 4 it can be quite the challenge to screen everything thats valuable. Now that I take 3 Shield Captains I think I will go with 4 and use a Callidus^^

Aren't you concerned to lose some to Morale with a unit that big ? Even with a unit of 3 I almost lost one to Morale the other day, and with that many Ld modifiers flying around I wouldn't risk too much.


Well they are LD8 and have ok durabilty. And if you lose to many then it´s time to burn some CP.

Do they benefit from their own Data-tether? That would make them LD9.
   
Made in be
Mysterious Techpriest





Belgium

Hmm you're right they benefit from their own Data-tether. I guess if an opponent uses psy or anything else to give malus to the cheap Dragoons that's something the rest of your army is not eating, so it's win-win either way.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in nl
Fresh-Faced New User




 lash92 wrote:
Iago40k wrote:
 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?
I take 5^^ Depends on what else is in your unit. I use them for screening as well and with only 4 it can be quite the challenge to screen everything thats valuable.

Do you really mean Callidus or Culexus?



Lots of people have been talking up the Callidus recently. I guess with the way CP is spent the first turn it can help bleed the opponent.

Btw Any one know how Callidus works with the +5 +5 commander? Can you get more rolls with her ability?

This message was edited 1 time. Last update was at 2018/02/19 16:35:42


 
   
Made in de
Enginseer with a Wrench






Sadly no I think. The relic gives you a chance to get a CP everytime your opponent uses a Stratagem. And the extra CP is not an extra Stratagem used.
   
Made in us
Quick-fingered Warlord Moderatus






 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?

I think it's still 2 or 4. 6 is powerful, but too unwieldy.

If you read the article I wrote on the first page, there's a lot of information on how to run Dragoons.
   
Made in de
Enginseer with a Wrench






Suzuteo wrote:
 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?

I think it's still 2 or 4. 6 is powerful, but too unwieldy.

If you read the article I wrote on the first page, there's a lot of information on how to run Dragoons.


Ah thats a really helpful bit of information thanks for that, especially the sliding technique is interesting.
   
Made in us
Quick-fingered Warlord Moderatus






 lash92 wrote:
Suzuteo wrote:
 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?

I think it's still 2 or 4. 6 is powerful, but too unwieldy.

If you read the article I wrote on the first page, there's a lot of information on how to run Dragoons.


Ah thats a really helpful bit of information thanks for that, especially the sliding technique is interesting.

Yup. And don't worry if your Dragoons die. Their job is to buy your artillery time, pretty much like everything else in the army.
   
Made in de
Dakka Veteran




 lash92 wrote:
Iago40k wrote:
 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?
I take 5^^ Depends on what else is in your unit. I use them for screening as well and with only 4 it can be quite the challenge to screen everything thats valuable. Now that I take 3 Shield Captains I think I will go with 4 and use a Callidus^^


Do you really mean Callidus or Culexus?


Aaranis wrote:
Iago40k wrote:
 lash92 wrote:
Optimal unit size for Dragoons? 4 or 6?
I take 5^^ Depends on what else is in your unit. I use them for screening as well and with only 4 it can be quite the challenge to screen everything thats valuable. Now that I take 3 Shield Captains I think I will go with 4 and use a Callidus^^

Aren't you concerned to lose some to Morale with a unit that big ? Even with a unit of 3 I almost lost one to Morale the other day, and with that many Ld modifiers flying around I wouldn't risk too much.


Well they are LD8 and have ok durabilty. And if you lose to many then it´s time to burn some CP.

Do they benefit from their own Data-tether? That would make them LD9.
Yes, a Callidus. I already got a Culexus in my army and the Calidus seems to be a very good addition with all the CP spamming round 1 and their potential first turn charge.
   
Made in au
Fresh-Faced New User




Hey guys, so my FLGS is hosting a beginners 1500 tournament for 40k - no LoW, no Forgeworld stuff.

It's aimed at being a bit of a softer tournament, as an intro to tournaments in 8th, so I'm going to go along as my first foray into tournaments (even if it is 'baby's first tournament' style).My experience so far has really just been games with friends.

This is what I'm thinking of taking, a lot of it revolving around stuff I have built and can get painted within a few weeks - could I get some critique on it?

Spoiler:

Battalion (Stygies)

+HQ+
TPD
-Eradication Ray
- Macrostubber

Enginseer

+Troops+
Rangers x 5 (2 TA)
Rangers x 5 (2 TA)

Vanguard x 7 (2 Plasma)
Vanguard x 7 (2 Plasma)
Vanguard x 7 (2 Plasma)

+Fast attack+
3x Ironstrider (Lascannons)
3x Dragoons (Lances)

+Heavy Support+
2x Icarus Onager w/ Heavy stubber
1x Neutron Onager w/ Heavy Stubber

1500 on the dot


I'm super sceptical on the Arquebi, as they always seem that 9/10 times they'll fail to wound.

Thanks!
   
Made in us
Been Around the Block




Played a tournament at the weekend with this list, I'm very fluffy in my list building but I try not hurt my chances to much.

++ Battalion Detachment +3CP ++

Forge World: Stygies VIII
+ HQ +
Tech-Priest Dominus Raiment of the Technomartyr, Warlord: Monitor Malevolus
Tech-Priest Enginseer

+ Troops +
6x Skitarii Ranger
5x Skitarii Ranger
6x Skitarii Vanguard
5x Skitarii Vanguard

+ Elites +
5x Corpuscarii Electro-Priest
5x Corpuscarii Electro-Priest
10x Fulgurite Electro-Priest

+ Fast Attack +
2x Ironstrider Ballistarii Twin Cognis Autocannon
4x Sydonian Dragoons Taser lance

+ Heavy Support +
Onager Dunecrawler Neutron laser & cognis heavy Stubber
Onager Dunecrawler Neutron laser & cognis heavy Stubber
Onager Dunecrawler Icarus Array

++ Super-Heavy Auxiliary Detachment (Imperium - Imperial Knights) ++
Questoris Knight Styrix

++ Total: 1996pts ++

First match was against some Primaris Crimson fist list with Cullen and Tech marine escort, he got first turn so I inflitarted my Fulgurites and Dragoons on the objectives to start scoring. His dice weren't very co-operative and I managed to wear him down
Cullen eventually killed my knight but then got Neutron Lasered to death, won on VP by some margin thanks to good cards and securing objectives.
Second Match was against Custodes and while I was slowly whittling them down, my dragoons nuked a bike squad and tied up his terminators I wasn't doing enough to make a decent impact
and then they got into melee and it was a lost cause.
Third was Guard and SoB, pretty even match I killed Celestine but she came back and killed my TPD but by then I can won by very close margin of one VP as I had been slowly blasting away at his lines with my Onagers and Balsitarii.

Out of 22 I came 16th, I'm guessing my conceding in the second match probably hurt my position a lot but there was a Admech in 3rd and one between him and me,
The knight did its job, distracting and absorbing damage while hitting fairly hard, my hope of combing the Corpuscarii with the Raiment of the Technomartyr for 4 extra hits instead of 3 never really worked out.
I think I'll edit it by changing to a 20 man blob fulgurites (I'll need to drop a skitarii squad and the corpuscarii to do that) as if I get 1st turn they will kill anything they charge into otherwise they either bubble wrap or harass somewhere
and I'll add some arc rifles and a Plasma Caliver into the skitarii squads to let them hit a bit harder and be less chaff.

I was happy enough, I've never taken the list to a tournament so I was happy to get 2 of 3 wins and that the list worked for the most part.

2500+ pts of Ad Mech
2000+ pts of Deathwatch
2000+ pts of Skaven 
   
Made in us
Quick-fingered Warlord Moderatus






@Agamembar
A few tweaks, and you can double your CP. That would probably help a lot.
   
Made in gb
Been Around the Block




Suzuteo wrote:
@Agamembar
A few tweaks, and you can double your CP. That would probably help a lot.


I had been thinking about trying to get the Brigade detactment for more CP if thats what you mean but I tend to stick to a few specific stratagems,
the Stygies Inflitration to get my Fulgurites and Dragoons up the field, the one that boosts the hit in the fight or shooting phase although I did manage to get infoslave skull off against a deepstriking reaver squad in the first game. Thanks to Monitor warlord trait I wasn't as low on CP as I though I might have.

2500+ pts of Ad Mech
2000+ pts of Deathwatch
2000+ pts of Skaven 
   
Made in de
Dakka Veteran




I think its save to say that Dark Reaper will get nerfed in march and I think its also pretty save to say that there is a new top dog called Flyrant. Winning the Caledonian Uprising with 7 of those monstrosities will not be the last we hear from them. A lot of people in my area play nids and good god they are tough to handle. T7 with a 4++ and that many wounds should not be allowed...question is: How to kill them. Dakkastelans without wrath of mars do nothing against them and even then you need everything you got to kill one of them. If they get -1 to hit for your unit off then it gets even worse.
Dragoons are great way to kill them but they will die to smite and the 4 murlocs that accompany the Flyrants.
The Murlocs are not a problem for everythng that stays in our deployment zone but if we get out we will have a lot of problems since we cant shield every important unit.
And boy is cawl pissing me off! He can easily kill a Murloc alone...and he can fail and not do a single wound
So, what can we do?

This message was edited 1 time. Last update was at 2018/02/21 07:50:43


 
   
Made in de
Enginseer with a Wrench






Iago40k wrote:
I think its save to say that Dark Reaper will get nerfed in march and I think its also pretty save to say that there is a new top dog called Flyrant. Winning the Caledonian Uprising with 7 of those monstrosities will not be the last we hear from them. A lot of people in my area play nids and good god they are tough to handle. T7 with a 4++ and that many wounds should not be allowed...question is: How to kill them. Dakkastelans without wrath of mars do nothing against them and even then you need everything you got to kill one of them. If they get -1 to hit for your unit off then it gets even worse.
Dragoons are great way to kill them but they will die to smite and the 4 murlocs that accompany the Flyrants.
The Murlocs are not a problem for everythng that stays in our deployment zone but if we get out we will have a lot of problems since we cant shield every important unit.
And boy is cawl pissing me off! He can easily kill a Murloc alone...and he can fail and not do a single wound
So, what can we do?


First of all, I think the Dark Reaper nerf is an indirect buff to our Dragoons, because we can benefit more from our -1/-2 to hit.
Regarding nids: I think mass volume of fire is the way to bring it down.
First thing I was thinking off were Icarus Crawlers, cause they'll be hitting on 2s/3s, problem is the wounding on 4s/5s.
But what's about a bigger unit of Ironstriders? You can pop a CP and will be hitting on 2s, even if he got the -1 and you will easily have enough shots to get through that 4++.
Only problem. I think if we start taking a big units of dragoons and Ironstriders (best in a stygies detachment) it becomes unreasonable to use the Cawlstar.
   
 
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