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Made in us
Unhealthy Competition With Other Legions




Lost Carcosa

Not that this is a IG thread, but a Catachan Russ is putting out a more consistent number of shots due to re-rolling any undesirable number for both shots.

Not sure how you can math that into damage output v a Neutronager.

Standing in the light, I see only darkness.  
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

It was bad enough how the Admech codex was looking compared to its contemporaries before it, but seeing what's coming from the IG dex, Admech is looking just plain sad.

I had recently begun developing Admech into a major part of my Imperial Soup army, but I might end up just phasing them back out. Admech just doesn't offer much in comparison to the other codex armies, and we'll be stuck with this for a while. At least Dragoons are awesome (for now).
   
Made in us
Dakka Veteran




My Knights write-up:

Spoiler:
Mechanicus Knights are super-heavy Lords of War. They are the fastest, most powerful non-character units in the Adeptus Mechanicus codex, if not the game. However, because they lack the <Forge World> and Adeptus Mechanicus keywords, they are denied key synergies with the rest of the codex. Thus, you will often be fielding Knights with AdMech in support rather than the other way around.

Weapons
For melee weapons, Feet are your best option for everything up to TEQs (surprising, I know). Beyond that, the Gauntlet is optimal; the mortal wounds from throwing vehicles can really build up. Chainsword is only better than Feet against low toughness, high wound targets (such as Tau Commanders), and only then just barely.

For ranged weapons, Avenger is surprisingly strong against a variety of targets, from GEQs up to TEQs and Battlesuits. Thermal Cannon (TC) is your best shooting option against tanks T8 and above, but underperforms otherwise. Rapid-fire Battle Cannon (RFBC) is slightly more consistent in the T6-T7 range, but it is very expensive and finds itself in an awkward spot. You see, in order for a Knight to make its points back, it NEEDS to get into melee combat, but most of what you're paying for in the RFBC is its range.

As far as carapace weapons go, Stormspear is the best choice in every case. Don't bother taking the Meltagun; it's overpriced for what it does.

Knight Setups
1) Warden with Gauntlet and Stormspear (516)
The standard to hold all other Knights up against. Feet and Avenger are the strongest anti-infantry. Gauntlet and Stormspear are the strongest anti-tank.

2) Crusader with TC (512)
A more shooty option, which is useful against Conscript blobs and Green Tide armies that can deny almost the entire backline. Feet and Avenger are the strongest anti-infantry, and TC performs anti-tank. Don't be afraid to get into close combat with this unit! You can always fall back and shoot, as I will explain below.

Add a Stormspear for a bit more anti-tank, but be wary of over-investing.

If you want to use an RFBC, you would use it here. However, as mentioned above, you will be wasting points.

3) Errant with Gauntlet and Stormspear (480)
A dedicated tank-hunter and the cheapest competitive setup. Feet perform anti-infantry, while the rest of the setup is just brutal anti-tank.

Don't bother with the Gallant. It's cheap, and you get what you pay for. It's still WS3+ and A4 like the other Knights, and the Chainsword is redundant. A waste of points. The Paladin is also subpar because it ties a long-ranged ranged weapon to a melee weapon; if you want an RFBC, opt for a Crusader instead.

As for how to build an army, there are two simple choices: two Knights or three? If two, you can have a sizable AdMech Battalion with Crawlers and Kastelans to diversify your army. If three, you will still have an AdMech Battalion and an additional 3 CP, but the Battalion is strictly for screening only.

Strategy and Tactics
When using Knights, you always employ a dominant strategy: kill everything that kills Knights, then table your opponent. Of course, this plan is at its most vulnerable early on. You will want to screen it from alpha strikes, especially melta squads. However, despite your best efforts, being shot at is inevitable, so spam Rotate Ion Shields if your opponent aims anything with more than AP-1 at your Knights. Each turn, you should also be repairing with your Enginseers; Tech-Adept allows you to repair 2 wounds (4 with Necromechanic), and if any of your Knights go under 13 wounds, use Resurgent Machine Spirit; it's worth it.

When maneuvering your Knights, always be looking to get a charge in. You deal terrifying damage in CC, and most things that threaten you aren't good at fighting a Knight. When positioning yourself, you want to do these things:
1) Keep your Knight between the Enginseer and the enemy. This is especially helpful early on, but not an absolute must.
2) Cover up your legs if possible. No, seriously. You don't ever want to use Knight of the Cog, and +1 Sv for standing behind something is useful.
3) Tying up as many enemy units in fighting as possible with your consolidation move. Basically, after you make a charge, move within a hair's breadth under 1" of your enemy. After fighting, consolidate 3" to move less than a hair's breadths under 1" from the enemy. The goal here is to get within 1" of as many shooting enemy units as possible. This "sliding" technique lets you tie up additional enemies without having to take Overwatch; remember, the more enemies falling back, the less shooting you take.
4) Being in the ideal place for the next charge. You want to consider where you will be moving next turn. Nothing can really outrun an Imperial Knight, so you may want to move "through" enemy units using the Super-Heavy Walker rule to be closer to the next target. You also want to take advantage of terrain and LOS whenever possible.

To bring it all together, every turn, you can fall back 12" to a hair's breath under 2" from the enemy on any side, shoot, then charge back in under 1", pile-in 3", fight, then consolidate 3".

This message was edited 7 times. Last update was at 2017/10/03 18:38:19


 
   
Made in gr
Regular Dakkanaut






Great knight post Suzuteo.
Add 4) the gems and hot to use them. +1 invu canticles 5+ for mortals and top tier on damage chart.
Thanks either way

If the fw knights also have synergy with adeptus mechwnicus i can see crusader and porphurion in a list.


Automatically Appended Next Post:
So our new hq enginseer can.

Heal all friendly astra militarum units but only forge world specific ad mech ahhahaahhaha. We talking about some major designers here.


So to get on with it?
What ad is for.

Outrider Stygia

Enginseer to heal astra militarum. Can follow half speed lemmans

1*4+ dragoons
1*2 balistarii or 1*2 dragoon
1*2 balostarii or 1*2 dragoon for pew pew screen ig.

Rest can be astra militarum superb plasma drops and extreme mortars with 3 lemmans being more than enough. Best of ad mech list rest are crap. And did i mention you d have more than 12 cp + all 5+ 5+ rolls? Did i? Those skitarii shooters and lances will be spamming non stop. What cheat list

This message was edited 4 times. Last update was at 2017/10/02 14:30:28


 
   
Made in us
Snivelling Workbot




I've been playing a Stygies Battalion/Mars Spearhead list a lot lately and have not lost. It feels super strong, and I want to experiment with a few things. I am considering trying out a Stygies only list, and infiltrating the Robots in along with a Dominus. It's probably a bad idea, but I've found that more often than not, my opponents will try to play around them. I've had them deny 3/4 of the board in the last 2 games I've played because my opponents know how strong they are. Idk what I will achieve with infiltrating them, but it seems fun?
   
Made in gb
Implacable Skitarii




I can only assume these codexes are balanced/tested in isolation from one another. There's no way the 15 point difference between a neutronager and leman russ battle tank justifies the differences.
   
Made in gr
Regular Dakkanaut






So our new hq enginseer can.

Heal all friendly astra militarum units but only forge world specific ad mech ahhahaahhaha. We talking about some major designers here.


So to get on with it?
What ad is for.

Outrider Stygia

Enginseer to heal astra militarum. Can follow half speed lemmans

1*4+ dragoons
1*2 balistarii or 1*2 dragoon
1*2 balostarii or 1*2 dragoon for pew pew screen ig.

Rest can be astra militarum superb plasma drops and extreme mortars with 3 lemmans being more than enough. Best of ad mech list rest are crap. And did i mention you d have more than 12 cp + all 5+ 5+ rolls? Did i? Those skitarii shooters and lances will be spamming non stop. What cheat list


Why would i bother with anything else ad mech when ig do it better more synergised and more fun not to mention top competitive. Not calculating relics gems regiments orders transports cp spamming etc etc etc.

This message was edited 1 time. Last update was at 2017/10/02 14:33:42


 
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





KampfKrote wrote:
I've been playing a Stygies Battalion/Mars Spearhead list a lot lately and have not lost. It feels super strong, and I want to experiment with a few things. I am considering trying out a Stygies only list, and infiltrating the Robots in along with a Dominus. It's probably a bad idea, but I've found that more often than not, my opponents will try to play around them. I've had them deny 3/4 of the board in the last 2 games I've played because my opponents know how strong they are. Idk what I will achieve with infiltrating them, but it seems fun?

Kastelan Robots in bulk do seem to make opponents do strange things and make bad decisions.

Infiltrating them does sound fun but they work best when starting exactly 36" from the enemy so not sure what the benefit is!
   
Made in gr
Regular Dakkanaut






Yea right 122 points for no cc save for a unit with fists meaning going up elite enemies. Bs 4+ no aura buff nthing. Why would waste 240 points??

Just make a 1*4 dragoons make 1*2 and 1*2 lasc ballistari nd keep the buffs comimg. Whats the problem.

Balistarii got -1 hit for screener while dragoon got -2 in 12 able to go second. Inflitrate is after deploy bla blamso you know where to put them if you got more points then another 1*4 dragoon.

Why get 15 priest? Better have 20 and 5. Buff the 20 man no need 2* 15. Ad mech need big units to take advantage of the gems else its a waste thats the problem...... you know? Big units high cost few options less detqchments. No way pass it. And even if youmgo for mass chep troops wont work since no comissar tomuse thm etc. Ad mech does not work. Can only take robots and dragoons cheapest bigmeffecfive units nothing else fits and it worse. The end

The theory behind priests and Robots is mortal wounds.

Priests 221 points 13 priests *2 att 26 hits. 1 gem for inflitrate 3 for double attack. Str 5 -2 d3 mortals instead of damage
Robots 220 points 18+36 hits 1 gem for double shoot str 6 rnge 36 6+ mortal in adittion to the damage.

Take Robots with Cawl is better. And since we talking ofc we need more and thats why we take dragoons. Why take 5+ 5+ priest t3 when you cwn have -2 hit t6 str 8 dragoon. Nope. If priests had infiltrate ability and you could take the as Mars that would be something with 2 canticles. But design team are trash.

Infiltrate : Dragoons> priests > vanguard > breachers> Robots.> rustulkers.

This message was edited 5 times. Last update was at 2017/10/02 16:06:06


 
   
Made in us
Longtime Dakkanaut




Octovol wrote:
I can only assume these codexes are balanced/tested in isolation from one another. There's no way the 15 point difference between a neutronager and leman russ battle tank justifies the differences.


I'm not sure why people think the LR in particular is so good. It isn't that impressive a piece of equipment. The standard battle cannon variant firing twice a round with no penalty puts out the exact same damage as our neutron vs toughness 7 3+ sv, less vs toughness 8 or 2+ save, though they can use the battlecannon on things like terminators or primaris somewhat effectively, if needed. We have an invulnerable save vs their extra toughness and wound. They can fit a bit more firepower onto each tank than we can, but we've got things like canticles and easier access to force multipliers.

All in all, russes are in a fairly decent place. I certainly wouldn't feel the need to run them over neutron onagers.

This message was edited 1 time. Last update was at 2017/10/02 17:03:38


 
   
Made in us
Pewling Menial




KY, US

I mean, as far as force multipliers go, Russ get orders, regimental bonuses, and more strats usable on them then onagers do. In addition to way more weapon options than just the two.

Oh and get obj secured.

My poor kidneys cant handle the salt.

This message was edited 1 time. Last update was at 2017/10/02 17:08:07


 
   
Made in us
Longtime Dakkanaut




 gally912 wrote:
I mean, as far as force multipliers go, Russ get orders, regimental bonuses, and more strats usable on them then onagers do. In addition to way more weapon options than just the two.

Oh and get obj secured.

My poor kidneys cant handle the salt.


Note that orders for tanks, outside cadian, include strike and shroud (as in what Stygies always has) or the ability to reroll 1s, as in what pretty much every onager will have from the single dominus, assuming you aren't running Cawl and mars. While their regimental bonuses are generally stronger than what we get, we still have Stygies being a total outlier. Also, canticles means we should st least be getting a cover bonus part of the time. As for stratagems, we have some amazing ones that boost BS, ignore penalties due to wounds taken, double how much they are healed, etc.

If you want to get salty about our infantry still being mediocre or the numerous bad units they didn't bother to buff I get that, but our onagers aren't being invalidated. Well, not by russes at least. Manticores, basilisks, and earthshaker batteries are a slightly different story, particularly mixed with catachan tactics and harker. Those are a bit more worrying.

This message was edited 1 time. Last update was at 2017/10/02 17:45:23


 
   
Made in us
Quick-fingered Warlord Moderatus





Yes, we understand Astra is much better than everyone currently.

Can we get back to Ad Mech talk now?

3000
4000 
   
Made in us
Longtime Dakkanaut




 WrentheFaceless wrote:
Yes, we understand Astra is much better than everyone currently.

Can we get back to Ad Mech talk now?


I mean... There isn't a whole lot left to say about our codex. Our best builds barely changed form the index, besides more battalions because we have more affordable troops and a cheap hq option. Oh and you might put Cawl and his robot bros in a different detachment than the onagers now, for the better dogma.

Honestly, right now we should be discussing how much Admech we should run in our army to be competitive. Not even hyper competitive, just can we be a solid faction on our own, or have things gotten to the point we have to look elsewhere for support, and what do we bring to the table that is really going to stand out. Which means making comparisons to other armies.
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

SilverAlien wrote:


Honestly, right now we should be discussing how much Admech we should run in our army to be competitive. Not even hyper competitive, just can we be a solid faction on our own, or have things gotten to the point we have to look elsewhere for support, and what do we bring to the table that is really going to stand out. Which means making comparisons to other armies.


Well, right now, I'm running about 640 points of admech in my local 1500 point league list (can't use the codex in the league though, as it came out too late, although it's not like I'm missing out on much), and I'm doing well dominating the entire thing. Dunecrawlers are great, and Dragoons are absolutely incredible.

With the exception of Kastellans, there's not much else I would bother considering over other Imperial options. Although I wouldn't add Kastellans to my current list, both because I hate the models, and more importantly, because their lack of mobility.

This message was edited 1 time. Last update was at 2017/10/02 18:51:03


 
   
Made in us
Dakka Veteran




If we're talking tournaments, it does seem hard to compete unless the gloves come off. We've long been on the fence about Scryerskull's wording, but we may just have to insist it works as written. 1 CP to make any unit shoot, once per phase.

But yeah. I don't see us beating the now ironically nicknamed Lemons or Guard artillery spam (which is now virtually all AP-3).


Automatically Appended Next Post:
Another thought: If 8E is going to be building lists around countering Guard, just like how 7E was about countering Eldar, we should take a page from the armies that did thrive in that environment.

In such a case, 100% Stygies armies or Knights-Stygies armies might be superior to the Mars-Stygies mix. I mean, Kastelans might have to go, since the new Guard artillery and tanks just wreck them. But we need something to counter infantry, and that means Wardens or Icarus (which is still 10 shots, mind you).

This message was edited 2 times. Last update was at 2017/10/02 19:33:03


 
   
Made in us
Longtime Dakkanaut




Personally I see two big issues looming.

First, dunecrawlers with neutron in particular I'm starting to worry about. Less due to IG, who they can still out shoot by default, particularly with Stygies or Cawl. No, I'm more worried about them vs the new DG. They just do not like anything with an invulnerable save in the first place, and DR adds to the problem. When half the new models are daemon engines with DR, that's a bit worrying. If they start being a common sight the neutron may be in trouble.

Second, our kastalens are particularly vulnerable to low AP high volume anti tank weapons. Which are seeing a resurgence of now. Previously I was seeing more lascannons and assault cannons, both of which don't have quite the same impact on our beloved robots.

Personally, I'm thinking that the two factors might mean we need to go all in on kastalens, weirdly enough. Run a few smaller ones as Stygies so we have some that will survive a few turns in and could infiltrate even and one big one as Mars for the alpha. It's annoying for our list to be whittled down even more, but unless we wanna pull in other armies in may be our best shot.


   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Right now I'm thinking 1190p of AdMech, 810p of Astra Militarum:

++MARS SPEARHEAD++
Cawl 250
5 Rangers 40
3 Robots 330
3 Robots 330
Neutronager 140
Neutronager 140

++ELYSIAN VANGUARD++
Elysian Commander 40
Elysian Commander 40
Elysian Command Squad 4x plasma 56
Elysian Command Squad 4x plasma 56
Elysian Special Weapon Squad 3x plasma 51
Elysian Special Weapon Squad 3x plasma 51
Elysian Special Weapon Squad 3x plasma 51
Eversor Assassin 70

++CADIAN SPEARHEAD++
Cadian Commander, 5+ CP relic, 5+ CP warlord trait 30
Cadian Tarantula, heavy bolters 24
Cadian Tarantula, heavy bolters 24
Cadian Earthshaker Carriage, 4 crew 91
Cadian Earthshaker Carriage, 4 crew 91
Cadian Earthshaker Carriage, 4 crew 91

1996p, 6cp, 5+ gain CP when using CP, 5+ gain CP when enemy using CP

ph34r's forgeworld Phobos blog
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Dakka Veteran




Scions got nerfed pretty hard and they were the best help admech had in soup. Not sure what to run now. Stygies battallion has so much tax, those 104 points of <STYGIES> enginseers do absolutely zero because they can't help your <MARS> tanks.

EDIT: to the above, yes, Elysians are currently the answer. If they aren't nerfed by the socal open I am going to run them. But they are up for a nerf if you follow the facebook pictures. The forgeworld facebook team says that there will be some kind of rules fix for them soon.

EDIT: to the above again, combine the two robot units. 1 unit of 6 will be more command point efficient when using wrath of mars. Yes, more vulnerable to getting tied up in melee, but you are basically playing a screen or die list. Might as well play to its strengths.

This message was edited 2 times. Last update was at 2017/10/02 20:29:28


 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Wulfey wrote:
EDIT: to the above, yes, Elysians are currently the answer. If they aren't nerfed by the socal open I am going to run them. But they are up for a nerf if you follow the facebook pictures. The forgeworld facebook team says that there will be some kind of rules fix for them soon.
Could you elaborate on this?

ph34r's forgeworld Phobos blog
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Dakka Veteran




 ph34r wrote:
Wulfey wrote:
EDIT: to the above, yes, Elysians are currently the answer. If they aren't nerfed by the socal open I am going to run them. But they are up for a nerf if you follow the facebook pictures. The forgeworld facebook team says that there will be some kind of rules fix for them soon.
Could you elaborate on this?


Not sure if this link will work

https://scontent-lax3-2.xx.fbcdn.net/v/t1.0-9/22195810_1671659742853155_6485947072059391019_n.jpg?oh=4ca52f833c63e50cd54bc265f65148b1&oe=5A7DA3F7
   
Made in be
Fully-charged Electropriest





Belgium

Scions are not terrible because the cost for their plasma rifles has gone up, they're still very good and plasma is not the answer to everything. I've always had good results with just a Start Collecting as ally. My Command Squad is made of two plasma rifles and two meltaguns and they've proven really good alongside a Tempestor Prime while deep striking, even if I don't get the half-range bonus for the melta when arriving, sometimes they survive and so can close the gap and deal tremendous damage. I'm thinking about trying to run them in their Taurox alongside my regular Scions squad, made of a plasma pistol, a flamer and a HSVG. I could unload them closer to their target, and I could use the Command Rod ability from the Tempestor correctly this time (been using it wrong before, used to give two orders to the same unit :x). Plus, the Taurox Prime is an excellent anti-horde platform to deal with targets unworthy of the Kastelans. 30 S4 shots are not to be underestimated. And soon they'll get their Regiment Doctrine and more, I think I'll buy a second box of them.

I'll write a summary of our different Forge-World tactics and their Stratagems soon, when I have more time.

40K Mechanicus, Dark Angels, and starting a Drukhari army

My Mechanicus army, the Noctholm Forge-World
 Rolsheen wrote:
Ah yes the mythical world of Cyraxus
Where GW hold an annual bonfire festival to burn the hopes and dreams of all Ad Mech players
 
   
Made in us
Dakka Veteran




I would imagine Elysians would get some update to have their plasma guns match the profile as other Guard plasma guns...

Plasma guns are just as powerful as before. Their price just means you can't spam them as easily.

This message was edited 1 time. Last update was at 2017/10/02 20:48:37


 
   
Made in gr
Regular Dakkanaut






Well we talking competitive? Is so then we need to utilize best of.

Since we are Primary adeptus mechanicus and since i want to remain in this topic.

Make detachments you can use in various armies.

That said i consider one mars battalion to be a must.

Mars battalion explained.
Shooter heavy its army flavor. Use what you cant find anywhere else with one detach.

Hq Belisarius Cawl. Reroll all hits all not miss!!!
Enginseer healing also ig.

Rangers 1*5 sniper omnispex
Rangers 1*5 sniper omnispex
Another or stock 1*5 vang for -1 t counter.

Now you can go as simple as 1*4-6 robots
And or 1-2 onagerd icarus maybe
Id suggest 1*4-6 dragoons with dual canticles mars or aux stygia.

These are all valid options. Wont find them anywhere else. Simply put.

What we need from ig.
1) cheap detachments including screener for robots. From ogryns to robots.
2) cheap tanks. Better than neutrons with ad mech healing and moving Cawl etc. No need to be stationary from turn 2+
3) cp s. Relic warlord trait etc. 5+ and 5+ extra cps.
4) deep strike options what you like. I like a mix of flamers melta plasma.
5) some options but can vary a lot once we read all codex. Combinations from regiments etc.

Dont waste points on units you can find better else where.

You can even make cheap brigade on ig but i suggest smaller regiments with flavor. Armagedon troops transports etc etc etc!!!
   
Made in us
Dakka Veteran




Problem: We are no longer the best shooting army. Guard is.

I might actually just do Knights cheese down the road...
   
Made in us
Dakka Veteran




Suzuteo wrote:
Problem: We are no longer the best shooting army. Guard is.

I might actually just do Knights cheese down the road...


3x crusaders with some enginseers / psykers got substantially better. The +1 to ion shields strategem is pretty legit and a warlord traited enginseer can heal 4 wounds a turn if you spend a CP on the strategem.
   
Made in us
Dakka Veteran




I am thinking something like this:

Super-Heavy Detachment - 1503

Lord of War - 516
Knight Warden - Titanic Feet, Thunderstrike Gauntlet, Avenger Gatling Cannon, Heavy Flamer, Heavy Stubber, Stormspear Rocket Pod

Lord of War - 512
Knight Crusader - Titanic Feet, Avenger Gatling Cannon, Heavy Flamer, Thermal Cannon, Heavy Stubber

Lord of War - 475
Knight Errant - Titanic Feet, Reaper Chainsword, Thermal Cannon, Heavy Stubber, Stormspear Rocket Pod

Stygies VIII Battalion Detachment - 496

HQ - 104
1x Tech-Priest Enginseer - Warlord: Necromechanic
1x Tech-Priest Enginseer - The Omniscient Mask

Troop - 120
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 272
4x Sydonian Dragoon - Taser Lance

Total: 1999 points
9 Command Points

Goal is minimum units to go first. Alpha strike the crap out of them and get into melee.

This message was edited 4 times. Last update was at 2017/10/02 23:20:29


 
   
Made in us
Longtime Dakkanaut




Sound I found a list I rather like

Spoiler:

++ Mars Battalion ++
Cawl
Enginseer (with auto caduceus, for 1 cp)
3x5 rangers
1x6 kastalens

1082

++Catachan Battalion++
2x1 Lord Commissar (5+ cp refund WT on one)
Harker
3x20 conscripts
2x3 earthshaker battery

798

++Catachan Spearhead++
Company Commander (with Aquila relic)
3x1 tarantula+heavy bolter

102


So what's the logic behind the knight spam? They have fairly poor firepower for cost. Just tying to outlast the enemy?

This message was edited 1 time. Last update was at 2017/10/03 01:10:28


 
   
Made in us
Dakka Veteran




SilverAlien wrote:
Sound I found a list I rather like

Spoiler:

++ Mars Battalion ++
Cawl
Enginseer (with auto caduceus, for 1 cp)
3x5 rangers
1x6 kastalens

1082

++Catachan Battalion++
2x1 Lord Commissar (5+ cp refund WT on one)
Harker
3x20 conscripts
2x3 earthshaker battery

798

++Catachan Spearhead++
Company Commander (with Aquila relic)
3x1 tarantula+heavy bolter

102


So what's the logic behind the knight spam? They have fairly poor firepower for cost. Just tying to outlast the enemy?


What are you going to use for the earthshaker batteries, model wise? I like the list. It makes a lot of sense. Only thing I would consider would be swapping those tarantulas for a culexus, you are not hurting for Str5 firepower and should have enough CP to burn the auxiliary.

EDIT: I have a friend who wants to get into 40k. I was going to let him run a knight list to get a feel for the game.

This message was edited 2 times. Last update was at 2017/10/03 01:16:04


 
   
Made in au
Reverent Tech-Adept





there should probably be a datasmith just to make whichever type of kastelan you want to be better

As an admech player your transports offend me. 
   
 
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