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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah, sadly i dont see dragoons doing much.
Theyre not really resilient since their main strength was -2 to hit, which doesnt work now.
Theyre not that lethal as they have pitiful rate of attack for their cost, but at least could explode on 4+ for 3hits making them easily causing ~7-9 hits each. That got nerfed too to be unmodified, so now its only 6s.
They also cost a fair bit. They werent really cheap before either and they went up.

i have 4 of them, i loved running them and now theyre dead weight. I tried, but they simply dont do anything. I'd rather run priests with a drill at this point and theyre not exactly amazing either lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Calculating Commissar




pontiac, michigan; usa

So I only just got the admech books I need but I don't have the latest chapter approved point costs or the 9th ed rulebook.

So far kastellan robots and the kataphron battle servitors. Seriously you could probably have solid anti infantry, anti-meq, and anti vehicle or anti monster without much issue just spamming different types of these units here and giving them the right combos. It might be a bit boring but intimidating to fight against. If 6 melee kastellans get in range youre about to have a really ugly time esp if they switched to melee priority mode.

Did 9th change any of this? If not I'll see if I can get a warlord that boosts kataphrons with a 5+ Fnp.

Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in gb
Longtime Dakkanaut



Glasgow

Yes and no - Mars Castle was clearly what the designers intended and if the game was a shootout they would be great

But a castle is not great in the new mission structure which craves mobility and those are amongst our slowest

This message was edited 1 time. Last update was at 2020/08/05 07:14:21


 
   
Made in be
Mysterious Techpriest





Belgium

 flamingkillamajig wrote:
So I only just got the admech books I need but I don't have the latest chapter approved point costs or the 9th ed rulebook.

So far kastellan robots and the kataphron battle servitors. Seriously you could probably have solid anti infantry, anti-meq, and anti vehicle or anti monster without much issue just spamming different types of these units here and giving them the right combos. It might be a bit boring but intimidating to fight against. If 6 melee kastellans get in range youre about to have a really ugly time esp if they switched to melee priority mode.

Did 9th change any of this? If not I'll see if I can get a warlord that boosts kataphrons with a 5+ Fnp.

I can't really comment on Kataphrons but I have some experience using melee Kastelans (we call them Fistelans in this thread ) at least back in 8th, haven't played 9th yet. I used to play a unit of 4 with Fists and Combustors, and either played them as Lucius for the teleportation strat, Stygies VII for the scout move, or Ryza for the rerolls of 1 to Wound.

Well each game they did really well, they were rarely wiped off the table, and if they did it was after a few turns. I used them as a huge distraction to go threaten the big stuff while flaming the infantry around, alongside their Datasmith for the Vigilus +3" charge and repairs. Given they have a good invuln, they're mostly safe from shooting by footslogging as long as you keep them walking in Aegis mode. I only passed the Combat protocols with the stratagem to have them fight twice as soon as they start hitting, so that I could keep the 4++ in Overwatch.

However they suffer from a few problems. First: for the same cost (around 420 pts in 8th) I could have used easier ways to delete vehicles and/or infantry, and from a distance. It just that I wanted to play them this way but they're not the most efficient in this role. However if the "distraction" aspect of it in the form of 24W T7 2+/4++ spitting fire and punching tanks is worth anything, it's something.
Second, the paradox: they're a melee unit that hits on 4+, and have no invulnerable save in melee. That's a huge handicap when facing certain units. I once fumbled my hits against a Knight Gallant and it just killed them all in one Reaper swing. Smash Captains can cripple them easily too, or Daemon Princes and such. So they're best used against things that don't punch back, like tanks, transports, shooty elite units and such. The best rerolls you can give them is 1s to Hit with the Canticle and 1s to Wound when playing Ryza, and that's not reliable. My best uses of them was when I rolled hot in Combat protocols, other days they did jack sh**.
Third: they could get tarpitted. Got stuck fighting Cultists for 3 turns once and that sucked.

But in 9th, with the smaller boards, the need to get up close and personal, and the boosts to Vehicles ? I think they're worth considering. I'll try them as soon as I can get a game and keep you guys updated. Now that they can shoot in melee they're harder to bog down with cheap units, and D3 damage flat at S10 makes them good counters to heavy infantry like Gravis or the new Bikes (even if they're 4W, ugh). They have a huge footprint so can screen a side of the board while moving up.
However they keep their first and second problems as said earlier and this is why I hope the devs will think about them in their 9th Ed codex, I'm hoping for a rework of their datasheet or of the Datasmith to give them rerolls, the latter would make the Datasmith a more desirable choice too as for now he can be replaced by a CP.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in gb
Aspirant Tech-Adept






Anyone heard of this 60 nurglings list that allegedly just teleports onto the objectives then sits there for 5 turns racking up points?

Myth? Real? Something we can handle?

This message was edited 1 time. Last update was at 2020/08/05 20:33:04


 
   
Made in gb
Longtime Dakkanaut



Glasgow

can you honestly imagine that many people painting 60 bases of nurglings to a tabletop standard

Will someone run it outside tabletop simulator possibly

so how do you deal with that well the castle clears one objective at a time but probably struggles because its a bad list mission wise

but a skitarri horde just rocks up and kills them
   
Made in us
Elite Tyranid Warrior






There was talk of a very successful Tyranid list that ran 180 Termagants, so I could see 60 nurglings being easy to bring in comparison.

Big swarms seem to be a viable counter to primaris marines but at 9ppm I'm not sure how viable it is for admech.

Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in be
Mysterious Techpriest





Belgium

 Ideasweasel wrote:
Anyone heard of this 60 nurglings list that allegedly just teleports onto the objectives then sits there for 5 turns racking up points?

Myth? Real? Something we can handle?

I can see that with the scout move allowing them to pop 9" from your deployment zone, but they don't score the points at the end of the turn if I remember 9th missions well, only at their next Command Phase as you can't score most Primaries turn 1. So just... going out and shoot them ? Charge them ? They're T2, even Radium Carbines are weapons of mass destruction against them.60 Nurglings is 1080 pts, they can't have anything threatening left with 920 pts. If you have Raiders and the first turn you can also out-scout them.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

It is 240 5++/semi 5+++ wounds.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Man, I could bang out 60 Nurgling bases in like an hour or two with my airbrush. Each box of Nurglings can build like 9 bases if you spread them out a bit. So it's not that bad, a couple hundred bucks of Nurglings. Agh, I might have to refurbish my original Nurgle CSM/Daemons army from back in 5th.

Anyway, sorry, off track. The trick to Nurglings is D2 weaponry. We actually have probably the best possible tools to deal with it in Kastelan Robots and Ironstriders with Autocannons. With Cawl, each Ironstrider kills a base and each Robot kills just under 2 bases. The Mars lists typically run 5 Ironstriders and 3 or 4 Bots, which is plenty to remove an entire Nurgling squad per turn. You just have to focus fire to prevent Nurgling Infestation and Disgusting Regeneration.

Now, 54 Nurglings is well over 1k points itself. That doesn't leave a lot of room for big scary daemons, so it's hard for that army to retake objectives. The other disadvantage is Nurglings aren't that many bases to contest with ObSec. I could see turn 1s where you hold your own objective, shoot the Nurglings off and take one, and throw bodies to contest another. The Nurglings maybe score 10 or 15 points on the first round, but you can quickly push it back to even scoring.

I definitely think a lot of armies won't have the tools to deal with it, so it'll get played. I think a more conservative army is normal Chaos shell with a patrol of 3x9 Nurglings bolted on. They just deploy on the forward objectives and score until backup arrives.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in us
Quick-fingered Warlord Moderatus






One-dimensional lists of that sort always crop up early in a meta, but they never last very long. But I'm sure we can handle it. Vanguard, Disintegrators, Ballistarii, Dakkabots. A lot of our shooting outputs mortal wounds or is D2.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ultimately, lists like that are generally extremely boring and even if theyre technically the most OP thing ever they die out anyway.

You arent even playing the game at that point. Just sit your models down and roll defensive dice.
Its the kind of thing you might see someone do once or twice for the lulz and never again. Sorta like me running 30 meganobz as orks lol....

This message was edited 1 time. Last update was at 2020/08/06 01:18:11


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Regular Dakkanaut






All this talk about horde lists really makes me want to play a lot of Lucius Corpuscarii that just teleport onto the field and melt things with their rather large amount of shots.

Edit: For those saying people won't like playing Nurgling swarms, well let's just say in any game there are those who love budget choices that are simply annoying, and with Nurglings you can build an army on the cheap and be annoying. In games like MtG a deck like Burn is very boring in theory, very cheap to build, and has a lot of people who just enjoy playing it despite it being "Deal 3 to your face for 1 Red mana" over and over.

If I didn't have funds, and wanted to get into the game, I'd have no issue dropping money on a boring cheap list and then expanding from there over time.

This message was edited 1 time. Last update was at 2020/08/06 02:47:28


Checkout my Admech Painting Blog (Updated 01-10-2021): https://www.dakkadakka.com/dakkaforum/posts/list/790150.page

Check out my store, or pay a visit in person: https://VTCGameStore.com/ 
   
Made in us
Quick-fingered Warlord Moderatus






Just asking for an opinion, but would you guys think it would be okay to use my converted Fulgurites as Corpuscarii?
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

I'm sure nobody would mind one blue-skinned fanatic for another outside of a tournament.

Hey, speaking of the Fusilave earlier, it got me curious. I've been having great success refining my current list, so I wanted to try something different using the flyers. This list flies pretty contrary to the lessons I've learned in 9th so far:
Spoiler:
Psalimit Outriders 1498
Super Heavy Detachment, House Husak, Glorified History, Noble Combatants
4 Warglaives, 4 Meltaguns, [Warlord: Landstrider; Sanctuary]
640

Spearhead Detachment, Forgeworld Psalimit, Data-hoard, Autosavant
Dominus, 85 [Monitor Malevolus]
3 Dunecrawlers, Icarus Arrays, 345
2x4 Raiders, 128
2 Fusilaves, Chaff, 300
858
The Raiders were the last thing I added to fill points because they're new and shiny. They can Scout move on to objectives and hunker down. Maybe a Disintegrator or something would be better threat overload. Warglaive spam seems to be the name of the game for Knights in 9th, and they are gnarly with the PA updates.

The list should be heinously tough and fast. I genuinely have no idea how effective the list would be to play in 9th, though. It's got enough individual units to sit on each objective, but obviously no ObSec. If it can dive in and kill the anti-tank threats immediately (and I think it can), then maybe it's durable enough to win the long game anyway. I'll give it a simulated game eventually. What do you guys think of it?

This message was edited 1 time. Last update was at 2020/08/06 04:14:52


Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
Jihallah Sanctjud Loricatus Aurora Shep Gwar! labmouse42 DogOfWar Lycaeus Wrex GoDz BuZzSaW Ailaros LunaHound s1gns alarmingrick Black Blow Fly Dashofpepper Wrexasaur willydstyle 
   
Made in us
Possessed Khorne Marine Covered in Spikes



NY

60 nurglings and 200 conscripts are lists i've been hearing people bringing up on podcasts saying that they are boogeymen in 9th so I wouldn't be surprised to see people show up with them.

Sooo bit of wild speculation here but that invictor instruction manual inferred that its stubbers were 4 shots each. What if the reason stubbers went up to 5 points is cause they are going up a shot?

Where is your saviour now?

"War is an act of force, and there are no limitations to the application of that force" - Clausewitz 
   
Made in us
Quick-fingered Warlord Moderatus






Gee, this is just like early 8E all over again. Conscripts, Nurglings, Plaguebearers, those annoying 30 point Psykers (forgot their dumb name)... EDIT: Malefic Lords! Screw those. Glad they got nerfed into the ground.

Well, we have Cognis Heavy Stubbers, so unless they update our codex, we will be stuck at 3.

This message was edited 1 time. Last update was at 2020/08/06 06:14:55


 
   
Made in es
Fresh-Faced New User




 Kanluwen wrote:
So what do we think the new Skitarii character might be bringing?


I would like a character that supports our priests
It would be nice to be able to disembark from our drills and have a bonus of +2 for example to help reach our rival, getting a 9 on 2d6 is not always easy
   
Made in gb
Longtime Dakkanaut



Glasgow

Khornatedemon wrote:
60 nurglings and 200 conscripts are lists i've been hearing people bringing up on podcasts saying that they are boogeymen in 9th so I wouldn't be surprised to see people show up with them.

Sooo bit of wild speculation here but that invictor instruction manual inferred that its stubbers were 4 shots each. What if the reason stubbers went up to 5 points is cause they are going up a shot?



Conscripts is unlikely to be competitive because of the blast rule.

But it shouldn't be a surprise that in a mission structure based around holding objectives people consider units that are good at holding objectives
   
Made in es
Fresh-Faced New User




Hello,
I am reading that everyone is running with autocannon in your Ballistarii, I see autocannons as a weapon that is not good at anything, compared to the lastcannon. Let me explain, force 7 against vehicles in many cases makes you shoot at 5+ or 4+, against 3+ but the elite normally saves well so ap -1 is unnecessary, with the cantico de marte we can make it f8 but although in some cases we will go to 3+ the vast majority will be 4+, for these reasons it seems to me a weapon that is not very good against anything, on the contrary the autocannons will always go to 3+ and with their ap -3 I will assure you that the rival has to use invulnerable in case of having it. I know they are half the shots but for 10p is it worth using lastcannon? I would like you to help me change my mind.

The list I'm running on 9th is this:

I really notice that the heavy stubbers in the onager are unnecessary but I can't think of another way to use 10p.




++ Battalion Detachment 0CP (Imperium - Adeptus Mechanicus) [112 PL, -1CP, 2,000pts] ++

+ Configuration +

Forge World Choice
. Forge World: Mars

+ HQ +

Belisarius Cawl [13 PL, 200pts]: Warlord, Warlord Trait (Mars): Static Psalm-Code

Tech-Priest Enginseer [3 PL, -1CP, 35pts]: Mechanicus Locum, Relic: Autocaduceus of Arkhan Land, Warlord Trait (Engine War): Divinations of the Magos

+ Troops +

Kataphron Destroyers [10 PL, 129pts]
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster

Skitarii Rangers [4 PL, 45pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger: 4x Galvanic Rifle

Skitarii Rangers [4 PL, 45pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger: 4x Galvanic Rifle

+ Elites +

Fulgurite Electro-Priests [8 PL, 170pts]
. 10x Fulgurite Electro-Priest: 10x Electroleech Stave

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 225pts]
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon

+ Heavy Support +

Kastelan Robots [24 PL, 500pts]
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

Onager Dunecrawler [7 PL, 135pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 120pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber, Icarus Array

+ Flyer +

Archaeopter Fusilave [6 PL, 130pts]: 4x Cognis Heavy Stubber, Command Uplink

Archaeopter Fusilave [6 PL, 130pts]: 4x Cognis Heavy Stubber, Command Uplink

+ Dedicated Transport +

Terrax-Pattern Termite Assault Drill [8 PL, 136pts]
. Storm Bolters: 2x Storm bolter

++ Total: [112 PL, -1CP, 2,000pts] ++
   
Made in ca
Implacable Skitarii




Ottawa, Canada

Spoiler:
iamanbo wrote:
Hello,
I am reading that everyone is running with autocannon in your Ballistarii, I see autocannons as a weapon that is not good at anything, compared to the lastcannon. Let me explain, force 7 against vehicles in many cases makes you shoot at 5+ or 4+, against 3+ but the elite normally saves well so ap -1 is unnecessary, with the cantico de marte we can make it f8 but although in some cases we will go to 3+ the vast majority will be 4+, for these reasons it seems to me a weapon that is not very good against anything, on the contrary the autocannons will always go to 3+ and with their ap -3 I will assure you that the rival has to use invulnerable in case of having it. I know they are half the shots but for 10p is it worth using lastcannon? I would like you to help me change my mind.

The list I'm running on 9th is this:

I really notice that the heavy stubbers in the onager are unnecessary but I can't think of another way to use 10p.




++ Battalion Detachment 0CP (Imperium - Adeptus Mechanicus) [112 PL, -1CP, 2,000pts] ++

+ Configuration +

Forge World Choice
. Forge World: Mars

+ HQ +

Belisarius Cawl [13 PL, 200pts]: Warlord, Warlord Trait (Mars): Static Psalm-Code

Tech-Priest Enginseer [3 PL, -1CP, 35pts]: Mechanicus Locum, Relic: Autocaduceus of Arkhan Land, Warlord Trait (Engine War): Divinations of the Magos

+ Troops +

Kataphron Destroyers [10 PL, 129pts]
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster

Skitarii Rangers [4 PL, 45pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger: 4x Galvanic Rifle

Skitarii Rangers [4 PL, 45pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger: 4x Galvanic Rifle

+ Elites +

Fulgurite Electro-Priests [8 PL, 170pts]
. 10x Fulgurite Electro-Priest: 10x Electroleech Stave

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 225pts]
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon

+ Heavy Support +

Kastelan Robots [24 PL, 500pts]
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

Onager Dunecrawler [7 PL, 135pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 120pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber, Icarus Array

+ Flyer +

Archaeopter Fusilave [6 PL, 130pts]: 4x Cognis Heavy Stubber, Command Uplink

Archaeopter Fusilave [6 PL, 130pts]: 4x Cognis Heavy Stubber, Command Uplink

+ Dedicated Transport +

Terrax-Pattern Termite Assault Drill [8 PL, 136pts]
. Storm Bolters: 2x Storm bolter

++ Total: [112 PL, -1CP, 2,000pts] ++


There's a Stratagem that gives Balistarii +1 to wound, and add the Warlord Trait for an extra -1 AP at half range, you get a weapon with more shots, wounds on the same number, almost the same AP, and for cheaper.

| | Krieg | |
30k: Alpha Legion | | Blackshields 
   
Made in es
Fresh-Faced New User




 Orodhen wrote:
Spoiler:
iamanbo wrote:
Hello,
I am reading that everyone is running with autocannon in your Ballistarii, I see autocannons as a weapon that is not good at anything, compared to the lastcannon. Let me explain, force 7 against vehicles in many cases makes you shoot at 5+ or 4+, against 3+ but the elite normally saves well so ap -1 is unnecessary, with the cantico de marte we can make it f8 but although in some cases we will go to 3+ the vast majority will be 4+, for these reasons it seems to me a weapon that is not very good against anything, on the contrary the autocannons will always go to 3+ and with their ap -3 I will assure you that the rival has to use invulnerable in case of having it. I know they are half the shots but for 10p is it worth using lastcannon? I would like you to help me change my mind.

The list I'm running on 9th is this:

I really notice that the heavy stubbers in the onager are unnecessary but I can't think of another way to use 10p.




++ Battalion Detachment 0CP (Imperium - Adeptus Mechanicus) [112 PL, -1CP, 2,000pts] ++

+ Configuration +

Forge World Choice
. Forge World: Mars

+ HQ +

Belisarius Cawl [13 PL, 200pts]: Warlord, Warlord Trait (Mars): Static Psalm-Code

Tech-Priest Enginseer [3 PL, -1CP, 35pts]: Mechanicus Locum, Relic: Autocaduceus of Arkhan Land, Warlord Trait (Engine War): Divinations of the Magos

+ Troops +

Kataphron Destroyers [10 PL, 129pts]
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster

Skitarii Rangers [4 PL, 45pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger: 4x Galvanic Rifle

Skitarii Rangers [4 PL, 45pts]
. Ranger Alpha: Galvanic Rifle
. 4x Skitarii Ranger: 4x Galvanic Rifle

+ Elites +

Fulgurite Electro-Priests [8 PL, 170pts]
. 10x Fulgurite Electro-Priest: 10x Electroleech Stave

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 225pts]
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon

+ Heavy Support +

Kastelan Robots [24 PL, 500pts]
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

Onager Dunecrawler [7 PL, 135pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 120pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber, Icarus Array

+ Flyer +

Archaeopter Fusilave [6 PL, 130pts]: 4x Cognis Heavy Stubber, Command Uplink

Archaeopter Fusilave [6 PL, 130pts]: 4x Cognis Heavy Stubber, Command Uplink

+ Dedicated Transport +

Terrax-Pattern Termite Assault Drill [8 PL, 136pts]
. Storm Bolters: 2x Storm bolter

++ Total: [112 PL, -1CP, 2,000pts] ++


There's a Stratagem that gives Balistarii +1 to wound, and add the Warlord Trait for an extra -1 AP at half range, you get a weapon with more shots, wounds on the same number, almost the same AP, and for cheaper.


Good point, I did not remember the song of mars + stratagem
   
Made in us
Quick-fingered Warlord Moderatus




I'm still intrigued by everyone's Fusilave inclusion. Are they a distraction Carnifex? I mean I know they're only a few more points than an Onager, but they feel like they'd only be any good vs hordes for a single run then get blown out of the sky lol


I've only had a few games with mine, but I absolutely love it. It is pretty soft, and not likely to last (mine has never seen turn 4), but I find it's typically worth it in 9th. So far, it seems like a MSU edition and that's where it really shines. Small 1 wound units (5 man First Born Marines, Raiders, Vanguard, CSM etc), really struggle. Against MSU I've found that, more often than not, I can bomb a unit in the movement phase, and then finish off whatever survives with its guns.

You also have the strat that damages an enemy unit's movement which is clutch in an edition where speed is key. Plus, I love Hind helicopters. LOVE them. And the design is just vaguely similar enough that converting mine to be slightly more reminiscent of that was really fun.

Where I've found it struggles is against hordes. It falls pretty quickly to massed small arms. The games so far where it's died the quickest was against large mobs of Ork boys. It's drawback is that it really isn't super tough.

Also, +1 for the Serberys Raiders. The first time I used them, I only had a single 3-man squad. They were still so good that I immediately bought another box, and will probably add one more. They're a really rare combination of an awesome model with great rules!


Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in us
Fresh-Faced New User




Greetings fellow Tech Priests!

Love the discussion in this post, me being a more recent convert to the Omnissiah I am soaking up all the knowledge as possible.

I was wondering if there was a resource where an AdMech player could go to in order to see strategy/tactics against army matchups (ie. what to watch out for, what units to focus fire on first etc.)

If not maybe a more experienced Tech Priest could lend insight in this post.

Due to the corona virus breaking out pretty much when I started playing my admech i've only been able to play against my Uncle and Cousin who play Eldar and Dark Eldar respectively so I only have games against those armies. When we are finally able to return to playing against others in hobby stores (at least in my area) it would be nice to not go into matchups completely blind.

I also realize that 9th just came out so lists are still changing.

Anyhow, glad this community (and community of admech players exists) and I will try to add anything I learn to this post as well.

Thanks everyone
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Tycho wrote:
I've only had a few games with [my Fusilave], but I absolutely love it. It is pretty soft, and not likely to last (mine has never seen turn 4), but I find it's typically worth it in 9th.
That's what I was expecting too, but my Fusilaves were invincible in the games I played this morning (granted they had a lot of target saturation). I was able to get games on the simulator against a couple of buddies who also had time off. I found the Fusilaves with Chaff were particularly durable, and I never lost one. I ran a slightly different version of my aforementioned list against what I thought would be bad match-ups: horde orks and a Cadian Brigade. I figured they'd have lots of bodies to score objectives.
Spoiler:
Psalimit Outriders 1495
Super Heavy Detachment, House Husak, Glorified History, Noble Combatants
4 Warglaives, 4 Stubbers, [Warlord: Landstrider; Sanctuary]
620

Spearhead Detachment, Forgeworld Psalimit, Data-hoard, Autosavant
2 Enginseers, 70 [Monitor Malevolus]
3 Dunecrawlers, Icarus Arrays, 345
2x5 Raiders, 160
2 Fusilaves, Chaff, 300
875
The Ork Horde was ~90 Boyz, ~30 Lootas, and some buffs and stuff. They went first, the Lootas focused fire into one Fusilave and did 4 wounds, one of which healed automatically at the start of my turn. He was so surprised that we checked the numbers and he actually rolled high (avg is 1 damage per squad w/ Shroudpsalm). The 2 Fusilaves were able to bomb/shoot almost an entire Lootas squad each turn, and the Warglaives' Pack Tactics killed one entire mob of Boyz each turn. Like chewing an elephant, one squad at a time. The game was over by turn 3. He'd killed a Warglaive and was nearly tabled.

I asked my Cadian opponent to tailor a bit against the list. He went with a squadron of Hydras, three Demolisher Tank Commanders and ~60 infantry. He also went first. The Hydras deal one damage on average each to the Fusilaves, so I actually ignored them. The Demolishers did blow apart one Warglaive, heavily damaged another, and crippled a Dunecrawler. However, in retaliation, the Fusilaves and Dunecrawlers opened a path to the tanks, and the Warglaives were loose like foxes in a hen house. They killed two Demolishers immediately, and in return he left only one crippled Warglaive.

He won 15 primary points on the first turn while I focused on the tanks, and then lost every turn after. Each Fusilave could kill almost an entire Guard squad a turn. The Tank Commanders were gone at the end of turn 2, the infantry by the end of turn 3. I still had a pack of Raiders, 3 Dunecrawlers, and the 2 Fusilaves against his 3 Hydras. That game was my first 100 victory points. I maxed primaries on turns 3, 4, 5, and got maximum Engage on All Fronts, Bring It Down, and Attrition.

The Fusilaves are so good against one wound infantry it's ridiculous. And I think Chaff Launchers are a must take; too much AA is D2. I still don't know how I feel about Raiders, and maybe they aren't right for this list.

This message was edited 4 times. Last update was at 2020/08/06 21:40:40


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Elite Tyranid Warrior






 Orodhen wrote:


There's a Stratagem that gives Balistarii +1 to wound, and add the Warlord Trait for an extra -1 AP at half range, you get a weapon with more shots, wounds on the same number, almost the same AP, and for cheaper.


Is the -1 AP at half range the best of the Ordos? I had assumed it was the extra hits on 6s but I haven't done the math. I play Mars as well for Cawl and usually grab his warlord trait for more rerolls, so I'm limited to just one other Warlord Trait.

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- 3300 painted 
   
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Quick-fingered Warlord Moderatus






@DarkHound
Something my friend pointed out to me is that the primary reason why you would take Command Uplink on the Bombers is to shut down Tau Saviour Protocols. But Tau is a garbage tier army now, so there's no good reason to not just take Chaff Launchers and laugh in binary as they try to stop the constant barrage of mortal wounds and Seismic Bombs.

@shamroll
Yes. If you are running a Cawlstar, you want Magos. But if you are running tanks, you want Artisan. Tanks are already high volume, high strength shooting on a durable platform. The extra AP1 at half range gets you to the desirable AP2, and fall back and shoot prevent them from getting pinned against something you don't want to shoot.

This message was edited 1 time. Last update was at 2020/08/06 23:35:21


 
   
Made in gb
Aspirant Tech-Adept






@darkhound, that list looks so fun to play
   
Made in gb
Longtime Dakkanaut



Glasgow

 shamroll wrote:
 Orodhen wrote:


There's a Stratagem that gives Balistarii +1 to wound, and add the Warlord Trait for an extra -1 AP at half range, you get a weapon with more shots, wounds on the same number, almost the same AP, and for cheaper.


Is the -1 AP at half range the best of the Ordos? I had assumed it was the extra hits on 6s but I haven't done the math. I play Mars as well for Cawl and usually grab his warlord trait for more rerolls, so I'm limited to just one other Warlord Trait.


It depends on your target and the weapons your boosting

The extra shots grants you a 1/6 improvement to everything

The extra AP gives a variable boost based on your existing ap and targets armour.

E.g. neutronaga gains almost no boost from going to AP5 so wants extra hits

However vanguard vs terminators double their successes so want AP


Automatically Appended Next Post:
 Suzuteo wrote:
Something my friend pointed out to me is that the primary reason why you would take Command Uplink on the Bombers is to shut down Tau Saviour Protocols. But Tau is a garbage tier army now, so there's no good reason to not just take Chaff Launchers and laugh in binary as they try to stop the constant barrage of mortal wounds and Seismic Bombs.


Really no evidence to support that.

Tau are a really strong army still but probably need an infantry focused build rather than a shield drone build

This message was edited 2 times. Last update was at 2020/08/06 21:55:37


 
   
Made in be
Mysterious Techpriest





Belgium

TheDudeAbides wrote:
Greetings fellow Tech Priests!

Love the discussion in this post, me being a more recent convert to the Omnissiah I am soaking up all the knowledge as possible.

I was wondering if there was a resource where an AdMech player could go to in order to see strategy/tactics against army matchups (ie. what to watch out for, what units to focus fire on first etc.)

If not maybe a more experienced Tech Priest could lend insight in this post.

Due to the corona virus breaking out pretty much when I started playing my admech i've only been able to play against my Uncle and Cousin who play Eldar and Dark Eldar respectively so I only have games against those armies. When we are finally able to return to playing against others in hobby stores (at least in my area) it would be nice to not go into matchups completely blind.

I also realize that 9th just came out so lists are still changing.

Anyhow, glad this community (and community of admech players exists) and I will try to add anything I learn to this post as well.

Thanks everyone

Hello and welcome on DakkaDakka and the AdMech tactica !

I don't know of a centralised spot where you could find informations, but by searching a bit I'm sure you can find mega-threads like this one on Reddit or something. Keep in mind it's the start of a new edition, and not a lot of games are being played save on TT Simulator or certain areas, this limits the amount of data we can count on. Nevertheless, don't hesitate to ask your questions here.

If you're playing in a certain meta like the one you're describing, with your uncle and cousin and their Aeldari, yes some choices can be made to avoid redundancy. For example, they're mostly made of low Toughness, fast bikes or vehicles that rely on an invulnerable save. Knowing that, bringing Autocannons instead of Lascannons is a sensible choice. But when you're going to play at your store and don't know what you'll be facing in a pick-up game (or a planned game against a stranger) it's safer to have a list that can do a job very well even if it means losing strength in some aspects. The perfect list that will win every mission against every list doesn't exist so don't try to do that. It's generally good advice to avoir writing TAC lists (take all comers) because you're not focusing on one or two strengths of your army and so have no strategy with it. A list must have a plan of action it will try to follow and adapt to the circumstances as best it can. Currently, AdMech looks to be in a good spot. Lists are often packing 4-5 Ironstrider Ballistarii with Autocannons because they're cheap, reliable, and with proper stratagem support can kill a lot of stuff. So you have one element of your firebase set. Now it's a game of objectives and you need mobility to claim objectives, for that we have the new Raiders that are popular due to their pre-game move and other assets. Skitarii in Duneriders are nice too, or even on foot are still useful and balanced when you plan your list around it a bit.

Hope this helped you a little, but don't hesitate to ask questions !

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