Switch Theme:

Adeptus Mechanicus Tactica 3.0: Riding the Dunes  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




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





Nebraska, USA

i just dont see how Tau even function in 9th.
The game is so heavily mosh-pit focused right now, Tau basically need to table you to win because you almost guaranteed will have a lot of points before they get to score any (primaries)

im glad i sold my Tau back when 8th was new. At least i got a good chunk of my money back off them 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 gb
Aspirant Tech-Adept






Mosh pit in the middle.

Whoever stays for the encore wins. 9th edition is metal AF

\m/ \m/
   
Made in us
Quick-fingered Warlord Moderatus






@U02dah4
Tau are neither the strongest nor durable gunline army anymore, and they cannot fight. I have no idea what GW expects them to do in 9E.

This message was edited 1 time. Last update was at 2020/08/06 23:38:13


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Aaranis wrote:
TheDudeAbides wrote:
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.
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 avoid 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.
Hey Aaranis, welcome to the party. This is extremely valuable advice. There is a temptation and a reasoning to bring one of everything to deal with any hypothetical problem. In practice, that leaves you seriously under equipped to deal with any particular problem. Focus your whole army into one specific game-plan and it's much easier to adapt the gameplan as problems arise, rather than trying to come up with a gameplan with mis-matched pieces on the fly.

As you're new, you don't quite know what you like yet or what you want to try for. Definitely try out units by playing with proxies (empty bases, soda-cans for robots, small boxes for tanks). You can find a lot of video battle reports on Youtube. AdMech is really strong going into 9th edition, so a lot of good competitive players are making videos on them. I tend to watch battle reports on 2x speed and skip around to cut ~2 hours into ~30 minutes. Once you have an idea, even a thematic or narrative one, build your whole army toward that. Get something that you enjoy playing and try to make that good.

Once you get the hang of things, AdMech is a good faction to branch out and use allied factions. I'm partial to Imperial Knights, so my armies are typically only half AdMech. There are lots of interesting ways to combine AdMech with other factions.
Ideasweasel wrote:@darkhound, that list looks so fun to play
Thanks mate, it was probably the most enjoyable list moment-to-moment that I've played. Just enough interesting movement decisions without a bunch of fiddly models, and every unit was high impact all the time. I think I could use Raiders a lot better, but they're starting to make more sense. They've just got a massive skill ceiling. Like, I could probably assaulted into the Orks in my first game and used them as a screen against the counter-charge on the Warglaives, not just the Dunecrawlers.

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
Fresh-Faced New User




 DarkHound wrote:
Aaranis wrote:
TheDudeAbides wrote:
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.
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 avoid 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.
Hey Aaranis, welcome to the party. This is extremely valuable advice. There is a temptation and a reasoning to bring one of everything to deal with any hypothetical problem. In practice, that leaves you seriously under equipped to deal with any particular problem. Focus your whole army into one specific game-plan and it's much easier to adapt the gameplan as problems arise, rather than trying to come up with a gameplan with mis-matched pieces on the fly.

As you're new, you don't quite know what you like yet or what you want to try for. Definitely try out units by playing with proxies (empty bases, soda-cans for robots, small boxes for tanks). You can find a lot of video battle reports on Youtube. AdMech is really strong going into 9th edition, so a lot of good competitive players are making videos on them. I tend to watch battle reports on 2x speed and skip around to cut ~2 hours into ~30 minutes. Once you have an idea, even a thematic or narrative one, build your whole army toward that. Get something that you enjoy playing and try to make that good.

Once you get the hang of things, AdMech is a good faction to branch out and use allied factions. I'm partial to Imperial Knights, so my armies are typically only half AdMech. There are lots of interesting ways to combine AdMech with other factions.





Thanks for the replies! I've definitely been experimenting with different lists, luckily I did some research towards the end of 8th before I got into AdMech so I made sure to invest in units like Onager's and Dakkabots. Here is the list I rolled with last weekend:

Spoiler:


++ Battalion Detachment -3CP (Imperium - Adeptus Mechanicus) [76 PL, -2CP, 1,170pts] ++

+ Configuration +

Forge World Choice
. Forge World: Stygies VIII

+ Stratagems +

Archeotech Specialist [-1CP]: Archeotech Specialist: 1 Extra Relic

+ HQ +

Daedalosus [3 PL, 55pts]

Tech-Priest Dominus [7 PL, -1CP, 80pts]: Macrostubber, Mechanicus Locum, Relic: Autocaduceus of Arkhan Land, Volkite Blaster, Warlord Trait (Codex 1): Monitor Malevolus

+ Troops +

Kataphron Destroyers [20 PL, 215pts]
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster

Skitarii Vanguards [4 PL, 45pts]
. 4x Skitarii Vanguard: 4x Radium Carbine
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [4 PL, 45pts]
. 4x Skitarii Vanguard: 4x Radium Carbine
. Vanguard Alpha: Radium Carbine

+ 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, 115pts]: Icarus Array

Onager Dunecrawler [7 PL, 115pts]: Icarus Array


++ Super-Heavy Detachment 0CP (Imperium - Imperial Knights) [43 PL, 830pts] ++

+ Configuration +

Household Choice: Questor Mechanicus
. House Taranis

+ Lord of War +

Armiger Warglaives [9 PL, 155pts]
. Armiger Warglaive: Heavy Stubber

Armiger Warglaives [9 PL, 155pts]
. Armiger Warglaive: Heavy Stubber

Knight Crusader [25 PL, 520pts]: Character (Knight Lance), Heavy Stubber, Heirloom: Mark of the Omnissiah, Stormspear Rocket Pod, Thermal Cannon, Warlord, Warlord Trait: Ion Bulwark


++ Total: [119 PL, -2CP, 2,000pts] ++

Created with BattleScribe



I have been cycling between Mars and Stygies but I think I might try out Lucius for my next battle to try out that +1 invuln canticle for two turns and maybe a deepstrike bomb with Dakkabots and Kataphrons (plus the relic to get a dominus aura in there).

I've been trying to adapt a list to 9th edition and faq's to EW since I do like bringing a knight and the most efficient way of including one CP wise makes it so that I can't give a tech priest one of those holy order warlord traits unless I drop the warglaives (which I love lol) but at the same time having exploding 6's is missed. That one list you posted @DarkHound with the 4 warglaives in it looks nasty I need to get my hands on 2 more of them. Have you tried that list with the household tradition 'Hounds of War' that lets them fall back and charge or shoot? I'd be interested to know how effective that is!

The most concerning things to me now is just my unfamiliarity with other armies outside of Eldar/Dark Eldar which leads to the other thing which is what units to invest in next. I have some serberys raiders on the way but only have 1 Ironstrider so more of those would be nice. Also looking at Fusilaves and Corpuscarii since others are saying a lot of positive things.


   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

TheDudeAbides wrote:
Spoiler:
++ Battalion Detachment -3CP (Imperium - Adeptus Mechanicus) [76 PL, -2CP, 1,170pts] ++

+ Configuration +

Forge World Choice
. Forge World: Stygies VIII

+ Stratagems +

Archeotech Specialist [-1CP]: Archeotech Specialist: 1 Extra Relic

+ HQ +

Daedalosus [3 PL, 55pts]

Tech-Priest Dominus [7 PL, -1CP, 80pts]: Macrostubber, Mechanicus Locum, Relic: Autocaduceus of Arkhan Land, Volkite Blaster, Warlord Trait (Codex 1): Monitor Malevolus

+ Troops +

Kataphron Destroyers [20 PL, 215pts]
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster

Skitarii Vanguards [4 PL, 45pts]
. 4x Skitarii Vanguard: 4x Radium Carbine
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [4 PL, 45pts]
. 4x Skitarii Vanguard: 4x Radium Carbine
. Vanguard Alpha: Radium Carbine

+ 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, 115pts]: Icarus Array

Onager Dunecrawler [7 PL, 115pts]: Icarus Array


++ Super-Heavy Detachment 0CP (Imperium - Imperial Knights) [43 PL, 830pts] ++

+ Configuration +

Household Choice: Questor Mechanicus
. House Taranis

+ Lord of War +

Armiger Warglaives [9 PL, 155pts]
. Armiger Warglaive: Heavy Stubber

Armiger Warglaives [9 PL, 155pts]
. Armiger Warglaive: Heavy Stubber

Knight Crusader [25 PL, 520pts]: Character (Knight Lance), Heavy Stubber, Heirloom: Mark of the Omnissiah, Stormspear Rocket Pod, Thermal Cannon, Warlord, Warlord Trait: Ion Bulwark


++ Total: [119 PL, -2CP, 2,000pts] ++

Created with BattleScribe
I have been cycling between Mars and Stygies but I think I might try out Lucius for my next battle to try out that +1 invuln canticle for two turns and maybe a deepstrike bomb with Dakkabots and Kataphrons (plus the relic to get a dominus aura in there).

I've been trying to adapt a list to 9th edition and faq's to EW since I do like bringing a knight and the most efficient way of including one CP wise makes it so that I can't give a tech priest one of those holy order warlord traits unless I drop the warglaives (which I love lol) but at the same time having exploding 6's is missed. That one list you posted @DarkHound with the 4 warglaives in it looks nasty I need to get my hands on 2 more of them. Have you tried that list with the household tradition 'Hounds of War' that lets them fall back and charge or shoot? I'd be interested to know how effective that is!

The most concerning things to me now is just my unfamiliarity with other armies outside of Eldar/Dark Eldar which leads to the other thing which is what units to invest in next. I have some serberys raiders on the way but only have 1 Ironstrider so more of those would be nice. Also looking at Fusilaves and Corpuscarii since others are saying a lot of positive things.
Hah, you introduced yourself as a beginner but you can't be that new if you're playing 2000pts. Still, with the Knights you're a man after my own heart.

Your list is very unfocused. It seems like it'd be very hard to take objectives in competitive games; it's a weakness you won't experience against Eldar since they suck at holding objectives. To make the list better, you really need to pick a direction and devote the whole army to it. This many heavy weapons really calls for the Mars Canticle with the Artisan Holy Order, and probably Cawl too. In 9th, everything revolves around objectives so staying back and shooting makes it hard to actually score points. You need some dedicated element to take and hold objectives.

I think a lone Knight isn't very good, both as a unit and how it warps your list construction. Because Knights are an army, every player has to be prepared to deal with 2 or 3 of them. If you bring only one, then it's easier for them to handle, especially at 2000pts. You need to have a clear purpose for that Crusader. In my opinion, you either need to take a couple Knights and use the AdMech to cover their weaknesses, or else go heavy on the AdMech and just use a lance of Warglaives.

The Knights' competitive discussion is bending toward Warglaive swarms being the best choice for 9th. A third or fourth Warglaive will make a huge difference; you get so much more value from Pack Hunters and Pack Tactics. Taranis is also a pretty bad House in 9th, especially since you can't re-roll the Stratagem. Custom houses really benefit the Warglaives, but if you keep a Knight then Krast is fine too. To answer your question, I did run Hounds of War in this list (before the FAQ):
Spoiler:
1496, 9CP
Super Heavy Detachment, House Husak, Glorified History, Hounds of War
Preceptor, Multi-laser, Thunderstrike, Ironstorm, 425 [Warlord: Ion Shielded; Paragon Gauntlet]
3 Warglaives, 3 Stubbers, 465
890

Patrol Detachment, Forge World Psalimit, Expansionist, Rugged Explorators
Manipulus, Transonic Cannon, 70 [Magos]
9 Ruststalkers, Chordclaws, Princeps w/ Blades, 126
10 Vanguard, 90
10 Vanguard, 90
Dunecrawler, Icarus Array, 115
Dunecrawler, Icarus Array, 115
606
The goal of the list is to rush forward, using the Knights as a battering ram. The AdMech infantry take and hold an objective the enemy is contesting (which the Knights can't do), while the Dunecrawlers hold backfield objectives (which Knights also have trouble with). Hounds of War is ideally good to let the Warglaives fall back so you can shoot into their target. I was a huge proponent of it until I got a couple games in. In practice, a lance of Warglaives are fast enough to get the initial charge and don't leave much alive. If they get counter-charged, it's usually by something that kills them anyway. The Warglaives are just better being proactive.

To be honest, I really prefer fast, aggressive armies. I don't have a lot of experience with Kataphrons and Kastelans, and I don't think very highly of them. My advice would steer you away from them, so for fairness' sake, I'll let somebody else get a word in first.

This message was edited 2 times. Last update was at 2020/08/07 06:51:57


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 es
Fresh-Faced New User




I'm reading that many of you play with units of 5 Raiders, my question is ... why two units of 5? and not two of 6 to get the most out of the 4 boxes

I've been polishing my roster to play against dark angels tomorrow and I'm still hesitating between:

1)
Kataphron x3 (Grav)
Ballistarii x3 (Lastcannon)
Onager x2 (Icarus+Laser)

2)
Kataphron x4 (Grav)
Ballistarii x3 (Autocannon)
Onager x2 (Icarus+Icarus)

3)
Kataphron x3 x3 or x6 (Grav)
Ballistarii x2 (Lastcannon)
Onager x2 (Icarus+Laser)


in this edition I think it will be common to have many marines as a rival with their vehicles or tanks.
against marines the grav I think they are a very good option and against their tanks the autocannons.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

iamanbo wrote:
I'm reading that many of you play with units of 5 Raiders, my question is ... why two units of 5? and not two of 6 to get the most out of the 4 boxes
That is entirely because I intend to kitbash two boxes of Drakespawn Knights with a box of Rangers to get 10 badass dino-riding Raiders for ~$100 instead of 12 Raiders for ~$240. Pure economics.

This message was edited 1 time. Last update was at 2020/08/07 06:38:51


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 gb
Longtime Dakkanaut



Glasgow

Personally I'm running 2x9 or 3x9 depending on my FA slots id run more if I could


Automatically Appended Next Post:
 Vineheart01 wrote:
i just dont see how Tau even function in 9th.
The game is so heavily mosh-pit focused right now, Tau basically need to table you to win because you almost guaranteed will have a lot of points before they get to score any (primaries)

im glad i sold my Tau back when 8th was new. At least i got a good chunk of my money back off them lol


Tau still have cheap troops and can spam an absolute ton of S5 firepower. Sure their anti vehicle durability took a big hit. But a list focused on strike teams, kroot, vespid, gun drones, kroot hounds is going to be a solid counter to the infantry board control lists we will see a lot of.

This message was edited 2 times. Last update was at 2020/08/07 06:47:54


 
   
Made in es
Fresh-Faced New User




U02dah4 wrote:
Personally I'm running 2x9 or 3x9 depending on my FA slots id run more if I could


Automatically Appended Next Post:
 Vineheart01 wrote:
i just dont see how Tau even function in 9th.
The game is so heavily mosh-pit focused right now, Tau basically need to table you to win because you almost guaranteed will have a lot of points before they get to score any (primaries)

im glad i sold my Tau back when 8th was new. At least i got a good chunk of my money back off them lol


Tau still have cheap troops and can spam an absolute ton of S5 firepower. Sure their anti vehicle durability took a big hit. But a list focused on strike teams, kroot, vespid, gun drones, kroot hounds is going to be a solid counter to the infantry board control lists we will see a lot of.


I get it.

My idea is to buy 4 boxes and run with them in two units of 6, in Europe the cost of these 4 boxes in a regular store with the usual discount is about £ 115

I don't usually buy unit spam and I am afraid that 4 boxes is a lot, maybe I start with 2 boxes and run with a 6 unit, I have never played them and I don't know who I could remove from my list to make room for them

from the 8th I still doubt the usefulness of weapons without ap, I know they have other utilities but do you take advantage of two large units of 5 or 6?
   
Made in us
Fresh-Faced New User




 DarkHound wrote:
Hah, you introduced yourself as a beginner but you can't be that new if you're playing 2000pts. Still, with the Knights you're a man after my own heart.

Your list is very unfocused. It seems like it'd be very hard to take objectives in competitive games; it's a weakness you won't experience against Eldar since they suck at holding objectives. To make the list better, you really need to pick a direction and devote the whole army to it. This many heavy weapons really calls for the Mars Canticle with the Artisan Holy Order, and probably Cawl too. In 9th, everything revolves around objectives so staying back and shooting makes it hard to actually score points. You need some dedicated element to take and hold objectives.

I think a lone Knight isn't very good, both as a unit and how it warps your list construction. Because Knights are an army, every player has to be prepared to deal with 2 or 3 of them. If you bring only one, then it's easier for them to handle, especially at 2000pts. You need to have a clear purpose for that Crusader. In my opinion, you either need to take a couple Knights and use the AdMech to cover their weaknesses, or else go heavy on the AdMech and just use a lance of Warglaives.

The Knights' competitive discussion is bending toward Warglaive swarms being the best choice for 9th. A third or fourth Warglaive will make a huge difference; you get so much more value from Pack Hunters and Pack Tactics. Taranis is also a pretty bad House in 9th, especially since you can't re-roll the Stratagem. Custom houses really benefit the Warglaives, but if you keep a Knight then Krast is fine too. To answer your question, I did run Hounds of War in this list (before the FAQ):
Spoiler:
1496, 9CP
Super Heavy Detachment, House Husak, Glorified History, Hounds of War
Preceptor, Multi-laser, Thunderstrike, Ironstorm, 425 [Warlord: Ion Shielded; Paragon Gauntlet]
3 Warglaives, 3 Stubbers, 465
890

Patrol Detachment, Forge World Psalimit, Expansionist, Rugged Explorators
Manipulus, Transonic Cannon, 70 [Magos]
9 Ruststalkers, Chordclaws, Princeps w/ Blades, 126
10 Vanguard, 90
10 Vanguard, 90
Dunecrawler, Icarus Array, 115
Dunecrawler, Icarus Array, 115
606
The goal of the list is to rush forward, using the Knights as a battering ram. The AdMech infantry take and hold an objective the enemy is contesting (which the Knights can't do), while the Dunecrawlers hold backfield objectives (which Knights also have trouble with). Hounds of War is ideally good to let the Warglaives fall back so you can shoot into their target. I was a huge proponent of it until I got a couple games in. In practice, a lance of Warglaives are fast enough to get the initial charge and don't leave much alive. If they get counter-charged, it's usually by something that kills them anyway. The Warglaives are just better being proactive.

To be honest, I really prefer fast, aggressive armies. I don't have a lot of experience with Kataphrons and Kastelans, and I don't think very highly of them. My advice would steer you away from them, so for fairness' sake, I'll let somebody else get a word in first.



My bad I should have noted that I am not new to 40k just new to playing AdMech as my main/only army lol.

I am a big fan of that list concept you have of an aggressive in your face type army, I know you said you didn't have much experience with Kastelans but do you think that running Lucius detachment with the 4 warglaives would work since you'd be able to deep strike those Dakkabots into midfield/close up? Having the +1 invuln canticle for a couple turns might also keep them as well as one of the warglaives alive a tad bit longer.

Something like:
Spoiler:

AdMech Battallion - Lucius

Dominus - Divinations of the Magos, The Solar Flare
Enginseer

5x vanguard
5x vanguard
5x vanguard

4x serberys raiders
4x serberys raiders

4x Kastelan Bots
Icarus Onager
Icarus Onager

Superheavy Detachment

4x Warglaives


That leaves ~272 points to play with in a 2k list or run it at 1750. 500 points is a lot for the Kastelans but deepstriking those 36 shots with exploding 6's has to be able to kill something right lol?




   
Made in gb
Longtime Dakkanaut



Glasgow

Wont go back to the original but someone wanted advice earlier in other factions. The other place to look is the 1d4 chan tactics threads there's one for each army but most arnt fully updated to 9e yet.


As to castellans the risk you have is its a huge portion of your shooting and if I zone them out of the middle all you've accomplished is missing a turn if shooting

This message was edited 1 time. Last update was at 2020/08/07 08:30:44


 
   
Made in es
Fresh-Faced New User




I have a hard time making good games with kastelans outside of mars, not because of the stratagem but because I always play them next to claw so they can repeat dice.
since we know the new pa and the 9th rafters my head is making a mechanized list of lucius and saving the 200p of claw in other miniatures, the problem will be that 500 kastelans points will not be so lethal but maybe the solution is to play with 3 and not with 4
   
Made in gb
Longtime Dakkanaut



Glasgow

Or maybe give up on them altogether and play a more skitarii focused list
   
Made in es
Fresh-Faced New User




U02dah4 wrote:
Or maybe give up on them altogether and play a more skitarii focused list


Kataphron, Raiders, Ballistarii, Onager, (Skorpius?), Archaeopters...
   
Made in us
Fresh-Faced New User




U02dah4 wrote:
As to castellans the risk you have is its a huge portion of your shooting and if I zone them out of the middle all you've accomplished is missing a turn if shooting


Definitely understand that risk but with the 4 warglaives and 8 raiders, wouldnt that be enough to clear a nice pocket for them to come in? Maybe drop the bots down to 3 and use those points on more screen clearing?

   
Made in gb
Longtime Dakkanaut



Glasgow

iamanbo wrote:
U02dah4 wrote:
Or maybe give up on them altogether and play a more skitarii focused list


Kataphron, Raiders, Ballistarii, Onager, (Skorpius?), Archaeopters...


Raiders, vanguard, corpuscarii, hoplites
   
Made in us
Quick-fingered Warlord Moderatus




i just dont see how Tau even function in 9th.


Tau and GSC have it rough atm.


@Darkhound -

Thanks for posting that! Guess I'll have to consider the Chaff Launcher. It just didn't seem like it would be that big of a help on paper so I went with Uplink. Looks like I'll try it with Chaff next time!


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 gb
Enginseer with a Wrench





I'm personally going 3 x 5 raiders, exactly 5 boxes. And also mainly because taking them to 6 in a unit causes me all sorts of headaches; They're susceptible to blast and at 6 models they have to be in two rows of 3 because of coherency checks needing to be 2 models instead of 1 within 2". Also 5 is a nice footprint to manoeuvre.

One thing I noticed that I dont see the Mars-massive raising as a big benefit is that Wrath of Mars isn't an unmodified 6 so the +1 to wound on Ironstriders makes the MW trigger on a 5+. If you combine that with the unmodified 6 for an additional hit from Magos on your 5 ironstriders you can get some serious work done on tough units. Combine that with your +1 str and you're wounding everything on a 2+, exploding 6s, full re-rolls and MW on a 5+ to wound.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

TheDudeAbides wrote:
I am a big fan of that list concept you have of an aggressive in your face type army, I know you said you didn't have much experience with Kastelans but do you think that running Lucius detachment with the 4 warglaives would work since you'd be able to deep strike those Dakkabots into midfield/close up? Having the +1 invuln canticle for a couple turns might also keep them as well as one of the warglaives alive a tad bit longer.
Spoiler:
AdMech Battallion - Lucius

Dominus - Divinations of the Magos, The Solar Flare
Enginseer

5x vanguard
5x vanguard
5x vanguard

4x serberys raiders
4x serberys raiders

4x Kastelan Bots
Icarus Onager
Icarus Onager

Superheavy Detachment

4x Warglaives
That leaves ~272 points to play with in a 2k list or run it at 1750. 500 points is a lot for the Kastelans but deepstriking those 36 shots with exploding 6's has to be able to kill something right lol?
I think this list is much better. I'm still not a fan of little 5 man squads of Vanguard. By themselves, they're slow and vulnerable; they won't accomplish anything. It's like taking a 135pt handicap just to fill out a detachment. If you're going to take a unit, get something that directly contributes to your gameplan.

For example, I need the Vanguard to actually make it the enemy objective, so I took a Manipulus, the Magos trait, and the custom Forgeworld trait so they can move/advance ~13" and still shoot. I took them in blocks of 10 so they'd be a better target for Acquisition At Any Cost to hold the objectives (and actually the -1 AP FW trait with canticle buffs and Rad-Saturation make them decent in close combat).

If you're going to take blocks of 5 Vanguard, I think they should have Plasma Guns and a transport. Alternatively you could drop a Dunecrawler and Vanguard, make it a Patrol, and take Destroyers as your mandatory troop. To get up to 2k, you could run 2 Vanguard squads with 4 Plasma in a Dunerider, and take Destroyers as your third troop choice. And of course, always take Monitor Malevolus on your Enginseer.

I think Lucius is an interesting choice of Forgeworld for this list. You definitely don't need to deepstrike the Robots, they've got a 36" range so you just lose a turn of shooting. Mars is the obvious offensive choice, but you might deal more total damage by keeping your units alive longer. Plus the Solar Flare will come in clutch in the end game for teleporting to a vacant objective for 5 or 10 primary points.

The only thing I'm concerned about is the Armigers are your only tool for really heavy vehicles, and they're already pulling double duty as your objective takers and assault force. You may struggle to kill something like Imperial Knights, but maybe you'll outscore them anyway.

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 gb
Aspirant Tech-Adept






Hey Folks,

What do you think of the below? Better than my last?

The below split across 2 patrols

Cawl
Enginseer
Daedalus
Assassin

3x5 vanguard
3x5 raider dogs
3x bomber flyers
3x belaros tanks
1x5 autocannon balistari
1x13 jazz hands priests

This message was edited 2 times. Last update was at 2020/08/07 18:04:04


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

I have the same problem with 3x5 Vanguard as stated above. Plus you're essentially paying 2CP for 1 Fusilave since the rest of the list fits in a Battalion. Three Fusilaves will start to run out of things to drop bombs on, too. Plus, what is a Fusilave doing that your Belaros isn't?

I also think Jazz Hand Priests are worse than Sticky Bois, since you already have good shooting anti-MEQ shooting and you lack good assault units. I'd do something like 2x5 Vanguard w/ 4 Plasma in a Dunerider, 5 Rangers (maybe w/ 2 Arquebus if you can swing it), and 8-10 Fulgerites in a Dunerider. I'd drop a bomber and a squad of Raiders. You might also consider taking Furremite Cannon or two, since the Belaros is mostly competing with the Fusilaves for targets.

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
Fresh-Faced New User




 DarkHound wrote:
I think this list is much better. I'm still not a fan of little 5 man squads of Vanguard. By themselves, they're slow and vulnerable; they won't accomplish anything. It's like taking a 135pt handicap just to fill out a detachment. If you're going to take a unit, get something that directly contributes to your gameplan.

For example, I need the Vanguard to actually make it the enemy objective, so I took a Manipulus, the Magos trait, and the custom Forgeworld trait so they can move/advance ~13" and still shoot. I took them in blocks of 10 so they'd be a better target for Acquisition At Any Cost to hold the objectives (and actually the -1 AP FW trait with canticle buffs and Rad-Saturation make them decent in close combat).

If you're going to take blocks of 5 Vanguard, I think they should have Plasma Guns and a transport. Alternatively you could drop a Dunecrawler and Vanguard, make it a Patrol, and take Destroyers as your mandatory troop. To get up to 2k, you could run 2 Vanguard squads with 4 Plasma in a Dunerider, and take Destroyers as your third troop choice. And of course, always take Monitor Malevolus on your Enginseer.

I think Lucius is an interesting choice of Forgeworld for this list. You definitely don't need to deepstrike the Robots, they've got a 36" range so you just lose a turn of shooting. Mars is the obvious offensive choice, but you might deal more total damage by keeping your units alive longer. Plus the Solar Flare will come in clutch in the end game for teleporting to a vacant objective for 5 or 10 primary points.

The only thing I'm concerned about is the Armigers are your only tool for really heavy vehicles, and they're already pulling double duty as your objective takers and assault force. You may struggle to kill something like Imperial Knights, but maybe you'll outscore them anyway.



Good point about the anti tank, the warglaives cant be relied on to do everything and if they get taken out first that leaves the list pretty vulnerable.

What do you think about reducing the dakkabots to 3 and adding some laser ballistarius + adding more bodies to the vanguard?

something like:

Spoiler:

AdMech Battallion - Lucius

Dominus - Divinations of the Magos, The Solar Flare
Enginseer

10x vanguard
10x vanguard
5x vanguard

4x serberys raiders
4x serberys raiders
4x Ironstriders w/lascannon

3x Kastelan Bots
Icarus Onager
Icarus Onager

Superheavy Detachment

4x Warglaives

1993 pts



8 lascannon shots would add some anti tank shooting with the ironstriders being fast with range across the board and you get more bodies in those vanguard squads.

Also, what do you think about adding 2 more warglaives to have 6 total instead of the ironstriders?

I definitely need to invest in more warglaives next so i can test these lists out lol

This message was edited 1 time. Last update was at 2020/08/07 19:26:56


 
   
Made in us
Possessed Khorne Marine Covered in Spikes



NY

iamanbo wrote:
I'm reading that many of you play with units of 5 Raiders, my question is ... why two units of 5? and not two of 6 to get the most out of the 4 boxes



there's a couple of reasons, one being the new coherencey rules dont kick in on 5 models so you can string them out better. The other being less vulnerable to blast.

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
Arch Magos w/ 4 Meg of RAM






Mira Mesa

TheDudeAbides wrote:
What do you think about reducing the dakkabots to 3 and adding some laser ballistarius + adding more bodies to the vanguard?
Spoiler:
AdMech Battallion - Lucius

Dominus - Divinations of the Magos, The Solar Flare
Enginseer

10x vanguard
10x vanguard
5x vanguard

4x serberys raiders
4x serberys raiders
4x Ironstriders w/lascannon

3x Kastelan Bots
Icarus Onager
Icarus Onager

Superheavy Detachment

4x Warglaives

1993 pts
8 lascannon shots would add some anti tank shooting with the ironstriders being fast with range across the board and you get more bodies in those vanguard squads. Also, what do you think about adding 2 more warglaives to have 6 total instead of the ironstriders?
The problem with the Vanguard isn't only that you don't have enough bodies, they also aren't fast enough to impact the game. ObSec (Soldiers of the Machine God) only matters if you are an objective at the same time as an enemy. Most midfield objectives are going to be 12-14" away from your deployment zone. The enemy's objectives will be 20-24" away, or 30+" in their deployment zone. Vanguard move 9.5" per turn when advancing. You need to be within 3" of an objective to contest it. So, if you line the Vanguard at the edge of your deployment zone, there is still a 50/50 chance you don't reach the objectives on your own side of the field. It will probably take the Vanguard 3 turns to get to the enemy's objectives, by which point the game is almost over.

I get away with footslogging my Vanguard because I use a Manipulus and boost their advance rolls for 12.5" average movement. They are on my objective on turn 1, and are on the opponent's objective on turn 2. I can even charge the opponent's deployment zone objective on turn 2 for extra reach. My point is that my Vanguard aren't unsupported. Alternatively, a Dunerider moves 15.5" up the board on turn 1. Then Vanguard get out 3" further on turn 2 and can move 9.5" (28" total) or charge ~13" (31.5"). Same result, you get there in time to contest your opponent's scoring. If you go first, you can even stop them from scoring their own objectives on turn their turn 2 this way. That is a huge advantage and cripples their ability to earn points.

So if you're going to footslog them then upgrade that Enginseer to a Manipulus, or else get them a transport. Otherwise, you can consider 3x5 Rangers with 6 Arquebuses. They don't help you score much, but at least they're useful guns.

I don't think the Ironstriders help that much. They're not very good in Lucius, since they only have a 6++ and don't need to deepstrike. Maybe you can try the Dunecrawlers with Neutron Lasers for better anti-T8. I'd probably go for something like this:
Spoiler:
Dominus [Magos, Solar Flare]
Enginseer [Monitor Malevolus]
4x5 Vanguard, 2 Plasma
2 Duneriders
2x4 Raiders
3 Robots
2 Dunecrawlers, Neutron Laser
4 Warglaives, Stubbers

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 gb
Longtime Dakkanaut



Glasgow

Say if I run vanguard in my expansionist foreword- they can fire there weapons after advancing with no penalty.

Your correct midfield objectives are 12" away you can't score till T2 they move 12"+2d6 in that time

Unless I wish to charge in which case they move 12"+d6 + charge

You need to be within 3" to control an objectives which are 40mm big so only 8" of the you'll 12" walk you'll do that most of the time t1 just Replace yourself on the line and roll a 2+ advance

You average at 19" over 2 turns 20" gets you to your opponents objective if your opponent is on that objective 15.5 with a 4-5" charge

And none of that includes a manipulous


Also In only one mission do you need to hold the objectives in your opponents deployment zone to hold more its not that essential but if I can score it T4- T5 I have slaughtered my opponent

This message was edited 6 times. Last update was at 2020/08/07 23:49:04


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

U02dah4 wrote:
You need to be within 3" to control an objectives which are 40mm big so only 8" of the you'll 12" walk you'll do that most of the time t1 just Replace yourself on the line and roll a 2+ advance

You average at 19" over 2 turns 20" gets you to your opponents objective if your opponent is on that objective 15.5 with a 4-5" charge

And none of that includes a manipulous
A 40mm base has a radius of ~0.8". That means if the model is on the edge of the deployment zone, you need to move 8.2" to be within 3" of the objective. You can only move whole amounts, so you'd need to roll 3+ to move 9" and score. You're right, I was mistaken; it's not a 50% failure, it's a 33% failure to hold your own objective.

The closest "enemy" objective markers in the GT book are 20" away, on Retrieval Mission and Priority Target. In those missions, an average 12"+2d6 gets you within range on turn 2. Still, you'll fail to get in range 1 in 6 games.

Every other mission is 22" or more. If you send the infantry in a straight line from the closest point in your deployment zone, technically your average movement just gets you in range. Of course, 41% of the time you don't meet that 7" average and don't get there. Plus, there's going to be stuff in the way and you probably won't get a perfect straight line. Even an extra inch makes it 58% likely you'll fail. If the objective is 24" away, you fail to get there 72% of the time in the best possible case.

In two missions, footslogging infantry can get there. In every other mission, it's a coin flip or worse. That is not an effective game plan.

If you add a Manipulus, your chance of failure becomes 0% at 20", 8% at 22" and 28% at 24". If you add the Magos trait, the odds of failure become vanishingly small.

This message was edited 2 times. Last update was at 2020/08/08 00:33:39


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
Regular Dakkanaut






Quick question, does anything stop me from using Legio Teleportarium on multiple squads? I can't find anything specifically preventing me from doing it.

If not, I'm going to be putting several Corpuscarii squads into teleport mode.

This message was edited 1 time. Last update was at 2020/08/08 02:10:55


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
Implacable Skitarii




Yes, you can use the legio teleportarion strat on multiple squads.
   
Made in us
Regular Dakkanaut






Mariongodspeed wrote:
Yes, you can use the legio teleportarion strat on multiple squads.

I'm just surprised people aren't abusing this in 9th.

Corpuscarii can put out serious fire power while still being good in melee. In addition to people being more cagey in 9th during deployment, it seems like a very easy choice to just throw three squads of them into teleport mode as opposed running drills and the like.

Then you can just run Breachers/Destroyers as your troops as well as other weapons platforms to provide heavy fire power. After all, a squad of 9 Corpuscarii is only 1 point more than a single Dakka Bot.

This message was edited 1 time. Last update was at 2020/08/08 04:19:33


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/ 
   
 
Forum Index » 40K General Discussion
Go to: