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2020/08/15 21:06:48
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
You want your Transarqs exposed to CC why, exactly?
U02dah4 wrote: Vanguard are objectively better VS almost any target within 18"
Vanguard have assault weapons
I don't know why you're talking about points I already acknowledged as being reasons to take Vanguard over Rangers for squads not bringing Transarqs. Neither of those are relevant for squads that do, as they will primarily be operating at ranges greater than 24".
U02dah4 wrote: Assuming you place your squad in terrain not against the back board your probably covering most or at least a good portion of the objectives. Which gives you targets
Not for the 18" Carbines, though. I definitely don't put my Transarqs that far forward, there's no reason to, I have Vanguard in that position instead for the exact reasons you went over. They stay in my deployment zone, with good coverage for the snipers, preferably in terrain as you said, and once the opposing army has moved the galvanic rifles will get to make shots too.
U02dah4 wrote: The extra range on the rangers giving you 3 Shots when your opponent is between 18-30 make very little difference. Because the guns are so ineffectual
I agree, three shots makes little difference, but it makes more difference than identical bodies that do absolutely nothing at 18-30".
2020/08/15 21:25:06
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
You don't want them exposed to CC but many enemies will want to expose them to CC so in some games it may happen and in those games vanguard is better
My point was that they will primarily be operating within 18" with only the sniper rifle firing beyond so you clearly missed the point
You want them in terrain ideally an advance away from an objective so in the right situation you can make a last minute
grab at the expense of a sniper shot
You gain no advantage by having them back your not using them to their fullest and you cant get them far enough back on smaller board to really protect them
99% of games 18"covering 3 or 4 objectives will give you an enemy to target every round except t1 if your going first. 30" just gives you slightly more choice but one turn of vanguard firing is = 2-3 turns of rangers at 15-30
This message was edited 5 times. Last update was at 2020/08/15 22:29:46
2020/08/16 03:07:01
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Alright did a bit of maths to support my Ryza army idea and came with a few results. I calculated four ways: baseline, rerolls to Hit (either Omniscient Mask or Prime Hermeticon), rerolls 1s to Wound (Ryza), and rerolls 1s to Wound combined with +1AP (Ryza optional Canticle). I'll list them from best to worst and will post the result of the optimal conditions (tell me if you want the rest of the maths but I'm too lazy to write it here):
1st - 10 Fulgurite Electro-Priests (140 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 24,2 wounds, 5,79 pts/w
2nd - 5 Pteraxii Sterylizors (100 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T3 5+: 12,62 wounds, 7,62 pts/w (+ 8,89 wounds in shooting, which would bring them at 4,65 pts/w)
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 7,37 wounds, 13,57 pts/w (+ 3,87 wounds in shooting, which would bring them at 8,9 pts/w)
3rd - 5 Sicarian Ruststalkers (70 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 6,93 wounds, 10,1 pts/w
4th - 2 Sydonian Dragoons (140 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 10,37 wounds, 13,5 pts/w
5th - 5 Sicarian Infiltrators with Tasers (100 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T3 5+: 11,89 wounds, 8,42 pts/w (+ 5,56 wounds in shooting, which would bring them at 5,63 pts/w)
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 5,7 wounds, 17,54 pts/w (+ 1,85 wounds in shooting, which would bring them at 13,26 pts/w)
I place the Fulgurites 1st despite not having ranged weapons because of the sheer destructiveness they bring in CC. I didn't count the mortal wounds on the charge because it depends on the size of the unit, but for a unit of 5 you'd have 0,83 mw. With the optimal conditions, a unit of 10 wipes more than 10 Intercessors on the charge, and would do serious damage to units of Gravis, Terminators and such. Just beware that to give them rerolls to Hit you must use Prime Hermeticon, which only works on <Infantry> but if you don't plan on running Dragoons or benefitting Cavalry it's alright.
The Sterylizors come 2nd, these guys are really great to shred anything T3.They'd wipe whole squads of them easily, and have a lot of utility beyond that: Fly, able to lock an Infantry unit in CC with 1CP, ignore cover on the flamers... They're just better Infiltrators, and do more damage against MEQ, which the formers struggle to take down with Tasers. Don't forget you can theoretically put 10 of them in a Dunerider, if you manage to fit all 10 entirely within 3" of the transport when disembarking (don't know if it's possible).
Sicarian Ruststalkers take the 3rd place, at my pleasant surprise. They're so cheap now (70 pts for 10 wounds make them way cheaper than Vanguards, wounds-wise) that just having 2 units harassing the opponent from Reserves might be interesting in a Ryza list. I wouldn't care if my opponent shot at them given their price. The usual problems though is that they don't have shooting or innate DS, but both problems can be solved with the liberal usage of Duneriders once more. I noticed the two Swords did slightly more damage on average on MEQ than the Razor + Chordclaw.
At the 4th place come Sydonian Dragoons. Even if they've been severely nerfed by the loss of their exploding 4-5-6s and of the -2 to Hit, I can still see a use for them in a Ryza list, focused on pure aggressiveness. See, most of our assault elements are quite flimsy before they're engaged in CC but Dragoons still are cheap T6 6W platforms with a -1 to be Hit, and are FAST. Their huge footprint makes thems good to block the way. With S8 AP-1 (or-2 with Ryza) and 2D they can threaten a wider variety of targets and finish off vehicles and monsters. I'd use 2-3 of them in a single unit to go die gloriously somewhere that would bother my opponent. If you want to tarpit a bit don't forget they can spend a CP to be -1 to Hit in CC now.
And at last at the 5th place come Infiltrators (Tasers). Sadly the nerf to Tasers and the coming of Sterylizors made them pointless. Everything they do, Sterylizors do better. There might be a niche use for them with Power Swords, but they're only slightly better against MEQ, and even then they still don't fly, can't lock in CC, and don't ignore cover in shooting. There might be a use for them if their power Swords gain +1S like the Marines do, but nothing's certain yet.
Honourable mention: Secutarii Hoplites. I didn't include them in the ranking because sadly Ryza brings them nothing more due to the lack of <Forge-World> keyword. They're still really great and pack an average of 12,96 wounds against T3 E5, and 6,22 against T4 3+, in CC with rerolls to Hit. They're fairly durable, cheap, are a threat to everything under T6 and have the numbers to charge and contest an objective. I hope they'll see the addition of the <Forge-World> keyword in the future, but that'd warrant an increase in points I wager.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/16 22:48:00
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Aaranis wrote: Alright did a bit of maths to support my Ryza army idea and came with a few results. I calculated four ways: baseline, rerolls to Hit (either Omniscient Mask or Prime Hermeticon), rerolls 1s to Wound (Ryza), and rerolls 1s to Wound combined with +1AP (Ryza optional Canticle). I'll list them from best to worst and will post the result of the optimal conditions (tell me if you want the rest of the maths but I'm too lazy to write it here):
1st - 10 Fulgurite Electro-Priests (140 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 24,2 wounds, 5,79 pts/w
2nd - 5 Pteraxii Sterylizors (100 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T3 5+: 12,62 wounds, 7,62 pts/w (+ 8,89 wounds in shooting, which would bring them at 4,65 pts/w)
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 7,37 wounds, 13,57 pts/w (+ 3,87 wounds in shooting, which would bring them at 8,9 pts/w)
3rd - 5 Sicarian Ruststalkers (70 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 6,93 wounds, 10,1 pts/w
Spoiler:
4th - 2 Sydonian Dragoons (140 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 10,37 wounds, 13,5 pts/w
5th - 5 Sicarian Infiltrators with Tasers (100 pts):
- RR to Hit + RR 1s to Wound + AP+1 vs T3 5+: 11,89 wounds, 8,42 pts/w (+ 5,56 wounds in shooting, which would bring them at 5,63 pts/w)
- RR to Hit + RR 1s to Wound + AP+1 vs T4 3+: 5,7 wounds, 17,54 pts/w (+ 1,85 wounds in shooting, which would bring them at 13,26 pts/w)
I place the Fulgurites 1st despite not having ranged weapons because of the sheer destructiveness they bring in CC. I didn't count the mortal wounds on the charge because it depends on the size of the unit, but for a unit of 5 you'd have 0,83 mw. With the optimal conditions, a unit of 10 wipes more than 10 Intercessors on the charge, and would do serious damage to units of Gravis, Terminators and such. Just beware that to give them rerolls to Hit you must use Prime Hermeticon, which only works on <Infantry> but if you don't plan on running Dragoons or benefitting Cavalry it's alright.
The Sterylizors come 2nd, these guys are really great to shred anything T3.They'd wipe whole squads of them easily, and have a lot of utility beyond that: Fly, able to lock an Infantry unit in CC with 1CP, ignore cover on the flamers... They're just better Infiltrators, and do more damage against MEQ, which the formers struggle to take down with Tasers. Don't forget you can theoretically put 10 of them in a Dunerider, if you manage to fit all 10 entirely within 3" of the transport when disembarking (don't know if it's possible).Sicarian Ruststalkers take the 3rd place, at my pleasant surprise. They're so cheap now (70 pts for 10 wounds make them way cheaper than Vanguards, wounds-wise) that just having 2 units harassing the opponent from Reserves might be interesting in a Ryza list. I wouldn't care if my opponent shot at them given their price. The usual problems though is that they don't have shooting or innate DS, but both problems can be solved with the liberal usage of Duneriders once more. I noticed the two Swords did slightly more damage on average on MEQ than the Razor + Chordclaw.
This is a good breakdown. I did similar math a dozen pages back. However, my math comes out different on the Ruststalkers. Given that Marines are moving up to W2 universally, I think you have to include the D3 damage rolls. Under your conditions, I got 7.8 wounds or 8.97 points per wound. Because the math gets finicky (some wounds are mortal, some are multi-damage, some are neither), here are my calculations:
Spoiler:
Hit roll re-rolling: 0.8911
Non-mortal wound wound roll 0.33 + re-rolling 1s non-mortal wounds 0.055611 = 0.388611
AP-1 saves: 0.5
0.8911*0.388611*0.5=0.17314563105 chance to inflict damage per attack
11 Razor attacks: 1.90460194155 unsaved wounds
5 Chord attacks with average D2 damage: 1.7314563105 unsaved wounds
3.63605825205 non-mortal unsaved wounds
Mortal wounds 0.194889 + re-rolling 1 mortal wounds 0.027889 = 0.222778
0.8911*0.222778 = 0.1985174758 chance to inflict mortal wounds per attack
11 Razor attacks = 2.1836922338
5 Chord attacks with an average D2 mortals: 1.985174758
4.1688669918 mortal wounds inflicted
7.80492524385 total wounds inflicted
I think there are two important caveats that put Ruststalkers higher on the list for me. First being that shooting can easily put you out of charge range, especially if you used Deepstrike to arrive. This is an even bigger deal in 9th because charging is the most efficient way to clear and capture an objective in one turn. The second is related and specific to Sterylizors: your assault units will be charging objectives and will have to weather counter-charges. Sterylizors suck hard if they are not charging.
For dedicated objective taking assault units, I'd rank the top 3 as Fulgerites, Hoplites, and Ruststalkers. I think the 3 are pretty even, and different lists will tip the scales towards one or the other.
How many and how large should our assault teams be? Obviously, there are a variety of threats out there, but I often see efficient unit spam or elites backed by a horde.
Heavy Support - 800 4x Kastelan Robot - 12x Heavy Phosphor Blaster
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
Total: 1995 points 10 CP
The idea here is to try to fit five Serberys Riders in to screen melee. I am also trying to fit a second Hoplite unit in.
Downside is that I cannot bring force multipliers like Daedalosus and Enginseer with a HOWLT. In order to do that, I can drop the Grators for 2x Crawlers. Crawlers are much more efficient, but they sorta serve the same role as Dakkabots.
Another option is to drop a Ballistarii for an Enginseer and 2x Serberys Raiders.
This message was edited 1 time. Last update was at 2020/08/17 06:54:19
2020/08/17 07:03:44
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I think 20 Hoplites is just enough at 2000pts, but you'll have to be precise about how you use them. That's not a criticism itself, it's just the nature of AdMech. You'll be able to assault two objectives during the game, almost certainly no more than that, so make them count.
That list is almost great looking, but the Spearhead as your only detachment bugs me. Is that second Disintegrator actually worth 3CP to bring? If you swap it out for a Fusilave 1 for 1, you gain 3CP and fit the entire 2000pt army in a Patrol (lol).
I don't own half the models here so not gonna test it any soon but I wonder if it'd work. The idea would be to push all the assault elements early in the first turn under cover of Shroudpsalm, and on turn two, cracking the AP+1 Canticle, disembarking/DS and charging with the +1" charge from the Manipulus, who'll try to keep up to give rerolls too. The Dominus stays with the shooty vehicles and gives his reroll 1s to Hit + the +1AP at mid-range. The Plasma Vanguards can be used to bring additionnal pressure if needed with the Ryza plasma stratagem. I wanted to have 4 more plasma guns but needed the points the fit the Onagers.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/17 10:28:26
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
@Aaranis
You might want 10x units of Vanguard with 3x Plasma Calivers since this is a Ryza army. Plasma Specialists is fierce. Omnispex might also matter.
You don't need an Outrider if you move the Balistarii and Sterilizers into the Batallion and one unit of Vanguard out. Make a Patrol instead. In fact, you can probably get away with two Patrols:
Saves you 1 CP and frees up 21 points because there's no deadweight Enginseer now; you free up one Raider, but take on 2x Caliver and 2x Omnispex. Serberys Raiders also can make better use of the Obliqua strategem. (I actually am seeing lists consolidate those units since they have lots of wounds and only one use of that key stratagem.)
This message was edited 2 times. Last update was at 2020/08/17 10:30:12
2020/08/17 11:06:04
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Thanks for the advice, didn't think about the two Patrols but that's an excellent idea. I'm still learning with the new detachments and their CP cost.
As for the plasma, it's a question of "More plasma, or a better plasma ?" but you're right, ignoring cover and blasting 6 shots at S8 +1to Wound and 3D ought to make some damage in the right place.
Good idea about the Raiders, I was thinking two of 5 to cover more ground, but once more the use of the stratagem is better spent as you said.
What do you think about the list in itself though ?
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/17 12:21:00
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Aaranis wrote: Thanks for the advice, didn't think about the two Patrols but that's an excellent idea. I'm still learning with the new detachments and their CP cost.
As for the plasma, it's a question of "More plasma, or a better plasma ?" but you're right, ignoring cover and blasting 6 shots at S8 +1to Wound and 3D ought to make some damage in the right place.
Good idea about the Raiders, I was thinking two of 5 to cover more ground, but once more the use of the stratagem is better spent as you said.
What do you think about the list in itself though ?
if you're not using Plasma specialists to its fullest is it worth looking at Expansionist forgeworld + Rugged Explorers?
Ryza is giving you the canticle for +1ap in combat, Expansionist Forgeworld gives you it any time you charge or are charged freeing your canticle choice to be +1 str for a turn your sterylizors didn't charge or to give them RR1s to hit. Rugged explorers allows your vanguard and Raiders to advance and still shoot at 3+ which for something like Raiders gives them a huge mobility benefit.
Not to mention the expansionist +1 ap free up your canticle to make Sterylizors Str 6 and ap -2 on the charge or when charged.
2020/08/17 13:30:15
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Octovol wrote: if you're not using Plasma specialists to its fullest is it worth looking at Expansionist forgeworld + Rugged Explorers?
Ryza is giving you the canticle for +1ap in combat, Expansionist Forgeworld gives you it any time you charge or are charged freeing your canticle choice to be +1 str for a turn your sterylizors didn't charge or to give them RR1s to hit. Rugged explorers allows your vanguard and Raiders to advance and still shoot at 3+ which for something like Raiders gives them a huge mobility benefit.
Not to mention the expansionist +1 ap free up your canticle to make Sterylizors Str 6 and ap -2 on the charge or when charged.
That's a good idea, however the reroll 1s to Wound makes a decent amount of additional damage, especially with Fulgurites when rerolling a 1 into a 6 gives more MWs. But you're right that it'd be more reliable to have the additional AP as a trait rather than a Canticle. The secondary traits don't fit the idea of my list though, the Vanguards shouldn't have to Advance in this list (they're either in a Dunerider or charging alongside another assault unit) and the Raiders won't have many occasions to do it neither.
And I like the idea of having two units full plasma, it's a sort of joker card when I need a sudden boost in firepower somewhere. I don't want to include Ryzaphrons though, they need too much support to fit in the list.
I like the custom Forge-Worlds, there's really some interesting things in there. Another idea I had was a list with Dragoons, Ironstriders, Duneriders and all the vehicles you can fit and play the traits that give Vehicles a 6+++, maybe coupled with the Cognis weapons rerolling their hits at mid-range.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/17 14:30:42
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Vineheart01 wrote: Never underestimate reroll wounds of any sort.
GW grossly undervalues it. Things that get it tend to be scarily lethal.
Indeed ! Which is why I'm hoping our future Skitarii Primus will give us rerolls to Wound if it doesn't give another cool effect (would love something more original then rerolls).
I did a bit more maths as I wanted to know if building a list around the explosive Arc weapons for Skitarii was worth it, and such compared them to Plasma calivers. First I did a quick comparison between Vanguards and Rangers to see which were more lethal, and Vanguards win against both GEQ and MEQ hand down. As long as they're the same price, you're always better off picking Vanguards over Rangers except if you have some niche use for them.
So the maths for a squad of 5 Vanguards including 2 of each special weapon:
Plasma caliver vs Arc rifle (all rerolls 1 to Hit and considering +1 AP at half-range with Artisan):
5 Vanguards with 2 Plasma calivers (standard) – 65 pts , vs E4 3+ : 3,82 wounds or 17,02 pts/wound
5 Vanguards with 2 Plasma calivers (overcharged) – 65 pts, vs E4 3+ : 6,94 wounds or 9,37 pts/wound
5 Vanguards with 2 Arc rifles – 55 pts, vs E4 3+ : 3,13 wounds or 17,57 pts/wound
5 Vanguards with 2 Arc rifles (exploding) – 55 pts, vs E4 3+ : 3,82 wounds or 14,4 pts/wound
As you can see the exploding Arc rifles are only better than the Plasma calivers when you're not Overcharging them, and considering we're shooting Marines here we'll overcharge them.
Other than that I'm surprised at the amount of damage 65 pts of Vanguards can do. Granted, here they're near a Dominus, and at half-range to have the additional AP, but it's surprising. Enhancing AP is one of the best ways to drastically improve a weapon.
In my Engine War book (in French) most of the auras for the Magos traits say "all MODELS within 6" of the bearer", is it the same in English ? If it is I should lower my enthousiasm as it's way harder to fit whole squads withing reach of the Artisan Magos.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/17 16:58:50
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Wow i didnt even notice that. That pretty much doesnt affect the vehicle-castle but virtually makes the holy traits useless on infantry.
Thats...really dumb...
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/08/17 17:39:04
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Yup. Goes to why I said that taking multiple Holy Order traits with Mechanicus Locum isn't that powerful. It's actually pretty hard to stack the damaging effects, and castling is punished in 9th. In practice, you'd rather have your traits spread out trying to utilize their modes properly to get value.
Post FAQ, Magos is the default because the exploding 6s is most widely applicable to our firebase. Artisan is a close second because the damage bonus is competitive with Magos, plus you get the Fallback utility.
The others were only borderline in 8th when we took way more HQs anyway. Genetor for Kataphrons is pretty much dead with the loss of specialist detachments. Logos is cool, but so niche. I'd love to have it as a pocket utility against psykers, but you'd never take it as the sole trait.
It still just bugs me that they wasted all this potential and design space they created.
HOWLTS are useless on big blobs of infantry. Very good for a concentrated firebase of vehicles though.
Anyhow, I would take an Enginseer over a Daedalosus in most cases because of Cawl rerolls and the broad applicability to your entirely firebase.
Generally speaking, you take Magos or Artisan if you run Robots. Artisan otherwise. I don't think that exploding hit is as good as the second point of AP in most of my firebase, which is light on AP and does not ignore cover. Robots are the exception here, as they are AP2 already and ignore cover.
2020/08/17 22:03:01
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
After measurement there's still quite a few dudes we can fit within 6", they don't have to be entirely within neither so that's still doable for infantry. I hope they'll change that in our future codex though.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/17 22:17:40
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I think they do it on purpose to guide players toward their vision of what AdMech armies should look like. Most AdMech infantry just aren't powerhouse units that you care about buffing, especially compared to our other staples. Our best infantry are all melee units, and consequently the only damage buff that affects an entire unit is the melee buff in Genetor. In the rest of the book, the only other damage buffs that affect whole units are Prime Hermeticon and Omniscient Mask, both for melee.
Even if the buffs worked on infantry, who would you even bother buffing? You already see this with Cawl lists. We've basically just got Rangers, and they're not strong enough to build around. All you'd encourage is keeping the infantry castled with the tanks for a minor improvement. They don't want to encourage castling, and "per model" discourages it. Buffing infantry shooting is difficult, buffing melee infantry is easy. If your infantry are in melee, you aren't castling, and the game is more engaging for both players.
This message was edited 2 times. Last update was at 2020/08/17 22:19:00
Oh yes I love the melee aspect of the game, and am trying to build towards it. I disagree with our infantry though, Rangers for one are worse than Vanguards, did the maths not long ago and they're worse against GEQ and MEQ at least, which are the two main profiles we'll encounter. Vanguards with plasma and some AP (given by either the Irradiated Forge-World or the Artisan) are really great for their cost. Sure they're no SM Veterans but building list around good, cheap infantry is possible I'd say.
But yeah our best infantry are melee and are Fulgurites and Hoplites, no questions. Now that Ryzaphrons are less desirable we've lost that too. I don't know if Breachers lists are still around or not. And now that we have cheap transports it doesn't surprise me that we're considered top meta in this early 9th edition. Though I bet Ironstriders and Raiders are what mostly carries us. Luckily they're cheap enough to justify bringing a handful whatever our list may be. I know I'll keep the Autocannons in a Ryza list, it needs ranged support and they're excellent, especially with the news that all MEQ are going up in wounds, the Autocannons with Artisan's AP are made for the job.
Lugging around a unit of 2-3 Kastelan Robots with HPB around the Artisan look interesting to me, now that they ignore the -1 for moving there's no reason to keep them pinned from T1. Have them move around and shoot at people in cover with S6/7(Mars) AP-2/3 guns is still a great way to whittle infantry down.
I'm glad we have so many options to ignore cover now, most of the new units and content in Engine War allows that, be it Phosphor weapons, Omnispex, the stratagem for the Disintegrator to ignore cover and get +1 to hit if it focus fire... With the emphasis on terrain and the fact that Raven Guards are still around it's good to have counters.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/18 06:38:59
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I think the ideal unit size for Kastelan Robots is 4.
This is because of Strategic Reserves, For 3 CP, you can hide your Robots for turn one and outflank them on turn two. Given how small the table is, there are many options to secure an outflanking position with good sight lines in two turns of movement with the rest of your army, which is relatively fast.
Oh, and for 1 more CP, you can also hide Cawl, an Enginseer, and an MSU of Vanguard.
2020/08/18 11:54:04
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
So ive played a couple of games now, although at 1k because it doesnt take as much time.
The board for 1k games is too small though and I really struggled not only to deploy, but also to deepstrike. That and any above average in speed unit will be in combat turn one.
My other main takeaways will also be important for bigger games.
It might be worth to go with artisan over Magos, if you have a lot of blast and low AP weapons, like belleros boats. Otherwise Magos is great for damage, but also to advance better onto objectives if needed ( especially if your firebase gets focused down)
Units:
Vanguard will still be great for past reasons, but D2 will be good for marines too. Snacking front objectives away with obsec is great (eg. a Rhino is sitting on one and you rather direct your firepower into sth else)
Terrax Drill is great, especially with all those elite coming along. I will use mine with the D2 volkite chargers.
Fusilave with commanduplink, Skystalkers, sterilyzors and even ruststalkers are good if you take a single unit for their respective stratagems and engage on all fronts( ruststalkers, and x-101 is good to use for actions)
One unit of raiders is a must have for any non stygies list for charge deterrants.
One way I like to use my icarus crawlers now is just to use their big base sizes to block movement and along with their resilience they can just shoot into combat at a 4+.
Having a small unit of grav destroyers and lascannon ironstriders ( if you dont run martian autocannon squads) is great to have as they are easy to hide behind los blocks.
2020/08/23 06:58:16
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Have you guys been keeping up with the tournament results? Goonhammer's been doing good analysis of the data. AdMech's aggregating a winrate of ~44-46% depending on the source. That's made it harder to get ahold of the army lists for autopsy.
The couple pure AdMech army lists I've seen have been garbage, despite placing with (barely) winning records. They tend to use only a box or two of the new units, and are slap-dash composed of 3 man Kataphrons squads, a bunch of random 5 man Rangers, and a couple Kastellans and Disintegrators.
It's easy to say as an armchair general, but it seems like the AdMech lists just aren't trying and that win rate isn't reflective of the faction's power. They lists just aren't up to date for 9th or the Marine/Death Guard/Custodes meta.
I haven't seen Siegler post any results with AdMech. The highest scoring consistent player is Cullen Burns, but I haven't been able to find his army list.
This message was edited 1 time. Last update was at 2020/08/23 06:59:09