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2020/11/12 15:35:15
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Its a bit difficult to read because of course the guys doing early review points the camera at the book at a STEEP ANGLE but that is clearly a 12 to me.
Side note, peltasts are 9ppm. Unfortunately that seems to be the one unit the guy completely flew over w/o showing so no idea if theyre any good.
got my book today, they are still 10ppm
Weird, because I saw a much clearer shot of the points page and I'm almost dead certain it was 12ppm. Still, you have the book so cant really argue. Just need Plastic versions of them now and for Peltasts to be troops.
2020/11/14 13:49:49
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
It's an AdMech vs Slannesh game but I'm at work and can't watch to see if we may have incoming news. I expect Slannesh tho since they have a new AOS box recently.
*edit* - I watched the lists last night, nothing new for AdMech there at least.
This message was edited 1 time. Last update was at 2020/11/15 07:17:26
Approx armies
9000pts AdMech (Main army)
7000pts Black Templars (original army)
3500pts Death Guard (lazy side project)
2000pts Imperial Knights (extension of AdMech)
2000pts Harlequins (fun side project)
2020/11/15 17:06:05
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Another question, are the Blast Carbines worth it on the Sulphurhounds? They seem a tad expensive for what they do to be honest but I do like the increased threat range.
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
2020/11/15 22:15:35
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
The Blast Carbine is probably too expensive for what you get. It's stronger than the pistol and has a much nicer range and amount of shots, but it's almost double the cost of the pistol load out and more importantly the breath is a pistol weapon so it conflicts with the Carbines.
Don't forget, you're also paying for their pistol ability most likely, whether or not you're running pistols. Who knows though, maybe someone can figure out something with the Carbine as the profile of it isn't bad.
Techpriest_ wrote: The Blast Carbine is probably too expensive for what you get. It's stronger than the pistol and has a much nicer range and amount of shots, but it's almost double the cost of the pistol load out and more importantly the breath is a pistol weapon so it conflicts with the Carbines.
Don't forget, you're also paying for their pistol ability most likely, whether or not you're running pistols. Who knows though, maybe someone can figure out something with the Carbine as the profile of it isn't bad.
I am a little confused as to how it would affect them negatively if they Advanced considering the carbine is an assault weapon? Couldn't you advance and shoot that still anyway?
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
2020/11/16 02:51:04
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Techpriest_ wrote: The Blast Carbine is probably too expensive for what you get. It's stronger than the pistol and has a much nicer range and amount of shots, but it's almost double the cost of the pistol load out and more importantly the breath is a pistol weapon so it conflicts with the Carbines.
Don't forget, you're also paying for their pistol ability most likely, whether or not you're running pistols. Who knows though, maybe someone can figure out something with the Carbine as the profile of it isn't bad.
I am a little confused as to how it would affect them negatively if they Advanced considering the carbine is an assault weapon? Couldn't you advance and shoot that still anyway?
You are correct, but I'm not sure what I said that implied the contrary.
The reason the carbine actually hurts them is threefold
1) its expensive for such a minor upgrade 2) its assault, rather than a pistol. They have a rule allowing them to fire pistols after advancing, and since the rule is specifically "fire with assault weapons after advancing at -1 to hit" and not a general -1, they suffer no penalty firing pistols after advancing but do suffer for the assault weapon. 3) They still have a pistol, and now they cant fire all their weapons.
This message was edited 1 time. Last update was at 2020/11/16 03:40:49
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/11/16 12:32:27
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Vineheart01 wrote: The reason the carbine actually hurts them is threefold
1) its expensive for such a minor upgrade
2) its assault, rather than a pistol. They have a rule allowing them to fire pistols after advancing, and since the rule is specifically "fire with assault weapons after advancing at -1 to hit" and not a general -1, they suffer no penalty firing pistols after advancing but do suffer for the assault weapon.
3) They still have a pistol, and now they cant fire all their weapons.
Number 3 wouldn't be an issue if the carbine replaced both pistols, as it stands you're paying for a pistol you cant fire.
And you cant fire the carbine while in engagement range either. If You ask me the carbine should be the same price as the two pistols together and should replace both. It's an acceptable choice/compromise to increase range and shots at the expense of mobility and flexibility. At the moment it just costs more and only has the range benefit.
2020/11/16 13:52:39
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I am looking to play my admech for the current and season beyond. Those of you that have been able to game, what things have you been finding? Anyone bucking the trend by not spamming breachers?
I am currently trying to make a 3 drill list with a load of priests work but havent quite figured out the rest. 3 squads of raiders always seems to be a staple of mine. Anyone had any success with the bombers?
This message was edited 1 time. Last update was at 2020/11/16 16:22:57
2020/11/16 17:29:41
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Vineheart01 wrote: The reason the carbine actually hurts them is threefold
1) its expensive for such a minor upgrade
2) its assault, rather than a pistol. They have a rule allowing them to fire pistols after advancing, and since the rule is specifically "fire with assault weapons after advancing at -1 to hit" and not a general -1, they suffer no penalty firing pistols after advancing but do suffer for the assault weapon.
3) They still have a pistol, and now they cant fire all their weapons.
This could be avoided however by taking Metalica Forgeworld correct? Sorry for all the questions haven't played for a minute due to covid shenanigans and school but it does say "If a unit with this Dogma Advances it can ignore the penalty for firing assault weapons"
This message was edited 2 times. Last update was at 2020/11/16 17:36:34
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
2020/11/16 17:59:10
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
That part yeah but Admech largely doesnt use assault so thats kinda wasted perk.
Still wouldnt let you fire the flamer pistol though in conjuncture, when close enough
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/11/16 18:12:39
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Vineheart01 wrote: That part yeah but Admech largely doesnt use assault so thats kinda wasted perk.
Still wouldnt let you fire the flamer pistol though in conjuncture, when close enough
So you would have to pick and choose is what you're getting at, seems like the really only reason to take the carbines is so you have hitting power before you get into pistol range but that probably doesn't justify the point cost
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
2020/11/16 19:58:43
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
If ti was a free optional upgrade i'd probably use it, as thats generally a turn of shooting you'd get to offset the wonky close-range shooting. But its not free, its not even cheap. So hard no for me.
Not that sulfurhounds are even any good. Ive been trying to get them to work for quite awhile...they just die instantly as generally theyre the first thing the big guns see, and if they cant hit my robots/crawlers/tanks/striders i dont blame them for firing a big gun at a T3 model lol since it has 3 wounds. Mine arent painted yet, just primed, and im seriously tempted to rip their arms/heads off and switch them to rangers lol. Since i made the mount with the ranger mount anyway (looks better imo)
This message was edited 1 time. Last update was at 2020/11/16 21:22:05
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/11/16 22:24:39
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I agree with the hounds not being good, I LOVE the model but they're too easy to kill. I've had very little success with the raider too however. I do enjoy using sulphurhounds and dragoons as a t1 distraction to leave more of my army free to do its thing t2 onwards.
I have found sulphurhounds as better character hunters than raiders due to their advance and shoot and still being able to charge. They can burn through most screens allowing a charge on a character, the problem is they struggle to kill what they charge, but if backed up they can be useful. I still prefer them to raider for the model alone.
Approx armies
9000pts AdMech (Main army)
7000pts Black Templars (original army)
3500pts Death Guard (lazy side project)
2000pts Imperial Knights (extension of AdMech)
2000pts Harlequins (fun side project)
2020/11/18 15:27:27
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
laam999 wrote: I agree with the hounds not being good, I LOVE the model but they're too easy to kill. I've had very little success with the raider too however. I do enjoy using sulphurhounds and dragoons as a t1 distraction to leave more of my army free to do its thing t2 onwards.
I have found sulphurhounds as better character hunters than raiders due to their advance and shoot and still being able to charge. They can burn through most screens allowing a charge on a character, the problem is they struggle to kill what they charge, but if backed up they can be useful. I still prefer them to raider for the model alone.
raiders arent for killing. they are for screening, move blocking, charge blunting, grabbing random objectives and general annoyance. If they can get some shots and do some damage, great, but thats not what i take them for. I've seen people pop protector doctrina and wrath of mars on a big squad to try and kill characters and it just never goes right.
This message was edited 1 time. Last update was at 2020/11/18 15:27:45
Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz
2020/11/18 16:54:06
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I cant quite understand his list choices, some of it is obvious but some downright curious.
Of the vanguard squads only 1 is graia, the other 2 are listed as Stygies. I could understand if all 3 were Graia for redundancy or if he was pure Stygies for the -1 to hit. But cant see him scout moving 2 squads when he already will be scout moving 3 duneriders too.
Any thoughts?
2020/11/18 17:05:44
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I cant quite understand his list choices, some of it is obvious but some downright curious.
Of the vanguard squads only 1 is graia, the other 2 are listed as Stygies. I could understand if all 3 were Graia for redundancy or if he was pure Stygies for the -1 to hit. But cant see him scout moving 2 squads when he already will be scout moving 3 duneriders too.
Any thoughts?
1 is graia just to access the 4+ deny strat. He puts one of the stygies vanguard in the drill with the unit of 7 priests so he can jump them out and deploy scramblers with them. There are only 2 duneriders and they get filled with priests and scout moved. He was on art of war recently discussing his list.
This message was edited 1 time. Last update was at 2020/11/18 17:22:04
Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz
2020/11/18 17:57:27
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Thanks for that. I’ll check out the podcast. I’m not a fan of breachers but looking to expand what Admech stuff I have. Stupidly bought 3 fliers and quite a few raiders and priests boxes.
Feel like I’m going to ebay half of that stuff. Nice to see some lists doing well that don’t rely on just taking tons of breachers
2020/11/18 19:14:26
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Thanks for that. I’ll check out the podcast. I’m not a fan of breachers but looking to expand what Admech stuff I have. Stupidly bought 3 fliers and quite a few raiders and priests boxes.
Feel like I’m going to ebay half of that stuff. Nice to see some lists doing well that don’t rely on just taking tons of breachers
All those are good units though. Probably dont need a 3rd flyer but the rest is solid.
Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz
2020/11/18 20:10:47
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I cant quite understand his list choices, some of it is obvious but some downright curious.
Of the vanguard squads only 1 is graia, the other 2 are listed as Stygies. I could understand if all 3 were Graia for redundancy or if he was pure Stygies for the -1 to hit. But cant see him scout moving 2 squads when he already will be scout moving 3 duneriders too.
Any thoughts?
I've actually spoken to him about it. A part of the weird lineup is because his European circuit has a house rule that allows the Manipulus to select auras while embarked.
If you want a list that is more US/UK standard though:
Spoiler:
Mixed Battalion Detachment
HQ - 205 1x Mars Tech-priest Dominus - Warlord, Divinations of the Magos
1x Stygies VIII Tech-priest Manipulus - Prime Hermeticon (-1 CP), Anzion's Pseudogenetor
1x Daedalosus
Troop - 140 5x Mars Skitarii Vanguard
5x Mars Skitarii Vanguard
5x Graia Skitarii Vanguard - Enhanced Data-tether
Elite - 340 10x Stygies VIII Fulgurite Electro-Priest
10x Stygies VIII Fulgurite Electro-Priest
Transport - 380 1x Mars Terrax-Pattern Termite - 2x Heavy Flamer
1x Stygies VIII Skorpius Dunerider
1x Stygies VIII Skorpius Dunerider
Fast Attack - 485 5x Mars Ironstrider Ballistarii - Twin Cognis Autocannon
5x Stygies VIII Serberys Raiders
5x Stygies VIII Serberys Raiders
Heavy Support - 450 1x Mars Skorpius Disintegrator - Belleros Energy Cannon
1x Mars Skorpius Disintegrator - Belleros Energy Cannon
1x Mars Skorpius Disintegrator - Belleros Energy Cannon
Total: 2000 points 11 CP
This is the latest iteration of my Forge World Soup list. If you are not familiar with the concept, basically, I give up dogmas to gain access to multiple stratagems without having to pay detachment taxes. The goal is to facilitate an aggressive board control strategy.
Mars Dominus because Cawl is too big an investment for this list given the lack of access to the Mars dogma. I just pick Canticles, especially the Mars Canticle, Shroudpsalm, and Machine Might. Daedalosus to help focus fire on midfield targets.
Stygies Manipulus with Prime Hermeticon to help push the Fulgurites into the midboard.
One unit of Graia Vanguard for turn one Scramblers and backfield screening and objective-holding.
Firebase consists of Mars Ballistarii and Disintegrators. This combination is very effective against a variety of enemies. With Magos, Doctrina, and Wrath, Ballistarii can take down W3 enemies and hordes alike. Disintegrators offer non-LOS fire, which is important in dense boards. They also serve as WWSWF targets that can hide behind terrain.
Two assault teams comprising 5x Raiders and 10x Fulgurites in Boats. Infiltrate all of them on turn one toward midfield objectives. Support them with the firebase; soften up targets and finish them off with the Fulgurites. Once they get their 3++ inv. saves, they become a nightmare to remove.
Strike package of a Drill with 2x5 Skitarii. The Drill has been buffed in the new Imperial Armour with +4W, Canticles, Skitarii keyword, and an upgrade of the Melta Drill to Heavy 5. Just drop this brick in the enemy deployment and start deleting their backfield vehicles. The Skitarii are there for scoring purposes. Hide behind the Drill to score Linebreaker and Deploy Scramblers. Your opponent may be forced to hold units back to screen the Drill, giving you an advantage in the primary.
This message was edited 2 times. Last update was at 2020/11/18 23:11:21
2020/11/18 22:39:48
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Kastelan Robots [24 PL, 375pts]
.Kastelan Robot
Heavy Phosphor Blaster
Two Heavy Phosphor Blasters
.Kastelan Robot
Heavy Phosphor Blaster
Two Heavy Phosphor Blasters
.Kastelan Robot
Heavy Phosphor Blaster
Two Heavy Phosphor Blasters
I haven’t seen many people using the bombers. I had high hopes for their competitive utility
Sure. I actually did a write-up and copy-pasted it above.
Fusilave and Stratoraptor are both very playable. They reliably get Engage On All Fronts, and if you go first, they have these massive Knight bases that can block vehicle movement.
This message was edited 1 time. Last update was at 2020/11/18 23:09:19
2020/11/18 23:43:33
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes