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Made in gb
Enginseer with a Wrench





Wulfey wrote:
Hmmm ... a cawl-less kastelan star. If they were STYGIES they would be a lot tougher than people expect. And you could infiltrate them into just the right spot. Hmmmm


I always deploy robots and dragoons last unless i can see an opportunity to trick my opponent into creating an opening in their deployment. Peole know robots are bad news, so its quite easy to manipulate people into going for them while leaving an open flank for dragoons or something.

My 1000pts for throne of skulls has 3 robots and 4 dragoons for exactly this purpose. Even 3 robots unsupported is enough to delete a sqaud of most infantry a turn. I dont use mine for big targets i delete their chaff 1 or 2 at a time, they soon start to feel vulnerable as all their screens and troops start disappearing.

It feels very weird not having dunecrawlers though >.>
   
Made in us
Fresh-Faced New User





Suzuteo wrote:
Congratulations, guys. We're the #5 ranked army at BAO:
https://fieldoffiregaming.com/best-armies-of-bao-2018/

I know at least 3 of you guys were there to represent.


Great to see, do you happen to know what the list was that placed 5th?

Also just to chime in on the performance of a Styrix I took one to a smaller ITC tournament along with a Valiant and Crusader run as Taranis along with an AdMech Battalion with Vanguard and Hoplites. Ended up 7th of 36. I never felt like I was out gunned during the tournament. My first loss was to a Cutodes Biker spam+Guard Batt+Raven Castellan, it was poor objective placement on my part, being newish to running more than one Knight I placed my objective inside a building where it was difficult for my Knights to get to but easy for his bikers, he racked up way too many points off of that. At games end he had 20 Guardsmen left hiding from my wounded Valiant and full health Styrix after the pair of knights tossed aside my opponents Castellan like a rag doll, but I was outscored so it mattered not.

Second lost game was to a Thousand Son Daemon Prince spam list with Tzaangor and Bloodletter bombs (five daemon princes?) Unfortunately, later, I found out this fellow may have misread his rules as he tried to cast warp time on a blob of tzaangors that had just been Dark Matter Crystaled in, which you cannot do. I spent my Graia strategem to stop it but in return for that he cast Death Hex on my Styrix and a Daemon Prince of Khorne with titan killer axe took 22 wounds off of him due to his lack of invuln (killed him next turn with the Styrix at least, vengeance!) Games end I had an 18 Wound Crusader left, he had two critically wounded Daemon Princes, a Tzeentch Sorcerer, and 8 Tzaangors. Lost 19-21.

Other games I won was against a Space Wolf, unfortunately this guy didn't stand much of a chance and the game was essentially over when his Wulfen failed to kill my Valiant (thank you armor of the Sainted Ion+Taranis, only eight wounds done after all was said and the Valiant was repaired) and were subsequently roasted next turn, also my ten man Hoplite squad killed Arjac Rockfist when he charged them. Another win was against a Dark Eldar player, pretty cookie cutter DE list with some Haywire thrown in because Knight meta, he focused very heavily on the Styrix with basically every gun and lots of Haywire, a combination of Blessing of the Machine God (5+FnP against mortals), Taranis, repairs from a trusted Enginseer, Styrix inbuilt repair, and Rotate Ion Shields saw the Styrix live to this DE players tabling at the top of three. Final game I won was against a full Knight list with a Valiant, Raven Castellan, Gallant, and Errant. Tabled him by the top of three, the turning point for this game was when he charged my Styrix with his Gallant, I rotated Ion shields, took 8 damage from his Paragon Gauntlet (6 after Taranis) struck back, all four Hekaton Siege Claws hit, all four wounded, one shotted the Gallant with the Styrix.

Castellans aren't as scary as I thought, the two I faced were dead pretty quickly without doing too much. Invulns really hurt them, which my army had plenty of. I see why Cutodes Bikers are so good, they are fast, hit decently hard, and durable enough to stay on an objective for three turns easy. I felt a little jipped by my games with the Tzeentch Daemon list, it was a really crucial rule to get right and had he played it correctly I would have been denying Death Hex, because why wouldn't you? Guard are dumb, I expect a nerf to Guard CP Batts in the FAQ. Every Imperium army under the sun has one. I know it's good and efficient, but it's just sorta... lame? Yea, lame.

Anyway, sorry for the long winded Styrix plug. Always take the Rad Cleanser, he was easily mvp and died only in one game.

This message was edited 1 time. Last update was at 2018/08/19 03:04:24


Sheep follow sheep, it's as simple as that! 
   
Made in us
Quick-fingered Warlord Moderatus






Wulfey wrote:
Hmmm ... a cawl-less kastelan star. If they were STYGIES they would be a lot tougher than people expect. And you could infiltrate them into just the right spot. Hmmmm


 Goldenemperor wrote:
Suzuteo wrote:
Congratulations, guys. We're the #5 ranked army at BAO:
https://fieldoffiregaming.com/best-armies-of-bao-2018/

I know at least 3 of you guys were there to represent.


Great to see, do you happen to know what the list was that placed 5th?

Also just to chime in on the performance of a Styrix I took one to a smaller ITC tournament along with a Valiant and Crusader run as Taranis along with an AdMech Battalion with Vanguard and Hoplites. Ended up 7th of 36. I never felt like I was out gunned during the tournament. My first loss was to a Cutodes Biker spam+Guard Batt+Raven Castellan, it was poor objective placement on my part, being newish to running more than one Knight I placed my objective inside a building where it was difficult for my Knights to get to but easy for his bikers, he racked up way too many points off of that. At games end he had 20 Guardsmen left hiding from my wounded Valiant and full health Styrix after the pair of knights tossed aside my opponents Castellan like a rag doll, but I was outscored so it mattered not.

Second lost game was to a Thousand Son Daemon Prince spam list with Tzaangor and Bloodletter bombs (five daemon princes?) Unfortunately, later, I found out this fellow may have misread his rules as he tried to cast warp time on a blob of tzaangors that had just been Dark Matter Crystaled in, which you cannot do. I spent my Graia strategem to stop it but in return for that he cast Death Hex on my Styrix and a Daemon Prince of Khorne with titan killer axe took 22 wounds off of him due to his lack of invuln (killed him next turn with the Styrix at least, vengeance!) Games end I had an 18 Wound Crusader left, he had two critically wounded Daemon Princes, a Tzeentch Sorcerer, and 8 Tzaangors. Lost 19-21.

Other games I won was against a Space Wolf, unfortunately this guy didn't stand much of a chance and the game was essentially over when his Wulfen failed to kill my Valiant (thank you armor of the Sainted Ion+Taranis, only eight wounds done after all was said and the Valiant was repaired) and were subsequently roasted next turn, also my ten man Hoplite squad killed Arjac Rockfist when he charged them. Another win was against a Dark Eldar player, pretty cookie cutter DE list with some Haywire thrown in because Knight meta, he focused very heavily on the Styrix with basically every gun and lots of Haywire, a combination of Blessing of the Machine God (5+FnP against mortals), Taranis, repairs from a trusted Enginseer, Styrix inbuilt repair, and Rotate Ion Shields saw the Styrix live to this DE players tabling at the top of three. Final game I won was against a full Knight list with a Valiant, Raven Castellan, Gallant, and Errant. Tabled him by the top of three, the turning point for this game was when he charged my Styrix with his Gallant, I rotated Ion shields, took 8 damage from his Paragon Gauntlet (6 after Taranis) struck back, all four Hekaton Siege Claws hit, all four wounded, one shotted the Gallant with the Styrix.

Castellans aren't as scary as I thought, the two I faced were dead pretty quickly without doing too much. Invulns really hurt them, which my army had plenty of. I see why Cutodes Bikers are so good, they are fast, hit decently hard, and durable enough to stay on an objective for three turns easy. I felt a little jipped by my games with the Tzeentch Daemon list, it was a really crucial rule to get right and had he played it correctly I would have been denying Death Hex, because why wouldn't you? Guard are dumb, I expect a nerf to Guard CP Batts in the FAQ. Every Imperium army under the sun has one. I know it's good and efficient, but it's just sorta... lame? Yea, lame.

Anyway, sorry for the long winded Styrix plug. Always take the Rad Cleanser, he was easily mvp and died only in one game.

The average score of all the AdMech players was #5 at the tournament. It means that the people bringing AdMech are outperforming the field. I actually think we're the bottom of the top tier right now.

Here's the list that placed #16:
Spoiler:
Valhallan Battalion
Company Commander
Primaris Psyker
Primaris Psyker
Astropath
Astropath
Infantry
Infantry
Conscripts

Mars Spearhead
Cawl
4x Kastelan
3x Icarus Crawler

SH Auxiliary
Questoris Knight Styrix

A lone Krast Styrix is amazingly strong. He can take the Krast WLT and Relic, skip the Tradition, and still have amazing shooting and fighting.

This message was edited 1 time. Last update was at 2018/08/19 05:21:56


 
   
Made in us
Dakka Veteran




Alright, so are you guys running TPDs with stygies? Maybe I can find an RTT next weekend ... err ... no I can't. Maybe in two weeks. I have the models to run something like this:

STYGIES - TPD, engi, 3x5 rangers, 1x5 dragoons, 1x4 dakkabots, 2x1 icarus
BLANGELS - 2x smashCap, 3x5 scouts
VALHALLA - 2x commander, 3x10 guards, 1x1 bullgryn bodyguard
   
Made in us
Quick-fingered Warlord Moderatus






Thinking about pulling the trigger on Drills:
Spoiler:
Blood Angels Supreme Command Detachment - 403

HQ - 403
1x Captain w/ Jump Pack - Thunder Hammer, Stormshield, Warlord Trait: Artisan of War, Relic: Angel's Wing, Death Visions of Sanguinius
1x Captain w/ Jump Pack - Thunder Hammer, Stormshield, Relic: Veritas Vitae, Death Visions of Sanguinius
1x Mephiston - Powers: Quickening, Unleash Rage, Wings of Sanguinius

MT Battalion Detachment - 183

HQ - 60
1x Company Commander - Laspistol, Chainsword, Relic: Kurov's Aquila
1x Company Commander - Laspistol, Chainsword

Troop - 123
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword

Stygies VIII Battalion Detachment - 1411

HQ - 94
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 105
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Transport - 328
1x Termite Assault Drill - 2x Stormbolter, Melta Cutter, Termite Drill
1x Termite Assault Drill - 2x Stormbolter, Melta Cutter, Termite Drill

Elite - 352
11x Fulgurite Electro-Priest - Electroleech Stave
11x Fulgurite Electro-Priest - Electroleech Stave

Heavy Support - 260
1x Onager Dunecrawler - Icarus Array, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Icarus Array, Broad-Spectrum Data Tether

Fast Attack - 272
4x Sydonian Dragoon - Taser Lance

Total: 1997 points
14 CP (-3)

This message was edited 1 time. Last update was at 2018/08/19 21:33:39


 
   
Made in de
Enginseer with a Wrench






Wulfey wrote:
Alright, so are you guys running TPDs with stygies? Maybe I can find an RTT next weekend ... err ... no I can't. Maybe in two weeks. I have the models to run something like this:

STYGIES - TPD, engi, 3x5 rangers, 1x5 dragoons, 1x4 dakkabots, 2x1 icarus
BLANGELS - 2x smashCap, 3x5 scouts
VALHALLA - 2x commander, 3x10 guards, 1x1 bullgryn bodyguard


With that many shooting definitely go for a TPD. You have to view it that way: His effective point cost are about 70 points, because otherwise you would have to take a second Enginseer.
   
Made in gb
Regular Dakkanaut




 Goldenemperor wrote:
Suzuteo wrote:
Congratulations, guys. We're the #5 ranked army at BAO:
https://fieldoffiregaming.com/best-armies-of-bao-2018/

I know at least 3 of you guys were there to represent.



Second lost game was to a Thousand Son Daemon Prince spam list with Tzaangor and Bloodletter bombs (five daemon princes?) Unfortunately, later, I found out this fellow may have misread his rules as he tried to cast warp time on a blob of tzaangors that had just been Dark Matter Crystaled in, which you cannot do.


Just for clarity as its something you may see people doing more now its been discovered you absolutely can warptime a unit which has been dark matter crystalled.
The faq states you cannot warptime a unit which arrived from reinforcements. Dark matter crystal is in no way reinforcements, its simply a method of moving a unit. the unit was already on the board at the start of the turn and at no stage enters reinforcements.
Its actually the same rules definition that allows units already on the board to 'deep strike' outside of their deployment zone on turn one. Which as we know was clarified to be correct by GW.
The same is also true of things like Da jump and Upon wings of fire though I dont think theirs a double move option for those armies.

   
Made in us
Fresh-Faced New User





Sneggy wrote:
 Goldenemperor wrote:
Suzuteo wrote:
Congratulations, guys. We're the #5 ranked army at BAO:
https://fieldoffiregaming.com/best-armies-of-bao-2018/

I know at least 3 of you guys were there to represent.



Second lost game was to a Thousand Son Daemon Prince spam list with Tzaangor and Bloodletter bombs (five daemon princes?) Unfortunately, later, I found out this fellow may have misread his rules as he tried to cast warp time on a blob of tzaangors that had just been Dark Matter Crystaled in, which you cannot do.


Just for clarity as its something you may see people doing more now its been discovered you absolutely can warptime a unit which has been dark matter crystalled.
The faq states you cannot warptime a unit which arrived from reinforcements. Dark matter crystal is in no way reinforcements, its simply a method of moving a unit. the unit was already on the board at the start of the turn and at no stage enters reinforcements.
Its actually the same rules definition that allows units already on the board to 'deep strike' outside of their deployment zone on turn one. Which as we know was clarified to be correct by GW.
The same is also true of things like Da jump and Upon wings of fire though I dont think theirs a double move option for those armies.


Fortunately this was discussed at length. The FAQ states that units with such abilities (Gate of Infinity, Dark Matter Crystal) ignore the whole you cant deepstrike outside of your deployment zone turn one thing, HOWEVER the FAQ also states that those units are treated as reinforcements.

As per the reinforcements rules they cannot move or advance any further for their entire turn. They can, however, still charge and shoot.

Since warptime specifically states they MOVE as if it is the movement phase, and the reinforcements rule states that the unit that has arrived as reinforcements cannot MOVE or advance for their turn, and the unit IS treated as reinforcements from the FAQ, they cannot receive warptime.

Important distinction between moving and charging, just as a final note.

References in a nice Twitter discussion: https://mobile.twitter.com/nr147/status/987447308534059009?lang=en

This message was edited 1 time. Last update was at 2018/08/24 03:54:46


Sheep follow sheep, it's as simple as that! 
   
Made in gb
Aspirant Tech-Adept






Hey folks, can someone assist my understanding of drill shenanigans please.

If I went mars and took 12 electro priests, I could deep strike the drill and have it pop up turn 2, 9” away from an enemy unit ...but I would then face the issue of disembarking units unable to move and potentially stand there ready to be shot to pieces on my opponents turn.

Is that correct?

Is that why most people just go stygies to take advantage of the move + charge.

Anyone have any success with using priests in a mars list?
   
Made in de
Enginseer with a Wrench






That's right, you have to disembark more than 9" away from the enemy, that's why you take the infiltration of Stygies.

I haven't played drill + Priest in a Mars list, but I really don't see why you would want to do that? You already got a mortal wound generator with your robots and as you have observed they are so much better with stygies. A 9" charge without some rerolls or stratagems like Blood Angels for example have is just to unreliable.
   
Made in au
Warning From Magnus? Not Listening!





Melbourne, Australia

If I'm not mistaken you done have to disembark so you could hide inside, but then you're not charging until turn 3

My P&M blog

DC:90S++G+++M+B+IPw40k04#+D+A+++/cWD241R++T(T)DM+ 
   
Made in gb
Aspirant Tech-Adept






Yeah. Weighing up the eventual purchase of a drill. Not quite convinced yet but will see if I change my mind. Might have to proxy one and see if I like it
   
Made in de
Enginseer with a Wrench






If your opponents don't mind proxying then go for it and test it some game, because it really is a rather big investment.
   
Made in de
Dakka Veteran




So guys tell me, what are your tactics against knights atm? I played a RTT last weekend and well I thought I could handle them. Well, turned out I couldnt and I lost the final table against that stupid Castellan and his shooty friends -.-
   
Made in us
Quick-fingered Warlord Moderatus






Iago40k wrote:
So guys tell me, what are your tactics against knights atm? I played a RTT last weekend and well I thought I could handle them. Well, turned out I couldnt and I lost the final table against that stupid Castellan and his shooty friends -.-

Every list needs to bring Fulgurites, Drills, Smash Captains, other Knights (typically Castellans or Styrix) in addition to the usual Dragoons or Kastelans.
   
Made in gb
Aspirant Tech-Adept






So suzuteo im curious, is a drill and 12 priests that much better than 20 priests teleporting In minus the vehicle?

Is the drill there for 2nd turn insurance only or for a first turn scenario is the drill still favourable?
   
Made in de
Dakka Veteran




Suzuteo wrote:
Iago40k wrote:
So guys tell me, what are your tactics against knights atm? I played a RTT last weekend and well I thought I could handle them. Well, turned out I couldnt and I lost the final table against that stupid Castellan and his shooty friends -.-

Every list needs to bring Fulgurites, Drills, Smash Captains, other Knights (typically Castellans or Styrix) in addition to the usual Dragoons or Kastelans.
Thanks for the answer. I just wait for the FAQ then^^
   
Made in de
Enginseer with a Wrench






I know you are more of a Custodes player Iago, but you really should try out some BA. They complement Admech really nice and Smash Cpts are beasts and really hard to screen against, since they are single models.
   
Made in de
Dakka Veteran




 lash92 wrote:
I know you are more of a Custodes player Iago, but you really should try out some BA. They complement Admech really nice and Smash Cpts are beasts and really hard to screen against, since they are single models.
I know. Played them a couple of times. They are the answer to everything at the moment. Which is why I was kind of hoping to get some new ideas...taking a BA battalion just brings me closer to ditch AdMech since I can take a AM CP batters and that big ass kight.... oh well.
I am preparing for the Alliance open GT in Amsterdam and they have a CP farming rule in effect which is what I think GW will use either with the FAQ or CA 2018. You can only fish for CP if the stratagem used was used by a unit from the detachment which is able to fish. Genious
   
Made in de
Enginseer with a Wrench






Seems like a good way to restrict CP farm. Under those circumstances I would really make an argument for BA + AdMech: You aren't forced to take Guard and you could at least get some CP farm with the Veritas Vitae.
   
Made in jp
Been Around the Block




 Ideasweasel wrote:
So suzuteo im curious, is a drill and 12 priests that much better than 20 priests teleporting In minus the vehicle?

Is the drill there for 2nd turn insurance only or for a first turn scenario is the drill still favourable?


Just had a game last weekend against a full Knight house - 2v2, 6000 points for each side. My 3 Termite drills were what absolutely destroyed Knights. The Knights not having a save in close combat against the drills was awesome, and caused helverins/armigers to immediately die on their entrance. With fire support, they were fully capable of destroying regular knights, too. They were very easy to destroy outside of close combat, though. Having no invul save hurts A LOT. With Fulgarite companions doing a little more mortal wounds would make the drills even more effective - I didn't have any electro priests.

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
Made in gb
Enginseer with a Wrench





 Ideasweasel wrote:
Yeah. Weighing up the eventual purchase of a drill. Not quite convinced yet but will see if I change my mind. Might have to proxy one and see if I like it


Just FYI if you plan on proxying, i was at warhammer world over the weekend and they have one built in the forgeworld shop. That thing is huge! Way bigger than i expected. I was hoping i could proxy a hades breaching drill given its half the price, but it’s also at least half the size as well! Footprint wise they had it sat next to an aurox armoured transport, which looks to be almost as big as a land raider, and it was half as long again and an inch taller.


Automatically Appended Next Post:
Also i just noticed something on the drill datasheet: it says it can transport 12 secutarii infantry or <forge world> Infantry. So if you for example wanted to drop a squad of hoplites, admitedly not quite as tasty as fulgurites, you could have your drill in a stygies patrol and the hoplites could use it regardless of what forgworld detachment they were in.

Which means your hoplites with two lots of mars canticles could be transported in your stygies drill and still keep all the benefits of mars.

This message was edited 1 time. Last update was at 2018/08/28 19:11:47


 
   
Made in gr
Stalwart Tribune





Greece

I welcome the CP battery change since I got sick of a must have guard all over the lists. And not on!y that not taking guard was a serious gimp defacto .

On the other hand I m starting to wonder about our efficiency again. What would priests become with out 3 CP. Fight again.
How would you use Robots and knights and any combo cp heavy .
Not to mention ad mech has no real CP cycling options nor knights????

So for the game I'm glad and yes I consider adding a drill in place of the guard part of my army but I still wondering how effective will my list become with a change like that.

They need to change ad mech CP cycling as well with this hot fix . And any other army with no option for it. And no I care not to be guard but our WT could easily become something of worked with 5s????????

Question I m converting a drop pod making it a bit bigger since I extended the borders . I'm I far from. It ??? Can someone elaborate.?for size...of drill

Q2 drill 1-2 enginseers and 10-12 priests infiltrated how many CP to make it ? 1 for all or separate for each unit ?

This message was edited 2 times. Last update was at 2018/08/28 22:07:39


 
   
Made in gb
Fresh-Faced New User




1cp to infiltrate a drill and its contents. I tried adding an enginseer with 11 priests but have found he does nothing as the drill is normally dead before he can try to heal it lol. But it does help lower drops.
Drill is approx. 7.5" x 3.5" x 3.5".
As for the cp farm i agree with yoda. Without cp farming admec is in trouble as is adding things like blood angels to fill our gaps. Imo getting those cps is the only way to make admec competative atm.
It is tough as the guard cp farm does make other imperium lists a bit op but for admec it is a staple to make us viable in a tournament.

This message was edited 1 time. Last update was at 2018/08/29 07:39:57


 
   
Made in us
Cog in the Machine




Washington, DC

Envii wrote:
1cp to infiltrate a drill and its contents. I tried adding an enginseer with 11 priests but have found he does nothing as the drill is normally dead before he can try to heal it lol. But it does help lower drops.
Drill is approx. 7.5" x 3.5" x 3.5".
As for the cp farm i agree with yoda. Without cp farming admec is in trouble as is adding things like blood angels to fill our gaps. Imo getting those cps is the only way to make admec competative atm.
It is tough as the guard cp farm does make other imperium lists a bit op but for admec it is a staple to make us viable in a tournament.


We are only losing the Guard relic though right? Our batallions can also be very cheap, and we can still take monitor malevolent. Is it due to rule of 3 with enginseers?

#dontbeatony

3500+
(Raven Guard) 7000+
(Scions) 1500+ 
   
Made in gb
Aspirant Tech-Adept






Do you guys know something I dont (probably)

Is the CP battery confirmed nerfed into the ground?

People are talking as if it is, I wondered the source for this update

Cheers
   
Made in gb
Fresh-Faced New User




Nothing confirmed but as it is used in almost every single list atm i cant see it lasting. Whilst yes we go have monitor marvelous but honestly its not a patch on guard one.
   
Made in us
Quick-fingered Warlord Moderatus






 Ideasweasel wrote:
So suzuteo im curious, is a drill and 12 priests that much better than 20 priests teleporting In minus the vehicle?

Is the drill there for 2nd turn insurance only or for a first turn scenario is the drill still favourable?

Drill reduces risk and is a strong melee combatant itself. AdMech is an army that wants a blowout turn one, not to get blown out.

 Ideasweasel wrote:
Do you guys know something I dont (probably)

Is the CP battery confirmed nerfed into the ground?

People are talking as if it is, I wondered the source for this update

Cheers

CP recycling might be faction restricted. In which case we will probably take Monitor Malevolus, Aquila, and Veritas Vitae while continuing to run the same lists. We'll have to see.

I hope they give +1 CP for Spearhead, Outrider, and Vanguard and -1 CP to Battalion though. Rule of three should curb craziness.

This message was edited 2 times. Last update was at 2018/08/29 18:21:32


 
   
Made in gb
Aspirant Tech-Adept






Ah, probably makes sense for them to try something.

They could just give everyone the same CP recycling or just do away with it entirely?
   
Made in us
Longtime Dakkanaut




UK

Just curious, don't currently collect AdMech but am considering a small force and was wondering -

Is it possible to create a more.. dynamic, in your face, CQC kind of an AdMech list?

Basically thinking of something not at all like the standard Cawl+Gunline+Dakkastelans.

Robots with fists and flamers, a couple dragoons, infiltrators, maybe a unit of priests (but I don't want too many bodies, rather it was a pretty low model count army).

Just wondered if this was possible. Not looking for tournament competitive, but decent would be nice.
   
 
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