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Made in us
Quick-fingered Warlord Moderatus






 brugner8 wrote:
Dragoons
I found that using just four is not good, my opponent can always shoot dead one or two before their charge, so i think that six is mandatory, as only 4 can reach CC.

I also noticed that two armigers are a good support for the Dragoons, as the opponent has to deal with them fast so more Dragoons are able to land in CC. In the end both armigers will be dead but they absorb a lot of fire and they cannot be ignored.

I take 4x Dragoons because moving them around is a real problem. (6x can get stuck quite easily, actually.) If you bring good anti-air, then maybe 6x Dragoons is okay.

Also, a lot of the thinking on this thread is really fixating on Dragoon damage output. Yes, the lance is powerful, and Dragoons are scary when they close in. But Dragoons are also actually extremely durable against a large array of threats in its "class," and thus, they present a high opportunity cost threat to the opponent. By opportunity cost, I mean that very few enemies are specializing against T6, -2 to hit vehicles. Thus, your opponent will almost always be forced to commit something that could be used against another valuable target to kill your Dragoons.

That's why I am busy building Drills and Fulgurites to play something like this:
Spoiler:
Blood Angels Supreme Command Detachment - 403

HQ - 403
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Warlord Trait: Artisan of War, Relic: Angel's Wing, Death Visions of Sanguinius
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Relic: Veritas Vitae, Death Visions of Sanguinius
1x Mephiston [8] - Powers: Quickening, Unleash Rage, Wings of Sanguinius

MT Battalion Detachment - 183

HQ - 60
1x Company Commander [2] - Laspistol, Chainsword, Relic: Kurov's Aquila
1x Company Commander [2] - Laspistol, Chainsword

Troop - 123
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword

Stygies VIII Battalion Detachment - 1411

HQ - 94
1x Tech-Priest Enginseer [3]
1x Tech-Priest Enginseer [3]

Troop - 105
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle

Transport - 328
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill

Elite - 352
11x Fulgurite Electro-Priest [12] - Electroleech Stave
11x Fulgurite Electro-Priest [12] - Electroleech Stave

Heavy Support - 260
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether

Fast Attack - 272
4x Sydonian Dragoon [12] - Taser Lance

Total: 1997 points, 58/117 PL infiltratable
14 CP (-4)


Slayer-Fan123 wrote:
If Crawlers could fall back and still shoot, sure Beamers wouldn't be a bad idea. As is? No. They'll want to be close and then they'll get tied up in melee most likely.

Nah. Rule of three kills the Beamer Crawler spam option.

This message was edited 1 time. Last update was at 2018/09/05 09:00:01


 
   
Made in fi
Locked in the Tower of Amareo





Well raven castellan will blow alaitoc flyers out of the sky and are pretty common in knight armies...

2024 painted/bought: 109/109 
   
Made in it
Been Around the Block




Desio - Italy

Suzuteo wrote:
 brugner8 wrote:
Dragoons


That's why I am busy building Drills and Fulgurites to play something like this:
Spoiler:
Blood Angels Supreme Command Detachment - 403

HQ - 403
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Warlord Trait: Artisan of War, Relic: Angel's Wing, Death Visions of Sanguinius
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Relic: Veritas Vitae, Death Visions of Sanguinius
1x Mephiston [8] - Powers: Quickening, Unleash Rage, Wings of Sanguinius

MT Battalion Detachment - 183

HQ - 60
1x Company Commander [2] - Laspistol, Chainsword, Relic: Kurov's Aquila
1x Company Commander [2] - Laspistol, Chainsword

Troop - 123
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword

Stygies VIII Battalion Detachment - 1411

HQ - 94
1x Tech-Priest Enginseer [3]
1x Tech-Priest Enginseer [3]

Troop - 105
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle

Transport - 328
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill

Elite - 352
11x Fulgurite Electro-Priest [12] - Electroleech Stave
11x Fulgurite Electro-Priest [12] - Electroleech Stave

Heavy Support - 260
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether

Fast Attack - 272
4x Sydonian Dragoon [12] - Taser Lance

Total: 1997 points, 58/117 PL infiltratable
14 CP (-4)




The Guard Cp battery is really orrible, I mean no offense but I'll never play such a soup list. Anyway it seemm that competitive play compels it, so have fun with your list.
Actually I can field one very similar using a Mechanicus Cp Battery, which I think is less obscene.

Chaos Marines since the beginning - For The Dark Gods 
   
Made in gb
Fresh-Faced New User




Suzuteo wrote:
 brugner8 wrote:
Dragoons
I found that using just four is not good, my opponent can always shoot dead one or two before their charge, so i think that six is mandatory, as only 4 can reach CC.

I also noticed that two armigers are a good support for the Dragoons, as the opponent has to deal with them fast so more Dragoons are able to land in CC. In the end both armigers will be dead but they absorb a lot of fire and they cannot be ignored.

I take 4x Dragoons because moving them around is a real problem. (6x can get stuck quite easily, actually.) If you bring good anti-air, then maybe 6x Dragoons is okay.

Also, a lot of the thinking on this thread is really fixating on Dragoon damage output. Yes, the lance is powerful, and Dragoons are scary when they close in. But Dragoons are also actually extremely durable against a large array of threats in its "class," and thus, they present a high opportunity cost threat to the opponent. By opportunity cost, I mean that very few enemies are specializing against T6, -2 to hit vehicles. Thus, your opponent will almost always be forced to commit something that could be used against another valuable target to kill your Dragoons.

That's why I am busy building Drills and Fulgurites to play something like this:
Spoiler:
Blood Angels Supreme Command Detachment - 403

HQ - 403
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Warlord Trait: Artisan of War, Relic: Angel's Wing, Death Visions of Sanguinius
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Relic: Veritas Vitae, Death Visions of Sanguinius
1x Mephiston [8] - Powers: Quickening, Unleash Rage, Wings of Sanguinius

MT Battalion Detachment - 183

HQ - 60
1x Company Commander [2] - Laspistol, Chainsword, Relic: Kurov's Aquila
1x Company Commander [2] - Laspistol, Chainsword

Troop - 123
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword

Stygies VIII Battalion Detachment - 1411

HQ - 94
1x Tech-Priest Enginseer [3]
1x Tech-Priest Enginseer [3]

Troop - 105
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle

Transport - 328
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill

Elite - 352
11x Fulgurite Electro-Priest [12] - Electroleech Stave
11x Fulgurite Electro-Priest [12] - Electroleech Stave

Heavy Support - 260
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether

Fast Attack - 272
4x Sydonian Dragoon [12] - Taser Lance

Total: 1997 points, 58/117 PL infiltratable
14 CP (-4)


Slayer-Fan123 wrote:
If Crawlers could fall back and still shoot, sure Beamers wouldn't be a bad idea. As is? No. They'll want to be close and then they'll get tied up in melee most likely.

Nah. Rule of three kills the Beamer Crawler spam option.


I am running a similar list but have found making the BA a battalion with scouts to be very useful for getting a nice safe space for the drills and for early move blocking knights. I also have dropped dragoons entirely as they die so dam fast vs knights. Trialing adding a flyer to blow up screens and odd small units. Sad but im getting less and less admec in my list these days

This message was edited 1 time. Last update was at 2018/09/05 11:09:05


 
   
Made in gb
Aspirant Tech-Adept






Suzuteo wrote:
 brugner8 wrote:
Dragoons
I found that using just four is not good, my opponent can always shoot dead one or two before their charge, so i think that six is mandatory, as only 4 can reach CC.

I also noticed that two armigers are a good support for the Dragoons, as the opponent has to deal with them fast so more Dragoons are able to land in CC. In the end both armigers will be dead but they absorb a lot of fire and they cannot be ignored.

I take 4x Dragoons because moving them around is a real problem. (6x can get stuck quite easily, actually.) If you bring good anti-air, then maybe 6x Dragoons is okay.

Also, a lot of the thinking on this thread is really fixating on Dragoon damage output. Yes, the lance is powerful, and Dragoons are scary when they close in. But Dragoons are also actually extremely durable against a large array of threats in its "class," and thus, they present a high opportunity cost threat to the opponent. By opportunity cost, I mean that very few enemies are specializing against T6, -2 to hit vehicles. Thus, your opponent will almost always be forced to commit something that could be used against another valuable target to kill your Dragoons.

That's why I am busy building Drills and Fulgurites to play something like this:
Spoiler:
Blood Angels Supreme Command Detachment - 403

HQ - 403
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Warlord Trait: Artisan of War, Relic: Angel's Wing, Death Visions of Sanguinius
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Relic: Veritas Vitae, Death Visions of Sanguinius
1x Mephiston [8] - Powers: Quickening, Unleash Rage, Wings of Sanguinius

MT Battalion Detachment - 183

HQ - 60
1x Company Commander [2] - Laspistol, Chainsword, Relic: Kurov's Aquila
1x Company Commander [2] - Laspistol, Chainsword

Troop - 123
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword

Stygies VIII Battalion Detachment - 1411

HQ - 94
1x Tech-Priest Enginseer [3]
1x Tech-Priest Enginseer [3]

Troop - 105
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle

Transport - 328
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill

Elite - 352
11x Fulgurite Electro-Priest [12] - Electroleech Stave
11x Fulgurite Electro-Priest [12] - Electroleech Stave

Heavy Support - 260
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether

Fast Attack - 272
4x Sydonian Dragoon [12] - Taser Lance

Total: 1997 points, 58/117 PL infiltratable
14 CP (-4)


Slayer-Fan123 wrote:
If Crawlers could fall back and still shoot, sure Beamers wouldn't be a bad idea. As is? No. They'll want to be close and then they'll get tied up in melee most likely.

Nah. Rule of three kills the Beamer Crawler spam option.


Are they the forgeworld drills Suzuteo? Are you finding them easy enough to put together?
   
Made in us
Decrepit Dakkanaut




Envii wrote:
Suzuteo wrote:
 brugner8 wrote:
Dragoons
I found that using just four is not good, my opponent can always shoot dead one or two before their charge, so i think that six is mandatory, as only 4 can reach CC.

I also noticed that two armigers are a good support for the Dragoons, as the opponent has to deal with them fast so more Dragoons are able to land in CC. In the end both armigers will be dead but they absorb a lot of fire and they cannot be ignored.

I take 4x Dragoons because moving them around is a real problem. (6x can get stuck quite easily, actually.) If you bring good anti-air, then maybe 6x Dragoons is okay.

Also, a lot of the thinking on this thread is really fixating on Dragoon damage output. Yes, the lance is powerful, and Dragoons are scary when they close in. But Dragoons are also actually extremely durable against a large array of threats in its "class," and thus, they present a high opportunity cost threat to the opponent. By opportunity cost, I mean that very few enemies are specializing against T6, -2 to hit vehicles. Thus, your opponent will almost always be forced to commit something that could be used against another valuable target to kill your Dragoons.

That's why I am busy building Drills and Fulgurites to play something like this:
Spoiler:
Blood Angels Supreme Command Detachment - 403

HQ - 403
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Warlord Trait: Artisan of War, Relic: Angel's Wing, Death Visions of Sanguinius
1x Captain w/ Jump Pack [6] - Thunder Hammer, Stormshield, Relic: Veritas Vitae, Death Visions of Sanguinius
1x Mephiston [8] - Powers: Quickening, Unleash Rage, Wings of Sanguinius

MT Battalion Detachment - 183

HQ - 60
1x Company Commander [2] - Laspistol, Chainsword, Relic: Kurov's Aquila
1x Company Commander [2] - Laspistol, Chainsword

Troop - 123
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword
10x Infantry [3] - 9x Lasgun, Boltgun, Chainsword

Stygies VIII Battalion Detachment - 1411

HQ - 94
1x Tech-Priest Enginseer [3]
1x Tech-Priest Enginseer [3]

Troop - 105
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle
5x Skitarii Ranger [4] - 5x Galvanic Rifle

Transport - 328
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill
1x Termite Assault Drill [8] - 2x Stormbolter, Melta Cutter, Termite Drill

Elite - 352
11x Fulgurite Electro-Priest [12] - Electroleech Stave
11x Fulgurite Electro-Priest [12] - Electroleech Stave

Heavy Support - 260
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether
1x Onager Dunecrawler [7] - Icarus Array, Broad-Spectrum Data Tether

Fast Attack - 272
4x Sydonian Dragoon [12] - Taser Lance

Total: 1997 points, 58/117 PL infiltratable
14 CP (-4)


Slayer-Fan123 wrote:
If Crawlers could fall back and still shoot, sure Beamers wouldn't be a bad idea. As is? No. They'll want to be close and then they'll get tied up in melee most likely.

Nah. Rule of three kills the Beamer Crawler spam option.


I am running a similar list but have found making the BA a battalion with scouts to be very useful for getting a nice safe space for the drills and for early move blocking knights. I also have dropped dragoons entirely as they die so dam fast vs knights. Trialing adding a flyer to blow up screens and odd small units. Sad but im getting less and less admec in my list these days

Dragoons need to be Stygies to function I feel. Otherwise you're better off with...something else.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Enginseer with a Wrench





Found this and almost cacked myself....looked at it real hard trying to tell if they were joking or what....turns out its a fake, but the question is..>could you tell once painted?

https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.co.uk%2Fulk%2Fitm%2F123299170541
   
Made in jp
Been Around the Block




Octovol wrote:
Found this and almost cacked myself....looked at it real hard trying to tell if they were joking or what....turns out its a fake, but the question is..>could you tell once painted?

https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.co.uk%2Fulk%2Fitm%2F123299170541


I have 3 - got them 3D printed by a friend. Would've bought them from FW if they were priced sanely at $50 a model. The files are out there, and these guys in the marketing department are shooting themselves in the foot with high priced plastic.

 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 au
Stalwart Tribune





 Ideasweasel wrote:
https://www.warhammer-community.com/2018/09/04/the-rumour-engine-4th-september-2018/

This has me hopeful for a cog blimp with lasers

It’s probably something primaries related but you never know. Anyone catch some of the nova streams last week? Anytime the chat mentioned Admech, Geoff incontrol ignored or skirted the questions completely...which I thought was a tad odd, he must of seen some of them as any stream I clicked on was filled with Admech comments.

Anyway last game he said there were things coming that he can’t talk about but he’s so excited to know are coming, that could be interpreted as any faction but....

I’m thinking that it’s possible there is a shiny Admech toy on the horizon

.....hopefully

I can't remember the name so I might be butchering it but there are scryrships mentioned in the lore that don't appear at all in models or stratagems, could be a small version of one.
   
Made in us
Quick-fingered Warlord Moderatus






Envii wrote:

I am running a similar list but have found making the BA a battalion with scouts to be very useful for getting a nice safe space for the drills and for early move blocking knights. I also have dropped dragoons entirely as they die so dam fast vs knights. Trialing adding a flyer to blow up screens and odd small units. Sad but im getting less and less admec in my list these days

Hm. That's a good point. I will see if I can fit 165 points of choppy Scouts in. But I might actually have to start worrying about having enough room for my units to stand. LOL.

 Ideasweasel wrote:
Are they the forgeworld drills Suzuteo? Are you finding them easy enough to put together?

Yeah. They are pretty straightforward to assemble because there's literally only one way everything fits together. The resin is very thick and heavy. They might be a tiny bit warped, especially the thin track panel that glues to the side of the tracks (each piece has a track and a track panel on either side). Definitely run down to the dollar store and buy a ton of zip ties or rubber bands when assembling this thing. I would also do subassemblies of the chassis, drill, and rocket boosters. And I would use something other than super glue due to the torque forces needed to ensure a snug fit; though I guess you could use a ton of super glue and hope the entire thing doesn't catastrophically fail before final assembly.

Ravemastaj wrote:
Octovol wrote:
Found this and almost cacked myself....looked at it real hard trying to tell if they were joking or what....turns out its a fake, but the question is..>could you tell once painted?

https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.co.uk%2Fulk%2Fitm%2F123299170541


I have 3 - got them 3D printed by a friend. Would've bought them from FW if they were priced sanely at $50 a model. The files are out there, and these guys in the marketing department are shooting themselves in the foot with high priced plastic.

There are a ton of suspiciously cheap Drills on eBay for sure. And the resin quality is oftentimes better than Finecrap.

This message was edited 1 time. Last update was at 2018/09/06 02:24:37


 
   
Made in gb
Enginseer with a Wrench





It all depends on whether I could get away with it at a GW tournament. my closest venue is actually Warhammer World lol
   
Made in gr
Stalwart Tribune





Greece

I don't invest in fw models.

As for solo or mono codex it can be competitive enough and it's a common restriction when we play in team tournmetns . We can't all have captians ba and guard knights sorry. So I always try mono codex and usually I d prefer my stygies outrider for friendly matches than test a sh knight detachment ofc.

As for Dragoons.

As I said I find their usage similar to the one knight list.

Knight and two helverins seems a lot alike with a group of Dragoons and balistarii.
For m point is a d result since I use both detachments similar I'd go for a

2*1 autocsnnon balistari
2*1 same
1*4-6 most likely 4.
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

Suzuteo wrote:

Hm. That's a good point. I will see if I can fit 165 points of choppy Scouts in. But I might actually have to start worrying about having enough room for my units to stand. LOL.


With the performance of multi-detachment soup being so strong at NOVA (half the invitational was the same list of Guard/2xSlamguineous/RavenCastellan) everyone agrees that command point sharing is probably on the way out. So any concern with building that list when it's likely to get knee capped?

 Ideasweasel wrote:
Are they the forgeworld drills Suzuteo? Are you finding them easy enough to put together?

Yeah. They are pretty straightforward to assemble because there's literally only one way everything fits together. The resin is very thick and heavy. They might be a tiny bit warped, especially the thin track panel that glues to the side of the tracks (each piece has a track and a track panel on either side). Definitely run down to the dollar store and buy a ton of zip ties or rubber bands when assembling this thing. I would also do subassemblies of the chassis, drill, and rocket boosters. And I would use something other than super glue due to the torque forces needed to ensure a snug fit; though I guess you could use a ton of super glue and hope the entire thing doesn't catastrophically fail before final assembly.


It was a little time intensive, but the assembly was pretty straight forward. I use thin strips of green stuff to hold stuff in place to let the glue harden. No need for zip ties or rubber bands. Just put superglue, green stuff, superglue and that combo hardens really quickly while giving you a little time to maneuver things into place.

This message was edited 1 time. Last update was at 2018/09/06 15:58:06


 
   
Made in gb
Aspirant Tech-Adept






Suzuteo wrote:
Envii wrote:

I am running a similar list but have found making the BA a battalion with scouts to be very useful for getting a nice safe space for the drills and for early move blocking knights. I also have dropped dragoons entirely as they die so dam fast vs knights. Trialing adding a flyer to blow up screens and odd small units. Sad but im getting less and less admec in my list these days

Hm. That's a good point. I will see if I can fit 165 points of choppy Scouts in. But I might actually have to start worrying about having enough room for my units to stand. LOL.

 Ideasweasel wrote:
Are they the forgeworld drills Suzuteo? Are you finding them easy enough to put together?

Yeah. They are pretty straightforward to assemble because there's literally only one way everything fits together. The resin is very thick and heavy. They might be a tiny bit warped, especially the thin track panel that glues to the side of the tracks (each piece has a track and a track panel on either side). Definitely run down to the dollar store and buy a ton of zip ties or rubber bands when assembling this thing. I would also do subassemblies of the chassis, drill, and rocket boosters. And I would use something other than super glue due to the torque forces needed to ensure a snug fit; though I guess you could use a ton of super glue and hope the entire thing doesn't catastrophically fail before final assembly.

Ravemastaj wrote:
Octovol wrote:
Found this and almost cacked myself....looked at it real hard trying to tell if they were joking or what....turns out its a fake, but the question is..>could you tell once painted?

https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.co.uk%2Fulk%2Fitm%2F123299170541


I have 3 - got them 3D printed by a friend. Would've bought them from FW if they were priced sanely at $50 a model. The files are out there, and these guys in the marketing department are shooting themselves in the foot with high priced plastic.

There are a ton of suspiciously cheap Drills on eBay for sure. And the resin quality is oftentimes better than Finecrap.


Cool, thanks for the advice. I’m tempted to buy one, and even more temped by those fake ones!

But I wonder if the fake ones come with assembly instructions though? Might be best to just bite the bullet and buy the forgeworld ones.
   
Made in us
Quick-fingered Warlord Moderatus






bogalubov wrote:
Suzuteo wrote:

Hm. That's a good point. I will see if I can fit 165 points of choppy Scouts in. But I might actually have to start worrying about having enough room for my units to stand. LOL.


With the performance of multi-detachment soup being so strong at NOVA (half the invitational was the same list of Guard/2xSlamguineous/RavenCastellan) everyone agrees that command point sharing is probably on the way out. So any concern with building that list when it's likely to get knee capped?

That is also a good point. Big FAQ needs to hurry up.

I'd imagine that either CPs will no longer be shared between factions and/or the recycling relics will be limited by faction keyword. If so, I really hope they increase the CP awarded by the non-Battalion/Brigade detachments or reduce their requirements to 2-of instead of 3-of--or both.

bogalubov wrote:
It was a little time intensive, but the assembly was pretty straight forward. I use thin strips of green stuff to hold stuff in place to let the glue harden. No need for zip ties or rubber bands. Just put superglue, green stuff, superglue and that combo hardens really quickly while giving you a little time to maneuver things into place.

Yeah, green stuff is a good option too, especially if the track panels don't line up well; leaves a gap, which means the glue isn't as effective.

This message was edited 1 time. Last update was at 2018/09/07 00:45:13


 
   
Made in us
Snivelling Workbot





So, last weekend I competed in the NOVA Open GT and brought my AdMech. Overall it was a great event, and I had a blast. It was also fun to have members of the GW design team watching your games! I'll share my list, how my matches went, and some general observations.

- I counted about 7 AdMech players in the GT (out of about 240). None of us made it into the top three brackets. Not many drills, and few dragoons. I saw one Cawlstar, and otherwise good representation from Stygies electro-priests.
- Knights were rampant. The vast majority of imperial lists of all stripes had at least one knight. Obviously the winning list had a Raven Castellan, and there were a lot of similarly configured lists that included a knight and the guard CP battery.
- I had tooled my list expecting more Drukhari and Aeldari in general. I went 4-4, ending up something like 76/240.

My list:
Spoiler:
++ Total: [113 PL, 2000pts] ++
11 [-2] CPs

++ Battalion Detachment - Adeptus Mechanicus [72 PL, 1220pts] ++
+ Forgeworld Dogma: Stygies VIII

+ HQ [10 PL, 174pts] +
• Tech-Priest Dominus [7 PL, 127pts] [WARLORD]
 Warlord Trait: Monitor Malevolus
 Relic: Phospheonix [4pts]
• Tech-Priest Enginseer [3 PL, 47pts]

+ Troops [22 PL, 266pts] +
• Skitarii Rangers [7 PL, 83pts]
 7x Skitarii Rangers [49pts]
 2x Skitarii Ranger (Arc Rifle) [22pts]
 Ranger Alpha [7pts]: Galvanic Rifle
 Enhanced Data-Tether [5pts]
• Skitarii Rangers [4 PL, 35pts]
 4x Skitarii Ranger [28pts]
 Ranger Alpha [7pts]: Galvanic Rifle
• Skitarii Rangers [4 PL, 35pts]
 4x Skitarii Ranger [28pts]
 Ranger Alpha [7pts]: Galvanic Rifle
• Skitarii Vanguard [7 PL, 113pts]
 7x Skitarii Vanguard [56pts]
 2x Skitarii Vanguard (Plasma Caliver) [44pts]
 Vanguard Alpha [7pts]: Radium Carbide
 Enhanced Data-Tether [5pts]

+ Elites [14 PL, 300pts] +
• 10x Corpuscarii Electro-Priests [6 PL, 140pts]
• 10x Fulgurite Electro-Priests [8 PL, 160pts]

+ Heavy Support [26 PL, 480pts] +
• Kastelan Robots [12 PL, 220pts]
 Kastelan Robot [110pts]: Heavy Phosphor blaster [15pts], Twin Heavy phosphor blasters [30pts]
 Kastelan Robot [110pts]: Heavy Phosphor blaster [15pts], Twin Heavy phosphor blasters [30pts]
• Onager Dunecrawler [7 PL, 130pts]: Icarus Array [40pts]
• Onager Dunecrawler [7 PL, 130pts]: Icarus Array [40pts]

++ Super-Heavy Detachment – Imperial Knights [41 PL, 780pts] ++
+Household: Questor Mechanicus, House Vulker
Exalted Court [-1 CP], Heirlooms of the Household [-1 CP]

+ Lord of War [41 PL, 780pts] +
• Armiger Helverin [9 PL, 174pts]: Heavy Stubber [4pts]
• Armiger Helverin [9 PL, 174pts]: Heavy Stubber [4pts]
• Knight Warden [23 PL, 432pts]:
 Ironstorm Missile Pod [16pts], Heavy Stubber [4pts], Thunderstrike Gauntlet [35pts], Avenger Gatling Cannon [75pts], Heavy Flamer [17pts]


++ Total: [113 PL, 2000pts] ++

Matchups:
Round 1: My opponent had three FW knights (Atropos, Castigator, and Acheron), and the loyal 32. I wasn't really tooled to compete against that many knights, and it was pretty one sided in their favor. I think the final score was around 7-34.
Round 2: Knights with two warglaives, a castigator, and an errant. Accompanied by guard with some LRMBTs, infantry, and even a few scions. I got first turn, and my opponent had placed his tanks near the front line, making them easy targets for my fulgurites. He also kept his knights in his deployment zone for 3 turns, and I was able to out-shoot him pretty easily as a result. A lucky Helverin aced one of his LR tanks in one go. The priests absorbed a lot of attention and firepower. I was pretty unimpressed by the warglaives. I won 24-4.
Round 3: Full cadian brigade, with pask, another tank commander, sentinels, mortars, veterans infiltrating with the dagger of Tu'Sakh, and of course a Tallarn Shadowsword with psychic support. He seized on me, but since he had placed the Shadow Sword in reserve, he wasn't able to kill much with shooting through Shroudpsalm and Stygies -1 to hit. In my turn I was able to wipe the sentinels, and clear out the midfield objectives. I largely ignored the shadowsword once it came in since it had all the psychic buffs, and I was able to kill most of his infantry and prevent him from scoring points. Super close and fun game. I won with a score something like 30-12.
Round 4: Tau gunline. 1 Riptide, 1 Y'vahra, 1 Ghostkeel, Coldstar, stealthsuits, drones, and markerlights. Search and Destroy setup. He deployed almost everything in his far back corner. I got first turn, my fulgurites killed a ghostkeel, and the corpuscarii scorched troops and charged in. Again, the Stygies trait helped mitigate the damage he was able to do. My knight even refused to go down until turn four, and he wasn't able to survive my return fire, as most of my guns are well built to kill units with 'fly'. Won 35-9
Round 5: Orks. 200 boys, Ghaz, KFFs, Weirdboy, and other assorted characters. I went first and between priests and other shooting I killed about 40 boys. In his turn he attempted to surround my remaining fulgurites and use his charge move to daisy chain his troops to my gunline without actually killing my models so he could prevent me from falling back and targeting his boyz. However it didn't quite work out (he killed my priests), and he ended up conceding, I won 39-4.
Round 6: Aeldari/Harlequins/Drukhari. Shining spear bombwith rangers, three razorwings, and 3 units of skyweavers. I went first, downed 1 razorwing, knocked another to one wound, and killed 20 guardians. However, I underestimated the effectiveness of the shining spears, and my fulgurites failed to do any wounds after charging them. The Skyweavers came in from DS, and were able to easily kill a vehicle a turn and charge another to tie it up. They're frustrating to play against. I forget the exact score, but I lost pretty handily.
Round 7: Guard CP Battery with a Raven Castellan and 2 Crusaders. My luck continued to go down hill. Already a bad matchup, my knight failed a 6 inch charge (with reroll) to take out one of his Crusaders, and in the end I couldn't handle the pressure the knights put on my army. I did okay on points, but it was a clear loss.
Round 8: Chaos. 3 units of Berzerkers in Rhinos. Abbadon, Ahriman, DP with Dark Matter Crystal, 30 Tzaangors, and 40 Alpha Legion Cultists. He seized on me, and also won to deploy infiltrators first, placing all 40 cultists across my line, preventing me from placing my priests outside of my deployment zone. His first turn the cultists and Tzaangors charged my lines, and consolidated such that they were locked in, yet I was unable to fall back. On my first turn, I had no legal shooting targets for much of anything in my army, (the rhinos were out of LoS and the rest were characters) and, somewhat eager to get home after a long day, I conceded. Nice opponent, and very well practiced on the importance of the movement phase. He achieved what my Ork opponent was unable to do.

Overall, I brought a list I liked, but knew wasn't perfect. I misjudged the meta, which also cost me, in addition to my misplays. I think I almost favor the Helverins over the dunecrawlers now,they're so flexible and reliable. Priests are definitely great, and I found many opponents over-reacting to them, even in 10 man units. I wasn't sure about bringing two non-cawl robots, but they were great at clearing out infantry in cover and knocking them off of objectives while sitting pretty on my own objectives. The infantry did okay, but didn't really benefit from the special weapons. The Knight is a crutch, and I want to go back to the drawing board on it.
   
Made in gb
Sagitarius with a Big F'in Gun





What do you mean by the knight being a crutch?

How did you you find people reacting to priest's Vs dragoons?

The list isn't far off what I'm thinking of, except I favour dragoons over priest's.

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)
 
   
Made in us
Snivelling Workbot





 laam999 wrote:
What do you mean by the knight being a crutch?

How did you you find people reacting to priest's Vs dragoons?

The list isn't far off what I'm thinking of, except I favour dragoons over priest's.

I almost feel like I'm required to take the knight, it brings a lot to the table, and presents a threat my opponent has to deal with. While AdMech do have good CC units, they tend to be fragile, and we don't have any truly durable CC threats, which is one big role the knight is required to fill.

I haven't run many dragoons in the past, so I don't have a great answer here. I will note that a few of my opponents hadn't actually played against AdMech before. Priests are decently durable against the most common anti-infantry firepower (lasguns & mortars), but Dragoons might draw the kind of anti-vehicle firepower that can knock them out easily (like dark reapers, Helverins, or Cawl's Wrath). That said, perhaps they would have done better for me.
   
Made in gr
Stalwart Tribune





Greece

Found that

Super heavy +3

Helverin
Helverin
Paladin +stormspear will be a default detachment for me.

Incredible movement firepower options and ofc knight 4+5+ WT relic config for durability. This combo shoots enough and would probably stay till the end in many games.

My issue the other detachments .

So far I tried graia battalion stock
And a Cawl star 4 Robots 2 onagers neutrons being more effective.

Problems. Deep strike and mobility especially in h obj missions . And less but an issue with CP. 12 are good but always seem to be able to waste twice more.

So options.

Considering to switch to a versatile less expensive stygies something with balistarii and Dragoons .

Or remain on Mars maybe take 3 robots and infiltrators .(used them with wrath of Mars in my Mars and seem to work fine))


Anyone seems to have same issue or close to mine?
   
Made in us
Quick-fingered Warlord Moderatus






 Regis Terzieff-Godefroy wrote:
 laam999 wrote:
What do you mean by the knight being a crutch?

How did you you find people reacting to priest's Vs dragoons?

The list isn't far off what I'm thinking of, except I favour dragoons over priest's.

I almost feel like I'm required to take the knight, it brings a lot to the table, and presents a threat my opponent has to deal with. While AdMech do have good CC units, they tend to be fragile, and we don't have any truly durable CC threats, which is one big role the knight is required to fill.

I haven't run many dragoons in the past, so I don't have a great answer here. I will note that a few of my opponents hadn't actually played against AdMech before. Priests are decently durable against the most common anti-infantry firepower (lasguns & mortars), but Dragoons might draw the kind of anti-vehicle firepower that can knock them out easily (like dark reapers, Helverins, or Cawl's Wrath). That said, perhaps they would have done better for me.

The Knight is more of a risk dilemma. There are two horns:

1) Don't bring a Knight, and you have to deal with Knights without Knights. The best way to deal with Knights is with Knights though.

2) Bring a Knight, and you get out-Knighted by a list with more or stronger Knights.

The result being that a lot of Imperium players right now feel forced to bring a Castellan.

Most people know that the Robots are scary. However, they are more unfamiliar with Dragoons and Electro-Priests. They especially do not realize that fighting on objectives is a bad idea; buffed Fulgurites with Acquisiton at All Costs are essentially unkillable.

This message was edited 1 time. Last update was at 2018/09/10 00:42:36


 
   
Made in us
Longtime Dakkanaut






Best way to deal with knights is smash captains or similar.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

For myself right now I’m on 40k-listmaking-hiatus until the 2018 FAQ and Chapter Approved come out, because they are going to almost certainly rip the rug out from under my lists’ feet.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Quick-fingered Warlord Moderatus






Yeah... hope these Fulgurites and Drills that I am making will still be good afterward.

In general though, they shouldn't be nerfing AdMech, since we aren't really at the top tables.

This message was edited 1 time. Last update was at 2018/09/10 21:01:50


 
   
Made in de
Enginseer with a Wrench






But they will probably nerf things which help us immensely, like the Guard CP farm or a Blood Angels Supreme Command / Batallion.
   
Made in us
Quick-fingered Warlord Moderatus






To play Devil's Advocate, nerfing those things may help us because they hurt others more than they hurt us.

   
Made in gr
Stalwart Tribune





Greece

If they need those two .CP and Ba then said I mentioned my restrictions mechanicus (with knights) will definitely move up in power.

I'd be glad to see some balance on the CP battery plans and not being able to waste 10 CP / round. More fun more tactical fighint etc.

So no real issue there.
   
Made in us
Quick-fingered Warlord Moderatus






Yeah. At this point, the game is about who can more efficiently convert CPs into wounds on target (or protect their units from wounds). Lowering the damage output of the game in general would be nice. People definitely shouldn't be bringing Guard Brigades to fuel Knights or Blood Angels.
   
Made in de
Enginseer with a Wrench






Also an incentive for not souping would be nice, like maybe a few extra CP.
   
Made in gb
Aspirant Tech-Adept






On the plus side if they nerf guard into the ground maybe Admech will get a strong showing....in the form of people taking min 199 point Admech battalions.

It’s a poor mans battery though, if guard is to Duracell then I guess Admech battery is those cheap own brand ones that leak after overuse
   
Made in us
Quick-fingered Warlord Moderatus






GW is in a real pickle. There are multiple elements that need to be touched on, and it's hard to do it in an FAQ:
1) CP recyclers
2) Command benefits
3) Allies

Proposed changes that I've heard:
1) Fixed CP for all armies based on detachments
2) Fixed CP followed by per turn charging for all armies based on detachments (bright side: we can finally penalize first-mover by saying you don't charge CP on the first turn)
3) Flatter command benefits and lower requirements for all detachments
4) Only detachments that share a faction keyword with the Warlord have a CP pool
5) Each faction keyword has its own separate CP pool
6) Each detachment has its own separate CP pool

We benefit immensely from any change in this structure because we are still a very CP efficient army. Warlord has 6+/6+ and most of our stratagems cost 1 CP.

This message was edited 2 times. Last update was at 2018/09/11 08:56:38


 
   
 
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