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2022/05/03 18:50:45
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
AdMech are my main guys also, but ever since the Skorpius came out it seemed like we were buoyed along by that, and then serberys raiders and our flyers, all of which are no longer broken (?) leaving the rest of the list to kind of stand on it's own? Not sure what direction to go in myself either.
I have basically all the tech priests, some infiltrators, 15 rangers/vanguard, 4 robots, 6 ballistarii, 3 crawlers and 3 disintegrators. Never had enough flyers of serberys raiders to really be energized while those were the tops.
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.
2022/05/03 19:43:37
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I've got pretty much everything we have (although I haven't finished them all).
My best games have been using the defence cohort simply due to the rules being a little simpler and the high durability and damage output.
The biggest downside to this is the total lack of skitarii units, I love the flyer, dunecrawlers and dragoons and would love to still play with them. I can't even add a Knight to my list to add a little flavour due to the limitations.
Using the codex alone I really don't know where I stand ATM, I' tempted to go stygies with a heavy beta strike putting 3 drills with rustsalkers in reserve using the warlord trait along with some sterylisors in deepstrike.
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)
2022/05/15 00:37:21
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
So if I'm reading a few things right, based on the new knight codex, it seems like a detachment of 3 armigers with Knights of the Cog can retain all their household rules. Plus useful for obsec.
I wasn't sure whether to post this in the AdMech or Knights thread, maybe I'll repost in both. I'm working on my combined army, and while I normally play Metalica + Raven synergy, that's CP expensive and the starting CP will likely be halved in the next GT mission pack (though you gain 2CP per turn instead).
I've come up with this, which has been quite strong in test games.
Spoiler:
1995pts, -4 CP Freeblade Super-heavy Auxiliary [-0 CP, Agent of the Imperium]
Canis Rex, 440 [Warlord: Revered Knight; Wandering Hero]
-Virtue of Courage, Knight's Faith, Warrior's Hope
House Krast Super-heavy Auxiliary [-1 CP, Knight of the Cog]
3 Armiger Warglaives, Meltaguns, 450 [Knight Baron -1 CP: Ion Bulwark; Heart of Iron]
The army mostly does what it says on the tin. The infantry are at breakpoints to maximize Wrath of Mars. The Warglaives go absolutely nuts in melee with Controlled Aggression and Pack Tactics. Canis Rex is just really good.
The Knights add a lot of play on objectives, where you can fire off an ObSec Warglaive to score Stranglehold. Meanwhile, the other objectives with the rest of the Knights are unapproachable. The AdMech half can poke and prod without committing.
The trick is patience. You spend the minimum to score Stranglehold in the first round or two, while the AdMech grinds them with Canticles/Doctrinas. Then you commit the infantry and Knights in melee.
Consequently, Raise the Banners and Grind Them Down are good secondary picks. To The Last is also a surprisingly good pick, since you score 8 points by just keeping 1 Warglaive and 1 Infiltrator alive (Circuitous Assassins into a back corner). If things go badly, I still score about 30 on secondaries. The list very consistently scores ~60 points.
There's a lot of nuance and tricks to the Knight's teaching and stratagems, not to mention the optimal way to layer Canticles and Doctrinas. I'm still learning, but I could talk for ages on hypothetical plays.
Interesting list...
I might have to copy that one and play it
After looking at it a bit though, I dont think thats a valid list.
Yes, you can get Canis Rex, as a Freeblade and Agent of the Imperium, as your 0 CP SHAUX.
But the Armigers share no Faction Keyword with the AdMech Detachment besides IMPERIUM, so you do not get the refund of 2 CP.
You can sidestep it by taking a SHD and add Canis Rex and his Warglaives there, but that will set you back 3 CP.
This message was edited 1 time. Last update was at 2022/06/01 08:36:44
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2022/06/01 08:58:24
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Thairne wrote: After looking at it a bit though, I dont think thats a valid list. Yes, you can get Canis Rex, as a Freeblade and Agent of the Imperium, as your 0 CP SHAUX. But the Armigers share no Faction Keyword with the AdMech Detachment besides IMPERIUM, so you do not get the refund of 2 CP. You can sidestep it by taking a SHD and add Canis Rex and his Warglaives there, but that will set you back 3 CP.
That link for the AdMech subreddit is wrong, or at least always assumes the AdMech is the Warlord. I would keep in mind that the AdMech subreddit is mostly a painting blog, and 99% of the players are god-awful. The competitive subreddit is miles better for understanding the rules.
Instead Canis Rex is the Warlord. The new Knight Lances refunds 3 CP for any detachment with the Warlord. The Armigers share a keyword with him, so their detachment costs 1.
The relevant Imperial Knight rules are:
An IMPERIAL KNIGHTS Detachment is one that only includes models with the IMPERIAL KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword).
IMPERIAL KNIGHTS Detachments gain the Knight Lances and Wandering Hero abilities.
Note that IMPERIAL KNIGHTS Super-heavy Auxiliary Detachments still get these Detachment abilities, even though Super-heavy Auxiliary Detachments do not normally gain any Detachment abilities.
If this Detachment contains between 1 and 2 QUESTORIS-CLASS models, or if it contains between 3-5 ARMIGER-CLASS MODELS, this Detachment’s Command Benefits are changed to: ‘+3 Command points if your WARLORD is part of this Detachment.’
Here's my other version of the list using the same principle with Metalica and Raven:
Spoiler:
1995 points, -6 CP House Raven Super-heavy Auxiliary Detachment (3 CP refunded due to Knight Lances, chosen as Knight of the Cog) Knight Errant, Meltagun, Thunderstrike, Stormspear, Forgemaster, 500 [Warlord; Knight Baron: Ion Bulwark -1 CP; Spirit of Kolossi; Order of Companions -1 CP]
House Raven Super-heavy Auxiliary Detachment (-1 CP due to sharing a keyword with the Warlord's detachment) 3 Armiger Warglaives, Meltaguns, 450 [Knight of the Iron Cog -1CP]
Fair points.
I'll check in with someone that really knows his rules about his oppinion (thousands of games in 9th under his belt), but you make a good point.
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2022/06/05 23:06:05
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Thairne wrote: After looking at it a bit though, I dont think thats a valid list.
Yes, you can get Canis Rex, as a Freeblade and Agent of the Imperium, as your 0 CP SHAUX.
But the Armigers share no Faction Keyword with the AdMech Detachment besides IMPERIUM, so you do not get the refund of 2 CP.
You can sidestep it by taking a SHD and add Canis Rex and his Warglaives there, but that will set you back 3 CP.
That link for the AdMech subreddit is wrong, or at least always assumes the AdMech is the Warlord. I would keep in mind that the AdMech subreddit is mostly a painting blog, and 99% of the players are god-awful. The competitive subreddit is miles better for understanding the rules.
Instead Canis Rex is the Warlord. The new Knight Lances refunds 3 CP for any detachment with the Warlord. The Armigers share a keyword with him, so their detachment costs 1.
The relevant Imperial Knight rules are:
An IMPERIAL KNIGHTS Detachment is one that only includes models with the IMPERIAL KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword).
IMPERIAL KNIGHTS Detachments gain the Knight Lances and Wandering Hero abilities.
Note that IMPERIAL KNIGHTS Super-heavy Auxiliary Detachments still get these Detachment abilities, even though Super-heavy Auxiliary Detachments do not normally gain any Detachment abilities.
If this Detachment contains between 1 and 2 QUESTORIS-CLASS models, or if it contains between 3-5 ARMIGER-CLASS MODELS, this Detachment’s Command Benefits are changed to: ‘+3 Command points if your WARLORD is part of this Detachment.’
Here's my other version of the list using the same principle with Metalica and Raven:
Spoiler:
1995 points, -6 CP House Raven Super-heavy Auxiliary Detachment (3 CP refunded due to Knight Lances, chosen as Knight of the Cog)
Knight Errant, Meltagun, Thunderstrike, Stormspear, Forgemaster, 500 [Warlord; Knight Baron: Ion Bulwark -1 CP; Spirit of Kolossi; Order of Companions -1 CP]
House Raven Super-heavy Auxiliary Detachment (-1 CP due to sharing a keyword with the Warlord's detachment)
3 Armiger Warglaives, Meltaguns, 450 [Knight of the Iron Cog -1CP]
The Canis list works because he is a character and thus can be chosen as warlord. This allows you to use Knight Baron on an armiger for bulwark / bastards helm.
Your metalica/raven list does not work however as Knight Baron requires an existing knight warlord for it to be used and unless you are playing a 500pt game where SHA's can choose a knight to be a character, you must use a SHD to get a character which means losing knight of the cog.
2022/06/06 01:38:55
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Warlords don't have to be characters. Check the core rules. Any model can be the Warlord, even a random member of an infantry squad. Warlords that are characters get a Warlord trait, but that's not strictly necessary.
Once my Raven Knight is the Warlord, he's eligible for Knight Baron to make him a character. He gains a Warlord trait from it, which makes the default free Warlord trait redundant, but I accept a small inefficiency. The important thing is he becomes a character, so he's then eligible for the free Heirloom Relic granted by having a Knight Warlord.
This message was edited 2 times. Last update was at 2022/06/06 01:52:50
I've played v little and the only thing I've had success with in defence cohort, 12 robots, 12 breachers and 3 destroyers.
It only really works along with tempest of war and being lucky (my last game was a 95vs94 win). I've been trying to think of another way to play but skitarii are just too weak and mixed lists don't seem to work.
I'm just waiting for the points update, I'm legit expecting us to get another round of increases.
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)
2022/06/22 12:01:43
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
pts changes from the app.
This is pitiful.
First the overnerf, then no updates in o the data slate, then the underwhelming secondary changes and now this token adjustment that takes... 16-26 pts of some lists?
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2022/06/22 12:03:17
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
And stay tuned for the latest Balance Dataslate, which drops tomorrow with a bundle of fresh tweaks to keep things competitive.
A little hope is left. But only a little.
Chickens getting CORE back is p big. CP revert to Enriched Rounds and Galvanic Volley is pretty nice. Hard to tell if the use restriction on Acquisition and Clandestine will matter as much given the new CP drought but we will see.
This message was edited 1 time. Last update was at 2022/06/23 15:24:00
2022/06/23 15:27:25
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Says in the article they're getting reverted. The nerfs still existing was my first read until I found the article.
Quote:
"Finally, the Adeptus Mechanicus have a number of their earlier restrictions rolled back in light of the changing competitive landscape, with Ironstrider Ballistarii and Sydonian Dragoons regaining the CORE keyword. Several previously limited Stratagems like Acquisition at All Costs and Clandestine Infiltration have had their usage limitations removed, while others’ increased Command point costs revert to their initial levels."
This message was edited 1 time. Last update was at 2022/06/23 15:36:16
2022/06/23 15:49:45
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
warcom isnt a rules source though.. and they've been wrong before.
So unless they're removed from the FAQ, the nerfs are still in effect.
Now if anyone would oppose me reverting them in a friendly game, I'd look him in the eye and leave without a word.
RAW though...
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2022/06/23 21:29:35
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Assuming the FAQ will be updated in the next week or so, how are people feeling about this?
I still think I'm going to struggle but it now means I can bring mixed lists again and not feel like I'm hurting myself. Dragoons (my fave unit) are back to being usable, I can bring some skitarii and see how they last but have a heavy squad of breachers to fill a gap.
My old pre NERF list had a Culexus but since the low CP levels I'm going to test out a Calidus, I think the risk to the opponents CP early game could potentially help.
Overalll I think we'll still be a middling at best army but at least we have some options back.
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)
2022/06/29 07:21:04
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
No way around that, yes.
Unless you somehow can get a shared faction keyword between your warlord and the armigers, which is not possible to the best of my knowledge
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2022/07/04 17:11:05
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes