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rvd1ofakind wrote: Yeah nevermind. It will probably be Infantry, Ironstriders and Kastelans
And I would be fine with the latter two getting the traits. Being able to roll FNP for Lascannon damage when it does 6pt and stop even one point to save a robot is absolutely fantastic. Same for the Dragoons.
rvd1ofakind wrote: Yeah nevermind. It will probably be Infantry, Ironstriders and Kastelans
And I would be fine with the latter two getting the traits. Being able to roll FNP for Lascannon damage when it does 6pt and stop even one point to save a robot is absolutely fantastic. Same for the Dragoons.
I am almost 100% sure this won't be the case but -1 to hit on dragoons x2 sounds preeeeetty good
This message was edited 1 time. Last update was at 2017/09/11 12:56:58
Actually, (Chaos) Space Marines can get traits on T8 W14 vehicles. And it will certainly be weird if Guard can't get traits on Russes or Tyranids on monsters. And obviously Knights (perhaps not Mechanicus Knights but regular Knights) will have House tactics that they get something out of.
Traits on what vehicle is t8 w14? I think you may be mistaken. If you refer to forgeworld dreadnoughts, they do not get the traits.
Why wouldn't they? They've got the DREADNOUGHT and <CHAPTER> keywords.
Space Marines yes, and maybe I'm just thinking of chaos Fire Frenzy that cannot be used on deredeo leviathan etc.
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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.
So, I just managed to sneak a peak at the AdMech codex at one of my game stores. They've reused the ing Raven Guard/Alpha Legion trait again.
-1 to hit infantry units outside of 12"
It's the trait for Stygies.
Metallica gets a 6+ FNP. Mars rolls two dice for canticles (and I think they get to use both results as well though I may be remembering wrong. The second result might only apply to infantry)
Can't remember the rest. Techpriests (both the Dominus and Enginseer) can repair Knights now as well.
But they only repair 1 wound on a successful master of machines, as opposed to 1d3
Wait. Techpriests just heal one wound now? And what's this abour "successful"? They arent even automatically successful? Welp. So much for those guys then...
So, I just managed to sneak a peak at the AdMech codex at one of my game stores. They've reused the ing Raven Guard/Alpha Legion trait again.
-1 to hit infantry units outside of 12"
It's the trait for Stygies.
Metallica gets a 6+ FNP. Mars rolls two dice for canticles (and I think they get to use both results as well though I may be remembering wrong. The second result might only apply to infantry)
Can't remember the rest. Techpriests (both the Dominus and Enginseer) can repair Knights now as well.
But they only repair 1 wound on a successful master of machines, as opposed to 1d3
Wait. Techpriests just heal one wound now? And what's this abour "successful"? They arent even automatically successful? Welp. So much for those guys then...
The way I read it was they can now repair Knights, but will only repair 1 wound, not the usual d3.
This message was edited 1 time. Last update was at 2017/09/11 14:03:42
Forge World Focus: Mars
One of the most exciting features of the new Adeptus Mechanicus codex is rules for seven different forge worlds, allowing you to customise your collection more than ever before with powerful and thematic new abilities. This week, we’ll be previewing what the forge world rules mean for your army in our daily previews of Codex: Adeptus Mechanicus in advance of the pre-order this Saturday:
Mars is clearly the most famous of all the forge worlds, and it’s not just because of how good the Adeptus Mechanicus look in red! As the birthplace of the Cult Mechanicus, Mars is the holiest of planets to the servants of the machine god, and their armies are characterised by a sense of piety and dogmatism that sets the standard for every other forge world.
Adeptus Mechanicus armies benefit from a powerful forge world dogma – equivalent to Legion Traits or Chapter Tactics – which apply to every unit in an Adeptus Mechanicus army, not just your infantry! Mars’ forge world dogma is Glory to the Omnissiah, a trait that’ll make your army very powerful, if unpredictable.
Best Units
Belisarius Cawl is perhaps the most venerated Tech-Priest in the whole Imperium, and he makes for a superb leader to any Mars army, his Archmagos ability helping to ensure that you roll the Canticles of the Omnissiah that you need as well as ensuring you never end up with a duplicated result.
Cawl’s already powerful aura abilities are significantly enhanced by the Mars Warlord Trait, Static Psalm-Code.
Corpuscarii Electro-Priests can throw out a terrifying amount of firepower; a unit of 20 with re-rolls to hit from Belisarius Cawl being nearby will inflict, on average, a colossal 80 strength 5 hits on any given enemy unit; combine this with the Wrath of Mars stratagem and you’ll deal an additional 13(!) mortal wounds as well as any other damage!
On average, you could quite handily kill Magnus or a Renegade Knight in a single round – a perfect demonstration of the Omnissiah’s power!
If you’re capable of adapting your strategy to suit the Canticles of the Omnissiah on the fly, then you’ll find Mars a versatile and powerful forge world.
Come back tomorrow when we’ll be looking at Graia, a sect of the Adeptus Mechanicus known for their ruthlessness.
Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
So, Mars armies get Shroudpsalm + another with Cawl?
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
Forge World Focus: Mars
One of the most exciting features of the new Adeptus Mechanicus codex is rules for seven different forge worlds, allowing you to customise your collection more than ever before with powerful and thematic new abilities. This week, we’ll be previewing what the forge world rules mean for your army in our daily previews of Codex: Adeptus Mechanicus in advance of the pre-order this Saturday:
Mars is clearly the most famous of all the forge worlds, and it’s not just because of how good the Adeptus Mechanicus look in red! As the birthplace of the Cult Mechanicus, Mars is the holiest of planets to the servants of the machine god, and their armies are characterised by a sense of piety and dogmatism that sets the standard for every other forge world.
Adeptus Mechanicus armies benefit from a powerful forge world dogma – equivalent to Legion Traits or Chapter Tactics – which apply to every unit in an Adeptus Mechanicus army, not just your infantry! Mars’ forge world dogma is Glory to the Omnissiah, a trait that’ll make your army very powerful, if unpredictable.
Best Units
Belisarius Cawl is perhaps the most venerated Tech-Priest in the whole Imperium, and he makes for a superb leader to any Mars army, his Archmagos ability helping to ensure that you roll the Canticles of the Omnissiah that you need as well as ensuring you never end up with a duplicated result.
Cawl’s already powerful aura abilities are significantly enhanced by the Mars Warlord Trait, Static Psalm-Code.
Corpuscarii Electro-Priests can throw out a terrifying amount of firepower; a unit of 20 with re-rolls to hit from Belisarius Cawl being nearby will inflict, on average, a colossal 80 strength 5 hits on any given enemy unit; combine this with the Wrath of Mars stratagem and you’ll deal an additional 13(!) mortal wounds as well as any other damage!
On average, you could quite handily kill Magnus or a Renegade Knight in a single round – a perfect demonstration of the Omnissiah’s power!
If you’re capable of adapting your strategy to suit the Canticles of the Omnissiah on the fly, then you’ll find Mars a versatile and powerful forge world.
Come back tomorrow when we’ll be looking at Graia, a sect of the Adeptus Mechanicus known for their ruthlessness.
Well Mars seems really powerful which I guess it should given it is one of the most powerful and important forgeworlds but I wonder how the other forgeworlds will be able to compete as its seems really like Mars is a go to so far.
2500+ pts of Ad Mech
2000+ pts of Deathwatch
2000+ pts of Skaven
I wouldn't call mars powerful yet. We do not know the other worlds rules and without cawl that's kind of only really good (assuming you have to roll) but with cawl extending his reroll bubble holy cow
gendoikari87 wrote: I wouldn't call mars powerful yet. We do not know the other worlds rules and without cawl that's kind of only really good (assuming you have to roll) but with cawl extending his reroll bubble holy cow
Why wouldn't you roll?
Honestly--there's an Objective Card that we know about where you get an Objective by rolling.
That seems more Cawl is buffed than Mars is inherently amazing: Without him you can get two random traits but can roll doubles and honestly you'd normally want to pick a few times before going to random.
With Cawl's +/- effect plus his improved aura, Mars is hard to top, without him in play I can see other traits being equally good.
So Forgeworld's Dogmas apply to every unit in the army... I suppose that makes sense, because they don't have any flyer or transports. But if they have plans to give them vehicles I suppose Dogmas will remain less powerfull than chapter and legion tactics, to balance the fact that they affect ALL of your army.
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
gendoikari87 wrote: Wait no they can't do that. T8 3+ save with cover and -1 to hit? No. Just no.
Automatically Appended Next Post: Of course that is assuming we're right about stygies
If Stygies is true than that would mean a -2 to hit on the Dragoons if it stacks with their incense cloud plus shroudpalsm for the first turn, that would be nice and would mean I'll be very happy with my choice of forge world paint scheme and having 6 dragoons and that without being able to run my Styrix with an nice -1 to hit on it two.
This message was edited 1 time. Last update was at 2017/09/11 16:07:52
2500+ pts of Ad Mech
2000+ pts of Deathwatch
2000+ pts of Skaven
So, I just managed to sneak a peak at the AdMech codex at one of my game stores. They've reused the ing Raven Guard/Alpha Legion trait again.
-1 to hit infantry units outside of 12"
It's the trait for Stygies.
Metallica gets a 6+ FNP. Mars rolls two dice for canticles (and I think they get to use both results as well though I may be remembering wrong. The second result might only apply to infantry)
Can't remember the rest. Techpriests (both the Dominus and Enginseer) can repair Knights now as well.
But they only repair 1 wound on a successful master of machines, as opposed to 1d3
you nailed the Mars one, so Im guessing the rest is true too
What a shame, theyre so boring, just copy paste chapter tactics
Theres a limited amount of desing space one can go with this kind of tactics, so many are gonna be copy and paste. Probably the bigger ones like Mars are gonna get the more "special" traits, but the more obscure ones... copy and paste.
In the other hand, that isn't a bad thing, because for example, the Raven Guard Tactic of -1 to hit, isn't something that only Space Marines have, so that helps balancing factions a lot.
This message was edited 1 time. Last update was at 2017/09/11 16:44:32
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
rvd1ofakind wrote: Since no one else noticed: It seems electro priests are being buffed to Assault 4 instead of Assault 3
No, I think it works out at 3. They did it with Cawl giving re-rolls, and remember that the priests get 3 hits on a hit roll of 6+ so they average 1 hit per hit roll. 20*3*4/3 = 80
I don't think so. That seems way too complicated for GW article standarts. I was shocked they calculated 13 mortal wounds by doing 80 / 6
And since they did 80 / 6 that means 80 dice were rolled. Why do you think it is unreasonable that they got to Assault 4.
Obliterators went from 2 to 4 in the CSM codex. Same type of buff here
This message was edited 2 times. Last update was at 2017/09/11 16:52:26
So, I just managed to sneak a peak at the AdMech codex at one of my game stores. They've reused the ing Raven Guard/Alpha Legion trait again.
-1 to hit infantry units outside of 12"
It's the trait for Stygies.
Metallica gets a 6+ FNP. Mars rolls two dice for canticles (and I think they get to use both results as well though I may be remembering wrong. The second result might only apply to infantry)
Can't remember the rest. Techpriests (both the Dominus and Enginseer) can repair Knights now as well.
But they only repair 1 wound on a successful master of machines, as opposed to 1d3
you nailed the Mars one, so Im guessing the rest is true too
What a shame, theyre so boring, just copy paste chapter tactics
It's not my work, I just found it online and c+p'd it over to here.