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Made in gb
Stalwart Tribune





Next Week - Pre-order the new AdMech character.

https://www.warhammer-community.com/2019/01/20/next-week-kill-team-arena-arrives/

Kill Team: Arena is joined next week by loads of awesome new stuff, including two new Kill Team Starter Sets – containing new Character models for both the Genestealer Cults and Adeptus Mechanicus...


Praise the Omnissiah

About 4k of .

Imperial Knights (Valiant, Warden & Armigers)

Some Misc. Imperium units etc. Assassins...

About 2k of  
   
Made in us
Decrepit Dakkanaut




So we don't really know what the new guy does so far?
I'm hoping it's a rerolling to wound ala Lieutenants.

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 us
Rampaging Carnifex





South Florida

He's supposed to be a long-range attacker of some sort.

   
Made in us
Quick-fingered Warlord Moderatus






If I were designing him, I would price him at 35 points and give him the choice between an anti-vehicle gun or a targeting device that provides an Overlapping Fields of Fire effect.

For the former, BS2+ 60" Rapid Fire 1 S6 AP-4 DD3; basically, a souped up rail rifle.

For the latter, 36" Heavy 3 S6 AP-1 D1. Say, if he inflicts an unsaved wound on a target, reroll failed wounds rolls for all <Forge World> units that shoot at that same target.

But yeah, one can dream?
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

All I know is I am cutting that awful looking pregnant belly off of him.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Quick-fingered Warlord Moderatus






Oh man. What if he is actually a SHE... *shudder*
   
Made in gb
Aspirant Tech-Adept






Koriel Zeth Is that you? My my, Belisarius has been a busy boy hasn’t he
   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

The Termite is going to get a bigger brother:



https://www.warhammer-community.com/2019/01/21/new-horus-heresy-models-revealed/

   
Made in gb
Aspirant Tech-Adept






“Oh – and there’s one more thing. Something SO AWESOME we couldn’t fit it into the article. Something Forge World fans have been looking forward to for a very, very long time. We’ll have more on just what that is very soon…”

Could it be fires or that acastus class knight previewed a year ago?
   
Made in us
Been Around the Block




 Ideasweasel wrote:
“Oh – and there’s one more thing. Something SO AWESOME we couldn’t fit it into the article. Something Forge World fans have been looking forward to for a very, very long time. We’ll have more on just what that is very soon…”

Could it be fires or that acastus class knight previewed a year ago?


A few people have been asking about that in the comments of the facebook post but since FoC is a 40k book I can't imagine they will talk about it at a heresy weekend which they seem to imply too so I don't hold much hope of anything for 40k maybe rules for some of the marine stuff and possibly the ordinatus, maybe.

Ok so running with the advice from the thread I've a 2k Tournament in March (no forge world allowed) and i'm going to try this mixed brigade

Spoiler:

++ Brigade Detachment +12CP (Imperium - Adeptus Mechanicus)
Specialist Detachment: Servitor Maniple (-1 CP)
++ 1993pts] ++

+ HQ +

Mars Tech-Priest Dominus Monitor Malaveous

Ryza Tech-Priest Dominus Master of Biosplicing (-1 CP)

Ryza Tech-Priest Enginseer

+ Fast Attack +

2 x Mars Ironstrider Ballistarii Cognis Lascannon

4 x Stygies Sydonian Dragoons Taser lance

1 x Stygies Sydonian Dragoons Radium Jezzel (tax so I could run the brigade)

+ Troops +

6 x Agripinna Kataphron Breachers Heavy Arc Rifles and Arc Claws

6 x Ryza Kataphron Destroyers Plasma Culverins and Flamers 5+ Invun (-1 CP)

5 x Mars Skitarii Rangers

5 x Mars Skitarii Rangers

5 x Garia Skitarii Vanguards

5 x Garia Skitarii Vanguards

5 x Garia Skitarii Vanguards

+ Elites +

4 x Servitors

4 x Servitors

8 x Sicarian Infiltrators

5 x Sicarian Ruststalkers

+ Heavy Support +

Mars Onager Dunecrawler Icarus

Mars Onager Dunecrawler Icarus

Mars Onager Dunecrawler Neutron Laser


The ruststlakers are there as I had the spare points and wasn't sure what else to use, rule of cool and I guess counter charges maybe, just needs to make some servitors and finish my destroyers. One annoying thing is the TPD aura is a little gimped since the TPD and the units forgeworld has to match so that was annoying.

This message was edited 1 time. Last update was at 2019/01/21 17:28:25


2500+ pts of Ad Mech
2000+ pts of Deathwatch
2000+ pts of Skaven 
   
Made in us
Quick-fingered Warlord Moderatus






Treating you all to a Battle Report. Between me and Wulfey's pre-LVO lists! (Well, his. I am not going and lent my Knight to my friend who is going.)

Anyhow, it was ITC rules. Wulfey brought Soup, and I brought AdMech gunline with Guardsmen instead of Skitarii.

Wulfey's list:
Spoiler:
Mars Battalion Detachment - 1021

HQ - 220
1x Belisarius Cawl
1x Tech-Priest Enginseer - Warlord: Necromechanic, Relic: Autocaduceus of Arkhan Land

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

Elite - 360
10x Sicaran Infiltrators - 10x Flechette Blaster, 10x Taser Goad
10x Sicaran Infiltrators - 10x Flechette Blaster, 10x Taser Goad

Heavy Support - 884
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad-Spectrum Data Tether

Catachan Battalion Detachment - 386

HQ - 105
1x Colonel "Iron Hand" Straken
1x Company Commander - Laspistol, Chainsword, Relic: Kurov's Aquila (-1 CP)

Elite - 35
1x Ministorum Priest - Laspistol, Autogun, Chainsword

Troop - 246
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword
10x Infantry - 9x Lasgun, Boltgun, Chainsword

House Raven Super-Heavy Auxiliary Detachment - 593
1x Knight Castellan - Volcano Lance, Relic: Cawl's Wrath (-1 CP), Twin Siegebreaker Cannon , 4x Shieldbreaker Missiles, Warlord: Ion Bulwark (-1 CP)

Total: 2000 points
13 CP (-3)


My list:
Spoiler:
Mars Spearhead Detachment - 1074
Cohort Cybernetica (-1 CP)

HQ - 190
1x Belisarius Cawl

Heavy Support - 884
6x Kastelan Robot - 18x Heavy Phosphor Blaster
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad-Spectrum Data Tether

Mechanicus Battalion Detachment - 488
Servitor Maniple (-1 CP)

HQ - 120
1x Ryza Tech-Priest Dominus - Volkite Blaster, Macrostubber
1x Mars Tech-Priest Enginseer

Troop - 368
5x Graia Skitarii Vanguard - 5x Radium Carbine
5x Graia Skitarii Vanguard - 5x Radium Carbine
6x Ryza Kataphron Destroyer - 6x Plasma Culverin, 6x Phosphor Blaster, Enhanced Bionics (-1 CP)

Catachan Battalion Detachment - 436
Emperor's Conclave Infantry Company (-1 CP)

HQ - 105
1x Colonel "Iron Hand" Straken
1x Company Commander - Laspistol, Chainsword, Warlord: Grand Strategist

Elite - 55
1x Ministorum Priest - Laspistol, Autogun, Chainsword
1x Platoon Commander - Laspistol, Chainsword, Relic: Litanies of the Holy Synod

Troop - 276
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword

Total: 1998 points
14 CP (-4)

I forgot to upload my Vigilus rulebook to my iPad though, and I forgot them. So I never made use of the Conclave stratagems or Litany. Sigh.

Deployment

Wulfey wins the roll off for deployment. The map is Spearhead Assault and the scenario is Nexus Control (which no one likes). He had 20 units to my 19, and I deploy first.

The board is marked by two craters in my center rear, one ruin on my left and right, and an enclosed ruin in my center. Wulfey has a hill in his center rear, an enclosed ruin on his right, a ruin on his left. In the center, from my perspective, left to right, are craters, a large landing platform with two enclosed ruins beneath it, and trees.

We decided to dispense with the turn-by-turn and just deploy all of our infantry first. (I cannot wait for the new deployment rules.) I deployed for safety, and I placed two Guardsmen on my right, three in the center, and one on my left. My Vanguard were deployed in front and behind the centermost Guardsmen. My Crawlers were placed in the center. My Kataphrons in the ruins on my left, and my Robots behind them, using the length of the table to keep them out of the Castellan's LOS; I note that the ruins on Wulfey's left are elevated, making them the most likely candidate for his Castellan's deployment.



Given deployment along the long axis, Wulfey is inherently at the range advantage. However, in order to take advantage, he has to deploy conservatively. The height of the ruins on his left are too good to pass up, and he places his Castellan there. His Crawlers are deployed with Cawl on his right. Two Guardsmen and a Ranger are placed on his left. Two Guardsmen were inside the ruins on the right, with one of each Guardsmens and Rangers behind it. Two Infiltrators are placed in reserve.



Wulfey takes Old School, Reaper, Butcher's Bill
Suzuteo takes Kingslayer, Reaper, Butcher's Bill

We were both clearly expecting a bloodbath to be decided mostly by our infantry. I win the roll off and choose to go second because I do think this will be decided by objective control.

Round 1

Both of us take Shroudpsalm.

Turn 1 - Wulfey

Wulfey advances and MMMs one Guardsmen on each flank into the two central ruins. His Rangers enter the ruin on his right, and an additional two Guardsmen hold the center objective. His Crawlers move right to get a better angle on my Guardsmen outside my center ruins. He wipes one squad of Guardsmen, scoring First Strike (Old School). He also moves his Castellan and shoots my right Crawler, scoring Butcher's Bill.

Turn 2 - Suzuteo

In my center, I move all of my infantry in my center ruins toward my center left ruins. I attempt a charge, and it succeeds for Straken, one Guardsmen, and my Vanguard, but my second Guardsmen are left behind. I kill all but one model of Wulfey's unit in that ruins.

On my right, I advance and MMM one Guardsmen onto the objective within cover of the trees. I now have two to his one.

On my left, my Kataphrons botch their Advance and fail to get further into the central ruins that my infantry have just vacated. I use Acquisition At All Costs to give them a chance at surviving the Crawlers' barrage the next turn. My Crawler moves further left to get out of LOS of the Castellan. He has nothing to shoot.

I decide to gamble and move my Kastelans into the open on my left, seeking to punish Wulfey's Crawlers the next round if they decided to stay and shoot my Kataphrons. Their Advance was very poor as well.

I disperse two of my rear Guardsmen to deny Deep Strike. I failed to kill any units. It was a very bad turn.

5-2

Round 2

Wulfey takes Invocation of Machine Might. I roll Shroudpsalm.

Turn 1 - Wulfey

Wulfey reinforces his center right ruins with the Guardsmen in his center left ruins. A second squad from the ruins on his right also advance and MMM. He charges the Straken with his Guardsmen, and only manage to land a single wound on him.

He advances and MMMs one Guardsmen on his left to contest the objective beside the trees; three bodies come within 3" of the objective. His Rangers shoot at my squad holding the objective, bringing them down to four. I hold.

His Castellan opens up on my Kastelans with everything but the Siegebreakers. His Siegebreaker miffs. Excellent rolling kills three of them exactly, and the third one explodes for 1 wound. His Crawlers shoot my Kataphrons. He only manages to kill one, with the Acquisition saving them.

With my deep strike screen in place and no good target for the Infiltrators, Wulfey opts to hold them both in reserve.

Turn 2 - Suzuteo

On my right, I bring up a unit of Guardsmen. With Rapid Fire and FRFSRF, I wipe his advancing Guardsmen out.

In my center, one Vanguard grabs the left objective by the craters. I activated my Vanguard first by mistake and got flustered. They can kill only the lone survivor of the previous round. I was on-tilt and then made the mistake of activating Straken. Wulfey picks up two Guardsmen and saves his exposed unit from being hit by my Guardsmen.

On my left, I use Mindlock+PlasmaSpec on my Kataphrons; three shooting the right Crawler that is further away, and two shooting the left Crawler. The right Crawler miraculously survives. Both are severely wounded. I move up my Robots and Override, shooting without Wrath, destroying both of them. After this, Cawl charges into the center left ruins, killing many of Wulfey's reinforcing Guardsmen.

I managed to hold more objectives and kill more units than Wulfey, who killed none. This is a complete reversal.

7-8



Round 3

Both of us roll Shroudpsalm.

Turn 1 - Wulfey

Wulfey drops both units of Infiltrators on his left and paste the Guardsmen on that objective. His Rangers move up, as does Straken, who combined with the surviving Guardsmen from his center left ruins, kill everyone but one of my Guardsmen and a MiniPriest in his center right ruins.

The Castellan moves unloads everything into my Kataphrons. Killing all of them and scoring Last Strike.

Turn 2 - Suzuteo

On my left, my surviving Crawler guns down the last unit of Rangers there.

I fall back my MiniPriest and Guardsmen. My Kastelans turn their guns rightward, wiping out the surviving Guardsmen who are exposed due to the daisy chain, as well as Wulfey's Rangers. I Advance and MMM my reinforcing Guardsmen on my right, taking the objective. Back on the left, I charge again with my Cawl. Wulfey's Straken heroically intervenes. I kill some Guardsmen, and he uses the stratagem to interrupt, killing my last Guardsman in the ruins. He then fights, killing my MiniPriest.

I advance all of my screen, just because.

12-12

And that is time. Three hours. We count Reaper. I killed 61 of Wulfey's infantry; he killed 42 of mine.

Final score is 14-15, with me squeaking out the win.

Suffice to say, it was a VERY near thing. I am 100% sure that if this went to the bottom of Round 5, Wulfey would have won. He would not allow my Kastelans to survive the next turn, and he would be free to massacre my surviving infantry with his Infiltrators. I could hold the objectives next turn because I had more ObSec troops remaining to Advance+MMM (Wulfey was down to his last Guardsmen, and I had two and a Vanguard unit left out of the range of his guns), but no longer than that.

Lessons learned:
1) Castellans are still ridiculous and meta-defining. If they get the range advantage on you, you just have to deploy the Kastelans aggressively and pray to the Omnissiah that they will live to shoot back.
2) Ryza Plasmaphrons are amazing. 2 CP on a unit of 5 almost took out two Crawlers; and they were finished off by my Kastelans.
3) Guardsmen are super OP. Body count is of paramount importance. I won this on the blood and oil of my ObSec infantry.
4) Mortars inside of Guardsmen units are not useful when it is a frantic objective-grabbing game. Split them off.
5) One unit of Infiltrators and no more. There doesn't ever seem to be a case where you need two, but one drastically changes player behavior. And try to use them immediately; they literally did nothing for 2/3s of the game here.
6) Bring lots of CP. My Grand Strategist only generated 2/3 possible CP. I was down to my last 1 by the end. Wulfey generated 3/3 and had 3 left.
7) Vanguard are great with Catachan in melee. My men, despite being outnumbered in the center, really put the hurt on Wulfey's Guardsmen.

This message was edited 9 times. Last update was at 2019/01/22 10:16:10


 
   
Made in gb
Aspirant Tech-Adept






@Suzuteo Nice report, I forgot you two chaps are locals.

How come you are missing the LVO? I would love to go one day but it’s a far trek from the uk!

@Wulfey are you tweaking your list before Friday?

This message was edited 1 time. Last update was at 2019/01/22 10:04:58


 
   
Made in us
Quick-fingered Warlord Moderatus






 Ideasweasel wrote:
@Suzuteo Nice report, I forgot you two chaps are locals.

How come you are missing the LVO? I would love to go one day but it’s a far trek from the uk!

@Wulfey are you tweaking your list before Friday?

Oh yeah. ph34r is around these parts too.

Because work consumed me in 2018, and I didn't participate in the tourney circuit at all. Took me forever just to paint enough infantry to field the list I have. Now I got to make another 12 or go down to 5x10.
   
Made in gb
Aspirant Tech-Adept






Ah, i hear you on the busy work front. Have you got any other tournies planned this year, work permitting?
   
Made in us
Quick-fingered Warlord Moderatus






I think I will be participating this year, my travel schedule permitting. I have BAO tickets already. I am thinking of also going to SoCal Open and LVO. Otherwise, just doing some local tourneys. Most of them are out in the boonies though.
   
Made in gb
Stabbin' Skarboy





crewe

If we go off the new kill team info it looks like we know the statline for the Manipulus and his 2 guns.

The Magnarail Lance is 18" Str 7 Ap 3 D D3, if he stands still its flat 3.

The Transonic cannon is an 8" flamer Str 4 AP 1 D 2.

These profiles are most likely the exact same as there 40k counterparts as kill team uses the same weapon profiles.Overall what are peoples impressions? He doesnt seem to have the best ranged weapons from the looks of it. Interesting his unique tactic adds 1 to models movement so maybe they will transfer across and we will get an aura of +1 movement.

Other than that we will have to wait a bit longer this week to get his 40k rules profile, but i dont think it will deviate much from this kill team preview.


Oddly he only has a 3+ save for a Tech Priest..... interesting.

This message was edited 1 time. Last update was at 2019/01/22 16:53:44


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

We got a slight preview of the new "Tech-Priest Manipulus" today:

Spoiler:







They comment that for Kill-Team it serves as a "happy middle ground in terms of power and points" for the Enginseer and Dominus. Hopefully that translates to the main game(would be surprised if it did not).

I'm a fan of the special rule on the Magnarail Lance. It's a nice setup for a special weapon.

This message was edited 1 time. Last update was at 2019/01/22 18:26:33


 
   
Made in gb
Stabbin' Skarboy





crewe

 Kanluwen wrote:
We got a slight preview of the new "Tech-Priest Manipulus" today:

Spoiler:






They comment that for Kill-Team it serves as a "happy middle ground in terms of power and points" for the Enginseer and Dominus. Hopefully that translates to the main game(would be surprised if it did not).

I'm a fan of the special rule on the Magnarail Lance. It's a nice setup for a special weapon.


With 3s and 4s for the Magnarail Lance vs most vehicles i dont know what target will be best for him, maybe heavy infantry and light vehicles but he will be hit and miss vs T7 and above units. It all boils down to what auras if any he gives, hes currently better than another Enginseer but the Dominus outclasses him atm.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Rampaging Carnifex





South Florida

They said his 40k rules will be previewed later this week. Most definitely his profile is different - all the commanders have different profiles between Kill Team and 40k apparently, and ranges are the one thing to consistently differ between Kill Team and 40k.

   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 rollawaythestone wrote:
They said his 40k rules will be previewed later this week. Most definitely his profile is different - all the commanders have different profiles between Kill Team and 40k apparently, and ranges are the one thing to consistently differ between Kill Team and 40k.

Who told you that?

The biggest difference is that Auras aren't "always on". You have to pay a CP to use them.
   
Made in us
Regular Dakkanaut






I doubt his profile will differ from what we see for KT. Although I'd really wish so... as it's meh. At best, a better HQ than another Enginseer but completely passable otherwise.

https://www.dakkadakka.com/dakkaforum/posts/list/754924.page

https://www.instagram.com/dadamowsky/ 
   
Made in us
Heroic Senior Officer





Western Kentucky

18" range is pretty trash for a range specialist, especially since he doesn't want to move with the heavy weapon. If he was B's 2+ maybe, but at 3+ he's a coinflip. I wish he'd gotten an option for a volkite weapon or something that could do mortal wounds, or more range on this weapon. I guess he can babysit an objective in a ruin or something and take a potshot every now and then?

The flamer is underwhelming. 2d is nice but I can't think of a moment where I'd rather have that over most other weapons. We don't know if he actually gets an omnissian axe yet, since it looks like a weird staff, but with 3 ws3 attacks and a 2+/5++ and Regen I guess he can help clean up weakened units in assault. At first glance I'm really struggling to see what role he plays other than "cheaper HQ for detachment tax". I really hope he has some sort of buff ability. If he can allow us to reroll wounds of 1 or buff a units BS by 1 he'll be excellent, otherwise just kind of meh.

On the bright side he'll be easy to make. I plan on using leftover datasmith and Dominus bits since I have a bunch of both laying around and just kitbashing him.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

He grants +1 Movement to friendly models within 6" at the start of the Movement Phase as his "pay 1CP" Aura for KT, which means that's his native aura.

It looks like his role is to take an objective and hold it, occasionally plinking heavier targets with his Magnarail to soften them up for a Charge or something from Sicarians.
   
Made in us
Lone Wolf Sentinel Pilot






If +1 to movement is it, then he'll sit on sprue for a while. The flamer is better IMO, nice for when flyers or ghostkeels get in your face.
   
Made in us
Decrepit Dakkanaut




The +1 movement is nice, but when we already have Termites delivering everything close or everything camping, when will we use it?
+1 to charge would've been vastly more useful.

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 us
Heroic Senior Officer





Western Kentucky

 Kanluwen wrote:
He grants +1 Movement to friendly models within 6" at the start of the Movement Phase as his "pay 1CP" Aura for KT, which means that's his native aura.

It looks like his role is to take an objective and hold it, occasionally plinking heavier targets with his Magnarail to soften them up for a Charge or something from Sicarians.

If his aura really is just +1 move that makes his heavy weapon completely unusable, and probably one of the least useful auras in the game. And I say that as a guy who footslogs a ton of skitarii and Onagers up the table every game. I can make a list that takes advantage of it and it let's me run infantry heavy without useless enginseers, but it's a really niche use and doesnt help most admech players.

There must be some alternative buff or ability he has. Why would the give a heavy weapon that rewards you for standing still if his only buff is movement? I mean this is the same team that made "unemployed in 80 days" Harken but I want to have at least some hope the rules team aren't suffering a mild stroke in the design room.

Again, why do we not have a skitarii subdominus/alpha? The lore talks about them, the mechanicus video game talks about them, the old skitarii codex had them. Why can we not have this one thing GW?

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Slayer-Fan123 wrote:
The +1 movement is nice, but when we already have Termites delivering everything close or everything camping, when will we use it?
+1 to charge would've been vastly more useful.

Depending on what can use it, I can see some places for it. Being able to roll Kataphron up a bit quicker for example.

And really, let's stop pretending that everyone has a Termite.


Automatically Appended Next Post:
 MrMoustaffa wrote:
 Kanluwen wrote:
He grants +1 Movement to friendly models within 6" at the start of the Movement Phase as his "pay 1CP" Aura for KT, which means that's his native aura.

It looks like his role is to take an objective and hold it, occasionally plinking heavier targets with his Magnarail to soften them up for a Charge or something from Sicarians.

If his aura really is just +1 move that makes his heavy weapon completely unusable, and probably one of the least useful auras in the game. And I say that as a guy who footslogs a ton of skitarii and Onagers up the table every game. I can make a list that takes advantage of it and it let's me run infantry heavy without useless enginseers, but it's a really niche use and doesnt help most admech players.

As of right now, this is the only thing we know about. I can think of a few places for the aura to be useful and most if not all of them are with Sicarian.

There must be some alternative buff or ability he has. Why would the give a heavy weapon that rewards you for standing still if his only buff is movement? I mean this is the same team that made "unemployed in 80 days" Harken but I want to have at least some hope the rules team aren't suffering a mild stroke in the design room.

His buff is an increase to Movement to anything that starts the Movement phase within range of him.

He does not have to move.

Again, why do we not have a skitarii subdominus/alpha? The lore talks about them, the mechanicus video game talks about them, the old skitarii codex had them. Why can we not have this one thing GW?

Because.

The old Skitarii Codex allowed for us to ignore the HQ requirement and field a Warlord that was pulled from one of our squads. They didn't want to let us have a nice thing I guess.

This message was edited 1 time. Last update was at 2019/01/22 19:19:30


 
   
Made in us
Heroic Senior Officer





Western Kentucky

Well yeah but if he doesn't move up with the army you get the buff once. What's the point in a movement buffing model that doesn't move up with the army? I mean the flamer works with this but here's hoping we have a reason to use the heavy weapon and not have his ability be useless.

Do we know if it's only movement or does it also helps with charge rolls?

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Decrepit Dakkanaut




 Kanluwen wrote:
Slayer-Fan123 wrote:
The +1 movement is nice, but when we already have Termites delivering everything close or everything camping, when will we use it?
+1 to charge would've been vastly more useful.

Depending on what can use it, I can see some places for it. Being able to roll Kataphron up a bit quicker for example.

And really, let's stop pretending that everyone has a Termite.


Automatically Appended Next Post:
 MrMoustaffa wrote:
 Kanluwen wrote:
He grants +1 Movement to friendly models within 6" at the start of the Movement Phase as his "pay 1CP" Aura for KT, which means that's his native aura.

It looks like his role is to take an objective and hold it, occasionally plinking heavier targets with his Magnarail to soften them up for a Charge or something from Sicarians.

If his aura really is just +1 move that makes his heavy weapon completely unusable, and probably one of the least useful auras in the game. And I say that as a guy who footslogs a ton of skitarii and Onagers up the table every game. I can make a list that takes advantage of it and it let's me run infantry heavy without useless enginseers, but it's a really niche use and doesnt help most admech players.

As of right now, this is the only thing we know about. I can think of a few places for the aura to be useful and most if not all of them are with Sicarian.

There must be some alternative buff or ability he has. Why would the give a heavy weapon that rewards you for standing still if his only buff is movement? I mean this is the same team that made "unemployed in 80 days" Harken but I want to have at least some hope the rules team aren't suffering a mild stroke in the design room.

His buff is an increase to Movement to anything that starts the Movement phase within range of him.

He does not have to move.

Again, why do we not have a skitarii subdominus/alpha? The lore talks about them, the mechanicus video game talks about them, the old skitarii codex had them. Why can we not have this one thing GW?

Because.

The old Skitarii Codex allowed for us to ignore the HQ requirement and field a Warlord that was pulled from one of our squads. They didn't want to let us have a nice thing I guess.

Ignore the Termite for a moment then and think about Lucius and Stygies being used to get around the low mobility. Even if the Priest were just 60 points he really wouldn't be worth it.

Also yeah I'm still mad about needing to take a Priest. That's not why I signed up for Skitarii originally. GW did listen to be fair, but they listened to the wrong people on that.

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 us
Quick-fingered Warlord Moderatus






Auto-take if the aura remains the same. If you don't need a repairbot, giving your Phrons and Crawlers +1" move is pretty big.

The sound flamer is much better than the lance. You can advance 7"+D6 and shoot it into some infantry. In contrast, the lance has this weird mix of low range and a stationary bonus.
   
 
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