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I'm very open to suggestions on improvement, I know my army is low mobility and susceptible to CC and deep strikes, but very shooty and could probably handle most targets well. I feel like I could probably replace a Dunecrawler with a Sicarian Infiltrator squad to at least mitigate my lack of CC or at least provide some screening for my Kastelan Robots and Dunecrawlers. Or maybe a pair of Sydonian Dragoons? I've also considered Fulgurite Electro-Priests and while I feel like they're great when they can get in melee range, I feel like they're too slow and will most likely get shot up before they can do much. Any advice on tactics is appreciated!
This message was edited 1 time. Last update was at 2017/07/17 22:22:34
Nice list! Would love to see how it plays. I'd definately consider dropping a dunecrawler and taking infiltrators or dragoons intead. With the way combat works now you run the risk of getting all your shiny shooty assets tied up in a fight which will really ruin your day. Infiltrators give your opponent something else to deal with and can also help you take objectives in a pinch.
If you insist on going shooty remember lascannon ironstriders are rather good value for points, I usually rock two instead of a third dunecrawler.
Final suggestion is the lovely models that are....electro-priests. Excellent meat shield if your opponent knows what they are capable of, they just cant ignore them! Plus if you get into combat intercepting the deep striking units you have a high chance of dishing out those lovely mortal wounds and obtaning yourself a 3++ save!
'What we do in life echos in eternity!'
Dark angels, Ad mech, Eldar
Thanks for the advice! I also considered swapping out the second Icarus dunecrawler for another Neutron dunecrawler because I feel like the Kastelan robots might take care of anything that isn't a heavy vehicle well enough.
I've heard mixed things about infiltrators and how they got nerfed from 7th, but it seems like with the role they play they're still valuable even if they don't do it quite as well as they used to. Also while I've heard nothing but good things about the electro priests, how is everyone's experience with them? Do they usually do enough before dying to justify their spot? Same question for the infiltrators and dragoons/ironstriders.
This message was edited 1 time. Last update was at 2017/07/18 14:48:17
What people say is right, infiltrators did get a damn good nerfing but as our only 'deep striking' unit they have a unique role in the army. They also are better in combat than their stat line suggests and can give you plenty of dice meaning your opponent cant really afford to ignore them.
With your dunecrawlers if you field 2 take one with a neutron and one with an icarrus array. The sheer amount of shots it puts out plus the amount of units it hits on twos these days makes it almost an auto take. (remember jump infantry have the fly keyword!) Its also much more likely to be hurting Necron vehicles as they are less likely to prevent your 2 damage instead of D6 with quantum shielding. With the addition of hitting on +2!! Yay!!
Electro priests are awesome, but need to be used cleverly. Though they can be a distraction carnifex at times! As ad mech this is a good thing because your artillery (robots and crawlers) are your main workhorses'.
As for the ironstriders, both flavours have been very usefull to me. Remember lascannon balistarii, although squishy compared to a dunecrawler, actually put out more shots overall. (2 lascannon shots each compared to D3). They are also faster which again is unique in an admech army. Plus to ice the cake, much cheaper! Dragoons have saved me on more than one occasion also, putting a stop to horde armies advance giving you much needed time to aimyour dakka and turn them into mince meat! PEW PEW!
'What we do in life echos in eternity!'
Dark angels, Ad mech, Eldar
Solid advice, so if I had to trade out the third dunecrawler, would it be better to just take one out of electro-priests, infiltrators, and ironstriders/dragoons or try taking two out of those three? If so which ones served you best all around? I'd be sacrificing quite a bit of dakka points wise taking two but it might be worth it if it means my artillery aren't the targets anymore?
Also what would be best against space marines? Around here they're fairly popular and I'm expecting twin assault cannon razorback spam, double twin autocannon venerable dreadnoughts, and stormravens/other scary space marine flyers, not to mention the possibility of terminators deep striking into my backline or even them dropping wulfen on my head if they play space wolves. Best recommendations against those?
Personally, if thats the kind of thing your going to be playing I'd probably take some lascannon totting ironstriders. They are massively underrated. With a little bit of clever positioning you should see them putting a few holes into razorbacks easily enough. They are squishy but they will do the job better than most of your options. They can also be good for some last minute objective stealing in a pinch. Infiltrators and dragoons will be more use against horde armies but they do still have their uses.
Its a difficult one to be sure, but your vanguard should be able to protect your artillery for a turn or so, remember to get your spacing bang on to cover as much of your line as possible while denying any spaces behind you for that 9' termie teleport. You can more or less guess what they will aim for, so use this to make them arrive where you want them so your mini vanguard squads can slow them up.
May the Omnissiah bless your big guns with good dice roles!
This message was edited 1 time. Last update was at 2017/07/19 11:56:58
'What we do in life echos in eternity!'
Dark angels, Ad mech, Eldar
Essentially I traded one kastelan robot and a dunecrawler for a lascannon ironstrider and two dragoons. I can have the ironstrider take potshots and harass any vehicle or important targets from range and the dragoons can tie up ranged units in combat and provide screening for my artillery. Might even take out some models in the process, all while having the mobility and board presence for objective based games. I'll lose some shootiness compared to my first list, but at least my backline will be more survivable and I won't lose too much in the AV department. I'll even get an extra command point for the trouble for going outrider instead of patrol!