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Made in us
Regular Dakkanaut




Mars Outrider Detachment:
Skitarii Marshal (Programmed Retreat - 1 CP)

Ironstrider Ballistarii x2 (Lascannon)
Ironstrider Ballistarii x2 (Lascannon)
Ironstrider Ballistarii x2 (Autocannon)
Pteraxii Sterylizors x10
Serberys Raiders x9 (Data-Tether)

Archaeopter Fusilave x2

Lucius Patrol Detachment:
Skitarii Marshal (Exemplar's Eternity, Firepoint Telemetry Cache, Warlord)
Tech-Priest Manipulus (Logi, Raiment of the Technomartyr, Transonic Cannon, Luminescent Blessing, -2 CP)
Tech-Priest Enginseer (free slot, The Solar Flare, Supervisory Radiance, -2 CP)

Rangers x20 (Data-Tether, Omnispex)
Vanguard x19 (Data-Tether, Omnispex)

Fulgurite Electro-Priests x11
Servitors x4

Terrax Termite Drill (Volkite)


The Mars Outrider detachment has the three min-sized units of Balistarii to take advantage of the Mars re-roll to hit and the Shroudpsalm/Benediction of the Omnisiah. Combined with the Marshall who allows reroll 1's to wound for the Balistarii and lets one of the Mars units fall back and shoot, there is a lot of reliable anti-armor fire here. The Petraxii and Raiders can also both take advantage of Wrath of Mars to throw a good number of mortal wounds and are hard to screen out. The bombers can get Engage on all Fronts, pick at elite units with mortal wounds, slow a foot-slogging unit down with Seismic Bomb for 1 CP, and turn off a units ability to benefit from auras for 1 CP.

The Lucius Patrol is more of the board control side of things. The Marshall and Manipulus go with the Rangers, giving them reroll 1's to hit and wound, count as light cover (or +2 cover if already in light cover), +6'' range and -1 AP, Transhuman, ignore hit roll modifiers, and ignore ap 1 & 2. This is on top of Lucius adding 3'' range and granting +1 save vs damage 1 attacks. If you put this unit into light cover, they will have a 1+ save vs damage 1 without the use of Doctrinas, or a 0+ save with it. They can move and fire 80 str 4 ap 2 1 damage shots without hit penalties for 2 CP, or 40 shots without the strategem. I think that the mass of shots from these guys will benefit from the reroll 1's to hit and wound more than the Mars Balistarii.

The Vanguard can go into deep strike with the 1 CP Lucius strat, or can switch out with the Rangers. My idea being that once the Rangers get worn down, you could deep-strike the Vanguard next to the buffing characters and just do it all over again. Only instead of 2 CP for 80 shots, you would fire 60 natively and have the option of wounding any non-vehicle unit on a 4+ to wound for 1 CP.

The Electro-Priests and the Enginseer go into the Terrax drill. They can deep-strike anywhere that needs a melee counter-punch. The drill is pretty good at anti-vehicle/anti-elite by itself, and the Priests can threaten anything with their mortal wound spam. The turn after deploying (buffs happen in the command phase), the Enginseer can give the Drill his +1 to hit, which the drill really needs. He can also give the priests re-roll hits in combat (including the turn the deep-strike in, if they land the 9' charge) and has the Lucius teleport relic to move himself and another infantry unit anywhere on the board deep-strike style. Depending on what was going on, I would probably leave the priests in the drill the first turn and spare them from some of the shooting till they could get out, move, and charge following turns.

One question I have is whether the re-roll hits for the priests is better than giving the Rangers/Vanguard/Petraxii the ability to shoot and still perform an action. Both are Warlord traits and while I can get both I'm already starting with 5 CP.

This message was edited 1 time. Last update was at 2021/06/14 11:52:39


 
   
Made in de
Mysterious Techpriest






Nasty list and pretty much all the all stars unit in the book spammed

Only thing that feels off at a first glance is that you probably overbuff your Ranger squad.
If you pile all that on them, your opponent will shrug, ignore them and just kill something else.

Being able to spread the buffs out if required and give your opponent only tough decisions is key imo. That's why a data tether or two is kinda mandatory for large units to give you some flexibility.

Also with all those pregame CPs spend I'm not sure if it all will work out as you assume - you'll have a strong T1 and T2, but then you'll stutter and fall behind very, very fast, especially if something manages to tag your units in melee since you lack screens. 10 Raiders is illegal in the first place btw, they only go up to 9 models. And thats one big blob that can screen one side, but will require 2 CP that you can't really spare to not get tagged.
That's the greatest weakness of your list - lack of flexibility via giant units, a reliance on things working out just as planned and no CPs to patch/fix holes/bring stuff up to efficient levels.

This message was edited 1 time. Last update was at 2021/06/14 10:42:49


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Made in us
Regular Dakkanaut




Thanks for taking time to review!

I mis-quoted the Raiders, there are only 9. Good catch!

I agree that striking a balance between keeping CP for the game and spending it on warlord traits/relics ahead of time is hard. I am more comfortable starting with fewer CP when I can spend 1 pre-game and get 5 turns of fall back and shoot, or give a unit +1/+2 cover save, etc.

One of the benefits of the Mars Outrider is that they can operate well without CP. Wrath of Mars being the 1 CP exception. I believe that it will take a lot of practice to determine how best to use the CP, and whether I can get away with dropping a relic or warlord trait here or there. First to go would be the Supervisory Radiance on the Enginseer, and perhaps the Enginseer entirely.
   
Made in de
Mysterious Techpriest






Just glancing at the list you will easily burn 5 CP turn 1

Ranger with Volley Fire - thats 2
Enriched rounds - thats another 1
Booster Trhust - yep, 1 down
Wrath of Mars - thats the 5th

And yes, when your skitarii squads do deplete, you can "save" on those - but then Aquisition is also a likely candidate so I actually think that you overspend here.

Whats it like.. 12 to start, -3 for the outrider, -5 pregame... that means you start with 4 CP and already can EASILY spend all of them T1. That means you're basically toothless and predictable for the rest of the game without access to counter offensive, enriched rounds etc.

I know its tasty and the slew of good WLTs and Relics makes it tough, but 2 detachments and 5 Pregame CPs is just too much.

This message was edited 1 time. Last update was at 2021/06/14 18:54:23


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Made in us
Regular Dakkanaut




Honestly first turn I'd probably put the Rangers and the Petraxii into deep-strike, spending 1 CP for the Rangers. Maybe use Wrath of Mars if they gave me a good target, same with the Enriched Rounds. Turn 2 or 3 I'd probably be out of CP though. I'm wondering if the double detachment is worth it at this point. I really like the flexibility and options it offers, but good gracious the CP is tight.
   
 
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