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Made in us
Fresh-Faced New User




Hi all! New to Kill-Team and only have the book and have never played 40k. Reading through your thoughts on the Plasma Caliver and I wonder why people don't take it more. It is only range 18 but the board size makes it so one move and you are able to reach the back end of the board. It has 2 shots it has assault so you can move farther (with the minus to hit but it may also get you into the 9 inch range making it the same). Assuming you want your guy to live and not over charge it then the gun has a Strength of 7 making it wound regular troops on a 2+ and any of the marines/orcs on a 3+. Then it has a -3 AP meaning regular troops have no save or have to rely on their invulnerable save and Marines down to a 6+. If you really need to take out that other guy you can overcharge increasing the odds even further, 2+ wounding on everything but tough 5 and 2 wounds for 2d6 take the highest roll. That weapon seems like the most reliable way I have seen to take out an enemy model. Am I not seeing the downside? I am sorry I feel like such a newb.
   
Made in be
Mysterious Techpriest





Belgium

xadmar wrote:
Hi all! New to Kill-Team and only have the book and have never played 40k. Reading through your thoughts on the Plasma Caliver and I wonder why people don't take it more. It is only range 18 but the board size makes it so one move and you are able to reach the back end of the board. It has 2 shots it has assault so you can move farther (with the minus to hit but it may also get you into the 9 inch range making it the same). Assuming you want your guy to live and not over charge it then the gun has a Strength of 7 making it wound regular troops on a 2+ and any of the marines/orcs on a 3+. Then it has a -3 AP meaning regular troops have no save or have to rely on their invulnerable save and Marines down to a 6+. If you really need to take out that other guy you can overcharge increasing the odds even further, 2+ wounding on everything but tough 5 and 2 wounds for 2d6 take the highest roll. That weapon seems like the most reliable way I have seen to take out an enemy model. Am I not seeing the downside? I am sorry I feel like such a newb.

No you're right and I changed my mind since my last post arguing about plasma. I didn't try it yet but if when I do I'll play it instead of my Arquebus to give him Sniper specialism for rerolls. It's a great weapon but the downside is the range, while 18" is more than half the board you still have to be within 9" (a dangerously close distance) to not suffer the -1 to Hit.

What I prefer in the Arquebus is the almost perfect accuracy coupled with an Commnispex (I'm keeping that word) Ranger besides to give +1 and ignore Obscured, my opponents know to hide from him when they can but at the same time they want him down. So they hide their most valuable models from my LoS, which in turn helps me deploying the rest of my team. If they don't hide they take the risk to get killed outright (I rolled 3 for damage more times than not) but they can try to take him out, so it's a risk/reward situation. Your plasma won't get that threat range, and while they'll certainly target him when they can you can't intimidate them the same way most of the times (depends on deployment zones).

In my opinion plasma is also a risk/reward weapon, you have more shots with better AP, chance to overcharge for tougher targets, but need careful placement. The Arquebus you basically set it up and never move again, while covering the whole board (and so meddling in enemy movement), with a chance to deal a mortal wound (nice against Harlequins for instance), with slightly less AP and random damage. The average damage is still 2, but your average plasma damage is 1 so there's that.

I'd say, once more, it depends on the mission, and that's why we have a roster. If you have to keep being on the move or if the terrain is too cluttered go with plasma, if you have to hold objectives and can draw clear fire arcs, the Arquebus won't disappoint.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
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Fresh-Faced New User




I like using a Plasma Caliver with the heavy specialization. Heavy spec lets you ignore the penalty for Advancing, and you can spend a CP for 3 shots instead of 2.

If you need to supercharge to threaten T4 enemies, you can always use the canticle that lets you reroll 1's in the shooting phase. The best part about the canticle is that it applies to all of your plasma calivers, so in theory, you could have 6 on the field all rerolling 1's.
   
Made in us
Longtime Dakkanaut





Connecticut

Ive played 3 games now, and my god, Admech drop like flies. Anyone else experiencing just massive, massive losses? I feel like I do very little damage and fold like paper

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in be
Mysterious Techpriest





Belgium

 Cephalobeard wrote:
Ive played 3 games now, and my god, Admech drop like flies. Anyone else experiencing just massive, massive losses? I feel like I do very little damage and fold like paper

What are your teams composed of most of the time ? And what are your opponent's ?

I feel quite the opposite. Only once did my team really get slaughtered down to a few models, my other loss was due to having a Broken team which prevented me from winning the mission. I think Vanguards are good to take models OoA with the 6s to Wound, it always catches my opponent by surprise.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Longtime Dakkanaut





Connecticut

First game was Deatwatch with 3 Frag cannons,second game was Death Guard with 2 Spewers, a flail and poxwalkers, third was orks of various means.

My list was more or less the one I posted on page 1/2.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in be
Mysterious Techpriest





Belgium

 Cephalobeard wrote:
Forgive me. I meant full Galvanic rifles, not arc.

Valid point on the Vanguard leader, though.

Adjusted to:

Infiltrator Princeps (Zealot) - 15
Carbine, Power Sword

Skitarii Ranger (Comms) - 10
Omnispex, Galvanic Rifle

Skitarii Ranger Gunner (Sniper) - 15
Arquebus

Skitarii Vanguard Alpha (Leader) - 15
Carbine, Enhanced Data Tether

5x Skitarii Ranger -- 9 (45)
Galvanic Rifle

This one ?

3 Frag cannons are tough, it obliges you to keep your distance lest you get obliterated by 2d6 autoshots at close range. I feel you lack special weapons to deal with tough armour saves, Arc Rifles are cheap and strong, maybe a single plasma could help too. And maybe bring another Infiltrator so that he's not all alone in CC ? You can also fill your AP department with Infiltrators with swords, they're really good I've found.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Longtime Dakkanaut





Connecticut

I swapped out the data tether for another Infiltrator on a game, was fond of having two of them as you suggested.

Also, definitely feeling arc rifles. Going to be adding 2-3 to my roster.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in be
Mysterious Techpriest





Belgium

I always play with 2-3 Infiltrators, sometimes more. They're really polyvalent and can keep some enemy models at bay.

Anyone playtested Ruststalkers lately ? I'm still curious as to their efficiency, although I'm quite pessimistic.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Drooling Labmat




Gnollu wrote:
I just bought Sicarians box, purely for Kill Team. How should I build those 5 models?


While Infiltrators are more versatile, the Neurostatic aura doesn't stack with additional Infiltrators and the pistols can't be used on a turn the model charges or is charged. Likewise, especially when bringing a mostly melee list, it's a good idea to have more than one model along with your top leadership score.

For those reasons I'd suggest building a mix, mostly Infiltrators with a Ruststalkers Princeps and perhaps one regular Rustalker. In melee heavy missions (I. E. Take Prisoners) you'll want to have both a Combat specialist and a Zealot. Since Zealots rely on charging and number of attacks to proc their abilities, a Ruststalker Princeps makes a better Zealot than an Infiltrator does.

This message was edited 1 time. Last update was at 2018/08/28 12:12:38


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Made in us
Regular Dakkanaut






Eriklc wrote:


++ Kill Team List (Adeptus Mechanicus) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader [11pts] +

Skitarii Ranger Alpha [11pts]: Leader, Radium pistol, Taser goad [1pts]

+ Specialists [38pts] +

Skitarii Ranger [10pts]: Comms, Omnispex [1pts]

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus [5pts]

Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver [3pts]

+ Non-specialists [51pts] +

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Ranger [9pts]

Skitarii Vanguard [14pts]: Enhanced Data-tether [5pts]

Skitarii Vanguard Alpha [10pts]: Radium carbine

++ Total: [100pts] ++



Just curious, but why would you take the arquebus on a Ranger and not a Vanguard? I know it's a corner case, but were that model to ever get into CC wouldn't the Vanguard be strictly better? And since they otherwise cost the same amount of points...is there something I am missing here? Similar question on the Leader with the taser goad...taser goad would allow a Vanguard Alpha to double out T3 models...a Ranger Alpha can only ever hope to wound on a 3+.

I feel like I am totally missing something and being an idiot here...what is it?

Currently focusing on Traitor Guard  
   
Made in us
Drooling Labmat




 Aaranis wrote:
I always play with 2-3 Infiltrators, sometimes more. They're really polyvalent and can keep some enemy models at bay.

Anyone playtested Ruststalkers lately ? I'm still curious as to their efficiency, although I'm quite pessimistic.


Sort of. After watching a Battle Report of mostly Ruststalkers against Tyranid horde I tried something similar by bringing 5x Infiltrators and 2x Alphas all with Taser Goads when I faced the gaunt swarm in a Take Prisoners match. I managed to fight to a tie, but compared to the Batrep, my Infiltrators underperformed. I scored some early flesh wounds in the first two rounds with my pistols, but once the crush of melee happened my opponent would simply have Termagaunts take turns falling back and charging in to deny me any pistol shots. Once the flesh wounds started to stack up I couldn't proc Taser hits without spending 3CP (Doctrina Tactic plus Grit Teeth Tactic). Even when it did proc, the added hits on the same target were usually wasted. Having 3 attacks instead of just 2 attacks is HUGE when you're being buried in cheap bodies. I plan to buy/convert some Ruststalkers before facing that list again.

This message was edited 1 time. Last update was at 2018/08/28 12:30:59


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Made in fi
Hoary Long Fang with Lascannon




Finland

Well if you fail a charge with an Infiltrator you can pop them 5 times with that pistol. And I'd rather take a powersword than the transonic toys. Matter of preference maybe but I like the versatility of Infiltrators over Ruststalkers.

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3500
2000 
   
Made in us
Drooling Labmat




 Weazel wrote:
Well if you fail a charge with an Infiltrator you can pop them 5 times with that pistol. And I'd rather take a powersword than the transonic toys. Matter of preference maybe but I like the versatility of Infiltrators over Ruststalkers.


You can't fire any weapon if you attempted a charge with that model, succeed or fail.

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Made in be
Mysterious Techpriest





Belgium

Urusigh wrote:
 Aaranis wrote:
I always play with 2-3 Infiltrators, sometimes more. They're really polyvalent and can keep some enemy models at bay.

Anyone playtested Ruststalkers lately ? I'm still curious as to their efficiency, although I'm quite pessimistic.


Sort of. After watching a Battle Report of mostly Ruststalkers against Tyranid horde I tried something similar by bringing 5x Infiltrators and 2x Alphas all with Taser Goads when I faced the gaunt swarm in a Take Prisoners match. I managed to fight to a tie, but compared to the Batrep, my Infiltrators underperformed. I scored some early flesh wounds in the first two rounds with my pistols, but once the crush of melee happened my opponent would simply have Termagaunts take turns falling back and charging in to deny me any pistol shots. Once the flesh wounds started to stack up I couldn't proc Taser hits without spending 3CP (Doctrina Tactic plus Grit Teeth Tactic). Even when it did proc, the added hits on the same target were usually wasted. Having 3 attacks instead of just 2 attacks is HUGE when you're being buried in cheap bodies. I plan to buy/convert some Ruststalkers before facing that list again.


Yeah I see. Against a Tyranid Horde I'd play loads of Vanguards instead but that's not the point. I tend to prefer power swords because of the AP, and the S4 can always be buffed with a Canticle anyway. But against T3 like Tyranids you'd be wounding them on 4s with your Blasters and 2 with your Tasers.

Tactically, it depends on your mission of course but if you're facing a pure charge army like Tyranid horde you'd prefer to lure them in to be the one being charged. Then you have Overwatch, and the possibility to Fall Back yourself to spray them with Radium right after. Remember that in Take Prisoners you score points by killing a model within 1", so it means shooting it at point blank with a pistol works too if you can survive a round. It's not too hard to kill a T3/5+ model with a Blaster in CC, and you can Ready them at the movement phase.

In Take Prisoners my strategy is more to select the models I'm going to kill in CC and shoot the too dangerous ones. Getting your whole squad in CC is too much a risk against most dedicated armies. And Alphas with CC loadouts in that mission is a bet more than anything in my opinion :/

The Infiltrators' neurostatic aura may not stack but it still is really helpful, it can be the edge that will make models Shaken, and if it's in CC with you it can't disengage and you can happily maul it safely. If you have an Infiltrator near the highest Ld of the team it can help to Break the team entirely. Compared to that Ruststalkers only offer one more attack with no AP. A case where I can see Ruststalkers being better might be against a Rubric list, to bypass their 2+ armour save.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Urusigh wrote:
 Weazel wrote:
Well if you fail a charge with an Infiltrator you can pop them 5 times with that pistol. And I'd rather take a powersword than the transonic toys. Matter of preference maybe but I like the versatility of Infiltrators over Ruststalkers.


You can't fire any weapon if you attempted a charge with that model, succeed or fail.


Right you are. Well anyway, doesn't change the fact that I still prefer them over stalkers.

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2000 
   
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Fresh-Faced New User




hi what do you thing about this kill team

Infiltrator Princeps, Flechette Blaster, Taser Goad @ 16 {Leader}
Ruststalker Princeps, Transonic Blades, Chorclaw @ 16 {Combat}
Vanguard Gunner, Plasma Caliver @ 13 {Sniper}
Skitarii Ranger, Omnispex @ 10 {Comms}
Skitarii Vanguard, Enhanced Data-tether @ 14
Vanguard Gunner, Transuranic Archebus @ 15
Vanguard Gunner, Transuranic Archebus @ 15

99 points

I think it's quite versatile and the combo with the arquebuses can work

regards

This message was edited 1 time. Last update was at 2018/08/28 23:20:08


 
   
Made in us
Drooling Labmat




The model count is a bit low, so I'd be extra careful about your initial deployment, especially with the Transuranic Arquebus, but it has strengths at both very long range and very short so I'd expect it to hold its own against conventional TAC lists. Please share any battle reports.

Though, if I might echo the posters above who make heavy use of Infiltrators, yours might better serve this list with the Power Sword pairing rather than the Taser Goad config. Your Rustalker Princeps provides volume of attacks, your Infiltrator can complement that by bringing high AP. You can still 3+ to wound T4 enemies by using the +1S Canticle when you need it. Of course, if facing a faction with invulnerable saves, stick with the taser. Best of luck!


Automatically Appended Next Post:
@Aaranis: All good points. I'm quite fond of my Infiltrators finally having a use (they got shot off the table the turn I drop them every time I run them in 8E). They are a remarkably capable and versatile unit somewhat superior to Ruststalkers in most situations. It's simply that they are not superior to Ruststalkers in ALL situations, and those situations where a Ruststalker works better are fairly easy to identify prior to the start of the match just by looking at the mission, terrain, and opposing Command Roster. E. G. Matches that pit you against melee horde armies and/or in dense terrain and/or while needing to contest objectives outside your deployment zone.

So while I include an Infiltrator in my usual TAC list, I intend to keep a few Ruststalkers in my Command Roster to swap in when the circumstances favor it.

Incidentally, if you have tried running pure Vanguard against Tyranid horde, how did it go? I considered that approach but haven't tried it yet. Much as I like to arm my Alpha to go down swinging, I'm not much confident in models with only 1 Attack at 4+ WS getting much done in melee by themselves, even with wounding on 2+ from Canticle and Rad.

This message was edited 2 times. Last update was at 2018/08/29 02:26:55


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Made in be
Mysterious Techpriest





Belgium

chapuzas wrote:hi what do you thing about this kill team

Infiltrator Princeps, Flechette Blaster, Taser Goad @ 16 {Leader}
Ruststalker Princeps, Transonic Blades, Chorclaw @ 16 {Combat}
Vanguard Gunner, Plasma Caliver @ 13 {Sniper}
Skitarii Ranger, Omnispex @ 10 {Comms}
Skitarii Vanguard, Enhanced Data-tether @ 14
Vanguard Gunner, Transuranic Archebus @ 15
Vanguard Gunner, Transuranic Archebus @ 15

99 points

I think it's quite versatile and the combo with the arquebuses can work

regards

Hi ! I think that list would do great in a meta with lots of MEQ players, and if that's the case you should think about swapping the taser for a power sword as said above. As for the versatility of the team, I'm not sure two arquebuses would work. There are some deployments that will force at least one arquebus to climb somewhere first before having a good spot to fire, and that means it will spend time doing nothing. I believe it could be better to swap the second arquebus with a regular or gunner, to have a tad more mobility.

Also, beware of your Leader on the front line, people tend to focus them to make you lose your CP generator, so move cleverly and try to support his charges.

Urusigh wrote:@Aaranis: All good points. I'm quite fond of my Infiltrators finally having a use (they got shot off the table the turn I drop them every time I run them in 8E). They are a remarkably capable and versatile unit somewhat superior to Ruststalkers in most situations. It's simply that they are not superior to Ruststalkers in ALL situations, and those situations where a Ruststalker works better are fairly easy to identify prior to the start of the match just by looking at the mission, terrain, and opposing Command Roster. E. G. Matches that pit you against melee horde armies and/or in dense terrain and/or while needing to contest objectives outside your deployment zone.

So while I include an Infiltrator in my usual TAC list, I intend to keep a few Ruststalkers in my Command Roster to swap in when the circumstances favor it.

Incidentally, if you have tried running pure Vanguard against Tyranid horde, how did it go? I considered that approach but haven't tried it yet. Much as I like to arm my Alpha to go down swinging, I'm not much confident in models with only 1 Attack at 4+ WS getting much done in melee by themselves, even with wounding on 2+ from Canticle and Rad.

I agree with you, Ruststalkers are probably better in some instances. I don't claim to know everything so that's why I asked what people thought on them. I transformed my 5 Ruststalkers in 5 other Infiltrators because I was sad to see they were useless in 8E and not really more better in KT.

The Command Roster is invaluable and everyone should build one for their KT games, it is another step to balancing the game.

I played against a GSC team once but it wasn't a Tyranid horde, it went really good as I lost one model but my opponent had misunderstood the charge rules and so the game would have been way different if he had known.

The other horde I've faced were Orks and Poxwalkers, and both time my lists had a good amount of Vanguards, Infiltrators and a Commnispex + Sniper arquebus combo. I also like to include arc rifles. Against the Orks it went well, and the Poxwalker horde too. Against the DG with 4 Plague Marines and loads of Poxs I had 4 regular Vanguards (my leader among them), 2 Infiltrators, Commnispex + Sniper arquebus combo, and a Ranger. I killed 14 models out of his 16 and lost one Infiltrator !

So when I talked about lots of Vanguards in this scenario it means a good part, not all of it. Against the Tyranid horde I'd lure them in (how would they kill my models otherwise ?), and start a shooting gallery, then send the Infiltrators to finish the job. Vanguards are perfect when facing 5+ or 6+ models, and can ensure they stay dead pretty good. With a little luck you can spray a cluster of models close to each other with the 3 shots and maybe wound them all !

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in es
Fresh-Faced New User




Hi, I just started with the starter set (without having any other miniatures) and I've made this list for AdMech:

Spoiler:
+ Leader +

Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

+ Specialists +

Skitarii Ranger [14pts]: Comms, Enhanced Data-tether

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus

Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver

+ Non-specialists +

Skitarii Ranger [9pts]

Skitarii Ranger Gunner [10pts]: Arc Rifle

Skitarii Vanguard [9pts]

Skitarii Vanguard [10pts]: Omnispex

Skitarii Vanguard Alpha [10pts]: Phosphor blast pistol, Power sword

++ Total: [100pts] ++


The idea is easy, just get the vanguards and go forward with them (or maybe the one with omnispex next to the arquebus depending on which opponent is) and the rangers covering distances from behind. Also the comms data-tether next to the arquebus for the bonus and for the Protector Doctrina Imperative tactic.

Is there any way to improve it?
   
Made in be
Mysterious Techpriest





Belgium

DarrinTheOccult wrote:
Hi, I just started with the starter set (without having any other miniatures) and I've made this list for AdMech:

Spoiler:
+ Leader +

Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

+ Specialists +

Skitarii Ranger [14pts]: Comms, Enhanced Data-tether

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus

Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver

+ Non-specialists +

Skitarii Ranger [9pts]

Skitarii Ranger Gunner [10pts]: Arc Rifle

Skitarii Vanguard [9pts]

Skitarii Vanguard [10pts]: Omnispex

Skitarii Vanguard Alpha [10pts]: Phosphor blast pistol, Power sword

++ Total: [100pts] ++


The idea is easy, just get the vanguards and go forward with them (or maybe the one with omnispex next to the arquebus depending on which opponent is) and the rangers covering distances from behind. Also the comms data-tether next to the arquebus for the bonus and for the Protector Doctrina Imperative tactic.

Is there any way to improve it?

Hi and welcome to Kill Team !

Your list looks good, I'd just switch the gear of the Vanguard Alpha for a Radium Carbine but that's just my preference, it could give your list some AP too. If you go that way however I think the Arc Pistol is better, as S6 AP-1 would be pretty good if you were to shoot once in CC with it, you'd wound MEQ on 2+ at point blank thanks to the Radioactive rule. But ignoring Obscured with the Blast Pistol is nice too, just a matter of choice.

Make the Arc Rifle a Vanguard instead of a Ranger to give him a slight advantage in CC with Radioactive, there's no other reasons to have Rangers Gunners except if you have already too many Vanguard Gunners.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in es
Fresh-Faced New User




 Aaranis wrote:
DarrinTheOccult wrote:
Hi, I just started with the starter set (without having any other miniatures) and I've made this list for AdMech:

Spoiler:
+ Leader +

Skitarii Ranger Alpha [10pts]: Galvanic rifle, Leader

+ Specialists +

Skitarii Ranger [14pts]: Comms, Enhanced Data-tether

Skitarii Ranger Gunner [15pts]: Sniper, Transuranic arquebus

Skitarii Vanguard Gunner [13pts]: Heavy, Plasma caliver

+ Non-specialists +

Skitarii Ranger [9pts]

Skitarii Ranger Gunner [10pts]: Arc Rifle

Skitarii Vanguard [9pts]

Skitarii Vanguard [10pts]: Omnispex

Skitarii Vanguard Alpha [10pts]: Phosphor blast pistol, Power sword

++ Total: [100pts] ++


The idea is easy, just get the vanguards and go forward with them (or maybe the one with omnispex next to the arquebus depending on which opponent is) and the rangers covering distances from behind. Also the comms data-tether next to the arquebus for the bonus and for the Protector Doctrina Imperative tactic.

Is there any way to improve it?

Hi and welcome to Kill Team !

Your list looks good, I'd just switch the gear of the Vanguard Alpha for a Radium Carbine but that's just my preference, it could give your list some AP too. If you go that way however I think the Arc Pistol is better, as S6 AP-1 would be pretty good if you were to shoot once in CC with it, you'd wound MEQ on 2+ at point blank thanks to the Radioactive rule. But ignoring Obscured with the Blast Pistol is nice too, just a matter of choice.

Make the Arc Rifle a Vanguard instead of a Ranger to give him a slight advantage in CC with Radioactive, there's no other reasons to have Rangers Gunners except if you have already too many Vanguard Gunners.


@Aaranis you are very wise with adeptus mechanicus...

what list would you recommend to start? and what do you think is the best list you can take???

ty so much
   
Made in us
Drooling Labmat




One tweak I recommend: your sniper already has access to +1 to hit from both the Comms specialist and his own Tactic, letting him hit obscured targets on 2+, but you can save the CP by keeping your omnispex next to him, in which case it's better to put the omnispex on your Comms Ranger than on a Vanguard. Likewise, your Doctrina tactics only +2 within 6" of your data tether, so it's generally better to put the data tether on a Vanguard since you'll want him within 6" of your front line anyway, particularly near your Vanguard Alpha since he is your best melee model.

TLR
Swap which models have the data tether and the omnispex.

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Made in es
Fresh-Faced New User




Thank you for the replies! Right, it's better putting the arc rifle on a vanguard. The true is I had the intention to choose the arc pistol but I don't know why I didn't took it on battlescribe lol

Urusigh wrote:
One tweak I recommend: your sniper already has access to +1 to hit from both the Comms specialist and his own Tactic, letting him hit obscured targets on 2+, but you can save the CP by keeping your omnispex next to him, in which case it's better to put the omnispex on your Comms Ranger than on a Vanguard. Likewise, your Doctrina tactics only +2 within 6" of your data tether, so it's generally better to put the data tether on a Vanguard since you'll want him within 6" of your front line anyway, particularly near your Vanguard Alpha since he is your best melee model.

TLR
Swap which models have the data tether and the omnispex.


Understood. I thought the data-tether was better if I put him back as his ability affects all the team (survival issues you know xD).

This message was edited 1 time. Last update was at 2018/08/31 12:14:31


 
   
Made in us
Drooling Labmat




I think of it this way: the data tether provides its primary benefit (reroll nerve tests) no matter where it is or what the model is doing. The omnispex only provides a benefit if it is with a shooter on the other side of cover from the target. That means the omnispex works best in the back. If you could place both war gear on Rangers I would suggest that, but one must go on a Vanguard, who inherently needs to be within 9" of his targets for best effect, so the data tether may as well be on the one that is close enough to Doctrina buff your melee units. It's not a big difference, but my experience is that the best way to preserve your model count (and therefore avoid break tests) is to maximize offensive efficiency. You have very limited melee capabilities, so it pays to guarantee hits when your one melee model does fight, especially if you are selecting a Canticle that turn for best effect (I. E. +1S to let your power sword 2+ wound against GEQ). YMMV

This message was edited 1 time. Last update was at 2018/08/31 22:47:18


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Made in es
Fresh-Faced New User




Good point, the bad thing is that probably the opponent will focus on eliminating the data-tether before any other vanguard, so being able to hide him from LoS would be the most important (and hard depending on the game's obstacles) thing to achieve.
   
Made in us
Fresh-Faced New User




DarrinTheOccult wrote:
Good point, the bad thing is that probably the opponent will focus on eliminating the data-tether before any other vanguard, so being able to hide him from LoS would be the most important (and hard depending on the game's obstacles) thing to achieve.


In my experience, my opponents don't really care about the data-tether unless you've already used it to unleash a massive combo on them. The nerve test re-roll just isnt strong enough on the surface to warrant making the tether a high priority target. The bonus to the tactic also needs setup and another damage unit. It's just easier to take out the damage unit first, and not have to worry about the tether directly.

I've personally stopped using the tether. The nerve test reroll can be gotten via the canticles, and the combo is difficult to setup properly. +1/+2 to hit doesn't seem that big of a bonus for 5 points and 2 CP when there are other ways to get similar bonuses for less CP. If it was +1 to wound, it would be amazing. The only situation I could see it being extremely useful is when fishing for 6+'s on the Taser goad.
   
Made in us
Drooling Labmat




My experience is the same, opponents usually prioritize targeting your gunners and Alphas over the data tether, at least until your force is sufficiently wounded or broken that you're making enough nerve tests each turn for it to really matter. I don't always bring it either, but until you add Sicarians to your roster it's one of the few sources of melee buffs that you have and it does stack with all the others.

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Made in us
Fresh-Faced New User




If parts weren't the limiter, how many Plasma Cavilers (and to a lesser degree, Arc Rfiles) would you take? How many on your roster? How many would you build?


I'm debating hacking up or buying some proxys. I'm just curious what everyone else does, and what everyone would run if they had an unlimited # of parts.
   
Made in bg
Regular Dakkanaut




Considering NOVA results? 5 plasmas and one arqebus to deny ground to the enemy
   
 
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