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Made in us
Regular Dakkanaut





Had a game against Khorne Daemonkin on Thursday, was very close for a bit, but then heavily broke in my favor and I ended up tabling him T3.

My List (1850) (I'd run War Convocation, but I don't have Dragoons or Onagers):
Spoiler:
Mechanicus Congregation:
Dominus, Conversion Field
2x3 Destroyers, Full Grav, 1 Flamer in each unit
Robots, Full Phosphor

Skitarii Maniple:
Min Rangers, Arquebus
2x7 Vanguard, 2x Arc Rifle, Omniscope.
Min Rustalkers, Razor/Claw, Conversion Field
Min Infiltrators, Taser/Pistol, Conversion Field, Omniscient Mask

Oathsworn:
Knight Errant


His List:
Spoiler:
CAD:
Juggerlord, Fist/Claw, Sigil
D-Bloodthirster
8 Bloodletters
2x10 CSM, 2x Meltaguns, meltabombs in Rhinos
3 Terminators, 3 combimeltas, 1 PF/2 Axe
Heldrake, Flamer
10 Hounds
Maulerfiend, Cutters
Soulgrinder, Torrent


We were playing Maelstrom Mission 2, Diagonal Deployment. He went first and I failed to seize.
Most of my Skitarii were deployed on the left flank, Robots and Knight centrally, one Destroyer central, the other right w/ Dominus, Rangers on right holding an objective.
He'd deployed one CSM Rhino on each side, letters and Maulerfiend on my left, Spawn and Dogs+Lord centrally, Thirster hiding in back. Grinder on far right, Termicide and Drake in reserve.

I made a huge mistake and actually used Scout instead of hanging back.This let him get hounds into a Vanguard unit T1 and wipe it out. On his T2 he made a lot of critical charges -- spawn into right unit of destroyers, grinder into my robots, and I really thought I was done for, but lucky Smash rolls blew up the Grinder, freeing the robots to be a menace and destroy the right unit of CSM.

I got my Knight into CC with the dogs, and eventually killed them all and the lord (lucky 6 on the stomp), losing 4 HP from PF attacks. The Bloodthirster had landed T2 to charge the Knight, but my opponent had failed to destroy enough of my shooting on the left flank (specifically a full vanguard and full grav-destroyer unit) which was able to take him out before he got into CC with the Knight.

The Ruststalkers and Infiltrators together took out the fiend (Haywire grenades are wonderful), as well as the left squad of marines and some shot-up bloodletters. His Spawn took out my right unit of destroyers, but enough random shots and Dominus axe attacks were eventually able to clean them up. The heldrake was felled T3 by rear armor Destroyers and Vanguard, his Terminators never came in, and Daemonkin was tabled.

Overall, it was a combination of some mistakes with harsher consequences on his part, some really critical bad rolls from him and some critical good rolls from me that wound up making the game so lopsided: Knight rolling a bunch of stomps and getting a 6 on the lord, robots getting a 6 on a smash to blow up the Grinder, the drake failing to do much of anything (although his target selection was suboptimal, going after destroyers instead of vanguard), him failing morale/initiative checks to get his CSM swept by my Sicarians.


Overall, my list isn't anywhere near as good as a war convocation, which I'll probably build towards, but it's still got a lot of good stuff in it. It's relatively fragile except for the Robots, but there's a huge diversity in offensive output and so much room for good play.


   
Made in sg
Regular Dakkanaut




Any consensus on what free Relic of Mars to give each Alpha in the War Convocation is most optimal?

This message was edited 1 time. Last update was at 2015/06/27 05:11:41


for the emperor 
   
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Out of curiosity, why don't more guys go for the Warden or the Dakkaknight for their WarConvo?
   
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Infiltrating Broodlord




UK

 ultimentra wrote:
Out of curiosity, why don't more guys go for the Warden or the Dakkaknight for their WarConvo?


Warden is an absolute beast. I really enjoy it, especially with over the head missiles with canticles. Not tried the dakkaknight but that's because I can't fit it into a list with pods.
   
Made in sg
Quick-fingered Warlord Moderatus





Lost in the Warp

Thariinye wrote:Had a game against Khorne Daemonkin on Thursday, was very close for a bit, but then heavily broke in my favor and I ended up tabling him T3.

My List (1850) (I'd run War Convocation, but I don't have Dragoons or Onagers):
Spoiler:
Mechanicus Congregation:
Dominus, Conversion Field
2x3 Destroyers, Full Grav, 1 Flamer in each unit
Robots, Full Phosphor

Skitarii Maniple:
Min Rangers, Arquebus
2x7 Vanguard, 2x Arc Rifle, Omniscope.
Min Rustalkers, Razor/Claw, Conversion Field
Min Infiltrators, Taser/Pistol, Conversion Field, Omniscient Mask

Oathsworn:
Knight Errant


His List:
Spoiler:
CAD:
Juggerlord, Fist/Claw, Sigil
D-Bloodthirster
8 Bloodletters
2x10 CSM, 2x Meltaguns, meltabombs in Rhinos
3 Terminators, 3 combimeltas, 1 PF/2 Axe
Heldrake, Flamer
10 Hounds
Maulerfiend, Cutters
Soulgrinder, Torrent


We were playing Maelstrom Mission 2, Diagonal Deployment. He went first and I failed to seize.
Most of my Skitarii were deployed on the left flank, Robots and Knight centrally, one Destroyer central, the other right w/ Dominus, Rangers on right holding an objective.
He'd deployed one CSM Rhino on each side, letters and Maulerfiend on my left, Spawn and Dogs+Lord centrally, Thirster hiding in back. Grinder on far right, Termicide and Drake in reserve.

I made a huge mistake and actually used Scout instead of hanging back.This let him get hounds into a Vanguard unit T1 and wipe it out. On his T2 he made a lot of critical charges -- spawn into right unit of destroyers, grinder into my robots, and I really thought I was done for, but lucky Smash rolls blew up the Grinder, freeing the robots to be a menace and destroy the right unit of CSM.

I got my Knight into CC with the dogs, and eventually killed them all and the lord (lucky 6 on the stomp), losing 4 HP from PF attacks. The Bloodthirster had landed T2 to charge the Knight, but my opponent had failed to destroy enough of my shooting on the left flank (specifically a full vanguard and full grav-destroyer unit) which was able to take him out before he got into CC with the Knight.

The Ruststalkers and Infiltrators together took out the fiend (Haywire grenades are wonderful), as well as the left squad of marines and some shot-up bloodletters. His Spawn took out my right unit of destroyers, but enough random shots and Dominus axe attacks were eventually able to clean them up. The heldrake was felled T3 by rear armor Destroyers and Vanguard, his Terminators never came in, and Daemonkin was tabled.

Overall, it was a combination of some mistakes with harsher consequences on his part, some really critical bad rolls from him and some critical good rolls from me that wound up making the game so lopsided: Knight rolling a bunch of stomps and getting a 6 on the lord, robots getting a 6 on a smash to blow up the Grinder, the drake failing to do much of anything (although his target selection was suboptimal, going after destroyers instead of vanguard), him failing morale/initiative checks to get his CSM swept by my Sicarians.


Overall, my list isn't anywhere near as good as a war convocation, which I'll probably build towards, but it's still got a lot of good stuff in it. It's relatively fragile except for the Robots, but there's a huge diversity in offensive output and so much room for good play.




Interestingly, your formation is very close to the Convocation formation (missing a few units) - would you consider just bumping it up to the Convocation for the benefits? Also, did you use the Robots in the formation or standalone?

Wilson wrote:
 ultimentra wrote:
Out of curiosity, why don't more guys go for the Warden or the Dakkaknight for their WarConvo?


Warden is an absolute beast. I really enjoy it, especially with over the head missiles with canticles. Not tried the dakkaknight but that's because I can't fit it into a list with pods.


What Wilson said. DakkaKnight is expensive. Warden is awesome.

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 Enigwolf wrote:


Interestingly, your formation is very close to the Convocation formation (missing a few units) - would you consider just bumping it up to the Convocation for the benefits? Also, did you use the Robots in the formation or standalone?



I absolutely would consider moving to War Convocation, I just don't have any Dragoons or Onager Dunecrawler models. I'm going to eventually get them, and run convocation even though I'd be 100 points down from 1850 with what I have (assuming I just get a single Dragoon and a single Onager), the free wargear + Max Canticles on everything is just too good.

I used the robots as standalone (only have a single unit, and more wouldn't fit in 1850), and they were very good. I misplayed them by letting them get too close to the Soulgrinder, but even without the deathstar + IWND, I really like their versatility and durability.
   
Made in sg
Quick-fingered Warlord Moderatus





Lost in the Warp

 Thariinye wrote:
 Enigwolf wrote:


Interestingly, your formation is very close to the Convocation formation (missing a few units) - would you consider just bumping it up to the Convocation for the benefits? Also, did you use the Robots in the formation or standalone?



I absolutely would consider moving to War Convocation, I just don't have any Dragoons or Onager Dunecrawler models. I'm going to eventually get them, and run convocation even though I'd be 100 points down from 1850 with what I have (assuming I just get a single Dragoon and a single Onager), the free wargear + Max Canticles on everything is just too good.

I used the robots as standalone (only have a single unit, and more wouldn't fit in 1850), and they were very good. I misplayed them by letting them get too close to the Soulgrinder, but even without the deathstar + IWND, I really like their versatility and durability.


Awesome!

We see the robots usually in that formation - how did they do in terms of survivability versus the Soulgrinder?

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axisofentropy wrote:
 Gitsplitta wrote:
Anyone have any suggestions on how to properly outfit an alpha in a 5-man ranger squad w/ two arquebus? At the moment they're my only troops, but eventually they'll just become my backfield objective sitters in a larger AdMech force.
Probably nothing at all.


nothing at all you say?
[Thumb - flanders.jpg]


warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Regular Dakkanaut





 Enigwolf wrote:
 Thariinye wrote:
 Enigwolf wrote:


Interestingly, your formation is very close to the Convocation formation (missing a few units) - would you consider just bumping it up to the Convocation for the benefits? Also, did you use the Robots in the formation or standalone?



I absolutely would consider moving to War Convocation, I just don't have any Dragoons or Onager Dunecrawler models. I'm going to eventually get them, and run convocation even though I'd be 100 points down from 1850 with what I have (assuming I just get a single Dragoon and a single Onager), the free wargear + Max Canticles on everything is just too good.

I used the robots as standalone (only have a single unit, and more wouldn't fit in 1850), and they were very good. I misplayed them by letting them get too close to the Soulgrinder, but even without the deathstar + IWND, I really like their versatility and durability.


Awesome!

We see the robots usually in that formation - how did they do in terms of survivability versus the Soulgrinder?


Well, I did get very lucky and a smash blew up the Grinder in the first round of combat, even before my Datasmith could use any haywire attacks/Powerfist, so I only took a single wound on the Robots (both going at I3). My robots ended up with 2 wounds left each (another took a wound from incidental meltagun shots).

In a previous game where I played Mechanicus allied to Eldar versus a SM demi-company w/ 1st Company vets, both robots eventually died after doing a whole lot of damage and tanking most of the SM heavy weapons fire.
   
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McKenzie, TN

So I have noticed that a huge number of people are playing the canticles for the cult mech incorrectly (~80% of the batreps I have seen and everyone I have talked to). People keep loading their destroyers and war convocation into drop pods and then claiming the top tier canticles despite having only 5-6 units on the battlefield. This is making the drop pod war convocation way better than it should be and making the pure cult mech and war convocation look meaningless.

CANTICLES OF THE OMNISSIAH
At the start of each of your turns, you can choose one Canticle of the Omnissiah from the list below. The effects of each Canticle last until the start of your next turn. Unless otherwise stated, each Canticle can only be used once during the game.

Furthermore, the strength of each Canticle will vary according to the number of units performing it. At the start of your turn, add up the number of friendly units on the battlefield that have the Canticles of the Omnissiah special rule and apply the appropriate level of effect. Do not include units that are currently Falling Back in this total. Once a Canticle has been activated it remains at that level of effect until the beginning of your next turn, even if the number of units performing it changes during that turn.


Note the bolded section which specifically and explicitly states this. Also note that drop pods require you to start in reserves and while you could argue that you can roll reserves at the "start of the turn" the act of moving them on directly transitions into being in the movement phase thus violating the rules of canticles if you do so before calculating the number of units.

When Reserves arrive, pick one of your arriving units and deploy it, moving it onto the table as described below. Then pick another arriving unit and deploy it, and so on until all arriving units are on the table. The player can then proceed to move his other units as normal. Note that you must first roll for all Reserves, and then move any arriving Reserves, before any other units can move.


BTW my preferred war convocation army list as of now;
Spoiler:
So my alternative take is to add a void shield relay as my fortification in the war convocation. This adds 3 additional units to my canticles in the form of shield gens, toughens my army drastically the turn before I can use canticles, and blunts any alpha strike on my units. I can also afford to place my destroyers much further forward and out in the open than any sane player would as my shield gens can be placed to cover them. Even units of vanguard and rangers are tough when they have 9 shields to crack to get to them. Even with the scout move it is tough to get completely out of range of the shield gens before I can use the shrouded+stealth canticle after which the army become very tough to damage until I can open up with the reroll to hit and + BS abilities.

Also I would like to note that the Arkhan's Divinator + The Scryerskull Perspicatus can be very useful at the beginning of the game. The void shields give me enough time to ID a few Obj and hopefully get some good ones (skyfire grav is awesome against flyrants).

BTW does anyone know what happens when you shoot void shields which would have stealth and shrouded? I have been ignoring the rules interaction but I am not sure if it doesn't count or you get 4+ cover saves.

Shielded War Convocation (1850pts)
Skitarii Battle Maniple
*Onager Dunecrawler: Cognis heavy stubber, Cognis manipulator, Icarus Array - Twin autocannon, Gatling rockets, Daedalus, Mindscanner probe, Smoke launchers
*Sicarian Infiltrators: Flechette Blasters and Taser Goads, 4x Sicarian Infiltrator + Infiltrator Princeps w/ Conversion field, Digital weapons, The Skull of Elder Nikola
*Sicarian Ruststalkers: 4x Sicarian Ruststalker w/ Transonic razor, Chordclaw, and Mindscrambler Grenades + Ruststalker Princeps w/ Conversion field, Digital weapons, Prehensile Dataspike, The Omniscient Mask
*Skitarii Rangers: 2x Arc rifle, Omnispex, 4x Skitarii Ranger + Ranger Alpha w/ Arc maul, Arc pistol, Arkhan's Divinator
*Skitarii Vanguard: Omnispex, 3x Plasma caliver, 9x Skitarii Vanguard + Vanguard Alpha w/ Conversion field, Digital weapons, Pater Radium, Radium carbine, Taser goad
*Sydonian Dragoons: 2x Sydonian Dragoon Phosphor serpenta, Taser lance

Cult Mechanicus
HQ
War Convocation Tech-Priest Dominus (105pts) Digital weapons, Erradication ray, Infoslave Skull, Phosphor serpenta, Stasis field, The Scryerskull Perspicatus
Troops
Kataphron Destroyers (165pts) 3x Kataphron Destroyer w/ Heavy grav-cannon, Phosphor blaster
Kataphron Destroyers (165pts) 3x Kataphron Destroyer w/ Heavy grav-cannon, Phosphor blaster
Fortification
"Void Relay Network" (350pts)
Promethium Relay Pipes
Barricades
Void Shield Generator 3x Projected Void Shields
Void Shield Generator 3x Projected Void Shields
Void Shield Generator 3x Projected Void Shields
Imperial Knights
Knight Warden (375pts) Heavy Stubber, Reaper Chainsword, Stormspear Rocket Pod

This message was edited 1 time. Last update was at 2015/06/28 06:31:43


 
   
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a good point

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Lost in the Warp

 ansacs wrote:
Spoiler:
So I have noticed that a huge number of people are playing the canticles for the cult mech incorrectly (~80% of the batreps I have seen and everyone I have talked to). People keep loading their destroyers and war convocation into drop pods and then claiming the top tier canticles despite having only 5-6 units on the battlefield. This is making the drop pod war convocation way better than it should be and making the pure cult mech and war convocation look meaningless.

CANTICLES OF THE OMNISSIAH
At the start of each of your turns, you can choose one Canticle of the Omnissiah from the list below. The effects of each Canticle last until the start of your next turn. Unless otherwise stated, each Canticle can only be used once during the game.

Furthermore, the strength of each Canticle will vary according to the number of units performing it. At the start of your turn, add up the number of friendly units on the battlefield that have the Canticles of the Omnissiah special rule and apply the appropriate level of effect. Do not include units that are currently Falling Back in this total. Once a Canticle has been activated it remains at that level of effect until the beginning of your next turn, even if the number of units performing it changes during that turn.


Note the bolded section which specifically and explicitly states this. Also note that drop pods require you to start in reserves and while you could argue that you can roll reserves at the "start of the turn" the act of moving them on directly transitions into being in the movement phase thus violating the rules of canticles if you do so before calculating the number of units.

When Reserves arrive, pick one of your arriving units and deploy it, moving it onto the table as described below. Then pick another arriving unit and deploy it, and so on until all arriving units are on the table. The player can then proceed to move his other units as normal. Note that you must first roll for all Reserves, and then move any arriving Reserves, before any other units can move.


BTW my preferred war convocation army list as of now;
[spoiler]So my alternative take is to add a void shield relay as my fortification in the war convocation. This adds 3 additional units to my canticles in the form of shield gens, toughens my army drastically the turn before I can use canticles, and blunts any alpha strike on my units. I can also afford to place my destroyers much further forward and out in the open than any sane player would as my shield gens can be placed to cover them. Even units of vanguard and rangers are tough when they have 9 shields to crack to get to them. Even with the scout move it is tough to get completely out of range of the shield gens before I can use the shrouded+stealth canticle after which the army become very tough to damage until I can open up with the reroll to hit and + BS abilities.

Also I would like to note that the Arkhan's Divinator + The Scryerskull Perspicatus can be very useful at the beginning of the game. The void shields give me enough time to ID a few Obj and hopefully get some good ones (skyfire grav is awesome against flyrants).

BTW does anyone know what happens when you shoot void shields which would have stealth and shrouded? I have been ignoring the rules interaction but I am not sure if it doesn't count or you get 4+ cover saves.

Shielded War Convocation (1850pts)
Skitarii Battle Maniple
*Onager Dunecrawler: Cognis heavy stubber, Cognis manipulator, Icarus Array - Twin autocannon, Gatling rockets, Daedalus, Mindscanner probe, Smoke launchers
*Sicarian Infiltrators: Flechette Blasters and Taser Goads, 4x Sicarian Infiltrator + Infiltrator Princeps w/ Conversion field, Digital weapons, The Skull of Elder Nikola
*Sicarian Ruststalkers: 4x Sicarian Ruststalker w/ Transonic razor, Chordclaw, and Mindscrambler Grenades + Ruststalker Princeps w/ Conversion field, Digital weapons, Prehensile Dataspike, The Omniscient Mask
*Skitarii Rangers: 2x Arc rifle, Omnispex, 4x Skitarii Ranger + Ranger Alpha w/ Arc maul, Arc pistol, Arkhan's Divinator
*Skitarii Vanguard: Omnispex, 3x Plasma caliver, 9x Skitarii Vanguard + Vanguard Alpha w/ Conversion field, Digital weapons, Pater Radium, Radium carbine, Taser goad
*Sydonian Dragoons: 2x Sydonian Dragoon Phosphor serpenta, Taser lance

Cult Mechanicus
HQ
War Convocation Tech-Priest Dominus (105pts) Digital weapons, Erradication ray, Infoslave Skull, Phosphor serpenta, Stasis field, The Scryerskull Perspicatus
Troops
Kataphron Destroyers (165pts) 3x Kataphron Destroyer w/ Heavy grav-cannon, Phosphor blaster
Kataphron Destroyers (165pts) 3x Kataphron Destroyer w/ Heavy grav-cannon, Phosphor blaster
Fortification
"Void Relay Network" (350pts)
Promethium Relay Pipes
Barricades
Void Shield Generator 3x Projected Void Shields
Void Shield Generator 3x Projected Void Shields
Void Shield Generator 3x Projected Void Shields
Imperial Knights
Knight Warden (375pts) Heavy Stubber, Reaper Chainsword, Stormspear Rocket Pod
[/spoiler]


You are indeed correct. Most people have been forgetting about it - it's the reason I don't run drop-pod convocation right now, although I've been considering ways to do it. With the base Convocation alone, you have 10 units. If you stick 3 in pods (Vanguards, 2 Kataphrons) for a 2-pod-on-turn-1-drop (4 pods gets you the same thing too), you're down to 7 units on the table starting and need 1 more unit only to get back to 8 for max bonuses. I believe a single fortification like a Plasma Obliterator (which is pretty big), Firestorm Redoubt, or Aquila Strongpoint is good enough. 350 points seems to be a lot to be sinking into fortifications, particularly since you have wasted points in the form of Promethium Relay Pipes.

Either one of those three aforementioned buildings (with void shields, and with Barricade/Wall section upgrades staggered forward) I mentioned allows you to stick your rangers in them to bolster your ranged firepower, and serves as an LOS blocker for your Dragoons and Dunecrawler. Of course, it doesn't do much for survivability of your Infiltrators and your Ruststalkers.. but that's what you have table LOS blocking terrain for, right? Otherwise, move your Sicarians behind the Barricade/Wall sections for 4+ cover, slap Canticles for 2+ cover.

But that's just my two cents. I typically fill my spare points with more dakka in any game I play.

Edit:

With regards to cover saves and Void Shields, I'd say that you get the stealth/shrouded roll because a void shield essentially treats incoming weapon fire as against an AV12 vehicle with the chance to regenerate the shield on a 5+. It's not a save anywhere.

This message was edited 1 time. Last update was at 2015/06/28 07:51:48


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Beijing, China

axisofentropy wrote:
 Gitsplitta wrote:
Anyone have any suggestions on how to properly outfit an alpha in a 5-man ranger squad w/ two arquebus? At the moment they're my only troops, but eventually they'll just become my backfield objective sitters in a larger AdMech force.
Probably nothing at all.


I wouldnt even give them aquebuses. Points would be better spent on more Rangers

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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McKenzie, TN

Enigwolf wrote:You are indeed correct. Most people have been forgetting about it - it's the reason I don't run drop-pod convocation right now, although I've been considering ways to do it. With the base Convocation alone, you have 10 units. If you stick 3 in pods (Vanguards, 2 Kataphrons) for a 2-pod-on-turn-1-drop (4 pods gets you the same thing too), you're down to 7 units on the table starting and need 1 more unit only to get back to 8 for max bonuses. I believe a single fortification like a Plasma Obliterator (which is pretty big), Firestorm Redoubt, or Aquila Strongpoint is good enough. 350 points seems to be a lot to be sinking into fortifications, particularly since you have wasted points in the form of Promethium Relay Pipes.

I look at it like this. I deploy them as far forward and "centrally" as possible. This usually means that my shooty units will spend nearly all game under the void shields. The Ruststalkers and Dragoons will only spend turn 1 under them and the infiltrators will probably infiltrate out of LoS (hopefully) away from them.

In a normal war convocation you will spend the first turn trying to move into range to shoot and if you don't go first you will usually loose ~300 pts to most shooting lists which your opponent will mostly choose (likely vanguard, destroyers, and if they are smart dragoons if you deployed them well). Alternatively against my list your average shooting army will struggle to even strip my void shields. Even the vaunted scatbike spam will loose ~70% of their shooting to the void shields even if they go first (btw if shrouded+stealth is up on the shields then they take down 7 shields for 120 shots ). Skyhammer barely manages to take down the shields and then gets to deal with invulnerable saves and cover saves. IMO war convocation's best units are soft enough that gaining 1-2 turns shielded + 1-2 turns stealth+shrouded will save more than 350 pts against even mediocre lists. Against other extreme alpha strike armies this is more likely to save me 600 pts of models just on the alpha strike. Also IMO the range of the units actually makes the limitations of forward deployed void shields not a huge concern. Most of the units can sprint out from the shields and threaten the other side of the board. Grav destroyers can actually spend most of the game shooting from inside the shields. The void shield gens also provide 3 units to your canticle count as they are 3 seperate units not a unit of 3.

Plasma Oblit is actually really good in this formation. I wouldn't want the Aquila Strongpoint mostly because the pts cost is just too high for my usual pts level.

Enigwolf wrote:Either one of those three aforementioned buildings (with void shields, and with Barricade/Wall section upgrades staggered forward) I mentioned allows you to stick your rangers in them to bolster your ranged firepower, and serves as an LOS blocker for your Dragoons and Dunecrawler. Of course, it doesn't do much for survivability of your Infiltrators and your Ruststalkers.. but that's what you have table LOS blocking terrain for, right? Otherwise, move your Sicarians behind the Barricade/Wall sections for 4+ cover, slap Canticles for 2+ cover.

But that's just my two cents. I typically fill my spare points with more dakka in any game I play.

Dakka can also work. I just have become a proponent of planning to take a skyhammer, drop skitarii, or scatbike spam alpha strike in any TAC list. Thus every TAC list I make either has enough turn 1 durability to take the alpha strike on the chin, extreme MSU to minimize damage (ie no unit above 70 pts), seizes on a rerollable 5+, or fights from reserves with a 2+ rerollable roll (or some combination of). I actually wrote a thread on handling extreme alpha strikes.

Enigwolf wrote:With regards to cover saves and Void Shields, I'd say that you get the stealth/shrouded roll because a void shield essentially treats incoming weapon fire as against an AV12 vehicle with the chance to regenerate the shield on a 5+. It's not a save anywhere.

I would think so and it sure makes my list a lot better...so I may be biased.

AV12 with 9 HP and 4+ cover save sure makes the army tough to hurt.


BTW one way to get 8 units with a drop pod war convocation is to add a vengeance weapon battery and to take a TAC squad and put the dominus in it. That would give the list 8 units. Still you definitely have to sacrifice something to get the vaunted top tier canticles turn 1. The funny part is that most of the lists I have seen could have their top tier canticles removed from killing a single unit as they put the dominus in with a canticle unit thus only having 8 units turn 2-3 until the pod comes in. Even then it is not that hard to kill a min model ranger, ruststalkers, and infiltrator units. Especially when they spent 1-2 turns without the vaunted stealth+shrouded as they should have.
   
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Played a little 500 pt game vs. my son's Necrons last night. Got to see the "glass hammer" in action. Infiltrators charged and wiped a 5-man squad of immortals with cryptek, then lost 4 of 5 members on the next shooting phase to a single S6 blast.

Wow.

This message was edited 1 time. Last update was at 2015/06/30 15:44:39


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 Gitsplitta wrote:
Played a little 500 pt game vs. my son's Necrons last night. Got to see the "glass hammer" in action. Infiltrators charged and wiped a 5-man squad of immortals with cryptek, then lost 4 of 5 members on the next shooting phase to a single S6 blast.

Wow.



I literally only have one response: lol.

Sounds like my AdMech are going to very much play like my Elysians then...

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Decrepit Dakkanaut






Madison, WI

Didn't help that I forgot about my follow-up move... so they were all bunched together when the blast hit. I think it's going to be very important (and difficult) to remember all of the rules when playing this army. You'll need all the edge you can get.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

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 Gitsplitta wrote:
Didn't help that I forgot about my follow-up move... so they were all bunched together when the blast hit. I think it's going to be very important (and difficult) to remember all of the rules when playing this army. You'll need all the edge you can get.


I found the Battlescribe summary .pdf useful for printing out when I was learning new armies. I typically glance at it before I do anything with a unit just to make sure I don't miss anything.

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Hyperspace

The list I'll be using at my FLGS tomorrow.

Hopefully I can get a game.

Hopefully.

AdMech TAC (1300)

Skitarii Maniple Detachment (983)

Troops:
5x Skitarii Vanguard (105)
-2x Arc Rifle
-Omnispex
-Conversion Field

5x Skitarii Vanguard (135)
-2x Plasma Caliver
-Omnispex
-Conversion Field

8x Skitarii Rangers (173)
-2x Transuranic Arquebus
-Omnispex
-Arkhan's Divinator
-Conversion Field

Elites:
5x Sicarian Infiltrators (215)
-Uzi/Taser
-Omniscient Mask
-Conversion Field

5x Sicarian Ruststalkers (180)
-Conversion Field
-Prehensile Dataspike

Fast Attack:
Sydonian Dragoon (55)
-Phosphor Serpenta

Heavy Support:
Onager Dunecrawler (120)
-Neutron Laser
-Stubber

Allied Detachment (Cult Mechanicus) (315)

HQ:
Tech-Priest Dominus (150)
-Eradication Ray
-Raiment of the Technomartyrs

Troops:
3x Kataphron Destroyers (165)
-Grav Cannon



Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
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Decrepit Dakkanaut






Madison, WI

Looks solid. Good luck!

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Infiltrating Broodlord




UK

Rustalkers and infultrators have huge moves. They should either be in cover or combat for the entirety of your games. Hug those walls!

I think those two units in an Ad Mech convocation are my favorite units and star players more often than not.
   
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Wales,UK

I went with this at the upcoming ETC.

ETC Primary Detachment: Codex Imperial Knights Baronial Court Detachment

Knight 1: [Lord Baron] Knight Crusader(425), rapid-fire battle cannon and heavy stubber(5), Ironstorm missile pod(30), Sanctuary(15) [475] WARLORD

Knight 2: Knight Warden(375), Ironstorm missile pod(30) [405]

Knight 2: Knight Paladin(375), Ironstorm missile pod(30) [405]

ETC Secondary Detachment: Skitarii Maniple Detachment

Troop 1: 5 Skitarii Vanguard(55), enhanced-data tether(5) [60]

Troop 2: 5 Skitarii Vanguard [55]

Fast Attack 1: Sydonian Dragoon(45), 4 additional Sydonian Dragoons(180) [225]

Fast Attack 2: Sydonian Dragoon(45), 4 additional Sydonian Dragoons(180) [225]
total [565]

Alliance level : battle brothers
Army total[1850]

War convocation and ad mech were not released in time. I love the dragoons and had to them as my ally choice. Looking forward to the event and i'll be writing some reports + photos !
   
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Longtime Dakkanaut






Jpr wrote:

Fast Attack 1: Sydonian Dragoon(45), 4 additional Sydonian Dragoons(180) [225]

Fast Attack 2: Sydonian Dragoon(45), 4 additional Sydonian Dragoons(180) [225]

Looking forward to the event and i'll be writing some reports + photos !

I demand a picture of ten dragoons next to three knights. I think this combination will catch many other lists off guard.

I had a similar idea but wow those kits are expensive http://www.dakkadakka.com/dakkaforum/posts/list/644459.page Also consider using that Ironstrider formation for smaller units.

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Lost in the Warp

axisofentropy wrote:
Jpr wrote:

Fast Attack 1: Sydonian Dragoon(45), 4 additional Sydonian Dragoons(180) [225]

Fast Attack 2: Sydonian Dragoon(45), 4 additional Sydonian Dragoons(180) [225]

Looking forward to the event and i'll be writing some reports + photos !

I demand a picture of ten dragoons next to three knights. I think this combination will catch many other lists off guard.

I had a similar idea but wow those kits are expensive http://www.dakkadakka.com/dakkaforum/posts/list/644459.page Also consider using that Ironstrider formation for smaller units.


Second this. Also put on Ride of the Valkyries as your huge army of giant walkers rolls over your opponent.

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Longtime Dakkanaut



Moscow, Russia

 ansacs wrote:
So I have noticed that a huge number of people are playing the canticles for the cult mech incorrectly (~80% of the batreps I have seen and everyone I have talked to). People keep loading their destroyers and war convocation into drop pods and then claiming the top tier canticles despite having only 5-6 units on the battlefield. This is making the drop pod war convocation way better than it should be and making the pure cult mech and war convocation look meaningless.

CANTICLES OF THE OMNISSIAH
At the start of each of your turns, you can choose one Canticle of the Omnissiah from the list below. The effects of each Canticle last until the start of your next turn. Unless otherwise stated, each Canticle can only be used once during the game.

Furthermore, the strength of each Canticle will vary according to the number of units performing it. At the start of your turn, add up the number of friendly units on the battlefield that have the Canticles of the Omnissiah special rule and apply the appropriate level of effect. Do not include units that are currently Falling Back in this total. Once a Canticle has been activated it remains at that level of effect until the beginning of your next turn, even if the number of units performing it changes during that turn.


Note the bolded section which specifically and explicitly states this. Also note that drop pods require you to start in reserves and while you could argue that you can roll reserves at the "start of the turn" the act of moving them on directly transitions into being in the movement phase thus violating the rules of canticles if you do so before calculating the number of units.

When Reserves arrive, pick one of your arriving units and deploy it, moving it onto the table as described below. Then pick another arriving unit and deploy it, and so on until all arriving units are on the table. The player can then proceed to move his other units as normal. Note that you must first roll for all Reserves, and then move any arriving Reserves, before any other units can move.


BTW my preferred war convocation army list as of now;
Spoiler:
So my alternative take is to add a void shield relay as my fortification in the war convocation. This adds 3 additional units to my canticles in the form of shield gens, toughens my army drastically the turn before I can use canticles, and blunts any alpha strike on my units. I can also afford to place my destroyers much further forward and out in the open than any sane player would as my shield gens can be placed to cover them. Even units of vanguard and rangers are tough when they have 9 shields to crack to get to them. Even with the scout move it is tough to get completely out of range of the shield gens before I can use the shrouded+stealth canticle after which the army become very tough to damage until I can open up with the reroll to hit and + BS abilities.

Also I would like to note that the Arkhan's Divinator + The Scryerskull Perspicatus can be very useful at the beginning of the game. The void shields give me enough time to ID a few Obj and hopefully get some good ones (skyfire grav is awesome against flyrants).

BTW does anyone know what happens when you shoot void shields which would have stealth and shrouded? I have been ignoring the rules interaction but I am not sure if it doesn't count or you get 4+ cover saves.

Shielded War Convocation (1850pts)
Skitarii Battle Maniple
*Onager Dunecrawler: Cognis heavy stubber, Cognis manipulator, Icarus Array - Twin autocannon, Gatling rockets, Daedalus, Mindscanner probe, Smoke launchers
*Sicarian Infiltrators: Flechette Blasters and Taser Goads, 4x Sicarian Infiltrator + Infiltrator Princeps w/ Conversion field, Digital weapons, The Skull of Elder Nikola
*Sicarian Ruststalkers: 4x Sicarian Ruststalker w/ Transonic razor, Chordclaw, and Mindscrambler Grenades + Ruststalker Princeps w/ Conversion field, Digital weapons, Prehensile Dataspike, The Omniscient Mask
*Skitarii Rangers: 2x Arc rifle, Omnispex, 4x Skitarii Ranger + Ranger Alpha w/ Arc maul, Arc pistol, Arkhan's Divinator
*Skitarii Vanguard: Omnispex, 3x Plasma caliver, 9x Skitarii Vanguard + Vanguard Alpha w/ Conversion field, Digital weapons, Pater Radium, Radium carbine, Taser goad
*Sydonian Dragoons: 2x Sydonian Dragoon Phosphor serpenta, Taser lance

Cult Mechanicus
HQ
War Convocation Tech-Priest Dominus (105pts) Digital weapons, Erradication ray, Infoslave Skull, Phosphor serpenta, Stasis field, The Scryerskull Perspicatus
Troops
Kataphron Destroyers (165pts) 3x Kataphron Destroyer w/ Heavy grav-cannon, Phosphor blaster
Kataphron Destroyers (165pts) 3x Kataphron Destroyer w/ Heavy grav-cannon, Phosphor blaster
Fortification
"Void Relay Network" (350pts)
Promethium Relay Pipes
Barricades
Void Shield Generator 3x Projected Void Shields
Void Shield Generator 3x Projected Void Shields
Void Shield Generator 3x Projected Void Shields
Imperial Knights
Knight Warden (375pts) Heavy Stubber, Reaper Chainsword, Stormspear Rocket Pod


I apologize for the extremely ignorant, no doubt, question. But I thought that the convocation required two troops choices for the Mechanicus part, and the only troops choices they have are elctropriests?
   
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Electropriests are elite. Kataphron Destroyers and Breachers are troops.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
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Yea, drop pods makes the War Convocation so much better

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France

If you don't use drop pod for your skitarii, would you still put special weapons on your vanguard ? And would they still be better than the rangers ?
I understand why they are better in drop pod, but without, I'm afread they die before shooting.

   
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If you're taking the Convocation, yes, because the guns are free, and you have to take rangers and vanguard.

If you're not running the convocation and straight skitarii, debatable, one of the things about them is that they're slow and fairly short ranged. They would probably die before they got in range even with scout moves

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Yeah, I was considering straight Skitarii

   
 
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