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Adeptus Mechanicus, Skitarii and Cult Mechanicus, What is good? What to avoid?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in se
Longtime Dakkanaut





So, When Skitarii first came out I wanted to build a AdMech army but I never got anywhere with it, I got 2 of their walker tanks, And 1 box of Vanguard/Rangers, One tank is assembled, 1 is partly assembled and the Vanguard I have built 4 guys.. Now, I still want to make a AdMech army, But it seems like the rumored combined codex for the two wont hapen so I might aswell continue now. So I wonder, What are the good parts of the two codexes? What bits are best avoided from them? I wanna build up a fun army to play against my friends (Chaos Marines, Chaos Daemons, Ultramarines, Necrons, Imperial Guard, Orks) preferably with close matches.
   
Made in gb
Regular Dakkanaut






Squad of three dragoons with taser lances are devastating, had amazing success running it. Moves 9" plus and extra 3" on run and charges and the taser rule means your hit numbers are massive. They are surprisingly durable too with the 5+ cover save.

Squads of devestators with grav weapons are amazing in the ad mech side. Durable and with 6 shots no matter if you've moved it deals with so much.

Want to be competitive run the war convocation. It's fun!

Check out my Painting Blog http://www.dakkadakka.com/dakkaforum/posts/list/681431.page

1850
War Convocation: 1850

 
   
Made in se
Longtime Dakkanaut





I dont realy care much about playing competetive, Or running formations, So I wont worry about the War Convocation. I'm looking forwards to trying to run AdMech though! So far I only own the Skitarii codex so I gotta get Cult Mechanicus too.
   
Made in us
Heroic Senior Officer





Western Kentucky

Honestly when I read through the rules for the skitariii I NE er really saw anything that jumped out as bad. The Walker tanks have an awesome long range tank weapon and get harder to kill the more you put in a unit as well as a great anti air mode. The infantry work well as vanguard with the plasma or arc weapons, although the rangers have a place (a couple of the huge sniper rifles in a minimum strength squad would be good at picking off light vehicles and babysitting an objective.) The infiltrators are nasty in close combat, and I've been told the walkers even have a place, but the kit is far too expensive for me to ever consider one.

The big problem is it's not a full codex. You have no HQ, no transport, etc. And since you can't share allied transports, it's hard to move your 10 man squads up, forcing you to use an ally to project power. It's especially annoying since the starter boxes come with a dominus, who you can't even use in that army.

'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
Stone Bonkers Fabricator General





Beijing, China

 MrMoustaffa wrote:


The big problem is it's not a full codex. You have no HQ, no transport, etc. And since you can't share allied transports, it's hard to move your 10 man squads up, forcing you to use an ally to project power. It's especially annoying since the starter boxes come with a dominus, who you can't even use in that army.


There are two books though, Cult Mech has an HQ, unkillable MC units and awesome devistator troops.

The suck units are the varieties of Electro Priests. Both are terrible.
The walker tanks are not great, although they look great and can be versitle.
The breachers are also not great, you would almost always want the grav cannons instead.

So when it comes down to it, you want tons of vanguard, tesla dragoons, the HQ, the gravcannon destroyers, and the MC unit.

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++  
   
Made in us
Auspicious Aspiring Champion of Chaos






 Exergy wrote:
The suck units are the varieties of Electro Priests. Both are terrible.


I keep seeing people say this, and I'm just curious as to what makes them so bad. I really like the models, though, and the Corpuscarii look like they could put out a ton of damage (I was thinking about fielding a full unit with a Dominus w/ the artifact that adds d6 attacks). Is it a durability issue? Lack of transports?

This message was edited 1 time. Last update was at 2016/05/08 19:44:39


2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Decrepit Dakkanaut




There's not much wrong with the Skitarii codex. Even Rangers are pretty cool for what they're worth.

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.
 
   
 
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