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2017/06/07 20:12:50
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - 8th Edition Initiation
WrentheFaceless wrote: Well heres the thing, these rules are just to get everyone started with 8th to actually have usable rules. GW is still coming out with individual codexes somewhere soon down the line after 8th launches
Yea, I know. But so much of the rules in the units were stripped away. I can't imagine a Codex will fix that. At best, I expect Relics, Detachments, and rules for Forge Worlds. Hopefully, the latter two open things up for us a bit, because right now its a tough faction to build with.
Automatically Appended Next Post:
Endalaus wrote: Let's try this again, but we're losing some numbers in our troops to make it work.
Spoiler:
Battalion Detachment (6CP)
HQ:
Belisarius Cawl
[250]
Tech-Priest Dominus
Macrostubber, Axe, Eradication Ray
[141]
I will have to give that a go when I finally get my stuff all built and painted (in the works now!). I think that is about as good as this specific list direction can be prior to our Codex release and whatever that brings.
This message was edited 1 time. Last update was at 2017/06/07 20:14:34
I will have to give that a go when I finally get my stuff all built and painted (in the works now!). I think that is about as good as this specific list direction can be prior to our Codex release and whatever that brings.
Honestly, I really liked the list you were working on with the Spearhead / Outrider stuff as it seemed pretty strong, but the charge threat kinda looms there. Though I will say over-watching with 3 - 6 Bots would be extremely silly.
Something I was also thinking about, was maybe running the Original Spearhead, but instead of the outriders with Lascannon Balistarri, adding some elite units of Infiltrators to pop up on flanks and harass the chargers before they get to us, therefore leaving us to target everything else freely. I just couldn't get the points to fully line up. But the idea is there.
I dunno... I'll play with some stuff and see where it gets me.
2017/06/07 20:22:42
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - 8th Edition Initiation
WrentheFaceless wrote: On another note, has anyone used the new and improved electropriests yet?
Given how hideous those models are, I am not running them until I find an alternative I can live with. Right now, leaning towards Tech Thralls with CCW arms or some variation of Scyllax even.
Oh yes I long for the day they release a model usable for 40K of the Secutarii Axiarch, and while we're at it that they keep the Secutarii and make them usable in 40K. The fluff about these guys is awesome.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2017/06/07 20:29:03
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - 8th Edition Initiation
Endalaus wrote: Honestly, I really liked the list you were working on with the Spearhead / Outrider stuff as it seemed pretty strong, but the charge threat kinda looms there. Though I will say over-watching with 3 - 6 Bots would be extremely silly.
Something I was also thinking about, was maybe running the Original Spearhead, but instead of the outriders with Lascannon Balistarri, adding some elite units of Infiltrators to pop up on flanks and harass the chargers before they get to us, therefore leaving us to target everything else freely. I just couldn't get the points to fully line up. But the idea is there.
I dunno... I'll play with some stuff and see where it gets me.
I am shy four Robots and a Dunecrawler for my Outrider/Spearhead list. Remedying that shortly, but I won't get that on the table anytime soon. With Hordehammer looking likely, at least for a while, not having any dudes on the table seems risky. I definitely want to try out the Battalion first, if I can.
So I had to go back and look at this again as I didn't account for the flamer or stubber on the Knight. Threw off the whole list... >< these auto-include-but-still-have-to-pay-for wargear options are throwing me off big time. I think this list is finally completely legal and fully pointed. There are some points that are interchangeable like going down to 3x 6 man units of Vanguard and keeping a Las Balistarri, but I felt they were too close to MSU and wouldn't be as effective. I dunno... Decisions
2017/06/07 22:09:15
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - 8th Edition Initiation
Hi all, new to the forums, and even more so, new to 40k!
Building my first list with an emphasis on Imperial Knights, with AdMechs to help them out.
I see that many now go for the Thermal cannon over the rapid fire battle cannon, and I don't see the appeal really. It has more armor cracking and costs a bit less, but the range is half, its average shots is way less, and you only get the double dice/discard at 18"
I'd rather have the potential of more attacks VS hordes etc, as knights have armor cracking enough regardless of weapon chosen
2017/06/08 02:37:28
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - 8th Edition Initiation
Jackal444 wrote: Well, we CAN get some cheap HQ. There's an issue however. Some Imperium HQs are cheap. We lose canticles. Note: we're the only faction to LOSE the faction benefits for bringing in an ally in the same detachment. Also we lose every inch of fluff left in admech.
Yea, annoyed with that myself. GW really gutted this faction.
Geez, stop saying that before you play a game. I played against a top 3 faction(Nids) and against a player who's won tournaments. "Gutted"? look at fn daemons. If I demolished tyranids then daemons will almost no tools have 0 hope.
This message was edited 1 time. Last update was at 2017/06/08 02:37:38
BTW, we should just take as many units as we can in order to set up our better units later. We will go 2nd 80% of the time anyway due to no access to transports with our 13+ units. So just split units up as much as possible.
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str00dles1 wrote: Are knights good to take for anyone or more so for admech?
I could get one cheap and would love to paint it up but I just don't see how it's so amazing? Sell me on it
"My result was him taking out 150 pts of units in just his single Gattling Cannon volley. So yeah. I'm fn keeping him. He killed almost 1000 pts of units BY HIMSELF." this isn't complete BS to you? Why'd anyone even consider not taking a knight is beyond me :p
This message was edited 1 time. Last update was at 2017/06/08 02:48:55
Well, here's what I came up with. I tried the knight but it was just too expensive & made me give up too much to have it. I must admit that I find the command benefits really underwhelming. I guess I'll have to see when I actually start playing.
So, yeah... I'm experimenting a bit with the FA slots and the grav destroyers. We'll see how it goes. If some things look a bit odd (like all the plasma calivers) it's because those are the models I've got at the moment. I think this is a good place to start at any rate.
This message was edited 4 times. Last update was at 2017/06/08 04:08:55
Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."
Gitsplitta wrote: Well, here's what I came up with. I tried the knight but it was just too expensive & made me give up too much to have it. I must admit that I find the command benefits really underwhelming. I guess I'll have to see when I actually start playing.
So, yeah... I'm experimenting a bit with the FA slots and the grav destroyers. We'll see how it goes. If some things look a bit odd (like all the plasma calivers) it's because those are the models I've got at the moment. I think this is a good place to start at any rate.
Bad things about the list: destroyers and plasma. The troops will die really fast. They might get 1 volley off with the plasma at most. Is that worth 14 pts each? Not really.
Also 5 infiltrators cost 130 at most...
I won't argue with you, though I'd like to see the destroyers in action before I flush them. But I don't have anything better to fill up the points. Knights are insane at around/over 500 pts each and the only other things I have are a set of 3 breachers, a unit of rust stalkers and another datasmith... all worse than what I've got in the list right now (according to what I've read here anyway). Without the plasma I'm down to 2 7-man squads, which I can't say is better.
The only thing I could do easily would be to add a second dominus and convert the two ranger plasmas to arquebii (the irony is both plasma guys were converted FROM arquebussiers in the first place). Then I'd drop the destroyers and I think the points would just about work out.
This message was edited 1 time. Last update was at 2017/06/08 04:06:46
Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."
I won't argue with you, though I'd like to see the destroyers in action before I flush them. But I don't have anything better to fill up the points. Knights are insane at around/over 500 pts each and the only other things I have are a set of 3 breachers, a unit of rust stalkers and another datasmith... all worse than what I've got in the list right now (according to what I've read here anyway). Without the plasma I'm down to 2 7-man squads, which I can't say is better.
The only thing I could do easily would be to add a second dominus and convert the two ranger plasmas to arquebii (the irony is both plasma guys were converted FROM arquebussiers in the first place). Then I'd drop the destroyers and I think the points would just about work out.
I agree with trying them since you have them. You never know, maybe you find them really useful. Also local meta could be a bit different as well. I will mention that the feedback from those of you already playing with 8th rules is helpful. I'm waiting to hear from someone that bucks the trend and finds something different that works, maybe that's a pipe dream but more units seem viable across the various armies compared to 7th. Maybe that doesn't apply to us but...
I'm still just loosely thinking about lists as I build this army. I want to have options so if people play me it's not always the same list over and over. I have a solid foundation bought, just gotta build and paint it.
Posted this on the army list thread but after reading this one..this is the place to be. so hello everyone. I played a couple of games now and came up with the following list.
Comments: In my experience you need at least 3 units of Vanguards to screen your shooting from first turn smiting and charging. Ruststalkers are for countercharging, Infiltrators for...well...infiltrating. Kastelan, Onager and Cawl are the Mechanicus gunline. Dragoons can push forward and keep CC away from the gun line as well as cover the knight and keeping him off unwanted Close Combat. I know its only 3 command points but I think this list is very solid. thoughts?
(1850 points)
Iago40k wrote: Posted this on the army list thread but after reading this one..this is the place to be. so hello everyone. I played a couple of games now and came up with the following list.
Comments: In my experience you need at least 3 units of Vanguards to screen your shooting from first turn smiting and charging. Ruststalkers are for countercharging, Infiltrators for...well...infiltrating. Kastelan, Onager and Cawl are the Mechanicus gunline. Dragoons can push forward and keep CC away from the gun line as well as cover the knight and keeping him off unwanted Close Combat. I know its only 3 command points but I think this list is very solid. thoughts?
(1850 points)
Super Heavy Auxiliary Detachment
Knight Crusader (Gatling, Battle cannon, Heavy Stubber, Heavy Stubber, Heavy Flamer)
Auxiliary Support Detachment
5 Ruststalker (Chordclaw, Razors)
Good list except for that you can just take a dominus instead of rustsalkers(+ stuff) and get +3 CP instead of 0. You're not even using the main reason to take the spearhead detachment - more than 3 heavy suppport(aka more than 2 onagers)
Iago40k wrote: Posted this on the army list thread but after reading this one..this is the place to be. so hello everyone. I played a couple of games now and came up with the following list.
Comments: In my experience you need at least 3 units of Vanguards to screen your shooting from first turn smiting and charging. Ruststalkers are for countercharging, Infiltrators for...well...infiltrating. Kastelan, Onager and Cawl are the Mechanicus gunline. Dragoons can push forward and keep CC away from the gun line as well as cover the knight and keeping him off unwanted Close Combat. I know its only 3 command points but I think this list is very solid. thoughts?
(1850 points)
Super Heavy Auxiliary Detachment
Knight Crusader (Gatling, Battle cannon, Heavy Stubber, Heavy Stubber, Heavy Flamer)
Auxiliary Support Detachment
5 Ruststalker (Chordclaw, Razors)
Good list except for that you can just take a dominus instead of rustsalkers(+ stuff) and get +3 CP instead of 0. You're not even using the main reason to take the spearhead detachment - more than 3 heavy suppport(aka more than 2 onagers)
Sad thing is that the Ruststalkers are 35 points cheaper than a TPD. I got 3 Heavy Support choices with the 2 onagers and the kastelan plus 3 elite with ruststalkers, infiltrators and cybernetica datasmith. This leads to this weird ass detachment decision.
I could just kick out the Ruststalkers for another vanguard plus stormspear rocket system for the knight. But having no real countercharge unit could hurt a lot.
2017/06/08 08:22:17
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - 8th Edition Initiation
Iago40k wrote: Posted this on the army list thread but after reading this one..this is the place to be. so hello everyone. I played a couple of games now and came up with the following list.
Comments: In my experience you need at least 3 units of Vanguards to screen your shooting from first turn smiting and charging. Ruststalkers are for countercharging, Infiltrators for...well...infiltrating. Kastelan, Onager and Cawl are the Mechanicus gunline. Dragoons can push forward and keep CC away from the gun line as well as cover the knight and keeping him off unwanted Close Combat. I know its only 3 command points but I think this list is very solid. thoughts?
(1850 points)
Super Heavy Auxiliary Detachment
Knight Crusader (Gatling, Battle cannon, Heavy Stubber, Heavy Stubber, Heavy Flamer)
Auxiliary Support Detachment
5 Ruststalker (Chordclaw, Razors)
Good list except for that you can just take a dominus instead of rustsalkers(+ stuff) and get +3 CP instead of 0. You're not even using the main reason to take the spearhead detachment - more than 3 heavy suppport(aka more than 2 onagers)
Sad thing is that the Ruststalkers are 35 points cheaper than a TPD. I got 3 Heavy Support choices with the 2 onagers and the kastelan plus 3 elite with ruststalkers, infiltrators and cybernetica datasmith. This leads to this weird ass detachment decision.
I could just kick out the Ruststalkers for another vanguard plus stormspear rocket system for the knight. But having no real countercharge unit could hurt a lot.
battle cannon isn't great, just go thermal instead. that's 30 pts already. Then just chage some weapons to cheaper options and you'll have 3CP.I used up all 6 of mine in like 4 turns so they're needed.
Iago40k wrote: Olay i will give it a shot. What do you think about the carapace weapons?
Ironstorm seems the best by far points wise
Sure, it is cheap, but Stormspear is better. I'm not sure when talking about a model as expensive as the knight, saving few point really matters.
As for other weapons, I see everyone goes for crusader. I can see why, the stompy feet are really good, so the melee weapons are not that attractive. This saddens me, as I love my reaper sword. Against what sort of foes, would the reaper be more useful than the feet, and if you go with reaper (despite the prevailing wisdom) what other weapons you'd choose to go with it?
Iago40k wrote: Olay i will give it a shot. What do you think about the carapace weapons?
Ironstorm seems the best by far points wise
Sure, it is cheap, but Stormspear is better. I'm not sure when talking about a model as expensive as the knight, saving few point really matters.
As for other weapons, I see everyone goes for crusader. I can see why, the stompy feet are really good, so the melee weapons are not that attractive. This saddens me, as I love my reaper sword. Against what sort of foes, would the reaper be more useful than the feet, and if you go with reaper (despite the prevailing wisdom) what other weapons you'd choose to go with it?
What storm has in strenght, iron makes up for in utility. I'd say they're about equal and the cheaper one wins...
Jackal444 wrote: Well, we CAN get some cheap HQ. There's an issue however. Some Imperium HQs are cheap. We lose canticles. Note: we're the only faction to LOSE the faction benefits for bringing in an ally in the same detachment. Also we lose every inch of fluff left in admech.
Yea, annoyed with that myself. GW really gutted this faction.
Geez, stop saying that before you play a game. I played against a top 3 faction(Nids) and against a player who's won tournaments. "Gutted"? look at fn daemons. If I demolished tyranids then daemons will almost no tools have 0 hope.
I am not talking about actual performance, I am talking about flavor. A lot of special rules went away and I feel that kinda took some of the luster off the faction.
Jackal444 wrote: Well, we CAN get some cheap HQ. There's an issue however. Some Imperium HQs are cheap. We lose canticles. Note: we're the only faction to LOSE the faction benefits for bringing in an ally in the same detachment. Also we lose every inch of fluff left in admech.
Yea, annoyed with that myself. GW really gutted this faction.
Geez, stop saying that before you play a game. I played against a top 3 faction(Nids) and against a player who's won tournaments. "Gutted"? look at fn daemons. If I demolished tyranids then daemons will almost no tools have 0 hope.
I am not talking about actual performance, I am talking about flavor. A lot of special rules went away and I feel that kinda took some of the luster off the faction.
Every other army I've read lost 50% rules, admech lost 25%. We got off easy
Jackal444 wrote: Well, we CAN get some cheap HQ. There's an issue however. Some Imperium HQs are cheap. We lose canticles. Note: we're the only faction to LOSE the faction benefits for bringing in an ally in the same detachment. Also we lose every inch of fluff left in admech.
Yea, annoyed with that myself. GW really gutted this faction.
Geez, stop saying that before you play a game. I played against a top 3 faction(Nids) and against a player who's won tournaments. "Gutted"? look at fn daemons. If I demolished tyranids then daemons will almost no tools have 0 hope.
I am not talking about actual performance, I am talking about flavor. A lot of special rules went away and I feel that kinda took some of the luster off the faction.
For now almost all units are fairly generic. So hoping for flavor out the gate isn't going to happen. That will happen when admech gets a new codex. Its Primaris and Nurgle at the start, then anyones guess whos after them. Build to see what works and ignore flavor for the time being.
2017/06/08 12:04:03
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - 8th Edition Initiation
rvd1ofakind wrote: Every other army I've read lost 50% rules, admech lost 25%. We got off easy
I only hear complaints from Daemon players mostly. Seems like most other armies stayed the same or mildly improved.
Automatically Appended Next Post:
str00dles1 wrote: For now almost all units are fairly generic. So hoping for flavor out the gate isn't going to happen. That will happen when admech gets a new codex. Its Primaris and Nurgle at the start, then anyones guess whos after them. Build to see what works and ignore flavor for the time being.
Yes, I am aware. Doesn't mean I am excited to play the waiting game - mostly because of the Cawl debacle and the <Forge World> rules. So very curious to see what those wind up giving us, as well as a possible return of Doctrina (fingers crossed!).
This message was edited 1 time. Last update was at 2017/06/08 12:05:54
Jackal444 wrote: Well, we CAN get some cheap HQ. There's an issue however. Some Imperium HQs are cheap. We lose canticles. Note: we're the only faction to LOSE the faction benefits for bringing in an ally in the same detachment. Also we lose every inch of fluff left in admech.
Yea, annoyed with that myself. GW really gutted this faction.
Geez, stop saying that before you play a game. I played against a top 3 faction(Nids) and against a player who's won tournaments. "Gutted"? look at fn daemons. If I demolished tyranids then daemons will almost no tools have 0 hope.
I am not talking about actual performance, I am talking about flavor. A lot of special rules went away and I feel that kinda took some of the luster off the faction.
Every other army I've read lost 50% rules, admech lost 25%. We got off easy
I used to play pure Skitarii, I don not share that sentiment at all. I really hope that GW can give Skitarii and ad mech a bit more individual flavour for each faction. Why even add skitarii en cult keywords otherwise?
This message was edited 1 time. Last update was at 2017/06/08 12:19:24
2017/06/08 12:20:05
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - 8th Edition Initiation
rvd1ofakind wrote: Every other army I've read lost 50% rules, admech lost 25%. We got off easy
I only hear complaints from Daemon players mostly. Seems like most other armies stayed the same or mildly improved.
Automatically Appended Next Post:
str00dles1 wrote: For now almost all units are fairly generic. So hoping for flavor out the gate isn't going to happen. That will happen when admech gets a new codex. Its Primaris and Nurgle at the start, then anyones guess whos after them. Build to see what works and ignore flavor for the time being.
Yes, I am aware. Doesn't mean I am excited to play the waiting game - mostly because of the Cawl debacle and the <Forge World> rules. So very curious to see what those wind up giving us, as well as a possible return of Doctrina (fingers crossed!).
Yea, Daemons are pretty horrid. Very un fluff driven.
I hear you, no one wants to wait for their armies dex Part of the reason I will have a small Primaris army as I want a codex first.
What do you mean Cawl debacle? Because he is Mars? I guess it could be bothersome if you built a admech army from another world, but you can just say cawls "mars" is whatever planet you want til a codex comes out. Even then, who cares. Only may matter with sticklers from tourneys, but casual games they can all be from omega gama prime plutos forgeworld. *shrug*
I used to play pure Skitarii, I don not share that sentiment at all. I really hope that GW can give Skitarii and ad mech a bit more individual flavour for each faction. Why even add skitarii en cult keywords otherwise?
Under the same main faction because it is easier. Keywords are for future special abilities. Forgeworld is going to release a index "soon" that has all 30k admech in it to be used in 40k. That and what we have from GW is plenty. I wouldn't expect anything new admech for literally years after that unless forgeworld makes some one off thing.
This message was edited 1 time. Last update was at 2017/06/08 12:23:09