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Made in us
Been Around the Block





Iago40k wrote:
Nagorian wrote:
So, rules question : The Kastelan robots reflects shooting attacks when you roll a 6+

The Aegis Protocol does not lower the save to 4+, but you add 1 to your armor and invuln throws, so, under Aegis, if I roll 5's on my invuln and then add 1, they become 6'es and reflects?

4's become 5's, 5's become 6's and 6's become 7's
Interesting and yes, it should work that way. Comparing it with supercharged plasma: If I shoot onto a unit that that gives -1 on my to hit roles, a role of 1 and 2 slays the model.



I think you are wrong on the plasma. The rule says a to hit roll of one. So 2 -1 is dead, 1 - 1 is zero and you are fine. The rule doesn't say one or less. The wrinkle is with rerolls of 1 wouldn't help much. Most guys are gonna play with natural ones causing gets hot like prior editions. End result is you have a 1/6 chance of dying regardless.

   
Made in us
Decrepit Dakkanaut





Hyperspace

It says on a hit roll of 1, not on a result of 1. I'd say modifiers don't apply, because they aren't modifying the roll, but the result.

EDIT. UNLESS the modifier states specifically that it modifies the roll, not the result.

This message was edited 3 times. Last update was at 2017/06/09 14:25:18




Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in us
Moustache-twirling Princeps





PDX

 Verviedi wrote:

Spoiler:




Thank you!

Wow, that is a must- buy for me. Will be curious to see how they treat the Magaera, Atropos, and Styrix. Those are all ones I would consider adding to my AdMech forces.

Hope they keep the Ionic Flare as a solid upgrade to the normal shield. And I hope they make the Lightning gun worthwhile.

   
Made in us
Quick-fingered Warlord Moderatus





Guess ill need to get the AM one for my warhound

3000
4000 
   
Made in us
Pewling Menial




So I've run a handful of 1k games and 2 2k games so far. Before reading this thread I ended up with a list very similar to the ones going around right now on my own, which leads me to believe I'm on the right track!

Here's what I've had success with:
(3 CP detachment, can't remember the name)
Cawl
Tech Priest Dominus
5x Rangers w/2x Transuranic Arquebus
5x Vanguard w/ Arc Pistol (leftover points)
5x Vanguard

Datasmith
5x Sicarian Infiltrators with Blasters and Taser Goads
5x Sicarian Infiltrators with Blasters and Taser Goads

Icarus Array Onager Dunecrawler
Neutron Laser Onager Dunecrawler
2x Kastelan with full Phosphor

Ironstrider Ballistarii with Twin Lascannons

Knight Crusader, Avenger Gatling, Thermal, Heavy Flamer, Heavy Stubber


The Knight and the Neutron Laser crawler have been amazing so far. In two different games my opponent has gotten the Neutron Laser crawler down to 3-4 wounds but was unable to finish it off. By the end of the game it was back up to 9-10 again with their heavy armor crackers gone. Repairing has been extremely solid and something I'll even spend CP to reroll.

The icarus crawler has been alright, if I didn't have the knight he would be another neutron (and still considering that change regardless).

I've really enjoyed having the Infiltrators too. They don't always get a ton of work done, but they do what the rest of the faction has trouble doing in getting to weird or far off places. I scored several VPs by infiltrating right onto the objective I happened to roll in Maelstrom games. These guys wont' be coming out of the list any time soon.

Kastelans are amazing once setup into shooting protocols, but do tend to die easier than I'd like, which is probably a good thing with the amount of offense they spit out. If I didn't have the knight, i'd easily have 2 more of these.

I'm iffy about the Ironstrider. On one hand 2 lascannon shots is really good, and on the other hand it's not immune to the -1 penalty for moving and shooting heavy weapons. It's a mobile platform that I don't want to move...

The Arquebus I'm close to removing from my list. They havn't contributed anything meaningful yet in the 6 or so games I've played them in. I'd like to try them vs guard though as sniping out commisars seems good.

The Knight, as others have said, is great. Dies in melee to scary things but otherwise a deadly shooting platform.


This message was edited 1 time. Last update was at 2017/06/09 15:38:55


 
   
Made in de
Dakka Veteran




It seems that there are some units that are a must. Onager with icarus, onager with neutron, 2 tripple hpc kastelan, cawl, a tpd (because command points -.-) and at least one unit of infiltrators.

Arquebusses are way to expensive...hated them in 7th and this continues in 8th. Rangers just suck -.-
   
Made in lt
Mysterious Techpriest






I bought 2 more kastelan maniples and 2 units of electro priests to try them as counterchargers to finish off units and become raid bosses. The 6 kastelans are for when I can't/don't want to use crusadet. Ironstriders are both weird right now.
Are you sure arc is better than a stubber on onager or smthn?

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in be
Mysterious Techpriest





Belgium

Played a game of 1000 pts against the Primaris from the Dark Imperium Starter box today so that another player could have a taste of 8th. Had 5 Vanguards (one plasma, one Phosphor pistol + Taser Goad), 5 Vanguards (Arc maul and pistol), 5 Rangers with Omnispex and two Arquebii, 1 Dragoon with Lance, 2 Kastellans with twin blasters + Flamer, TPD, 1 Dunecrawler with Neutron Laser and two Stubbers.

This time I'd like to underline that my snipers were USEFUL. Last game they didn't do a single thing and here on first turn they reduce the Warlord to 1W and finish off another Character later. I'll keep testing them in different ways. The Robots were awesome as ever, they kept their positions in Protector protocol and caused quite a few casualties. Datasmith repaired twice (forgot it twice too) and healed 3W to one Kastelan. The Dragoon charged a 3 man Hellblaster squad, killed two, got killed by the Warlord's heroic intervention, exploded, killed the lord and reduced the Hellblaster survivor to 1W. After that he blew up one of my Robots so my Datasmith and other Robot were hurt, karma strike haha

Dunecrawler was good, but only had Infantry to shoot at, nevertheless he did his part. One of the Vanguard squads led a suicide run against the few last Primaris, And with three guys I shot two and destroyed another in CC with two Arc Maul hits (first time I kill something in CC with Vanguards tbh), so happily surprised about them, they're really good against Primaris because of the 2 Damage on 6's to Wound.

I learned a bit more about how to play my army in 8th, and learned that the Primaris are resilient enough, at least in small games like that.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Moustache-twirling Princeps





PDX

tman3257 wrote:
So I've run a handful of 1k games and 2 2k games so far. Before reading this thread I ended up with a list very similar to the ones going around right now on my own, which leads me to believe I'm on the right track!

Spoiler:
Here's what I've had success with:
(3 CP detachment, can't remember the name)
Cawl
Tech Priest Dominus
5x Rangers w/2x Transuranic Arquebus
5x Vanguard w/ Arc Pistol (leftover points)
5x Vanguard

Datasmith
5x Sicarian Infiltrators with Blasters and Taser Goads
5x Sicarian Infiltrators with Blasters and Taser Goads

Icarus Array Onager Dunecrawler
Neutron Laser Onager Dunecrawler
2x Kastelan with full Phosphor

Ironstrider Ballistarii with Twin Lascannons

Knight Crusader, Avenger Gatling, Thermal, Heavy Flamer, Heavy Stubber


The Knight and the Neutron Laser crawler have been amazing so far. In two different games my opponent has gotten the Neutron Laser crawler down to 3-4 wounds but was unable to finish it off. By the end of the game it was back up to 9-10 again with their heavy armor crackers gone. Repairing has been extremely solid and something I'll even spend CP to reroll.

The icarus crawler has been alright, if I didn't have the knight he would be another neutron (and still considering that change regardless).

I've really enjoyed having the Infiltrators too. They don't always get a ton of work done, but they do what the rest of the faction has trouble doing in getting to weird or far off places. I scored several VPs by infiltrating right onto the objective I happened to roll in Maelstrom games. These guys wont' be coming out of the list any time soon.

Kastelans are amazing once setup into shooting protocols, but do tend to die easier than I'd like, which is probably a good thing with the amount of offense they spit out. If I didn't have the knight, i'd easily have 2 more of these.

I'm iffy about the Ironstrider. On one hand 2 lascannon shots is really good, and on the other hand it's not immune to the -1 penalty for moving and shooting heavy weapons. It's a mobile platform that I don't want to move...

The Arquebus I'm close to removing from my list. They havn't contributed anything meaningful yet in the 6 or so games I've played them in. I'd like to try them vs guard though as sniping out commisars seems good.

The Knight, as others have said, is great. Dies in melee to scary things but otherwise a deadly shooting platform.





Blasters & Goads the consensus? I am going to start building my Sicarians and I don't think I can magnetize those tiny joints (or want to, honestly).

And with that in mind, my version... 3? 4?
Spoiler:

Battalion
HQ:
Belisarius Cawl
[250]

Tech-Priest Dominus
Eradication Ray, Macrostubber
[141]

Elites:
Cybernetica Datasmith
Gamma, Fist
[52]

(5) Sicarian Infiltrators
Taser Goads, Flachette
[130]

(5) Sicarian Infiltrators
Taser Goads, Flachette
[130]

Troops:
(5) Vanguard
2x Arc Rifles
[58]

(5) Vanguard
2x Arc Rifles
[58]

(5) Vanguard
2x Arc Rifles
[58]

Heavy:
(3) Kastelan Robot
Triple Heavy Phosphor Blasters
[330]

Onager Dunecrawler
Icarus Array, Broad Spectrum Data-tether
[130]

Onager Dunecrawler
Neutron Laser & Cognis Heavy Stubber, Cognis Heavy Stubber, Broad Spectrum Data-tether
[151]

Super-Heavy Aux Detachment

Knight Crusader
Avenger Gatling Cannon, Thermal Cannon, Heavy Stubber, Heavy Flamer, Titanic Feet
[512]

[2000]

This message was edited 2 times. Last update was at 2017/06/09 17:03:52


   
Made in fi
Courageous Space Marine Captain






I am actually a tad annoyed that the bloody phosphor robots remain as überunit. The models are absolutely hideous, and the shooty build looks even stupider than the melee build.

   
Made in us
Quick-fingered Warlord Moderatus






I guess the burning questions I have after reading all these battle reports concern the Heavy Support slots. They seem to be our strongest slot by far, so we may just want to build lists around them as a core, with the requirements of your detachment intended to maximize the strengths or minimize the weaknesses of each slot.

So some brainstorming questions:

Are Neutron Crawler, Icarus Crawler, and Phosphor Kastelan Robots the strongest general performers in the Heavy Support slot?
What area do these models excel in?
To what extent can a Knight Crusader substitute for these units?
What critical weaknesses need to be shored up, and what units shore these weaknesses up the most?
If we had only 2 slots or even only 3 slots, which would be taken?
   
Made in us
Quick-fingered Warlord Moderatus





Neutron Crawler - Anti Vehicle/MC - any target with a large amount of wounds and a high toughness
Icarrus Crawler - All around anti anything with keyword "Fly" decent amount of shots and decent strength and AP
Phosphor Kastelans - Anti Horde
Knight Crusader - Anti everything

Weak to assault, low body count for objective holding and screening.

Cheap troops, vanguard mostly seem to be the best choice, Fulgurite Priests for anti-charge screening

3000
4000 
   
Made in us
Quick-fingered Warlord Moderatus






Right. I think that seems to be how Heavy Support is shaping up.

I am thinking of going with the Battalion detachment and its 3 Heavy Support slots, and a mix of one unit of 2-4 Kastelan Robots (with a Datasmith) and two Icarus Crawlers would form the core, supplemented by a Knight Crusader with RFBC/AGC.

On that note, how do we feel about the Thermal Cannon? Seems like it has a strict use case now. Knight Errants actually seem more appealing than Paladins and Wardens if you want something with a giant chainsword.

I am actually thinking minimum Vanguard units with Arc Rifles and Dragoons to accomplish objective holding and screening. Fulgurite Electro-Priests, although they are improved, are too slow to fulfill any role that the Vanguard or even Infiltrators don't handle already. At best, they are a supplement to the former.

This message was edited 1 time. Last update was at 2017/06/09 23:07:49


 
   
Made in lt
Mysterious Techpriest






I think at least a squad of infiltrators is core too. Just because that's the only way for us to reach the other end of the table fast

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Decrepit Dakkanaut





Hyperspace

Unit Summaries are up. Please tell me if they need improvement, which they most certainly do. Content mostly taken from comments in this thread, battle reports, and my personal reading of the Index.



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




Don't see any fault with them, maybe Cawl, cause Mars bites...

Kastellan Robots -
Our best unit. Protector Protocol lets them double-tap their weapons, which is incredibly powerful with triple Heavy Phosphor, which is the optimal loadout. Take squads of two, position them properly, and become ze artillery. Always remember your Datasmith hanger-on to make them into immobile death machines. Protect these guys, because they're your main offensive firepower. The repulsor grids are nice, and tack on a little bit more value, but don't expect them to do too much good.



Guess I know what I'm requesting for Father's Day...

This message was edited 1 time. Last update was at 2017/06/10 02:40:39


si vis pacem, para bellum 
   
Made in us
Quick-fingered Warlord Moderatus






So I am thinking about something like this:

Battalion Detachment - 1447

HQ - 385
1x Belisarius Cawl
1x Tech-Priest Dominus - Volkite Blaster, Macrostubber

Troops - 174
5x Skitarii Vanguard - 2x Arc Rifle
5x Skitarii Vanguard - 2x Arc Rifle
5x Skitarii Vanguard - 2x Arc Rifle

Fast Attack - 408
2x Sydonian Dragoon - 2x Taser Lance
2x Sydonian Dragoon - 2x Taser Lance
2x Sydonian Dragoon - 2x Taser Lance

Heavy Support - 480
1x Onager Dunecrawler - 1x Icarus Array
1x Onager Dunecrawler - 1x Icarus Array
2x Kastelan Robots - 2x Heavy Phosphor Blasters, 2x Twin Heavy Phosphor Blasters

Super-Heavy Auxiliary Detachment - 540

Lord of War - 540
Knight Crusader - 1x Rapid-fire Battle Cannon and Heavy Stubber

Total: 1987 points
6 Command

We have the self-healing, infantry-chewing Cawl + TDP + 2x Kastelan unit that everyone has been raving about. Arc Rifle Vanguard units screen the core, and Icarus Dunecrawlers lock mobile flying elements such as battlesuits and jetbikes out. Three small units of Sydonian Dragoons act as objective grabbers and complement the rest of the force as an assault component; super disappointed that we don't get 14" move of bikes though. Finally, a Knight Crusader to control a large swath of the board; he does a bit of everything.

Feedback? Remember, I have 13 points to spare. Haha.

This message was edited 5 times. Last update was at 2017/06/10 03:40:46


 
   
Made in lt
Mysterious Techpriest






 Verviedi wrote:
Unit Summaries are up. Please tell me if they need improvement, which they most certainly do. Content mostly taken from comments in this thread, battle reports, and my personal reading of the Index.

Adding things:

Cawl - Use the best canticles first, then roll and try to get those again. You get a choice of 3 so you'll probably get something good.
Dominus - Not a great HQ, mostly taking him as a HQ tax for more CP. You can't shoot Macrostubber and another gun at the same turn. Probably better to go Serpenta, unless you plan on getting in close combat, which is possible since you might want him to escort vanguard forward to objectives.
Vanguard - you should always take 5-man squads instead of 10-man
1. Free alpha
2. Less losses from morale
3. More durable (20 shots fired that cause 10 casualties will always kill a 10 man unit. But 20 shots fired at 2 five man units(split by 10 shots) that cause 10 casualties won't always do that since the first 10 can cause 7 to 5 and the other 10 can cause 3. So 2 would remain.
4. Less bodies, more special weapons if that's your jam.
5. Utility - you can split them up if you want
6. Taking up more space, helping to fill out detachment requirements with less pts
7. If positioned properly, will require 2 charges instead of just one.
Infiltrators - our only deepstrike, as an army with no transports - that's invaluable unless you plan on allying some other deep strikers in
Dragoons - Suprisingly durable due to the -1 to hit. Especially against "failed to hit re-rolls" since if the opponent rolls within his BS, he can't re-roll and only THEN you apply the -1 modifier. The taser lances are really weird though, with no AP and 2 damage, it wants to fight against multiple wound units with 6+ or worse armour save or the ones that rely on invulnerable saves...
Kastelans - they become super dakka only on turn 2. Repulsor grids with Aegis mode (+1) reflect shots on 5+ which is something to keep in mind.

Side note: if you can somehow get a +1 to hit - the plasma guns never overheat due to current rules. This might get FAQd


Automatically Appended Next Post:
Suzuteo wrote:
So I am thinking about something like this:
Spoiler:

Battalion Detachment - 1447

HQ - 385
1x Belisarius Cawl
1x Tech-Priest Dominus - Volkite Blaster, Macrostubber

Troops - 174
5x Skitarii Vanguard - 2x Arc Rifle
5x Skitarii Vanguard - 2x Arc Rifle
5x Skitarii Vanguard - 2x Arc Rifle

Fast Attack - 408
2x Sydonian Dragoon - 2x Taser Lance
2x Sydonian Dragoon - 2x Taser Lance
2x Sydonian Dragoon - 2x Taser Lance

Heavy Support - 480
1x Onager Dunecrawler - 1x Icarus Array
1x Onager Dunecrawler - 1x Icarus Array
2x Kastelan Robots - 2x Heavy Phosphor Blasters, 2x Twin Heavy Phosphor Blasters

Super-Heavy Auxiliary Detachment - 540

Lord of War - 540
Knight Crusader

Total: 1987 points
6 Command

We have the self-healing, infantry-chewing Cawl + TDP + 2x Kastelan unit that everyone has been raving about. Arc Rifle Vanguard units screen the core, and Icarus Dunecrawlers lock mobile flying elements such as battlesuits and jetbikes out. Three small units of Sydonian Dragoons act as objective grabbers and complement the rest of the force as an assault component; super disappointed that we don't get 14" move of bikes though. Finally, a Knight Crusader to control a large swath of the board; he does a bit of everything.

Feedback? Remember, I have 13 points to spare. Haha.

Feedback: tell us crusader's equipment :p

This message was edited 2 times. Last update was at 2017/06/10 03:09:43


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Had my first 8th game with Ad Mech tonight. General thoughts:

- Phosphor kastellans are great but each loss is felt badly. only brought 2 and they die like most things in 8th quicker than you'd think. Reflecting mortal wounds is fun but fairly ineffective. Lascannons and missile launchers are really good against these guys and a 4+ invul only protects so much.

- Breachers are just worthless. Low shot volume and usual toughness 7 on vehicles leaves me wondering what use they are how.

- Grav destroyers are still okay if a bit pricey. They have enough volume of shots and multi damage that will keep at least one unit in my lists. Brutal against things like termies or primaris marines.

- Canticles rock! Shroudsalm is a god send and Cawls ability really helps.

- Neutron ongar did far less damage to vehicles than I was hoping. Against guard pretty much all their vehicles, even cheap ones like chimeras, are 10 wounds and it took two onagars to really hurt an enemy vehicle per round. Not bad just wasn't the point and shoot I was hoping for.

- Vanguard are great but bring lots of msu units because they die quick.

- CC is a real Achilles heel. Rustalkers and infiltrators just bounce off enemies. Priests of both variety are good but are fragile to shooting. Need some thoughts here moving forward.

This message was edited 1 time. Last update was at 2017/06/10 03:16:51


01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Decrepit Dakkanaut





Hyperspace

Added! Thank you. I'll work on this a bit more after I recharge.



Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in lt
Mysterious Techpriest






 buddha wrote:
Had my first 8th game with As Much tonight. General thoughts:

- Grav destroyers are still okay if a bit pricey. They have enough volume of shots and multi damage that will keep at least one unit in my lists. Brutal against things like termies or primaris marines.

- Neutron ongar did far less damage to vehicles than I was hoping. Against guard pretty much all their vehicles, even cheap ones like chimeras, are 10 wounds and it took two onagars to really hurt an enemy vehicle per round. Not bad just wasn't the point and shoot I was hoping for.

- CC is a real Achilles heel. Rustalkers and infiltrators just bounce off enemies. Priests of both variety are good but are fragile to shooting. Need some thoughts here moving forward.


1 and 3 are connected. Since you use so many points on 3 models that generally do a worse job than Kastelans and Onagers and ALSO need to be protected, you might as well go more vanguard to defend better or more Kastelans/Onagers to dakka and survive better.

On 2, something to think about is that you, IMO, should use CP to re-roll bad rolls here.


Automatically Appended Next Post:
 Verviedi wrote:
Added! Thank you. I'll work on this a bit more after I recharge.

Oh, you missed Servitors - herp derp.
Servitors - a not great shooting unit with 2 overpriced pre-equiped melee weapons. Called the worst unit by the Frontline testers.

This message was edited 2 times. Last update was at 2017/06/10 03:29:37


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Quick-fingered Warlord Moderatus






My Crusader uses the Rapid-fire Battle Cannon and Heavy Stubber. I hope that his points make up for a missing Neutron Crawler and Phosphor Kastelan.

I really do think that Vanguard and Dragoons have a stronger role to play in this 8th edition than the last one. As stated in the OP, we're an artillery army now, and that means you need mobile skirmishers, deterrents to CC, and something to occupy the ground that your artillery is controlling.
   
Made in lt
Mysterious Techpriest






Suzuteo wrote:
My Crusader uses the Rapid-fire Battle Cannon and Heavy Stubber. I hope that his points make up for a missing Neutron Crawler and Phosphor Kastelan.

I really do think that Vanguard and Dragoons have a stronger role to play in this 8th edition than the last one. As stated in the OP, we're an artillery army now, and that means you need mobile skirmishers, deterrents to CC, and something to occupy the ground that your artillery is controlling.

They might have a stronger role but they've been nerfed in general.
We really have to see how it goes with Maelstrom. I have a feeling that we might have to run 2 squads of infiltrators or some allies.

also RBC is overpriced, IMO.


Automatically Appended Next Post:
I think for now my core is going to be:
+3 CP
Cawl 250pts
Dominus Serpenta(since you can't shoot stubber along with another weapon) 139pts
5 rangers pts
5 vanguard pts
5 vanguard 50pts
5 infiltrators (Tasers) 130pts
Datasmith 52pts
Balistarii Lascannon 95pts
2 dakkastelans(good name for them IMO :p) 220 pts
onager Icarus 130
onager neutron 143

For a total of 1309 pts.

And then work from there. Here are 3 easy 2000 pts lists with no allies

1. Core + electro + dakkastelans
7 fulgurites
5 infiltrators (taser)
4 more dakkastelans in the same unit (do whatever it takes to not get them charged, though TBH noone want to eat 54 to 108 overwatch shots.

2. Core + stuff to get +9 CP
dominus serpenta
5 rangers
5 vanguard
5 vanguard
5 fulgurites
1 balistarii lascannon
1 dragoon
1 onager neutron stubber
+1 stubber on the icarus onager

3. core + Knight
+10 fulgurites
+knight crusader: thermal, stubber, ironstorm


Automatically Appended Next Post:
If 2500 becomes the norm:

1. 9cp + knight
2. 9cp 6 dakkastelans

This message was edited 2 times. Last update was at 2017/06/10 04:52:12


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Quick-fingered Warlord Moderatus






 rvd1ofakind wrote:

They might have a stronger role but they've been nerfed in general.
We really have to see how it goes with Maelstrom. I have a feeling that we might have to run 2 squads of infiltrators or some allies.

also RBC is overpriced, IMO.


I don't think Dragoons were nerfed. They got buffed and received a corresponding points increase.

I mean, here's what I see:
+Now always gets the +3 Strength bonus that you used to only get from charging
+Got T6 and W6, which is amazing relative to AV11 and W2
+Incense got buffed; now stops Overwatch and screws with rerolls (Question: Does Incense stop something like taser as well?)
=Still lacks AP, but still hits like a truck (three S8 D2 attacks that triple on a 6!)
-Got slower relative to bikes; bikes were 33% faster, now they're 40% faster
-Got more expensive relative to tournament standard; we now use 8.1% more points, but Dragoons cost 51% more

But again, the important thing is that we are an artillery army, and we need something that can quickly move around the map to secure objectives and to create distance for our artillery to operate.

I agree that RFBC is overpriced now, especially since the Crusader will not benefit from Canticles. However, I don't think Thermal Cannon is as good a fit unless you have a chainsword.

This message was edited 1 time. Last update was at 2017/06/10 05:50:47


 
   
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Suzuteo wrote:
 rvd1ofakind wrote:

They might have a stronger role but they've been nerfed in general.
We really have to see how it goes with Maelstrom. I have a feeling that we might have to run 2 squads of infiltrators or some allies.

also RBC is overpriced, IMO.


I don't think Dragoons were nerfed. They got buffed and received a corresponding points increase.

I mean, here's what I see:
+Now always gets the +3 Strength bonus that you used to only get from charging
+Got T6 and W6, which is amazing relative to AV11 and W2
+Incense got buffed; now stops Overwatch and screws with rerolls
=Still lacks AP, but still hits like a truck (three S8 D2 attacks that triple on a 6!)
-Got slower relative to bikes; bikes were 33% faster, now they're 40% faster
-Got more expensive relative to tournament standard; we now use 8.1% more points, but Dragoons cost 51% more

But again, the important thing is that we are an artillery army, and we need something that can quickly move around the map to secure objectives and to create distance for our artillery to operate.

I agree that RFBC is overpriced now, especially since the Crusader will not benefit from Canticles. However, I don't think Thermal Cannon is as good a fit unless you have a chainsword.


Doesn't stop overwatch. It's a fixed "hit on 6" thing that only gets altered by rules that have the word "OVERWATCH" in them. Confirmed by testers.
They are also slower in terms of running and charging too.
Like I said, the most annoying thing is that the weapon is really weird. It's good against mutli-wound invul saves and multi-wound no saves. Which are few and far in-between. And even if the opponent has some, he'll make it a PITA for your dragoons to actually charge them.
And I still use them. But I doubt they're "core". But time will tell...

Thermal and Rapidfire comparison

The fact that it has some positioning shananigans you can do where it hits harder in some situations (would you really fire that at IG troops?) makes Thermal better IMO. Obviously I'd take Rapid if it was the same price

This message was edited 6 times. Last update was at 2017/06/10 07:00:23


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 rvd1ofakind wrote:
Spoiler:
Suzuteo wrote:
[spoiler]My Crusader uses the Rapid-fire Battle Cannon and Heavy Stubber. I hope that his points make up for a missing Neutron Crawler and Phosphor Kastelan.

I really do think that Vanguard and Dragoons have a stronger role to play in this 8th edition than the last one. As stated in the OP, we're an artillery army now, and that means you need mobile skirmishers, deterrents to CC, and something to occupy the ground that your artillery is controlling.

They might have a stronger role but they've been nerfed in general.
We really have to see how it goes with Maelstrom. I have a feeling that we might have to run 2 squads of infiltrators or some allies.

also RBC is overpriced, IMO.


Automatically Appended Next Post:
I think for now my core is going to be:
+3 CP
Cawl 250pts
Dominus Serpenta(since you can't shoot stubber along with another weapon) 139pts
5 rangers pts
5 vanguard pts
5 vanguard 50pts
5 infiltrators (Tasers) 130pts
Datasmith 52pts
Balistarii Lascannon 95pts
2 dakkastelans(good name for them IMO :p) 220 pts
onager Icarus 130
onager neutron 143

For a total of 1309 pts.

And then work from there. Here are 3 easy 2000 pts lists with no allies

1. Core + electro + dakkastelans
7 fulgurites
5 infiltrators (taser)
4 more dakkastelans in the same unit (do whatever it takes to not get them charged, though TBH noone want to eat 54 to 108 overwatch shots.

2. Core + stuff to get +9 CP
dominus serpenta
5 rangers
5 vanguard
5 vanguard
5 fulgurites
1 balistarii lascannon
1 dragoon
1 onager neutron stubber
+1 stubber on the icarus onager

3. core + Knight
+10 fulgurites
+knight crusader: thermal, stubber, ironstorm


Automatically Appended Next Post:
If 2500 becomes the norm:

1. 9cp + knight
2. 9cp 6 dakkastelans

Why on Mars would you ever field Ranger instead of Vanguard?

This message was edited 3 times. Last update was at 2017/06/10 06:17:52


 
   
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I'm still not 100% sure, but you need objective campers on ruins top floor and they're good for that.
Might go pure vanguard and 1 rangers 5 vanguard at 9CP if practice says otherwise

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
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5k pts Orks
5k pts AdMech
3k pts Necrons  
   
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Belgium

If you want to run some Arquebii Rangers are better than Vanguards for that (better range from the other weapons). I'll keep trying the Arquebii, I'm sure they have potential. I wanted to do two 1 Arquebus squads to cover each corner of the terrain but filling two slots with Rangers is somewhat uncomfortable. Vanguards excel against 2 Wounds models due to saturation and the change to Radioactive. My opponent from yesterday was surprised when I killed some of his Primaris in one shot with my 10 points dudes. As for escorting them, should we try to put the Dominus in front of them to bait the shots at him ? Looks risky, he's still only 5 Wounds on T4. As for his weapons, I can see the Eradication Ray being useful since most of the time I got enemies really close to me, it could help vaporize some of them.

Decided to sell my Kataphron Destroyers, they're expensive, I don't like the models and I could place more trusty Vanguards in their place for a third of their price with some special weapons. Going to run a full Arc squad (Pistol, Maul and 2 Rifles), a Plasma squad (2 Plasma, Phosphor pistol, Taser Goad, Omnispex) and a vanilla one (full Radium, Radium pistol and Power Sword). Still thinking of placing ten guys in the Plasma squad, they'll accompany my Dominus who gives them rerolls and +1 Ld with the Warlord trait.

With time I'll buy a Start Collecting: Militarum Tempestus to get some fast units and deep-strikers. I'm starting to think Canticles are not that useful, at least when I roll for them. I think it's worded so as to give you a choice between picking them and rolling them, but that you can't do both.

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AoS: Nighthaunts 
   
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 Aaranis wrote:
I'm starting to think Canticles are not that useful, at least when I roll for them. I think it's worded so as to give you a choice between picking them and rolling them, but that you can't do both.


At the start of each battle round, pick which Canticle of ......... Alternatively you can randomly determine which canticle....

If you couldn't pick and roll in the same game, I think it either would've been stated somewhere in the rule OR the choice to roll or pick should be written before the "At the start of each".
So I'll keep cherry picking and then rolling later until it gets FAQd

And I myself love canticles. No more hiding in terrain. Just stand in the open(within reason) and unload with the widest LoS possible

This message was edited 2 times. Last update was at 2017/06/10 15:09:31


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
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On Knights, Battle Cannon is about 1.5 times better than Thermal Cannon at damage applied to the enemy from T4 to T8 regardless of saves, on average... And that's within 18", outside, it's not even close, over double...

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