Switch Theme:

Tactica Mechanicus 2.0 - ++DEPRECATED++  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Overall I like your list. I would maybe try to switch out the 175 points spent on 6 vanguard and 5 rangers to be 10 vanguard and 5 rangers with 1 arquebus.

In my experience, the only thing that stopped the Kastelans' murderous shooting rampage is assaulting units. You need multiple squads of expendable troops to prevent the enemy deep striking and assaulting you turn 1.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Moustache-twirling Princeps





PDX

 ph34r wrote:
Overall I like your list. I would maybe try to switch out the 175 points spent on 6 vanguard and 5 rangers to be 10 vanguard and 5 rangers with 1 arquebus.

In my experience, the only thing that stopped the Kastelans' murderous shooting rampage is assaulting units. You need multiple squads of expendable troops to prevent the enemy deep striking and assaulting you turn 1.


That would be my 6 Vanguard and the 5 Rangers. I can string out the Vanguard in a 15" or so line and the Rangers about 12" (though you can fudge it hard with the oval bases). I don't see the 10-man Vanguard as being a good option. Even 6 isn't "optimal" by most standards.

   
Made in de
Dakka Veteran




yesterday I played a very experienced tournament player. Ultramarines: Devs with Grav and Lasca plus Cherub, 5 Razorbacks with Assault Canon, Stormraven, Rowboat Gayman, Librarian and some recruits. I played Cawl, 4 Dragoons, 4 Onager, 2 Dakkastelans, Datasmith, TPD, Rangers with 2 Arquebusses, 4 x Vanguard (2x2 Plasma, 2x2 Arc Rifles).
Won 13:7 due to lucky or for him unlucky explosion results. In turn 4 he was left with Rowboat and the Libbi.
Experience: deployment zones are insanely important. 1. You want to go lsat when setting up marks to roll for the deployment zone (used a command reroll for that -.-) and you want to put 3 of your markers bsically in one corner 2.so we can stay out of assault canon range (we play maelstrom and eternal war plus who ends deployment first goes first).
I stayed out of range for most of his shooting so lost only the ranger squad. in return i killed a stormraven and a razorback. he disembarked his devastators and with cherub and signum they got 1 onager down to 1 hit point and killed the kastellans. in return i got 2 of his razorbacks to explode, killing all his devastators and he had rowboat, 2 razorbacks and the libbi left. I felt confident but man..that dumb rowboat and his 3++...we went the distance to turn 7 where i finally killed Robbored (Icarus overwatch ). He returned from the death so denied me warlord kill but that was okay.
All in all i like my list but a third Kastelan is needed. Will put him in. I am thinking of some defense against psykers but i am already very low on CPs (5) so I don't want to take an auxiliary and I really don't want to spend around 140 points just to get an Assassin into the list.

This message was edited 1 time. Last update was at 2017/07/13 07:00:34


 
   
Made in us
Fresh-Faced New User




Iago40k wrote:
yesterday I played a very experienced tournament player. Ultramarines: Devs with Grav and Lasca plus Cherub, 5 Razorbacks with Assault Canon, Stormraven, Rowboat Gayman, Librarian and some recruits. I played Cawl, 4 Dragoons, 4 Onager, 2 Dakkastelans, Datasmith, TPD, Rangers with 2 Arquebusses, 4 x Vanguard (2x2 Plasma, 2x2 Arc Rifles).
Won 13:7 due to lucky or for him unlucky explosion results. In turn 4 he was left with Rowboat and the Libbi.
Experience: deployment zones are insanely important. 1. You want to go lsat when setting up marks to roll for the deployment zone (used a command reroll for that -.-) and you want to put 3 of your markers bsically in one corner 2.so we can stay out of assault canon range (we play maelstrom and eternal war plus who ends deployment first goes first).
I stayed out of range for most of his shooting so lost only the ranger squad. in return i killed a stormraven and a razorback. he disembarked his devastators and with cherub and signum they got 1 onager down to 1 hit point and killed the kastellans. in return i got 2 of his razorbacks to explode, killing all his devastators and he had rowboat, 2 razorbacks and the libbi left. I felt confident but man..that dumb rowboat and his 3++...we went the distance to turn 7 where i finally killed Robbored (Icarus overwatch ). He returned from the death so denied me warlord kill but that was okay.
All in all i like my list but a third Kastelan is needed. Will put him in. I am thinking of some defense against psykers but i am already very low on CPs (5) so I don't want to take an auxiliary and I really don't want to spend around 140 points just to get an Assassin into the list.


Great information, I appreciate this post!
   
Made in de
Dakka Veteran




Msolve wrote:

Great information, I appreciate this post!

you are welcome.
Still thinking about getting that stupid Assassin into the list. Inquisitor, 2 x Ratlings and Culexus is not a bad deal at all...55 pts left but noooo Rangers or Vanguard at all.
   
Made in dk
Fresh-Faced New User




Had my first 8th victory last week.
I ran a list with 6xKastelan robots(in two groups), 3xNeutronCrawlers, Cawl, Greyfax, Datasmith, 5xInfiltrators, 4xEversor Assassins, and 2xindividual barebones acolytes.
He ran something like: 2xTempestor Primes, 2xTempestus command squad (packed with plasma guns), 2xScions(with some meltas), 3xTaurox Prime (gatling cannon hell), 3xDevestator centurians(Grav), 3xDreadnought(twin las & twin autocannon), Primaris lieutenant & Captain (for re-rolls)

He had turn 1 and started out by deepstrikeing plasma squads in and fired everything at my Robots, destroyed 4 of them in turn one.. The problem here was my deployment really. I deployed everything to far forward, so non of his stuff had to move to shoot me, and thus did not suffer a -1 to BS.
Non the less the shooting of my robots resulted in him loosing 11 plasma guys as well, they died to a mix of overcharge, reflects, and failed moral (11 dead plasma gunnners in HIS turn one). Several other units also suffered a few reflects.

My turn one. The loss of four Robots was a bit of a hit, so I decided to charge my entire army forward. I Deepstriked my 4 eversor assassins in. Cast the Terrify psychic power on the unit with the worst potential for good overwatch.
The NeutronCrawlers started opening up his tanks while cleaning up the plasma squad leftovers with stubbers. During my charge phase his deployment showed its own faults as each of my charging Eversor's managed to lock up serveral units (thus preventing him from shooting next turn.

From there on the game kept going my way and I won 13-5 or something.

My big takeaway was how good the Eversor's are at locking up stuff, since they got 3xD6 charge.

This message was edited 1 time. Last update was at 2017/07/13 11:45:37


 
   
Made in us
Pewling Menial




KY, US

Speaking of deployments, I agree they are absolutely crucial. Especially in denying the deepstrike plasma threat. Luckily, they can't shoot off bubblewrap before the deepstrike turn 1 so I'm a tad less concerned with first turn charge.

I actually used my knight as a protective buffer last game. It worked, and tho he ate plasma not enough to limit his effectiveness. Attached photo was my deployment. I specifically was about 9.5" from the close table edge here to deny any kind of rapidfird into kastellens or destroyers.

[Thumb - P_20170630_142036.jpg]
Deployment v blood angels

   
Made in dk
Fresh-Faced New User




 gally912 wrote:
Speaking of deployments, I agree they are absolutely crucial. Especially in denying the deepstrike plasma threat.


Honestly Thats why I bring Acolytes. 8pts Deepstrike zoning.

Got a new game later today tho where im gonna try with 3xCulexus Assassin's as a deepstrike screen.
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





My constructive critique on that deployment above is that you are still very close together. It looks reassuring having no gaps between units, but a compact deployment leaves lots of room for deep strike around it.

Remember that a gap of 17" between models prevents any deep strike - which is a huge gap. So if your units were wider apart, you would cover a lot more space without any loss in buff radius.

Cawl in particular doesn't need to be almost in base contact with the Kastelans and Onagers... use the full 6" of the bubble to extend your deployment right across the zone.

The Knight gets no buffs from anything so can be positioned in a corner 9" from each edge totally blocking that side of the board.

To the eye it looks like you don't have such a strong "castle" but in game terms you might be better deployed, and can cover more objectives.

TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
Made in us
Pewling Menial




KY, US

Very fair assessment. I was staring down 3 razorbacks with dudes inside, a quad las predator, and awaiting a full death company and sanguinary guard squad with characters in deepstrike, knowing I was going to go second.

My main concern was that the long castle wall would cut off either the destroyers or kastelens from the deepstrikers if I didn't deploy centrally, if he came down all on one side. Cawl was that close purely to be in the area terrain.

You are absolutely right about that gap. Next time I will split the vanguard and rangers better. Also, I may look towards a second layer of cheep wrap or electro priests of either variety to get that extra cushion in. If they cut thru the wrap I had there, I would have been in trouble.

Edit for other angle
[Thumb - P_20170630_142048.jpg]
Deployment v blood angels2

This message was edited 1 time. Last update was at 2017/07/13 13:45:14


 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





From that angle it looks like you have much better protection.

My problem with the Skitarii at the moment is that if you take them in 5's, they offer almost no resistance - what in 40k can't kill 5 wounds of S3 4+? You don't even need AP to breeze through them. And in groups of 10 they are susceptible to morale. The Enhanced Data Tether at least gives you another roll but for 9 points??? Seems insanely expensive.


I posted this in B&C but it fits here too...
I also played a game last night against Orks and used an interesting tactic which would work partcularly well in this situation - Paid 100 points for an Imperial Bunker in a Fortification Network detachment.

When I deployed it, I started with Belisarius Cawl, my Tech-Priest Dominus and a unit of Rangers with 2 Transuranic Arquebus inside.

Benefits:
  • Reduced my drop count for those units from 3 to 1 - more chance to go first.

  • Protected my HQs/Warlord from a turn 1 alpha strike

  • Gave my HQ's a free 3" movement boost - they get to disembark on turn one - deploy up to 3" away, move 6", advance d6"... so they can pretty easily slot straight into their ideal buff bubble zone near the Kastelans and Onagers

  • Snipers are totally protected - they stayed in there almost the whole game - took 4 wounds off the opponent's Warlord in T1 and made him hide the whole game. Great psychological warfare to have 2 S7 mortal wounds dealing snipers with a view across the board!


  • I am not 100% sure it's worth the 100 points - you could buy an extra Kastelan for 110... but I don't think it's ridiculous.

    TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

    Read the blog at:
    https://deathbeforedishonour.co.uk/blog 
       
    Made in us
    Quick-fingered Warlord Moderatus






    Slayer-Fan123 wrote:
    If you want to defend artillery, you're looking to delete units that can threaten them. Eversor is surprisingly the best defensive answer you can get here.

    With the exception of units hiding out of LOS, the artillery usually does a better job deleting units than the assassins.

     Tsol wrote:
    I think you mispoke here, as all of what you said is correct, except the Ageis part. I double checked the rules on the Robots and they do start with Ageis in effect. Not activating on your turn but on deployment as it says when this unit is setup it is already in Ageis.

    I think we're on the same page. Kastelans are set up with Aegis in effect.

     Colonel Cross wrote:
    PUFNSTUF wrote:
    Are Icarus crawlers worth taking in an Astra militarum list? Thinking of allying in two to four if them.


    That's exactly what I'm trying out. They're far cheaper than the Russ, can move and fire without penalty, an invuln save, BS 3+, the Icarus Array and Neutron Laser are phenomenal weapons. The only thing Russes have is +1 T (but I'd rather have the invuln), faster movement, access to orders, and can spit out TONS of shots. But my army already shoots enough low S shots. I need weapons that are going to hit and hurt priority targets.

    Heck, even compare the Icarus Array Onager to a Hydra. It's a joke. And don't even look at the comparison of the Neutron Laser to the Russ turret options!

    Going to be honest, there is going to be a point where you realize most of your best shooting assets are AdMech, and you will switch over entirely for the Shroudpsalm, which makes your units even more durable. =P

     temoinlanuit wrote:
    Has anyone done the mathhammer to justify us taking in-faction AdMech vs. some of the AA/FW IG options?

    1. Earthshaker Battery vs. Onagers

    2. Earthshaker Carriage w/ VOC rerolls vs. Onagers w/ Cawl/TPD rerolls

    2. Robots + Protector mode vs. Ultramrine AA Tarantula Sentry Twin Assault Cannons (incl. with Guilliman re-roll wounding buffs and not... this gets very crazy in bulk: 12 shots S6 AP-1 with rerolling hits and wounds on a 40 point model)

    Seems like some of the primary competition for Imperium in gunlines. Crazy efficient.

    1. Crawlers hit harder and are more mobile. The only advantage of Earthshakers is that they can hit anything, any time.
    2. Still Crawlers/
    2 (again). You already have Cawl, seems really expensive to also have Girlyman.

     gally912 wrote:
    Speaking of deployments, I agree they are absolutely crucial. Especially in denying the deepstrike plasma threat. Luckily, they can't shoot off bubblewrap before the deepstrike turn 1 so I'm a tad less concerned with first turn charge.

    I actually used my knight as a protective buffer last game. It worked, and tho he ate plasma not enough to limit his effectiveness. Attached photo was my deployment. I specifically was about 9.5" from the close table edge here to deny any kind of rapidfird into kastellens or destroyers.

    Going to echo Silentz. As long as your troops are within 18", you create a massive zone denial. The only thing you have to worry about are things like Coldstar Commanders with their terrifying 40" advance. I also would deploy that Knight further away from your AdMech detachment, 9" from the table corner to lock down an entire flank. (Against hordes, I may shift him to the center with the Kastelans, since I want them to advance together.) One thing I would add is to always put your Kastelans in front of the Crawlers. But then again, you run Skitarii troops as your bubblewrap, so it might be riskier; I use Dragoons to screen. One nice thing is that I can pretty much move the entire line however much I want because the screen is more mobile than the artillery.

    This message was edited 2 times. Last update was at 2017/07/14 07:37:52


     
       
    Made in be
    Mysterious Techpriest





    Belgium

    So last game we had a massive multiplayer game at 5000 pts each side, I charged my Dragoon in TWO Bloodletters, they saved their 2 wounds, and destroyed me in one go. And just to add the cherry on the top they spawned one more Bloodletter after that due to Morale.

    I'm never ever fielding the Dragoon with Lance again, it's just pure trash and its only reason to be is to go explode somewhere crowded.

    This message was edited 1 time. Last update was at 2017/07/14 12:07:37


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





    PDX

    Just realized my week 3 list was not legal. We are stuck in my league doing either a Patrol or Battalion this week. The former limits me immensely, but the latter taxes me to death.

    HQ:
    Cawl
    [250]

    Elites:
    Cybernetica Datasmith
    Gamma, Power Fist
    [52]

    (10) Fulgurite Priests
    [160]

    Troops:
    (6) Vanguard
    2x Arc Rifles, Arc Maul
    [73]

    (5) Rangers
    2x Arquebus, Omnispex
    [107]

    Fast Attack:
    Ironstrider Balistarii
    Twin Cognis Lacannon
    [95]

    Heavy:
    (2) Kastelan Robot
    Triple Heavy Phosphor Blasters
    [220]

    Onager Dunecrawler
    Neutron Laser & Cognis Heavy Stubber, Broad Spectrum Data-tether
    [143]

    [1100]

    Looks like this is what I will be running. I will be sure to report in on the Priests. I expect they will get shot to pieces and do little.

       
    Made in be
    Mysterious Techpriest





    Belgium

    Please keep us informed on the Priests' results, I've read a few time here and there on this thread that they were actually really good in some cases (just wait for our transport). I've been thinking a lot about my last defeats and the problem usually are the following: Terminators, and Robots tied in CC, usually with Terminators. The opponent generally kills the Datasmith somehow and so at the last two games my Robots were tied in CC for three turns without being able to disengage. Given, my actual list doesn't have a lot of bodies but that'll change soon. However so the problem for me were invulnerable saves, Lysander and friends all had Storm Shields so it was really difficult for my guys to hurt them in CC. So I believe the answer to these are mortal wounds of course. Where do we get mortal wounds in a pure AdMech army ?

    - Volkite Blaster, on a 6 to Wound it deals a mortal wound;
    - Arquebuses, same as above;
    - Explosions, not really reliable I admit;
    - Sicarian Ruststalkers, to my surprise they actually kept their 3 attacks each (I though the nerf to Infiltrators was to keep them on their level) and each 6 to Wound deals a mortal wound. The Chordclaw deals D3 mortal wounds, I see no reason not to take it;
    - Fulgurite Electropriests, now that we saw their potential we're all just waiting for a transport for them or we have to be lucky and clever to get them to their destination alive. However as bodyguards for your artillery they could be really good.

    I'd like to write a list pure AdMech when I'll get a second Start Collecting and I'll buy a few more boxes of other stuff. I'm considering ten Fulgurites to keep in a counter-charge role, so protecting my Robots from deep-striking Terminators or other such kind gentlemen. They are actually tough enough to take a light shooting at them with their 5++ and 5+++. You could work with another unit to shoot a target so there's only 2-3 models left and finish them off with a charge from the Fulgurites to render them as tough as Terminators. Really, these guys are ugly but boy they're appealing to play, shame for their € price though.

    As for Ruststalkers they're excessively cheaper than in 7th and still pack a decent punch, lack of grenades is sad but let's wait for our codex. For 100 pts you have a 5 man unit with Chordclaws and Transonic Razors, that's dirt cheap to me. Same resistance as 10 Vanguards (10W, T3, 4+/6++) but they're really good in CC. The lack of AP is disheartening but the proc on 6 to Wound is just infinitely better than Taser Goads' proc against MEQ and TEQ. It's good they have kept their number of attacks and hitting at S4 is enough to fulfill their role, don't see any use for the twin Blades personally.

    On another subject, I found a real nice use for the Heavy Grav-Cannon, dealing with Thousand Sons (and MEQ all the like). See, due to All Is Dust they have a 2+ save against D1 AP0 weapons so that renders them really durable. However the grav being D3 AP-3 will have them save on their 6++ while still dying instantly (and with a little luck you'll get the Terminators too). I'll bring them in my next few games to see how they perform. They're still 15 shots at AP-3 so that's nice, and as I don't have more than two Robots they're a nice light artillery.

    40K: Adeptus Mechanicus
    AoS: Nighthaunts 
       
    Made in us
    Pewling Menial




    KY, US

    I found the Grav to be somewhat luck dependent. Certainly damned good against Primaris marines and other heavy MEQ/TEQ armies, and with some decent luck can outperform the plas destroyers.

    I just wish they either went a full -4 AP or S6/7.

    S5 is just killer low when I dont think I've ever seen a 3+ vehicle that wasnt at least T7.
       
    Made in de
    Dakka Veteran




    so yesterday i played a nasty ynnari list, 25 shining spears, yncarne, 2 wave serpents with fire dragons and a warlock. Chances to win this for Admech is extremely small. deployment was dawn of war which is basically an auto loss. having 25 2 wound models flyng into your face, all with 2 wounds and a 4++ against shooting showed me yet again after playing harlequins and nids, that one need not only a working screen but actually something that does something in close combat. Vanguard and Rangers are good enough for a screen (so are conscripts...they do suck immensely though) but they dont do anything in melee. Which is what we need to really defend our artillery. Dragoons are good for that, I played 4 and I think thats enough. But up to 6 are possible. I will actually test both variants of Electro-Priests. The Shooty dudes are actually like Vanguards, only with better melee capabilities. and the difference between 12 and 18 inches doesnt really matter. Sure, without melee rerolls they are somewhat okayish. But the chances for mortal wounds, which both priest variants can offer, is very important. Everyone who played against rowboat gayman and other 3++ dudes knows why.
    The only question i have is how to keep them alive and let them do their job efficiently. and I am looking for freaking synergies^^

    This message was edited 1 time. Last update was at 2017/07/14 16:07:57


     
       
    Made in us
    Fresh-Faced New User




    Iago40k wrote:
    so yesterday i played a nasty ynnari list, 25 shining spears, yncarne, 2 wave serpents with fire dragons and a warlock. Chances to win this for Admech is extremely small. deployment was dawn of war which is basically an auto loss. having 25 2 wound models flyng into your face, all with 2 wounds and a 4++ against shooting showed me yet again after playing harlequins and nids, that one need not only a working screen but actually something that does something in close combat. Vanguard and Rangers are good enough for a screen (so are conscripts...they do suck immensely though) but they dont do anything in melee. Which is what we need to really defend our artillery. Dragoons are good for that, I played 4 and I think thats enough. But up to 6 are possible. I will actually test both variants of Electro-Priests. The Shooty dudes are actually like Vanguards, only with better melee capabilities. and the difference between 12 and 18 inches doesnt really matter. Sure, without melee rerolls they are somewhat okayish. But the chances for mortal wounds, which both priest variants can offer, is very important. Everyone who played against rowboat gayman and other 3++ dudes knows why.
    The only question i have is how to keep them alive and let them do their job efficiently. and I am looking for freaking synergies^^


    I'm really close to buying 2 boxes of fulgurites and you are inching me closer!
       
    Made in be
    Mysterious Techpriest





    Belgium

    Vanguards can be nice in a bodyguard role due to their -1T, of course they have to work in synergy with another unit. Those Eldars that engaged your Vanguards ? Now my Ruststalkers wound them on 2+. Of course this isn't a all-end solution but I certainly see it as something that can be worked forward.

    40K: Adeptus Mechanicus
    AoS: Nighthaunts 
       
    Made in us
    Quick-fingered Warlord Moderatus






     Aaranis wrote:
    So last game we had a massive multiplayer game at 5000 pts each side, I charged my Dragoon in TWO Bloodletters, they saved their 2 wounds, and destroyed me in one go. And just to add the cherry on the top they spawned one more Bloodletter after that due to Morale.

    I'm never ever fielding the Dragoon with Lance again, it's just pure trash and its only reason to be is to go explode somewhere crowded.

    Mala suerte. =\

    I hope you consider Dragoons. I mean, given your other post, you know AdMech's weaknesses. Dragoons truly do solve them as long as you temper your expectations.

    Iago40k wrote:
    so yesterday i played a nasty ynnari list, 25 shining spears, yncarne, 2 wave serpents with fire dragons and a warlock. Chances to win this for Admech is extremely small. deployment was dawn of war which is basically an auto loss. having 25 2 wound models flyng into your face, all with 2 wounds and a 4++ against shooting showed me yet again after playing harlequins and nids, that one need not only a working screen but actually something that does something in close combat. Vanguard and Rangers are good enough for a screen (so are conscripts...they do suck immensely though) but they dont do anything in melee. Which is what we need to really defend our artillery. Dragoons are good for that, I played 4 and I think thats enough. But up to 6 are possible. I will actually test both variants of Electro-Priests. The Shooty dudes are actually like Vanguards, only with better melee capabilities. and the difference between 12 and 18 inches doesnt really matter. Sure, without melee rerolls they are somewhat okayish. But the chances for mortal wounds, which both priest variants can offer, is very important. Everyone who played against rowboat gayman and other 3++ dudes knows why.
    The only question i have is how to keep them alive and let them do their job efficiently. and I am looking for freaking synergies^^

    Bolded for emphasis. I think Fulgurites are a dead end until we get transports. Dragoons are the way to go. I am still debating whether I want four in their own detachment so that I can split them up easily or 6 in pairs. I am leaning toward the former, actually. The TPD is actually rather useful when you need to split up.

    I don't think you should be that afraid of Eldar, Ynnari, or Tau; I do acknowledge that they can be challenging though. I actually am much in favor of 2x Neutron and 2x Icarus because it gives me flexibility in separating them while getting full benefit from the Force Fields. The drawback for Icarus is not too great. They do great against hordes and fairly well against MEQs.

    Though I have to say, Coldstars are scary as hell. They can advance 40" right through your screen, shoot your Kastelans and Crawlers, then punch them in the face.
       
    Made in ro
    Longtime Dakkanaut



    Moscow, Russia

    I'm sick to death of Cawl. Can you make a nonsubstandard list without him?
       
    Made in de
    Dakka Veteran




    What about useful fortifications?
    And no...cawl is a must. He is not that great at anything by himself but his buffs are so important.
       
    Made in us
    Quick-fingered Warlord Moderatus






    Alcibiades wrote:
    I'm sick to death of Cawl. Can you make a nonsubstandard list without him?

    Maybe you can paint him a different color and cawl him something fluffy?
       
    Made in us
    Dakka Veteran





    Iago40k wrote:
    What about useful fortifications?
    And no...cawl is a must. He is not that great at anything by himself but his buffs are so important.


    I refuse to cawl. It's so boring. Plus a ton of points. Seems that what people are losing to is getting their one unit charged because they're wrapping up 80% of their points in cawl and kastelans, and having no bodies on the field. When it's gun line v gun line that's great, I just don't see that as a good TAC list.

    This message was edited 1 time. Last update was at 2017/07/15 19:14:22


     
       
    Made in be
    Mysterious Techpriest





    Belgium

    Danny slag wrote:
    Iago40k wrote:
    What about useful fortifications?
    And no...cawl is a must. He is not that great at anything by himself but his buffs are so important.


    I refuse to cawl. It's so boring. Plus a ton of points. Seems that what people are losing to is getting their one unit charged because they're wrapping up 80% of their points in cawl and kastelans, and having no bodies on the field. When it's gun line v gun line that's great, I just don't see that as a good TAC list.


    Amen to that, have you guys faced a list with a few deep-strikers ? A few lascannons even ? Psykers ? Of course with a blend of 5 factions from Imperium you do have a nice list but as pure AdMech it's tedious and you need more than Robots, they won't grab the objectives for you :/ I don't even know how you field Cawl, he dies in CC the second a Thunderhammer team meets him.

    40K: Adeptus Mechanicus
    AoS: Nighthaunts 
       
    Made in gb
    Regular Dakkanaut






    Danny slag wrote:
    Iago40k wrote:
    What about useful fortifications?
    And no...cawl is a must. He is not that great at anything by himself but his buffs are so important.


    I refuse to cawl. It's so boring. Plus a ton of points. Seems that what people are losing to is getting their one unit charged because they're wrapping up 80% of their points in cawl and kastelans, and having no bodies on the field. When it's gun line v gun line that's great, I just don't see that as a good TAC list.


    I want to see Cawl with a bubble of at least 10 ranged Electro priests...
       
    Made in be
    Mysterious Techpriest





    Belgium

     MIKEtheMERCILESS wrote:
    Danny slag wrote:
    Iago40k wrote:
    What about useful fortifications?
    And no...cawl is a must. He is not that great at anything by himself but his buffs are so important.


    I refuse to cawl. It's so boring. Plus a ton of points. Seems that what people are losing to is getting their one unit charged because they're wrapping up 80% of their points in cawl and kastelans, and having no bodies on the field. When it's gun line v gun line that's great, I just don't see that as a good TAC list.


    I want to see Cawl with a bubble of at least 10 ranged Electro priests...


    Cultists could kill them from farther than they shoot though

    40K: Adeptus Mechanicus
    AoS: Nighthaunts 
       
    Made in gb
    Regular Dakkanaut






     Aaranis wrote:
     MIKEtheMERCILESS wrote:
    Danny slag wrote:
    Iago40k wrote:
    What about useful fortifications?
    And no...cawl is a must. He is not that great at anything by himself but his buffs are so important.


    I refuse to cawl. It's so boring. Plus a ton of points. Seems that what people are losing to is getting their one unit charged because they're wrapping up 80% of their points in cawl and kastelans, and having no bodies on the field. When it's gun line v gun line that's great, I just don't see that as a good TAC list.


    I want to see Cawl with a bubble of at least 10 ranged Electro priests...


    Cultists could kill them from farther than they shoot though


    If there's a rush to get forward, they can advance and shoot - in fact with Cawl letting you chose to re-roll ANY dice, you can re-roll the 3's as well, so when the -1 is applied the only issue is that you miss out of the exploding 6s. Even so, two 5++ saves are not far off a 3++ save

    This message was edited 1 time. Last update was at 2017/07/15 21:13:52


     
       
    Made in us
    Quick-fingered Warlord Moderatus






     Aaranis wrote:
    Amen to that, have you guys faced a list with a few deep-strikers ? A few lascannons even ? Psykers ? Of course with a blend of 5 factions from Imperium you do have a nice list but as pure AdMech it's tedious and you need more than Robots, they won't grab the objectives for you :/ I don't even know how you field Cawl, he dies in CC the second a Thunderhammer team meets him.

    Properly deployed screens should keep your artillery out of charge range after a Deep Strike. Lascannons definitely are a threat, psykers less so, again, due to screens. Thunderhammers are much the same story as Deep Strikers. Once they get into CC, you're borked. Before that, you have many opportunities to whittle them down, maybe even get some of your own CC in.

    Also, worst-case scenarios involving CC are another nice advantage of Crawlers over Kastelans: They have fat dinner plate bases that are hard to go around, come in units of one, and can move and shoot.

    This message was edited 1 time. Last update was at 2017/07/15 22:40:56


     
       
    Made in de
    Fresh-Faced New User




    Using an Imperial Bunker to bring down the number of deployments and to protect your rangers in general and/or protect your characters from a turn 1 alpha strike sounds interesting. If it helps getting first turn more reliably, those 100 points would be worth it. The way the "Fire Points" Rule is worded you could even put 2 5-man ranger squads with 2 transuranic arquebuses each in there and have all of those arquebuses fire.You can draw your firing arc from any point of the bunker's model so line of sight might not be that much of an issue if you deploy it properly. It also protects your infantry from melee deep strikers. You could probably even put vanguard in there and deploy the bunker in the front of your deployment zone to help with bubble-wrapping. There might really be some untouched potential here.
       
     
    Forum Index » 40K General Discussion
    Go to: