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Made in us
Moustache-twirling Princeps





PDX

Suzuteo wrote:
 em_en_oh_pee wrote:

Good point. I haven't been charged thus far.



Really? Never? Nobody plays Tyranids, Orks, Daemons, Space Wolves, Blood Angels, or hell, Grey Knights, where you're at? Because in my experience, when fighting assault armies, it's not a matter of IF they will get into CC, but when and where.


Haven't had the chance to face our two Ork players yet. Or our Space Wolves player - though he goes so elite, I can't imagine my volume of fire won't drown him in wounds.

Marines haven't proven much of an issue, mostly because again - volume. Forcing failed saves is something we do well. And when they have to take a turn or two just to close the gap, we get a lot of shooting off. I am not saying it won't happen, I am saying I have been able to avoid it thus far.


Automatically Appended Next Post:
 Aaranis wrote:

I find it surprising too. Most of the time against experienced players I get charged turn 2. Now I'm learning how to position them better to avoid that but I tend to dislike having my 15 Skitarii out in the open for screening, they just get shot at and die immediately. And I built my two robots with twin HPB and Incendine Combustors back in the day, now I wish I hadn't but I just love playing WYSIWYG in 8th Edition.



Deployment plays a big role. Getting charged on T2 is a matter of positioning. I keep my gunline as far back as possible, because we have plenty of range and need as many turns for shooting as possible. My screening units are up far enough to be a speedbump for Deep Strikers.

My main concerns are 'Nids, currently. Coldstar as well. We have some stuff that is going to be our bane until we get a Codex and/or FoC (and maybe even still after that).

But attempting to negate our disadvantages via deployment is a big chunk of our strategy. I am hoping to test out the Dragoons as a more effective screen too - the Skitarii have proven quite lackluster.

This message was edited 1 time. Last update was at 2017/08/07 12:09:13


   
Made in us
Quick-fingered Warlord Moderatus





Gotta deploy creatively, you can take over most of your deployment zone on any deployment as long as you spread creatively and screen to prevent not only T1/T2 charges but also people deep striking behind you

3000
4000 
   
Made in us
Quick-fingered Warlord Moderatus






 WrentheFaceless wrote:
Gotta deploy creatively, you can take over most of your deployment zone on any deployment as long as you spread creatively and screen to prevent not only T1/T2 charges but also people deep striking behind you

Hahaha... I don't usually need to move after deploying. The only time I might have to is Hammer and Anvil against Guard, which is one of the only armies that has longer range artillery. (Well, Tau does too, but I have never seen anyone run Hammerheads. It's all Crisis and Coldstar Commanders.)
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

 em_en_oh_pee wrote:
Good point. I haven't been charged thus far.

Wow jeez. My introductory game of 40k 8e first in 2-3+ years was turn 1: 30 ork boyz teleport to 9.1" away. Charge successful. Starting your first movement phase already in close combat with 30 orks is a bit discombobulating.

This message was edited 1 time. Last update was at 2017/08/07 21:07:24


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
Regular Dakkanaut




I've heard that teleporta ork dockta thing is one of their really viable moves right now
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Jaynen wrote:
I've heard that teleporta ork dockta thing is one of their really viable moves right now
Yeah, it's a Weirdboy, which is the Ork Psyker.

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
Quick-fingered Warlord Moderatus






 ph34r wrote:
Jaynen wrote:
I've heard that teleporta ork dockta thing is one of their really viable moves right now
Yeah, it's a Weirdboy, which is the Ork Psyker.

Da Jump + Ere We Go = Meganobz eating your lunch on turn 1.
   
Made in de
Dakka Veteran




Okay guys, tournament time. 1850, malestrom and eternal war missions, all that good stuff. This is the list I have in mind

Spoiler:

Imperium: Spearhead Detachment - 1264

*************** 1 HQ ***************

Belisarius Cawl
- - - > 250 Punkte


*************** 3 Standard ***************

7 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 70 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P


*************** 1 Elite ***************

Cybernetica Datasmith
- - - > 52 P


*************** 1 Fast Attack ***************

2 Sydonian Dragoons
- 2 x Taser lance
- - - > 136 P


*************** 4 Heavy ***************

2 Kastelan Robots
- 2 x 2 Heavy Phosphor blasters
- 2 x Heavy Phosphor blaster
- - - > 220 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Icarus array
- - - > 130 P

Imperium: Super-Heavy Auxiliary Detachment - 585 P

*************** 1 Lord of War ***************

Knight Crusader
- Stormspear rocket pod
- Rapid-fire battle cannon + Heavy stubber
- Heavy stubber
- - - > 585 P


This list works great, all in all. But there will be a lot of Daemons and Magnus lists (CSM codex will not be part of it) and I think I will need some psychic-defense in order to get something done. Any ideas on how to get something into the list without changing to much?
   
Made in be
Mysterious Techpriest





Belgium

 Aaranis wrote:
Suzuteo wrote:
 em_en_oh_pee wrote:

Good point. I haven't been charged thus far.



Really? Never? Nobody plays Tyranids, Orks, Daemons, Space Wolves, Blood Angels, or hell, Grey Knights, where you're at? Because in my experience, when fighting assault armies, it's not a matter of IF they will get into CC, but when and where.

I find it surprising too. Most of the time against experienced players I get charged turn 2. Now I'm learning how to position them better to avoid that but I tend to dislike having my 15 Skitarii out in the open for screening, they just get shot at and die immediately. And I built my two robots with twin HPB and Incendine Combustors back in the day, now I wish I hadn't but I just love playing WYSIWYG in 8th Edition.

Going to play a game at 2000 pts today against Chaos, going to borrow Cawl from a friend to be able to climb up to 2000 pts, and try him by the way. It also will allow me to make a full AdMech Battalion and so will be able at last to play with the Canticles Here's the list, made of all the models I've got save a Taurox and a Commissar that I don't play in this list:

Spoiler:

Batallion Detachment:
HQ:
- Belisarius Cawl
- 1 Techpriest Dominus, Volkite Blaster, Macrostubber

Troops:
- 3 Kataphron Destroyers, 3 Heavy grav-cannons & 3 Cognis flamers
- 8 Vanguards, Arc Pistol, Arc Maul, 1 Plasma Caliver
- 5 Rangers, 2 Transuranic Arquebuses, Omnispex
- 5 Rangers

Fast Attack:
- 1 Sydonian Dragoon, Taser Lance

Elites:
- 5 Sicarian Infiltrators, Taser goads & Flechette Blasters
- 5 Sicarian Rustalkers, Chordclaws and Transonic Razors
- 5 Fulgurite Electropriests
- 1 Cybernetica Datasmith

Heavy Support:
- 1 Onager Dunecrawler, Neutron Laser & Broad-spectrum data tether
- 2 Kastelans Robots, 2 Twin-linked HPB, 2 Incendine Combustors
 
Vanguard Detachment:
QG:
- 1 Tempestor Prime, Command Rod & Chainsword

Elites:
- 4 Tempestus Command Squad, 2 Meltaguns & 2 Plasma guns
- 5 Vigilator Sisters of Silence
- 5 Vigilator Sisters of Silence

TOTAL: 2000 pts

7 Command points, Power Level 94
58 models, 17 units, 17 deployments


So, results from the games (had two games). I admit Cawl is a beast, it's so much better to reroll everything than only 1s and his base is so huge it can effect a lot of guys at once. Still, I'll wait until after the codex to see if I buy him because I'd like to see the Forge-Worlds traits and tactics beforehand.

First game was against Chaos/Death Guard. We played the campaign mission of the week, Konor, which is a ridiculously unbalanced scenario. To recap, Chaos is always defender, points are marked by slaying the warlord, slaying an enemy unit, with bonus point if the unit was finished by a 2+ or 3+ unit (there is the ridiculous), and the defender have one point as long as there is a model of his in his deployment zone. I was the attacker and I thought having read in the objectives that I had to go into his deployment zone where in fact nothing was preventing me from keeping my position, so I stupidly broke my gunline and got too much separated until turn 3 where I finally got the objectives right, so in the end I had Cawl die in CC against some Poxwalkers and a Bloat Drone and my army scattered in inefficient groups with no rerolls. I lost something like 26-6 for my opponent since he marked double points each time. So bad game from my part.

Second game was way better for me, I played against Necrons in the same scenario and we rolled off and he chose defender. However I got the lesson from last game and holed up in a ruin with Cawl buffing the Destroyers, Robots, Snipers and Onager. My opponent played 3x11 Warriors, one Cryptek, one Overlord, 2 Triarch Stalkers, 2 Monoliths and the Deceiver. Was positively surprised of the Fulgurites as they could finish off the Deceiver in CC with 4W left and so gained their 3++ that allowed them to tank a full warriors squad fire + a whole monolith fire before going down. Anyway in the end I had destroyed 22 Warriors, 2 Monoliths, the Deceiver and his Cryptek. I lost my Dragoon, Command Squad, Fulgurites and Infiltrators only. Due to the scenario I lost 7-5 anyway.

Next steps for my 2000 pts list are to add a second Onager with either Laser or Icarus and add 5 Fulgurites.

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





PDX

Suzuteo wrote:
 ph34r wrote:
Jaynen wrote:
I've heard that teleporta ork dockta thing is one of their really viable moves right now
Yeah, it's a Weirdboy, which is the Ork Psyker.

Da Jump + Ere We Go = Meganobz eating your lunch on turn 1.


One unit per turn max can use Da Jump. With the right deployment, we will force them to arrive too far out consolidate into our gunline. Not sure how much effective long-range shooting they have to negate our screen, but I haven't seen many Ork lists rocking much of it. I think they would have trouble shifting out Dragoons anyhow, as they need 6's to-hit (another perk over the Blandguard). Add in Shroudpsalm and we have a screen that might really hinder Da Jump.

In theory. I got to put this to the test soon. I am hopefully finishing my Dragoons tonight! If I haven't complained yet, they are atrocious to assemble and paint! Why can't AdMech units be fun to build and paint!? They are so fiddly and I am on a time crunch and its driving me nuts.


Automatically Appended Next Post:
Iago40k wrote:
Okay guys, tournament time. 1850, malestrom and eternal war missions, all that good stuff. This is the list I have in mind

Spoiler:

Imperium: Spearhead Detachment - 1264

*************** 1 HQ ***************

Belisarius Cawl
- - - > 250 Punkte


*************** 3 Standard ***************

7 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 70 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P


*************** 1 Elite ***************

Cybernetica Datasmith
- - - > 52 P


*************** 1 Fast Attack ***************

2 Sydonian Dragoons
- 2 x Taser lance
- - - > 136 P


*************** 4 Heavy ***************

2 Kastelan Robots
- 2 x 2 Heavy Phosphor blasters
- 2 x Heavy Phosphor blaster
- - - > 220 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Icarus array
- - - > 130 P

Imperium: Super-Heavy Auxiliary Detachment - 585 P

*************** 1 Lord of War ***************

Knight Crusader
- Stormspear rocket pod
- Rapid-fire battle cannon + Heavy stubber
- Heavy stubber
- - - > 585 P


This list works great, all in all. But there will be a lot of Daemons and Magnus lists (CSM codex will not be part of it) and I think I will need some psychic-defense in order to get something done. Any ideas on how to get something into the list without changing to much?


Split the Dragoons into two FA slots for flexibility?

And consider Greyfax - apparently she is a solid include for Psychic defense.

This message was edited 1 time. Last update was at 2017/08/08 11:54:58


   
Made in us
Regular Dakkanaut




When I finally finish my army (which will be more tabletop quality than anything) I assure you I likely won't post any closeups lol

I realized what I did I accidentally build an extra ranger which is why I ended up with 14 Vanguard.

Is there a way to remove the head/weapon and glue on the other Vanguard piece?

This message was edited 1 time. Last update was at 2017/08/08 11:57:27


 
   
Made in be
Mysterious Techpriest





Belgium

Jaynen wrote:
When I finally finish my army (which will be more tabletop quality than anything) I assure you I likely won't post any closeups lol

I realized what I did I accidentally build an extra ranger which is why I ended up with 14 Vanguard.

Is there a way to remove the head/weapon and glue on the other Vanguard piece?


If you assembled them with superglue I heard putting them in the freezer long enough should make it able to break the glue apart. If it's plastic glue it's harder because it will solder the two plastic pieces, but for heads and arms you should be able to cut them off with your cutters and do the finishing work with a x-facto knife. Or you could just try to tear it off, it's weaker at the glue point generally, just be careful not to bend the model by doing so. Then to glue another head you should be able to do it by cutting the half-sphere shape under the new head, I had to do this once and it worked finely.

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




Used the thin plastic glue

BTW I noticed a discrepancy between the rulebook and what I saw played in a Mini War Gaming Adeptus replay

He was talking about rerolls and how you can only reroll misses, which you can't reroll things that would be misses due to modifiers in play only things that would naturally be a miss

But Cawl specifically says Reroll ANY hit rolls which would imply to me you could even reroll "hits" if you wanted to?
   
Made in us
Moustache-twirling Princeps





PDX

Jaynen wrote:
Used the thin plastic glue

BTW I noticed a discrepancy between the rulebook and what I saw played in a Mini War Gaming Adeptus replay

He was talking about rerolls and how you can only reroll misses, which you can't reroll things that would be misses due to modifiers in play only things that would naturally be a miss

But Cawl specifically says Reroll ANY hit rolls which would imply to me you could even reroll "hits" if you wanted to?


"Page 178 – Re-rolls
Change this paragraph to read: 'Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.’"

I think that is what they are referring to. Re-rolls happen before modifiers apparently, which is... really confusing and clunky.


   
Made in lt
Mysterious Techpriest






Cawl however is a special case as he re-rolls ALL shooting phase to hit dice that YOU want. Unlike others that say "failed to hit dice"

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 gb
Regular Dakkanaut






 em_en_oh_pee wrote:

"Page 178 – Re-rolls
Change this paragraph to read: 'Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.’"

I think that is what they are referring to. Re-rolls happen before modifiers apparently, which is... really confusing and clunky.



I strongly believe it's inspired - so many games in the past had weird re-roll logic which meant that the -1 to hit being re-rolled was even better for you, since you had a greater chance to trigger a special effect on the 6. Take Electro Priests for instance - if the -1 was applied before Crawl's re-roll, it would be even more beneficial for you since you get even more chances to get 6s.. which is completely counter intuitive. This way the -1 to hit is always a penalty and not sometimes a benefit.

Unless you want to miss, I guess.
   
Made in us
Moustache-twirling Princeps





PDX

 MIKEtheMERCILESS wrote:
 em_en_oh_pee wrote:

"Page 178 – Re-rolls
Change this paragraph to read: 'Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.’"

I think that is what they are referring to. Re-rolls happen before modifiers apparently, which is... really confusing and clunky.



I strongly believe it's inspired - so many games in the past had weird re-roll logic which meant that the -1 to hit being re-rolled was even better for you, since you had a greater chance to trigger a special effect on the 6. Take Electro Priests for instance - if the -1 was applied before Crawl's re-roll, it would be even more beneficial for you since you get even more chances to get 6s.. which is completely counter intuitive. This way the -1 to hit is always a penalty and not sometimes a benefit.

Unless you want to miss, I guess.


I agree. I think I find it clunky because I am so used to 40k from editions prior. This is new and different and scary!

   
Made in de
Dakka Veteran




 em_en_oh_pee wrote:


Automatically Appended Next Post:
Iago40k wrote:
Okay guys, tournament time. 1850, malestrom and eternal war missions, all that good stuff. This is the list I have in mind

Spoiler:

Imperium: Spearhead Detachment - 1264

*************** 1 HQ ***************

Belisarius Cawl
- - - > 250 Punkte


*************** 3 Standard ***************

7 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 70 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P


*************** 1 Elite ***************

Cybernetica Datasmith
- - - > 52 P


*************** 1 Fast Attack ***************

2 Sydonian Dragoons
- 2 x Taser lance
- - - > 136 P


*************** 4 Heavy ***************

2 Kastelan Robots
- 2 x 2 Heavy Phosphor blasters
- 2 x Heavy Phosphor blaster
- - - > 220 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Icarus array
- - - > 130 P

Imperium: Super-Heavy Auxiliary Detachment - 585 P

*************** 1 Lord of War ***************

Knight Crusader
- Stormspear rocket pod
- Rapid-fire battle cannon + Heavy stubber
- Heavy stubber
- - - > 585 P


This list works great, all in all. But there will be a lot of Daemons and Magnus lists (CSM codex will not be part of it) and I think I will need some psychic-defense in order to get something done. Any ideas on how to get something into the list without changing to much?


Split the Dragoons into two FA slots for flexibility?

And consider Greyfax - apparently she is a solid include for Psychic defense.

Yeah thought about 2 FA slots. Greyfax sounds decent but the question is: What detachment should be used?
   
Made in us
Dakka Veteran




Iago40k wrote:
 em_en_oh_pee wrote:


Automatically Appended Next Post:
Iago40k wrote:
Okay guys, tournament time. 1850, malestrom and eternal war missions, all that good stuff. This is the list I have in mind

Spoiler:

Imperium: Spearhead Detachment - 1264

*************** 1 HQ ***************

Belisarius Cawl
- - - > 250 Punkte


*************** 3 Standard ***************

7 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 70 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P


*************** 1 Elite ***************

Cybernetica Datasmith
- - - > 52 P


*************** 1 Fast Attack ***************

2 Sydonian Dragoons
- 2 x Taser lance
- - - > 136 P


*************** 4 Heavy ***************

2 Kastelan Robots
- 2 x 2 Heavy Phosphor blasters
- 2 x Heavy Phosphor blaster
- - - > 220 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Icarus array
- - - > 130 P

Imperium: Super-Heavy Auxiliary Detachment - 585 P

*************** 1 Lord of War ***************

Knight Crusader
- Stormspear rocket pod
- Rapid-fire battle cannon + Heavy stubber
- Heavy stubber
- - - > 585 P


This list works great, all in all. But there will be a lot of Daemons and Magnus lists (CSM codex will not be part of it) and I think I will need some psychic-defense in order to get something done. Any ideas on how to get something into the list without changing to much?


Split the Dragoons into two FA slots for flexibility?

And consider Greyfax - apparently she is a solid include for Psychic defense.

Yeah thought about 2 FA slots. Greyfax sounds decent but the question is: What detachment should be used?


Greyfax is the best points for deny rolls model in the game. She is 85 points for 2 denies that have +1 to the roll at 24". She also has access to a great psychic power: for warp charge 6 she can turn off a unit's overwatch from 18" away. I think she should be taken with either 1 conscript blob in a patrol, or with 3 eversors in a vanguard.
   
Made in us
Moustache-twirling Princeps





PDX

Wulfey wrote:
Iago40k wrote:
 em_en_oh_pee wrote:


Automatically Appended Next Post:
Iago40k wrote:
Okay guys, tournament time. 1850, malestrom and eternal war missions, all that good stuff. This is the list I have in mind

Spoiler:

Imperium: Spearhead Detachment - 1264

*************** 1 HQ ***************

Belisarius Cawl
- - - > 250 Punkte


*************** 3 Standard ***************

7 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 70 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P

6 Skitarii Vanguard
+ Vanguard Alpha
- Radium carbine
- - - > 60 P


*************** 1 Elite ***************

Cybernetica Datasmith
- - - > 52 P


*************** 1 Fast Attack ***************

2 Sydonian Dragoons
- 2 x Taser lance
- - - > 136 P


*************** 4 Heavy ***************

2 Kastelan Robots
- 2 x 2 Heavy Phosphor blasters
- 2 x Heavy Phosphor blaster
- - - > 220 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Neutron laser + Cognis heavy stubber
- - - > 143 P

Onager Dunecrawlers
- Icarus array
- - - > 130 P

Imperium: Super-Heavy Auxiliary Detachment - 585 P

*************** 1 Lord of War ***************

Knight Crusader
- Stormspear rocket pod
- Rapid-fire battle cannon + Heavy stubber
- Heavy stubber
- - - > 585 P


This list works great, all in all. But there will be a lot of Daemons and Magnus lists (CSM codex will not be part of it) and I think I will need some psychic-defense in order to get something done. Any ideas on how to get something into the list without changing to much?


Split the Dragoons into two FA slots for flexibility?

And consider Greyfax - apparently she is a solid include for Psychic defense.

Yeah thought about 2 FA slots. Greyfax sounds decent but the question is: What detachment should be used?


Greyfax is the best points for deny rolls model in the game. She is 85 points for 2 denies that have +1 to the roll at 24". She also has access to a great psychic power: for warp charge 6 she can turn off a unit's overwatch from 18" away. I think she should be taken with either 1 conscript blob in a patrol, or with 3 eversors in a vanguard.


Second the Vanguard. But don't spam Eversors. Do at least one Culexus. Variety and stuff.

...or do three Eversors. It is his time to shine after so many editions of sucking!

   
Made in us
Quick-fingered Warlord Moderatus






Yes, Dragoons can stop Da Jump early on. The scary thing is that unlike Deep Strike, which forces the opponent to keep his units in reserve and thus, not on the board shooting, it can happen pretty much any time.

Greyfax is an interesting idea. I really wish I owned one...
   
Made in us
Decrepit Dakkanaut




Suzuteo wrote:
Yes, Dragoons can stop Da Jump early on. The scary thing is that unlike Deep Strike, which forces the opponent to keep his units in reserve and thus, not on the board shooting, it can happen pretty much any time.

Greyfax is an interesting idea. I really wish I owned one...

Just convert a similar model with equipment that's basically the same.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in de
Dakka Veteran




Wulfey wrote:


Greyfax is the best points for deny rolls model in the game. She is 85 points for 2 denies that have +1 to the roll at 24". She also has access to a great psychic power: for warp charge 6 she can turn off a unit's overwatch from 18" away. I think she should be taken with either 1 conscript blob in a patrol, or with 3 eversors in a vanguard.


Great idea. What to kick out of the list though?
   
Made in us
Moustache-twirling Princeps





PDX

Suzuteo wrote:
Yes, Dragoons can stop Da Jump early on. The scary thing is that unlike Deep Strike, which forces the opponent to keep his units in reserve and thus, not on the board shooting, it can happen pretty much any time.

Greyfax is an interesting idea. I really wish I owned one...


Yea. If they can shoot down our Dragoons, they can get Da Jump on us. But with the Dragoons Cloud, Orks are trying to hit us on 6's and we are T6 3+. What would worry me are Lootas. S7 AP -1 and 2 damage a pop with volume enough to cause us some pain. Though with Shroudpsalm we are still at 3+ and they will need 6's and not 5+, but volume counts and that 2 damage will add up fast.

Most of the Mek Gunz are a concern as well, plus the Kannon. But honestly, not much else worries me. A lot of their stuff is awful at shooting and we will get at least one good turn of shooting, which should be enough to really hurt them.

Now Tyranids... that is a whole different story. Trygons and Tyrannocytes and stuff. Probably won't amount to T1 charges, but definitely going to be too much in your face that is tough to kill outright in one turn.

Greyfax isn't that expensive, right? $20 on eBay is not bad for what would be a $30 clampack.

   
Made in us
Quick-fingered Warlord Moderatus






So Chapter Approved is going to give Troops in same-faction detachments Objective Secured and take away objective scoring for flyers entirely. I guess this means Skitarii and Kataphrons will have some use again as campers? I really hope they limit Conscript /Daemon spam, perhaps by tying them to Command Squads or something.

They also are finally "fixing" the first turn problem.

https://www.warhammer-community.com/2017/08/09/new-matched-play-rules-in-chapter-approved-aug-9gw-homepage-post-1/
   
Made in gb
Dakka Veteran




Wulfey wrote:
Greyfax is the best points for deny rolls model in the game. She is 85 points for 2 denies that have +1 to the roll at 24". She also has access to a great psychic power: for warp charge 6 she can turn off a unit's overwatch from 18" away. I think she should be taken with either 1 conscript blob in a patrol, or with 3 eversors in a vanguard.


Pfft, an Guard HQ Psyker and 3 Astropaths is also 85 pts, gives 4 denies not 2 and can be spread to cover the entire board. Gets 4 powers, and by themselves complete a Vanguard Detachment.
   
Made in us
Moustache-twirling Princeps





PDX

MaxT wrote:
Wulfey wrote:
Greyfax is the best points for deny rolls model in the game. She is 85 points for 2 denies that have +1 to the roll at 24". She also has access to a great psychic power: for warp charge 6 she can turn off a unit's overwatch from 18" away. I think she should be taken with either 1 conscript blob in a patrol, or with 3 eversors in a vanguard.


Pfft, an Guard HQ Psyker and 3 Astropaths is also 85 pts, gives 4 denies not 2 and can be spread to cover the entire board. Gets 4 powers, and by themselves complete a Vanguard Detachment.


Greyfax looks cooler.

   
Made in us
Quick-fingered Warlord Moderatus






MaxT wrote:
Wulfey wrote:
Greyfax is the best points for deny rolls model in the game. She is 85 points for 2 denies that have +1 to the roll at 24". She also has access to a great psychic power: for warp charge 6 she can turn off a unit's overwatch from 18" away. I think she should be taken with either 1 conscript blob in a patrol, or with 3 eversors in a vanguard.


Pfft, an Guard HQ Psyker and 3 Astropaths is also 85 pts, gives 4 denies not 2 and can be spread to cover the entire board. Gets 4 powers, and by themselves complete a Vanguard Detachment.

You can only roll for Deny the Witch once, so the quantity of denies is not as important as the quality of denies.
   
Made in us
Regular Dakkanaut




Now I want to run one of those HQ+3 elite detachments with Greyfox and the Assassins and have them all ride a valkyrie or something
   
Made in us
Dakka Veteran




The reason I want to run Greyfax + 3 assassins is that my Eversors are converted Rustalkers. They have the claw, the power sword, a skull mask paint job, and a converted infiltrator pistol grafted to their sword. I think it is admechy. Eversors are also much stronger in a deep strike assault than an infilitrator squad, for the points.
   
 
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