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![[Post New]](/s/i/i.gif) 2017/08/24 11:48:29
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Regular Dakkanaut
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Lol I always thought those line gaps were like splits in a trenchcoat they were so bad
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![[Post New]](/s/i/i.gif) 2017/08/24 11:51:53
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Mysterious Techpriest
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No they're just badly designed
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40K: Adeptus Mechanicus
AoS: Nighthaunts |
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![[Post New]](/s/i/i.gif) 2017/08/24 11:59:06
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Moustache-twirling Princeps
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Aaranis wrote:Msolve wrote:I like how the Vanguard/Ranger models look and hopefully they get some love when the Codex drops. My question is has anybody found a good method to cover the gigantic line gap on each side of the robe that makes it look like a smooth 1 piece robe?
I love them too, I want to field at least 30 Skitarii but that's just insane by the actual rules. As for the gaps, you could apply liquid Green Stuff, or do as I do: when assembling the two parts, put a lot of glue and assemble. Quickly wipe off the excess of glue on both sides and you should have a somewhat smoothened robe.
Never worked perfectly for me to be honest but liquid Green Stuff is the way to go.
Even LGS isn't perfect. I have assembled and painted at least 20 or so now and invariably a few still have a slight line. It is tough to get it perfect and I am a bit of a perfectionist.
Yuuuuuuuuup. The whole kit is an exercise in misery. Which is... the entire AdMech line, honestly. Kastelans are not bad and Onagers are ok, but have their issues. The rest? Absolute misery. Especially Fulgurites and Sicarians.
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![[Post New]](/s/i/i.gif) 2017/08/24 12:14:53
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Regular Dakkanaut
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Yeah I tried assembly line thing with the Skiitari and found out the hardway the robes and legs are unique
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![[Post New]](/s/i/i.gif) 2017/08/24 12:49:03
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Moustache-twirling Princeps
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Jaynen wrote:Yeah I tried assembly line thing with the Skiitari and found out the hardway the robes and legs are unique
SAME. Damn that was infuriating!!!
I wound up having to dig back through the instructions and match-up legs to torsos. This put me days behind during my league because I would have to go in and paint fresh sets of legs. It was maddening.
The Fulgurites are similar in that the arms/backpacks aren't exactly interchangeable. And they are damned delicate. The collars break if you dare move the model!
Dragoons gave me a headache too because the little discs that go into the legs didn't want to line up right and I only figured out on my last one that I didn't really need to glue them - this made re-positioning until they sank in easier. UGH.
I think the only models I enjoyed were the Dunecrawlers and Kastelans, for sure. They go together pretty smoothly, though the former is a bit of a pain when assembling the legs and the hull. The latter is a breeze though and I finally got another box! So I will be up to 6+ shortly.
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![[Post New]](/s/i/i.gif) 2017/08/24 14:36:20
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Mysterious Techpriest
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And that's why you'll always just be servitors instead of tech-priests.
ALWAYS read the instructions and apply the sacred oils before proceeding
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![[Post New]](/s/i/i.gif) 2017/08/24 15:34:28
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Longtime Dakkanaut
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Is the current wisdom for Infiltrators (and other units) to take minimum squads of 5 still? Is this just because of the potential for failing morale tests?
I was wondering if there is much benefit in taking an inquisitor along with them then? (one with the teleport deepstrike ability)
- Gives an extra character and bunch of attacks, with either power swords or daemon hammers depending on the character
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- Ups the infiltrator leadership to 9, so less morale issues
- Adds psychic powers to the group. Terrify will give -1 to enemy leadership, and stops overwatch, which would be a nice combo with infiltrators aura that also drops enemy leadership by 1.
So instead of 2 drops being 2x5 infiltrators, you could have 2 drops of Inquisitor + One squad of infiltrators (maybe not even 10, could drop it to just 8 maybe). No overwatch, enemy units getting -2 to leadership could maybe force some morale issues.
Would cost a bit more for the drops, but might give a lot of extra value and staying power to the squad. Just a thought.
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![[Post New]](/s/i/i.gif) 2017/08/24 16:53:09
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Grey Knight Psionic Stormraven Pilot
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Re assembling and painting Vanguard and Rangers. What works for me is to identify the legs and cloak pieces that must go together and build them first. Once I have that done I paint the legs separately from the cloak/body, this makes painting the inside of the cloaks easy. Once that is done I glue them together and attach them to the base. The gun/arms are matched to each other, but any set of arms will match any body so I paint the arm/guns together and then glue them on. Then paint the heads and backpack last.
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Grey Knights 7500 points
Inquisition, 2500 points
Baneblade
Adeptus Mechanicus 3000 points |
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![[Post New]](/s/i/i.gif) 2017/08/24 17:48:12
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Quick-fingered Warlord Moderatus
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I instantly regretted buying Skitarii the moment I looked at the instructions. To anyone getting into this army: Buy some Cadians or some throwaway infantry mini and then some Skitarii, then kit bash heads, arms, and weapons!
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This message was edited 1 time. Last update was at 2017/08/24 17:49:44
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![[Post New]](/s/i/i.gif) 2017/08/24 17:50:14
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Decrepit Dakkanaut
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em_en_oh_pee wrote:Jaynen wrote:Yeah I tried assembly line thing with the Skiitari and found out the hardway the robes and legs are unique
SAME. Damn that was infuriating!!!
I wound up having to dig back through the instructions and match-up legs to torsos. This put me days behind during my league because I would have to go in and paint fresh sets of legs. It was maddening.
The Fulgurites are similar in that the arms/backpacks aren't exactly interchangeable. And they are damned delicate. The collars break if you dare move the model!
Dragoons gave me a headache too because the little discs that go into the legs didn't want to line up right and I only figured out on my last one that I didn't really need to glue them - this made re-positioning until they sank in easier. UGH.
I think the only models I enjoyed were the Dunecrawlers and Kastelans, for sure. They go together pretty smoothly, though the former is a bit of a pain when assembling the legs and the hull. The latter is a breeze though and I finally got another box! So I will be up to 6+ shortly. 
Honestly I just put together one squad without knowing that and got lucky. Next one wasn't like that though...
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2017/08/24 17:50:36
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Moustache-twirling Princeps
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Solis Luna Astrum wrote:Re assembling and painting Vanguard and Rangers. What works for me is to identify the legs and cloak pieces that must go together and build them first. Once I have that done I paint the legs separately from the cloak/body, this makes painting the inside of the cloaks easy. Once that is done I glue them together and attach them to the base. The gun/arms are matched to each other, but any set of arms will match any body so I paint the arm/guns together and then glue them on. Then paint the heads and backpack last.
I did the same except for that whole matching part.
Suzuteo wrote:I instantly regretted buying Skitarii the moment I looked at the instructions. To anyone getting into this army: Buy some Cadians or some throwaway infantry mini and then some Skitarii, then kit bash heads, arms, and weapons!
Blasphemy. Just don't buy them at all and opt for Dragoons... which are their own kind of annoying.
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![[Post New]](/s/i/i.gif) 2017/08/24 20:41:37
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Longtime Dakkanaut
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Hmm, my idle speculation of the day, has led me to come up with another list idea.
The Bot Brigade.
Spearhead:
Tech-Priest Dominus:
- Omnissian Axe, Volkite Blaster, Macrostubber
Kastelan Robots x2:
- 2x Kastellan Fists, 2x Incendine Combustor
Kastelan Robots x2:
- 2x Twin Heavy Phospher Blaster, 2x Heavy Phospher Blaster
Cybernetica Datasmith:
- Gamma Pistol, Power Fist
Onager Dune Crawler:
- Icarus Array, Cognis Heavy Stubber
Onager Dune Crawler:
- Icarus Array, Cognis Heavy Stubber
Spearhead:
Librarian Dreadnought:
- Furioso Halberd, Furioso Fist, Storm Bolter
Ironclad Dreadnought:
- Seismic Hammer (or chainfist), Dread Combat Weapon, Meltagun, Stormbolter
Ironclad Dreadnought:
- Seismic Hammer (or chainfist), Dread Combat Weapon, Meltagun, Stormbolter
Relic Leviathan Dread:
- 2x Grav Flux Bombard, 2x Heavy Flamer
Total = 1800 points, so 200 points to spare.
Could trade out the Librarian for a Venerable Chaplain Dreadnought, for about the same points cost. Either way it would be a HQ character that can't be shot at unless it's the nearest enemy. Librarian has 2 psychic powers and +1 to deny rolls, while the Chaplain is tougher with a FnP save.
Onagers, Dakkastellans and the Leviathan are the big shooty hitters. Ironclads and the Rockem-Sockem-Bots are the brawlers. The HQ (whichever one it is) can fairly safely get into whatever combat it likes.
With 200 points spare I can add in some skirmishers or screeners, maybe even drop something from the list to add in some more sensible options. This just seemed like fun haha.
Edit: For some background as to why I decided to make this list, I thought it would look cool on the tabletop with some counts-as units.
Ironclad - Mechanicum Domitar
Leviathan - Mechanicum Thanatar
What do you think?
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This message was edited 3 times. Last update was at 2017/08/24 20:52:16
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![[Post New]](/s/i/i.gif) 2017/08/24 21:19:54
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Quick-fingered Warlord Moderatus
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This is a really good primer for new players:
https://www.warhammer-community.com/2017/08/24/tactical-toolbox-going-secondgw-homepage-post-4/
As AdMech, always assume you are going second. If they have Deep Strike, always disperse your deployment to block it. And always hide your Crawlers; remember, they don't get a penalty for moving, so they don't need to start 6" from Cawl; they just need to be able to walk there.
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![[Post New]](/s/i/i.gif) 2017/08/25 01:09:48
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Regular Dakkanaut
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Played a match against Space Wolves today, my Fulgurite Electro-Priests finally did work! They took out a Fenrisian Great Axe/Blizzard Shield Venerable Dreadnought in a single turn of combat. Rolled 3 mortal wounds on the charge with Voltagheist Field and a whopping 15 mortal wounds in combat. The Dreadnought even went first in combat through command points and only managed to kill 2 of them. I know the performance was way above average, but it at least gives me hope that they'll pretty much destroy anything in close combat given the numbers and right movement maneuvering. Having Chant of the Remorseless Fist active as my canticle certainly didn't hurt either. Ended up winning the match 7-2 as a cherry on top. Still waiting for the Tempestus Scions to shine but they'll get their day, in the meantime I'm gonna try to avoid deep striking against hardy units with good invulnerable saves.
Quick question, against units that have an ability that lets them make an extra attack before being removed from play when they die, do the electro-priests gain their 3++ before that extra attack or after?
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This message was edited 1 time. Last update was at 2017/08/25 01:12:35
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![[Post New]](/s/i/i.gif) 2017/08/25 02:16:04
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Longtime Dakkanaut
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Mr. Funktastic wrote:
Quick question, against units that have an ability that lets them make an extra attack before being removed from play when they die, do the electro-priests gain their 3++ before that extra attack or after?
Interesting point. The only unit I know offhand with that ability are Noise Marines. Their rule states "Do not remove the slain model yet - after the attacking unit has finished making all its attacks, the slain model can make a shooting attack". While Fulgurites rule says that after they wipe out a unit in the fight phase they gain 3++.
The Noise Marine rule saying not to remove the model, until after their extra attacks happen, would seem to me that their squad is not "wiped out" until after they have made their attacks.
However if you were in combat with multiple squads (say one squad of noise marines and one squad of ... I dunno, Grots), it would go like this -
1) Fulgurites go first and kill all the Noise marines.
2) Noise marines make their final death attacks
3) Fulgurites gain 3++
4) Grots have their attack phase.
This is just the way it reads to me, though there would be an arguement to be made that the noise marines were "wiped out" as soon as you killed them all, even though they have some attacks still to resolve. Tricky.
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![[Post New]](/s/i/i.gif) 2017/08/25 13:42:02
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Enginseer with a Wrench
Fort Worth, Tx
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So I am new-ish into mechanicum in 8th and wanted to feedback on my list here. I know everyone is kinda down on kataphrons, but I have 6 and no kastellans or ballistarii so I am making due. I have had great luck in my games with the plasma variety as well (4 games against guard, tau, orks and dark angels).
Battalion -
dominus - volkite, phosphor serpentia
dominus - eradication, phosphor serpentia
Cawl
3 kataphrons - plasma/phosphor blasters
3 kataphrons - plasma/phosphor blasters
5 rangers - 2 arquebus, omnispex
10 vanguard - 3 plasma calivers, enhanced data tether / alpha with arc maul
dunecrawler - neutron laser, extra heavy stubber, BSDT
dunecrawler - icarus array, BSDT
Knight warden w/gauntlet, stormspear rocket pod
So after reading the tactica, I think splitting the 10 vanguard into 2x5 with 2 plasmas each sounds like a better idea, I am just having issues with 5 vanguard getting blown off the table by wyverns  10 would at least get me into a position to shoot some stuff, but I digress.
Without access to kastellans or ballistarii (I will hopefully be getting some kastellans soon, but I am not a huge fan of ballistarii models if I'm honest) how would you guys tweak this list. I have access to all 4 assassins (which I have run all of and am thinking the eversor and vindy came out on top in 8th) and a space marine collection to fill out holes where needed. My list isn't very fast or mobile and I was thinking of either some infiltrators or rustalkers to take the pressure off the big guns in the back. Also, I haven't finished putting my knight together and plan on magnetizing to have all options available - so that's a thing too. I just love the idea of a big stompy robot with a giant gattling cannon and crunchy fist
Thanks for the ideas fellas. Automatically Appended Next Post:
My last game against a guard army that was artillery heavy had me really down after the first turn. My knight went from 24 wounds to 8, my rangers got wiped in morale, both units of vanguard were down 2-3 dudes before I got to fire a shot. I had a lackluster first turn but my opponent's poor second turn opened the door. My second turn saw my knight kill a Valkyrie and two leman russ's by himself (the russ's were damaged, but still  ), I destroyed his last leman russ, his other valkyrie and got into combat with both squads that were inside the flyers.
After 5 turns I managed a win when I thought I was for sure going to lose to all those big guns. The army was much more resilient than I gave it credit for. I only had both my dominus', 2-3 kataphrons and both assassins left, but that's all I needed to hold 3 objectives to his 1. Super fun game snatching victory from the jaws of defeat lol
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This message was edited 1 time. Last update was at 2017/08/25 13:50:20
XIX Legion - 3500 points |
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![[Post New]](/s/i/i.gif) 2017/08/25 21:59:21
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Quick-fingered Warlord Moderatus
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Castellan Alaric wrote:My last game against a guard army that was artillery heavy had me really down after the first turn. My knight went from 24 wounds to 8, my rangers got wiped in morale, both units of vanguard were down 2-3 dudes before I got to fire a shot. I had a lackluster first turn but my opponent's poor second turn opened the door. My second turn saw my knight kill a Valkyrie and two leman russ's by himself (the russ's were damaged, but still  ), I destroyed his last leman russ, his other valkyrie and got into combat with both squads that were inside the flyers.
After 5 turns I managed a win when I thought I was for sure going to lose to all those big guns. The army was much more resilient than I gave it credit for. I only had both my dominus', 2-3 kataphrons and both assassins left, but that's all I needed to hold 3 objectives to his 1. Super fun game snatching victory from the jaws of defeat lol
I would much rather my opponent shoot at my Knight and Dragoons than the parts of my army that are going to be doing the real damage; well, the Knight does do damage, but the Crawlers and Kastelans are much less durable. And yeah, we do have a rather durable army. Everything has an invulnerable save, can be repaired, has cover out in the open, etc. It's also why I have pretty much given up on Skitarii. If I want infantry, I'll take Conscripts, but I would much rather just have Dragoons. T6, Incense Cloud, Shroudpsalm, 6++ invulnerable save; they're great.
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This message was edited 1 time. Last update was at 2017/08/25 22:01:24
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![[Post New]](/s/i/i.gif) 2017/08/25 22:09:55
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Mysterious Techpriest
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How I wish I could do my project of a mass infantry AdMech army. The codex better gives us options to make the Skitarii viable or I'll have to change what I'd like most. Always loved the idea of an unstoppable mass of radioactive cyborgs walking relentlessly to the enemy under a hail of esoteric weapons.
But back then we had Scout.
Now even with 5 man units I still roll poorly on morale and lose the last guy to that. Where are our emotionless soldiers ?
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40K: Adeptus Mechanicus
AoS: Nighthaunts |
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![[Post New]](/s/i/i.gif) 2017/08/26 04:24:47
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Quick-fingered Warlord Moderatus
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I hope there is some Relic that provides a 5++ bubble shield or something. Near the end of 7th edition, the only two viable AdMech armies were WarCon and Relic spam. The idea of priests leading an army of fanatics into battle on foot has much appeal to me.
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This message was edited 1 time. Last update was at 2017/08/26 04:25:14
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![[Post New]](/s/i/i.gif) 2017/08/26 10:11:06
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Pewling Menial
KY, US
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Suzuteo wrote:I hope there is some Relic that provides a 5++ bubble shield or something. Near the end of 7th edition, the only two viable AdMech armies were WarCon and Relic spam. The idea of priests leading an army of fanatics into battle on foot has much appeal to me.
I'd be fine keeping the 6++ we have across the board- if we're doing a bubble, gimme that sweep FNP back!
I too long for Skitarii to be a thing again.
Wishlisting, I'd like to see Rangers go to straight AP -1 (bolt rifles at that point) and the space marine scout deployment option.
Vanguard could get just the old scout move.
I'd be fine keeping them at the same points if they had things like that.
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![[Post New]](/s/i/i.gif) 2017/08/26 11:35:29
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Quick-fingered Warlord Moderatus
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gally912 wrote:Suzuteo wrote:I hope there is some Relic that provides a 5++ bubble shield or something. Near the end of 7th edition, the only two viable AdMech armies were WarCon and Relic spam. The idea of priests leading an army of fanatics into battle on foot has much appeal to me.
I'd be fine keeping the 6++ we have across the board- if we're doing a bubble, gimme that sweep FNP back!
I too long for Skitarii to be a thing again.
Wishlisting, I'd like to see Rangers go to straight AP -1 (bolt rifles at that point) and the space marine scout deployment option.
Vanguard could get just the old scout move.
I'd be fine keeping them at the same points if they had things like that.
I would think some rule like "+1 to infantry invulnerable save rolls within 12" while there are 5 or more models in the unit" would do it nicely; I actually would not be too dismayed to see Relics mostly benefit infantry only, as it would give Skitarii and Kataphrons a boost. They would also need to buff the weapons I mentioned earlier. Especially Arc Rifles. Right now, Arc Rifles are cheap, and you get what you pay for.
Scout is in 8th edition. Ironically, it's called "Vanguard":
Vanguard: Once both sides are deployed but before the first player takes their turn, this unit can move as if it were their Movement phase. If both players have units that can do this, the player who is taking the first turn moves their units first. If all of the models embarked on a transport vehicle have this ability, then the transport vehicle can make the move instead.
This rule even mentions transports. Oh ho ho ho...
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This message was edited 1 time. Last update was at 2017/08/26 11:39:43
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![[Post New]](/s/i/i.gif) 2017/08/26 17:39:55
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Mysterious Techpriest
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I believe the bubble thing will come back with the Secutarii, that was their signature move. You know, the shield that reduced the Strength from incoming shots and gave an invulnerable save ? I think it gave an invulnerable save.
Can't wait to see those guys back anyway.
I'd love it if they gave their glory back to the Infiltrators, right now the -1 Ld aura within 3" is pretty much useless, I don't remember it having been useful once in all the games I played. In 7th I liked to park them in a building to piss off every enemy unit within 6" with the debuff.
Make the Domini worth their cost by allowing them to carry useful auras that you could chose with a stratagem or relic ?
Amp up the Ld of most of our units ?
So much work to do in this codex, I feel I have too much hope and we'll get no new release and Cawl will still be a must-take. I think I'll do a pause with my AdMech if they fail this codex :/
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40K: Adeptus Mechanicus
AoS: Nighthaunts |
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![[Post New]](/s/i/i.gif) 2017/08/26 17:52:49
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Decrepit Dakkanaut
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Suzuteo wrote: gally912 wrote:Suzuteo wrote:I hope there is some Relic that provides a 5++ bubble shield or something. Near the end of 7th edition, the only two viable AdMech armies were WarCon and Relic spam. The idea of priests leading an army of fanatics into battle on foot has much appeal to me.
I'd be fine keeping the 6++ we have across the board- if we're doing a bubble, gimme that sweep FNP back!
I too long for Skitarii to be a thing again.
Wishlisting, I'd like to see Rangers go to straight AP -1 (bolt rifles at that point) and the space marine scout deployment option.
Vanguard could get just the old scout move.
I'd be fine keeping them at the same points if they had things like that.
I would think some rule like "+1 to infantry invulnerable save rolls within 12" while there are 5 or more models in the unit" would do it nicely; I actually would not be too dismayed to see Relics mostly benefit infantry only, as it would give Skitarii and Kataphrons a boost. They would also need to buff the weapons I mentioned earlier. Especially Arc Rifles. Right now, Arc Rifles are cheap, and you get what you pay for.
Scout is in 8th edition. Ironically, it's called "Vanguard":
Vanguard: Once both sides are deployed but before the first player takes their turn, this unit can move as if it were their Movement phase. If both players have units that can do this, the player who is taking the first turn moves their units first. If all of the models embarked on a transport vehicle have this ability, then the transport vehicle can make the move instead.
This rule even mentions transports. Oh ho ho ho...
I think Rangers need Sniper Lite on their base weapon to give them the ability to target characters.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2017/08/26 19:56:16
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Quick-fingered Warlord Moderatus
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Aaranis wrote:I believe the bubble thing will come back with the Secutarii, that was their signature move. You know, the shield that reduced the Strength from incoming shots and gave an invulnerable save ? I think it gave an invulnerable save.
Can't wait to see those guys back anyway.
I'd love it if they gave their glory back to the Infiltrators, right now the -1 Ld aura within 3" is pretty much useless, I don't remember it having been useful once in all the games I played. In 7th I liked to park them in a building to piss off every enemy unit within 6" with the debuff.
Make the Domini worth their cost by allowing them to carry useful auras that you could chose with a stratagem or relic ?
Amp up the Ld of most of our units ?
So much work to do in this codex, I feel I have too much hope and we'll get no new release and Cawl will still be a must-take. I think I'll do a pause with my AdMech if they fail this codex :/
Yeah. Maybe we'll have to wait for that. I mean, if it's combi-weapons plus a bubble shield like the one I described (only for all nearby AdMech units, since they are the TITAN Guard) for 12 points each, I will definitely take 20. Crawlers, Kastelans, and a Knight Crusader with 4++ save would be insane; the Crawlers get to reroll theirs and the Kastelans can keep Aegis on for 3++ and reflect on 4++.
I think the nerf to the Sicarians was quite deliberate. =\
Yup. No new HQ, just making the old ones more useful. Either way, Cawl's reroll is too good. (It's like rolling 20-30% more dice.)
I think the morale problem in 8th edition can be solved by setting scaling incentives for having larger units.
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![[Post New]](/s/i/i.gif) 2017/08/26 21:40:52
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Regular Dakkanaut
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Has anyone tried to implement Custodes into their Ad Mech army? How do they fare in general and would they fill in any weaknesses in our army? They look awesome and great on paper and I'd love to find a way to make them viable and useful in a 1500 pt list.
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This message was edited 1 time. Last update was at 2017/08/26 21:43:13
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![[Post New]](/s/i/i.gif) 2017/08/27 02:39:57
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Longtime Dakkanaut
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Mr. Funktastic wrote:Has anyone tried to implement Custodes into their Ad Mech army? How do they fare in general and would they fill in any weaknesses in our army? They look awesome and great on paper and I'd love to find a way to make them viable and useful in a 1500 pt list.
I considered them for a while, as the models are kinda cool, but I think all the imperial insignia they have (on literally every item of clothing) is a bit over the top. Rules wise, they're very expensive and very strong, but can only take their own land raider as a transport... which is actually pretty good.
Not really sure how you would use them to fill a niche in the army, though having a transport would certainly make them the fastest thing on your list I guess. They're damn hard to kill.
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![[Post New]](/s/i/i.gif) 2017/08/27 03:04:43
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Regular Dakkanaut
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Niiru wrote:Mr. Funktastic wrote:Has anyone tried to implement Custodes into their Ad Mech army? How do they fare in general and would they fill in any weaknesses in our army? They look awesome and great on paper and I'd love to find a way to make them viable and useful in a 1500 pt list.
I considered them for a while, as the models are kinda cool, but I think all the imperial insignia they have (on literally every item of clothing) is a bit over the top. Rules wise, they're very expensive and very strong, but can only take their own land raider as a transport... which is actually pretty good.
Not really sure how you would use them to fill a niche in the army, though having a transport would certainly make them the fastest thing on your list I guess. They're damn hard to kill.
Maybe to give some mobility for objective securing and a durable CC threat to tie up threats to our artillery? They might do decently against vehicles without any invul saves and will absolutely destroy infantry and characters at the very least. Land Raider is a pretty significant point sink though, would it really survive going across the battlefield with the numerous lascannon/autocannon/other AV shots coming its way? I'm thinking they might do decently footslogging it with their 3++ and some clever LOS denial. Also for an HQ choice, Celestine might also be able to help significantly on her own, she seems like a popular HQ choice for people taking Custodes.
With Celestine and a squad of Custodian Guard you could squeeze in Cawl, a squad of Dakkastelans, a twin lascannon Ironstrider, and two Dunecrawlers (Icarus Array + Neutron Laser) to round out a 1500 pt list. Makes for an interesting Imperium Soup army at least.
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![[Post New]](/s/i/i.gif) 2017/08/28 11:46:34
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Enginseer with a Wrench
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So I'm relatively new to admech but I've played 4 or 5 games of 8th so far and primarily with my local gaming group, I probably won't ever go to a tournament' except one we had here at WW where friend points multiplied your winnings. We like to win, but at the cost of enjoyment for everyone involved. Anyway, being a returning 40k player from about 15 years ago I've essentially started from scratch with admech models and love their steampunk/cyberpunk aesthetic. What I've been playing so far is relatively small games for everyone to get used to 8th, mainly 50PL games but also because I don't have enough models to field more lol. With varying degrees of success:
Standouts for me are definitely onagers and kastellans but also the snipers. I work on a multiple layers of significant threat, robots and onagers are an obvious threat. Being able to hide the onagers first turn makes them indispensable, I need at least another one of those. I'm thinking going forward we'll be mainly playing 1500 point games so I don't have a massive amount to go with if I want any kind of CP bank for the codex. I'm really hoping for cheaper HQ choices, Cawl feels like a tax at the sort of power lvl/points I'm working with, I can get 2 TPD almost for the same cost and invariably our HQ choices are pretty much aura buffers and repairers anyway so they just sit back with the onagers and kastellans.
Anyway to the point of this post: I'm thinking of running something like this:
Idea being that Ive found CP to be indispensable for stuff like re rolling hits on neutrons etc and it's set to be even more important once we get codex strategms in the mix. So battalion feels like a minimum. Working on the multiple threat layers something at the front to distract from onagers and robots and vanguard/rangers are no threat going forward. So instead I've found the snipers great for taking out stuff like warlocks/farseers, commissars and sorcerers etc. So why not just sit 3 squads of them on my objectives? 6 snipers is a significant threat and with a TPD bubble and omnispex there's not really anywhere for characters to hide in plain sight. Plus they're almost guaranteed to benefit from cover even without shroudpsalm.
Then I'm left with what to put at the front that's reasonable cheap but also represents some form of threat and can take some hits. Corpuscarii seem like an obvious choice to me they put out a lot of shots and a lot of attacks in melee at good strength and have much better survivalists than vangaurd. With the added benefit of drowning something in dice if they get close enough. Which is almost a benefit, people may choose to ignore them because of the short range but they still have the charging mortal wounds shenanigans and exploding dice in both shooting and melee. I like the psychological impact they represent.
I notice people fielding 3 dakkastellans in a squad...is that using the understrength squad ruling? Because the index says +2 or +4 in a squad.
I may consider taser chickens (ironstriders) instead of the priests,lack of shooting puts me off but the mobility and the fact they pretty much wound everything on a 2 or 3 presents a good target for someone to need to deal with them, but I want to wait and see what the codex brings before I buy any priests or chickens as they're expensive as all hell to buy compared to everything else.
Course if the new strategms are arse then I'll probably look at fielding more robots, but for me any more than 2 squads feels cheap. Our gaming group runs an unofficial DBAD rule, we're all there to have fun if I bring 6 robots and just sit at the back and blow everything apart with dice sure, I might win but I'll soon get bored and my opponent won't want to go against me any time soon. I don't want to win at the expense of having a good time with my mates.
What do we with think of a 6 sniper line for objectives and added precision dakka? In my group I'm up against several flavours of power armour, 1ksons, Eldar and DEldar, tau and orks and imperial knights. There's a high degree diversity so the current tournament meta isn't all that representative I don't think.
Thanks in advance.
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![[Post New]](/s/i/i.gif) 2017/08/28 11:58:47
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Regular Dakkanaut
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Each of those Ranger units is costing you 100pts thats a lot of pts spent on troops you could be putting to use elsewhere while still meeting the requirements for a battalion
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![[Post New]](/s/i/i.gif) 2017/08/28 13:36:10
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Summaries Online
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Enginseer with a Wrench
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Jaynen wrote:Each of those Ranger units is costing you 100pts thats a lot of pts spent on troops you could be putting to use elsewhere while still meeting the requirements for a battalion
I considered this, and while one half of my brain went "Yeah, that's 171 points I could spend elsewhere, like another robot or squad of fulgurites or dragoons" the other half of my brain says "That's 150 points of troops tax that gives me very little in the way of anything" and I'm still then vulnerable to assault. So I was working on a 321 points of usefulness rather than 150 of trash. After all the snipers are essentially super long range cover-ignoring pseudo-plasma with mortal wounds and character sniping. People can't ignore those. Especially against psykers and aura bitches.
I guess I could use the 171 points to upgrade a TPD to cawl, still not mad keen on the troops tax though. I've also consider 2x10 fulgurites and 3x dragoons with naked vanguard. Seems more fun and flexible than just adding more to my back line dice machine, regardless of how useful sniping the crap out of characters may be.
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