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2017/09/14 20:16:55
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Arachnofiend wrote: Another thing that's really amazing about this is that since it works on any Lucius unit you can pick and choose which units you want to protect in the teleportarium on a game-by-game basis. If Magnus is on the other side of the board you can stick your Icarus Array Onager in there and ensure it can't be touched before it gets a round of shooting on Magnus.
I wouldn't sweat Magnus anymore. A single round from Cawl with six Dakkastelans under Wrath of Mars will end him in one turn!
My Omnisayah, we have better markerlights than Tau we just point our CP and thing is supper dead
1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.”
2017/09/14 20:22:12
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Arachnofiend wrote: Another thing that's really amazing about this is that since it works on any Lucius unit you can pick and choose which units you want to protect in the teleportarium on a game-by-game basis. If Magnus is on the other side of the board you can stick your Icarus Array Onager in there and ensure it can't be touched before it gets a round of shooting on Magnus.
I wouldn't sweat Magnus anymore. A single round from Cawl with six Dakkastelans under Wrath of Mars will end him in one turn!
My Omnisayah, we have better markerlights than Tau we just point our CP and thing is supper dead
More like Omnisupersaiyen, amirite?! GET IT?! Because our damage output with Wrath of Mars is OVER 9,000!!!! ...... ok, I'll stop.
But for real, that is like 17ish mortal wounds before re-rolls. When you absolutely need a Daemon Primarch dead, I think we might do it best!
Jeez, with re-rolls from Cawl, we do almost 26 mortal wounds (unless my math is just way off). That is a dead KNIGHT in one round. Before normal damage goes through. We can one-round a Cerastus and almost kill an Acastus that way.
This message was edited 1 time. Last update was at 2017/09/14 20:22:25
Jaynen wrote: I wish you could change the protocol for Kastellans easier
I have no doubt that there will be a relic or a stratagem that will take care of that for us!
17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"
-Imperial Guard Uplifting Primer
2017/09/14 21:01:34
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Will be harder with Mortarion thou. That would put him down to "only" 9 wounds, not adding bodyguards.
This message was edited 2 times. Last update was at 2017/09/14 21:02:30
1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.”
2017/09/14 21:10:14
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Some nice options some better some worse still no way to increase cp s or take more dogmas. Still many units extremely high in points. We gotta pay 200 points for a breacher unit. With hq tax and stratgem for deep strike in an obj.
Or the example of 20 electro priest cost around 300. And they wont do a knight bane blade etc job. Vs troops we had infiltrators already overcosted in around 100.
Good options nice bla bla still no combination. I dont know once more i see detachment expnsive lots of them 3 so far .
Mars is a must. Then i want gaia for protecting my line and important units and warlord maybe thats a battalion. And lucius for playing the map like the rest of the kids.
+ relics + wasted points hq troops and tax for deep strike detach.
400 points ig still better and with no codex yet. And a simple 3 onager 1*4-6 robots and gg
2017/09/14 21:37:06
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
I'm really liking Lucius - it opens up so much flexibility.
Aside from the obvious Electro Priest deep strike application - it opens up some real utility with Twin Lascannon Balistari.. With a unit of 4 Balistari and 2 CP, we can deploy and fire 8 Lascannons downfield on a 2+ to hit, with no worry about losing them to an alpha strike. Amazing.
2017/09/14 21:38:09
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Not so sure about becoming a mass teleport army. Again, Cawl and Mars is still better for most shooting. However, I can see them complementing the artillery by forcing the enemy to disperse.
For example, use a Patrol Detachment like this (I assume every unit in a detachment must be Lucius):
Deploy all your guys on one side of the table, then drop these guys in farrrr out of the way, 24" from the enemy, and shoot the living daylights out of their backline.
If you want, you can also add a Data-smith and 4x Kastelan unit--or no Data-smith at all.
Anyhow, this all tells me that if Mechanicum Knights get neither <Forge World> nor double Avenger, I will be shelving mine.
This message was edited 2 times. Last update was at 2017/09/14 21:40:07
2017/09/14 21:48:06
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
They will let us heal them one wound but wont be fair to give them forge world key. Patience but so far knights disappoint. No neutron no heal no cantiles nothing. Still you never know ...
Got mine polished and selved when 8th hit still w8ing
2017/09/14 22:01:08
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
So I was literally writing up a 5000 word heavy review of Admech currently to post here and on a couple other forums as well as give 1d4chan my input. As I have played about 45 games of Admech thus far (pure) and about twice that much in 8th overall.
However, all of it is almost moot with these new updates. So I'll give an abridged version as to not have fully wasted my time and maybe this info will help some of you. This info is also for Pure Admech, not soup. And by no means is perfect. I have played alot of 8th and alot of Admech, but I am by no means perfect and my views are subject to local META; which is Chaos, Necrons, 1ksons, Space Marines, Orks and Eldar.
----HQs----
TPD. Overall, as an individual not bad, not great. As a synergy character (by comparision to other armies he is crap) but his relative hardyness and decent melee/shooting makes him okay. If he was a flat 100pts. I'd say he'd be in the sweet spot.
Cawl: exactly what he is. Great. If you have the points, no reason not too. Just be careful about hard hitting stuff. He can shrug off small arms better than most, but like most things, powerfists or Laz cannons will ruin his day.
--**NEW**--
Tech Priest- First impressions (Have not used him as an HQ yet, just found out about this yesterday). I fear he will not get a points reduction simply due to being moved to an HQ slot. However, if he turns out to get a points reduction, and in my humble opinion he should be exactly 40pts and kept as is. With one exception, he should be able to repair all Admech units, not just vehicles, like the Dominus. As many people have figured out, if this HQ is 40pts, or even 50 pts, the entire META of the army will radically change. I am already planning on running two or three forge worlds with a TPD and 1-2 tech priests to split my army up into multiple detachments and have them specialize into roles.
---Troops---
Breacahers:
So close yet so far from being an awesome unit. Cover/canticles makes these guys are to move, but will fall victim to Lazcannon/other heavy hitters making this unit only viable if there is target saturation avaiable. Otherwise, focus fire and heavy weapons will turn this overpriced unit into robot parts. If they knocked these guys down to 150 for Haywire/claw. I'd take 3 squads. Make the Torsion cannons/claw 175 and I might cry from joy, if they made the torsion 20pts and the arc free. I would be even so bold to make their hydralic claw cost the same as the arc. Why? Its objectivly worse, but its high risk and low reward can be offset by its fluff. The Hydralic claw needs AP-2 and it can compete with the arc, if it were free/same cost. As is, I can never recommend it, -1 to hit making its pilthy 2 attacks hit on 5s on such an expensive unit really makes me wonder if it was a typo uncaught. Unless you know you are going to be attacking buildings ignore this weapon. If the codex adjusts it, I'll revisit it. Otherwise, stay away.
--Destroyers---
Expensive, somewhat fragile unit, cover is a MUST on these. These also benefit the most from a TPD, Canticles or Cawl or any other reroll or to hit boon. They are overpriced, but dish out enough firepower to make them worth it, if you place them in a sound tactical manner. Heavy Grav, despite being nerf is still excellent at what it does. Turning all heavy infantry into molten goop. This squad will melt effectively anything that is not a vehical in one volley. Or two if the dice gods are against you. I would love to see a slight price drop in these, just to make them more viable. I'd be happy with the base unit just coming down 5 pts: from 35 to 30 or knocking the Grav cannon to 20-25 instead of 30. Phospher blaster... I don't want to say its crap... So I wont. Take the flamers. Which I think is about right, though my fanboy wants them a solid 10pts not 11.
Plasma: Good. I hardly ever use these though, for two major reasons, I hate the d6 shots; simply too unreliable for such an expensive unit and the Grav is better for my local META. Though Plasma seems to be king this edition, so I will not say anything bad against them. I'd like to see their points cost down to 20, or even 25... But thats me being nit picky. They suffer all the same problems listed above but are just kitted out for different targets. Your mileage may vary.
Cognis Flamers: Good. A bit pricey, but good. They are extra reassurance flame throwers, and as so are good.
Overall, this unit despite its obscene costs (two units of 3 is the costs of an Imperial Knight...) These awesome looking models can actually be viable. Have their Grav target Terminators or power armor or even monstrous creatures and watch it do work.
**NEW** If these units get a points reduction combined with the forgeworld Lucius and canticles. These units may become
some of the hardest hitting and tough aplhastrike or even just teleporting gunplatforms int he game.
Vanguard: become my most common unit, but seriously struggling to keep competitive. Too expensive, both base and weapon upgrades (looking at you plasma calv). They're 4+ save when in cover/canticles makes them not just die to a stiff breeze, but even laz guns will wear these guys down with realtive ease. If GW makes them about 8 pts per model and knocks down the plasma cav to 10-12 pts, these guys will suddenly be really good. Especially with these new forge world traits. That 6+++ FNP thingyish, would do these models wonders. In a perfect forge world, the Aphas would have two wounds.
That being said, these guys throw out a crapton of shots. Have excellent weapon options Arc Rife is wholly underused. For 4pts this is an auto include unless you explicitly want that plasma. A 10 man squad of these mooks, with 3 arc rifles and an omispex or data-tether (depends on their job), are a fansatic little objective holder or harassing unit and a decent screen (if only they were cheaper!!).
Aplha: Kit him out for role.
Maul: Great overall weapon, no weakness only good.
Goad: High strength, No AP. Situational, take this if you know you'll be fighint not space marines or equivelent.
Arc Pistol: Always. Unless you have the Alpha keep his carbine.
Arc Rifle: Arguably best weapon in the faction due to its super duper low points. Take them, S6 AP-1 Rapid Fire 1. Why the heck not!?!?
Plasma: Good... But unintuitive. You want these models to run, says so in the codex, but running and shooting this weapon on overcharge is a big no no. This weapon needs a buff or point reduction. Give it 3 shots and keep the point cost or drop the points. As of right now, its not bad, but its arguably the least point efficient plasma gun in the game currently. Which is super odd, considering this is the mechanicus...
Sniper: Don't.
Despite what many people say, these guys often perform better in groups of 10.
Rangers, outside of being a extra wounds for snipers are possibly the worst unit in the codex. Yes, even worse than the combat servitors. In and of themselves they are not bad but simply not worth their points. As above, 8pts ideally with some sort of buff; like all to wound rolls of 6 are AP-2 would go along way to making these guys compete with Vanguard, who are the same cost, have some defensive uses (rad armor) and nearly triple the firepower.
Alpha: Keep stock rife.
Snipers: Use this unit as extra wounds for said snipers. Just a minor add tid bit. A 10 man unit with 3 snipers, can either do wonders or will attract far too much attention. I've seen it do both.
Arc Rifles: Actually has pretty good snyergy here, though I still recommend these with Vanguard over Rangers, but I think this may be the best weapon for this unit.
Plasma: situational, if you know you'll be close within first or second turn, this may not be a bad choice. Though I'd recommend Arc rifles over these.
Rangers, in my opinion, have taken the worst brunt in the codex out of our whole line. They went from an excellent troop choice to sniper bodies. They can still perform however, rerolls of 1 to hit and a soft rend make them annoying to your opponents due to their long range. Ideally, two five man squads with a sniper or two plopped into a good tactical position can really help your army. A 10 man squad with 3 arc rifles in center field or camping on an objective can also be very useful. But that is about all they can do well, other units will fill any other rolls they might take better.
---Elites---
DiscoSticks: Most improved. Arugably one of the best counter charge units in the game currently. Many people forget they have a 5+++ which makes them almost as hardy as Nurgle deamons. When position cleverly, they will completly deter your opponents from would be great charge or deepstrike. Or not as good but still tactically useful, your opponents will be sure to focus fire these guys to death to allow them to deepstrike or charge. I will skip out on in detail explaining why they are so good, but their statline alone should give you all the reasons you need. Point wise, I think they are spot on. Any cheaper and they'd be broken. Any more expensive and I'm not sure if I'd take more than one squad.
Always take at least 10. 5 would be good, but they will be shot.
Jazz Hands: Great. Thought Vanguard are too squish and don't like their stregth 3? Well these are for you. Have all the same rules and boons as Disco sticks but can drown ANY unit in firepower. Give them a rerolls to hit with Cawl and laugh as you dish out 50 hits from a 10 man squad. TPD and/or canticles help these mooks out nicely. Their short range is their only weak point. Position them to either defend a unit/area or go super aggresive with them and give your enemy target saturation to avoid them being focus fired on.
Point wise, again, I think they are perfect. Always take at least 10, more may be better but situational and will draw more fire if you take more than 10.
These guys move well with Vanguard running up the field.
Servitors: Dont. They could have been great. Even at 8pts a model (servo arm) these things could have been useful. But at 12 pts... Just put the points elsewhere. Hopfully the codex will do 1 of two things. 1: Make them 8 pts with servo arm, then they could be useful. 2: change the equipment they can take and its restrictions.
**NEW** with teleportation, these mooks with Multimeltas plus a techpriest in conjunction with a point reduction can finally give us that deep strike melta attack we've been needing that every other army has.
Datasmith: Exactly what he is. Okay at combat but just a powerful baby sitter for your robots. I'd like to see him maybe just 10 points cheaper and be able to work with servitors and I'd think he could be really useful. Even more so, if he could repair other units. I'd happily keep his point costs the same if he could repair any admech units.
Infiltrators: Good. Used to be our only deepstrike, still good. Almost spot on in points. I'd prefer a soft point reduction or a slight bump in survivability. A 5++ would go a long way for these guys (what they used to have). Both options are good, simply kit them out for whatever task you want to them to handle.
Goads: good for light armored but still competent at exploding hits and overwhelming high armor.
Swords: Powerswords. Yes please.
Both variants do very well with canticles,primarily due to their all around good nature, their high output of attacks both melee and range allow for lots of dice and potential damage. +1 Strength makes you wound T3 models on 2s with goads and makes your power swords wound marines on 3s. Rerolls of 1 to range/melee just good to have.
These are a must have strategically, however with new codex and teleportation, they may lose their most important feature: deepstrike. I mean, you take them for deepstrike, if you have other options, you may not want to take these anymore. Overall, I will contradict myself here a bit. They are worth taking. If you can get the charge off or need something to take a backfield objective, they are decent glass cannons and are fairly quick and can handle most enemy types that are MC or Vehicles.
Ruststalkers: Don't. I have tried. I really have, have used both variants about a dozen times and only twice have they ever done anything useful. You will amost always be better served by infiltrators. The transonic razor and blade are sadly just garbage. The chordclaw is really the only thing that ever did anything when I used them. That being said, you're better off taking Discosticks for mortal wounds and counter charging and your better off with infiltrators at regualr damage dealing and mobility. This is, in my opinion, the most confusing and pointless unit in the codex. Mind you I say pointless, not bad. Just take something else. Hopefully the Codex will change the Transonic blades as currently they are the worst weapon in the codex.
The damn things don't even have an AP of 1!!!
I am super bitter about them because I love their models. I have 20 of them... 10 of each. Got them in 7th and am just sad to see how poor they have become...
---Fast Attack:---
I have nothing of importance to add here. I never use the walkers. I only own 1 of them, and it gets blown up first turn every time. I suspect 2 or 3 of them would fair better. The reason I do not have any is fiscal more than anything else.
--Heavy Support--
Dunecrawler: Excellent unit. Appropriatly costed. Hard hitting and can take ah it. An improved or comperable Leman Russ albeit not as fast.
All weapons on this thing are pretty worthwhile except the phosher blaster. The platform is too costly to justify that weapon being on it. If it were free or only like 5pts for the Dunecrawler, I'd change my mind. The stars here though Nuetraon Laser and Icarus array. Both excellent and both good at really everything. This thing is an embarresment of riches. I recommend taking 3 of any varation of your choice. The Cognis heavy stubbor is over costed though, but it is nice to have 3-6 extra shots comining off the thing.
Robits: Good. But expensive. Overall a strong unit in both melee and range based on what you kit it out with. Obviously range is its most popular form, but they also do very well in melee. Their fists are not to be ignored.
Ageis: My personal favorite mode. 2+/4++ and the retaliation of 5++. This mode may lack the Dakka or the Choppa of the other two, but my opponets best weapons to kill these things (Lazcannons) don't bother shooting them if I have this up. Meaning, they can just do whatever they want with near impunity. Keep a datamsith nearby though, you will probably want to change these things protocal at some point. Also, few things will annoy your opponent more than seeing on of these jerkwagons recover d3 wounds.
There ya go. My last several month of 40 some games as Admech. This was much longer originally and in a proper essay format for ease of reading, but with the new info of the codex out, I shortened it up. Everything I've said is now subject to change.
This message was edited 2 times. Last update was at 2017/09/14 22:20:44
8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third
2017/09/14 22:01:53
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
How is it unfair? I can teleport 6 Kataphrons into my opponent's extreme flank, but not a Knight?
If Mechanicum Knights can take Neutron Lasers and Heavy Stubber, I will be drooling as I magnetize mine. It frees up 23 points for a weapon that is much more consistent for its costs than a Thermal Cannon. I can then use those points to get a Stormspear.
2017/09/14 22:21:28
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
How we will roll canticles with two detachments from different Forge worlds? Would i roll once for each world? Or do I roll only once, and mars double chanting spreads on other worlds?
Edit:
Ok only units with mars dogma gets second canticle. So it seams like we get one for whole army, forge worlds won't matter here.
This message was edited 2 times. Last update was at 2017/09/14 22:30:45
1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.”
2017/09/14 22:31:32
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Spera wrote: How we will roll canticles with two detachments from different Forge worlds? Would i roll once for each world? Or do I roll only once, and mars double chanting spreads on other worlds?
I was originally hopefully they would just have one for the whole army, re-guardless of detachments, but then I realised, you just bring Cawl with Mar and then everything else gets the boons. I assume it will be just like chapter tactics: each detachment is independent. This will probably create some paperwork.
8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third
2017/09/14 22:43:32
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Allowing multiple Forge Worlds in a single army is an aberration in my opinion (just like using multiple SM chapter tactics and such) and I'd be really disappointed if they keep it that way. There's no difference with 7th Edition's way of handling allies where you just take the best units in the best factions to make your own force. A fluff-destructive behaviour.
Also, if 400 pts of Imperium do it better and with more CPs just play Guard then, there's already the dreadful Imperium Soup™ allowing you to murder the fluff as much as you like, why stop at this and not take multiple Forge Worlds fighting in the same battle alongside Celestine and Guilliman with his royal escort of Razorbacks ?
Really don't understand how people love the competitive aspect that much that they forget there's a world of lore behind it that most likely got their interest in the first place when they discovered the game. Or do they just tell themselves "oh that's a nice way to pwn people and feel good" ?
Either way, the Lucius trait is interesting but somewhat oddly specific, don't remember much weapons having AP-1 but it's better than nothing after all. The deep-strike stratagem is awesome though.
Of course Mars is still better, they wouldn't want their shiny pricey models to not sell very well after all ? Kastelan Robots, Onagers and Cawl are the most expensive models in the AdMech range and so are boosted to eleven. Disgusted they encourage the "camp here" playstyle with Cawl never moving with his Robots and Onagers, probably helped by some good Imperial allies (altough you're probably not playing AdMech if you're just playing 3 units in the backfield while the rest does the job of capping and making it an interesting game for your opponent).
40K: Adeptus Mechanicus
AoS: Nighthaunts
2017/09/14 22:52:49
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Aaranis wrote: Allowing multiple Forge Worlds in a single army is an aberration in my opinion (just like using multiple SM chapter tactics and such) and I'd be really disappointed if they keep it that way. There's no difference with 7th Edition's way of handling allies where you just take the best units in the best factions to make your own force. A fluff-destructive behaviour.
Also, if 400 pts of Imperium do it better and with more CPs just play Guard then, there's already the dreadful Imperium Soup™ allowing you to murder the fluff as much as you like, why stop at this and not take multiple Forge Worlds fighting in the same battle alongside Celestine and Guilliman with his royal escort of Razorbacks ?
Really don't understand how people love the competitive aspect that much that they forget there's a world of lore behind it that most likely got their interest in the first place when they discovered the game. Or do they just tell themselves "oh that's a nice way to pwn people and feel good" ?
Either way, the Lucius trait is interesting but somewhat oddly specific, don't remember much weapons having AP-1 but it's better than nothing after all. The deep-strike stratagem is awesome though.
Of course Mars is still better, they wouldn't want their shiny pricey models to not sell very well after all ? Kastelan Robots, Onagers and Cawl are the most expensive models in the AdMech range and so are boosted to eleven. Disgusted they encourage the "camp here" playstyle with Cawl never moving with his Robots and Onagers, probably helped by some good Imperial allies (altough you're probably not playing AdMech if you're just playing 3 units in the backfield while the rest does the job of capping and making it an interesting game for your opponent).
I really don't think it's fair to be upset that people play the way that the game seems to want them to play. That's the point of the rules! It's not like people are taking advantage of some loophole by mixing and matching factions across detachments. That's why we have a detachment system -- that's why you get traits just by having a pure detachment rather than a pure army. GW is saying very clearly that you should be putting together a unified Imperium army which takes advantage of each subfaction's strengths.
There are things that seem probably unintended, like Razorbacks being so good on their own, but it seems to me that GW's position is that, yes, you should be taking Guilliman and Celestine and probably some Guard or AdMech. This is the sort of story they're trying to tell now in the fluff too. They'd probably also like it if you brought Mortarion and Magnus together as well.
To be clear, I agree with you that this is bad and I'd like for it to change (though it's hard to see how that happens now unless they actually go and say something like "now you only get chapter tactics and stratagems for a pure army", which they won't). Though I mostly think this for gameplay-related reasons -- I think you can justify almost anything fluff-wise, whereas all this soup stuff makes for worse actual games.
This message was edited 1 time. Last update was at 2017/09/14 22:54:14
2017/09/14 23:02:03
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
I'm at work and don't have mu rule book handy but whats to stop me from fielding a single Corpus Priest unit with the Lucius Forgeworld as it's own detachment costing one command point. Then using another point to deep strike it?
This message was edited 1 time. Last update was at 2017/09/14 23:03:02
Solis Luna Astrum wrote: I'm at work and don't have mu rule book handy but whats to stop me from fielding a single Corpus Priest unit with the Lucius Forgeworld as it's own detachment costing one command point. Then using another point to deep strike it?
The three codices released so far only give you access to the stratagems if you have a detachment from the codex other than an auxiliary support detachment. However, if this one is written similarly, then if you bring a Mars Spearhead you could then bring a Lucius auxiliary support and use its stratagem.
2017/09/14 23:08:04
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Really don't understand how people love the competitive aspect that much that they forget there's a world of lore behind it that most likely got their interest in the first place when they discovered the game. Or do they just tell themselves "oh that's a nice way to pwn people and feel good" ?
Because there is nothing in the rule book that says everyone has to feel about the game the way you feel about it?
Solis Luna Astrum wrote: I'm at work and don't have mu rule book handy but whats to stop me from fielding a single Corpus Priest unit with the Lucius Forgeworld as it's own detachment costing one command point. Then using another point to deep strike it?
The three codices released so far only give you access to the stratagems if you have a detachment from the codex other than an auxiliary support detachment. However, if this one is written similarly, then if you bring a Mars Spearhead you could then bring a Lucius auxiliary support and use its stratagem.
Thank you, that's the wording I was looking for. Run the priest unit as an auxiliary support detachment.
This message was edited 1 time. Last update was at 2017/09/14 23:16:01
Tsol wrote: So I was literally writing up a 5000 word heavy review of Admech currently to post here and on a couple other forums as well as give 1d4chan my input. As I have played about 45 games of Admech thus far (pure) and about twice that much in 8th overall.
However, all of it is almost moot with these new updates. So I'll give an abridged version as to not have fully wasted my time and maybe this info will help some of you. This info is also for Pure Admech, not soup. And by no means is perfect. I have played alot of 8th and alot of Admech, but I am by no means perfect and my views are subject to local META; which is Chaos, Necrons, 1ksons, Space Marines, Orks and Eldar.
----HQs----
TPD. Overall, as an individual not bad, not great. As a synergy character (by comparision to other armies he is crap) but his relative hardyness and decent melee/shooting makes him okay. If he was a flat 100pts. I'd say he'd be in the sweet spot.
Cawl: exactly what he is. Great. If you have the points, no reason not too. Just be careful about hard hitting stuff. He can shrug off small arms better than most, but like most things, powerfists or Laz cannons will ruin his day.
--**NEW**--
Tech Priest- First impressions (Have not used him as an HQ yet, just found out about this yesterday). I fear he will not get a points reduction simply due to being moved to an HQ slot. However, if he turns out to get a points reduction, and in my humble opinion he should be exactly 40pts and kept as is. With one exception, he should be able to repair all Admech units, not just vehicles, like the Dominus. As many people have figured out, if this HQ is 40pts, or even 50 pts, the entire META of the army will radically change. I am already planning on running two or three forge worlds with a TPD and 1-2 tech priests to split my army up into multiple detachments and have them specialize into roles.
---Troops---
Breacahers:
So close yet so far from being an awesome unit. Cover/canticles makes these guys are to move, but will fall victim to Lazcannon/other heavy hitters making this unit only viable if there is target saturation avaiable. Otherwise, focus fire and heavy weapons will turn this overpriced unit into robot parts. If they knocked these guys down to 150 for Haywire/claw. I'd take 3 squads. Make the Torsion cannons/claw 175 and I might cry from joy, if they made the torsion 20pts and the arc free. I would be even so bold to make their hydralic claw cost the same as the arc. Why? Its objectivly worse, but its high risk and low reward can be offset by its fluff. The Hydralic claw needs AP-2 and it can compete with the arc, if it were free/same cost. As is, I can never recommend it, -1 to hit making its pilthy 2 attacks hit on 5s on such an expensive unit really makes me wonder if it was a typo uncaught. Unless you know you are going to be attacking buildings ignore this weapon. If the codex adjusts it, I'll revisit it. Otherwise, stay away.
--Destroyers---
Expensive, somewhat fragile unit, cover is a MUST on these. These also benefit the most from a TPD, Canticles or Cawl or any other reroll or to hit boon. They are overpriced, but dish out enough firepower to make them worth it, if you place them in a sound tactical manner. Heavy Grav, despite being nerf is still excellent at what it does. Turning all heavy infantry into molten goop. This squad will melt effectively anything that is not a vehical in one volley. Or two if the dice gods are against you. I would love to see a slight price drop in these, just to make them more viable. I'd be happy with the base unit just coming down 5 pts: from 35 to 30 or knocking the Grav cannon to 20-25 instead of 30. Phospher blaster... I don't want to say its crap... So I wont. Take the flamers. Which I think is about right, though my fanboy wants them a solid 10pts not 11.
Plasma: Good. I hardly ever use these though, for two major reasons, I hate the d6 shots; simply too unreliable for such an expensive unit and the Grav is better for my local META. Though Plasma seems to be king this edition, so I will not say anything bad against them. I'd like to see their points cost down to 20, or even 25... But thats me being nit picky. They suffer all the same problems listed above but are just kitted out for different targets. Your mileage may vary.
Cognis Flamers: Good. A bit pricey, but good. They are extra reassurance flame throwers, and as so are good.
Overall, this unit despite its obscene costs (two units of 3 is the costs of an Imperial Knight...) These awesome looking models can actually be viable. Have their Grav target Terminators or power armor or even monstrous creatures and watch it do work.
**NEW** If these units get a points reduction combined with the forgeworld Lucius and canticles. These units may become
some of the hardest hitting and tough aplhastrike or even just teleporting gunplatforms int he game.
Vanguard: become my most common unit, but seriously struggling to keep competitive. Too expensive, both base and weapon upgrades (looking at you plasma calv). They're 4+ save when in cover/canticles makes them not just die to a stiff breeze, but even laz guns will wear these guys down with realtive ease. If GW makes them about 8 pts per model and knocks down the plasma cav to 10-12 pts, these guys will suddenly be really good. Especially with these new forge world traits. That 6+++ FNP thingyish, would do these models wonders. In a perfect forge world, the Aphas would have two wounds.
That being said, these guys throw out a crapton of shots. Have excellent weapon options Arc Rife is wholly underused. For 4pts this is an auto include unless you explicitly want that plasma. A 10 man squad of these mooks, with 3 arc rifles and an omispex or data-tether (depends on their job), are a fansatic little objective holder or harassing unit and a decent screen (if only they were cheaper!!).
Aplha: Kit him out for role.
Maul: Great overall weapon, no weakness only good.
Goad: High strength, No AP. Situational, take this if you know you'll be fighint not space marines or equivelent.
Arc Pistol: Always. Unless you have the Alpha keep his carbine.
Arc Rifle: Arguably best weapon in the faction due to its super duper low points. Take them, S6 AP-1 Rapid Fire 1. Why the heck not!?!?
Plasma: Good... But unintuitive. You want these models to run, says so in the codex, but running and shooting this weapon on overcharge is a big no no. This weapon needs a buff or point reduction. Give it 3 shots and keep the point cost or drop the points. As of right now, its not bad, but its arguably the least point efficient plasma gun in the game currently. Which is super odd, considering this is the mechanicus...
Sniper: Don't.
Despite what many people say, these guys often perform better in groups of 10.
Rangers, outside of being a extra wounds for snipers are possibly the worst unit in the codex. Yes, even worse than the combat servitors. In and of themselves they are not bad but simply not worth their points. As above, 8pts ideally with some sort of buff; like all to wound rolls of 6 are AP-2 would go along way to making these guys compete with Vanguard, who are the same cost, have some defensive uses (rad armor) and nearly triple the firepower.
Alpha: Keep stock rife.
Snipers: Use this unit as extra wounds for said snipers. Just a minor add tid bit. A 10 man unit with 3 snipers, can either do wonders or will attract far too much attention. I've seen it do both.
Arc Rifles: Actually has pretty good snyergy here, though I still recommend these with Vanguard over Rangers, but I think this may be the best weapon for this unit.
Plasma: situational, if you know you'll be close within first or second turn, this may not be a bad choice. Though I'd recommend Arc rifles over these.
Rangers, in my opinion, have taken the worst brunt in the codex out of our whole line. They went from an excellent troop choice to sniper bodies. They can still perform however, rerolls of 1 to hit and a soft rend make them annoying to your opponents due to their long range. Ideally, two five man squads with a sniper or two plopped into a good tactical position can really help your army. A 10 man squad with 3 arc rifles in center field or camping on an objective can also be very useful. But that is about all they can do well, other units will fill any other rolls they might take better.
---Elites---
DiscoSticks: Most improved. Arugably one of the best counter charge units in the game currently. Many people forget they have a 5+++ which makes them almost as hardy as Nurgle deamons. When position cleverly, they will completly deter your opponents from would be great charge or deepstrike. Or not as good but still tactically useful, your opponents will be sure to focus fire these guys to death to allow them to deepstrike or charge. I will skip out on in detail explaining why they are so good, but their statline alone should give you all the reasons you need. Point wise, I think they are spot on. Any cheaper and they'd be broken. Any more expensive and I'm not sure if I'd take more than one squad.
Always take at least 10. 5 would be good, but they will be shot.
Jazz Hands: Great. Thought Vanguard are too squish and don't like their stregth 3? Well these are for you. Have all the same rules and boons as Disco sticks but can drown ANY unit in firepower. Give them a rerolls to hit with Cawl and laugh as you dish out 50 hits from a 10 man squad. TPD and/or canticles help these mooks out nicely. Their short range is their only weak point. Position them to either defend a unit/area or go super aggresive with them and give your enemy target saturation to avoid them being focus fired on.
Point wise, again, I think they are perfect. Always take at least 10, more may be better but situational and will draw more fire if you take more than 10.
These guys move well with Vanguard running up the field.
Servitors: Dont. They could have been great. Even at 8pts a model (servo arm) these things could have been useful. But at 12 pts... Just put the points elsewhere. Hopfully the codex will do 1 of two things. 1: Make them 8 pts with servo arm, then they could be useful. 2: change the equipment they can take and its restrictions.
**NEW** with teleportation, these mooks with Multimeltas plus a techpriest in conjunction with a point reduction can finally give us that deep strike melta attack we've been needing that every other army has.
Datasmith: Exactly what he is. Okay at combat but just a powerful baby sitter for your robots. I'd like to see him maybe just 10 points cheaper and be able to work with servitors and I'd think he could be really useful. Even more so, if he could repair other units. I'd happily keep his point costs the same if he could repair any admech units.
Infiltrators: Good. Used to be our only deepstrike, still good. Almost spot on in points. I'd prefer a soft point reduction or a slight bump in survivability. A 5++ would go a long way for these guys (what they used to have). Both options are good, simply kit them out for whatever task you want to them to handle.
Goads: good for light armored but still competent at exploding hits and overwhelming high armor.
Swords: Powerswords. Yes please.
Both variants do very well with canticles,primarily due to their all around good nature, their high output of attacks both melee and range allow for lots of dice and potential damage. +1 Strength makes you wound T3 models on 2s with goads and makes your power swords wound marines on 3s. Rerolls of 1 to range/melee just good to have.
These are a must have strategically, however with new codex and teleportation, they may lose their most important feature: deepstrike. I mean, you take them for deepstrike, if you have other options, you may not want to take these anymore. Overall, I will contradict myself here a bit. They are worth taking. If you can get the charge off or need something to take a backfield objective, they are decent glass cannons and are fairly quick and can handle most enemy types that are MC or Vehicles.
Ruststalkers: Don't. I have tried. I really have, have used both variants about a dozen times and only twice have they ever done anything useful. You will amost always be better served by infiltrators. The transonic razor and blade are sadly just garbage. The chordclaw is really the only thing that ever did anything when I used them. That being said, you're better off taking Discosticks for mortal wounds and counter charging and your better off with infiltrators at regualr damage dealing and mobility. This is, in my opinion, the most confusing and pointless unit in the codex. Mind you I say pointless, not bad. Just take something else. Hopefully the Codex will change the Transonic blades as currently they are the worst weapon in the codex.
The damn things don't even have an AP of 1!!!
I am super bitter about them because I love their models. I have 20 of them... 10 of each. Got them in 7th and am just sad to see how poor they have become...
---Fast Attack:---
I have nothing of importance to add here. I never use the walkers. I only own 1 of them, and it gets blown up first turn every time. I suspect 2 or 3 of them would fair better. The reason I do not have any is fiscal more than anything else.
--Heavy Support--
Dunecrawler: Excellent unit. Appropriatly costed. Hard hitting and can take ah it. An improved or comperable Leman Russ albeit not as fast.
All weapons on this thing are pretty worthwhile except the phosher blaster. The platform is too costly to justify that weapon being on it. If it were free or only like 5pts for the Dunecrawler, I'd change my mind. The stars here though Nuetraon Laser and Icarus array. Both excellent and both good at really everything. This thing is an embarresment of riches. I recommend taking 3 of any varation of your choice. The Cognis heavy stubbor is over costed though, but it is nice to have 3-6 extra shots comining off the thing.
Robits: Good. But expensive. Overall a strong unit in both melee and range based on what you kit it out with. Obviously range is its most popular form, but they also do very well in melee. Their fists are not to be ignored.
Ageis: My personal favorite mode. 2+/4++ and the retaliation of 5++. This mode may lack the Dakka or the Choppa of the other two, but my opponets best weapons to kill these things (Lazcannons) don't bother shooting them if I have this up. Meaning, they can just do whatever they want with near impunity. Keep a datamsith nearby though, you will probably want to change these things protocal at some point. Also, few things will annoy your opponent more than seeing on of these jerkwagons recover d3 wounds.
There ya go. My last several month of 40 some games as Admech. This was much longer originally and in a proper essay format for ease of reading, but with the new info of the codex out, I shortened it up. Everything I've said is now subject to change.
Walkers :
Dragoons now a great cheap fast option you either way need for brigade. Also lots of utility. Incence cloud is a defnce vs plasma especially with no equal. Vehicle fast larg base prolly the best screener we got. Has tanked for me in all games . Seems to me if you like rangers with arq jezls on dragoons synergize.
Ballistary where not worthy pick so far unless you played a lower point list and could not fit a third onger. Since recent changes with deep strike meaning even if they dont have incence cloud putting a group deep strike cn be our lasc strike. So you can have a triple twin lasc group deepstriking at a corner and pit your enemy in the mid . Its a strat. Dont know about autocsnnons i find them not in use in our army. So neutronagers better but ballistary can be one big unit wich most our buffs need...
Wrath of mars transformed the Robots into a single unit again 4-6 . These will be stationed and might even work with kataprhns and tech priest only if you decide more versatile formation. Would not be bad to make seperate group of 2 robots 3 destroyerd flamer screeners with a tech priest and place them on opposing corners. 3+ bs reroll ones . Either way one unit can get wrath of mars and if you decide to make an assault melee Cawl + canticle usage with 20 priests then options exist.
Onagers can do with out icarus again. You can play a small metalica buff and neutron can deal with fliers. Priests deep striking plasma destryers with durability that amount of robots wont give space to more anti troop points. Icarus was good for two options anti air anti inf. Not being able to split fire and the recent buffing on Robotopriests made them a bit less usef. Brig detach needs 3 h slot etc. Need to get some point reduction as you say and adding a robot vs an onager helps.
New options provide new tactics? We have not seen yet the full picture but. With a relic and Gaia warlord trait vanguard 10 man with arc or plasma or even barebones seems legit and lethal defenders. Plasma and -1 sat. Will wound 2+ overcharged tougness 5 even in cc. Rerolling 1s on hit. And 6+ not to be slain seems like pretty 7th to me for 45 barebones. As for rangers they will provide a cheap troop. Either a secong choise in gaia to max troop slpts with arq and harder to kill 5 man or a cheap 10 man arc. Screener deep strike what ever. Snipers with deep strike and 60 range lethal though i already preffer them mars and snipping. Wont be surprised if i saw them 40 points to close up detachm. Dont think i care taking up vanguard cause they shoot well. Survive with gaia to provide that -1 tough. This is our buff on wounding since we mostly got to hit buffing all over.
So far tech priest dominus is going to be my warlord cause gaia trait is what we missed from our screeners. Cheap troops a bit more resilient and since they can shoot in close combat leathal with plasma and saturation.
I dont know if knights will come in synergy play but i can dedinetly see atm all units becoming an option with that deep strike. Who will say no if we see a relic mask to change protocols a melee 4-6 robot with datasmith deep strike flamers and then charge for a 6 hit per robot. Might be the best flamer clear then long charge elite kill warhammer would have seen so far. Could kill a titan?? Ofc thats play silly but an option with a melee hq maybe. Deep strike must be an option for knights and soon. As so many plasma can alpha strike and since we practically agreed to roll on whos going first reserves must become valid again especially for big cost units.!!!!
Not to mention electro priests nowadays in various combinations. The stratagem lwtting them hit twice made staff priest viable in 5 man. Reducing th cost for having a group sitting and w8ing in your gun line. As for range priest. Imagine this Mars priests can shoot with rerolls. Get wrath of mars and then go melee with 2 canticles. Reroll ones and electrom. Plus their mortal on charge and chance to electrocute and reroll ones and benefit if vanguards already in 1 intch from enemy. What you want more?? And they can be deep stike big unit etc etc. Most likely the electropriest can fit most dogmas.
Infiltrators i only used with power swords etc. Now they can be mars. 10 of them cheaper than 20 priests still 50 shots with wrath can be a force. And give options inside a mars detach.
Last but not least breachers. I know they need some fixing. Their cost to begin with and their weapons both melee and range but. Their are troops with 3 w 5 t and with lucius you can deep strike them in qn obj and enemy must spend some heavy power to ge them down. They can shoot if that arc became a weapon agsin. But mainly -1 ap to hit them 2+ in cover and 9 wounds with some melee makes them again a valid option.
Thanks for sharing
Lucius aux will cost 2 cp s. Bad
Tip: keeping ad mech limited on units gives them the advantage to overdo it. 1 cp stratgem deep strike. The real exploit is being able to decide vs each enemy what unit you will use in teleportarium. But since you gotta use lucius dogma there the limits begin.
Detachments. Two options are best used with out further tax. Troops and elites. Patrol or vanguard . Rest will be limited again since we dont have even 3 different fast units or onager as big unit etc. Aux if you are 100% sure.
This message was edited 8 times. Last update was at 2017/09/15 00:04:37
2017/09/14 23:52:28
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Just saying, in terms of stats, cancelling out -1 AP is actually really good. A lot of low-save units are vulnerable to -1 AP weapons such as Heavy Bolters, Heavy Flamers, Autocannons, and Phosphor Blasters. And even mid-durability units can benefit from that extra point of armor.
This message was edited 1 time. Last update was at 2017/09/15 00:16:32
2017/09/15 00:36:24
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Yeah it's a pain, best to pick 3 different colors and roll them all together.
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2017/09/15 02:57:11
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Aside from the obvious Electro Priest deep strike application - it opens up some real utility with Twin Lascannon Balistari.. With a unit of 4 Balistari and 2 CP, we can deploy and fire 8 Lascannons downfield on a 2+ to hit, with no worry about losing them to an alpha strike. Amazing.
They will be hitting on 3+ as they are considered to have moved when they deepstrike in
Automatically Appended Next Post: Also, If we get a +1 to hit for corps somehow, they'll become our best units by far
This message was edited 1 time. Last update was at 2017/09/15 03:15:09
Also, If we get a +1 to hit for corps somehow, they'll become our best units by far
I highly doubt that. In the end, they are still T3 1W 6+ with 5+ FNP units that cost 14 points. Conscripts outshoot Electro-Priests on a point-for-point basis by 48%. (Remember, the minimum range of the Corpuscarii is the Rapid Fire range of the Conscript.)
2017/09/15 03:44:41
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Well Corps will always shoot first due to deepstrike, plus they can charge and destroy conscripts in melee.
And when they explode on 5+ (with that +1 to hit that I hope we get), then you'll just destroy anything you point at. Deepstrike within 2 30 man groups of conscripts, shoot 1 unit, charge the other
rvd1ofakind wrote: Well Corps will always shoot first due to deepstrike, plus they can charge and destroy conscripts in melee.
And when they explode on 5+ (with that +1 to hit that I hope we get), then you'll just destroy anything you point at. Deepstrike within 2 30 man groups of conscripts, shoot 1 unit, charge the other
Actually, other way around. Conscripts with Fix Bayonets! are still more deadly on a point-for-point basis than Corpuscarii in CC. =\
I did the math and it seems you are correct. 20 Corpuscarii will indeed beat 93 Conscripts, assuming the former deep strikes in, shoots, then charges, and then they grind each other to death fighting. But in a real-life scenario, people bring 83 Conscripts in two units with a Commissar. If they fall back and the other unit shoots, it's over.
This message was edited 2 times. Last update was at 2017/09/15 04:36:52
2017/09/15 04:36:18
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Sound The Drum, Lucius has Come
Either way, conscripts are the unit that will get nerfed 100%. They're the most problematic unit in GW40k by FAR. Every day the testers are syaing "ehh, you shouldn't buy many of them *wink*"