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![[Post New]](/s/i/i.gif) 2017/09/20 09:49:27
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Quick-fingered Warlord Moderatus
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rvd1ofakind wrote:"Played a game with new Ad Mech woooooow!! So impressed. Bat rep hitting YouTube in a few days #wh40k" - InControl (aka guy who got 1st with WarCon on ... War Con >_> Suspiiiiiicious)
Anyway, that's a good sign, right?
The guy is an amazing player tactically. For example, he beat a Daemon summoning list by moving Biovores, so they would miss more and showered the enemy summoners with mines. Not a single unit was summoned until like turn 4. 1000 vs 2000 army. Pretty good
Yeah. I don't see why people are disappointed in the codex. Not everything is useful, but the stuff that is useful is very strong. We just got huge value added in both shooting power and durability.
Also, looks like InControl is also a fan of Taser Dragoons:
"Melee dragoons are legit"
Seems like virtually everyone who plays AdMech except one certain person thinks so.
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![[Post New]](/s/i/i.gif) 2017/09/20 10:04:17
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Mysterious Techpriest
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Oh, I definitelly see why people are disappointed: no new units, points pretty much didn't change, rules pretty much didn't change, Knights aren't AdMech: they don't re-roll with cawl/dominus, they don't get Canticles (normally), they get repaired by only 1 wound, they don't get any cool new rules
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![[Post New]](/s/i/i.gif) 2017/09/20 10:13:25
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Quick-fingered Warlord Moderatus
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No new units was expected though.
Points got a huge change with the Enginseer and Skitarii. Sure, Servitors and Kataphrons didn't get the point drop that they needed, but Dragoons got a buff.
I am very sad about my Knights not getting much synergy (aside from spamming the Rotate Ion Shield stratagem). But I am consoled by the fact that I can deal massive mortal wounds and that my army is somehow more Raven Guard than Raven Guard.
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![[Post New]](/s/i/i.gif) 2017/09/20 10:16:02
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Stalwart Tribune
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I m mad with this crap codex. The fact i saw changes for mobility survive and versatile made me even more pissed. Cause i realise they know exactly what the problems are.
And yes they did gave some of the 7th flavor back for skitarii since they where really bad they keep no synergy between oour detachemnts.
We got tow kataphrons not a third we got 2 priests not a third option we got 2 hq not a third we got 2 sicarans etc. Not allowing us any option for detafments to build up cps or have a plan.
Ok fluff ok balance but not nice to have 2 hq. Why didnt they make datasmith hq with options on gear and engiseer a 30 ish hq since it sucks
No skitarii alpha . And even if that was not enough and we are mistaken about it paying 50 more euro on top of 20 index for nhing really knew not even knights complete not even ad mech complete its stupid. Yes we support the game we pay plastic but now we are not brainless chickens to pay one new picture and a rewritte of am index sorry no. We where w8ing from the 7th tmcombine synergise become an army and we still not one. If you take priests other buffs expenwive one same goes for skitarii. Gems benefit large groups but we dont have cheap ones to benefit from it. Its v v squishyand really stupid to begin with.
Some old flavor sure but his codex suppose to be our way of play. Qnd competitive and fluff vs other armies. We are not. Got a warth of mars buff rest wontnsynergise or wont have points for it.
3 cps priest play again 1-3 cp extra relics 2 hq options engiseer dead w8 not even datasmith stats same cost. Etc etc 12 warlord traits great Cawl cant get nothig from gear. Its just so meh. Again compet. Robots onagers maybe 1-2 less form unit or hq but thats it. V v bad. Not o mention costs arc being 6 str. Etc. I just dont get it. And all others got options with transports fliers mobility 10 hq buffs bla bla gear change want expensive want cheap. Its sad. For a t3 army
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This message was edited 1 time. Last update was at 2017/09/20 10:21:35
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![[Post New]](/s/i/i.gif) 2017/09/20 10:18:08
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Mysterious Techpriest
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Suzuteo wrote:No new units was expected though.
Points got a huge change with the Enginseer and Skitarii. Sure, Servitors and Kataphrons didn't get the point drop that they needed, but Dragoons got a buff.
I am very sad about my Knights not getting much synergy (aside from spamming the Rotate Ion Shield stratagem). But I am consoled by the fact that I can deal massive mortal wounds and that my army is somehow more Raven Guard than Raven Guard.
Enginseer didn't get a pts change.
Kataphrons were very important to us and now it is as if GW said "They belong in the trashcan"
Also, I really dislike almost all warlord traits and relics(especially the weapon ones. They are terrible)
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![[Post New]](/s/i/i.gif) 2017/09/20 10:24:29
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Stalwart Tribune
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Raven guard has 100 options with gear hq etc. Tau as we look like with stygia can synergise. They got some things they can min max. We still play better witn battalions of ig for cps and Cawlwall. I want adeptus mechanicus army playable options to play diffent style. We dont have the units even we dont have a third option nowhere
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![[Post New]](/s/i/i.gif) 2017/09/20 10:55:47
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Quick-fingered Warlord Moderatus
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rvd1ofakind wrote:Suzuteo wrote:No new units was expected though.
Points got a huge change with the Enginseer and Skitarii. Sure, Servitors and Kataphrons didn't get the point drop that they needed, but Dragoons got a buff.
I am very sad about my Knights not getting much synergy (aside from spamming the Rotate Ion Shield stratagem). But I am consoled by the fact that I can deal massive mortal wounds and that my army is somehow more Raven Guard than Raven Guard.
Enginseer didn't get a pts change.
Kataphrons were very important to us and now it is as if GW said "They belong in the trashcan"
Also, I really dislike almost all warlord traits and relics(especially the weapon ones. They are terrible)
I meant the cheap HQ inherently changes the point structures of our armies. I consider that a points change--indirect, I'll admit.
I do wish that one of the Forge Worlds (probably Agripinaa) just flat out had huge bonuses that only applied to Servitors and Kataphrons. A sort of AdMech servitor/zombie army would have been cool. I guess all these missed opportunities is frustrating...
Considering the best warlord trait before was Inspiring Leader, and now it's Necromechanic, I'd say it's a huge improvement. Static Psalm-Code, Emotionless Clarity, and Ordered Efficiency are all pretty good. Magos Biologis and Xenarite Studies are also situationally good.
The weapons aren't bad as much as they aren't as good as Autocaduceus. I mean, I did the numbers a few days ago, and Volkite Blaster + Phosphoenix + Xenarite Studies is a pretty good option against something like Tyranids or Orks. (Setting up your HQs to do CC in a tide-heavy metagame is useful.)
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This message was edited 1 time. Last update was at 2017/09/20 10:57:11
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![[Post New]](/s/i/i.gif) 2017/09/20 11:48:34
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Moustache-twirling Princeps
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![[Post New]](/s/i/i.gif) 2017/09/20 12:07:06
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Regular Dakkanaut
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Please post up when InControl has more review or battlerep etc for the Admech Codex
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![[Post New]](/s/i/i.gif) 2017/09/20 12:12:22
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Longtime Dakkanaut
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Certain other silly people think tactical marines are gak. That's silly.
Automatically Appended Next Post:
The tactical marine is gws bread and butter they will never be gak. They may not. E amazing but they will never be gak. Tac squads start struggling marines get a new codex that's how gw works
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This message was edited 2 times. Last update was at 2017/09/20 12:18:29
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![[Post New]](/s/i/i.gif) 2017/09/20 12:19:12
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Enginseer with a Wrench
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I forget but the ability use master of machines twice, even on the same unit. And also another ability, i forget if it's relic or warlord trait that adds an additional wound to repairs. Can those two be combined? If they're not both warlord traits or both relics or both on difference <forge-world> specific relic/traits then you could heal a knight for 4 wounds a turn.
You could also heal a Land raider for the same amount with Cawl. Or an admech dune crawler for 8 wounds per turn! or two crawlers or robots for 4 wounds each...
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![[Post New]](/s/i/i.gif) 2017/09/20 12:23:57
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Longtime Dakkanaut
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4 wounds on a knight is insane. Automatically Appended Next Post: Actually without relics and warlord traits how many wounds can a tech priest heal on a knight? Because it already takes a lost to. Sing down knights
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This message was edited 1 time. Last update was at 2017/09/20 12:35:12
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![[Post New]](/s/i/i.gif) 2017/09/20 12:38:11
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Moustache-twirling Princeps
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gendoikari87 wrote:Certain other silly people think tactical marines are gak. That's silly.
Automatically Appended Next Post:
The tactical marine is gws bread and butter they will never be gak. They may not. E amazing but they will never be gak. Tac squads start struggling marines get a new codex that's how gw works
Strawman. Automatically Appended Next Post: Octovol wrote:I forget but the ability use master of machines twice, even on the same unit. And also another ability, i forget if it's relic or warlord trait that adds an additional wound to repairs. Can those two be combined? If they're not both warlord traits or both relics or both on difference <forge-world> specific relic/traits then you could heal a knight for 4 wounds a turn.
You could also heal a Land raider for the same amount with Cawl. Or an admech dune crawler for 8 wounds per turn! or two crawlers or robots for 4 wounds each...
There is a 1CP Tech-Adept Strategem that lets you repair twice, even on the same unit. And are you thinking of Necromechanic, bumping your repair up by 1 each use.
The only issue here is that you aren't doing it with Cawl, because he has the mandatory Static Psalm-Code trait and let's be real, Cawl is the best HQ we have. So, it would be a bit gimmicky to push the repair aspects, especially when you have to blow CP, which we have precious few of.
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This message was edited 1 time. Last update was at 2017/09/20 12:42:02
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![[Post New]](/s/i/i.gif) 2017/09/20 13:17:49
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Loud-Voiced Agitator
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My friend recently bought a Malanthrope and Stonecrusher Carnifexes. I can't seem to beat them, what would be a decent strategy to kill them? I assumed putting lots of shots on them before they closed in would work, but it hasn't been.
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![[Post New]](/s/i/i.gif) 2017/09/20 13:19:34
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Stalwart Tribune
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Cawl is named char cant have relics he has already enough on him. So might wanna look elsewhere. Still the engiseers are overpriced and bad unit compared from datasmith to all other armies. He sucks and he is expensive with no gear . Why they didnt scale datasmith hq and hima cheap 30 ish option eludes me. This codex seriously is stupid designed for this game meta. Not to begin with the cost of deep strike units and dogma while other got 100 points rapid plasma drop with hq. Not to begin about destoyers bs4+ d6 shots not even 3-6 shots 200+ troop for 4+ go figure. And the known issues we gotta pay with cpevery single option with 2 hq. Dont understand really. I dont. Faq still nowhere to be seen or heard of.
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![[Post New]](/s/i/i.gif) 2017/09/20 13:22:28
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Mysterious Techpriest
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FAQ nowhere because the codex hasn't been released??? Srsly... Chill
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This message was edited 1 time. Last update was at 2017/09/20 13:22:45
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![[Post New]](/s/i/i.gif) 2017/09/20 13:24:21
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Enginseer with a Wrench
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em_en_oh_pee wrote:
Automatically Appended Next Post:
Octovol wrote:I forget but the ability use master of machines twice, even on the same unit. And also another ability, i forget if it's relic or warlord trait that adds an additional wound to repairs. Can those two be combined? If they're not both warlord traits or both relics or both on difference <forge-world> specific relic/traits then you could heal a knight for 4 wounds a turn.
You could also heal a Land raider for the same amount with Cawl. Or an admech dune crawler for 8 wounds per turn! or two crawlers or robots for 4 wounds each...
There is a 1CP Tech-Adept Strategem that lets you repair twice, even on the same unit. And are you thinking of Necromechanic, bumping your repair up by 1 each use.
The only issue here is that you aren't doing it with Cawl, because he has the mandatory Static Psalm-Code trait and let's be real, Cawl is the best HQ we have. So, it would be a bit gimmicky to push the repair aspects, especially when you have to blow CP, which we have precious few of.
Yeah i just looked it up you're right. Those of us not using Cawl however have the option to spend 1CP and repair 4 wounds on two admech models each. Makes your warlord a huge target but then, it's always a target anyway lol. Also potentially almost fully restores a duncrawler. Granted without spending CP you could still heal 4 wounds. Of all warlord traits available to me as a non-Cawl user, that seems like a pretty good one. I'm also seriously considering Monitor Malevolus, roll a 6 any time anyone uses a strategm and thats 1 more CP in my bank.
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![[Post New]](/s/i/i.gif) 2017/09/20 13:24:38
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Longtime Dakkanaut
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So with rainment of the technomartyr a full set of six kastelans is shooty 128 shots on average in overwatch. That's
18 wounds on meq
35 on geq
28 orks
This is with agrapinaa. So you'd need to keep them all alive. But there's not much that can charge these things. a full unit of cultists 40 models or conscripts does it. But what is regularly fielded that can do it? Thinking tyrannid armies maybe guard and cultists but orks might struggle. Just need a way to keep them safe from shooting.
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This message was edited 1 time. Last update was at 2017/09/20 13:26:06
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![[Post New]](/s/i/i.gif) 2017/09/20 13:28:10
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Enginseer with a Wrench
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Oh, quick question: When you field Cawl, does he have to be your Warlord? Because if not then fielding Cawl automatically gives you a second warlord trait on another character model given he already has the +3" aura range trait.
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![[Post New]](/s/i/i.gif) 2017/09/20 13:29:18
Subject: Re:Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Stalwart Tribune
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Yes but both and more are warlord traits. Only one. Haha once again this codex with 12 warlord traits or someone does not know we can take one or thwy are still laughing
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![[Post New]](/s/i/i.gif) 2017/09/20 13:30:39
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Mysterious Techpriest
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First, it is 108. Second, unless I'm wrong, it works like the Chaos anti-imperium ability. So you need to hit overwatch (on a 6 only) and then you need to hit again (on a 6 only).
Unless you mean with the 5+ to hit on overwatch FW
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This message was edited 1 time. Last update was at 2017/09/20 13:33:11
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![[Post New]](/s/i/i.gif) 2017/09/20 13:33:25
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Longtime Dakkanaut
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rvd1ofakind wrote:First, it is 108. Second, unless I'm wrong, it works like the Chaos anti-imperium ability. So you need to hit overwatch (on a 6 only) and then you need to hit again (on a 6 only)
right 108 of which 1/6 are 6 so 18 additional shots 108+18=126
Obviously that's an average but still Automatically Appended Next Post: Also you can only do this with one unit of kastelans most likely as it is models within 6" of the character
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This message was edited 3 times. Last update was at 2017/09/20 13:44:30
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![[Post New]](/s/i/i.gif) 2017/09/20 13:53:04
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Mysterious Techpriest
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Well those 18 still hit on a 6, right? So the artifact only adds 3 total hits.
So 21 hits
Or 42 hits if you have the 5+ FW. Also if there is a model within 6'' (the dude with the artifact), you can just charge him and consolidate into Kastelans
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This message was edited 3 times. Last update was at 2017/09/20 13:55:25
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![[Post New]](/s/i/i.gif) 2017/09/20 13:56:10
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Longtime Dakkanaut
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rvd1ofakind wrote:Well those 18 still hit on a 6, right? So the artifact only adds 3 total hits
nope you only get them on a six it just gives you extra attacks which go off as normal at least that's how the summary reads. So you get your normal overwatch bs.
Also charging the character without chargpthe kastelans should be impossible if you don't place your models like an idiot
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This message was edited 1 time. Last update was at 2017/09/20 13:58:18
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![[Post New]](/s/i/i.gif) 2017/09/20 13:58:06
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Mysterious Techpriest
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gendoikari87 wrote: rvd1ofakind wrote:Well those 18 still hit on a 6, right? So the artifact only adds 3 total hits
nope you only get them on a six it just gives you extra attacks which go off as normal at least that's how the summary reads. So you get your normal overwatch bs.
Nowhere does it say that the bonus attacks are resolved at the normal BS. So as the whole attack is overwatch, you must assume that it is only on 6 (or 5+). Either way, it's only a difference from 3 to 9 hits. Meh.
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This message was edited 2 times. Last update was at 2017/09/20 13:59:46
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![[Post New]](/s/i/i.gif) 2017/09/20 13:59:17
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Longtime Dakkanaut
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rvd1ofakind wrote:gendoikari87 wrote: rvd1ofakind wrote:Well those 18 still hit on a 6, right? So the artifact only adds 3 total hits
nope you only get them on a six it just gives you extra attacks which go off as normal at least that's how the summary reads. So you get your normal overwatch bs.
Nowhere does it say that the bonus attacks are resolved at the normal BS. So as the whole attack is overwatch, you must assume that it is only on 6 (or 5+)
which overwatch is modified by the fw dogma so 5+ not 6+
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![[Post New]](/s/i/i.gif) 2017/09/20 14:03:26
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Mysterious Techpriest
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Either way, seems like a bad gimmick that a good player would exploit through charge/pile in shananigans. Like hiding behind the transport/terrain and charging so you don't have the LoS
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This message was edited 1 time. Last update was at 2017/09/20 14:03:41
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![[Post New]](/s/i/i.gif) 2017/09/20 14:05:33
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Longtime Dakkanaut
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I mean you can try to charge the character but you aren't going to make the charge so long as you don't place the neutronagers that close they can't charge anything else and consolidate/pile into it
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This message was edited 2 times. Last update was at 2017/09/20 14:07:05
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![[Post New]](/s/i/i.gif) 2017/09/20 14:07:13
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Mysterious Techpriest
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You can just charge the Kastelans if you're hidden from their LoS (or at least some of their LoS) by terrain of a model
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![[Post New]](/s/i/i.gif) 2018/03/19 14:10:37
Subject: Tactica Mechanicus 2.0 - Deus Est Machina! - Codex Imminent
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Longtime Dakkanaut
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Maybe but that's highly situational and can be countered by the neutronagers hitting the transport
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