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2017/09/25 05:14:19
Subject: Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
SilverAlien wrote: Technically the infiltrators lost that attack in the index faq.
I'm really curious to see what the consensus for mixing Mars and stygies ends up as. I can see all Mars and all stygies both being possible choices, as well as mixing the two in different ways. I basically know what I want my army to be at this point, now it's just figuring where to a lot everything.
Also, are people still trying Lucius?
I'm thinking a Mars Spearhead with a Lucius Brigade/Battallion is how I plan to to try and do things. I haven't experimented yet but the price drop on Vanguard and Rangers help the idea.
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.
2017/09/25 07:37:21
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
IRON WARRIORS SPEARHEAD
Lord, power fist
Havocs, 4x heavy bolter
Havocs, 2x lascannon
Havocs, 2x lascannon
Havocs, 2x lascannon
Photos:
Spoiler:
ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau +From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
2017/09/25 09:12:12
Subject: Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
STRATAGEMS
If your army is Battle-forged and includes any ADEPTUS MECHANICUS Detachments (excluding Auxiliary Support
Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them.
Thesehelp to reflect the unique tactics and strategies used by the Adeptus Mechanicus on the battlefield.
So as i read it wont be able to use gems with Aux.
So minimum you ll need a detachment.
I would not mix all detachments. So far as i try to make some lists the demand in points the tax and our non existent options would suggest focus in a plan.
Stygia and lucius?? Why would you do that? You got effective outrider 3* fast slots? Got a second spewrhead out of mars you want to deep strike? Battalions?
What you gonna make 2* vanguard one stygia one lucius for???. There is no point. You ll need to decide a clear plan and execute it. Wint be enough to in infiltrate 2* dragoons. No you need 3+ in one unit to get results worth sepnd cps and be point result effective. Mars has inflitrators for deep strike you can take 10 you can wrath of mars or +1 hit bla bla. No need lucius for more. Thats what i believe . If you plan to become guardmtake guard.
Mars is not just a dakka line its an expensive heavy support line. And you cant let your tanks etc 1000 points get locked. So it requires even more points for screener etc. How would you make also effective 2* dogmas more? The tax is above effective results.
So far for me my personal opinion again not trying to convince none. Working so far.
Mars brigade. Somewhat effective. Same goes for lucius prefered bigger with a plan.
2* battalions most likely Mars stygia or mars Graia. Stygia ,Graia best surviving dogmas to support mars.
2* batt 1* spearhead. Obviously mars spearhead. Batt i use for graia stygia putting inside cheap units and some i need like dragoons big unit in stygia. Lucius batt meaning lucius troops i care not.
For lucious batt i d have to take breachers etc at least 2 groups since it would be a more agressive play and simple troops wont survive it.
Hope this helps
This message was edited 3 times. Last update was at 2017/09/25 09:43:32
2017/09/25 09:28:45
Subject: Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
I think its saying if you want access you have to have more then just a Aux Detachment.
I don't think that having an aux detachment in addition to the various other types stops the model(s) in it from benefiting as long as one of those other non aux detachments is also Ad Mech.
My reading of it anyway.
Standing in the light, I see only darkness.
2017/09/25 09:36:49
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
If your army is led by an ADEPTUS MECHANICUS Warlord,
then before the battle you may give one of the following Arcana
Mechanicum to an ADEPTUS MECHANICUS CHARACTER
Battlescribe lets us take only one relic in army list? I read we can give one ewch char? Thoughts?
This message was edited 1 time. Last update was at 2017/09/25 10:27:59
2017/09/25 11:35:20
Subject: Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
With stratagem yes you can give more, but it is not included in list. Otherwise it's one relic per army.
This message was edited 1 time. Last update was at 2017/09/25 11:35:57
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.”
2017/09/25 11:57:02
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
Quick question: Would a Stygies Dragoon fighting at night be at -3 to hit? Because thats lol-worthy. Puts an Onager at -2 as well but we can use scryer skull strategm to ignore night fighting rules or doctrina for skitarii units.
2017/09/25 12:20:55
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
Octovol wrote: Quick question: Would a Stygies Dragoon fighting at night be at -3 to hit? Because thats lol-worthy. Puts an Onager at -2 as well but we can use scryer skull strategm to ignore night fighting rules or doctrina for skitarii units.
Nothing that I recall says they don't stack, so yea. Basically untouchable Dragoons outside of 12".
Should be yes but getting within 12" isn't going to be that hard for a screening unit. Or one moving forward to take objectives. And once your in that range you can be charged. So be careful if your enemy has powerfists or equivalents. Countercharge if you get the chance.
I played my first game with the codex rules yesterday, and my takeaway was:
1) The Datasmith is basically a waste of space at this point. I ran a unit of punchbots and used their flamers twice during the battle before using the Override stratagem as they charged in and they were perfectly happy like that the whole battle. The only thing the datasmith accomplished was to repair 2hp on one bot and whiff at plaguebearers with his powerfist the whole game.
2) Dragoons, between the -1AP buff and the amazing synergy with the Conqueror stratagem are serious business at this point.
3) I played Forgeworld Lucius (my powergamer-fu is not strong enough to stomach running multiple detachments to maximise my forgeworld benefits, I just went with the one my army's paint scheme is closest to) and I found the trait to be underwhelming due to how unpopular -1AP weaponry is at this point. 99% of weapons used by troops now are at 0AP, and it seems like when people go for heavier stuff in 8th it's almost invariably about the -3/-2AP range because that means you can hurt tanks. The stratagem and relic however allowed for some serious power plays. As expected, Corpuscarii rule the roost in that regard, but I also dropped a large 10-man of vanguard just to see what would happen and they also fared quite nicely. The relic basically just lets you bring along a TPD to your drop party for free, with the added benefit of having him on the board turn 1 to buff your backfield if you decide to wait on your big strike.
4) Between the troop buffs and the hugely increased value of CPs, I think we'll be seeing a lot more Skitarii troops in lists. the basic "five rangers and a rifle" alongside scrappier vanguard squads with plasma are what I'm mostly looking at.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2017/09/25 12:54:42
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
Gambling unit. For 17pts per model you have a little bit overpriced glass cannon, but if you meet certain prerequisites you get underpriced murder machines. They have normal movement(6”) and decent WS(3+), okay LD(8) and two attacks with crazy good weapon. They can give mortal wounds at rate making Death Guard jealous. First giving at charge on 6 per model, and then in combat on 6+to wound d3 mortal wounds instead of normal damage. That thing can drop any tough target down, even superheavy, and if you would need to, you can repeat this electropounding with 3cp. But there is a catch. They are only T3 W1 with 6+/5++/5+++. It wouldn’t be bad if they were not so high in target priority of your opponent. And here comes twist. If you wipe unit in fighting phase, they get 3++ for the rest of the game. Suddenly you have quite sturdy unit that punches like hammer. You want to use stygies stratagem to place them in optimal range from your opponent (9”+from enemy if first, somewhere in midfield behind LOS blocking terrain if second). If you went first, GG they probably single handily won you the game, if second you need to use them carefully since they are probably in unit size of 10+ and you don't want them to evaporate under enemy fire and morale loss. You can also use Lucius startagem, but I saw to many failed 9” charges to add even more gambling to this equation.
Hordes are their weakness, since they deal multi wound damage, but not so many hits. Also, 2+ wound damage, since it almost nullifies their fnp. Never aim their first charge at something that they couldn’t destroy in first take. If you multicharge, activate them first. Vehicles, monsters, MEQ and TEQ are their preferred target. They are in destructive potential probably on par with Kastellans, but much trickier to pull of. Once they are in SuperSayan mode, they force your opponent to dedicate tremendous power to stop them from rampaging through their back line, giving rest of your army easy time. High risk, high reward unit.
Comment, sugest, enjoy.
This message was edited 1 time. Last update was at 2017/09/25 12:57:03
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.”
2017/09/25 12:56:43
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
So here's my view on the new relics from the Codex, I'll be expressing my advice with each of them both in a competitive and non-competitive environment. Warning, this will be really lengthy.
Spoiler:
If your army is led by an Adeptus Mechanicus warlord, then you can give one relic to an Adeptus Mechanicus Character. Keep in mind named Characters like Belisarius Cawl can't have any relics, so I'll be giving advice based on the generic Characters. You have access to one free relic, and can buy a second one for 1 CP, or a third one for 3 CP (1 Relic = Free, 2 Relics = 1 CP, 3 Relics = 3 CP).
ARCANA MECHANICUM
Universal: Pater Cog-Tooth: Replaces an Omnissian Axe, so usable by a Tech-Priest Dominus or an Enginseer. It gives 1 more Strength and 1 more Damage than an ordinary axe. It would be a waste on an Enginseer with his poor CC skill, but a Dominus would hit at S6 with it. It's an odd statline, because you wouldn't face that much T6 models except against Xeno armies like Aeldari flavours or Tyranids. It would probably be best against the latter, as Tyranids are more likely to face you in CC than Drukhari Raiders for example. Could be useful on a Stygies VIII Warlord with the Xenarites Studies trait, as you'd add +1 to your Wound rolls and so wound T7 models on 4+. So it's a highly specific relic that could be useful in a Xeno-heavy meta, otherwise you'd be best to leave it in the reliquary.
Anzion's Pseudogenetor: Each time the bearer fights, it can make 1D6 additional attacks with this S4 AP-1 D1 weapon. Clearly meant to deal with hordes, you could use this on a backfield character, like a Datasmith or Tech-Priest, to deal with tarpits that reach your artillery so as to dispose of them faster and get back firing earlier. Otherwise, could be used offensively against horde armies with a Tech-Priest supported by Infiltrators with Tasers for clearing the area. There are more useful relics, but it's not terrible either.
Autocaduceus of Arkhan Land: The bearer regains 1W lost earlier each turn, and allows him to reroll the die for the number of Wounds repaired when repairing a friendly Adeptus Mechanicus unit. It's a great relic, best used on a Dominus dedicated to repairing your artillery like Onagers and Robots, as it greatly enhances the lifespan of those units. Best used with the Necromechanic Warlord trait, as you'll reliably heal between 2 and 4 Wounds per turn, maybe double that if used with the Tech-Adept stratagem. Your Onager ate a Lascannon shot ? There it's fixed. The regenerating 1W per turn in just the cherry on the cake, in case Snipers noticed you you just heal between 2 and 4 Wounds with your Dominus each turn. A must-have in any army that relies on its artillery.
Uncreator Gauntlet: Replaces a Power Fist, so usable only by your Datasmith. It's a regular Power Fist that deals a Mortal wound each time you successfully wound a Vehicle with it. Not worth wasting a slot for this most of the time, the only use I could see for it is to make your Datasmith useful when accompanying Punching Bots, but it's a highly situational/useless Relic otherwise.
Phosphoenix: Replaces a Phosphor Serpenta, so usable only by a Tech-Priest Dominus. It's a S5 AP-3 D1 Ignore Cover Assault weapon. I don't see the use of this to be honest, its statline being great against TEQ but you'd still need the 3 shots to hope to bring one down so that looks like an underperforming weapon to me. Could be used with the Xenarit Studies Warlord trait to wound Xeno T6 units on a 4+ but that's a lot of adjusting to do to make it usable. Not worth a Relic Slot.
Raiment of the Technomartyrs: Gives the bearer a 6+ FnP equivalent, and each time a friendly <Forge-World> model within 6" of the bearer shoots in Overwatch and obtains a 6 to Hit, this model can make a bonus attack with the same weapon (this bonus attack can't generate more bonus attacks). The only way I see to make this item useful barring the FnP is to use it near Corpuscarii Electro-Priests to try to trigger even more Tesla shots, otherwise hoping to have one or two more shots in Overwatch won't likely change the game. Congrats if you manage to get a bonus Neutron Laser attack with it, though. I'd not recommend it, but it's a way to add more survivability to a character otherwise.
The Skull of Elder Nikola: Once per game, in your Shooting phase, the bearer can use this to deal one Mortal Wound to each enemy Vehicle unit within 2D6" on a roll of 2+. Not worth it at all, keep away from this. One mortal Wound will never help you more than the other available relics we have access to.
Omniscient Mask: Allows you to reroll failed Hit rolls in CC for friendly Skitarii units within 6" of the bearer. The only Skitarii units that would benefit this are the Sicarians and Dragoons, and they'll both be faster and most likely far away from your relic bearer. Using the Conqueror Doctrina Imperative for 1 CP is costlier but far more effective than this relic, because they'll hit on a 2+ and their Taser weapons will proc on a 5+ for Infiltrators and 4+ for Dragoons. A way to use this would be if somehow you screened your backline with Sicarians near your relic bearer and artillery and want to defend against a charge more efficiently, but it's still a situational relic that'd be best left for another one.
Forge-World specific: Graia - The Cerebral Techno-Mite: Tech-Priest Dominus only, gives +1 CP at the start of the battle if your army is Battleforged. Don't buy another relic for this obviously. Could benefit a Graia Detachment if you're hungry for CPs, but as it will be your only relic you'll have to consider if it's absolutely necessary to have this bonus CP. I'd not recommend it, seeing how easier it is to grab CPs now that we have a 52 pts HQ.
Mars - The Red Axe: Replaces an Omnissian Axe to give it an AP-5 profile instead of AP-1. It's not great at all, as your Dominus/Enginseer won't have enough Strength to reliably wound the targets that have a 2+ armour save. Avoid !
Lucius - The Solar Flare: Once per game, at the end of any of your Movement phases, the bearer can teleport instead of moving normally. Remove him from the Battlefield and replace him anywhere within 30" of his previous position and 9" away from any enemy units. Could be useful when playing Maelstrom missions when you have a card that asks your Warlord to control a certain objective for example, given there's no enemy nearby. Could be useful to save your Warlord's backside from a tedious situation and deny your opponent the Slay the Warlord.
Metalica - Adamantine Arm: Gives a Melee S*3 AP-3 D3 weapon to the relic bearer. You can only hit once each time the bearer fights in CC with it though, so hitting at S12 might be tempting but for just 3 Damage you'd best leave it where it is. Not worth taking.
Stygies VIII - The Omnissiah's Hand: The bearer rolls a die at the end of each Fight phase for each enemy unit within 1" of him, on a 4+ that unit suffers a Mortal Wound. Could be useful if your bearer gets assaulted by Characters or something, but in that case he will probably die before fighting anyway so it's not worth picking this relic.
Ryza - Weapon XCIX: Replaces a Volkite Blaster, so usable by a Tech-Priest Dominus only. Changes the profile to a S7 AP-1 D2 weapon with the same Mortal wound on a 6+ to Wound ability. If you run Ryza and really want a powerful weapon for your Dominus this can be nice, as it's a nice anti-vehicle weapon, but keep in mind you have access to the First-hand Field Testing Warlord trait that gives +1S and +1D to a weapon of your choice barring a relic, so you just win a AP-1 with this. It's a choice between a relic slot and a Warlord trait.
Agrippina - Eye of Lexum: At the beginning of each of your Shooting phases, pick an enemy Vehicle unit within 18" of the bearer, and all friendly Agripinaa units can reroll 1s to Wound against that target until the end of the phase. If the target is a Chaos Vehicle, you can reroll all failed to Wound rolls against that target until the end of the phase instead. Can be great when used with Onagers, when you really need to destroy a Vehicle.
Phew, there it is. Feel free to correct me if needed or offer other tactical uses for Relics. Don't hesitate to shorten it if you want to have this in the 1st post too
40K: Adeptus Mechanicus
AoS: Nighthaunts
2017/09/25 13:04:57
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
Aaranis wrote: So here's my view on the new relics from the Codex, I'll be expressing my advice with each of them both in a competitive and non-competitive environment. Warning, this will be really lengthy.
Spoiler:
If your army is led by an Adeptus Mechanicus warlord, then you can give one relic to an Adeptus Mechanicus Character. Keep in mind named Characters like Belisarius Cawl can't have any relics, so I'll be giving advice based on the generic Characters. You have access to one free relic, and can buy a second one for 1 CP, or a third one for 3 CP (1 Relic = Free, 2 Relics = 1 CP, 3 Relics = 3 CP).
ARCANA MECHANICUM
Universal: Pater Cog-Tooth: Replaces an Omnissian Axe, so usable by a Tech-Priest Dominus or an Enginseer. It gives 1 more Strength and 1 more Damage than an ordinary axe. It would be a waste on an Enginseer with his poor CC skill, but a Dominus would hit at S6 with it. It's an odd statline, because you wouldn't face that much T6 models except against Xeno armies like Aeldari flavours or Tyranids. It would probably be best against the latter, as Tyranids are more likely to face you in CC than Drukhari Raiders for example. Could be useful on a Stygies VIII Warlord with the Xenarites Studies trait, as you'd add +1 to your Wound rolls and so wound T7 models on 4+. So it's a highly specific relic that could be useful in a Xeno-heavy meta, otherwise you'd be best to leave it in the reliquary.
Anzion's Pseudogenetor: Each time the bearer fights, it can make 1D6 additional attacks with this S4 AP-1 D1 weapon. Clearly meant to deal with hordes, you could use this on a backfield character, like a Datasmith or Tech-Priest, to deal with tarpits that reach your artillery so as to dispose of them faster and get back firing earlier. Otherwise, could be used offensively against horde armies with a Tech-Priest supported by Infiltrators with Tasers for clearing the area. There are more useful relics, but it's not terrible either.
Autocaduceus of Arkhan Land: The bearer regains 1W lost earlier each turn, and allows him to reroll the die for the number of Wounds repaired when repairing a friendly Adeptus Mechanicus unit. It's a great relic, best used on a Dominus dedicated to repairing your artillery like Onagers and Robots, as it greatly enhances the lifespan of those units. Best used with the Necromechanic Warlord trait, as you'll reliably heal between 2 and 4 Wounds per turn, maybe double that if used with the Tech-Adept stratagem. Your Onager ate a Lascannon shot ? There it's fixed. The regenerating 1W per turn in just the cherry on the cake, in case Snipers noticed you you just heal between 2 and 4 Wounds with your Dominus each turn. A must-have in any army that relies on its artillery.
Uncreator Gauntlet: Replaces a Power Fist, so usable only by your Datasmith. It's a regular Power Fist that deals a Mortal wound each time you successfully wound a Vehicle with it. Not worth wasting a slot for this most of the time, the only use I could see for it is to make your Datasmith useful when accompanying Punching Bots, but it's a highly situational/useless Relic otherwise.
Phosphoenix: Replaces a Phosphor Serpenta, so usable only by a Tech-Priest Dominus. It's a S5 AP-3 D1 Ignore Cover Assault weapon. I don't see the use of this to be honest, its statline being great against TEQ but you'd still need the 3 shots to hope to bring one down so that looks like an underperforming weapon to me. Could be used with the Xenarit Studies Warlord trait to wound Xeno T6 units on a 4+ but that's a lot of adjusting to do to make it usable. Not worth a Relic Slot.
Raiment of the Technomartyrs: Gives the bearer a 6+ FnP equivalent, and each time a friendly <Forge-World> model within 6" of the bearer shoots in Overwatch and obtains a 6 to Hit, this model can make a bonus attack with the same weapon (this bonus attack can't generate more bonus attacks). The only way I see to make this item useful barring the FnP is to use it near Corpuscarii Electro-Priests to try to trigger even more Tesla shots, otherwise hoping to have one or two more shots in Overwatch won't likely change the game. Congrats if you manage to get a bonus Neutron Laser attack with it, though. I'd not recommend it, but it's a way to add more survivability to a character otherwise.
The Skull of Elder Nikola: Once per game, in your Shooting phase, the bearer can use this to deal one Mortal Wound to each enemy Vehicle unit within 2D6" on a roll of 2+. Not worth it at all, keep away from this. One mortal Wound will never help you more than the other available relics we have access to.
Omniscient Mask: Allows you to reroll failed Hit rolls in CC for friendly Skitarii units within 6" of the bearer. The only Skitarii units that would benefit this are the Sicarians and Dragoons, and they'll both be faster and most likely far away from your relic bearer. Using the Conqueror Doctrina Imperative for 1 CP is costlier but far more effective than this relic, because they'll hit on a 2+ and their Taser weapons will proc on a 5+ for Infiltrators and 4+ for Dragoons. A way to use this would be if somehow you screened your backline with Sicarians near your relic bearer and artillery and want to defend against a charge more efficiently, but it's still a situational relic that'd be best left for another one.
Forge-World specific: Graia - The Cerebral Techno-Mite: Tech-Priest Dominus only, gives +1 CP at the start of the battle if your army is Battleforged. Don't buy another relic for this obviously. Could benefit a Graia Detachment if you're hungry for CPs, but as it will be your only relic you'll have to consider if it's absolutely necessary to have this bonus CP. I'd not recommend it, seeing how easier it is to grab CPs now that we have a 52 pts HQ.
Mars - The Red Axe: Replaces an Omnissian Axe to give it an AP-5 profile instead of AP-1. It's not great at all, as your Dominus/Enginseer won't have enough Strength to reliably wound the targets that have a 2+ armour save. Avoid !
Lucius - The Solar Flare: Once per game, at the end of any of your Movement phases, the bearer can teleport instead of moving normally. Remove him from the Battlefield and replace him anywhere within 30" of his previous position and 9" away from any enemy units. Could be useful when playing Maelstrom missions when you have a card that asks your Warlord to control a certain objective for example, given there's no enemy nearby. Could be useful to save your Warlord's backside from a tedious situation and deny your opponent the Slay the Warlord.
Metalica - Adamantine Arm: Gives a Melee S*3 AP-3 D3 weapon to the relic bearer. You can only hit once each time the bearer fights in CC with it though, so hitting at S12 might be tempting but for just 3 Damage you'd best leave it where it is. Not worth taking.
Stygies VIII - The Omnissiah's Hand: The bearer rolls a die at the end of each Fight phase for each enemy unit within 1" of him, on a 4+ that unit suffers a Mortal Wound. Could be useful if your bearer gets assaulted by Characters or something, but in that case he will probably die before fighting anyway so it's not worth picking this relic.
Ryza - Weapon XCIX: Replaces a Volkite Blaster, so usable by a Tech-Priest Dominus only. Changes the profile to a S7 AP-1 D2 weapon with the same Mortal wound on a 6+ to Wound ability. If you run Ryza and really want a powerful weapon for your Dominus this can be nice, as it's a nice anti-vehicle weapon, but keep in mind you have access to the First-hand Field Testing Warlord trait that gives +1S and +1D to a weapon of your choice barring a relic, so you just win a AP-1 with this. It's a choice between a relic slot and a Warlord trait.
Agrippina - Eye of Lexum: At the beginning of each of your Shooting phases, pick an enemy Vehicle unit within 18" of the bearer, and all friendly Agripinaa units can reroll 1s to Wound against that target until the end of the phase. If the target is a Chaos Vehicle, you can reroll all failed to Wound rolls against that target until the end of the phase instead. Can be great when used with Onagers, when you really need to destroy a Vehicle.
Phew, there it is. Feel free to correct me if needed or offer other tactical uses for Relics. Don't hesitate to shorten it if you want to have this in the 1st post too
What the Solar Flare really allows you to do is point-drop a TPD in with your Lucius alpha strike without using a CP. Put him in his standard spot in the beginning of the battle near your onagers/shootstelans and when your Corpuscarii/Vanguard/whatever are going to drop in, scoop him up and bolster their lines with rerolls of 1 to hit.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2017/09/25 13:19:35
Subject: Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
Gitsplitta wrote: @Aaranid: By your reckoning then... there's really only one good relic... the Autocaduceus of Arkhan Land. Everything else is at best... situational.
the_scotsman wrote:What the Solar Flare really allows you to do is point-drop a TPD in with your Lucius alpha strike without using a CP. Put him in his standard spot in the beginning of the battle near your onagers/shootstelans and when your Corpuscarii/Vanguard/whatever are going to drop in, scoop him up and bolster their lines with rerolls of 1 to hit.
Very true, can be used to catch up your forces without exposing your Warlord through the footslogging across the board.
Gitsplitta wrote:@Aaranid: By your reckoning then... there's really only one good relic... the Autocaduceus of Arkhan Land. Everything else is at best... situational.
Reading this I was kind of triggered at first, but then I read my summary again and I have to say... Yes, there's only the Autocaduceus that strikes me as a must-have. Then there are options that benefit different playstyles and different lists, and then there are the nigh useless relics. So yes, that's my opinion on our relics. Give me another relic that is a must-have, barring the Forge-World specific ones, because they're limited by your dogmas and so can't be considered invaluable under all circumstances. I'm not saying this in a challenging way, I'm genuinely interested to see those relics under another angle. I didn't play a single game since I got my codex and I'll most likely only play Stygies VIII so all those musings are from my own theories. That's why we have this thread, to put our opinions and knowledge in common
40K: Adeptus Mechanicus
AoS: Nighthaunts
2017/09/25 13:45:04
Subject: Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
The only other relic that comes close is reignment of the technomartyr. And even its situational, and really useless without agrapinaa as your forge world
Yeah, IMHO there are a couple half decent forgeworld specific relics. I'll very often be using my Solar Flare because my TPD has been a hit-buffer first and a repairer second. Plus, the ability to just show up 9" away does more for his damage potential than any number of +1D -1AP +1shot relic shenanigans can do! Say hello to my little friend the Eradication ray!
But unless you're playing Graia, Agripinaa, or Lucius, I don't see anything to supplant the Autocadeus.
Automatically Appended Next Post: So it seems like the lowdown is:
-Do you want to play tournaments? Pick mars. Cawl+shootbots still can't be beat.
-Do you still want a good gunline army but you still want people to play with you, and do you occasionally want to pretend you're using Tactics with the special stratagem? Stygies VII might be for you.
-Do you want to use the short-ranged shooting units to some effectiveness? You might want to try Lucius.
-Do you want to use all skitarii? Graia might be a good pick. Their relic is just as good on a simple enginseer and they have a decent trait for lots of bodies. Plenty of CPs for Doctrina Imperatives stratagems.
-Do you have a battle servitor focused list from 7th you want to just keep playing without having to spend oodles of money on the new hotness? Agripinaa is actually not that bad if you take advantage of all their stuff. none of their individual traits really stands out, but most forgeworlds between trait, stratagem, warlord and relic have one or more stinkers, and agripinaa everything is nicely usable.
-Ryza and Metalica stink overall.
This message was edited 1 time. Last update was at 2017/09/25 13:59:51
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2017/09/25 14:33:24
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
Here are two first drafts of some general strategies I think all AdMech players should be aware of.
Wrathbots
Spoiler:
This strategy revolves around a specific combination of models, rules, and strategems. The concept is simple, but gives our already powerful Kastelan robots an added buff.
Forge World: Mars
Strategem(s): Wrath of Mars (2CP), Binharic Override (1CP)
Key Units:
Belisarius Cawl
4-6 Dakkastelan Datasmith [Optional]
Overview:
The “Dakkastelan” - or a Kastelan Robot configured with a trio of Heavy Phosphor blasters - is the lynchpin and ideally we want to take a larger squad for economy of CP. Each Robot puts out 9 shots in Aegis (the default) or 18 when in Protector Protocols.
Once your Robots and Cawl are in position, you either switch to Protector Protocols via a Datasmith or Binharic Override. The unit of Dakkastelans should be within Cawl’s Lord of Mars Aura. This allows all friendly Mars units to re-roll their to-hit rolls in the Shooting Phase. The volume of fire plus the increased number of hits via re-rolls means that when we use Wrath of Mars, we have a large pool of hits which will ideally translate to additional Mortal Wounds.
This simple strategy enables our already deadly Robot unit to deliver a staggering number of Mortal Wounds, giving us an answer to large threats like Magnus.
By-the-Numbers
Six Dakkastelans puts out 108 shots in Protector Protocols. On average rolls with Cawl’s Aura, this translates to roughly 80 hits. The likelihood of rolling a 6 to trigger a Mortal Wound via Wrath of Mars is 16%, meaning around 13 mortal wounds in a single round of shooting in addition to our standard damage. This is why Wrathbots will be a staple of all AdMech lists, because being able to one-round extremely tough units is an asset. It also increases our overall damage pool, meaning we can wipe out additional models from units, making this a solid strategy for knocking out must-kill horde units in addition to tough single-model units.
Goondozer
Spoiler:
This strategy is a general formation of models utilizing specific buffs. Sydonian Dragoons with Taser Lances under Conqueror Doctrina Imperative and the Chant of the Remorseless Fist Canticle. Due to the addition of -1 AP to the Taser Lance and the new strategem, this unit becomes our premier close-combat unit.
Overview:
This strategy is straight-forward and powerful. Forge World Stygies adds an additional layer of protection from shooting, adding to our innate -1 to-hit via Incense Cloud, for a total of -2 to-hit from shooting outside of 12”. This is a major boon to keep our unit alive so it can close in and start getting locked into combat(s). Via Clandestine Infiltration, we can position our Dragoons as close as we dare to the opponent’s units - given that we can make our normal movement of 10” and declare out charge, we do not need to be so close as to allow the enemy to move up and shoot within 12”, though. Position just where you think best via pre-measuring movements/ranges to enable a likely charge.
Each Dragoon has a Broad Spectrum Data-tether, which is a prerequisite for the Conqueror Doctrina Imperative to provide its maximum benefit, which is +2 to-hit in the Fight phase. The reason this is impressive is due to the Taser Lance triggering on a 6+, meaning under this strategem it will trigger on a 4+, leading to significantly improved chances to get the three hits instead of just one.
In addition to the strategem, we should strive to get the Chant of the Remorseless Fist activated, to allow us to maximize our hit potential via re-rolling 1’s in the Fight Phase. This gives us more chances to roll 4+ and have our single miss turn into three hits instead. With the addition of -1 AP on our weapons and the high strength of the attacks translating our increased volume of attacks into a high volume of wounds, we should be able to put out a solid amount of damage in a single round. Given the nature of our army, having a solid close-combat element can be vital for locking into place units while we address others via our artillery.
By-the-Numbers
A unit of six Sydonian Dragoons with Taser Lances will start with three attacks each, for a total of eighteen initial attacks. Half of these will result in a 4+, meaning 27 attacks from our exploding hits. Of the 2 or 3 misses we get via 1’s, when we re-roll via Chant, we will get an additional 1 or 2 hits - for additional chances to explode. This translates into about 30ish hits or more, meaning against most enemies we are wound on 2+, for a total of about 25 wounds at -1 AP. Even against toughness 8 models, we are doing 15 wounds. Those are the two most common scenarios for our Goondozer unit to encounter. Given our high toughness, modest wounds, and somewhat mediocre save (4+), it would likely not be prudent to engage dedicated melee units, especially those with weapons that do d3 and d6 damage. That being said, we can always do a last resort Machine Spirit's Revenge when one of our Dragoons inevitably dies - exploding automatically and causing 1 mortal wound to each unit within 3”. Not particularly deadly, but in some instances it might prove useful.
Let me know if I missed anything or if I mucked up the math or anything (because as has been established, I am awful at it).
I am currently working on getting my last Robot done and starting additional Dragoons (UGH!), plus looking to grab some more Snipetarii, just because I expect to see a load of Soup lists and I am curious to see how six Martian Snipers handle them,
rvd1ofakind wrote: If by melee you mean Dragoons and nothing else as our melee is terrible when it doesn't deepstrike/infiltrate. Then it can be good. Still Dragoons are probably better in a stygies detachment. Mars is mostly for artilery.
Not true, I've found great value in a unit of fulgurites hanging back as a counter/anti charge on stuff trying to get to my bots.
Spoiler:
ph34r wrote: Here's a quick 2000 point report from the field. Mission was 'No Mercy' which is plain kill points:
em_en_oh_pee wrote: Here are two first drafts of some general strategies I think all AdMech players should be aware of.
Wrathbots
Spoiler:
This strategy revolves around a specific combination of models, rules, and strategems. The concept is simple, but gives our already powerful Kastelan robots an added buff.
Forge World: Mars
Strategem(s): Wrath of Mars (2CP), Binharic Override (1CP)
Key Units:
Belisarius Cawl
4-6 Dakkastelan Datasmith [Optional]
Overview:
The “Dakkastelan” - or a Kastelan Robot configured with a trio of Heavy Phosphor blasters - is the lynchpin and ideally we want to take a larger squad for economy of CP. Each Robot puts out 9 shots in Aegis (the default) or 18 when in Protector Protocols.
Once your Robots and Cawl are in position, you either switch to Protector Protocols via a Datasmith or Binharic Override. The unit of Dakkastelans should be within Cawl’s Lord of Mars Aura. This allows all friendly Mars units to re-roll their to-hit rolls in the Shooting Phase. The volume of fire plus the increased number of hits via re-rolls means that when we use Wrath of Mars, we have a large pool of hits which will ideally translate to additional Mortal Wounds.
This simple strategy enables our already deadly Robot unit to deliver a staggering number of Mortal Wounds, giving us an answer to large threats like Magnus.
By-the-Numbers
Six Dakkastelans puts out 108 shots in Protector Protocols. On average rolls with Cawl’s Aura, this translates to roughly 80 hits. The likelihood of rolling a 6 to trigger a Mortal Wound via Wrath of Mars is 16%, meaning around 13 mortal wounds in a single round of shooting in addition to our standard damage. This is why Wrathbots will be a staple of all AdMech lists, because being able to one-round extremely tough units is an asset. It also increases our overall damage pool, meaning we can wipe out additional models from units, making this a solid strategy for knocking out must-kill horde units in addition to tough single-model units.
Goondozer
Spoiler:
This strategy is a general formation of models utilizing specific buffs. Sydonian Dragoons with Taser Lances under Conqueror Doctrina Imperative and the Chant of the Remorseless Fist Canticle. Due to the addition of -1 AP to the Taser Lance and the new strategem, this unit becomes our premier close-combat unit.
Overview:
This strategy is straight-forward and powerful. Forge World Stygies adds an additional layer of protection from shooting, adding to our innate -1 to-hit via Incense Cloud, for a total of -2 to-hit from shooting outside of 12”. This is a major boon to keep our unit alive so it can close in and start getting locked into combat(s). Via Clandestine Infiltration, we can position our Dragoons as close as we dare to the opponent’s units - given that we can make our normal movement of 10” and declare out charge, we do not need to be so close as to allow the enemy to move up and shoot within 12”, though. Position just where you think best via pre-measuring movements/ranges to enable a likely charge.
Each Dragoon has a Broad Spectrum Data-tether, which is a prerequisite for the Conqueror Doctrina Imperative to provide its maximum benefit, which is +2 to-hit in the Fight phase. The reason this is impressive is due to the Taser Lance triggering on a 6+, meaning under this strategem it will trigger on a 4+, leading to significantly improved chances to get the three hits instead of just one.
In addition to the strategem, we should strive to get the Chant of the Remorseless Fist activated, to allow us to maximize our hit potential via re-rolling 1’s in the Fight Phase. This gives us more chances to roll 4+ and have our single miss turn into three hits instead. With the addition of -1 AP on our weapons and the high strength of the attacks translating our increased volume of attacks into a high volume of wounds, we should be able to put out a solid amount of damage in a single round. Given the nature of our army, having a solid close-combat element can be vital for locking into place units while we address others via our artillery.
By-the-Numbers
A unit of six Sydonian Dragoons with Taser Lances will start with three attacks each, for a total of eighteen initial attacks. Half of these will result in a 4+, meaning 27 attacks from our exploding hits. Of the 2 or 3 misses we get via 1’s, when we re-roll via Chant, we will get an additional 1 or 2 hits - for additional chances to explode. This translates into about 30ish hits or more, meaning against most enemies we are wound on 2+, for a total of about 25 wounds at -1 AP. Even against toughness 8 models, we are doing 15 wounds. Those are the two most common scenarios for our Goondozer unit to encounter. Given our high toughness, modest wounds, and somewhat mediocre save (4+), it would likely not be prudent to engage dedicated melee units, especially those with weapons that do d3 and d6 damage. That being said, we can always do a last resort Machine Spirit's Revenge when one of our Dragoons inevitably dies - exploding automatically and causing 1 mortal wound to each unit within 3”. Not particularly deadly, but in some instances it might prove useful.
Let me know if I missed anything or if I mucked up the math or anything (because as has been established, I am awful at it).
I am currently working on getting my last Robot done and starting additional Dragoons (UGH!), plus looking to grab some more Snipetarii, just because I expect to see a load of Soup lists and I am curious to see how six Martian Snipers handle them,
Well-written and informative, nice work I get it that you like to invent monickers for our units but I think "Goondozer" is a horrible word, just my opinion Don't have any other ideas for a name right now though...
40K: Adeptus Mechanicus
AoS: Nighthaunts
2017/09/25 15:25:41
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
Well-written and informative, nice work I get it that you like to invent monickers for our units but I think "Goondozer" is a horrible word, just my opinion Don't have any other ideas for a name right now though...
Thanks!
And yea, the naming thing is a holdover from my MtG days.
This message was edited 1 time. Last update was at 2017/09/25 15:25:54
I've been referring to my ever growing unit of ostrich lancers as "the goonsquad"
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2017/09/25 15:41:05
Subject: Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
Haven't been able to play with it yet, but I was messing around with the idea of running WrathBots and the Conquerors Dragoons in the same list. This is where I'm currently at.
So post-codex, how are Kataphron Destroyers looking? I still have 6 that I never put together, and they are really cool looking models.
Also, which Knight (if any) is worth including in a Superheavy Aux detachment? What I would have comes to just under 1500 points, so a Knight would nicely take me to 2k and provide a cool centerpiece model for the army.
- Wayne
Formerly WayneTheGame
2017/09/25 15:54:35
Subject: Re:Tactica Mechanicus 3.0 - All Hail Mars! - Our Codex Comes Online
So this is the list I'll be using tonight against orks:
Spoiler:
GREY KNIGHTS PATROL
HQ Grand master 162
Troops
10x strike squad 210
10x strike squad 210
Heavy Support
5x purgation squad (daemon hammer, 4 psilencer) 124
Spearhead mechanicus
HQ Tech priest 52
Heavy Support
4x kastelans 440
Neutronager 145
Neutronager 145
Total 1488
Agrapinaa for forge world and gate of infantry for psychic powers. Idea is deploy the onagers and kastelans apart deep strike strike squads to the enemy's rear and force them to split forces and use gate to flit around to take objectives ect. Basically it takes the strengths of both armie the weakness of grey knights being a lack of decent long range heavy options or so I'm told being supplemented by the awesome firepower of the mechanicus
Monp, slayer ect idaf... just letting you know ahead of time
This message was edited 2 times. Last update was at 2017/09/25 15:56:01