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Made in de
Dakka Veteran




 Yoda79 wrote:
[
I don care I said my opinion only one picking fights and talking about crap bla bla bla is you. You posted I said many things you need to consider you taking words from a post to make your case. Sorry not interested to pew pew with you nor to figth. Said my opinion that's why forums exists don't like to I'd be more than happy to get you vs my list in a tour. Rest I don't answer nor try to pick fights like you. I used a word must and you off me. Well I care not wanna fight good for you not with me. Go read my first post and if you make any conclusions from all things I wrote good. Else no hard feelings play what you like. I m not here to convince you and you won't tell me what I wanna consider valid. If you don't like what I say ignore I will ignore you either way! Dragoons groups or 3+ is bad while 3*2 robot it's tactical. Go see I'm I coming from the corner boy!


Well all this is just great. You said you dont care? That is very believable since you said it a lot and still answer.
You dont want to fight? stop telling people what they "must" and "have to do" while telling them their list is "not competitive" while placing good in the biggest tournament of the country. Or telling them they cant have a conversation because you dont like what they say.You see, thats how one pick fights. Or telling them that you are coming from the corner
You havent convinced me and I havent convinced you, at least we are par on that one. Everything you wrote in your first comment are things you already said half a year ago. And since there are things "you WANT to consider valid" I dont think any consideration will take place on this matter.
I wont ignore you, why would I? As you stated this is a Forum so Ill be more than happy to read what you have to say, maybe I learn something and maybe not.
And yes only 3 or 4 Dragoons are not gonna deliver the damage that is needed. Since the FAQ and the Drukhari codex we are talking whole nother situations than before since there is ALWAYS the possibility to go against Aeldari and get your Stratagem denied. While that sucks but would be alright if you have several ranged platforms like the Dakkastelans ((2x3 or 3x2 is worth to think about though) and still got your Datasmith to switch for next round), it is horrible if you are a melee platform like the Dragoons and get +2 to hit denied. With 3 or 4 dudes the outputs lacks.

Suzuteo wrote:
Hey guys. Let's calm down before we get another thread locked. >_>


There is no reason to lock this thread based on that conversation. Is it heated? yes. And thats perfectly fine as long as no one gets carried away too far.

This message was edited 2 times. Last update was at 2018/05/31 06:38:07


 
   
Made in jp
Quick-fingered Warlord Moderatus






 Quackzo wrote:
I'm starting Admech up as my second army. I'm planning on doing a predominantly Stygies force for the infiltration + -1 to it + I liked their lore the most. Also planning to dabble with Mars for artillery/gun line. So currently the plan was Stygies Vanguard + Dragoons and Mars Rangers + Dunecrawlers. Dakkastelans and Infiltrators are on the table, but that was going to be my initial build.

Got a few specific questions. First of all, vanguard look really good to me, I'm coming from orks and from a mathhammer perspective they're like shoota boyz with an extra shot and crits. There's a lot of FNP in my meta to make the 2 damage even more enticing.
What's the state of plasma weapons? They excite me but they look costly and paint a bigger target on the vanguard.
Similarly, I have the same question for Rangers but with the transuranic arquebus.

The other question is, how do you end up playing the vanguard and rangers? I'm so used to playing a horde army so playing MSU is very alien to me. This is more of an actual tactics question.

What are peoples thoughts on infiltrators? I like the idea of deepstriking + wrath of mars with them. I'm mainly interested in them fluff + flavour wise, but was hoping they'd be viable enough to run in an escalation league I wish to attend.

Vanguard are best at lower point counts. At higher point counts, their efficiency is negated by the inability to get them across the board in significant numbers. (No transports, and Lucius/Stygies devours CP.) Typically speaking, for "Red Tide" builds, you want to run them Graia with the Warlord trait to let them shoot in CC. Plasma Calivers are the best special weapon by far, and you want to run just one of them in MSUs, if any at all, since vanilla Vanguard are plenty efficient on their own.

Rangers are the best tax option. They are actually decent against GEQs.

A good option that has generated some talk for Stygies infantry is Electro-Priests, actually. (Usually the Fulgurites.) They are one of the few turn one alpha options left, and although they can be unreliable, they can hit really hard--twice. They also complement Dragoons. Sticking in Vanguard and further adding some Blood Angels or Guard for the CP recycling relics could be effective.

This message was edited 1 time. Last update was at 2018/05/31 08:33:13


 
   
Made in us
Dakka Veteran




Okay so knight warlords can get a +1 to invulnerable save WLT. Combined with ROTATE_ION_SHIELDS ... that is pretty good. 700 points in one model sucks ... but 700 points of T8 with a 3++ that just hides and shoots ... yeah ... that starts making sense. Maybe.
   
Made in gb
Aspirant Tech-Adept






Wulfey wrote:
Okay so knight warlords can get a +1 to invulnerable save WLT. Combined with ROTATE_ION_SHIELDS ... that is pretty good. 700 points in one model sucks ... but 700 points of T8 with a 3++ that just hides and shoots ... yeah ... that starts making sense. Maybe.


Wulfey your a tournament regular.

Do you think that GW will either adjust power level for the castellan or tournaments will revise restrictions on the limit to prohibited models. Ie before you couldn’t bring some super heavies due to point cost/power level. Will these castellans be tournament legal do you think.

I’m actually toying with getting a Porphyrion, just because they look so damned bad ass. I doubt I would ever bring one to a competitive setting though, let alone be allowed

This message was edited 1 time. Last update was at 2018/05/31 16:45:34


 
   
Made in gb
Stabbin' Skarboy





crewe

Wulfey wrote:
Okay so knight warlords can get a +1 to invulnerable save WLT. Combined with ROTATE_ION_SHIELDS ... that is pretty good. 700 points in one model sucks ... but 700 points of T8 with a 3++ that just hides and shoots ... yeah ... that starts making sense. Maybe.


I think it might depend on keywords, if the new knight codex doesn't have questor mechanicus then it wont be able to use the Rotate Ion Shields strat. Although I could see the new imperial knights book have that strat in their own codex. I personally like the 4+ max to wound against it. Reduces the effectiveness of other lascannons, neutron lasers, knights and anything else that's a big game hunter

This message was edited 2 times. Last update was at 2018/05/31 17:14:27


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in de
Dakka Veteran




 deffrekka wrote:
Wulfey wrote:
Okay so knight warlords can get a +1 to invulnerable save WLT. Combined with ROTATE_ION_SHIELDS ... that is pretty good. 700 points in one model sucks ... but 700 points of T8 with a 3++ that just hides and shoots ... yeah ... that starts making sense. Maybe.


I think it might depend on keywords, if the new knight codex doesn't have questor mechanicus then it wont be able to use the Rotate Ion Shields strat. Although I could see the new imperial knights book have that strat in their own codex. I personally like the 4+ max to wound against it. Reduces the effectiveness of other lascannons, neutron lasers, knights and anything else that's a big game hunter
well there are Questor Mechanicus Traits so it should be possible :-) a nice gun platform with a necromechanic in the back sounds not too bad. CP will be an issue though. Plus a 3++ sounds very delicious :-)

This message was edited 1 time. Last update was at 2018/05/31 19:47:33


 
   
Made in us
Dakka Veteran




 Ideasweasel wrote:
Wulfey wrote:
Okay so knight warlords can get a +1 to invulnerable save WLT. Combined with ROTATE_ION_SHIELDS ... that is pretty good. 700 points in one model sucks ... but 700 points of T8 with a 3++ that just hides and shoots ... yeah ... that starts making sense. Maybe.


Wulfey your a tournament regular.

Do you think that GW will either adjust power level for the castellan or tournaments will revise restrictions on the limit to prohibited models. Ie before you couldn’t bring some super heavies due to point cost/power level. Will these castellans be tournament legal do you think.

I’m actually toying with getting a Porphyrion, just because they look so damned bad ass. I doubt I would ever bring one to a competitive setting though, let alone be allowed


No way I see any nerfs coming to big knights. There hasn't been a knight titan in the top 25% at a major tournament in months. Knights didn't have rerolls to hit in shooting and didn't have strategems (hence not in top 25%). As it stands, the shooty dominus knight is starting to get more viable as these updates come out. The short range valiant is awful. That harpoon is just junk. 3+ to hit, 2+ to wound, and then 4++ or 5++ against nearly every tournament model. Those odds are not good and 12" range is a real limitation. In a 5 turn game the harpoon kills <2 harlequin cars if it shoots every turn. The harpoon needs a whole lot more going for it than it has now to turn viable (maybe it has melee utility?). Thus far, we don't know enough to say whether or not the shooty 700 point dominus can outshoot a 540 4x sponson shadowsword. Right now, my shadowsword looks like it is going to get painted and that dominis knight won't be bought. We know the dominus is tougher than a shadowsword if you can feed it 3++ saves ... but boy that is a huge investment for something that can't reroll its shooting to hit rolls and needs to be in 12" range to use all its weapons (the 4 meltaguns).

The big IF out there is the knight fortification that grants maximum shots on shot rolls. IF it gives max shots to ALL weapons on the knight ... okay ... yeah ... the shooty dominus is a flat upgrade over a shadowsword. And IF armigers go down to 160 points I could see them being takeable over onagers. These are big IFs that are keeping me from buying a $170 shelf ornament.
   
Made in gb
Stabbin' Skarboy





crewe

I can see me replacing my onagers for the shooty new big knight. If we say the new knight is 650pts (4 onagers) I can see it being worth it. Granted the onagers will have a combined total of 44 wounds and 4d3 neutron shots, but the volcano lance is effectively 2 neutron lasers on steroids.

With the correct warlord trait and strats, you'll be looking at a 3++ knight or a 4++ being wounded on a best value of a 4+. That is sooooo much better than the onagers t 7 and 5++ rerolling 1's... And lets not forget it can retreat out of combat and still shoot and charge and its stomps (if anything like its smaller cousins) are still effect in cc.

The volcano lance at str 14 vs 10 (wounds t7 on 2's) with the same min damage as a neutron laser but a max damage of 9 per unsaved wound. That will be quite effective. Yes you aren't getting the flexibility of targeting 4 different units, but usually when I run my 3 onagers they always seem to bully a target to its dead anyway... unless I get lucky on the rolls.

Added with the plasma destroyer which can then target some other medium/heavy unit, I do believe it will get its pts back. We can even say the cognis stubbers will be its siegebreaker cannons which are straight away an improvement.

The only downside I see is the meltaguns, I honestly would prefer an option for heavy stubbers or autocannons to match the range of the other guns.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in jp
Quick-fingered Warlord Moderatus






The Freeblade concept is super cool. I hope we are allowed to take the Questor Mechanicus keyword. That or Machine Spirit Resurgent is generalized to apply to all Knights.
   
Made in gr
Stalwart Tribune





Greece

I don't get it why I would play Mechanicus as a staying/ missions force or try to mix Mechanicus in soup with same purpose units.

Sure I can understand personal prefferance and a gamestyle suited on agiven player but lecturing other players in an ad mech forum about how well is a list personally performing when you play it 1/3 soup is sad.

I use the words must and should heading and talking over the changes and benefits visible to my eyes and games.

Wtf would I care about 3*2 robots staying power. Ok it's an option abuse robots split them to hold obj and have a good threat ok we know what Robots do! We did from the codex release that had a major change on robots reflecting mortals on 5+ for that specific reason. I used 2guns and flamers . Loved it so what?

If you wanna read my thinking you need to make an effort. Unfortunately since my English are trash and it's not my notice language you gotta follow how I wrote to understand me. Like it or not that's how it is.

1)Mechanicus after the big changes got a serious advantage vs many other armies. The CP buff and stygies infiltration. It's an extreme benefit that for the first time from the ad mech birth you can make a more agreesive plan.
You got best Cawl Icarus gun line with reroll vs all hits moving and shooting 48 range with staying power good invu almost same cost but mobile. So 2*1 onagers vs 1*2 robots and for current match ups and fliers is a blind choise!! What ever the plan you believe you got I'd take almost same units but mobile any day in a war.

2) I don't care to write a staying strategy in an army being hammered so badly and forced as pure gun line for some time now when I got assault options.

3) a plan got strings lots of them when you build a plan! Lists got point limits and that's what 3-4 Dragoons stand for.
We trying to make a list beyond a specific point. So we the noon retards that don't know how to play say 3-4 Dragoons can definitely deliver. Why cause you LL have a threat your enemy needs to deal with big enough with stratagem to make a serious hit but also small enough to move on dence tables or cheap enough if you prefferance to sacrifice. I always use my units for many purposes and I don't want to invest so many points when in some games I use Dragoons as screen. Cause yes vs an pure assault mad enemy I LL screen them.

4) plan consists of various options. It's not easy to assault with one unit even if it is 6 Dragoons . For me it's stupid. But if I got 15 priests 4 Dragoons and 3*5 plasma vang supporting them able to advance and shoot then it's 100% sure one of my threats will deliver. You can stop one stratagem. Will it be Dragoons dual hit priests or my 4 man Robots threat with Cawl? You LL let my onagers free shooting and my plasma alive?. That's an assault plan mid range shooting and gun line for back up. And im still Mechanicus pure with assault capabilities and as some claim here good results.

How focused you wanna be like 2*19 priest or 5 robots it's up to you. But I prefer my enemy hasnto decide to stop wrath of Mars dragoon buff plasma troops dual hitting priests than me splitting my robots in dual squads on my own.

5) infiltrators with wrath of Mars in a big unit 10+ are a weapon .
You claim to be tour experienced and you believe infiltrators suck. Well let me tell you this.

For 220 points when you make a list on tour restrictions you will consider them defferently. A) Mars heavy lists you only option for deep strike! B) when you decide you going with no robtos but still looking an easy cheap way away from hard to deliver a wrath of Mars boom!!! C) they can be buffed from dual canticles and deliver both pistol and melee extreme amount of dice making them one of the biggest deep strike antihorde unit in the game (Tesla) D) again a unit that can still be used to screen if need dual purspose with extreme mobility no cp cost. Making them more effective on lists when dual battalions are not allowed or stygies are taken as aux or you can't soup or you go A brigade !

6) A plan to use datasmiths spread robot groups stock troops enginsieers and generally tax over take over an army already sadly build it's gimping your own steenghts. You might believe the staying power plans are the way to go but your the one left two months ago and prolly with. Different army.
Mechanicus has a chance to shine with the new changes while we retain our former gun line still have screen if we decide to castle up and with the same list play vs almost any enemy and with a good chance. Not to mention if I go first that might happen more often if we decide to switch some units for an elite list like adding knights then my stupid noon list will make you cry turn one.

I got the best buff with extra cp and infiltrations and I LL throw it away to play a poxrobot list! Well guess what pure Mechanicus fun and competitive I see and believe this forum is atm. So no I don't care nor about your tone nor bragging.

And if you again start to pick words from my post to use to back up your bragging yes you LL be ignored. Plans state plans and execution we got it what your list does and no I don't said it opimal to take 3 Dragoons no! We don't talk unit type and size go read guide if you wondering we talking lists plans max points threats and how you can fit them and utilize them. In an assault plan I can spare those points and I consider them effective for specific reason . You can understand or you can't.

And to make you wonder more if I take 2* battalions meaning I head to pure Mechanicus with out even guard then sniper need to be discussed. That's me and I don't see any bad results in competitive play. And I mean play not hide!!!


P.s there is more but I can't write blogs. A clear example of how you use 3 Dragoons with priest vs 6 Dragoons would be easily understand if you just play it. I don't want to tie my fast unit all game. So my big range guns clear chaff and my priest go to take the invu buff and stay there since they can't move while my Dragoons screen run advance bla bla as fast unit and not only as tar pit/ tank killers. Simply put I believe.

Same for troops. I don't believe here our players don't understand we invest points in plasma vanguard (costly) vs a stock ranger 5 man with out a reason. Vanguard plasma are for advancing meaning adding pressure fast where you need. Not to sit as screen or chaff obviously. Can be but we use them usually when we get 2* battalions and we got cheap chaff. When we got a cheap 3 man dragoon unit to screen per say. Again I won't type a blog again to explain every single option. Your the general I say my plans as I see them to add to the experience pool. You know the road carve your own path!

This message was edited 3 times. Last update was at 2018/05/31 22:52:43


 
   
Made in us
Fresh-Faced New User





If the rumors are true about Armigers being reduced we are looking at 175pts for a full melta variant with his little Chainsword. That's not a bad deal considering how fast they move and how they can be an in your face threat.

I've been looking to replace my Neutron Onagers, even running three I have found people can ignore them and are not punished enough for doing so. With the Armigers and their fast moving, close combat abilities I could see them having a place as anti tank/tie stuff up to support Dragoon/Priest bombs.

Also if you take three you don't have to waste points on our awful HQs and still get +3CP.

This message was edited 1 time. Last update was at 2018/06/01 13:09:50


Sheep follow sheep, it's as simple as that! 
   
Made in us
Mauleed




 Goldenemperor wrote:
If the rumors are true about Armigers being reduced we are looking at 175pts for a full melta variant with his little Chainsword. That's not a bad deal considering how fast they move and how they can be an in your face threat.

I've been looking to replace my Neutron Onagers, even running three I have found people can ignore them and are not punished enough for doing so. With the Armigers and their fast moving, close combat abilities I could see them having a place as anti tank/tie stuff up to support Dragoon/Priest bombs.

Also if you take three you don't have to waste points on our awful HQs and still get +3CP.


I also saw a rumor that the armigers may be getting a better melee option, like the other knights, to help vs numbers. Someone said 8 attacks with their "swipe" attack.....but remain cautiously optimistic until we actually have the book in our hands! If they get more melee attacks, then I think they will be a nice in-your-face factor to help our gunline.
   
Made in de
Dakka Veteran




They talked about those new Helverin Mini Knights in the long war podcast. 173 pts for a Armiger Chassis with 2 weapons, each 2D3 S7 Ap-1 Damage 3 shots on 60". (If I remember correctly).Of course they are very much in competition with our own Onagers but thinking about those rumored point cuts we are looking at a Super Heavy Detachment with 2 of those plus a Crusader for roughly 813 points (if taking the thermal). thats not bad at all. Making them House Raven and maybe taking the new fortification as well could be very tough to deal with (Though a fortification in combination with knights that can advance and shoot doesnt sound right ). And still about 1097 pts for the rest of the list. Though this is hardly AdMech anymore Question is if those small knights can keep up with the Onagers and all AdMech benefits.

This message was edited 2 times. Last update was at 2018/06/01 14:53:24


 
   
Made in us
Dakka Veteran




Other thread says gallants getting +1A and +1WS. And TERRYN can HONOR THE CHAPTER to swing twice (up to 30 stomps). Gallants are point for point pretty tough. If they get a melee weapon price discount then they could get back on the table.

Helverins seem kind cool. Their shooting profile is super weird. They have a good profile for shooting at harlequin and DE vehicles and custodes. Anything in that T5-6 but have a good invul range is a decent target. They have a great profile for point blank blasting a valuable character with a good invul save. I like them for shooting flyrants.
   
Made in de
Enginseer with a Wrench






Wulfey wrote:
Other thread says gallants getting +1A and +1WS. And TERRYN can HONOR THE CHAPTER to swing twice (up to 30 stomps). Gallants are point for point pretty tough. If they get a melee weapon price discount then they could get back on the table.


That would really be nice, especially since the Gallant is already pretty cheap (for a Knight ofc) and I expect that he will get cheaper with the Codex. So he will make a nice distraction to buy your shooty Knights some time I guess.
   
Made in us
Quick-fingered Warlord Moderatus





I'm assuming the few knight stratagems we have would work on the Questor Mechanicus houses in the new book still.

A Castellan rerolling 1s or counting as in cover would be pretty funny with the canticle strat

This message was edited 1 time. Last update was at 2018/06/01 22:52:31


3000
4000 
   
Made in us
Regular Dakkanaut




My list for the bugeater major GT

47 tech priest
340 x5 sydonian dragoons, x5 taser lance
340 x5 sydonian dragoons, x5 taser lance
340 x5 sydonian dragoons, x5 taser lance

31 company commander, bolter, chainsword
46 primaris psyker, force stave
62 ogryn bodyguard, slab shield, bullgryn maul
45 x9 guard, mortar, x1 chainsword
40 x10 guard, x1 chainsword
40 x10 guard, x1 chainsword
33 x3 mortars
33 x3 mortars
33 x3 mortars

129 captain, jump pack, storm shield
129 captain, jump pack, storm shield
145 mephiston
57 x5 scouts, x1 chainsword, stormbolter
55 x5 scouts, x1 chainsword
55 x5 scouts, x1 chainsword
   
Made in jp
Quick-fingered Warlord Moderatus






Armigers seem less durable and powerful than Crawlers (in per point tems), but they can pay a tax to get 3 CP.

If Terryn can Honour the Chapter, then a double melee Armiger variant can be really good. I wonder if every Knight has to be from the same Household or if we can just drop the Household tradition to mix and match stratagems and relics.

IVIOOSE wrote:
My list for the bugeater major GT

47 tech priest
340 x5 sydonian dragoons, x5 taser lance
340 x5 sydonian dragoons, x5 taser lance
340 x5 sydonian dragoons, x5 taser lance

You have 15 of these guys?

Honestly though, you may want to do 4/4/6 or maybe 3/3/3/6--if you had more artillery, 2/2/2/2/6. The bases are large, and they do not fly, so it is tough to maneuever them. Plus, you only get to Doctrina one of them.

This message was edited 3 times. Last update was at 2018/06/01 23:37:15


 
   
Made in us
Regular Dakkanaut




I have 18 and with 3 unit max I find I have liked 5 I would consider dropping to 4 if I don’t need after the event but they can afford to loose a few and still be a threat. They take up board space and allow me to have board control which is what ITC is all about this edition.
   
Made in jp
Quick-fingered Warlord Moderatus






I just remembered the datasheet rule of three.

4/4/6 then? In terms of piling in, 5 has the same vulnerabilities as 6.
   
Made in us
Regular Dakkanaut




Yes but when you loose 2-3 a lone dragoon does not do much hence why I take 5. In testing it has done best. As I also infiltrate the tech priest with the re-roll to hit relic and give multiple units of them re-rolling and the 5th one can drag behind to put me in range of the character. Since ITC usually had buildings to hide in it’s a great place for him surrounded by scouts to protect him turn 1
   
Made in us
Dakka Veteran




15 dragoons. Very nice. Mortar battalion and Herohammer blangels battalion, truly a man after my heart. I love the list. Gotta see this knight codex before I go deep on the dragoons.
   
Made in us
Regular Dakkanaut




Yea matt Robertson played a similar list we made up at the London gt and I was pushing for the American ETC team to run a similar list which I would have played this year but getting married
   
Made in us
Dakka Veteran




The helverins are ~170 points, 4d3 str7, -1, 3damage guns + the melta. 14" move. They can't deal with heavy tanks very well, but damn do they do hurt to T6.

And armiger warglaives have a 'sweep' swing mode where they attack twice per base attack but at str6, -2, 1 damage. You trade in 4 str8, -3, 3 damage swings for 8 6,-2,1 swings. That gives some utility versus true hordes.

This message was edited 1 time. Last update was at 2018/06/02 00:45:52


 
   
Made in us
Regular Dakkanaut




Yea great vs dark eldar stuff I was considering 3 of them instead of the blood angels and keep the 15 dragoon’s since most lists can’t deal with that much armor. Would be really fun to play
   
Made in us
Heroic Senior Officer





Western Kentucky

Wulfey wrote:
The helverins are ~170 points, 4d3 str7, -1, 3damage guns + the melta. 14" move. They can't deal with heavy tanks very well, but damn do they do hurt to T6.

And armiger warglaives have a 'sweep' swing mode where they attack twice per base attack but at str6, -2, 1 damage. You trade in 4 str8, -3, 3 damage swings for 8 6,-2,1 swings. That gives some utility versus true hordes.

Well at the very least they'll finally be a threat to infantry. 8 attacks with S6 Ap2 should do some work.

I find it hard to believe the helverins are 4d3 super autocannons shots. Are you sure it's not 2d3 per Armigers?

From an economic perspective, if the Armigers with the meltas get the melee rules rumored, the points cost rumored, and some decent strategems, they'll be a nice building block for a "cheap" admech army combined with start collecting boxes. I could see a player starting out with Icarus Onager, Armigers, and Skitarii as a cheap start since those models are cheap to get a hold of in a variety of box sets. You have mobility, AT, and combat in the Armigers as well as extra CP. The Onager cover anti air and light vehicle duty, and the cheap Skitarii models give you a variety of troops to mess around with. Won't be amazing but it'll hold over new players until they can afford Kastellans and dragoons and should do decent in a casual area.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Regular Dakkanaut




The guns are 2d3 shots and they have 2 guns so 4d3 per Armiger
   
Made in jp
Quick-fingered Warlord Moderatus






When you guys say "2d3", this is 2x D3D shots? Or 2x 3D shots?
   
Made in us
Regular Dakkanaut




Roll 4d3 and add together for shots
   
Made in gb
Aspirant Tech-Adept






It’s not quite Hawkshroud levels of fun but I quite like the Taranis one. 6+ FNP on a knight has its uses.

I think I’m going to have to convince opponents to play games of 2.5k though.

Squeezing knights in games of 2k and less means a real battle for bringing fun toys.



This message was edited 1 time. Last update was at 2018/06/02 08:49:37


 
   
 
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