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![[Post New]](/s/i/i.gif) 2018/06/15 15:51:09
Subject: Re:Tactica Mechanicus - FAQ Out
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Regular Dakkanaut
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The Termite Drill seems pretty good but with the deep striking beta rules, it can only come in turn 2 on your opponent's side and then your units in the drill have to wait till turn 3 to get out. Lots of wasted time when you could've infiltrated turn 1. Granted it depends on whether you or your opponent decide to play with beta rules but either way I'm hoping GW does some serious revision with their deep strike beta rule because it's gonna screw over a lot of units, especially deep striking transports and melee units, who have a tough enough time trying to make the 9" charge already.
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![[Post New]](/s/i/i.gif) 2018/06/15 16:02:31
Subject: Tactica Mechanicus - FAQ Out
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Pulsating Possessed Chaos Marine
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Those ramshackle drills will not be useful for conversion. They're a solid hunk of resin.
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![[Post New]](/s/i/i.gif) 2018/06/15 16:03:49
Subject: Re:Tactica Mechanicus - FAQ Out
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Quick-fingered Warlord Moderatus
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Mr. Funktastic wrote:The Termite Drill seems pretty good but with the deep striking beta rules, it can only come in turn 2 on your opponent's side and then your units in the drill have to wait till turn 3 to get out. Lots of wasted time when you could've infiltrated turn 1. Granted it depends on whether you or your opponent decide to play with beta rules but either way I'm hoping GW does some serious revision with their deep strike beta rule because it's gonna screw over a lot of units, especially deep striking transports and melee units, who have a tough enough time trying to make the 9" charge already.
Why do they need to wait until turn 3? Rule says that when the drill pops up, everyone inside can immediately come out
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![[Post New]](/s/i/i.gif) 2018/06/15 16:09:41
Subject: Re:Tactica Mechanicus - FAQ Out
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Steadfast Ultramarine Sergeant
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Mr. Funktastic wrote:The Termite Drill seems pretty good but with the deep striking beta rules, it can only come in turn 2 on your opponent's side and then your units in the drill have to wait till turn 3 to get out. Lots of wasted time when you could've infiltrated turn 1. Granted it depends on whether you or your opponent decide to play with beta rules but either way I'm hoping GW does some serious revision with their deep strike beta rule because it's gonna screw over a lot of units, especially deep striking transports and melee units, who have a tough enough time trying to make the 9" charge already.
It's fine, sorta, they just need exceptions beyond GSC. The obvious one: drop pods, or GK, give BA a stratagem for JP troops, something for tau, a dash here for swooping hawks. Etc. Etc...
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![[Post New]](/s/i/i.gif) 2018/06/15 16:32:41
Subject: Re:Tactica Mechanicus - FAQ Out
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Regular Dakkanaut
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WrentheFaceless wrote:Mr. Funktastic wrote:The Termite Drill seems pretty good but with the deep striking beta rules, it can only come in turn 2 on your opponent's side and then your units in the drill have to wait till turn 3 to get out. Lots of wasted time when you could've infiltrated turn 1. Granted it depends on whether you or your opponent decide to play with beta rules but either way I'm hoping GW does some serious revision with their deep strike beta rule because it's gonna screw over a lot of units, especially deep striking transports and melee units, who have a tough enough time trying to make the 9" charge already.
Why do they need to wait until turn 3? Rule says that when the drill pops up, everyone inside can immediately come out
I missed the part that says they can immediately disembark, I guess it works pretty much like the Trygon then, in which case they don't get the free 3" + movement from disembarking so really this is more of a deep strike alternative than a traditional transport. I guess if you didn't want to roll Graia (or whichever FW has the deep strike strat) then this looks like a solid option to get your guys where they need to be.
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This message was edited 1 time. Last update was at 2018/06/15 16:33:14
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![[Post New]](/s/i/i.gif) 2018/06/15 16:39:03
Subject: Tactica Mechanicus - FAQ Out
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Fresh-Faced New User
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rvd1ofakind wrote:Infiltrating priests is a coin flip.
And the skitarii will just die the turn after. It needs to be meaningful enough. Like 10 plasma guys. Not 4 plasma and 8 guys that will kill 2 models.
Rvd man, you literally think everything is bad. Haha you make me laugh buddy. An uninventive mind or an overly pessimistic mind leads to fruitless and ultimately unproductive discussions, please, just stop.
I like a balanced discussion, the Drill gives some interesting potential and changes things up for AdMech for the better, that is undeniable. I will be interested to test it out for myself before passing judgement, I for one am excited to try it out.
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This message was edited 2 times. Last update was at 2018/06/15 16:44:46
Sheep follow sheep, it's as simple as that! |
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![[Post New]](/s/i/i.gif) 2018/06/15 16:44:58
Subject: Tactica Mechanicus - FAQ Out
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Dakka Veteran
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I think peltasts remain the best things to take. If you are going to run secutarii, I think the right way is in a 20 stack of peltasts with an omnispex. The synergy combo that might work could be: 20 stack of peltasts Omnispex +1 to hit strategem Reroll 6s canticle That gives you some pretty efficient anti troop shooting. And the peltasts are good targets for the HOLD AT ANY COSTS strategem for +1 save. That they don't have a FORGEWORLD is a serious cokblok and feels bad man. But the drill. The drill should be run as a suicide onager for STYGIES. Put some dudes inside, give it flamers, infiltrate it, and launch it into the enemy. The deep strike rules have rendered the subtereean assault terrible. But an infiltrated drill is surprisingly nasty in combat ande is a good candidate for the blow up strategem. As a bonus, it can shield your infiltrated infantry from a turn of fire. For 134 points you get 4 bolter barrels and a D3 meltagun. This is worse than an onager, but the drill can fight big targets. EDIT: the anti-synergy cokbloks are so maddening. Drill -- no canticles but yes FORGEWORLD Secutarii - yes canticles but no FORGEWORLD EDIT2: I like staff priests in drills. If you don't get first turn, now your opponent has T8 targets. And the drill disembark actually buys the staff priests another 3" movement. EDIT3: forgeworld transport rules are terse, and full of holes. The drill says 12 MODELS without any kind of unit restriction. This means you can run 2x5 STYGIES rangers squads and a TPD in there. This lets you put the plasma in range on turn 1 and protect them from a round of fire. Consider the following detachments. STYGIES TPD + Enginseer 3x5 rangers with 2x plasma each, 1x with omni, 1x with tether STYGIES 2x enginseer 3x5 rangers with 2x plasma each, 1x with tether 3x drills with flamers [1138 points] You can put both of those detachments into the 3 drills and infiltrate all 3 of them for only 3CP after your opponent deploys. I am not sure how to equip the drills. 2x stormbolters is a nice, cheap source of bolter fire. 2x heavy flamers is very pointy, but damn that is a lot of flamers that are nicely in position to hit. This rapidly bumps up against the 50% powerlevel and 50% of drops need to be on the table rule.
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This message was edited 5 times. Last update was at 2018/06/15 17:50:56
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![[Post New]](/s/i/i.gif) 2018/06/15 17:45:10
Subject: Tactica Mechanicus - FAQ Out
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Aspirant Tech-Adept
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I want to run electro priests in squads of 20. Surely the other 8 can sit on each other’s laps?
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![[Post New]](/s/i/i.gif) 2018/06/15 18:12:32
Subject: Tactica Mechanicus - FAQ Out
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Decrepit Dakkanaut
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No FW Dogmas for Secutarii? Pass.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/06/15 18:26:36
Subject: Tactica Mechanicus - FAQ Out
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Steadfast Ultramarine Sergeant
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These are beta rules to be fair
If enough people say they should have both forge world and canticles then they'll probably change it
Honestly with the peltasts I'm not a fan of all the S3.
I think the profiles should have been 3,4,5 respectively
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![[Post New]](/s/i/i.gif) 2018/06/15 18:30:23
Subject: Tactica Mechanicus - FAQ Out
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Decrepit Dakkanaut
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Well the S3 profile is arguably a worse Radium Carbine, and the non LOS one is interesting at minimum.
They'd really need the Dogmas to be worth it as otherwise they're just slightly more durable to certain weapons compared to Vanguard and Rangers.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/06/15 19:16:54
Subject: Tactica Mechanicus - FAQ Out
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Quick-fingered Warlord Moderatus
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@Wulfey
Heavy Flamers are bad. They cost 17 points and cannot shoot the turn they deep strike because they have 8" instead of 12".
Your best bet is Storm Bolters if you are Graia; Warlord trait lets them shoot into fighting units, which means if you wipe the enemy during a shooting phase, you can charge again. Otherwise, Volkite.
After more consideration, I don't like Fulgurites in these transports. Too risky when you can just dump Plasma Vanguard on people.
bogalubov wrote:Those ramshackle drills will not be useful for conversion. They're a solid hunk of resin.
Good. Solid resin tends to be very consistent. Take a drill, turn it down to the lowest torque, and hollow it out for weight (drill a drill... haha). Slap it on a base. Paint it. Viola.
Ideasweasel wrote:I want to run electro priests in squads of 20. Surely the other 8 can sit on each other’s laps?
Nope. Embark rules state the entire unit has to embark.
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This message was edited 2 times. Last update was at 2018/06/15 19:18:39
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![[Post New]](/s/i/i.gif) 2018/06/15 19:25:56
Subject: Re:Tactica Mechanicus - FAQ Out
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Regular Dakkanaut
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I think infiltrating the drill might be the way to go if you want to put Electropriests in them and would be the only time I'd ever consider Heavy Flamers. Infiltrate >12" away to get the -1 from Stygies, disembark the priests and move for a total of 9" of movement and get an easy 3" charge, then move the drill up to flamer/rapid fire + charge range.
If you want to go all in on ranged fire for its cargo then deep striking could work as well.
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![[Post New]](/s/i/i.gif) 2018/06/15 19:46:39
Subject: Re:Tactica Mechanicus - FAQ Out
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Heroic Senior Officer
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These new units are a real mixed bag. I really don't see why they're prevented from just straight up getting canticles and <Forgeworld> keywords, they're clearly admech units and designs, and I'm not seeing anything at first glace that makes them crazy OP, especially since the Secutarii are elite choices. The one thing that's kind of nuts is perhaps shroudpsalm on the drills, since you'd have potentially a horde of T8 vehicles with a 2+ save, but without invulns I don't really see why this is the dealbreaker when we can bring onagers or kastellan robots that can get 2+ saves as well.
The drill especially looks fun, it's always cool to see a transport that can chip in with assault, and at T8 with 10 wounds its very tough, its basically a leman russ battle tank that can deepstrike and assault things with 12 models riding along while giving up most of its shooting ability. The only real downside is the bloody thing costs something like $70 from FW, which is a shame because I want like 6 of them  I almost wonder if you even need to burrow the thing at all, these are cheap enough to spam to a degree and they have enough guns and CQC ability that they can realistically fight on their own as well. In particular I think it'd be fun to see an admech battalion running these with plasma vanguard and the priests teamed up with something like an Imperial guard Leman russ company. You'd have a stupid amount of T8 +3 wounds to chew through that just grind up the board or can potentially pop up in the opponent's backfield. Bring some guardsmen to babysit the leman russes and you'd have for a very interesting army. No idea how well it would work, but it'd be quite a curveball. I feel if you're deepstriking them you keep them cheap with stormbolters, which also lets them help clean up screens a bit for whatever is inside to do it's job. If you grind them up the table, either keep them cheap with stormbolters, or double down with heavy flamers and do whatever it takes to get in your opponent's grill turn one. From just a quick bit of napkin math, it's fairly easy to get 8-10 hulls as a mix of drills and russes along with infantry to guard the russes and ride in the drills depending on how you want to do it with a twin battalion list.
A more serious use for them is pure admech though, using them as bunkers for Stygies infiltrators is good, but it also gives other forgeworlds ways to get their infantry up into the opponent's lines too. For example I run Metalica and this at least gives me a way to get my infantry up the table that doesnt just involve walking, which is very handy for things like linebreaker, table quarters, or taking midfield objectives. It really solves two issues at once, in the fact that not only did we get a transport, but a way to get a deepstrike style of ability that isn't tied to a specific forgeworld. And on top of that, it's a cheap, spammable brick that's not bound by the rule of 3, and can do a bit of shooting and a bit of close combat.
Now if I can just find a way to get some without breaking the bank, I'll be in business.
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'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 |
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![[Post New]](/s/i/i.gif) 2018/06/15 19:49:31
Subject: Tactica Mechanicus - FAQ Out
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Dakka Veteran
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My gaming group is all in on the flamers over the stormbolters. You will never deep strike these things. The drills are strictly for adding wounds to infiltrating STYGIES bombs. The drills with flamers are 154 points for D3 melta shots and 2 heavy flamers. They have 8" base movement. If you infiltrate them with a package of troops inside, they are guaranteed to be in heavy flamer range on turn 1 whether you go first or second, and the overwatch is kinda nice if you go second. The drills with flamers also threaten fliers in a way that staff priests can never do, so they bring something to the table that makes staff priests even better. The drills are 10 T8 wounds with a -1 STYGIES to be hit bonus for 150 points, that is well worth losing some priests. Too bad they are 75 pounds. They even give staff priests another 3" of movement to make that first turn charge even easier. The guys running the hardcore staff priests builds will be running these guys as STYGIES and putting them right in their opponents faces every game.
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![[Post New]](/s/i/i.gif) 2018/06/15 20:05:34
Subject: Re:Tactica Mechanicus - FAQ Out
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Fresh-Faced New User
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could 2pries/3vang/2drill battalion be added to knights as efficient CP farm?
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![[Post New]](/s/i/i.gif) 2018/06/15 20:12:53
Subject: Re:Tactica Mechanicus - FAQ Out
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Heroic Senior Officer
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30coins wrote:could 2pries/3vang/2drill battalion be added to knights as efficient CP farm?
I wouldn't call it efficient, but I guess it gives you a way to make those small mandatory squads for the battalion useful by being able to get them across the map to objectives while your knights kill things. Keep in mind those 2 drills are more than doubling the cost of that support battalion, that's enough points to potentially remove an entire knight from your army.
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'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 |
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![[Post New]](/s/i/i.gif) 2018/06/15 20:29:10
Subject: Tactica Mechanicus - FAQ Out
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Aspirant Tech-Adept
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Wulfey wrote:My gaming group is all in on the flamers over the stormbolters. You will never deep strike these things. The drills are strictly for adding wounds to infiltrating STYGIES bombs. The drills with flamers are 154 points for D3 melta shots and 2 heavy flamers. They have 8" base movement. If you infiltrate them with a package of troops inside, they are guaranteed to be in heavy flamer range on turn 1 whether you go first or second, and the overwatch is kinda nice if you go second. The drills with flamers also threaten fliers in a way that staff priests can never do, so they bring something to the table that makes staff priests even better. The drills are 10 T8 wounds with a -1 STYGIES to be hit bonus for 150 points, that is well worth losing some priests. Too bad they are 75 pounds. They even give staff priests another 3" of movement to make that first turn charge even easier. The guys running the hardcore staff priests builds will be running these guys as STYGIES and putting them right in their opponents faces every game.
2 questions.
1. One drill per army at 2k is the sensible amount?
2. Is a squad of just 12 electropriests that good?? Assuming the drill did it’s job and let’s you get into combat does that balance the losing 8 priests??
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![[Post New]](/s/i/i.gif) 2018/06/15 20:59:36
Subject: Tactica Mechanicus - FAQ Out
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Dakka Veteran
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Ideasweasel wrote:Wulfey wrote:My gaming group is all in on the flamers over the stormbolters. You will never deep strike these things. The drills are strictly for adding wounds to infiltrating STYGIES bombs. The drills with flamers are 154 points for D3 melta shots and 2 heavy flamers. They have 8" base movement. If you infiltrate them with a package of troops inside, they are guaranteed to be in heavy flamer range on turn 1 whether you go first or second, and the overwatch is kinda nice if you go second. The drills with flamers also threaten fliers in a way that staff priests can never do, so they bring something to the table that makes staff priests even better. The drills are 10 T8 wounds with a -1 STYGIES to be hit bonus for 150 points, that is well worth losing some priests. Too bad they are 75 pounds. They even give staff priests another 3" of movement to make that first turn charge even easier. The guys running the hardcore staff priests builds will be running these guys as STYGIES and putting them right in their opponents faces every game. 2 questions. 1. One drill per army at 2k is the sensible amount? 2. Is a squad of just 12 electropriests that good?? Assuming the drill did it’s job and let’s you get into combat does that balance the losing 8 priests?? The choice is between: (1) 20 priests (2) 12 priests + Drill These are both very similar in points. If you always went first, the 20 priests should do more damage and be more reliable than the 12+D. But if you are the kind of guy who blows 3 going first rolls in a row somehow even with the +1 and also cant seize the initiative, then the drill starts to make more sense. If you end up second with 20 priests, you face a hard choice of where to put the priests. Put them 9" away and now they are 100% in range of all enemy firepower and will be charged. Put them 15" away and they might not make their charge on your turn. Priests have a good 5++/5fnp, but they are T3. So everything your opponent has that shoots is viable against them. If you take the 12+D, now you don't even have to think. Just put the drill 9" away every damned time. Or put it somewhere a little sneakier if it fits behind terrain. Your opponent now has to shoot a T8 lump of metal. Yeah, if he has mass meltas, this is a little worse than 8 priests. But against bolters? Yeah, give me the drill. The drill even gets the -1 to be hit like the priests. And if your opponent charges the drill? Fine. Let him. twin flamers get another turn of shooting. I would put the drills end to end in a line to make wrapping around them harder. And the disembark gets another 3" on your charge. Also, the drill itself has 6 attacks at str14,-4, flat3 and has some mortal wound shenanigans against tough targets. And it has a D3 melta gun! What a joke. That stupid thing shoots as hard as an armiger but manages to fight better. If the drill dies, then it died tougher than 8 priests against anything less than str8. If it lives, then it eats the overwatch for your priests and does a little flaming on the way in.
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This message was edited 1 time. Last update was at 2018/06/15 21:01:48
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![[Post New]](/s/i/i.gif) 2018/06/15 21:05:12
Subject: Tactica Mechanicus - FAQ Out
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Mysterious Techpriest
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Goldenemperor wrote: rvd1ofakind wrote:Infiltrating priests is a coin flip.
And the skitarii will just die the turn after. It needs to be meaningful enough. Like 10 plasma guys. Not 4 plasma and 8 guys that will kill 2 models.
Rvd man, you literally think everything is bad. Haha you make me laugh buddy. An uninventive mind or an overly pessimistic mind leads to fruitless and ultimately unproductive discussions, please, just stop.
I like a balanced discussion, the Drill gives some interesting potential and changes things up for AdMech for the better, that is undeniable. I will be interested to test it out for myself before passing judgement, I for one am excited to try it out.
How about you start thinking instead of going "durr everything is awesome". Bet you're one of those gullible sheep who thought armigers were not complete trash garbage on release.
Every unit is trash unless proven otherwise. This game isn't some magical land where you have to test every unit to see if it is good. Fire up mathammer, compare to other similar units, weigh in pros and cons, find similar units making top tables and compare. If they're straight up worse - they are useless trash.
Here, I think the elites are meh. They don't break the game. And if they don't - I don't care. AdMech need something stupid powerful to drag them out of the hole of mediocrity(at best).
The drill... maybe? Definitelly some potential.
And if you don't understand what trasnports are used for:
Open topped - shove in glass cannon short range units(corpuscarii, tankbustas, etc)
Other - melee guys that are slow and fragile(berzerkers, fulgurites)
I honestly don't see how anything other than fulgurites can be taken (for now)
Ps: I haven't evaluated the melee weapon change yet
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This message was edited 2 times. Last update was at 2018/06/15 21:11:40
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![[Post New]](/s/i/i.gif) 2018/06/15 21:13:14
Subject: Tactica Mechanicus - FAQ Out
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Dakka Veteran
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My buddy who spends unlimited cash on unpainted models wants to run something like this at the monthly ITC tournaments: STYGIES - enginseer, 3x12 staff priests, 3x1 termites with flamers BLANGELS - slamcaptain, meph, 3x scouts, some jumppack guys or another slamcaptin with VITAE VALHALLA - 2x commanders, 3x guards, 3x mortar teams This is full up competitive in ITC. This out and out ends games on turn 1 if it gets first turn. Forlorn fury, 3 termites, and 3 packs of staffpriests is a devastating alpha strike. As a bonus, it isn't even hard to tweak this to get the GRAND_STRAT + VERITAS_VITAE cheese going to keep those infiltrations cheap. If it gets second, your opponent gets to unload into the termites. Between infiltration and forlorn fury, you have options to resist the damage from going second.
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This message was edited 1 time. Last update was at 2018/06/15 21:13:43
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![[Post New]](/s/i/i.gif) 2018/06/15 21:25:49
Subject: Tactica Mechanicus - FAQ Out
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Enginseer with a Wrench
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A question for a our melee experts: If you had to decide between Blood Angels detachment or a big priest bomb (2 x 20) what would you take? I guess BA?
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![[Post New]](/s/i/i.gif) 2018/06/15 22:12:15
Subject: Tactica Mechanicus - FAQ Out
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Quick-fingered Warlord Moderatus
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Would a better tactic be to use the drill as intended deep striking it in, or running it as a Stygis drill, infiltrating it full of whatever for 1 cp and taking a chance on going first?
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![[Post New]](/s/i/i.gif) 2018/06/15 22:13:21
Subject: Re:Tactica Mechanicus - FAQ Out
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Pewling Menial
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What are everyone's thoughts on Stygies infiltrating a Termite carrying 11 Hoplites and an Enginseer /w Omniscient Mask?
For 46 less points you get comparable damage and durability to Fulgurites and repairs for your Termite (and perhaps some nearby Dragoons).
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![[Post New]](/s/i/i.gif) 2018/06/15 22:14:16
Subject: Tactica Mechanicus - FAQ Out
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Enginseer with a Wrench
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It depends on what you are trying to deliver. If you wanna bring Priests then infiltrate, if you have Vanguard with Plasma in it, go for deepstrike
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![[Post New]](/s/i/i.gif) 2018/06/16 00:08:55
Subject: Tactica Mechanicus - FAQ Out
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Fresh-Faced New User
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rvd1ofakind wrote: Goldenemperor wrote: rvd1ofakind wrote:Infiltrating priests is a coin flip.
And the skitarii will just die the turn after. It needs to be meaningful enough. Like 10 plasma guys. Not 4 plasma and 8 guys that will kill 2 models.
Rvd man, you literally think everything is bad. Haha you make me laugh buddy. An uninventive mind or an overly pessimistic mind leads to fruitless and ultimately unproductive discussions, please, just stop.
I like a balanced discussion, the Drill gives some interesting potential and changes things up for AdMech for the better, that is undeniable. I will be interested to test it out for myself before passing judgement, I for one am excited to try it out.
How about you start thinking instead of going "durr everything is awesome". Bet you're one of those gullible sheep who thought armigers were not complete trash garbage on release.
Every unit is trash unless proven otherwise. This game isn't some magical land where you have to test every unit to see if it is good. Fire up mathammer, compare to other similar units, weigh in pros and cons, find similar units making top tables and compare. If they're straight up worse - they are useless trash.
Here, I think the elites are meh. They don't break the game. And if they don't - I don't care. AdMech need something stupid powerful to drag them out of the hole of mediocrity(at best).
The drill... maybe? Definitelly some potential.
And if you don't understand what trasnports are used for:
Open topped - shove in glass cannon short range units(corpuscarii, tankbustas, etc)
Other - melee guys that are slow and fragile(berzerkers, fulgurites)
I honestly don't see how anything other than fulgurites can be taken (for now)
Ps: I haven't evaluated the melee weapon change yet
You're a Mathhammer warrior, friend. Not someone who actually plays the game much. Vacuums are nowhere to get a solid grasp of how a unit performs, sorry to say.
I don't listen to your opinions anyway because of your sole reliance on Mathhamer to discount anyone else's argument is, to put it simply, silly. I just felt the need to point it out, glad I did so as well.
Mathhammer says Kastelan Robots with Cawl should be topping tournaments, but on the field they are good but have a niche role, easily outmaneuvered, static, predictable.
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This message was edited 2 times. Last update was at 2018/06/16 01:42:57
Sheep follow sheep, it's as simple as that! |
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![[Post New]](/s/i/i.gif) 2018/06/16 02:28:47
Subject: Tactica Mechanicus - FAQ Out
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Decrepit Dakkanaut
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Goldenemperor wrote: rvd1ofakind wrote: Goldenemperor wrote: rvd1ofakind wrote:Infiltrating priests is a coin flip.
And the skitarii will just die the turn after. It needs to be meaningful enough. Like 10 plasma guys. Not 4 plasma and 8 guys that will kill 2 models.
Rvd man, you literally think everything is bad. Haha you make me laugh buddy. An uninventive mind or an overly pessimistic mind leads to fruitless and ultimately unproductive discussions, please, just stop.
I like a balanced discussion, the Drill gives some interesting potential and changes things up for AdMech for the better, that is undeniable. I will be interested to test it out for myself before passing judgement, I for one am excited to try it out.
How about you start thinking instead of going "durr everything is awesome". Bet you're one of those gullible sheep who thought armigers were not complete trash garbage on release.
Every unit is trash unless proven otherwise. This game isn't some magical land where you have to test every unit to see if it is good. Fire up mathammer, compare to other similar units, weigh in pros and cons, find similar units making top tables and compare. If they're straight up worse - they are useless trash.
Here, I think the elites are meh. They don't break the game. And if they don't - I don't care. AdMech need something stupid powerful to drag them out of the hole of mediocrity(at best).
The drill... maybe? Definitelly some potential.
And if you don't understand what trasnports are used for:
Open topped - shove in glass cannon short range units(corpuscarii, tankbustas, etc)
Other - melee guys that are slow and fragile(berzerkers, fulgurites)
I honestly don't see how anything other than fulgurites can be taken (for now)
Ps: I haven't evaluated the melee weapon change yet
You're a Mathhammer warrior, friend. Not someone who actually plays the game much. Vacuums are nowhere to get a solid grasp of how a unit performs, sorry to say.
I don't listen to your opinions anyway because of your sole reliance on Mathhamer to discount anyone else's argument is, to put it simply, silly. I just felt the need to point it out, glad I did so as well.
Mathhammer says Kastelan Robots with Cawl should be topping tournaments, but on the field they are good but have a niche role, easily outmaneuvered, static, predictable.
And yet it's the list that tops the most. Not much else makes it to the top for AdMech. Automatically Appended Next Post: Wulfey wrote:My buddy who spends unlimited cash on unpainted models wants to run something like this at the monthly ITC tournaments:
STYGIES - enginseer, 3x12 staff priests, 3x1 termites with flamers
BLANGELS - slamcaptain, meph, 3x scouts, some jumppack guys or another slamcaptin with VITAE
VALHALLA - 2x commanders, 3x guards, 3x mortar teams
This is full up competitive in ITC. This out and out ends games on turn 1 if it gets first turn. Forlorn fury, 3 termites, and 3 packs of staffpriests is a devastating alpha strike. As a bonus, it isn't even hard to tweak this to get the GRAND_STRAT + VERITAS_VITAE cheese going to keep those infiltrations cheap. If it gets second, your opponent gets to unload into the termites. Between infiltration and forlorn fury, you have options to resist the damage from going second.
Heavy Flamers are awful for the price. Say no to those.
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This message was edited 1 time. Last update was at 2018/06/16 02:36:34
CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/06/16 03:52:38
Subject: Tactica Mechanicus - FAQ Out
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Fresh-Faced New User
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Slayer-Fan123 wrote:
And yet it's the list that tops the most. Not much else makes it to the top for AdMech.
You can't say that without a source, it's absolute garbage and I will call you out on it. I'll give a CONCRETE counter example, at the London GT there were two AdMech lists in the top 10% one made use of Stygies Fulgurites and the other made use of Stygies Dragoon/Ironstrider spam. The article was written by Nick Nanivanti a well connected tournament player.
This particular AdMech forum is behind the times and stuck in a perpetual state of "everything sucks but Cawl and Kastelan."
Also to put that number into perspective that is top 45 out of 450 participants.
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This message was edited 1 time. Last update was at 2018/06/16 03:55:49
Sheep follow sheep, it's as simple as that! |
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![[Post New]](/s/i/i.gif) 2018/06/16 04:32:08
Subject: Tactica Mechanicus - FAQ Out
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Quick-fingered Warlord Moderatus
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Wulfey wrote:My gaming group is all in on the flamers over the stormbolters. You will never deep strike these things. The drills are strictly for adding wounds to infiltrating STYGIES bombs. The drills with flamers are 154 points for D3 melta shots and 2 heavy flamers. They have 8" base movement. If you infiltrate them with a package of troops inside, they are guaranteed to be in heavy flamer range on turn 1 whether you go first or second, and the overwatch is kinda nice if you go second. The drills with flamers also threaten fliers in a way that staff priests can never do, so they bring something to the table that makes staff priests even better. The drills are 10 T8 wounds with a -1 STYGIES to be hit bonus for 150 points, that is well worth losing some priests. Too bad they are 75 pounds. They even give staff priests another 3" of movement to make that first turn charge even easier. The guys running the hardcore staff priests builds will be running these guys as STYGIES and putting them right in their opponents faces every game.
1) Are you sure you are allowed to do that? The Stygies VIII stratagem does not say that you can infiltrate with units embarked inside. It may seem implicit, but every deployment rule that allows for it explicitly states it.
Example:
Furthermore, all of the deep strike rules on transports also states it explicitly, including the Drill. It does not seem to be a generally applicable rule. We should definitely request an FAQ on this.
2) You would have to disembark before the transport moves. So your Fulgurites won't be fighting the turn they infiltrate, thus contradicting the point of infiltration.
3) The Drill does not have amazing shooting, so the opportunity cost of protecting your Fulgurites for one turn is immense.
4) Even if you infiltrate them, Heavy Flamers are still overpriced for what they bring to the table. You are investing 1 CP and 30 additional points in each.
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This message was edited 1 time. Last update was at 2018/06/16 04:38:46
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![[Post New]](/s/i/i.gif) 2018/06/16 04:34:02
Subject: Tactica Mechanicus - FAQ Out
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Decrepit Dakkanaut
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Goldenemperor wrote:Slayer-Fan123 wrote:
And yet it's the list that tops the most. Not much else makes it to the top for AdMech.
You can't say that without a source, it's absolute garbage and I will call you out on it. I'll give a CONCRETE counter example, at the London GT there were two AdMech lists in the top 10% one made use of Stygies Fulgurites and the other made use of Stygies Dragoon/Ironstrider spam. The article was written by Nick Nanivanti a well connected tournament player.
This particular AdMech forum is behind the times and stuck in a perpetual state of "everything sucks but Cawl and Kastelan."
Also to put that number into perspective that is top 45 out of 450 participants.
It happening once doesn't help prove your point at all. Otherwise Rubric Marines were awesome in 6th and 7th. They really werent.
Now I WILL say there was potential for more lists to do okay, but I'm not so sure with the current power creep.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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