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U02dah4 wrote: I have 30 hoplites in my paint queue right now. I like them but The issue they have is a lack of stygies it is rediculous they the dont have a forgeworld.
Sadly, it's a fluff related thing.
The Hoplites and Peltasts are supposed to be the "Titan Guard".
Would have been cool to see them get Knight Household rules though.
Yes but totan guard still come from a forgeworld true you could make a case for a household but forgeworld makes more sense and Stygies would make them and peltast playable
U02dah4 wrote: I have 30 hoplites in my paint queue right now. I like them but The issue they have is a lack of stygies it is rediculous they the dont have a forgeworld.
Sadly, it's a fluff related thing.
The Hoplites and Peltasts are supposed to be the "Titan Guard".
Would have been cool to see them get Knight Household rules though.
Well, originally weren't Skitarii all explicitly the Titan Guard Mechanicus? Then they got broadened to be the general military forces?
And either way, they are coming from a forge world....... makes no sense to me for them to have nothing special.
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.
I know im late to the party on this one, but one note - the gallant has 5 attacks not 4? This is one of the reasons I love them. With a stormspear and melta combined with the speed of movement they have if you can deliver it into the enemy lines there is just about nothing that they cannot trash in cc (except the extreme outliers).
Gallants just suffer from T1 sometimes doing little where as a warden or errant would be contributing
Getting into difficulties late game if the enemy splits there army and the gallant clears its section of the split resulting in doing nothing all the other knights can impact across the board
And vulnerability to overwatch. A few of the big targets you wish to lockdown can get lucky sometimes and do a lot of damage to it. (Can be mitigated with an inquisitor
bigstoney wrote: I know im late to the party on this one, but one note - the gallant has 5 attacks not 4? This is one of the reasons I love them. With a stormspear and melta combined with the speed of movement they have if you can deliver it into the enemy lines there is just about nothing that they cannot trash in cc (except the extreme outliers).
Taking a unit inside an army same role as the one you got seems pointless to me.
I agree a lone Crusader is more efficient than a gallant but ad mech is missing gallant role. Not crusader Castelan kinghts.
That said I remain a strong believer of . Play and army with a role.
So 3 gallanfz and ad mech seems a good point for me . If you want a warden and two gallants or any combination of the three sure it's dependant from the rest of the list playstyle and currently meta.
This message was edited 2 times. Last update was at 2018/09/25 18:09:57
"Use this Stratagem when you set up a Stygies VIII unit from your army during deployment. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first."
I am pretty pissed. This was an entirely unnecessary nerf. I mean, a 9" move without advancing is pretty lame.
This message was edited 1 time. Last update was at 2018/09/28 18:22:20
Suzuteo wrote: "Use this Stratagem when you set up a Stygies VIII unit from your army during deployment. At the start of the first battle round but before the first turn begins, you can move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first."
I am pretty pissed. This was an entirely unnecessary nerf. I mean, a 9" move without advancing is pretty lame.
I agree with you. If we end up going first, it's not a huge change - further away yes, but we will be able to move and assault before getting shot, though they will see where we deploy and can set themselves farther back. The biggest issue I have is that we no longer get to see who has first turn before deploying our units...which gives us a 50% chance that they'll get gunned/assaulted before we get to use them, even after using the stratagem to deploy them closer.
Ideasweasel wrote: Anyone who owns more than 10 priests is feeing sad.
Oh well some pretty cool office desk paperweights
So what to play as mono mechanicum?
Dakabots + Onegars + Rangers?
I’m back on the Mars train. Dragoons and priests look so cool but are in a bit of trouble now
Dragoons will still get 19" movement on the first turn, which if you deploy them at the limit of the deployment zone, should still make it more than possible to charge stuff on the first turn, you were very likely to be forced to assault the chaff screen before the FAQ anyway. It does however change their role less from a max-sized unit for insta-charges and puts more weight on their ability to be a big distraction on which the other player will have to waste a ton of firepower on if he wants to shoot them off the table thanks to the -2 to hit outside of 12" (much more likely too now that you don't start 9" away from the enemy if you go second) and shroudpsalm, aka a distraction Carnifex.
They still have a 19+2d6" threat range from the edge of your deployment zone, are still as deadly as before (aka one of the deadliest close combat units of all the IMPERIUM factions) and even if you just manage to get them close to the enemy you can do considerable damage thanks to the 1CP auto-explode strategy.
Still a good unit, but one which will include 2-3 Chickens now rather than the "all in" 5 or 6.
Electropriests (especially Fulgurites) however are really screwed now unless you can put them in a Termite. And paying the CP for Clandestine Infiltration for units that aren't Dragoons seems like a waste, pretty much every unit we have is just too slow to get anything out of the pricey bonus movement, Infiltrators can already deep strike and Ruststalkers... are even worse off now . A really unnecessary nerf IMO, especially considering how strong Wrath of Mars is. Well, at least the teleportation Forgeworld strat isn't a completely inferior alternative to the Stygies one anymore.
Let's hope for some more point decreases in CA2018.
This message was edited 4 times. Last update was at 2018/09/28 20:20:01
Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer
Whilst i agree with the above there is still options. Using the infiltrate as a distraction carnifax for example. Deploy them early so opponent deploys with los to the (priests or dragoons). Then place your gunline either somewhere else or to directly counter/outrange them. If go 2nd just move them the 9"into cover/ out of los. An example but hope you get the point. It can force an opponents deoloyment much how snipers force characters to hide.
Envii wrote: Whilst i agree with the above there is still options. Using the infiltrate as a distraction carnifax for example. Deploy them early so opponent deploys with los to the (priests or dragoons). Then place your gunline either somewhere else or to directly counter/outrange them. If go 2nd just move them the 9"into cover/ out of los. An example but hope you get the point. It can force an opponents deoloyment much how snipers force characters to hide.
Any decent player will go after you main damage dealers, which will be the Cawlstar as we don't have any other viable option post-FAQ, ignoring or throwing their own distractions to hold yours (by the way - Fulgurites as distraction? not a good idea to use a paper unit for a distraction). I will give 2x4 infiltrated Dragoons a try, but I'm afraid this unit has been mostly pushed to be a counter charge/forward screen and nothing more. Fulgurites has been killed entirely. Rest of the codex, apart from the Cawlstar of course, is a trash anyway. I guess GW really don't care about the Admech.
This message was edited 2 times. Last update was at 2018/09/28 21:30:10
Definitely glad I waited to get a ton of dragoons. Some nerfs for me anyway. Can't wait for Castellan to get kicked in the nuts unnecessarily in Chapter Approved.
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.
The Cawlstar is back on the table now. The nerfs to FLY models being able to hop over screens during charges is a big deal. It means that if you have a large screen, you can actually stop stuff now. The meta is now going to be dominated by AELDARI and TAU. CHAOS soup assault spam lists are much worse now that cultists can't be 9" away guaranteed and bloodletter bombs cannot hit until turn 2 from deep strike. IMPERIUM soup armies are just flatly worse in all respects. A CAWL soup never really needed that many CP for the admech portion, so I think they can work again. I will be back once I think it through.
Heavy Support - 840 4x Kastelan Robot - 12x Heavy Phosphor Blaster
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Icarus Array, Broad-Spectrum Data Tether
Total: 1998 points 18 CP (-3)
This is really sad.
Yeah it is really sad that this is the only thing you can come up with.
Sure stygies took a hit, but a necessary one. Use this FAQ to create an army that moves away from the crutch that soup provides and get a little bit more inventive.
Because Chapter Approved will surely continue this line of thinking of GW, with them trying to chip away at soup one FAQ at the time.
Arlen wrote: Yeah it is really sad that this is the only thing you can come up with.
Sure stygies took a hit, but a necessary one. Use this FAQ to create an army that moves away from the crutch that soup provides and get a little bit more inventive.
Because Chapter Approved will surely continue this line of thinking of GW, with them trying to chip away at soup one FAQ at the time.
You're joking. If anything, this FAQ makes us more reliant on Soup than ever. Guard is needed for bodies and the CP recycling, even if you only recycle 1 CP per turn. Blood Angels give us Scouts and Mephiston for some Deny.
Enemies can't charge through screens any more, and there's no alpha strike whatsoever, so that means Cawlstar is back. Maybe bring along Crawlers to handle Eldar and Tau, who also benefit a lot from these changes.
This message was edited 4 times. Last update was at 2018/09/29 05:48:06