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Made in gb
Stabbin' Skarboy





crewe

 Ideasweasel wrote:
Can you fine adepts critique this list.

It’s essentially Wulfey’s list from a few pages back with a minor tweak. I have a tournament I’m planning to go to next spring and am considering running this.

Thanks.

++ Brigade Detachment +12CP (Imperium - Adeptus Mechanicus) [122 PL, 1647pts] ++

+ No Force Org Slot +

Forge World Choice: Forge World: Mars

+ HQ +

Belisarius Cawl [13 PL, 190pts]
. Warlord: Warlord Trait (Mars): Static Psalm-Code

Tech-Priest Enginseer [3 PL, 30pts]: Relic: Autocaduceus of Arkhan Land

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Rangers [7 PL, 70pts]: Omnispex, 8x Skitarii Ranger
. Ranger Alpha: Galvanic Rifle

Skitarii Rangers [7 PL, 70pts]: Omnispex, 8x Skitarii Ranger
. Ranger Alpha: Galvanic Rifle

Skitarii Rangers [7 PL, 70pts]: Omnispex, 8x Skitarii Ranger
. Ranger Alpha: Galvanic Rifle

Skitarii Rangers [7 PL, 70pts]: Omnispex, 8x Skitarii Ranger
. Ranger Alpha: Galvanic Rifle

Skitarii Rangers [7 PL, 70pts]: Omnispex, 8x Skitarii Ranger
. Ranger Alpha: Galvanic Rifle

Skitarii Rangers [7 PL, 70pts]: Omnispex, 8x Skitarii Ranger
. Ranger Alpha: Galvanic Rifle

+ Elites +

Servitors [4 PL, 20pts]: 4x Servitor (Servo arm)

Sicarian Infiltrators [12 PL, 180pts]
. Infiltrator Princeps
. . Flechette Blaster and Taser Goad: Flechette Blaster, Taser Goad
. 9x Sicarian Infiltrator (Flechette/Taser): 9x Flechette Blaster, 9x Taser Goad

Sicarian Infiltrators [12 PL, 180pts]
. Infiltrator Princeps
. . Flechette Blaster and Taser Goad: Flechette Blaster, Taser Goad
. 9x Sicarian Infiltrator (Flechette/Taser): 9x Flechette Blaster, 9x Taser Goad

+ Fast Attack +

Ironstrider Ballistarii [4 PL, 80pts]
. Ironstrider Ballistarius: Twin Cognis Lascannon

Ironstrider Ballistarii [4 PL, 80pts]
. Ironstrider Ballistarius: Twin Cognis Lascannon

Ironstrider Ballistarii [4 PL, 80pts]
. Ironstrider Ballistarius: Twin Cognis Lascannon

+ Heavy Support +

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [7 PL, 119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Super-Heavy Auxiliary Detachment (Imperium - Imperial Knights) [20 PL, 352pts] ++

+ No Force Org Slot +

Household Choice: House Taranis, Questor Mechanicus

+ Lord of War +

Knight Gallant [20 PL, 352pts]: Heavy Stubber, Reaper Chainsword, Thunderstrike gauntlet

++ Total: [142 PL, 1999pts] ++

Created with BattleScribe


I like it! thats alot of rangers haha!! do you know what event pack the tournament is using and if it has any limitations? You have alot of bodies and good mobility with the ironstrides and infiltrators. Teh gallant will also kick up a fuss and go all pacific rim on people.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Aspirant Tech-Adept






@deffrekka

It’s ETC rules so funny European shenanigans but nothing out of the ordinary as far as I can tell regarding list restrictions.

100 person tournament in Manchester England. It will be my second tournament so all I’m hoping for is a laugh and to not get curb stomped too badly
   
Made in de
Enginseer with a Wrench






 WrentheFaceless wrote:
 LexOdin9 wrote:
Since when did Tactica Mechanicus become Tactica Astra Militarum? It doesn't say Imperial Guard on my codex...


Been that way since the start of 8th, no reason to either, the Faithful 17 is cheaper than the loyal 32


Yeah, but the local 32 are much much more useful. Alone the move move order is so freaking useful. Plus you get nearly twice as many models for screening.


@ Ideasweasel:
Are you set on running the Galant? Otherwise I would maybe consider running some bots instead. Don't know if Cawl is worth it the amount of artillery you have.
Also: You got many CPs but besides WoM not that many interesting things to spend them on.
   
Made in us
Quick-fingered Warlord Moderatus






Most of the times, the primary purpose of Guard is to just stand there and prevent people from charging straight into your dudes. They also can be sacrificed to grab objectives with ObSec.

Catachans punch other GEQs to death. You can very easily swarm over Fire Warriors or non-Catachan Guardsmen. The time that they buy against Orks or Nids is priceless. They also do a fair job against MEQs if you pair them with Vanguard.

And that is why I talk about Guard. Because AdMech+Guard is superior to either AdMech or Guard alone.

This all being said, all of my Guardsmen are actually Skitarii using Guard rules. So it doesn't feel unfluffy to me at all.

This message was edited 1 time. Last update was at 2018/12/20 00:34:26


 
   
Made in us
Cog in the Machine






But at the same time, surely there's an IG tactica page you can discuss them on? I'd like to see more discussion of admech units on here and less discussion of IG units.

 
   
Made in us
Quick-fingered Warlord Moderatus






It's an AdMech army with some Guard elements, not the other way around. Many competitive AdMech armies will have Guardsmen in them (as is the case with most Imperium armies), but very few competitive Guard armies will have AdMech in them.

It's honestly unavoidable given how strong and flexible Guard is in this infantry-dominated meta.
   
Made in gb
Longtime Dakkanaut



Glasgow

Well we are advocateing mostly admech with a tiny portion of guard not mostly guard with a tiny portion of admech so the admech thread is more appropriate. Also rifle through the other tactica threads and you will find ally discussions are common.

You want to discuss mono we wont stop you. I will even contribute my opinion - i don't think its a good tactical choice when soups an option- I might even go as far as to suggest its as good a choice as playing mono inquisition.

We however want to discuss competative building of admech as its a tactica thread and part of that is discussing the best allies.

This message was edited 3 times. Last update was at 2018/12/20 01:14:08


 
   
Made in us
Cog in the Machine






I don't really have a problem with soup, I run AdMech + QuestorMech.

Really, it's just seeing so much Guard discussion that is getting a bit annoying. I'd love to see some serious discussion about any other faction as allies for AdMech, anything except more IG.

I'm being a bit petty about it but I'll get over it.


 
   
Made in gb
Aspirant Tech-Adept






 lash92 wrote:
 WrentheFaceless wrote:
 LexOdin9 wrote:
Since when did Tactica Mechanicus become Tactica Astra Militarum? It doesn't say Imperial Guard on my codex...


Been that way since the start of 8th, no reason to either, the Faithful 17 is cheaper than the loyal 32


Yeah, but the local 32 are much much more useful. Alone the move move order is so freaking useful. Plus you get nearly twice as many models for screening.


@ Ideasweasel:
Are you set on running the Galant? Otherwise I would maybe consider running some bots instead. Don't know if Cawl is worth it the amount of artillery you have.
Also: You got many CPs but besides WoM not that many interesting things to spend them on.


Cawl is there for the reroll bubble and at 190 points he is just great. I’m not totally set on the Gallant but I wanted something with a bit of melee punch to handle the big stuff and push up if needed. I’m a bit bored of the dakkabot bucket of dice approach. I get it’s the best unit in the dex but I wanted to try a more mobile force that doesn’t just pitch a tent and stay in one place the whole game
   
Made in us
Regular Dakkanaut



Shanghai, China

I think without shooty robots Cawl struggles to be worth the points. Him, the robots, and kataphron destroyers exist in this neat synergistic unit that becomes drastically worse if you remove one piece.

Mobile admech is fun and can work at less-than-competitive levels, but Cawl isn’t really a good fit for that kinda list imo. Not just the 100 point saving, but getting out of Mars can help such lists massively!
   
Made in gb
Aspirant Tech-Adept






Cheers for the advice.

I often alternate to Lucius or Stugies. Those are good fun
   
Made in us
Quick-fingered Warlord Moderatus






I usually dislike intra-linking threads, but I was looking at this YMDC:
https://www.dakkadakka.com/dakkaforum/posts/list/767373.page

And I realized a significant portion of the community does not agree that "as if it were the X phase" satisfies "in the X phase."

Thing is, I have always played that way, and all of the rulings on the matter (which I have posted in the linked thread) seem to agree. Specifically, the rulings concerning Fire and Fade, Opportunistic Advance, and Auspex Scan.

What is everyone's thoughts on the matter? Because if it is true, Infoslave Skull is a lot less powerful than I'd thought. Though to be fair, it may be covered by the Auspex Scan ruling, so maybe we can get away with using Shooting phase stratagems like Noospheric Mindlock and Dominus rerolls on our Kataphrons.
   
Made in gb
Stabbin' Skarboy





crewe

 Ideasweasel wrote:
@deffrekka

It’s ETC rules so funny European shenanigans but nothing out of the ordinary as far as I can tell regarding list restrictions.

100 person tournament in Manchester England. It will be my second tournament so all I’m hoping for is a laugh and to not get curb stomped too badly


I think we are going the same event!!!


Automatically Appended Next Post:
 Suzuteo wrote:
I usually dislike intra-linking threads, but I was looking at this YMDC:
https://www.dakkadakka.com/dakkaforum/posts/list/767373.page

And I realized a significant portion of the community does not agree that "as if it were the X phase" satisfies "in the X phase."

Thing is, I have always played that way, and all of the rulings on the matter (which I have posted in the linked thread) seem to agree. Specifically, the rulings concerning Fire and Fade, Opportunistic Advance, and Auspex Scan.

What is everyone's thoughts on the matter? Because if it is true, Infoslave Skull is a lot less powerful than I'd thought. Though to be fair, it may be covered by the Auspex Scan ruling, so maybe we can get away with using Shooting phase stratagems like Noospheric Mindlock and Dominus rerolls on our Kataphrons.


I know its a different system but in AoS if something happens as if it were the shooting phase for example, it doesnt actually get the benefits of being the shooting phase. For example my Blood stalkers can fire in the hero phase. When they shoot they get MWs on a 6 to hit in the shooting phase, but not in the hero phase. GW faqd it that way.

So maybe the same can be said for 40k, just like our reroll 1 aura from Dominus can be used in overwatch. Technically it isnt that phase, you are just allowed to act out of sequence in a sense.

This message was edited 1 time. Last update was at 2018/12/20 11:39:27


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Aspirant Tech-Adept






@deffrekka ha no way, small world. I’m trying to convince some buddies to come down but worst case scenario I go down solo. I have a good mate who lives in Manchester so can hang out with him in the evenings

I live in Scotland so it’s a bit of a mission heading down

This message was edited 1 time. Last update was at 2018/12/20 13:11:58


 
   
Made in gb
Longtime Dakkanaut



Glasgow

Let us know how it goes i'll miss manchester but i'm building for dark milllenium (Stirling).
   
Made in gb
Stabbin' Skarboy





crewe

 Ideasweasel wrote:
@deffrekka ha no way, small world. I’m trying to convince some buddies to come down but worst case scenario I go down solo. I have a good mate who lives in Manchester so can hang out with him in the evenings

I live in Scotland so it’s a bit of a mission heading down


I pretty much live on the outskirts of Manchester! In August i run my own tournament down there during Britcon

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Heroic Senior Officer





Western Kentucky

So for those of you who are considering aggressive Kastelan shoot bots, what's your opinion on the heavy flamer they can take opposed to a 3rd heavy phosphor blaster. I'm going to look at it from Metallica pov but you're welcome to chime in for your fw.

Heavy phosphor
+More range
+Consistent
+Interacts with the new strategem better as well as better using things like elimination volley
+Better AP, strength, and ignores cover
-more CP hungry
-not as effective for overwatch
-once strategems are down robot firepower drops off dramatically on the move
-vulnerable to debuffs and -1 oenalties

Incendine combustor
+Ignores BS penalties for movement, -1 hit shenanigans, lack of strats
+Makes robot far more effective in overwatch, with protector and several bots can make them untouchable to all but the most serious assault units
+12" range ensures there's no magic window to charge from where you cannot shoot them minus charging from out of LOS
-cuts into ranged output
-less ap, especially against targets with cover
-is primarily a defensive upgrade on a unit that needs to be busting heads every turn
-gains far less from strategems


I feel the only way to figure this out is trial and error but I'm interested in hearing your opinions. Triple heavy phosphor allows you to revert to classic Dakkabots mode if the need arises. With incendine combustor you are committed to the mid fight. On the other hand incendine combustor ensure you're far more likely to survive the midnight without being tied up in combat with a guard squad or something.

For reference, if my mathhammer is about right, 4 kastelan with incendine/double phosphor drops about 21~22 orks on the charge in protector mode. Not perfect but that will seriously maim most fast horde assault units like nids or orks that Admech would traditionally worry about, especially if you are relying on skitarii screens or pushing them up the middle to hold an objective. The tradoff is you're losing 24 heavy phosphor shots a turn you do this in protector mode and you're not guaranteed to have enemy units in range to use the incendine combustors.

This message was edited 1 time. Last update was at 2018/12/20 15:26:14


'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 gb
Fresh-Faced New User




 Suzuteo wrote:
I usually dislike intra-linking threads, but I was looking at this YMDC:
https://www.dakkadakka.com/dakkaforum/posts/list/767373.page

And I realized a significant portion of the community does not agree that "as if it were the X phase" satisfies "in the X phase."

Thing is, I have always played that way, and all of the rulings on the matter (which I have posted in the linked thread) seem to agree. Specifically, the rulings concerning Fire and Fade, Opportunistic Advance, and Auspex Scan.

What is everyone's thoughts on the matter? Because if it is true, Infoslave Skull is a lot less powerful than I'd thought. Though to be fair, it may be covered by the Auspex Scan ruling, so maybe we can get away with using Shooting phase stratagems like Noospheric Mindlock and Dominus rerolls on our Kataphrons.


I think you are getting confused a bit here. Infoslave skull activates a unit as if it were the shooting phase, the re-roll auras come from other units that specify 'in the shooting phase'. So they cant apply to infoslave units as the aura is from a unit that is not in the shooting phase.
   
Made in gb
Stabbin' Skarboy





crewe

 MrMoustaffa wrote:
So for those of you who are considering aggressive Kastelan shoot bots, what's your opinion on the heavy flamer they can take opposed to a 3rd heavy phosphor blaster. I'm going to look at it from Metallica pov but you're welcome to chime in for your fw.

Heavy phosphor
+More range
+Consistent
+Interacts with the new strategem better as well as better using things like elimination volley
+Better AP, strength, and ignores cover
-more CP hungry
-not as effective for overwatch
-once strategems are down robot firepower drops off dramatically on the move
-vulnerable to debuffs and -1 oenalties

Incendine combustor
+Ignores BS penalties for movement, -1 hit shenanigans, lack of strats
+Makes robot far more effective in overwatch, with protector and several bots can make them untouchable to all but the most serious assault units
+12" range ensures there's no magic window to charge from where you cannot shoot them minus charging from out of LOS
-cuts into ranged output
-less ap, especially against targets with cover
-is primarily a defensive upgrade on a unit that needs to be busting heads every turn
-gains far less from strategems


I feel the only way to figure this out is trial and error but I'm interested in hearing your opinions. Triple heavy phosphor allows you to revert to classic Dakkabots mode if the need arises. With incendine combustor you are committed to the mid fight. On the other hand incendine combustor ensure you're far more likely to survive the midnight without being tied up in combat with a guard squad or something.

For reference, if my mathhammer is about right, 4 kastelan with incendine/double phosphor drops about 21~22 orks on the charge in protector mode. Not perfect but that will seriously maim most fast horde assault units like nids or orks that Admech would traditionally worry about, especially if you are relying on skitarii screens or pushing them up the middle to hold an objective. The tradoff is you're losing 24 heavy phosphor shots a turn you do this in protector mode and you're not guaranteed to have enemy units in range to use the incendine combustors.


I think the combustor may be a good loadout but the main issue i see is that your not gonna use them turn 1 from the get go! With the triple phosphors you will most likely start earning pts back dtraight away. I assume your going Metallica or Lucius? If the whole army is built around advancing to the mid field id say yeah go for it! If not stay as the triple phosphors.

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





Not a fan of moving shooty bots agressively, the -1 to hit for moving with heavy weapons makes them giant orks without dakka rule hitting on 5s


As far as the general conversation, I think the main annoyance is that in the "Tactica Mechanicus" thread, a significant amount of pages in this discussion are devoted purely to guard tactics and which guard units are best. I would not be exaggerating to say if we got rid of purely guard tactic posts, that half the pages in this thread be gone.

Its understood that currently, guard is the top dog (they deserved a point nerf in CA but meh) and the answer to every imperial army is "Just add a guard bat/loyal 32 to it" is pretty annoying for those that want to mono list. Discussing guard tactics, even as an ally army, isnt really "Tactica Mechanicus"

This message was edited 1 time. Last update was at 2018/12/20 16:12:59


3000
4000 
   
Made in gb
Stabbin' Skarboy





crewe

 WrentheFaceless wrote:
Not a fan of moving shooty bots agressively, the -1 to hit for moving with heavy weapons makes them giant orks without dakka rule hitting on 5s


Not with strafing fire run and then paired with elimination volley, 3's to hit.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Aspirant Tech-Adept






U02dah4 wrote:
Let us know how it goes i'll miss manchester but i'm building for dark milllenium (Stirling).


Haven’t heard of that one, will check that out as well. That’s a lot closer to home for me!
   
Made in us
Quick-fingered Warlord Moderatus





 deffrekka wrote:
 WrentheFaceless wrote:
Not a fan of moving shooty bots agressively, the -1 to hit for moving with heavy weapons makes them giant orks without dakka rule hitting on 5s


Not with strafing fire run and then paired with elimination volley, 3's to hit.


One of those only works if you have kataphrons also moving up with them, which dakkabots will severely outpace. The other strat would prevent you from using the kataphron detachment if you're running your bots and kataphrons in the same detachment.

Again also if you're constantly moving you're missing out on half their potential damage by not having them double-tap

3000
4000 
   
Made in gb
Aspirant Tech-Adept






 deffrekka wrote:
 Ideasweasel wrote:
@deffrekka ha no way, small world. I’m trying to convince some buddies to come down but worst case scenario I go down solo. I have a good mate who lives in Manchester so can hang out with him in the evenings

I live in Scotland so it’s a bit of a mission heading down


I pretty much live on the outskirts of Manchester! In August i run my own tournament down there during Britcon


Nice, will keep that on my radar as well!
   
Made in gb
Stabbin' Skarboy





crewe

 WrentheFaceless wrote:
 deffrekka wrote:
 WrentheFaceless wrote:
Not a fan of moving shooty bots agressively, the -1 to hit for moving with heavy weapons makes them giant orks without dakka rule hitting on 5s


Not with strafing fire run and then paired with elimination volley, 3's to hit.


One of those only works if you have kataphrons also moving up with them, which dakkabots will severely outpace. The other strat would prevent you from using the kataphron detachment if you're running your bots and kataphrons in the same detachment.

Again also if you're constantly moving you're missing out on half their potential damage by not having them double-tap


Double tap isnt the be all end all type of move, and its quite easy to have both Kataphrons and Kastelans. I have both in my list in 2 detachments, same forge world so they still benefit each other. There are always solutions to problems. If you are moving up Kastelans why arent you also moving up your Destroyers? It isnt hard to stay within" 6" of each other and you arent necessarily advancing your Kastelans, that only works with Metallica. Instead you use strafing fire to avoid the heavy penalty. When your army moves as a coherent force the synergies stay locked together. Ive had alot of success with my new mobile Admech and i havent even missed double shooting all that much. Maybe if your Mars you will miss it but my Plasma Specialists have been performing very well in all circumstances.

We are no longer forced to castle, be static and rely on Protector Protocols. I never use it turn 2 unless i know my my lines will be compromised anyway.

This message was edited 1 time. Last update was at 2018/12/20 16:59:58


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Loyal Necron Lychguard





Working on it

Hey all, so ive had a small AdMech afmy for awhile (SC + Forgebane) and i havent really touched it, but ive just ordered 2 of the admech christmas bundles and 2 boxes of kataphron. If someone would mind helping me with the list id be grateful. So what ill have is:
Spoiler:

What I currently have assembled:
2x Dominus (volkite/serpenta and Ray/stubber)
2x 5man Rangers with an Arquebus in each
10x Vanguard with 3 plasma
1x Ironstrider with autocannon
1x Dunecrawler with Neutron laser and stubber

Unassembled ill have:
2x Enginseers
20x Skitarii (I was thinking another 10x Vanguard and making the ranger squads 10 each)
10 Infiltrator (Was thinking five and five?)
2x Datasmiths
4x Kastellans (triple phosphor?)
2x Dunexrawlers ( I was thinking Nuetron and Icarus)
6x Kataphrons (maybe 3 and 3?)


This is the list I had in mind, I would really appreciate feed back.

Spoiler:

++ Battalion Detachment +5CP [1191pts] ++

Archeotech Specialist: Archeotech Specialist: 2 Extra Relics (-3CP)

Forge World Choice: Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [92pts]: Phosphor Serpenta, Relic: Phosphoenix, Volkite Blaster
. Warlord: Necromechanic

Tech-Priest Enginseer [30pts]: Relic: Raiment of the Technomartyr

+ Troops +

Kataphron Destroyers [153pts]
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster
. Kataphron Destroyer: Heavy Grav-Cannon, Phosphor Blaster

Skitarii Rangers [107pts]: Omnispex
. Ranger Alpha: Galvanic Rifle
. 7x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Vanguards [126pts]: Enhanced Data-Tether
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Plasma Caliver): 3x Plasma Caliver
. Vanguard Alpha: Arc Maul, Arc Pistol

+ Elites +

Cybernetica Datasmith [41pts]: Gamma Pistol, Power fist

Sicarian Infiltrators [90pts]
. Infiltrator Princeps
. . Flechette Blaster and Taser Goad: Flechette Blaster, Taser Goad
. 4x Sicarian Infiltrator (Flechette/Taser): 4x Flechette Blaster, 4x Taser Goad

+ Heavy Support +

Kastelan Robots [440pts]
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

Onager Dunecrawler [112pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber, Icarus Array

++ Battalion Detachment +5CP [805pts] ++

Forge World Choice: Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [92pts]: Eradication Ray, Macrostubber, Relic: Anzion's Pseudogenetor

Tech-Priest Enginseer [30pts]

+ Troops +

Kataphron Destroyers [144pts]
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin
. Kataphron Destroyer: Phosphor Blaster, Plasma Culverin

Skitarii Rangers [107pts]: Omnispex
. Ranger Alpha: Galvanic Rifle
. 7x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Vanguards [104pts]: Enhanced Data-Tether
. 6x Skitarii Vanguard
. 3x Skitarii Vanguard (Arc Rifle): 3x Arc Rifle
. Vanguard Alpha: Phosphor Blast Pistol, Power sword

+ Elites +

Sicarian Infiltrators [90pts]
. Infiltrator Princeps
. . Stubcarbine and Power Sword: Power Sword, Stubcarbine
. 4x Sicarian Infiltrator (Stub/Sword): 4x Power Sword, 4x Stubcarbine

+ Heavy Support +

Onager Dunecrawler [119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

Onager Dunecrawler [119pts]: Broad Spectrum Data-tether, Cognis Heavy Stubber
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser

++ Total: [1996pts] ++

I could always drop the technomartyr relic far a 2 CP gain, and monitor malevolent seems like a good WL trait too

Thanks for everyones help

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in us
Quick-fingered Warlord Moderatus






 deffrekka wrote:
So maybe the same can be said for 40k, just like our reroll 1 aura from Dominus can be used in overwatch. Technically it isnt that phase, you are just allowed to act out of sequence in a sense.

Actually, no it can't.

Lord of the Machine Cult: You can re-roll hit rolls of 1 in the Shooting phase for friendly <FORGE WORLD> units within 6".

Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker.

Overwatch does not fire "as if it were the Shooting phase."

Envii wrote:
I think you are getting confused a bit here. Infoslave skull activates a unit as if it were the shooting phase, the re-roll auras come from other units that specify 'in the shooting phase'. So they cant apply to infoslave units as the aura is from a unit that is not in the shooting phase.

This is exactly what I mean! Why not? I mean, the designers seem to disagree with this rules-lawyering notion. Here, I tracked down some examples:

Ruling explicitly stating that all normal rules of a phase apply when it is as if it were a phase:
Q: If the unit arriving as reinforcements is a Character, can the firing unit shoot at it even if it is not the closest enemy unit?
A: No – unless the firing unit is using a weapon that allows them to target a Character even if it is not the closest enemy unit. This takes place ‘as if it were the Shooting phase’, so all the normal restrictions of the Shooting phase still apply.


Two rulings concerning using a unit ability, rules penalty, and a battlefield rule with a stratagem as if it were a phase:
Q: Which, if any, Movement phase rules apply to a move made with the Fire and Fade Stratagem?
A: All such rules apply

Q: Can a Swooping Hawk unit use Fire and Fade to move over an enemy unit and use the Swooping Hawk Grenade Pack ability? If I use Fire and Fade on a Crimson Hunter, will it crash due to not being able to move its minimum distance? If a unit that can Fly uses Fire and Fade in a Fire and Fury Battlezone, does it have to roll for the Burning Skies special rule?
A: Yes in all cases.


Text of the rules in question:
Fire and Fade 1 CP - You can use this Stratagem after a friendly ASURYANI unit shoots in your Shooting phase. If you do so, the unit can immediately move 7" as if it were the Movement phase (it cannot Advance as part of this move). However, it cannot charge in the same turn that it does so.
Swooping Hawk Grenade Pack: Swooping Hawks can fire a spread of grenades when they are set up on the battlefield using the Children of Baharroth ability and as they fly over enemy units in the Movement phase...
Burning Skies [Battlefield Rule]: Units that can Fly must roll a dice each time they move in the Movement phase...on a roll of 1, they suffer D3 mortal wounds.


Ruling concerning using a stratagem as if it were a phase for unit abilities, another stratagem, and a WLT:
Q: Can the Opportunistic Advance Stratagem be used when a unit is affected by the Swarmlord’s Hive Commander ability, the Overrun Stratagem, or the Mind Eater Warlord Trait?
A: Yes in all cases. Please note the FAQ above regarding moving multiple times in a single phase.


Text of the rules in question:
Opportunistic Advance 1 CP - Use this stratagem in the Movement phase when you roll the dice for an Advancing Kraken unit (other than a unit that can FLY). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.
Hive Commander: In each of your Shooting phases, you can pick one friendly <HIVE FLEET> unit within 6" of your Swarmlord. This unit can Move (and Advance, if you wish) as if it were the Movement phase instead of shooting.
Overrun: 1CP - Use this Stratagem when any <TYRANIDS> unit destroys an enemy unit in the Fight phase and is not within 3″ of another enemy unit. Instead of consolidating, that unit can move and Advance as if it were the Movement phase. It cannot move within 1″ of an enemy unit when doing so.
Mind Eater (WLT) Each time the Warlord slays an enemy Character in the Fight phase, choose a friendly <HIVE FLEET> unit within 3". At the end of the phase, that unit can move and Advance as if it were the Movement phase.


Automatically Appended Next Post:
In short, I do think that we should be able to use Noospheric Mindlock and Lord of the Machine Cult with Infoslave Skull. Because there are precedents showing that stratagems and unit abilities can be used with stratagems that specify "as if." And I cannot find any evidence that points to the contrary.

This message was edited 2 times. Last update was at 2018/12/20 20:19:47


 
   
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crewe

 Suzuteo wrote:
 deffrekka wrote:
So maybe the same can be said for 40k, just like our reroll 1 aura from Dominus can be used in overwatch. Technically it isnt that phase, you are just allowed to act out of sequence in a sense.

Actually, no it can't.

Lord of the Machine Cult: You can re-roll hit rolls of 1 in the Shooting phase for friendly <FORGE WORLD> units within 6".

Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker.

Overwatch does not fire "as if it were the Shooting phase."

Envii wrote:
I think you are getting confused a bit here. Infoslave skull activates a unit as if it were the shooting phase, the re-roll auras come from other units that specify 'in the shooting phase'. So they cant apply to infoslave units as the aura is from a unit that is not in the shooting phase.

This is exactly what I mean! Why not? I mean, the designers seem to disagree with this rules-lawyering notion. Here, I tracked down some examples:

Ruling explicitly stating that all normal rules of a phase apply when it is as if it were a phase:
Q: If the unit arriving as reinforcements is a Character, can the firing unit shoot at it even if it is not the closest enemy unit?
A: No – unless the firing unit is using a weapon that allows them to target a Character even if it is not the closest enemy unit. This takes place ‘as if it were the Shooting phase’, so all the normal restrictions of the Shooting phase still apply.


Two rulings concerning using a unit ability, rules penalty, and a battlefield rule with a stratagem as if it were a phase:
Q: Which, if any, Movement phase rules apply to a move made with the Fire and Fade Stratagem?
A: All such rules apply

Q: Can a Swooping Hawk unit use Fire and Fade to move over an enemy unit and use the Swooping Hawk Grenade Pack ability? If I use Fire and Fade on a Crimson Hunter, will it crash due to not being able to move its minimum distance? If a unit that can Fly uses Fire and Fade in a Fire and Fury Battlezone, does it have to roll for the Burning Skies special rule?
A: Yes in all cases.


Text of the rules in question:
Fire and Fade 1 CP - You can use this Stratagem after a friendly ASURYANI unit shoots in your Shooting phase. If you do so, the unit can immediately move 7" as if it were the Movement phase (it cannot Advance as part of this move). However, it cannot charge in the same turn that it does so.
Swooping Hawk Grenade Pack: Swooping Hawks can fire a spread of grenades when they are set up on the battlefield using the Children of Baharroth ability and as they fly over enemy units in the Movement phase...
Burning Skies [Battlefield Rule]: Units that can Fly must roll a dice each time they move in the Movement phase...on a roll of 1, they suffer D3 mortal wounds.


Ruling concerning using a stratagem as if it were a phase for unit abilities, another stratagem, and a WLT:
Q: Can the Opportunistic Advance Stratagem be used when a unit is affected by the Swarmlord’s Hive Commander ability, the Overrun Stratagem, or the Mind Eater Warlord Trait?
A: Yes in all cases. Please note the FAQ above regarding moving multiple times in a single phase.


Text of the rules in question:
Opportunistic Advance 1 CP - Use this stratagem in the Movement phase when you roll the dice for an Advancing Kraken unit (other than a unit that can FLY). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.
Hive Commander: In each of your Shooting phases, you can pick one friendly <HIVE FLEET> unit within 6" of your Swarmlord. This unit can Move (and Advance, if you wish) as if it were the Movement phase instead of shooting.
Overrun: 1CP - Use this Stratagem when any <TYRANIDS> unit destroys an enemy unit in the Fight phase and is not within 3″ of another enemy unit. Instead of consolidating, that unit can move and Advance as if it were the Movement phase. It cannot move within 1″ of an enemy unit when doing so.
Mind Eater (WLT) Each time the Warlord slays an enemy Character in the Fight phase, choose a friendly <HIVE FLEET> unit within 3". At the end of the phase, that unit can move and Advance as if it were the Movement phase.


Automatically Appended Next Post:
In short, I do think that we should be able to use Noospheric Mindlock and Lord of the Machine Cult with Infoslave Skull. Because there are precedents showing that stratagems and unit abilities can be used with stratagems that specify "as if." And I cannot find any evidence that points to the contrary.


I thought i put cant haha!!! Sorry about that! Im a quick typer!

Tbh we should just have the same aura ability of Captains/Archons/etc. Why is ours a downgraded version, youd think a Dominus (a Tech Priest that studies war) would be better at providing buffs to shooting than a Space Marine Captain who just gives out orders. The Dominus would be usng his advance cogitators to feed data to his servitors and skitarii to enhance them.

This message was edited 1 time. Last update was at 2018/12/20 20:54:16


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






Ohhh. Okay. I was not sure actually, but I had to make that clear for everyone.

Might want to cut down the quote. That is a wall of text I posted. Haha.
   
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Fresh-Faced New User




Im not sure i can articulate this well but will try. 1) noospheric mindlock states 'use this stratagem at the start of your shooting phase'. Infoslave is not used in that phase so cant be applied. 2) lord of the machine cult is an aura coming from a dominus that is active only in the shooting phase. If you used infoslave on the dominus then you could argue he can reroll as the stratagem acts as if it were the shooting phase and the dominus has his own rule applicable in that phase., but as no where does it allow his aura to be used outside of that phase on another unit it sadly cannot be used.
Hope that makes sense.
   
 
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