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You dont really need to invest in the catachan brigade. Whilst good look at it this way. A basic 30 guard as screen, that are there to simply die and block a charge. 120pts. Put a melee squad or 2 directly behind it. Yes the may get consoloded into but if they do you get to swing 1st before they can fight twice. The guard means they have to either shoot them and split fire on 3 squads or split even further to get the melee squads behind aswell. You will loose stuff but when you know you will get charged feed them chaff and dont get locked up. A seriois player wont kill your screen but will try to wrap it, hence why guard do well as its dam hard to not kill them lol.
I'm going to get another box of 10 Skitarii soon, I'm thinking about building the most of them as base Rangers + 2 arquebuses (I'll have to acquire some bits for this) but as I'm going to play Lucius I'm wondering if it might be worth it to have a 10-man Vanguard squad with 3 plasma calivers deep striking. I could drop them in a cover building and rain radium and plasma from there.
Wulfey wrote: So I kept thinking about the various MARS lists and dakkabots just kept feeling to limiting. They are a porphyrions worth of points (after cawl) that don't feel like they can get their points back. For sure the MARS COHORT list is in a better place than dakkabots were a month ago. But it struggles to deal damage to big things (even tho big things are kind of dying down now ... so ... hmmm ... ). I don't really like going heavy on guard infantry because I don't think it gets really efficient without a serious point investment into support characters.
I am narrowing down to two lists for LVO. I must run majority admech if I am playing to win best 'admech'.
List#1 - 2x MARS battalion + catachan arty spearhead
Spoiler:
2x MARS battalions (1x cohort detach)
Cawl + 3x Engis
1x10 infiltrators
6x5 rangers
3x1 icarus with stubbers
1x6 dakkabots
CATA spearhead (arty detach)
CC + Wyvern + 2x3 mortar teams
MARS list is a traditional mars shooting list but it happens to be more mobile than usual thanks to the COHORT detachment strategem. This list will struggle against a castellan and a turn1 deepstrike daemons and characters melee list, but is tuned to have answers to Eldar lists and other balanced armies. The tiny Wyvern detachment is specifically there to turn 4CP into a unit of dead dark reapers in cover. The MARS list has almost no melee and will struggle once tied up. But I like its chances against non-porphyrion shooting lists.
The STYGIES list can take on more horde melee lists that can make guaranteed turn 1 charges. The castellan is broadly more flexible than the dakkabots. The idea with this list is that the dragoons go out and do their things for a few turns and then the castellan lives all game and wins on attrition.
Both of these lists feel worse than any CATACHAN brigade, but I really want that majority admech status.
The stygies list looks more fun and might have greater table control. Although have you added that up right? I think that list might be over 2k slightly
*edit* unless your Castellan is @ 593 points then it adds up fine haha. Maths is never my strong subject it would seem
This message was edited 2 times. Last update was at 2018/12/22 14:14:32
deffrekka wrote: Just remember the eye only works against vehicles so in those games vs Tyranids and Daemons (excluding soul grinders) it will have no affect if you have to keep the same relic throughout the event.
In those games you just dont take it- its always an extra relic for that reason however you encounter 3-4 list with vehicles for every list without so if forced to preselect you take it
Some events now make you post down on your army list what relics, warlord traits and pregame CPs you have spent on your list. So if you take 2 or more relics they must be listed down. This is becoming quite common now, I guess it's to make the game alittle harder if you've a relic that only works against a certain list.
I know the event in going to in January and February have this ruling so I must list my warlord traits, field commanders, relics, pre game stratagems and specialist detachments.
How many kans can a killa kan kill if a killa kan can kill kans?
Suzuteo wrote: For non-Ryza, Grav does better against anything low toughness or less than 3 wounds.
BA Intercessors don't last very long at all. The only way you make MEQs work in 8E is if you can hide them in ruins or deepstrike them, then get close enough to charge and grab them by the buckle. The best way for BA to do this is with Lemartes + Death Company or characters like Mephiston and Smash Captain.
Thats whats the relic banner ist for. Having a 5+ FnP is pretty nice on a 2W model, e.g. some one shoots plasma at you, you just need to make one out of two 5+.
What would you suggest is better for boardcontrol from our one arsenal.
Pomguo wrote: Hrm, hadn’t realised the distances were so small. In fact, last game I deployed a thin screen 12” back from my deployment zone’s edge to force the exocrine to move and shoot (for the -1 but also to cost it its 2x shots), so if next time he brought dallafexes they still wouldn’t help with such a screen. Hive guard also only have 36” range, so I’m not sure if that was played wrong.
So theoretically if I set up, say, 2x20 Hoplites 12.5” back from the deplpyment edge in overlapping lines I could block the first turn charge guaranteed. But would have to leave anything else a further 5” or 6” back from that line to avoid consolidation + piling in + fight again from reaching them. Exocrine would still move 6” on turn 1 and then be able to shoot any counter-charged units on turn 2 without moving, unless the second move in the fight phase was used on the stealers to retreat instead of attack. Hive guard would need to advance turn 1 to get in range. So I guess then turn 2 I’d need to be able to kill the swarmlord and first stealer blob without opening myself up to any fire I couldn’t also cripple that turn. Exocrine’s T8 probably means Ironstriders again!
@Suzuteo It’s hard to deploy your whole army out of kraken genestealer charge range - they get a pretty high likelihood of a 13” or 14” advancing in the movement phase which can be boosted to an 18” or 20” advance using a strat, and then they get to do another 13” or 14” advance in the shooting phase, all before their 12” charge. 31-34” movement before the charge phase crosses no man’s land and then some, leaving them pretty able to charge at the very least your screens. Thus my hummimg and hawing about screens (which would probably be solved with Catachans as suggested, but I can’t bring myself to plop down cash on those ugly old figs just yet, let alone paint three dozen of them!
You dont have to use Catachans models as Catachans, you can say you are using gene enhanced Tech Auxilia or they have better bionics, relic combat armour from the dark age of technology. I myself use Solar Auxilia for my guardsmen, they suit the aesthetic of the Admech. Make some fluff up and kitbash. Another good one ive done is use genecult neophytes, cut off all the icons and gave them vanguard helmets. Autoguns are the same as Lasguns so its fine and looks miles better then any Cadians or Catachan. Or simply use skitarii and trade the guns out or modify carbines to look more lasgun like.
How many kans can a killa kan kill if a killa kan can kill kans?
Wulfey wrote: So I kept thinking about the various MARS lists and dakkabots just kept feeling to limiting. They are a porphyrions worth of points (after cawl) that don't feel like they can get their points back. For sure the MARS COHORT list is in a better place than dakkabots were a month ago. But it struggles to deal damage to big things (even tho big things are kind of dying down now ... so ... hmmm ... ). I don't really like going heavy on guard infantry because I don't think it gets really efficient without a serious point investment into support characters.
I am narrowing down to two lists for LVO. I must run majority admech if I am playing to win best 'admech'.
List#1 - 2x MARS battalion + catachan arty spearhead
Spoiler:
2x MARS battalions (1x cohort detach) Cawl + 3x Engis 1x10 infiltrators 6x5 rangers 3x1 icarus with stubbers 1x6 dakkabots
CATA spearhead (arty detach) CC + Wyvern + 2x3 mortar teams
MARS list is a traditional mars shooting list but it happens to be more mobile than usual thanks to the COHORT detachment strategem. This list will struggle against a castellan and a turn1 deepstrike daemons and characters melee list, but is tuned to have answers to Eldar lists and other balanced armies. The tiny Wyvern detachment is specifically there to turn 4CP into a unit of dead dark reapers in cover. The MARS list has almost no melee and will struggle once tied up. But I like its chances against non-porphyrion shooting lists.
The STYGIES list can take on more horde melee lists that can make guaranteed turn 1 charges. The castellan is broadly more flexible than the dakkabots. The idea with this list is that the dragoons go out and do their things for a few turns and then the castellan lives all game and wins on attrition.
Both of these lists feel worse than any CATACHAN brigade, but I really want that majority admech status.
The stygies list looks more fun and might have greater table control. Although have you added that up right? I think that list might be over 2k slightly
*edit* unless your Castellan is @ 593 points then it adds up fine haha. Maths is never my strong subject it would seem
Yeah my teammates are pushing for something along the lines of the dragoons + castellan list. The castellan is still a problem for admech list making because it can do so much that our army ought be able to do but can't. Cawl's Wrath does the work of a ryza plasmaphron squadron but isfar more durable. And a castellan is about as tough as a dakkabot herd but way harder to shut down and much harder to LOS out. Icarus are still good. I think admech right now is in a good place if you want to splash them in as allies, like an icarus battalion with a guard brigade. But every time I try to run the numbers on a solo admech list I end up with heaps of tax units or infantry that just don't measure up against other army's horde units. I really want to run huge numbers of rangers but the math doesn't work. They don't do much damage and they aren't tough and they are super vulnerable to ITC terrain melee shenanigans. Admech doesn't have enough army wide forcemultiplies to make man spam work. Tau Firewarriors can get access to +1 to wound and benefit from markerlights. Cultists can get +1 to wound, fight twice, and psychic buffs on 40 man stacks. Eldar guardians get doom/guide/fortune/etc. There isn't a way to turn a 7 point ranger's rifle into more than it is.
This message was edited 1 time. Last update was at 2018/12/22 18:55:46
Hence my idea:
Try to make the most of our good units. So maybe a Stygies Bat with Crawlers and Dragoons / Ironstriders and pair that with a faction that does infantry better then we do. For example Guard or my suggestion Blood Angels.
As promised here are some results of the 1k tournament that I played today, with 3 games. Changed the list a bit too. Luckily didnt play against knights or heavy melee oriented lists. I like the new chapter approved rules with less focus on tabling and more tactical deployment, A chooses zone, B puts whole army on table, then A, B starts. Tabling also doesnt stop the game. Cybernetica cohort is a must for dakkabots I have to say.
Mars battalion
2x enginseer ( one with mechandrite melee relic)
1x5 stocked vanguard
2x5 stocked rangers
General Idea is getting objective and midfield control with lots of screen to prevent dakkabot charges, cawl being able to give a lot of vanguards his buff(the bigger units), servitors are bodyguards for dakkabots, can also be used as distraction or objective cappers, same with enginseers
Favored Canticles: Cover, morale, melee if needed
First game: Victory against Tau
He played 3 big Bots, some infantry, some stealth suits, drones
Had first turn, he made a vanguard move with one of his big dudes.
I moved onwards, put all the cp in dakkabots and shot him down, he noticed cawl gives a lot of rerolls and decided to let his flyer warlord big robot with a melee relic to charge into cawl, he survived and after that I collapsed on him with enginseers and servitors. Was GG after this and won by killing a lot of characters for VP
Second game: Lost against Eldar
He played some infantry, some snipers, some heavy troops, some with melta in a big transport, some bikers.
Had fist turn again, some procedure. Decided to kill the transport first, as he hided almost the rest in a corner, and he cant deliver his meltas to me. Used all the cps needed for dakkabots, had bad rolls und he had a lot of wounds left, failed first blood as in 2 units each 1 survived. Had some objective points though. Later on after some shooting from both sides he managed to charge me with some bikers and his transport, tried to use the charge to gain the objective which gave 2 VP that turn, did it, it exploded and killed like 20 infantry and made a lot of wounds in cawl and other enginseers, he could then disembark his melta unit and blew up cawl and a dakkabot, this was a turning point and I hoped for a tie at that point. However luck wasnt on my side when 36 dakkashots with mortal wounds against infantry with 4+/6+++ only killed 3 guys and so he held a lot of objectives which cost me the game.
Third game: Grand victory against Deathwatch( 10 vp vs 1)
He played tacticals, some bikers, chapter master and a blood angels smash captain, he deepstrike half of them.
Had first turn again, he placed them out of LOS however dakkabots being assault I managed to get a good angle, used the vanguard screen frontline to cover about half of the field and enginseers for deepstrike denial. Killed most of them turn 1 which were like 13 marines with double shooting and WoM. He didnt find a good deepstrike place because of Admech "Horde" lol and he struggled to achieve something with his Hqs because the units died, did some mw to me, nothing special and the smashcaptain failed his charge as he tried to snake through my units to my kastelans, rolled an 6 needed a 8, rerolled into a 4 which wasnt enough to charge anything, he gave up and declared a table at that point and I got the VP for what would have happened which is dakkabots shoot everything down. He said though that his smash captain one hittet a knight last game for like 4 cp and he took him especially against them because he hates knights.
At the end: played against mostly shooting with deathwatch and eldar had some melee potential. Shroudpsalm and Morale reroll where nice, all the rerolling on the plasma was brutal, and the dakkabots melted infantry, which they should with such investments. Assault for turn 1 is really nice and the huge screen was fun to play as I played like the 7th edition skitarii, just running around. Servitors seem nice for just 20 points but didnt see much action. With 2 Battalions at 1k which is easily doable I could also use acquisition at all costs at key moments.
deffrekka wrote: You dont have to use Catachans models as Catachans, you can say you are using gene enhanced Tech Auxilia or they have better bionics, relic combat armour from the dark age of technology. I myself use Solar Auxilia for my guardsmen, they suit the aesthetic of the Admech. Make some fluff up and kitbash. Another good one ive done is use genecult neophytes, cut off all the icons and gave them vanguard helmets. Autoguns are the same as Lasguns so its fine and looks miles better then any Cadians or Catachan. Or simply use skitarii and trade the guns out or modify carbines to look more lasgun like.
Here are my Guardsmen:
You can also see some of the artillery in the background. Also my Secutarii-counts-as-Skitarii.
And their officers:
Ministorum Priest, 2x Company Commander, and Straken.
Automatically Appended Next Post:
Pomguo wrote: @Suzuteo It’s hard to deploy your whole army out of kraken genestealer charge range - they get a pretty high likelihood of a 13” or 14” advancing in the movement phase which can be boosted to an 18” or 20” advance using a strat, and then they get to do another 13” or 14” advance in the shooting phase, all before their 12” charge. 31-34” movement before the charge phase crosses no man’s land and then some, leaving them pretty able to charge at the very least your screens. Thus my hummimg and hawing about screens (which would probably be solved with Catachans as suggested, but I can’t bring myself to plop down cash on those ugly old figs just yet, let alone paint three dozen of them!
Depends on the board, but yeah, Genestealers have incredible reach; 8"+6"*2+12" = 32". If they are going all in with a Swarmlord, that's 52" reach. In the case of the former, it will probably be a T2 charge. In the case of the latter, you will need to stack your infantry to build a strongpoint. Fortunately, you can't Adrenaline Surge then Overrun into combat; you can still shoot the next turn.
Keep in mind that they can only pile in or consolidate closer to the nearest model. It is not a free 3" move each time.
Catachans are great against hordes because they can actually do quite a bit of damage if you charge into them, three ranks deep.
This message was edited 1 time. Last update was at 2018/12/23 06:10:34
The Kraken strat allows you to double the dice result of an advance move, giving them even more reach. But yeah the local Nids player always uses The Swarmlord to slingshot them turn 1, thus my defensive dilemma. Catachans are probably the answer for admech (short of 15 flamer + double phosphor robots in a triangle with Cawl inside, or something similarly ludicrous). Another option is 2x6 Custodes Jetbikes with overwatch on 5+ and the 3CP countercharge strat, but that’s also more of a specific counter list and not really admech at all anymore besides a small ironstrider or onager stygies battery.
Great army by the way, love the conversions and counts-as! I’m still working through painting what I have and so buying a horde is something I’m aiming to avoid if possible, but I’ll see how the meta lies once I’m done with the infantry I have already.
This message was edited 1 time. Last update was at 2018/12/23 07:28:35
Aaranis wrote: I'm going to get another box of 10 Skitarii soon, I'm thinking about building the most of them as base Rangers + 2 arquebuses (I'll have to acquire some bits for this) but as I'm going to play Lucius I'm wondering if it might be worth it to have a 10-man Vanguard squad with 3 plasma calivers deep striking. I could drop them in a cover building and rain radium and plasma from there.
Advice anyone ?
Also, how do we mathammer "roll two dice and pick the highest" ? I want to run the maths for the Cognis Flamer's overwatch but the average would be 3.5 for both dice statistically, do I just up it to 4 from nowhere ?
As promised here are some results of the 1k tournament that I played today, with 3 games. Changed the list a bit too. Luckily didnt play against knights or heavy melee oriented lists. I like the new chapter approved rules with less focus on tabling and more tactical deployment, A chooses zone, B puts whole army on table, then A, B starts. Tabling also doesnt stop the game. Cybernetica cohort is a must for dakkabots I have to say.
Mars battalion
2x enginseer ( one with mechandrite melee relic)
1x5 stocked vanguard
2x5 stocked rangers
General Idea is getting objective and midfield control with lots of screen to prevent dakkabot charges, cawl being able to give a lot of vanguards his buff(the bigger units), servitors are bodyguards for dakkabots, can also be used as distraction or objective cappers, same with enginseers
Favored Canticles: Cover, morale, melee if needed
First game: Victory against Tau
He played 3 big Bots, some infantry, some stealth suits, drones
Had first turn, he made a vanguard move with one of his big dudes.
I moved onwards, put all the cp in dakkabots and shot him down, he noticed cawl gives a lot of rerolls and decided to let his flyer warlord big robot with a melee relic to charge into cawl, he survived and after that I collapsed on him with enginseers and servitors. Was GG after this and won by killing a lot of characters for VP
Second game: Lost against Eldar
He played some infantry, some snipers, some heavy troops, some with melta in a big transport, some bikers.
Had fist turn again, some procedure. Decided to kill the transport first, as he hided almost the rest in a corner, and he cant deliver his meltas to me. Used all the cps needed for dakkabots, had bad rolls und he had a lot of wounds left, failed first blood as in 2 units each 1 survived. Had some objective points though. Later on after some shooting from both sides he managed to charge me with some bikers and his transport, tried to use the charge to gain the objective which gave 2 VP that turn, did it, it exploded and killed like 20 infantry and made a lot of wounds in cawl and other enginseers, he could then disembark his melta unit and blew up cawl and a dakkabot, this was a turning point and I hoped for a tie at that point. However luck wasnt on my side when 36 dakkashots with mortal wounds against infantry with 4+/6+++ only killed 3 guys and so he held a lot of objectives which cost me the game.
Third game: Grand victory against Deathwatch( 10 vp vs 1)
He played tacticals, some bikers, chapter master and a blood angels smash captain, he deepstrike half of them.
Had first turn again, he placed them out of LOS however dakkabots being assault I managed to get a good angle, used the vanguard screen frontline to cover about half of the field and enginseers for deepstrike denial. Killed most of them turn 1 which were like 13 marines with double shooting and WoM. He didnt find a good deepstrike place because of Admech "Horde" lol and he struggled to achieve something with his Hqs because the units died, did some mw to me, nothing special and the smashcaptain failed his charge as he tried to snake through my units to my kastelans, rolled an 6 needed a 8, rerolled into a 4 which wasnt enough to charge anything, he gave up and declared a table at that point and I got the VP for what would have happened which is dakkabots shoot everything down. He said though that his smash captain one hittet a knight last game for like 4 cp and he took him especially against them because he hates knights.
At the end: played against mostly shooting with deathwatch and eldar had some melee potential. Shroudpsalm and Morale reroll where nice, all the rerolling on the plasma was brutal, and the dakkabots melted infantry, which they should with such investments. Assault for turn 1 is really nice and the huge screen was fun to play as I played like the 7th edition skitarii, just running around. Servitors seem nice for just 20 points but didnt see much action. With 2 Battalions at 1k which is easily doable I could also use acquisition at all costs at key moments.
Nice battle report, glad to see you fought well. I just have a question: how did the transport's explosion against Eldars cause 20 casualties ? The only way I see it be possible is if you had around 7 infantry units and rolled 3 MWs for each unit, that seems a bit far-fetched. I've seen people playing it as "X mortal wounds PER MODEL" so if that's the case that's wrong.
This message was edited 1 time. Last update was at 2018/12/23 09:04:07
Aaranis wrote: I'm going to get another box of 10 Skitarii soon, I'm thinking about building the most of them as base Rangers + 2 arquebuses (I'll have to acquire some bits for this) but as I'm going to play Lucius I'm wondering if it might be worth it to have a 10-man Vanguard squad with 3 plasma calivers deep striking. I could drop them in a cover building and rain radium and plasma from there.
Advice anyone ?
Also, how do we mathammer "roll two dice and pick the highest" ? I want to run the maths for the Cognis Flamer's overwatch but the average would be 3.5 for both dice statistically, do I just up it to 4 from nowhere ?
In my opinion, full-sized units of Vanguard are too vulnerable at 2000 points.
Roll 2 D6 and pick the highest has an average value of 4.47222.
This message was edited 1 time. Last update was at 2018/12/23 10:08:28
Aaranis wrote: I'm going to get another box of 10 Skitarii soon, I'm thinking about building the most of them as base Rangers + 2 arquebuses (I'll have to acquire some bits for this) but as I'm going to play Lucius I'm wondering if it might be worth it to have a 10-man Vanguard squad with 3 plasma calivers deep striking. I could drop them in a cover building and rain radium and plasma from there.
Advice anyone ?
Also, how do we mathammer "roll two dice and pick the highest" ? I want to run the maths for the Cognis Flamer's overwatch but the average would be 3.5 for both dice statistically, do I just up it to 4 from nowhere ?
In my opinion, full-sized units of Vanguard are too vulnerable at 2000 points.
Roll 2 D6 and pick the highest has an average value of 4.47222.
Thanks ! How do you calculate it though, for future use ? Like charges and such.
Yeah it's more expensive than Rangers with two arquebuses so I'm hesitant. Thing is I have a single plasma caliver that I'm never playing because a single one has no impact, so I'm looking for uses. Another idea is 8 with 2 calivers.
There are 36 possible permutations of 2D6. 1&1, 1&2, 1&3, 1&4, 1&5, 1&6, 2&1, 2&2...
If you average the higher value of each of these permutations, you get 4.47222.
As for charges, it's a bit more involved. Once again, 36 permutations of 2D6.
10 of these values are 9 or higher, so the base chance to successfully make a 9" charge is 10/36 = 27.78%. The other 26 permutations are failures. To figure out the chances after a command reroll...
1/36 of them have a higher value of 1; you need 8 to reach 9, so there is a 0/6 chance of success after a reroll.
3/36 of them have a higher value of 2; 0/6 chance of success.
5/36 of them have a higher value of 3; 1/6 chance of success.
7/36 of them have a higher value of 4; 2/6 chance of success.
6/36 of them have a higher value of 5; 3/6 chance of success.
4/36 of them have a higher value of 6; 4/6 chance of success.
Suzuteo wrote:There are 36 possible permutations of 2D6. 1&1, 1&2, 1&3, 1&4, 1&5, 1&6, 2&1, 2&2...
If you average the higher value of each of these permutations, you get 4.47222.
As for charges, it's a bit more involved. Once again, 36 permutations of 2D6.
10 of these values are 9 or higher, so the base chance to successfully make a 9" charge is 10/36 = 27.78%. The other 26 permutations are failures. To figure out the chances after a command reroll...
1/36 of them have a higher value of 1; you need 8 to reach 9, so there is a 0/6 chance of success after a reroll.
3/36 of them have a higher value of 2; 0/6 chance of success.
5/36 of them have a higher value of 3; 1/6 chance of success.
7/36 of them have a higher value of 4; 2/6 chance of success.
6/36 of them have a higher value of 5; 3/6 chance of success.
4/36 of them have a higher value of 6; 4/6 chance of success.
Realistically though, you only want to reroll when the high value of the 2D6 is 4.
I think bringing 2 Calivers in MSU is fine.
Thanks for all the info ! I like it to be discussing mathematical methods for optimisation, it's very Tech-Priest-esque.
I'm building my new Start Collecting right now, I've settled on the construction, I'll have after building:
- 3x7 Vanguards, one squad with 2 Calivers
- 3x8 Rangers, two squads with 2 Arquebuses and Omnispexes, and the last one with 2 Arc rifles
When adding the Kataphrons I'm closer to a Brigade now. I'd need just two Ironstrider Ballistarii to fill the other 2 FA slots. But I prefer the flexibility of 2 Battalions for Dogmas and such.
0XFallen wrote:It was more like 20 Wounds, killing about 13 infantry, rolling very high and a lot of wounds on my hqs
Still quite an explosion. I love it when it happens. In a recent game against Raven Guard, I had my 2 Fistelans and Datasmith punching a Redemptor Dreadnought, he blew up and made 6 MWs to the Robots and 4 to the Datasmith, killing him on the spot. He was deadlier when blowing up than shooting and didn't have a chance to strike. Always send your Redemptor Dreadnought in CC guys.
These are my Kastelans! Sorry for the blurry photo, my phone is a potatoe when it comes to taking pictures! I have 1 more to paint up, the camera doesnt show it well but they have a glossy blue finish.
The fluff for them being that they use graviton weapons to trash compact anyone who gets in their way and then they fire ignis missiles to burn out any cover. My Forgeworld is from the Lathe Worlds, Hesh, Hett and Hadd which is in the current lore and they still maintain and use the older and forbidden machines of a bygone age. They are fully self aware and quite angry, the one on the left has a lump of concrete in his fist that he is crushing (its currently being painted) and my 4th one has ripped out a lamp post and is swinging it in anger at the enemy.
I prefer the look of Domitars over the 1950s robot look.
This message was edited 2 times. Last update was at 2018/12/23 14:39:26
How many kans can a killa kan kill if a killa kan can kill kans?
deffrekka wrote: These are my Kastelans! Sorry for the blurry photo, my phone is a potatoe when it comes to taking pictures! I have 1 more to paint up, the camera doesnt show it well but they have a glossy blue finish.
The fluff for them being that they use graviton weapons to trash compact anyone who gets in their way and then they fire ignis missiles to burn out any cover. My Forgeworld is from the Lathe Worlds, Hesh, Hett and Hadd which is in the current lore and they still maintain and use the older and forbidden machines of a bygone age. They are fully self aware and quite angry, the one on the left has a lump of concrete in his fist that he is crushing (its currently being painted) and my 4th one has ripped out a lamp post and is swinging it in anger at the enemy.
I prefer the look of Domitars over the 1950s robot look.
They look neat, congrats ! I can understand not everyone likes them, but personally, I love the out-of-place design. It shows they were built in a time where Mankind had better technology, and its designs were more elegant than our nowadays Rhino for example. Kinda how you would compare a modern battle tank with the first WW1 ones.
I have infantry that can fight- hoplites. It is certainly not a requirement to be competative though and even in events whrere itc terrain rules apply lots of terrain isnt enclosed ruins.
Aaranis wrote: Yeah we don't play ITC's house rules in Europe so no need for this here for me, it's a form of schism
Right. ITC is for NA and UK mostly.
U02dah4 wrote: I have infantry that can fight- hoplites. It is certainly not a requirement to be competative though and even in events whrere itc terrain rules apply lots of terrain isnt enclosed ruins.
And what if you end up on a board where there are enclosed ruins in critical areas? Your army needs to be able to handle this very common situation. Hell, we're thinking of ways to abuse this house rule, so it is highly likely others will as well.
Since there is coming an ITC series to Germany 2019. What exactly is this housing big house rule you are all talking about? Is it that ground floors block LOS?
Indirect artillery can KILL infantry hiding in ruins, but it can't hold the ruins themselves. There is a reason why mobile infantry do so well in this meta.
We still need to prepare for minority contingencies...
Yeah I'm not liking these invincible bunkers for ITC that make infantry all but untouchable to shooting. We really need rules for either destroying buildings or at least being able to shoot in at close range with flamer style weapons or something. This game lacks true "overwatch" style abilities so we can at least shoot as the enemy darts from building to building and it really hurts. Hitting on 6's and not even getting to shoot if you can't see the target is going to make things like genestealers absolutely hell to deal with. At least now they can't keep you out of the buildings by being 24mm from the wall and ensuring you can't fit inside.
On the bright side I guess it gives infiltrators a boost, not that they quite matchup with genestealers but they're our only real answer. Electropriests are too slow, Dragoons can't attack anything above ground floor, and anything else is just too niche or not that great. Taser goads can smash hordes of low save models and power swords can do some good against marines or other high save units in a pinch with proper canticles or vanguard support. Yes I know a better answer is just "bring allies" but I like to try and avoid soup where I can, I really don't like just cherry picking the best from each codex even if that is what wins tournaments.
I kind of wish that the city fight ideas had just been rolled into the rules wholesale for 8th and ITC. Obscured targets are harder to hit, and cover still gives armor bonuses with things like ruins giving better saves, with the trade-off being you always hit on a 6 and line of sight can still be drawn through ruins. I've not gotten to play with them yet, but at a glance I know they solved a lot of issues my group had with the original cover rules for 8th. Cover does a lot but there are ways to mitigate it, especially if you go full city fight and use some of the strats that allow you to target buildings and turn them into dangerous terrain and collapse on occupants inside
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Well no. It's giving advantages to infantry with good CC capabilities. The horde advantage is a result of math. Basically, any unit can wound any unit combined with the fact that 6 infantry are cheaper than a vehicle with 6 infantry's worth of weapons.