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Made in gb
Longtime Dakkanaut



Glasgow

Coinflip list it will score well or nothing each game. We can do better.
   
Made in us
Quick-fingered Warlord Moderatus





 Aaranis wrote:
Hey there's someone at my LGS who wrote a test list at 2000 pts consisting of 10 Dakkastellans (6+4), Cawl, Castellan Knight with Cawl's Wrath and whatever a Castellan uses these days, and the rest I forgot. I think this list is severely hit or miss and can be quickly shut down by no-overwatch armies or charges from out of LoS, and will suffer against long-range gunline or even just Riptides. There'll be almost no board control, too, so I believe it's really risky. What do you guys think of this ? We play GW missions only at LGS, including CA.


Yea, too many eggs in 1 basket

Thanks for the feedback, cofirmed my suspicions, Mars plasma seems to be the best all rounder

2k list currently considering, 2 bats and a vanguard detachment

Sygies Bat
Enginseer X2

Rangers x5 (1 arquebus)
Rangers x5 (1 arquebus)
Rangers x5

Fulgurites x10

Dragoons x3

Mars Bat (servitor maniple)

TPD
Enginseer

KataD x3 (Plasma/phosphor)
KataD x3 (Plasma/flamer)
Vanguard x5

Servitors x4

Mars Vanguard

Cawl

Dakkabots X5
Crawler w/ icarrus
Crawler W/ Neutron

This message was edited 1 time. Last update was at 2018/12/28 17:57:26


3000
4000 
   
Made in at
Been Around the Block




Regarding Plasma vs. Grav:
Beside of the better allrounder weapon, plasma is cheaper ( point wise) too!
   
Made in de
Sagitarius with a Big F'in Gun





Any cool Character Allies? As we lack HQ options I want to spice my games up a bit.
I noticed assassins, like evesor assassins could be good and fun with a huge Betastrike list, using high range weapons from afar and heavily deepstriking turn 2.
Inquisitors, I chose Greyfax atm, could be fun with smite as a count as angry machine spirit and buffing LD for a list with advancing infantry using graia.
Edit: I posted those 2 lists code named Betastrike and Relentless March in the List forum if anyone is interested.

This message was edited 1 time. Last update was at 2018/12/28 19:32:59


 
   
Made in gb
Longtime Dakkanaut



Glasgow

I'm in the process of finaliseing my feb gt going down the grav route

Brigade agripinaa servitor maniple
TPD eradication macrostubber
2 enginseer
1 x 5 kataphrons 5 grav 3 flamer 2 phospur
5 x vanguard
1 hoplites + data teather
2 x servitor
2 balistarii autocannon
1 ballistarii lascannon
1 x dakkabots (2)
2 x neutronager + extra stubber

Mars vanguard
1 enginseer
2 x hoplite plus data teather
1 infiltrator taser goads x10

Cadian
1 company commander +boltgun
1 primaris psyker
3 x infantry squad


Automatically Appended Next Post:
 0XFallen wrote:
Any cool Character Allies? As we lack HQ options I want to spice my games up a bit.
I noticed assassins, like evesor assassins could be good and fun with a huge Betastrike list, using high range weapons from afar and heavily deepstriking turn 2.
Inquisitors, I chose Greyfax atm, could be fun with smite as a count as angry machine spirit and buffing LD for a list with advancing infantry using graia.
Edit: I posted those 2 lists code named Betastrike and Relentless March in the List forum if anyone is interested.


You might find coteaz better 2 powers per turn is better than 2 denies.

Assassins are fun one culexus is an useful choice eversors and culexus are still the bread and butter

This message was edited 1 time. Last update was at 2018/12/28 19:41:56


 
   
Made in be
Mysterious Techpriest





Belgium

Finally got to test my Agripinaa + Lucius list in a friendly game against Night Lords, tabled them turn 3-4 basically as we sped up the game near the end and he only had two bikes alive. 6 plasma Destroyers were good, they wiped 5 Terminators in a single overcharged 3+ volley, but whiffed against Marines in cover due to good saves from my opponent. Loads of cultists dead with only three flamers once.

As I understand it, you can bring back a Kataphron with Biosplicing, and then fix him up, as both action happen at the end of the movement phase ?

DS Lucius Robots were great fun, the 4 of them striked with their Datasmith, took 11 wounds off a unit of Spawns, punched a Rhino to death (with both fight phases though), and when the 8 Berserkers, Apostle and Sorcerer that were inside charged them back (I wished I could use the flamer then, but in Conqueror it's not possible), three of them died in two rounds but I punched to death 7 Berserkers, the Apostle and the Sorcerer, the remaining Power Fist sergeant ran away. My lone Robot survivor ended the game by punching a lone Chaos Spawn on an objective. Love the bastards.

Play of the game were the Servitors, had two units, one charging a Terminator Chaos Lord with 1W remaining, and the other a Contemptor Dreadnought with a 4++ in CC with two wounds remaining. The Lord died to my 4 Servitors hitting on 6 and the Contemptor to the Servitors hitting on 5, it was so glorious my opponent thought the Servitors were busted. +1 S Canticle is really perfect on them.

I'll play the same list against another Mechanicus List this Tuesday, that'll be the first time I play against AdMech since I started them in 7E. I love the list so far.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Quick-fingered Warlord Moderatus






U02dah4 wrote:
You pick the target plasma is optimised for and you will find plasma does best however my experience is you face three aeldari lists and a horde per castellan list. Sure its a tough game but your not likely to face it more than once

. Sonething is wrong with your maths and the difference is marginal unless your ryza

Your looking at 9.6 with mars grav not useing wom
You looking at 20.4 ryza plasmatrons
Your looking 10.2 non ryza plasma

Assuming 6 kataphrons 2+BS reroling 1's 4++

You're right. I shorted the Graviphrons by 1 damage.

6.481 + 26.67 = 33.148

Pomguo wrote:
To give Kataphrons +2BS you need the robots in Ryza too, right? And they’re now missing on 2s which is a LOT of lost damage when you have 72-108 dice being rolled.
Also given the cost of Servitor Maniple (1CP before battle, 1CP to give +1 to hit) I’d say that’s similarly CP costly to Mars if you’re going to also use Elimination Volley alongside that. You’ll save the 2CP of WoM but spend 2CP giving an extra +1 to hit (while losing more damage on missed 2s and no mortal wounds from the robots).

Otherwise good analysis. The issue I find with grav is it wants to be pointed at the same target as robots, but without the volume of shooting. Redundant and outperformed.

Gah, yes. You do need the Dominus for the Mindlock.

Robots tend to last more than two turns... unless the Reapers or Lascannons have some really hot dice.

 Aaranis wrote:
Hey there's someone at my LGS who wrote a test list at 2000 pts consisting of 10 Dakkastellans (6+4), Cawl, Castellan Knight with Cawl's Wrath and whatever a Castellan uses these days, and the rest I forgot. I think this list is severely hit or miss and can be quickly shut down by no-overwatch armies or charges from out of LoS, and will suffer against long-range gunline or even just Riptides. There'll be almost no board control, too, so I believe it's really risky. What do you guys think of this ? We play GW missions only at LGS, including CA.

I once thought it would be amusing to play a list of 2x4 Robots with 2x3 Basilisks. The rest being infantry. LOL. That being said, why not 2x5 Robots? Seems less flexible to have two differently sized units.

 Aaranis wrote:
As I understand it, you can bring back a Kataphron with Biosplicing, and then fix him up, as both action happen at the end of the movement phase ?

...

Play of the game were the Servitors, had two units, one charging a Terminator Chaos Lord with 1W remaining, and the other a Contemptor Dreadnought with a 4++ in CC with two wounds remaining. The Lord died to my 4 Servitors hitting on 6 and the Contemptor to the Servitors hitting on 5, it was so glorious my opponent thought the Servitors were busted. +1 S Canticle is really perfect on them.

Yes, you choose the order for Biosplicing and repairs.

Naked Servitors are actually good for their points! You can use them to absorb overwatch, to punch characters to death with S6 or S8, and even Abhor the Witch if they are Graia. Plus, you can pair them with Vanguard (wound Knights on a 3+ LOL) or use Acquisition at All Costs on them for +1A.

This message was edited 2 times. Last update was at 2018/12/29 06:32:32


 
   
Made in be
Mysterious Techpriest





Belgium

The Irradiated rule doesn't work on Vehicle does it ?

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Quick-fingered Warlord Moderatus






Ah, rats. Only non-vehicles. But still, very funny stuff.
   
Made in be
Mysterious Techpriest





Belgium

But yeah Servitors could be hilarious. I trust he's going to shoot them down first now. There's nothing wrong you can do with a 5 pts model.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in gb
Regular Dakkanaut






Hi folks,
I'm putting together an Ad Mech army that's more infantry heavy than normal, without as much as a firebase - are there any glaring weaknesses in this list that you can spot?

Edit Based on decent feedback I've
1) Created larger squads where possible to get better use of Stragegms
2) Tweak the list to stretch out to 2 Batallians and a Super Heavy detachment, for, what 22 CPs come game time?
3) Increased the amount of anti-tank/Knight weaponry on the board
4) Added the Graia Forgeworld for some CC protection and anti-psycher strategms (especially since I have the CPs for it)

STYGES VII - BATTALION DETACHMENT

HQ
Tech Priest Dominus
- Eradication Ray
- Macro Stubber

Tech Priest Engineseer
- Servo Arm

ELITES
5 Sicarian Infiltrators
- Flechette Blasters
- Taser Goads

Cybernetica Datapriest
- Power Fist
- Gamma Pistol

TROOPS
10 Vanguard
- 2 Plasma Culvarins
- Omnispex
- Enhanced Data Tether

5 Rangers
- Transonic Arquebus

5 Rangers
- Transonic Arquebus

FAST ATTACK
3 Sydonian Dragoons
- Taser Lances

HEAVY SUPPORT
Onager Dunecrawler
- Neutron Laser
- 2 Heavy Stubbers

Onager Dunecrawler
- Neutron Laser
- Heavy Stubber

2 Kastellan Robots
- 6 Heavy Posphor Blasters

GRAIA - BATTALION DETACHMENT

HQ
Tech Priest Engineseer
- Servo Arm
- Relic: The Omniscient Mask
* NB - typically he'll be in the Assault Drill with the Hoplites

Tech Priest Engineseer
- Servo Arm

TROOPS
10 Vanguard
- Power Sword
- Enhanced Data Tether

10 Rangers
- 2 Arc Rifles
- Enhanced Data Tether

Termite Assault Drill
- Melta Cutter

ELITES
10 Secutarii Hoplites
- Enhanced Data Tether

SUPER HEAVY DETACHMENT - IMPERIAL KNIGHTS
Knight Errant
- Thunderstrike Gauntlet
- Thermal Cannon
- Heavy Stubber
- Ironspear Missiles

Old list (for context):
Spoiler:

STYGIES VII BATTALION

HQ
Tech Priest Dominus
- Eradication Ray
- Macro Stubber

Tech Priest Engineseer
- Servo Arm
- Relic: Autocaduceus of Arkhan Land

ELITES
- 5 Sicarian Infiltrators
- Flechette Blasters
- Taser Goad

Cybernetica Datapriest
- Power Fist
- Gamma Pistol

10 Secutarii Hoplites
- Enhanced Data Tether

TROOPS
10 Vanguard
- Radium Pistol
- Power Sword
- Plasma Cavalier
- Enhanced Data Tether

10 Vanguard
- 2 Plasma Culvarins
- Enhanced Data Tether

5 Rangers
- Transonic Arquebus

5 Rangers
- Transonic Arquebus

2 Sydonian Dragoons
- 2 Taser Lances

5 Rangers
- Arc Rifle

5 Rangers
- Arc Rifle

5 Rangers
- Arc Rifle

3 Kataphron Breachers
- 3 Heavy Arc Rifles
- 3 Arc Claws

Termite Assault Drill
- Melta Cutter

HEAVY SUPPORT
- Onager Dunecrawler
- Neutron Laser
- 2 Heavy Stubbers

Onager Dunecrawler
- Neutron Laser
- Heavy Stubber

2 Kastellan Robots
- 6 Heavy Posphor Blasters

SUPER HEAVY DETACHMENT - IMPERIAL KNIGHTS
Knight Warden
- Thunderstrike Gauntlet
- Avenger Gatling Cannon
- Heavy Stubber
- Heavy Flamer
- Ironstorm Missile Launcher

This message was edited 5 times. Last update was at 2018/12/31 16:12:49


 
   
Made in us
Quick-fingered Warlord Moderatus






@MIKEtheMERCILESS
I feel every codex has a few gimmicks, and AdMech's gimmicks are "extremely efficient FLU shooting" and durability/repair.

That is, we take large units of vehicles and infantry with good shooting and stack a ton of stratagems on them to output wounds. We also have a ton of ways to top off wounds, and virtually everything multi-wound model also has an invulnerable save. A ton of our vehicles also lack a wound table.

So the primary reason why I don't think your list will be too competitive is that it doesn't really make good use of the gimmicks we have. Going Stygies simply for the sake of the minus to hit and not considering how best to use our FWs is just doubling down on durability in a weird way; we're not like Craftworld Eldar that need to figure out ways to remedy fragility.

I would strongly consider getting rid of some of the MSUs that can be using stratagems and adding a Mars Spearhead or Vanguard detachment and stacking some larger units in that detachment.

This message was edited 1 time. Last update was at 2018/12/29 11:21:44


 
   
Made in gb
Regular Dakkanaut






 Suzuteo wrote:
@MIKEtheMERCILESS
I feel every codex has a few gimmicks, and AdMech's gimmicks are "extremely efficient FLU shooting" and durability/repair.

That is, we take large units of vehicles and infantry with good shooting and stack a ton of stratagems on them to output wounds. We also have a ton of ways to top off wounds, and virtually everything multi-wound model also has an invulnerable save. A ton of our vehicles also lack a wound table.

So the primary reason why I don't think your list will be too competitive is that it doesn't really make good use of the gimmicks we have. Going Stygies simply for the sake of the minus to hit and not considering how best to use our FWs is just doubling down on durability in a weird way; we're not like Craftworld Eldar that need to figure out ways to remedy fragility.

I would strongly consider getting rid of some of the MSUs that can be using stratagems and adding a Mars Spearhead or Vanguard detachment and stacking some larger units in that detachment.


Thanks! But you've lost me on the FLU acronym - what is that?
   
Made in us
Quick-fingered Warlord Moderatus






MSU - Many Small Units
FLU - Few Large Units
   
Made in de
Sagitarius with a Big F'in Gun





If I have a stygies battalion for staying back turn 1 and a lucius battalion for a huge deepstrike turn 2. Is it worth putting the 10 flechette infiltrators in lucius with the mars keyword for WoM? I dont know if the lucius dogma is worth as you can still use the stratagems?
   
Made in us
Quick-fingered Warlord Moderatus






Yeah, our value comes mostly from our stratagems. Most of our dogmas suck.
   
Made in gb
Regular Dakkanaut






Thanks for the critique on the list - I'd have a good stab at improving it - I've edited the original list
   
Made in us
Dakka Veteran




It is fully my intention to win best 'admech' at the LVO. So let us dispense with all notions of fairness or fluff. I have two requirements: (1) 50.1% points much be admech (2) it must be winning.

I think I am onto something here. This is the hokiest mess I can cobble together that might be able to take all comers.

Mixed ADMECH beta strike battalion
1 TPD - lucius (usually teleport relic)
1 Enginseer - graia
12(1) plasmaphrons - lucius (deepstrike)
10(2) rangers - graia
4 servitors - agripinna
10(1) infiltrators - mars (deepstrike)
2(1) dakkabots - lucius (deepstrike)

BLANGELS battalion
2 Smash captains
15(3) bolter scouts (I really need to remodel into melee but too lazy/cheap)
5(1) devastators with 1x heavy bolter and cherub (for 2d3 mortal wounds on first turn)

VALHALLA mans shoot at triangle trapped front ranked guys battalion
2 Commanders (one with Grand Strategist and Petrov's only 1 of you die to morale pistol)
60 mans, bolters on sergeants

This is as hokey and as gamey as I can think of. It leave no good targets for turn 1 alpha strikes and has ways of delivering ranged mortal wounds. It has no non-LOS firepower ... but I have smash captains to get in there and do something about the bad things. And as much as I want that new guard artillery regiment to work, all I can think abotu is how tall all those guard arty things are. Castellans can move 10 inches and shoot 48 and are a foot tall. They will see those arty tanks.

This message was edited 1 time. Last update was at 2019/01/01 03:44:26


 
   
Made in gb
Aspirant Tech-Adept






Why are the servitors agripinna all alone? I don’t quite get the intent. Haha I it were me I’d get so lost on what faction each unit comes from.

Limited number of beers the night before to keep you sharp wulfey!
   
Made in gb
Longtime Dakkanaut



Glasgow

1 cp to redeploy and ressurect is usefull for objective capture sometimes its probably the best choice but its not ofton going to be important
   
Made in us
Heroic Senior Officer





Western Kentucky

Wulfey are you using any specialist detachments for this? Only thing jumping out at me is maybe the Servitor detachment so you can get some extra utility on the Destroyers, 2 cp to give all 12 of them the +5 invuln may be worth it, plus you can get the extra BS on kataphrons specifically to get them to bs2+ for a 3rd CP. This list is going to be CP crazy to the max either way, so I wouldn't be surprised if you said you can't afford the extra CP at this point.

For the Valhallans, I run them a ton as a main army. You may find it worthwhile to give them some sort of weapon upgrade such as a plasma gun. You could shave off 6 of those rangers and afford a plasma gun for each infantry squad. Since firing into combat removes the ability to FRFSRF it may help you if something a bit beefier is attempting to lock your guys up. Yes you have no reroll innately to prevent overheats but I often found the trade-off more than worth it just to ensure someone doesn't tie you up with a random rhino or something. Additionally, plan on using the grenadiers strat a lot so you can throw 10 frag grenades into combat, which is essentially FRFSRF on a squad just limited to a 6" range and a CP spent.

Either way, the Valhallans "shoot them out of combat" trick is a risky one. It is usually do or die when it comes into play so just prepare yourself for that. It has won me games but just remember that it is no guarantee, you will have times where you gamble with it and one enemy model survives preventing you from shooting that turn. Other than that Valhallans look solid and if you don't like the look of plasma on them, GL's may be a decent alternative at 3pts per weapon. They lose no effectiveness at range and may be a better choice to keep up with all you're deepstriking admech and Blood Angels. I would heavily recommend playing the Valhallans a lot and learning their quirks, they take a bit to learn just what they're capable of.

EDIT: One last thing that I'm sure you already know. Do not just mathhammer the Valhallans firing into combat. I would heavily recommend playing mock games against yourself and seeing it in action. A lot of really weird interactions happen with it based on what is considered in combat, how units conga line out, etc. I've had Valhallans firing into a combat congaline who weren't even in range of the friendly unit they were attempting to rescue or even able to see it, so get ready for some fun rules discussions with judges.

This message was edited 1 time. Last update was at 2019/01/01 17:38:06


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

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




 MrMoustaffa wrote:
Wulfey are you using any specialist detachments for this? Only thing jumping out at me is maybe the Servitor detachment so you can get some extra utility on the Destroyers, 2 cp to give all 12 of them the +5 invuln may be worth it, plus you can get the extra BS on kataphrons specifically to get them to bs2+ for a 3rd CP. This list is going to be CP crazy to the max either way, so I wouldn't be surprised if you said you can't afford the extra CP at this point.

For the Valhallans, I run them a ton as a main army. You may find it worthwhile to give them some sort of weapon upgrade such as a plasma gun. You could shave off 6 of those rangers and afford a plasma gun for each infantry squad. Since firing into combat removes the ability to FRFSRF it may help you if something a bit beefier is attempting to lock your guys up. Yes you have no reroll innately to prevent overheats but I often found the trade-off more than worth it just to ensure someone doesn't tie you up with a random rhino or something. Additionally, plan on using the grenadiers strat a lot so you can throw 10 frag grenades into combat, which is essentially FRFSRF on a squad just limited to a 6" range and a CP spent.

Either way, the Valhallans "shoot them out of combat" trick is a risky one. It is usually do or die when it comes into play so just prepare yourself for that. It has won me games but just remember that it is no guarantee, you will have times where you gamble with it and one enemy model survives preventing you from shooting that turn. Other than that Valhallans look solid and if you don't like the look of plasma on them, GL's may be a decent alternative at 3pts per weapon. They lose no effectiveness at range and may be a better choice to keep up with all you're deepstriking admech and Blood Angels. I would heavily recommend playing the Valhallans a lot and learning their quirks, they take a bit to learn just what they're capable of.

EDIT: One last thing that I'm sure you already know. Do not just mathhammer the Valhallans firing into combat. I would heavily recommend playing mock games against yourself and seeing it in action. A lot of really weird interactions happen with it based on what is considered in combat, how units conga line out, etc. I've had Valhallans firing into a combat congaline who weren't even in range of the friendly unit they were attempting to rescue or even able to see it, so get ready for some fun rules discussions with judges.


For sure, thanks for the tips. Yeah it was implicitly a SERVITOR detachment with the associated 5++ strategem and WLT to resurrect plasmaphron bases. Yeah, i haven't used valhallans that much. My VALHALLA thinking is more along the lines of: please roll 1s to kill the 1 triangle trapped guardsmen so the real stuff can shoot. I am not hoping they kill the enemy models, but that would be cool too I guess. THe idea with such a list is that you have a devastating beta strike that is very difficult to stop, and might even survive to shoot twice. Mathhammer says that you need the mortal wounds from the infiltrators and the heavy bolters to kill a castellan knight, and that isn't guaranteed. But against any other list that doesn't have T8 and 3++, woe be to your models. What do you even AGENTS_OF_VECT? The beta strike hits with 10CP of power ups at once. I am still working on this one with the group, but likely one of the smash captains gets cheaper and doesn't get any CP since the list is short on CP as it is. Or the second smash captain just becomes lemartes and a second devastator squad gets squeezed in. I think I am done trying to make a cawlstar dakkabot list make sense tho. There are just too many "you went second" auto losses out there. Most Eldar lists can wreck a kastelon herd and the castellan makes my kastelons look like a risky choice.

Also, RIP dragoons. Like damn this meta is so bad for them. Dark Reapers and Lootas and Knights just invalidate high dragoon count armies.
   
Made in us
Heroic Senior Officer





Western Kentucky

A very good point as well, using it to kill hostages can be very handy. I've done it a few times, just be ready for the inevitable unkillable guardsman. If that is your main plan, work on keeping your guys just barely in range of Mk45, you can pull the guy keeping you in aura to make it easier to take battleshock. You don't need to wipe the unit, just have enough guys run to pick off the hostages, which even with Valhallans rule will still happen fairly reliably. Pull your Sergeants first as casualties and you can ensure a morale check even after 1 casualty. It's a risky move but even a 16% chance to pull a model of your choice after combat can suddenly allow your guardsmen to FRFSRF instead of having to use the fire into combat order. This is another really niche use for plasma as well. If I know I'm going to have a squad used as a hostage I can overcharge the plasma, kill my own guy, and up the odds of "free hostage removal" at the end of the phase, or make the charge harder, etc. They're incredibly rare tricks to use, but good to know if that is your strategy.

But yes, I'm amazed more people don't run Valhallans as their support guard detachment. They have so many great utility abilities that no one thinks about because all they see is Cadian or Catachan firepower buffs. If all you want is guardsmen for a screen, you'd be hard pressed to find a better regiment trait. /Guard talk

I'm curious to see how your list does, it's definitely an odd one and would be a heck of a curve ball in an event. I am especially interested in seeing how you deepstrike in essentially fifteen 60mm bases without them tripping all over one another or being blocked by LOS terrain and keeping them within 3" of an objective for Secure at any Cost.

'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
Aspirant Tech-Adept






U02dah4 wrote:
1 cp to redeploy and ressurect is usefull for objective capture sometimes its probably the best choice but its not ofton going to be important


Oh what! So you don’t need to have the same forgeworld to resurrect the kataphons? Hmm very interesting

This message was edited 1 time. Last update was at 2019/01/01 22:42:58


 
   
Made in gb
Longtime Dakkanaut



Glasgow

You have to have the agripinaa faction to resurrect via the strat
   
Made in us
Quick-fingered Warlord Moderatus






Wulfey wrote:
It is fully my intention to win best 'admech' at the LVO. So let us dispense with all notions of fairness or fluff. I have two requirements: (1) 50.1% points much be admech (2) it must be winning.

I think I am onto something here. This is the hokiest mess I can cobble together that might be able to take all comers.

Mixed ADMECH beta strike battalion
1 TPD - lucius (usually teleport relic)
1 Enginseer - graia
12(1) plasmaphrons - lucius (deepstrike)
10(2) rangers - graia
4 servitors - agripinna
10(1) infiltrators - mars (deepstrike)
2(1) dakkabots - lucius (deepstrike)

BLANGELS battalion
2 Smash captains
15(3) bolter scouts (I really need to remodel into melee but too lazy/cheap)
5(1) devastators with 1x heavy bolter and cherub (for 2d3 mortal wounds on first turn)

VALHALLA mans shoot at triangle trapped front ranked guys battalion
2 Commanders (one with Grand Strategist and Petrov's only 1 of you die to morale pistol)
60 mans, bolters on sergeants

This is as hokey and as gamey as I can think of. It leave no good targets for turn 1 alpha strikes and has ways of delivering ranged mortal wounds. It has no non-LOS firepower ... but I have smash captains to get in there and do something about the bad things. And as much as I want that new guard artillery regiment to work, all I can think abotu is how tall all those guard arty things are. Castellans can move 10 inches and shoot 48 and are a foot tall. They will see those arty tanks.

I think Catachan with the Emperor's Conclave relic is strictly better than Valhalla now. I mean, you can't really even trap Catachans; they WANT to be in CC.



If you give that relic to a Platoon Commander and get him killed, he can get a super blob up to +3 attacks. Every turn, you can just advance a new unit within 2" and Consolidate Squads directly into the fight (RAW, Advancing does not forbid you from fighting). You then can deal a terrifying amount of damage with the Fix Bayonets! order followed by the No Quarter Given! stratagem and fighting; remember, the opponent HAS to fight.

I don't think you need the Servitors though, since you will be deep striking those Kataphrons. Bolter Scouts might be better for this list if you go with Catachans. The big problem in my mind really is forming a strong gunline against something like Tyranids. It is entirely conceivable that if you do deep strike and are going first, that they have the mobility and the bodies to lock you out of the entire board.

And I think we spoke about this, but I am not sure if this is enough to take down a Castellan. Especially if they castle with Guardsmen. That is how I would protect my Knights from Smash Captains, and it's how you should expect them to protect theirs. 10 Infiltrators won't be enough to remove the screen. Nor 60 Valhallans, especially if the Catachans charge you in RF range.

U02dah4 wrote:
1 cp to redeploy and ressurect is usefull for objective capture sometimes its probably the best choice but its not ofton going to be important

This is actually a really interesting idea. Haha.

Biosplicing uses the Specialist Detachment keyword. Fresh Converts is locked to the FW.

This message was edited 2 times. Last update was at 2019/01/01 23:51:20


 
   
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Hmm, yeah, the advance -> consolidate squads -> fight in shooting phase trick is pretty strong. The problem I have with the catachan build is a feel like I am dumping 80 points into characters that could be 20 more bodies or 80 points more shooting.

What are you running as your current catachan detachment?

// yes this is now the astramilitarum thread -- I am building another box of gaurdsmen right this instant

This message was edited 1 time. Last update was at 2019/01/02 00:24:24


 
   
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Quick-fingered Warlord Moderatus






If I wanted all of the bells and whistles:

Spoiler:
Catachan Battalion Detachment - 436
Emperor's Conclave Infantry Company (-1 CP)

HQ - 105
1x Colonel "Iron Hand" Straken
1x Company Commander - Laspistol, Chainsword, Warlord: Grand Strategist

Elite - 55
1x Ministorum Priest - Laspistol, Autogun, Chainsword
1x Platoon Commander - Laspistol, Chainsword, Relic: Litanies of the Holy Synod

Troop - 276
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword

You can also spend 1 CP to give the MiniPriest the Fiery Denouncer WLT or the Company Commander the Laurels of Command relic.

But I think this is the best combination of resilience (8L and average morale roll of 2.5), fighting (30x S4 attacks), and shooting (Mortars are sooo good).

Honestly, I think the whole "pure codex" restriction is more ideology than tactics. In my opinion, AdMech+Guard > Guard >> AdMech. 30x S4 attacks usually lands 10 wounds on GEQs. But with Vanguard, you're landing 12.5 wounds. For a 4+ save, you're reliably inflicting morale losses on 10+ units.
   
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@Wulfey
How about this?

Spoiler:
Mechanicus Battalion Detachment - 1176
Servitor Maniple (-1 CP)

HQ - 120
1x Lucius Tech-Priest Dominus - Volkite Blaster, Macrostubber, Relic: The Solar Flare (-1 CP)
1x Graia Tech-Priest Enginseer

Elite - 180
10x Mars Sicaran Infiltrator - 10x Flechette Blaster, 10x Taser Goad

Troop - 656
5x Graia Skitarii Vanguard - 5x Radium Carbine
5x Graia Skitarii Vanguard - 5x Radium Carbine
12x Lucius Kataphron Destroyer - 12x Plasma Culverin, 12x Phosphor Blaster, Enhanced Bionics (-1 CP)

Heavy Support - 220
2x Lucius Kastelan Robot - 6x Heavy Phosphor Blaster

Catachan Battalion Detachment - 371
Emperor's Conclave Infantry Company (-1 CP)

HQ - 60
1x Company Commander - Laspistol, Chainsword, Warlord: Grand Strategist
1x Company Commander - Laspistol, Chainsword, Relic: Litanies of the Holy Synod

Elite - 35
1x Ministorum Priest - Laspistol, Autogun, Chainsword

Troop - 276
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword
10x Infantry - 8x Lasgun, Mortar, Boltgun, Chainsword

Catachan Spearhead Detachment - 449

HQ - 75
1x Colonel "Iron Hand" Straken

Elite - 50
1x Sergeant Harker

Heavy Support - 324
1x Basilisk - Earthshaker Cannon, Heavy Bolter
1x Basilisk - Earthshaker Cannon, Heavy Bolter
1x Basilisk - Earthshaker Cannon, Heavy Bolter

Total: 1996 points
14 CP (-4)

I actually have been thinking about swapping the Icarus Crawlers out for Basilisks.

If this works out well, I will need to make another 6x Kataphrons and buy 10x Infiltrators for the first time. Lol.

This message was edited 2 times. Last update was at 2019/01/02 20:43:00


 
   
Made in us
Dakka Veteran




Yeah, I think that makes more sense than trying to force the smash captains. It would play a lot faster and instead rely on the weight of the catachans to play in the middle. I think there is something to the 12x plasmaphron trick. It isn't enough against knights ... but I think the beta strike admech list can threaten the eldar lists that could otherwise punk a dakkabot list (harlquin bikers with the d6 haywire shots).
   
 
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