Switch Theme:

Tactica Mechanicus - FAQ Out  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Stabbin' Skarboy





crewe

 MrMoustaffa wrote:
18" range is pretty trash for a range specialist, especially since he doesn't want to move with the heavy weapon. If he was B's 2+ maybe, but at 3+ he's a coinflip. I wish he'd gotten an option for a volkite weapon or something that could do mortal wounds, or more range on this weapon. I guess he can babysit an objective in a ruin or something and take a potshot every now and then?

The flamer is underwhelming. 2d is nice but I can't think of a moment where I'd rather have that over most other weapons. We don't know if he actually gets an omnissian axe yet, since it looks like a weird staff, but with 3 ws3 attacks and a 2+/5++ and Regen I guess he can help clean up weakened units in assault. At first glance I'm really struggling to see what role he plays other than "cheaper HQ for detachment tax". I really hope he has some sort of buff ability. If he can allow us to reroll wounds of 1 or buff a units BS by 1 he'll be excellent, otherwise just kind of meh.

On the bright side he'll be easy to make. I plan on using leftover datasmith and Dominus bits since I have a bunch of both laying around and just kitbashing him.


You mean 3+ 5++

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Stalwart Tribune





 deffrekka wrote:
 MrMoustaffa wrote:
18" range is pretty trash for a range specialist, especially since he doesn't want to move with the heavy weapon. If he was B's 2+ maybe, but at 3+ he's a coinflip. I wish he'd gotten an option for a volkite weapon or something that could do mortal wounds, or more range on this weapon. I guess he can babysit an objective in a ruin or something and take a potshot every now and then?

The flamer is underwhelming. 2d is nice but I can't think of a moment where I'd rather have that over most other weapons. We don't know if he actually gets an omnissian axe yet, since it looks like a weird staff, but with 3 ws3 attacks and a 2+/5++ and Regen I guess he can help clean up weakened units in assault. At first glance I'm really struggling to see what role he plays other than "cheaper HQ for detachment tax". I really hope he has some sort of buff ability. If he can allow us to reroll wounds of 1 or buff a units BS by 1 he'll be excellent, otherwise just kind of meh.

On the bright side he'll be easy to make. I plan on using leftover datasmith and Dominus bits since I have a bunch of both laying around and just kitbashing him.


You mean 3+ 5++



according to the preview it has a 2+/5++ for KIl team, not sure why it would have any different in 40K?

https://www.warhammer-community.com/2019/01/22/22nd-jan-theta-7-acquisitus-adeptus-mechanicus-kill-teamgw-homepage-post-2/

Praise the Omnissiah

About 4k of .

Imperial Knights (Valiant, Warden & Armigers)

Some Misc. Imperium units etc. Assassins...

About 2k of  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 MrMoustaffa wrote:
Well yeah but if he doesn't move up with the army you get the buff once. What's the point in a movement buffing model that doesn't move up with the army? I mean the flamer works with this but here's hoping we have a reason to use the heavy weapon and not have his ability be useless.

The point would be that he allows you to keep your countercharging elements back a bit further than the enemy might expect, then throw them in...or he lets you have a kind of 'staging area' before sending in a bunch of units to go after Objectives during the match.

Do we know if it's only movement or does it also helps with charge rolls?

I'm guessing it can potentially help with Charge rolls, as it's +1 to their Movement characteristic if they started the Movement phase within 6" of him...but it doesn't say when it expires.

This message was edited 1 time. Last update was at 2019/01/22 21:22:25


 
   
Made in gb
Stabbin' Skarboy





crewe

 The Forgemaster wrote:
 deffrekka wrote:
 MrMoustaffa wrote:
18" range is pretty trash for a range specialist, especially since he doesn't want to move with the heavy weapon. If he was B's 2+ maybe, but at 3+ he's a coinflip. I wish he'd gotten an option for a volkite weapon or something that could do mortal wounds, or more range on this weapon. I guess he can babysit an objective in a ruin or something and take a potshot every now and then?

The flamer is underwhelming. 2d is nice but I can't think of a moment where I'd rather have that over most other weapons. We don't know if he actually gets an omnissian axe yet, since it looks like a weird staff, but with 3 ws3 attacks and a 2+/5++ and Regen I guess he can help clean up weakened units in assault. At first glance I'm really struggling to see what role he plays other than "cheaper HQ for detachment tax". I really hope he has some sort of buff ability. If he can allow us to reroll wounds of 1 or buff a units BS by 1 he'll be excellent, otherwise just kind of meh.

On the bright side he'll be easy to make. I plan on using leftover datasmith and Dominus bits since I have a bunch of both laying around and just kitbashing him.


You mean 3+ 5++



according to the preview it has a 2+/5++ for KIl team, not sure why it would have any different in 40K?

https://www.warhammer-community.com/2019/01/22/22nd-jan-theta-7-acquisitus-adeptus-mechanicus-kill-teamgw-homepage-post-2/


Weird, when i saw it when it first came out it was a 3+ save and i was a bit disappointed

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

It's said 2+ since it went live this morning. Maybe you just misread it?
   
Made in us
Dakka Veteran




 Ideasweasel wrote:
@Suzuteo Nice report, I forgot you two chaps are locals.

How come you are missing the LVO? I would love to go one day but it’s a far trek from the uk!

@Wulfey are you tweaking your list before Friday?


Yeah, here are my tweaks specifically from that game:

2x10 infiltrators -> 1x10 infiltrators
Their 180 points is going in to:

3x5 rangers -> 2x10 omnispex rangers (just enough to kill a weak squad a turn and camp my backline cause catachans need to move up), 2x6 GRAIA vanguard
+1x Astropath to give that critical guard squad a defensive buff and give me a second bite at stopping JINX
4x/1x on knight -> 2x/2x guns, the extra missiles often aren't fired, but the extra gun always is, it is ~40% the firepower of a 172 point helverin
Enginseer -> GRAIA, he babysits the knight, not the Crawlers
WL -> Company commander is now the WL with GS + Kurov's. The free rerolled save is more damage saved on the knight than the extra repairs over the course of the game.

The second infiltrator group is just junk. It doesn't do anything. I often don't have the CP for a single WRATH, let alone 2x. And I have consistently not been able to place the second group due to spacing issues.

Vanguard + Catachans are best friends in the mid board. Wounding Orkz and Genestealers on 3s is a big deal.

The second canticle roll is dumb. It can't be put on the knight and does me no good. I didn't want to run a mixed detachment because of fluff, but who cares. Mixed detachments are just better. EDIT: now I gotta pick a separate color to paint over my green for the GRAIA guys, maybe yellow? ohhh

EDIT: I think I saw Ph3ar at the store painting

This message was edited 4 times. Last update was at 2019/01/22 23:11:39


 
   
Made in gb
Enginseer with a Wrench





I’m calling it now: the manipulus will buff priests. The fluff describes him as a conduit for the motive force, which is what the priests use to channel their electric attacks. If it’s something like allowing them to advance and charge or re-roll wounds it’ll be reall useful.

It confuses me that he’s in a KT with sicarians, but i guess his ranged weapns support them, because otherwise the sicarians out-move him. I kinda expected him to have at least 8” to keep up with them and im expectig a Fly keyword as well....he is floating lol. A 6” move supports a pairing with priests as well.

That staff is clearly some kind of shmacy vox caster type affair you ask me, definitely not an axe. The magnarail is better than both of the do,inus main weapons and the transonic cannon will work nice with emotionless clarity. It’s weird that they described him as a ranged specialist though, despite being short range than a dominus (who has weapons that have no useful role) and the aura benefits close combat more than anything.

Incidentally not everything is the same between KT and 40k. Radium carbines are 3D on a 6 in KT, which would be awesome if that made it’s way to 40k. Another interesting point is that the points cost of sicarians in KT is now virtually the same as they are in 40k post CA. We know they work several years ahead rules-wise, could be that KT rules and stats are a precursor to some future 40k changes. But i’m probably reading too much into that lol.

   
Made in gb
Stalwart Tribune





Octovol wrote:
I’m calling it now: the manipulus will buff priests. The fluff describes him as a conduit for the motive force, which is what the priests use to channel their electric attacks. If it’s something like allowing them to advance and charge or re-roll wounds it’ll be reall useful.

It confuses me that he’s in a KT with sicarians, but i guess his ranged weapns support them, because otherwise the sicarians out-move him. I kinda expected him to have at least 8” to keep up with them and im expectig a Fly keyword as well....he is floating lol. A 6” move supports a pairing with priests as well.

That staff is clearly some kind of shmacy vox caster type affair you ask me, definitely not an axe. The magnarail is better than both of the do,inus main weapons and the transonic cannon will work nice with emotionless clarity. It’s weird that they described him as a ranged specialist though, despite being short range than a dominus (who has weapons that have no useful role) and the aura benefits close combat more than anything.

Incidentally not everything is the same between KT and 40k. Radium carbines are 3D on a 6 in KT, which would be awesome if that made it’s way to 40k. Another interesting point is that the points cost of sicarians in KT is now virtually the same as they are in 40k post CA. We know they work several years ahead rules-wise, could be that KT rules and stats are a precursor to some future 40k changes. But i’m probably reading too much into that lol.



his Staff weapon does look quite a lot like the Fulgurite staff...

Praise the Omnissiah

About 4k of .

Imperial Knights (Valiant, Warden & Armigers)

Some Misc. Imperium units etc. Assassins...

About 2k of  
   
Made in de
Sister Vastly Superior




Germany - Bodensee/Ravensburg area

 ultimentra wrote:
If +1 to movement is it, then he'll sit on sprue for a while. The flamer is better IMO, nice for when flyers or ghostkeels get in your face.

I mean, unless he costs considerably more than an enginseer then he still beats having a redunant second or third enginseer in a list. Enginseers are probably THE most "diminishing returns" HQ that actually sees tables, there is rarely if ever more to repair then what Cawl + 1x Techpriest or Dominus + 1x Enginseer couldn't handle, and outside of repairing Enginseers do absolutely nothing on the table (well, I guess you could use them for bubble wrapping which I end up doing with my second one most of the time).

 Kanluwen wrote:
He grants +1 Movement to friendly models within 6" at the start of the Movement Phase as his "pay 1CP" Aura for KT, which means that's his native aura.

It looks like his role is to take an objective and hold it, occasionally plinking heavier targets with his Magnarail to soften them up for a Charge or something from Sicarians.

Yeah, his weapon options have "designed for Killteam with 0 thoughts given to regular 40k performance" written all over it. The Lance has no clear purpose and has a special rule that clashes with it's short range to the extreme (to the point it'll barely if ever come into effect, and unlike, say, a meltagun, it's baseline profile doesn't even come close to being solid without it). Also 18" range on a 3+ model that will hit on 4+ if moving (heavy) is the final nail in the coffin. The flamer would be good as a troop special weapon choice, but on a 6" movement character (7" at best if he benefits from his aura)? Not only extremely hard to actually get into range (maybe once in an entire game), but with D6 S4 AP -1 very unlikely to make back his points, even if he is only, say 40 points. And he also exposes himself to the other player like a duck on a silver platter, if he needs to e.g. kill a character for a special objective or trigger other boni.

The only thing he is good at is tying down trash, cheap objective grabbers, bubble wrap and weak disruption units thanks to his T4 2+/5++ save and D3 wound regeneration each turn.

In the end whether or not he will see play outside of casual matches and Killteam comes down exclusively to the point cost. If he is only a tad more expensive than an enginseer (say 40-45 points) he'll be worth it as 3rd or 4th HQ filler who can actually contribute to the army with some some shizophrenic but not completely useless firepower (still far better than an enginseer which has LESS firepower than an infantry squad sergeant, he can't even toss a frag grenade!) and an alright movement buff for objective grabbing/chaff/Skitarii horde repositioning, as well as some utility as a melee blocker. Thinking about it, the flamer is probably the much better choice, at least it'll have 8"+6"+1"+D6" range if advancing (so 16"-21" threat range, that's alright), has some utility for cleaning out objective grabbers or annoy T5/6/7 vehicles and monsters or multi wound units, and has some synergy with him serving as a melee blocker.

If he (what I fear) is too pricy and too expensive compared to enginseers (so 56+ points for me, 25 points being the absolute maximum I'm willing to pay for the gun, aura and utility, and that is already pushing it hard) for HQ slot filling and not cheap enough compared to a Dominus (who not only has far more firepower... but some actually good buffs, repairs and melee blocking potential), he'll be dead in the water and will be remembered as "ah that crappy and pretty ugly HQ we got instead of an Alpha Primus or Secutor we actually need to fill the hole of Skitarii firepower/leadership buffing character in our army".

This message was edited 12 times. Last update was at 2019/01/23 01:14:56


Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer


- The saga of Hrothgar the Beastslayer 
   
Made in us
Quick-fingered Warlord Moderatus






What does everyone think about the new Bolter Discipline rule?

Bikes actually seem pretty good now. 8x Heavy Bolter shots and Storm Shield. Terminators get 4x Stormbolter shots and a Storm Shield--maybe a melee weapon? (Death Guard and 1K Sons made off like bandits with this buff. Now they have a good anti-horde option in their troops.)
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Just so we're clear:
We don't know he lacks the ability to repair or anything else(I would be shocked if he didn't have something like that, since all the other Techpriests have some version of it). We got one previewed Aura for the new character.

Yeah, the magnarail isn't shooting across the board...did we really expect it to?
   
Made in us
Quick-fingered Warlord Moderatus






Yes, actually. Who thinks railguns are short-range weapons? Lol.
   
Made in us
Decrepit Dakkanaut




 Suzuteo wrote:
What does everyone think about the new Bolter Discipline rule?

Bikes actually seem pretty good now. 8x Heavy Bolter shots and Storm Shield. Terminators get 4x Stormbolter shots and a Storm Shield--maybe a melee weapon? (Death Guard and 1K Sons made off like bandits with this buff. Now they have a good anti-horde option in their troops.)

Vanguard and Rangers are still better than the basic stuff Marines have. Now, vs Sternguard that's more of a wash. Centurions can actually delete stuff again.

The real concern is of course Deathwatch if they stand still with Storm Bolters.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Suzuteo wrote:
Yes, actually. Who thinks railguns are short-range weapons? Lol.

Railrifles are 30"...I don't think it is too crazy for the Mechanicus knockoff version to be 12" shorter.

   
Made in us
Regular Dakkanaut



Shanghai, China

Octovol wrote:
The magnarail is better than both of the do,inus main weapons
100% disagree.

This gun is essentially an arquebus, except missing all the good stuff (mortal wound effect, character-targeting, 60” range, ability to bring multiple in one unit) and keeping the cripplingly bad part (a single shot that is incredibly vulnerable to rolling 1s or 2s on the hit or wound roll, or failing against an enemy invuln - just too many chances to fail and too few shots to overcome that).

I’d take the volkite blaster or even eradication beamer over this gun any day.

The flamer makes him an acceptable footslog companion if he has a movement aura, but that isn’t a playstyle I’m very fond of. Am still hoping he has rerolls of 1 to wound as an aura.
   
Made in us
Regular Dakkanaut






 Kanluwen wrote:
 MrMoustaffa wrote:
Well yeah but if he doesn't move up with the army you get the buff once. What's the point in a movement buffing model that doesn't move up with the army? I mean the flamer works with this but here's hoping we have a reason to use the heavy weapon and not have his ability be useless.

The point would be that he allows you to keep your countercharging elements back a bit further than the enemy might expect, then throw them in...or he lets you have a kind of 'staging area' before sending in a bunch of units to go after Objectives during the match.

Then this buff should've been 3"+ to make a significant difference. With the current ruleset, when we lack any ways to reroll charges or charge after advance, I can't see a reason to hinge my counter-charge on that additional 1". Not in the world, where Orks (and I'd suspect the upcoming GSC) can charge on 3 dice and get to the counter-chargers in their turn, from a DS range.

This message was edited 3 times. Last update was at 2019/01/23 08:47:41


https://www.dakkadakka.com/dakkaforum/posts/list/754924.page

https://www.instagram.com/dadamowsky/ 
   
Made in de
Enginseer with a Wrench






 Suzuteo wrote:
What does everyone think about the new Bolter Discipline rule?

Bikes actually seem pretty good now. 8x Heavy Bolter shots and Storm Shield. Terminators get 4x Stormbolter shots and a Storm Shield--maybe a melee weapon? (Death Guard and 1K Sons made off like bandits with this buff. Now they have a good anti-horde option in their troops.)


If you were to run Blood Angels maybe some Scout bikes. For 69 points you get: 12 S4 shots above 12" and 18 below on a fast (16" with 6" auto advance!) platform.
Other then that I feel it´s another good buff for Intercessors as troop choices. Sit 5 of them on a midfield objective and they will hold it, unless some serious firepower is directed their way and they still can contribute with 10 S4 -1 shots in a 30" radius.
   
Made in gb
Enginseer with a Wrench





Pomguo wrote:
Octovol wrote:
The magnarail is better than both of the do,inus main weapons
100% disagree.

This gun is essentially an arquebus, except missing all the good stuff (mortal wound effect, character-targeting, 60” range, ability to bring multiple in one unit) and keeping the cripplingly bad part (a single shot that is incredibly vulnerable to rolling 1s or 2s on the hit or wound roll, or failing against an enemy invuln - just too many chances to fail and too few shots to overcome that).

I’d take the volkite blaster or even eradication beamer over this gun any day.

The flamer makes him an acceptable footslog companion if he has a movement aura, but that isn’t a playstyle I’m very fond of. Am still hoping he has rerolls of 1 to wound as an aura.


The problem with both the Dominus guns is that you either go for the Volkite and rely on the minuscule chance of getting a 6 to wound for the MW component on 3 shots (It's essentially a ruststalker transonic weapon at range) Or you get fewer shots and some ap at range with the eradication ray. And if you somehow manage to be within 8" of something without it already having tied you in combat, extra AP and damage. They're not reliable for anything, it's just extra dice you roll because you have them without any kind of discernable purpose.

The magnarail might be shorter range, but it has the str, the ap and the damage to take out elite infantry and deal significant damage to light and medium vehicles. The range component is the biggest failing, it's yet another example of an admech rule that seems to have been conceived in isolation. A short-range weapon you're incentivised to stay out of range to make it better. Like the eradication ray.

Incidentally, we didn't see all the rules for the manipulus, for all we know he can move and fire heavy weapons at no penalty. There's also the chance that he has a mechadendrite hive given his belly-appendage is identical to Cawl's. All we've seen is a stat line, 2 weapons and one ability as well as a strategm for extra movement. I must admit that the +1" movement feels underwhelming though, I can see benefits, but 1" improvement on anything is not nearly enough to make a meaningful impact. 3" would be significant as long as it applies to charges as well. Don't forget movement works differently in KT, you don't move then charge, you make a charge movement. So that additional movement may still yet apply to charges. Just...that 1" improvement, doesn't feel special.

The 'vox-caster' staff is what i'm most interested in.

I like to stay hopeful, disappointing rules hasn't yet affected my ability to enjoy Admech, possibly with the exception of Ruststalkers lol
   
Made in gb
Longtime Dakkanaut



Glasgow

So the moral is stop prejudgeing wait for the actual rules then judge
   
Made in de
Sagitarius with a Big F'in Gun





Yes, but the Omnissiah longs for answers!
   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

 Ragnar Blackmane wrote:
Yeah, his weapon options have "designed for Killteam with 0 thoughts given to regular 40k performance" written all over it.

He doesn't seem very good for kill team either. He's only BS 3+ and seeing as he'll get stacking penalties from hitting anything outside of 9", his target being in cover and/or having to move with the Heavy weapon, he probably won't be hitting very much with a single shot weapon.

   
Made in de
Sagitarius with a Big F'in Gun





His flamer does look appealing for a sicarian killtema i reckon.

On another note:
Can a Freeblade benefit from the Landstrider warlord trait. It states that knights with the same household as the warlord(in which case is the freeblade) get bonus to advance and charge.
Was thinking about adding a sole Gallant to my list and wondered what relic/trait and or equipment to give him.
   
Made in gb
Longtime Dakkanaut



Glasgow

He can have the warlord trait legally however he does not have a household as freeblade replace household so no model includeing itself will derrive a benefit from it. I have only used it on a warglaive in a competative list though. Defensive buffs +1 to hit or +1 att are all good choices
   
Made in de
Sister Vastly Superior




Germany - Bodensee/Ravensburg area

 Kanluwen wrote:
 Suzuteo wrote:
Yes, actually. Who thinks railguns are short-range weapons? Lol.

Railrifles are 30"...I don't think it is too crazy for the Mechanicus knockoff version to be 12" shorter.


Tell that to the poor Tau Plasma rifles that are now completely inferior to their 'unreliable and dangerous' imperial equivalents ^^.

---

Octovol wrote:


The problem with both the Dominus guns is that you either go for the Volkite and rely on the minuscule chance of getting a 6 to wound for the MW component on 3 shots (It's essentially a ruststalker transonic weapon at range) Or you get fewer shots and some ap at range with the eradication ray. And if you somehow manage to be within 8" of something without it already having tied you in combat, extra AP and damage. They're not reliable for anything, it's just extra dice you roll because you have them without any kind of discernable purpose.

The magnarail might be shorter range, but it has the str, the ap and the damage to take out elite infantry and deal significant damage to light and medium vehicles. The range component is the biggest failing, it's yet another example of an admech rule that seems to have been conceived in isolation. A short-range weapon you're incentivised to stay out of range to make it better. Like the eradication ray.

What makes the magnarail worse is the 18" range which will force you to move in order to fire it at anything worthwhile... which results in the Manipulus only hitting on 4+ with a single shot weapon thanks to it being a heavy weapon. Also a special rule that only works in extreme cases (staying still while having a worthwhile target within 18" of you) and will barely if ever come into play.
The Dominus has 24" range with the Volkite, doesn't have to jump through hoops to trigger the weapon's special rule and still hits on 3+ after moving. Additionally you get another S5 AP-1 shot hitting on 2+ with the phosphor serpenta. Not great, but better than what the Manipulus has to offer with his "long range option" almost all the time. Also the firepower of a Dominus becomes rather nasty if you got the one CP to spare to take a Phosphoenix, 3 shots S6 AP0 MW on 6+ + 3 shots S5 AP-3 ignore cover isn't a joke. Not that you'd take either character for the firepower, mind. It remains to be seen what the Manipulus has to offer, but he needs something decent at a justified points cost to be worth taking.

This message was edited 4 times. Last update was at 2019/01/23 17:44:37


Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer


- The saga of Hrothgar the Beastslayer 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Ragnar Blackmane wrote:
 Kanluwen wrote:
 Suzuteo wrote:
Yes, actually. Who thinks railguns are short-range weapons? Lol.

Railrifles are 30"...I don't think it is too crazy for the Mechanicus knockoff version to be 12" shorter.


Tell that to the poor Tau Plasma rifles that are now completely inferior to their 'unreliable and dangerous' imperial equivalents ^^.

That's nothing new though. Imperial stuff has always had the ability to 'overcharge' while Tau stuff is meant to be like Eldar: no overcharge but 'safer' stats.
   
Made in de
Sister Vastly Superior




Germany - Bodensee/Ravensburg area

 Kanluwen wrote:
 Ragnar Blackmane wrote:
 Kanluwen wrote:
 Suzuteo wrote:
Yes, actually. Who thinks railguns are short-range weapons? Lol.

Railrifles are 30"...I don't think it is too crazy for the Mechanicus knockoff version to be 12" shorter.


Tell that to the poor Tau Plasma rifles that are now completely inferior to their 'unreliable and dangerous' imperial equivalents ^^.

That's nothing new though. Imperial stuff has always had the ability to 'overcharge' while Tau stuff is meant to be like Eldar: no overcharge but 'safer' stats.

Problem with that is that the old, "overcharged" profile of plasma guns with S7 is now the risk free "safe" profile while going S8 D2 when overcharged, leaving the no-overcharge mode, S6 Tau plasma rifle the strictly inferior weapon. It didn't help that until recently plasma rifles had almost the same point cost as several imperial plasma guns.

But that's something we can blame the writer of the Tau Index on, considering we have other gems like Assault cannons going from 4 to 6 shots, while Tau burst cannons that used to have the same rate of fire (being pulse gattling guns) stayed at 4 shots (wut). And let's not even take the Railgun into account (which would be a perfectly fine weapon system if it had D3 shots like our Neutron Cannons).

This message was edited 5 times. Last update was at 2019/01/23 17:53:46


Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer


- The saga of Hrothgar the Beastslayer 
   
Made in gb
Enginseer with a Wrench





 Ragnar Blackmane wrote:
 Kanluwen wrote:
 Suzuteo wrote:
Yes, actually. Who thinks railguns are short-range weapons? Lol.

Railrifles are 30"...I don't think it is too crazy for the Mechanicus knockoff version to be 12" shorter.


Tell that to the poor Tau Plasma rifles that are now completely inferior to their 'unreliable and dangerous' imperial equivalents ^^.

---

Octovol wrote:


The problem with both the Dominus guns is that you either go for the Volkite and rely on the minuscule chance of getting a 6 to wound for the MW component on 3 shots (It's essentially a ruststalker transonic weapon at range) Or you get fewer shots and some ap at range with the eradication ray. And if you somehow manage to be within 8" of something without it already having tied you in combat, extra AP and damage. They're not reliable for anything, it's just extra dice you roll because you have them without any kind of discernable purpose.

The magnarail might be shorter range, but it has the str, the ap and the damage to take out elite infantry and deal significant damage to light and medium vehicles. The range component is the biggest failing, it's yet another example of an admech rule that seems to have been conceived in isolation. A short-range weapon you're incentivised to stay out of range to make it better. Like the eradication ray.

What makes the magnarail worse is the 18" range which will force you to move in order to fire it at anything worthwhile... which results in the Manipulus only hitting on 4+ with a single shot weapon thanks to it being a heavy weapon. Also a special rule that only works in extreme cases (staying still while having a worthwhile target within 18" of you) and will barely if ever come into play.
The Dominus has 24" range with the Volkite, doesn't have to jump through hoops to trigger the weapon's special rule and still hits on 3+ after moving. Additionally you get another S5 AP-1 shot hitting on 2+ with the phosphor serpenta. Not great, but better than what the Manipulus has to offer with his "long range option" almost all the time. Also the firepower of a Dominus becomes rather nasty if you got the one CP to spare to take a Phosphoenix, 3 shots S6 AP0 MW on 6+ + 3 shots S5 AP-3 ignore cover isn't a joke. Not that you'd take either character for the firepower, mind. It remains to be seen what the Manipulus has to offer, but he needs something decent at a justified points cost to be worth taking.


If i’m honest id rather they had worse ranged weapons but actually gave some better force multipliers. We have plenty of stuff that shoots and there are very few HQ units in other armies that you take purely for their combat abilities, theyre almost all there to lead and make other stuff better. The Dominus doesnt really do that, i mean re-rolling 1s is nice, but it’s nothing you couldnt manage without and the enginseer doesnt do anything at all in that respect.

The manipulus does feel like another illconceived admech unit though, at least without the full picture of the rest of the rules. Just what they’ve teased has kinda done more harm than good. Again.
   
Made in de
Sagitarius with a Big F'in Gun





Can a freeblade be questor mechanicus?
And if I not make him a Freeblade, does he count as having a household alone while not getting the benefits?

This message was edited 1 time. Last update was at 2019/01/23 22:28:34


 
   
Made in us
Quick-fingered Warlord Moderatus






 0XFallen wrote:
Can a freeblade be questor mechanicus?
And if I not make him a Freeblade, does he count as having a household alone while not getting the benefits?

Yes. I believe Freeblade overrides the House, not the allegiance. Many Knights actually have fixed allegiances.
   
Made in de
Sagitarius with a Big F'in Gun





I can make one imperial knight a character if my army is battleforged, does that also count with the heavy auxilliary detachment with only having one knight? If that were the case I wouldnt have to pay CP to give him the trait and a relic, right?
Edit: Just reread it they specifically mention the normal super heavy detachment

This message was edited 1 time. Last update was at 2019/01/24 00:12:49


 
   
 
Forum Index » 40K General Discussion
Go to: