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House Krast Super-Heavy Auxiliary Detachment - 475
Lord of War - 475 1x Knight Styrix - Volkite Chierovile, Reaper Chainsword, Graviton Crusher, Warlord: First Knight (-1 CP), Relic: Headsman's Mark (-1 CP)
Operative Requisition Sanctioned - 85 (-1 CP)
Total: 2002 points 15 CP (-4)
Two points over right now, but this is the concept.
Mixed Forge Worlds. Dragoons can infiltrate turn one. Knight moves up with them and the Enginseers; one is a repairman, anti-Psyker, and carries Mask for Dragoon/Infiltrator buffs; the other carries the Eye for shooting buffs. Ironstriders and Crawlers be chilling with the Dominus. Assassin and Sicarans deep strike to delete trouble enemies. Rangers and Servitors camp objectives and deny deep strike. Lots and lots of CP for the Infiltrators, Dragoons, and Knight to use.
Oh, and given I have Eye and a Krast Styrix, this list is going to give any Chaos player a really, really bad day.
Initially tried to fit Breachers in, but the more and more I thought about it, the less appealing it seemed. This list has options to handle vehicles and melee so eh.
Thoughts?
The list looks fun, the list could be a great shock to Chaos players! However how are you going to get the repairman enginseer to keep up with the knight/Inflitrators - he's graia so no deep strike or infiltrate? Also enginseers are very easy to pick off with assassins now,
I usually deploy them in front; it's not every game where I deploy my Knight as far forward as possible. Against matchups like Eldar, that is asking to get Jinxed, Doomed, and reduced into a nuclear fireball. Deploy conservatively, whittle them down. (That being said, I do feel I need more infantry. Makes me nervous how few I have now.)
Doing double Battalions now. Stygies and Graia for maximum durability. Trying to get the melee/shooting mixture right...
This message was edited 1 time. Last update was at 2019/04/13 14:24:59
Envii wrote: I have had it ruled both ways. In my opinion the instant change is obviously better but not broken. I just wish GW would completly get rid of the 'cant move when in double shoot mode'. Its not needed, if they get tagged they cant shoot or fall back far enough to not get tagged next turn plus the save is increased. Is that not enough of a punishment for double shoot? Why do we have the only unit in the game that to fire twice we can never move again?
that would probably be too strong, or warrant a points increase.
Changing protocols shouldnt be free and if you allwoed the bots to move while in double shoot, you would make their main counter way worse.
Sure it feels bad when the melee unit gets locked in combat with them, but you shouldp robably look at your screen if that happens too often
They could just make it double shots if you didnt move, like every other similar ability that has no real drastic downside.
They would be a much more dynamic unit if it was a choice between simply melee and shooting.
Protector would be 5++ at range and double shots if stood still
Conqueror would be 5++ in combat and double attacks if charging or charged
Aegis would be 5++ at both range and in combat and 2+ regular save but no attack bonus.
Robots already hit on a 4+ so theres hardly any reason to penalise them even further.
I’d almost go as far as saying the kastellan fists should be a mandatory cost but not take up your heavy phosphor shots. The model looks like it would hammer you pretty hard guns or no.
Changing protocol should be instant but on a roll of a 2+ as it used to be. That way changing protocol via binharic is still useful, but makes shepherding a datasmith round with them actually worth doing. Makes the vigilus artifact more useful too.
Declaring mode beforehand is a key part of trying to capture the old awkward program of the robots. They brace or start to power up and the enemy sees it and can act accordingly.
Really the cheat strats need to go (that let you change on the spot) and the robots can then be priced accordingly.
Locking out the previous option is not enough of a downside to not just ignore the main key rules of the robots. They're good shooting twice, so make them shoot twice - be nice if you could redeploy but that'd cost more points or time so don't bother.
Tastyfish wrote: Declaring mode beforehand is a key part of trying to capture the old awkward program of the robots. They brace or start to power up and the enemy sees it and can act accordingly.
Really the cheat strats need to go (that let you change on the spot) and the robots can then be priced accordingly.
Locking out the previous option is not enough of a downside to not just ignore the main key rules of the robots. They're good shooting twice, so make them shoot twice - be nice if you could redeploy but that'd cost more points or time so don't bother.
I agree with you, my Idea would be to remove the binaric override and give the datasmith the ability to change it on a 1-3 on the next turn and on a 4+ its changed immediatly
I actually would specify that it fails on a 1, changes immediately on a 4+, and is delayed otherwise.
Question for you guys: How are you all differentiating your Skitarii? I am doing two Battalions right now, one Stygies and one Graia. However, all my Vanguard-counts-as-Rangers look the same!
Automatically Appended Next Post: Weird follow-up, but I was just thinking about cutting down my gunline and incorporating Manipulus, and I came up with something interesting:
House Krast Super-Heavy Auxiliary Detachment - 475
Lord of War - 475 1x Knight Styrix - Volkite Chierovile, Reaper Chainsword, Graviton Crusher, Warlord: First Knight (-1 CP), Relic: Headsman's Mark (-1 CP)
Operative Requisition Sanctioned - 85 (-1 CP)
Total: 1991 points 13 CP (-3)
Has anyone tried something like this? It's rough, but the plan is as follows:
1) Load Manipulus, 11 Fulgurites into the Drill.
2) Infiltrate Drill and Dragoons.
3) Unload, Bolster Warriors.
4) Drill can move 9", Fulgurites 7", Dragoons 11", Manipulus can move and advance 8"+D6 while still shooting.
5) Everyone can charge 2D6+1"
Meanwhile, Knight can move 12" and shoot. Ironstriders can move and use PDI to shoot at 3+.
Basically, it feels like 7E again, with the crazy amount of movement.
Only wrinkle: Can you use "at the start of your Movement phase" abilities after choosing to disembark at the start of your Movement phase? I am thinking yes, since the start of the Movement phase is "before the transport moves."
This message was edited 1 time. Last update was at 2019/04/14 09:30:14
Basically manipulus needs an faq/errata to the bolster skills to remove that beginning of movement restriction or for it just to be an aura that starts on movement that you can only change at the beginning of movement phase for it to truly be its most useful.
Telegraphing the robot protocol is what makes it a pain to use. The telegraph itself is a penalty on top of the restrictions each mode applies and the inflexibility this forces. You can in no way react to the battlefield because youre always an entire turn behind.
These are both just examples of the many ill conceived and poorly written mechanics we’re saddled with. The manipulus rules show that the writer of the rules for our codex is still on staff somewhere making sure we’re as frustrated as possible with our choice of army. Thats their intention right? Because its sure as hell not like the intentions of the other codex writers trying to make their army’s cool, interesting and usable \rant
Yeah, YMDK says this won't work. A pity. But I think the list concept is cool. Reminds me of early codex when we were arguing for using the Canticle and just not bothering with HQs at all. Now I have 154 points to play with.
Totally. There is no case where telegraphing the Protocol change works.
They pair pretty well with Blood Angels, Black Templars, and any sort of SM bikes. AdMech basically has a great firebase that can efficiently kill tanks, vehicles, bikes, and flyers. They lack high mobility options, scouts, and well-rounded options that can fight and shoot. (Poor Space Wolves...) Well, until we got affordable Breachers, I guess.
This message was edited 2 times. Last update was at 2019/04/15 16:13:05
Gangland wrote: Yeah I heard that Blood Angels were a good ally (guard being better) but I wanted to see if vanilla marines are a good fit as well.
Sure. There is the Black Templars Blender Captain and Raven Guard biker spam. Not sure what else.
Automatically Appended Next Post: Crunched some numbers. I discovered 4x Las Ballistarii are wayyy better than 3x Neutron Crawler in virtually all cases because of Protector Doctrina Imperative. (Not to mention Cognis Overwatch and Dunestriders.)
House Krast Super-Heavy Auxiliary Detachment - 475
Lord of War - 475 1x Knight Styrix - Volkite Chierovile, Reaper Chainsword, Graviton Crusher, Warlord: First Knight (-1 CP), Relic: Headsman's Mark (-1 CP)
Operative Requisition Sanctioned - 85 (-1 CP)
Total: 2002 points 13 CP (-3)
Need to cut 2 points though. Might need to drop a Fulgurite.
Also considering if I want Graia FNP+ or if I want to move the Dominus and Ironstriders into the other detachment and add the Eye of Xi-Lexum. Twin Lascannons that hit on 2+ and reroll failed wounds!
This message was edited 1 time. Last update was at 2019/04/16 04:19:06
Gangland wrote: Yeah I heard that Blood Angels were a good ally (guard being better) but I wanted to see if vanilla marines are a good fit as well.
Sure. There is the Black Templars Blender Captain and Raven Guard biker spam. Not sure what else.
Automatically Appended Next Post: Crunched some numbers. I discovered 4x Las Ballistarii are wayyy better than 3x Neutron Crawler in virtually all cases because of Protector Doctrina Imperative. (Not to mention Cognis Overwatch and Dunestriders.)
House Krast Super-Heavy Auxiliary Detachment - 475
Lord of War - 475 1x Knight Styrix - Volkite Chierovile, Reaper Chainsword, Graviton Crusher, Warlord: First Knight (-1 CP), Relic: Headsman's Mark (-1 CP)
Operative Requisition Sanctioned - 85 (-1 CP)
Total: 2002 points 13 CP (-3)
Need to cut 2 points though. Might need to drop a Fulgurite.
Also considering if I want Graia FNP+ or if I want to move the Dominus and Ironstriders into the other detachment and add the Eye of Xi-Lexum. Twin Lascannons that hit on 2+ and reroll failed wounds!
I've been using 4 auto-balistarii as a kind of halfway house, 2 damage but double the shots works great against elites. also cognis overwatch on both units is awesome lol
lash92 wrote: What are you guys using as your Servitor models? Can't really see myself buying the old ones....
I use Scouts with hoodless ranger heads, cut away both arms. Replace one with a powerfist/servoarm/gun to your liking and the second arm has just some big cables hanging around like a disconnected arm.
lash92 wrote: What are you guys using as your Servitor models? Can't really see myself buying the old ones....
I use Scouts with hoodless ranger heads, cut away both arms. Replace one with a powerfist/servoarm/gun to your liking and the second arm has just some big cables hanging around like a disconnected arm.
Yes. Crapcast is brittle as hell. I heated mine until they were soft and bent them into shape. But after the first one broke during building, I said "screw it" and just didn't install the rest.
Same goes for Skitarii antennae. When they break, I just snip the stub off and paint over it. Broken antenna? What antenna?
thats how i was with my tau firewarriors.
They all have that tiny antenna on their helmet. Eventually i stopped even gluing it on
Those tiny bits add a lot of character but they are soooo easy to break
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
lash92 wrote: What are you guys using as your Servitor models? Can't really see myself buying the old ones....
I use Scouts with hoodless ranger heads, cut away both arms. Replace one with a powerfist/servoarm/gun to your liking and the second arm has just some big cables hanging around like a disconnected arm.
lash92 wrote: What are you guys using as your Servitor models? Can't really see myself buying the old ones....
I dislike the old servitor models too, aswell as the price tag for them so I made my own with the leftover neophyte hybrids that come with the killteam starter box.
I have some of the actual GW models, just in case anyone wishes me to use them instead of my conversions etc.
but I have converted the Negavolt cultists from the blackstone fortress as servitors, chop the arms off for a kataphron breacher claw & cables like a few other ones above, and shorten the electric cables on the head a bit as well.
when it comes out I will be getting 4 of the combat arena servitors for use in my AdMech army, shame there has not really been many hints about the release date for this yet
This message was edited 1 time. Last update was at 2019/04/16 21:30:11
lash92 wrote: What are you guys using as your Servitor models? Can't really see myself buying the old ones....
I dislike the old servitor models too, aswell as the price tag for them so I made my own with the leftover neophyte hybrids that come with the killteam starter box.
Yeah. Whenever anyone asks me what they should start AdMech Skitarii with, I recommended that Kill Team starter box. It's like buying 20 Skitarii on the cheap because you can make Rangers, then slap Vanguard heads on the GSC infantry to make Vanguard. (Cut off the heretical icons, of course.) The terrain can be resold quite easily. That or you can play Kill Team with your new army of 20 dudes.
EDIT: Totally just realized that box is discontinued. Oh well.
Another fun option: Buy Blood Bowl Skaven and cheap Skitarii guns. Sell the Gutter Runners (90% the price of the box) and kitbash some $1 Skaventarii. If I weren't already so committed to my current Skitarii, this would be what I'd do. Haha.
This message was edited 4 times. Last update was at 2019/04/17 03:05:58
lash92 wrote: What are you guys using as your Servitor models? Can't really see myself buying the old ones....
I don't have any Servitors, but I am interested to hear if you have found them worth taking in a game (assuming you are not just getting them for modelling/collecting...). They seem utterly terrible in the rules...
(did they get a buff in one of the random supplements? it's getting hard to keep up and I can't afford to buy everything just for some obscure perk...)
Mark.
This message was edited 1 time. Last update was at 2019/04/17 08:58:32
I use them in my new tournament list. Reason is the specialist detachment in the first Vigilus book. There you get a Warlord trait which allows you to resurrect a fallen Kataphron destroyer by sacrificing an Servitor. So you trade a 5 pts model for a 50 pt model.
Also the same detachment + the point drops in the latest chapter approved make Destroyers really really strong (if played as Ryza)
lash92 wrote: I use them in my new tournament list. Reason is the specialist detachment in the first Vigilus book. There you get a Warlord trait which allows you to resurrect a fallen Kataphron destroyer by sacrificing an Servitor. So you trade a 5 pts model for a 50 pt model.
Also the same detachment + the point drops in the latest chapter approved make Destroyers really really strong (if played as Ryza)
I actually played my 3 destroyers as heavy grav the other day and found much greater success. mainly because I wasn't hamstringing myself by going ryza and having to spend CP every turn to make them viable. 15 shots ap -3 abd d3 damage the str doesn't even make that much difference, the static 5 shots with re-rolls and potentially +1 to hit from elimination volley or the presence of cawl give a much more natural force multiplier than straight spending CP.
I might be biased because i always find Plasma underwhelming, without overcharging or ryza strategms the damage is just rubbish.