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 ca
Arch Magos w/ 4 Meg of RAM






dadamowsky wrote:
Thanks guys. I do not agree about the Neutrager though - the math (and my experience) is pretty abysmal for the loadout. 3,5 wounds on average is not really worth trying IMO.

I am however curious about the Vanguard spam - the mathhammer looks pretty neat on them, considering the points cost, but there's an 18" problem... Did you manage to successfully bring them in range to a knight, before all those Avengers and Ironstorms, and adds like Deathwatch, took their toll? The same question is pointed to the Eye bearer btw.
Plus, how do you deploy all those Vanguards - I can't realistically expect enough ruins for 40 models.



I personally never run more than one neutron laser, its got a major case of the "lascannon effect", i'd much rather use the icarus array.

vanguards dont have to be deployed in ruins since you can use shroudpsalm to mimic the effect. And if youre worried that the opponent is shooting at them instead of the rest of your army then dont be, its a win.
   
Made in pl
Regular Dakkanaut






I didn't mean cover with the ruins, I meant LoS. Vanguards will easily give up a lot of KPs unfortunately (forgot to mention I play mostly ETC-like mix , as ITC is practically non-existent in Poland), so I can't afford to lose 8 units just like that. Either to play pure avoidance and to score no kills entire game.

This message was edited 1 time. Last update was at 2019/05/27 20:24:14


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

https://www.instagram.com/dadamowsky/ 
   
Made in be
Mysterious Techpriest





Belgium

Guys, I need your opinion. I've built three lists each made of 2 Battalions, I tried a Brigade but the FA tax doesn't satisfy me. I'm playing Friday and I'd like to play one of those, so I need an exterior opinion on them. We always play regular rulebook + Chapter Approved 17/18 at my shop.

First list, double Mars Battalions:
Spoiler:

1st Battalion (Mars): 1355 pts
HQ:
- Belisarius Cawl (Warlord):
- Tech-Priest Manipulus, Magna-rail lance, Raiment of the Technomartyr

Troops:
- 3 Kataphron Destroyers, 3 Plasma culverins, 3 Phosphor blasters
- 5 Vanguards
- 5 Vanguards
- 5 Vanguards

Elite:
- Cybernetica Datasmith
- 10 Secutarii Hoplites

Fast Attack:
- 3 Ironstrider Ballistarii, 3 Twin Cognis lascannons

Heavy Support:
- 4 Kastelans Robots, Phosphor blasters

2nd Battalion (Mars)

HQ:
- Tech-Priest Dominus, Volkite blaster, Macrostubber
- Tech-Priest Enginseer, Autocaduceus of Arkhan Land

Troops:
- 5 Rangers, 2 Arquebuses, Omnispex
- 5 Rangers, 2 Arquebuses, Omnispex
- 5 Rangers, 2 Arc rifles

Heavy Support:
- Onager Dunecrawler, Icarus array, Cognis stubber, Broad spectrum data-tether
- Onager Dunecrawler, Icarus array, Cognis stubber, Broad spectrum data-tether
- Onager Dunecrawler, Icarus array, Cognis stubber, Broad spectrum data-tether

TOTAL: 1998 pts, 12 CP

Pretty straightforward and classic, it's a typical Cawl gunline, with lots of shooting. The infantry will screen and I'd like to try the Hoplites in that role as a proxy before committing to buying a kit. I think the strengths are a great gunline that can shoot quite far with the Manipulus, and the 3 Icarus Onagers should scare those pesky jetbikes. The weaknesses are that it's fairly static, with only the infantry who'll want to really move, so my board control will be limited to how much I can deny the opponent's control with my shooting.

Second list, double Ryza Battalions:
Spoiler:

1st Battalion (Ryza) - Servitor Maniple:
HQ:
- Tech-Priest Dominus (Master of Biosplicing), Volkite blaster, Macrostubber, Autocaduceus of Arkhan Land
- Tech-Priest Enginseer

Troupes:
- 6 Kataphron Destroyers, 6 Plasma culverins, 6 Phospor blasters
- 6 Vanguards
- 6 Vanguards

Elite:
- 4 Servitors
- 4 Servitors

Fast Attack:
- 3 Sydonian Dragoons, 3 Taser lances

Heavy Support:
- Onager Dunecrawler, Eradication beamer, Cognis stubber, Broad spectrum data-tether
- Onager Dunecrawler, Eradication beamer, Cognis stubber, Broad spectrum data-tether

2nd Bataillon (Ryza) - Cohort Cybernetica
HQ:
- Tech-Priest Dominus, Eradication ray, Macrostubber
- Tech-Priest Manipulus, Transsonic cannon

Troupes:
Troops:
- 5 Rangers, 2 Arquebuses, Omnispex
- 5 Rangers, 2 Arquebuses, Omnispex
- 6 Rangers, 1 Arc rifle

Elite:
- Cybernetica Datasmith

Heavy Support:
- 4 Kastelans Robots, 4 Fists, 4 Incendine combustors
- 2 Kastelans Robots, Phosphor blasters
TOTAL: 1999 pts, 11 CP

This list is based on the Ryzaphrons, but keeping the list pure Ryza, so I decided to put the dogma in good use and planned for a few heavy hitters in CC with the Dragoons and Fistellans. It should allow me to cover the board more easily by using Distraction Big Robots. In the strengths I'd say my shooting is not bad in the form of the Ryzaphrons and two Dakkabots for small anti-horde duty, while the Fistellans and Dragoons can screen and wreck a bit of havoc in the frontlines. My weaknesses are how reliant I am on the Ryzaphrons for anti-heavy duty, if they get shot early on my only powerful weapons are the Onagers, Fistellans and Dragoons.

Third list, double Graia Battalions:
Spoiler:

1st Battalion (Graia):
QG:
- Tech-Priest Dominus (Emotionless Clarity), Volkite blaster, Macrostubber
- Tech-Priest Manipulus, Transsonic cannon, The Omniscient Mask

Troupes:
- 10 Vanguards, Taser Goad
- 10 Vanguards, Taser Goad
- 3 Kataphron Destroyers, 3 Plasma culverins, 3 Cognis flamers

Elite
- 10 Secutarii Hoplites: 90 pts
- 5 Sicarian Infiltrators, Stubbers & Power swords
- 5 Sicarian Infiltrators, Flechette blasters & Taser goads

Fast Attack:
Fast Attack:
- 3 Sydonian Dragoons, 3 Taser lances

Soutien:
- Onager Dunecrawler, Neutron laser, 2 Cognis stubbers, Broad spectrum data-tether
- Onager Dunecrawler, Neutron laser, 2 Cognis stubbers, Broad spectrum data-tether
- Onager Dunecrawler, Icarus array, Cognis stubber, Broad spectrum data-tether

2nd Battalion (Graia) - Cohort Cybernetica
QG:
- Tech-Priest Dominus, Volkite blaster, Macrostubber
- Tech-Priest Enginseer

Troupes:
- 5 Rangers, 2 Arquebuses, Omnispex
- 5 Rangers, 2 Arquebuses, Omnispex
- 9 Rangers, 2 Arc rifles

Elite:
- Cybernetica Datasmith

Heavy Support:
- 2 Kastelans Robots, Phosphor blasters

TOTAL: 1912 pts (for Assassin), 12 CP

This one is written with flexibility in mind and I like it on paper for now. Graia gives me durability for my Infantry, and psychic protection that I can reinforce with a Culexus if needed (I'll use an Eversor if the Culexus is not necessary). What, I think, makes this list flexible is the Manipulus and Emotionless Clarity warlord. If I face a gunline or a CC-shy army, I can move up with almost all my list, even the Robots thanks to Strafing Run. I'm even giving a Taser goad to each Vanguard Alpha as I intend on using them very aggressively as support for the Hoplites and Infiltrators in CC, and they're to stay in range of the Omniscient Mask with all the other Skitarii if possible. With that in mind I should have greater map control and so more objectives contested. If however I'm against a list that wants to come in my face as early as possible, I deploy as a gunline with lots of screens that can still shoot even if engaged with the majority of the guns. My strengths should be this flexibility that should adapt to most situations, it's of course not optimal against some lists but no list is. I also have 75 models on the table, which is 15+ more than my other lists, it should be nice to not be too much outnumbered. The weakness could be this flexibility too, as I'm not certain the list will hold in practice, which is why I need your opinions.

If you could give me your advice on each lists and tell me how I could improve them I'd be grateful.

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






Las-striders are much better in terms of points and consistency. Lascannons have a great profile, and their only weakness is to hit. But you can move and shoot Striders at 2+ with the Doctrina. Very few enemies are T9. If they lack an invulnerable save, they're usually boned.

Well, you can always move block with the Vanguard as well. And the Knights may only shoot Stubbers and Flamers at them; using Avenger on Vanguard would be a huge win for you. Few take Ironstorms.

@Aaranis
Why not do the first list but with some Infiltrators to help grab objectives or delete units?


Automatically Appended Next Post:
Thinking about this now:
Spoiler:
Mixed Battalion Detachment - 1160
Cybernetica Cohort (-1 CP)

HQ - 280
1x Belisarius Cawl - Warlord
1x Tech-Priest Manipulus - Transonic Cannon, Relic: Raiment of the Techno-Martyr

Troop - 120
5x Graia Skitarii Vanguard - 5x Radium Carbine
5x Graia Skitarii Vanguard - 5x Radium Carbine
5x Graia Skitarii Vanguard - 5x Radium Carbine

Heavy Support - 440
4x Mars Kastelan Robot - 12x Heavy Phosphor Blaster

Fast Attack - 320
4x Mars Ironstrider Ballistarii - 4x Twin Cognis Lascannon

Stygies VIII Battalion Detachment - 838

HQ - 60
1x Tech-Priest Enginseer
1x Tech-Priest Enginseer

Troop - 370
5x Kataphron Breacher - 5x Heavy Arc Rifle, 5x Arc Claw
5x Kataphron Breacher - 5x Heavy Arc Rifle, 5x Arc Claw
5x Skitarii Ranger - 5x Galvanic Rifle
5x Skitarii Ranger - 5x Galvanic Rifle

Fast Attack - 408
6x Sydonian Dragoon - 6x Taser Lance

Total: 1998 points
12 CP

From my prior experience, it may be worthwhile to make it harder to kill my Breachers, since their shooting against non-vehicles is unimportant. Stygies is good for this. I think maybe taking them in larger units so you can infiltrate them is also great for creating depth in your screen.

Engineers is an amazing secondary for us, and having -1 to hit Rangers for this purpose may be useful. Giving the Enginseers some survivability for Scenario 6 is also very important.

Meanwhile, I have not really found much use for the second Canticles for Mars. Having a couple of units of Graia Vanguard for the stratagem is more important.

Only real downside to this is that the Breachers actually can do a lot of damage to vehicles, especially T6 ones, which are common in Eldar and Ork armies.

This message was edited 3 times. Last update was at 2019/05/28 15:22:38


 
   
Made in us
Regular Dakkanaut






My list for the Saturday is similar, although will play quite differently. If I won't fail with the setup, the double Dragoons on +1S and Culexus with a fight last aura should hurt the knights, will be decent anti-horde, and overall distraction carnifex that is hard to be shot off the table.



++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [42 PL, 8CP, 714pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Forge World Choice
. . Forge World: Stygies VIII

+ HQ +

Tech-Priest Enginseer [3 PL, 30pts]

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Rangers [4 PL, 40pts]: Enhanced Data-Tether
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

+ Fast Attack +

Sydonian Dragoons [12 PL, 272pts]
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance

Sydonian Dragoons [12 PL, 272pts]
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance
. . Sydonian Dragoon: Taser Lance

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [60 PL, 4CP, 946pts] ++

+ No Force Org Slot +

Detachment CP [5CP]

Forge World Choice
. . Forge World: Mars

Specialist Detachment: Cybernetica Cohort [-1CP]

+ HQ +

Belisarius Cawl [13 PL, 190pts]

Tech-Priest Manipulus [5 PL, 90pts]: Relic: Raiment of the Technomartyr, Transonic cannon
. . Warlord: Warlord Trait (Mars): Static Psalm-Code

+ Troops +

Kataphron Destroyers [10 PL, 156pts]
. . Kataphron Destroyer: Cognis Flamer, Heavy Grav-Cannon
. . Kataphron Destroyer: Cognis Flamer, Heavy Grav-Cannon
. . Kataphron Destroyer: Cognis Flamer, Heavy Grav-Cannon

Skitarii Rangers [4 PL, 35pts]
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

Skitarii Rangers [4 PL, 35pts]
. . Ranger Alpha: Galvanic Rifle
. . 4x Skitarii Ranger

+ Heavy Support +

Kastelan Robots [24 PL, 440pts]
. . Kastelan Robot: Heavy Phosphor Blaster
. . . . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. . Kastelan Robot: Heavy Phosphor Blaster
. . . . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. . Kastelan Robot: Heavy Phosphor Blaster
. . . . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. . Kastelan Robot: Heavy Phosphor Blaster
. . . . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster

++ Vanguard Detachment (Imperium - Officio Assassinorum) [20 PL, 340pts] ++

+ Elites +

Callidus Assassin [5 PL, 85pts]

Culexus Assassin [5 PL, 85pts]

Eversor Assassin [5 PL, 85pts]

Vindicare Assassin [5 PL, 85pts]

This message was edited 2 times. Last update was at 2019/05/28 11:33:29


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

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






Love the list! Especially interested on how the 4 Assassins pan out.
   
Made in ca
Arch Magos w/ 4 Meg of RAM






dadamowsky wrote:
I didn't mean cover with the ruins, I meant LoS. Vanguards will easily give up a lot of KPs unfortunately (forgot to mention I play mostly ETC-like mix , as ITC is practically non-existent in Poland), so I can't afford to lose 8 units just like that. Either to play pure avoidance and to score no kills entire game.



Some things have to die in 40k, yes you give points to your opponents by losing vanguards but you should be able to out-kill them anyway. Lets not forget that the core of imperium soup is spamming guardsmen, which die faster than our troops.

If you are worried about losing too many, use breachers as your troops, they are quite resilient but have a smaller footprint on the map for the same points cost (so it can get quite expensive if you want to screen/deny deepstrike space
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Often the best all-rounder lists involve units that their whole job is to die/draw fire. And if they dont die they should be deadly enough to cause issues for your opponent.

I did this in 7th with Tau Piranhas. If they died, they usually drew a ton of fire or anti-tank grade weapons that should have gone after my suits/tanks and not them. If they didnt die, they put out a ton of S5 dakka for how cheap they were and would just devour troops.
They died 9/10 of the time, but in their steed my suits or hammerheads did not have a scratch on them.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gr
Stalwart Tribune





Greece

I agree so you need either to :

1) rangers with snipers static back field
2) vanguards with one plasma / 5 man
3) breachers tough screen anti tank.

Spamming troos that dont do noting or enemy ignorres them big NO from me.

Even in a horish army I would ad arc in rangers for spam m m .

Still breachers better for me ETC wise. 1/5 s weapon is a good option .

This message was edited 1 time. Last update was at 2019/05/28 15:51:35


 
   
Made in us
Guard Heavy Weapon Crewman





Can I get a sanity check on Mars Grav-Cannon Kataphron Destroyers? I’ve been running mathammer on them and they seems like a versatile unit to use Eliminations Volley in conjunction with the ubiquitous Mars Kastellan Robots that also makes a decent target for Wrath of Mars if something happens to the Kastellans.
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Guardsmanwaffle wrote:
Can I get a sanity check on Mars Grav-Cannon Kataphron Destroyers? I’ve been running mathammer on them and they seems like a versatile unit to use Eliminations Volley in conjunction with the ubiquitous Mars Kastellan Robots that also makes a decent target for Wrath of Mars if something happens to the Kastellans.



i used to like the safe number of shots that the grav cannon over the plasma but theres a few downsides to it.
1. its more expensive than the plasma.
2. has a harder time wounding vehicles (3-4 vs 4-5)
3. cannot benefit from the plasma specialist stratagem
4. it has a shorter range than the plasma, which hits that important 36" range to start outranging other gunliens with the help of a maniuplus.

if the grav gun was the cheaper option, i would totally run it. but as it stands, the plasma does the same job better. an average of 3.5 shots / model is decent as a anti GEQ tool, the -3 AP is good against MEQ and TEQ, and the possible S8 is great against VEQ / KEQ.


This message was edited 1 time. Last update was at 2019/05/28 17:29:30


 
   
Made in us
Quick-fingered Warlord Moderatus






@Yoda79
I have 6 games with Breachers under my belt. My impression is that their durability is more important than their ability to shoot or fight. Against Nids, they just blew my Breachers up and ran/charged through. So perhaps Stygies without rerolls to hit over Mars. You have a lot more experience than me so far. What do you think?

@Guardsmanwaffle
In addition to VladimirHerzog's points, Elimination Volley is not a good use of CP unless you have a large Destroyer unit to pair with the Robots. However, Mars Plasma is not nearly as good as Ryza Plasma.
   
Made in gr
Stalwart Tribune





Greece

every time i start to answer here i write 4 paragraphs then i delete them.

i cant go again on explaining simple facts. The str and unique characteristics of ad mech . Their ability to kill vehicles with various ways. Still the secret of Mechanicus and you can see it all ove the codex is their ability to get +on hit.

making bigger units is the key that will boost your performance.

3x3 breacher doing nothing especially after fly faq. Told ya many times.
1*9 breachers that get the buff with cawl become bs3+ 18 shots str 6 D6 damage .D6 damge for some 270 points. but you need to do it Cawl vigilus 1 cp to detach ment and 1cp / shootign phase. STill CHEAP
with a dominus and hermeticon make the calc. All you are mathhammers.

breacher bs4+ reroll miss str6 -1 1
breachers arc bs5+ reroll miss str10+ D3 damage.
You need to understand how you are to use breachers and what they will be doing. Since Fly became as before screen lost his power you will definetly need a counter unit.
What ever you place as screen a simple gun line with an asault unti will pass it.

decisions. Make a list with moving parts so ( no Cawl Robots) that i will not support in ad mech forums or ad counter units.

Why Mars. cause even if i like Ryza damage and plasma its for friendly games. You make a unit like destroyers for anti tank. Well tank lists got -1-2 to get hit so your plasma is not good. Mars can buff bs so once more a bigger unit of detraoyers can get WOM +1/+2 to hit etc.

Most cases i need to use cp to get +1 elimination volley on destroyers and +1 breachers to get pass enemy defence vs vehicle lists. even if it is venoms planes bikes Whatever.

thats why i support the balistarii one big group you made and thats why you having good results. its their job. Thats why Icarus with Cawl bring results cause its a bs2 vs fly and bs4+ reroll all vs all else making it a good effective 10 shot vehicle,

And i need to see even in mathahhmer the same for

GRav vs plasma im also ready to make the change on MArs.
Most likely it will provide mre stable results. I know we are stretching but mos tlikely it will be the way to go . Especially if you use neutron along side.

3 onagers should be 2 neutron 1 icarus in my mind. etc.

same goes for the question of troops earlier. I see you spam troops in your lists.
??? either its breachers bla bla or you need to make the smart units we have talked like 100 times here.

what is the problem to make 5 man groups one sniper or one plasma or one arc w/e you need have etc points. Same goes for all the rest.

Ad mech isseu and problem from the release of the new edition was that to be effective be able to buff you need big units to take advantage.

4-5 dragoons to geet the +2 to hit. Same balistarii etc etc etc.

You need to build on your plan as im trying to tell you so many times. build on it. Spamming troops nice

Stationary troops 5 man rangers with 1-2 snipers back field. (must)
5 man vanguards pushing forth one plasma great . want to have cheap or low in point nice take arc.
simple things make your troops 6 man even better if you got onagers or striders. Simple facts your army need to use to make it happen.

priest max unit works better why cause you need to have bodies to be sure they survive and if you decide to spend the 3 cp to fight again again you need to have bodies.

simple things and facts. Ad mech cause we need cp to make plans work need usually to make bigger units or invest in a pl;an in mass.

to answer again about the plan im talking about kataphrons and the well know everybody talking now make multi threats so your enemy doe not know what to shoot.

ok again make a plan please. an army full of kataphrons or simply put an army with only knights by default is stressing enemy lists. why cause you create an issue from the start.

all troops breachers all T5 and good save and obj secure etc. You make already your enemy think what he needs to shoot when and why. you eliminate mos tlikely v big guns caus he shoots troops etc etc. If i remove 2 units and i add 2 onagers that i surely like i give my enemy a default shooting target so all str 8 weapons will hit onagers to begin with .

So no ytou dont confuse your enemy when you force him to shoot something cause its gona be the default and most likely his choose either way thats why he had str 7-8 top begin with.
If you add icarus onager most likely they will become secondary targets since their str ~6 competes with robots etc.

So its not only you need to understand what you add in your army in matter of units but aslo what they are doing inside.
Outting icarus in front of your gun line force your enemy to waste Shots ina screen that you either way dont really care about since you add icarus for High T wound count not effectiveness only.

Balistarii i love them but they are a liability. Yes you are already making your list better after playing it suzuteo and you are heading towards the plan im talking here. high count of breachers T5 T5 balistarii good bs rerolls etc. but you still have dead weight.
you invest in balistarii spend point to have a D6 damage weapon cost 90 points vs what.
onagers cant get buff? breachers cant get more effective on bs3+ and D6 you ll get like 6 shots vs 2. icarus ? neutron ? sniper rifles Autocannons? helverins. why add balistarii when you can get a knight detachment with 2 helverins ?? its the 4D3 shots flat 3 damage above you with stratagem to reroll hits? the ser amount of shots make the difference. Moving 14 shootign flat 3 damage spamm.

balistarii for me and i use them on 1500 games are superb but but but. Dragoon -2 to gt hit for 68 points is their role.

drop the balistarii use Cawl increase the number of breachers take dominus on them take second battalion for cp and spam arc shots in a big units of breachers. even bs 4+ with rerolls from Cawl if you make like 20+ shots are superb. And you get also screen . its not that your balistarii provide the ultimate weapon.

maybe we ll invest in the new transport maybe but imagine this. IF the new transport has somthing like 6 arc shots that cost 90 points if i say if then its puspose is again to provide Screen and support fire but going forth instead.of being a troop screener.

Thats the difference of Guard and ad mech in troop count. The versatile nature of guard troop with orders. Orders yo uneed to pay either with points (ranger vang weapons) or cp. so i know you like guard troops but if you want to play ad mech. you need to build on a plan.

Answering you again though i dont like to write block of tects but i need to expalin why i say things.
Mars will give you wht yo uneed to buff your plan a certain cover and one more buff and you need it when you invest in Troop list. YOu need the 2 buffs cause bracher becomes str 12 with hydralic with the +1 str. cause if you have pushed your dominus and breachers your Cawl Robots engineers etc will counter attack in your back field with reroll 1s in melee. You cant have hermeticon 9" you can have Cawl 9" etc you eventually run out of cp and there your Ryza wont be able to shoot -1 to hit units. then your Amry will start loosing Cawl buff manipulus Buff etc. No thats why you plan your list.

so you ask me what to get and i asnwer you again.
Full competitive you need to decide your plan.

Stygies cant rely completly on -1 to hit thats why we make List vehicle with -1 to hit to delay our enemy to make them go deeper in Rounds with our vehicles alive so you need higher T. Higher T and -1 to hit yes. Else the airplanes list would dominate everything.
so you loose troop list vs planes ofc thats your antllist but you win with your vehicle lists.

You go the Stygies way nice. 3 onagers balistarii Knight helverins minimum breacher groups for obj no paper units. -1-2 to get hit etc. And i believe i saw a list winnign with 3 neutrons . Dont invest in things you dont need. No need Cawl since your Bs will be 2-3 rerolling 1s etc.

Or go Mars E;lite list.

OR go horde with 2-3 dogmas.

But go for a plan all of you. We can talk like ages. but till you make serious plan you wont have steady results.

And it shard to make those lists. makeing groups of helverings 2-3 striders 4-5++ not easy to make . for solo Ad mech . Make the list with knights helverins all vehicles dominus Stygies etc and you ll be fine . And ofc one graia for support. simple things.

@suzuteo.
Since you already practised knights.
Go for a list something like.

Graia battalion.
Stygies outrider with 3*3 dragoons
3 onagers 2xicarus
Knight crusader icarus
2*2+helverins. As a basic concept and you can Win vs vehicles vs planes vs -1 to hit and definelty can play MOvement army. All can push dragoons can screen .You can add breachers and snipers if you like in GRai take 2 dominus or manipulus and have fun. Will surelly win you steadily more games. Even go 3 crusaders if you like and 3 onagers vs mirror. Easier plan to handle play execute caryy and have fun. ITs more like you.



This message was edited 5 times. Last update was at 2019/05/28 20:15:15


 
   
Made in us
Quick-fingered Warlord Moderatus






@Yoda79
I agree with a lot of what you are saying. I don't mind the wall of text either. If I had to write all of my thoughts down, it would look like a big wall of text too.

Totally agree that you need large units of Breachers to get more efficient buffs and to stay within Cawl bubble (if doing Mars). For ITC, you want an odd number to deny one point of Gang Busters too. 3x3 Breachers was hard to manage.

The flying charge is definitely annoying. Referencing back to my battle report, you have to put your Breachers outside and the Skitarii inside in some matchups. This is because the biker base is smaller than the Breacher base, so they can kill Breachers and charge their characters into your castle without having to take overwatch from your Robots.

A unit of 4-6 Dragoons is probably our best counter charge option. You can infiltrate them to force the opponent to fight them in the midfield. 3x3 is good if you only want to use them to screen, but I still prefer 6x if I am taking them as an auxiliary unit.

Can't say I can get 100% onboard with the plan of relying on Kataphrons. I understand its logic completely though. Big unit of Breachers, big unit of Destroyers, and 4x Robots. Use Dominus and Elimination Volley to cancel out minus to hit. I just think it's hard to manage this sort of castle. Lots of dependent parts.

By the way, I played the new Eldar Warlock list in my Game 3, and although I was very unlucky with dice, the Ballistarii were definitely the champs. Absolutely amazing against a variety of enemies. There was never a matchup where they felt dead. Even against T4 infantry, it was a reliable way to force at least 6x AP-3 saves.

Can't do Helverins, unfortunately. ITC faction rules for AdMech faction. The Knight was useful, but I think the list I've got needs Dragoons more. I need to be able to reach out to midfield; too many fast armies that can reach me after only one turn of movement.
   
Made in gr
Stalwart Tribune





Greece

If you can't take helverins then you should go for onagers and balistarii . Try 3 neutrons and autocannon balistarii. It's almost same like knights helverins concept . You hide your big gun with -1 to hit stygies max range with at least T7 so pass the str 6 spamming shots that will obliterate your balistarii . As you say a unit like balistarii did with no invu that's where your last cannon rely so the list creates multi threats!

Onager move shoot screen in front h T pushers balistarii take the back field like helverins . Less effective still ad mech and better buffs . Two onagers minimum one unit balistarii or two . If you go autocannon balistarii you can benefit from

2 groups of balistarii ( # of shots ) multi shots keep numbers 2-3*3 so you get effective spread shooting on your enemy guns . Board control . Followed by 2*4 dragoons or close to that you can't win with one group dragoons . This plan depend on str of numbers . 4 dragoons deliver 12 hits 4+ for *3 18 hits 20 damage average ? Something like that to high T. Don't need 6.

ND you make two channels so if enemy has one group of 6 dragoons you can just by pass .

Take two groups rangers with sniper or snioerssss for back field it helps vs hq armies buffers spammers.

Left are one big unit of breachers .
Then for your Gaia it take 3*7-8 vanguard with 1-2 special weapons along side onagers like ad mech photos and go agreesive. Remember you need breachers and balistarii to deny all back field effectively and your stygies and graia will be in max effct .

1) stygies cause of range and high T models with -1 to get hit while midfield you got tansk -1 to hit mutli wound and anti horde vanguard's with graia deny refuse to yield and weapons lethal enemy have to remove!

Simple more effective all units play part and roles etc . Easier to handle multi options . To recap if you wanna go for 6 dragoons as assault unit prefer 2*3-4 they are not on to taken as killers .

Their role can be screener so you need one to stay back maybe . Their role is to take enemy fire and they are supoerb for it so again you might hold then for one or two rounds back. And ofc assault that again better sacrifice 4 and the other 4 tie the target etc? Can't handle assault same as buffing units. + Their bases easy to tie them up with a group of breachers and their done .

4 dragoons with breachers can take out what you need . While neutrons Icarus balistarii even 2*2 groups autocannon can finish up or combine wcdordingyly don't forget 1-2 dominus and your ability to decide canticles not roll them .

PS I know you will say about two shots lascannon vs neutron D3 but as you have said numerous times you shoot most likely or effectively non invu so a

A) neutron even one shot -4 no enemy save
B) str 10 vs 9 makes a difference vs T5 models so elite armies common now days
C) d6 damage vs d3-6 it's + definitely .

And can move shoot mking them better midfield. And great defence !

Since you got no Titans use the 2cp cover first round then choose cover second should be enough for a good starting point for your vehicles to stay alive and go a for easier round after that.

Tip if you decide to go maybe something like 2*3-4 balistarii try two autocannon one lascannon and you LL remember me. This edition benefits hidden special weapons

This message was edited 2 times. Last update was at 2019/05/28 22:36:53


 
   
Made in us
Quick-fingered Warlord Moderatus






I definitely enjoy that playstyle, but I am not so sure it's the best bet in the current meta. The big static gunline is very strong right now. I think I can 5-1 a Major if I refine and practice the current list I have.

In any case, I want to wait for the new Skorpius before pulling that trigger. If it flies, I will definitely be taking those with Electro-Priests and/or Plasma Vanguard for a mechanized list. The tank setup might also be nice for scoot and shoot; we'll see.

I take 6x Dragoons if I am doing Auxiliary. But otherwise, yeah, I may consider doing 2x4 with 4x Las-striders for an Outrider or something.
   
Made in gr
Stalwart Tribune





Greece

Spoiler:

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [82 PL, 1304pts] ++

+ No Force Org Slot +

Forge World Choice: Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Volkite Blaster

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Kataphron Breachers [16 PL, 150pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Rangers [4 PL, 65pts]
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

+ Fast Attack +

Ironstrider Ballistarii [12 PL, 180pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon

Ironstrider Ballistarii [12 PL, 180pts]
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon
. Ironstrider Ballistarius: Twin Cognis Autocannon

Sydonian Dragoons [12 PL, 272pts]
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance

Sydonian Dragoons [12 PL, 272pts]
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance
. Sydonian Dragoon: Taser Lance

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [52 PL, 678pts] ++

+ No Force Org Slot +

Forge World Choice: Forge World: Graia

+ HQ +

Tech-Priest Dominus [7 PL, 90pts]: Macrostubber, Volkite Blaster

Tech-Priest Enginseer [3 PL, 30pts]

+ Troops +

Skitarii Vanguards [7 PL, 67pts]
. 5x Skitarii Vanguard
. Skitarii Vanguard (Plasma Caliver): Plasma Caliver
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [7 PL, 67pts]
. 5x Skitarii Vanguard
. Skitarii Vanguard (Plasma Caliver): Plasma Caliver
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards [7 PL, 67pts]
. 5x Skitarii Vanguard
. Skitarii Vanguard (Plasma Caliver): Plasma Caliver
. Vanguard Alpha: Radium Carbine

+ Heavy Support +

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

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

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

++ Total: [134 PL, 1982pts]


Try it vs the games you played.and it has room for transport priests as options with adjustments easily if you need options . You can change to outrider for less cp . You can remove breachers you can lower strider count and ad other forces like transportsssssss priests etc. All valid and duable same plan . Maybe do one balistarii if you see in your games you cover the back field and use 5 for less points etc. Might be better

So valid options.

A) merge balistarii for a total of 5 not 6 easier buff less points.
B) remove breachers take another sniper group build on the plan save points
C) try 2*3 dragoons maybe not got 12 striders models. Less points
D) add two transports with priests . New transports as many as possible priests inside and let your enemy drown on what to shoot.what to shoot .
E) if you go two transport priest then make dragoons one group 4+ and save points .

Up to you .and new transports maybe we can add new tanks also ...

This message was edited 4 times. Last update was at 2019/05/28 23:14:24


 
   
Made in us
Heroic Senior Officer





Western Kentucky

I'm still iffy on if it's gonna get fly. If it was going to fly, they'd give us a completely unnecessary flying base thats 99% obscured by the model like the repulsive. Since it's just sitting on the table with nothing to make it look like it's floating I've got a feeling it'll be treated more like a regular vehicle.

Fly-lite™ perhaps, like it can fall back and shoot or ignores dangerous terrain, but I'm just not getting my hopes up. Same thing when it comes to the hope it'll be open topped. Call me pessimistic but I'd love to be pleasantly surprised rather than have my hopes dashed because I got too excited.

Honestly I'm just expecting a fairly faster rhino with 4 stubbers and a broad-spectrum data tether. As long as the price is good I'm fine with that.

'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 gr
Stalwart Tribune





Greece

Yes even a cheap rhino moving 10+ still valid for me as well. I will overcome it's hideous looks if it is cheap and can carry lots of units...

This message was edited 1 time. Last update was at 2019/05/28 23:16:56


 
   
Made in us
Quick-fingered Warlord Moderatus






I would be very happy if it was a flying, open-topped vehicle. Then we can just zip our Skitarii around shooting Plasma, Radium, and Stubber rounds at people.
   
Made in be
Mysterious Techpriest





Belgium

I really don't believe in the open-top rule anymore after seeing the model a few times, it doesn't have a roof just for aesthetics purposes to remind of the Higgins boat but nothing will come out of it rules-wise. I don't believe it'll fly either due to my theories about the propulsion mode, it may skim a bit over the ground but not really take flight.

We can definitely expect some aura ability with the antennas though, would be rely nice if it was a relay or amplifier for rerolls or stratagems. As for the weaponry the Stubbers will help give our list S4 if we go more Vanguards, but I hope there's alternative weapons like Arc rifles or the likes. As long as it's cheap it's great.

Oh and if it have -2 to be charged I'd take it too. Run it in a crater and watch the -4 to be charged.

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






 Aaranis wrote:
I really don't believe in the open-top rule anymore after seeing the model a few times, it doesn't have a roof just for aesthetics purposes to remind of the Higgins boat but nothing will come out of it rules-wise. I don't believe it'll fly either due to my theories about the propulsion mode, it may skim a bit over the ground but not really take flight.

We can definitely expect some aura ability with the antennas though, would be rely nice if it was a relay or amplifier for rerolls or stratagems. As for the weaponry the Stubbers will help give our list S4 if we go more Vanguards, but I hope there's alternative weapons like Arc rifles or the likes. As long as it's cheap it's great.

Oh and if it have -2 to be charged I'd take it too. Run it in a crater and watch the -4 to be charged.

I think 4x Heavy Stubbers on a 75 point body. So 83 points? I really want fly and open top, but I would take minus charge over that. Hell, I would take 3-4 just to make a wall in front of me. Lol.

This message was edited 1 time. Last update was at 2019/05/29 05:47:32


 
   
Made in it
Fresh-Faced New User




https://www.warhammer-community.com/2019/05/29/warhammer-40000-update-april-2019-addendum/

RIP overwatch
   
Made in us
Quick-fingered Warlord Moderatus






LOL. That was over pretty fast. Got to admit though, it was pretty OP.

Oh, and thank goodness, Tyranids can no longer slingshot. Worth losing rerolls on OW.

This message was edited 1 time. Last update was at 2019/05/29 17:28:33


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

edit: nvm

This message was edited 1 time. Last update was at 2019/05/29 17:40:02


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in be
Mysterious Techpriest





Belgium

Uh, didn't even get to try that. My Mars list just lost a bit of interest, as does the Raiment of the Technomartyr. I'll definitely avoid fixed gunlines.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Aaranis wrote:
Uh, didn't even get to try that. My Mars list just lost a bit of interest, as does the Raiment of the Technomartyr. I'll definitely avoid fixed gunlines.


yeah, in my opinion falling into the trap of going for a pure gunline army is a huge mistake when playing admech.having a small core that stays relatively put is fine but you need the map control. Things like dragoons, infiltrators, electropriests and even basic skitarii all give us a strong advantage. also if we get the transport this year we'll surely have to make mobility a core aspect of our army
   
Made in be
Mysterious Techpriest





Belgium

That's why the lists I posted above (that got drowned in other answers) tried to remedy, I admit the fixed gunline is effective but it's not to my playstyle, and it gets shut down too easily. I don't want to build a list and worry about how not to get locked in CC at all costs, I prefer thinking on how to grab objectives and carry the fight to my opponent. I think I'll play my Ryza or Graia list this Friday.


Automatically Appended Next Post:
In addition, we don't realise how many points our list frees up when giving up the usual 4x Dakkabots. 3x Onagers is still a must just because it's so cheap, have a huge footprint, a nice durability, good guns and the +1 Ld aura for Skitarii.

This message was edited 1 time. Last update was at 2019/05/29 18:34:41


40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Aaranis wrote:
That's why the lists I posted above (that got drowned in other answers) tried to remedy, I admit the fixed gunline is effective but it's not to my playstyle, and it gets shut down too easily. I don't want to build a list and worry about how not to get locked in CC at all costs, I prefer thinking on how to grab objectives and carry the fight to my opponent. I think I'll play my Ryza or Graia list this Friday.


Automatically Appended Next Post:
In addition, we don't realise how many points our list frees up when giving up the usual 4x Dakkabots. 3x Onagers is still a must just because it's so cheap, have a huge footprint, a nice durability, good guns and the +1 Ld aura for Skitarii.


i feel like its been ages that i havnt played kastellans in my lists. i run 2x icarus + 1 neutron as my core gunline, filling it with fulgurites, destroyers, infiltrators and dragoons + a ton of skitarii since i only have 6 kataphrons models so far
   
Made in be
Mysterious Techpriest





Belgium

You'll be happy when the Skorpius hits the shelves, as we all I guess 3 weeks minimum before a chance of it going on preorder + previews... as there's nothing this week and next will be the Contrast paints.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
 
Forum Index » 40K General Discussion
Go to: