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Made in be
Mysterious Techpriest





Belgium

Fulgurite Electro-Priests are among our most efficient units, they're more efficient than Kastelans with WoM against TEQ, are the cheapest way to deal with Primaris-like statlines, and big tough infantry up to T5. Didn't run the numbers above that, but remember they can go to S6 for a turn with the right canticle. The difficulty is having them charge their target, no transports is trashy, and everytime I tried using Stygies Infiltration to hide something I never had 1st turn and my infiltrated unit gets butchered. If I have to infiltrate them far enough from the opponent, what's the point of paying a CP for that ?

Lately I've tried 10 in a Bastion on my flank against Death Guard. I'd have taken a Bunker, but didn't have the model at the store so I went for the vanilla Bastion with 4x HB. Well when he approached a Daemon Prince nearby I did the 9" move while exiting the Bastion, charged, and massacred the Prince in one go. Now boosted, they proceeded to make a mess out of some Plague Marines, Poxwalkers and later Typhus, helped all along by a Watch Master with jetpack and TH. They died gloriously in T5 against these OP Nurgle fly riders. Now I try to include 10 Fulgurites wherever I feel it, but they really need the Bunker to be protected and react quickly to counter-charge. That ups their point cost for sure, but when played right you make these points back easily.

Also, did the maths on the Infiltrators and concluded that the Power Sword + Stubbers set was only better against high save targets (as expected), and not by much. The Stubber is worse than the Flechette Blaster in every possible scenario, and can't be fired in CC. This alone drags down the efficiency of the Power Sword. Infiltrators should never go hitting something that gives -1 to Hit in CC though, this will completely mess up their results with the Taser.

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






On a less grim note. I finally finished shading my Robots:

From left to right: Fear, Happiness, Surprise, Anger, Sadness, Disgust

I used Dunecrawler sensor arrays for the face (a cheaper solution than buying new heads) and clipped the left Phosphor gun and attached it to the right side. I also removed the guide tabs in the joints. This allows me to increase the range of poses they could take; posing is not only about range of motion, but also the ability to assume body language. (I had six Robots, so I posed them in the manner of the six emotions.)

Hm. Darn, my focus is off. My phone camera really sucks. =(

This message was edited 2 times. Last update was at 2018/02/27 20:48:27


 
   
Made in us
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 Aaranis wrote:
....... The Stubber is worse than the Flechette Blaster in every possible scenario, and can't be fired in CC.

The stubcarbines are pistol 18" so why can't they be fired in CC?
   
Made in be
Mysterious Techpriest





Belgium

Suzuteo wrote:On a less grim note. I finally finished shading my Robots:
From left to right: Fear, Happiness, Surprise, Anger, Sadness, Disgust

I used Dunecrawler sensor arrays for the face (a cheaper solution than buying new heads) and clipped the left Phosphor gun and attached it to the right side. I also removed the guide tabs in the joints. This allows me to increase the range of poses they could take; posing is not only about range of motion, but also the ability to assume body language. (I had six Robots, so I posed them in the manner of the six emotions.)

Hm. Darn, my focus is off. My phone camera really sucks. =(

Looking good ! I thought about using a fist and a gun in the other hand too, but I'm too much about WYSIWYG to do that for real. I just need a good profile for the Fists to finally equip them :(

PiñaColada wrote:
 Aaranis wrote:
....... The Stubber is worse than the Flechette Blaster in every possible scenario, and can't be fired in CC.

The stubcarbines are pistol 18" so why can't they be fired in CC?

They're actually Assault, not pistols.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
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 Aaranis wrote:

They're actually Assault, not pistols.


Where does it say that? In the codex they're written as pistol 3 and I can't see it changed in the FAQ, what am I missing?
   
Made in be
Mysterious Techpriest





Belgium

PiñaColada wrote:
 Aaranis wrote:

They're actually Assault, not pistols.


Where does it say that? In the codex they're written as pistol 3 and I can't see it changed in the FAQ, what am I missing?

Oops my bad, I was actually stuck in the past. I was convinced they kept it as Assault, you're right.

This doesn't change the fact that Flechette Blasters are better, even against MEQ. 1,85 wounds for the blaster VS 1,67 wounds for the stubber. And you have 5,56 W against GEQ for the blaster, VS 4,44 for the stubber.

The stubber/power sword loadout should be cheaper.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in de
Enginseer with a Wrench






Both are actually 22ppm.
   
Made in be
Mysterious Techpriest





Belgium

 lash92 wrote:
Both are actually 22ppm.

Hmm while writing the maths I figured that the results weren't as bad as I remembered, although the Blaster & Taser still does more on average, and can potentially do even more with Conqueror Imperative. Oh well that'll learn me to post before checking hopefully

Still, here's the maths:

A round of shooting + assault:

Blaster & Taser:
GEQ: 11,67
MEQ: 4,29
TEQ: 2,15
= 18,11 wounds

Stubber & Sword:
GEQ: 9,33
MEQ: 4,73
TEQ: 3,00
= 17,06 wounds

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






 Aaranis wrote:
Looking good ! I thought about using a fist and a gun in the other hand too, but I'm too much about WYSIWYG to do that for real. I just need a good profile for the Fists to finally equip them :(

If you look closely, the gun fist is doubly linked.
   
Made in us
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I just find the extra 6" range to be really practical. The 12" guns will often have to fire into the same unit you're charging, potentially adding to the charge range whereas the stubcarbines have an easier time finding another target. So in my opinion, that sort of evens them out. The flechette blasters look cooler though (and size-wise they could actually pass for pistols, unlike the stubcarbines)

This message was edited 2 times. Last update was at 2018/02/27 23:11:47


 
   
Made in gb
Aspirant Tech-Adept






 Aaranis wrote:
Fulgurite Electro-Priests are among our most efficient units, they're more efficient than Kastelans with WoM against TEQ, are the cheapest way to deal with Primaris-like statlines, and big tough infantry up to T5. Didn't run the numbers above that, but remember they can go to S6 for a turn with the right canticle. The difficulty is having them charge their target, no transports is trashy, and everytime I tried using Stygies Infiltration to hide something I never had 1st turn and my infiltrated unit gets butchered. If I have to infiltrate them far enough from the opponent, what's the point of paying a CP for that ?

Lately I've tried 10 in a Bastion on my flank against Death Guard. I'd have taken a Bunker, but didn't have the model at the store so I went for the vanilla Bastion with 4x HB. Well when he approached a Daemon Prince nearby I did the 9" move while exiting the Bastion, charged, and massacred the Prince in one go. Now boosted, they proceeded to make a mess out of some Plague Marines, Poxwalkers and later Typhus, helped all along by a Watch Master with jetpack and TH. They died gloriously in T5 against these OP Nurgle fly riders. Now I try to include 10 Fulgurites wherever I feel it, but they really need the Bunker to be protected and react quickly to counter-charge. That ups their point cost for sure, but when played right you make these points back easily.

Also, did the maths on the Infiltrators and concluded that the Power Sword + Stubbers set was only better against high save targets (as expected), and not by much. The Stubber is worse than the Flechette Blaster in every possible scenario, and can't be fired in CC. This alone drags down the efficiency of the Power Sword. Infiltrators should never go hitting something that gives -1 to Hit in CC though, this will completely mess up their results with the Taser.


Cool, I hadn’t considered sticking them inside.


Automatically Appended Next Post:
Suzuteo wrote:
On a less grim note. I finally finished shading my Robots:

From left to right: Fear, Happiness, Surprise, Anger, Sadness, Disgust

I used Dunecrawler sensor arrays for the face (a cheaper solution than buying new heads) and clipped the left Phosphor gun and attached it to the right side. I also removed the guide tabs in the joints. This allows me to increase the range of poses they could take; posing is not only about range of motion, but also the ability to assume body language. (I had six Robots, so I posed them in the manner of the six emotions.)

Hm. Darn, my focus is off. My phone camera really sucks. =(


Those poses are awesome!

Which one doesn’t make the cut when you roll with 5 though....

This message was edited 1 time. Last update was at 2018/02/27 23:24:55


 
   
Made in us
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Ideasweasel wrote:
Suzuteo wrote:
On a less grim note. I finally finished shading my Robots:

From left to right: Fear, Happiness, Surprise, Anger, Sadness, Disgust


Those poses are awesome!

Which one doesn’t make the cut when you roll with 5 though....

My army is Fear-less. Haha.
   
Made in gb
Aspirant Tech-Adept






Suzuteo wrote:
Ideasweasel wrote:
Suzuteo wrote:
On a less grim note. I finally finished shading my Robots:

From left to right: Fear, Happiness, Surprise, Anger, Sadness, Disgust


Those poses are awesome!

Which one doesn’t make the cut when you roll with 5 though....

My army is Fear-less. Haha.


Oh dear...hehe as I am usually a prime suspect for making dad jokes I approve
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





 Aaranis wrote:
Fulgurite Electro-Priests

Lately I've tried 10 in a Bastion on my flank against Death Guard. I'd have taken a Bunker, but didn't have the model at the store so I went for the vanilla Bastion with 4x HB. Well when he approached a Daemon Prince nearby I did the 9" move while exiting the Bastion, charged, and massacred the Prince in one go. Now boosted, they proceeded to make a mess out of some Plague Marines, Poxwalkers and later Typhus, helped all along by a Watch Master with jetpack and TH. They died gloriously in T5 against these OP Nurgle fly riders. Now I try to include 10 Fulgurites wherever I feel it, but they really need the Bunker to be protected and react quickly to counter-charge. That ups their point cost for sure, but when played right you make these points back easily.

I've posted about this before and I'm glad other people are having success with it. A bunker near your Cawlstar with fulgurites is actually pretty deadly. People reeeeaaalllly want to get in combat with your Kastelans and can get a nasty surprise when they get close.

The problem with it is... you can only take 3 detachments in most game styles... and the flippin' building takes 1 of those 3! So unless you habitually only take 2 detachments, it really causes list problems.

Awesome fun to do on the table though - particularly when your opponent forgets the bunker isn't a piece of store scenery and casually waltzes up to it.

TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
Made in be
Mysterious Techpriest





Belgium

 Silentz wrote:
 Aaranis wrote:
Fulgurite Electro-Priests

Lately I've tried 10 in a Bastion on my flank against Death Guard. I'd have taken a Bunker, but didn't have the model at the store so I went for the vanilla Bastion with 4x HB. Well when he approached a Daemon Prince nearby I did the 9" move while exiting the Bastion, charged, and massacred the Prince in one go. Now boosted, they proceeded to make a mess out of some Plague Marines, Poxwalkers and later Typhus, helped all along by a Watch Master with jetpack and TH. They died gloriously in T5 against these OP Nurgle fly riders. Now I try to include 10 Fulgurites wherever I feel it, but they really need the Bunker to be protected and react quickly to counter-charge. That ups their point cost for sure, but when played right you make these points back easily.

I've posted about this before and I'm glad other people are having success with it. A bunker near your Cawlstar with fulgurites is actually pretty deadly. People reeeeaaalllly want to get in combat with your Kastelans and can get a nasty surprise when they get close.

The problem with it is... you can only take 3 detachments in most game styles... and the flippin' building takes 1 of those 3! So unless you habitually only take 2 detachments, it really causes list problems.

Awesome fun to do on the table though - particularly when your opponent forgets the bunker isn't a piece of store scenery and casually waltzes up to it.

Yeah, Fulgurites will totally have top priority if we ever get a transport. The bunker is a nice distraction, as it will take many shots to bring it down, and if he locks him in CC somehow you just shoot the guys.

Speaking of Fulgurites, they should lower the cost of their "fight twice" stratageme so as that it costs 2CP for 10 models or less, and 3CP for more models in a single unit. We legit don't have reasons to have a 20-man unit without a bastion to place them in, as they'll get shot down to half-strength easily when deployed regularly, and then lose the other half on morale. Or make them fearless, I don't know, they were Zealots in 7th and that was very fluffy.

Hmm I don't have the models but now trying to fit 20 Priests in a Bastion is tempting. If only they weren't so ugly and hard to paint, highlighting the skin is the worst.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





They ARE hard to paint! I was excited to paint them but they take ages with all the gold bits and leather and blue flesh. To be honest I bailed out of mine when they were at "yeah that's plenty good enough" standard.

The fight twice one is powerful due to the thing you can do where you don't fight but consolidate and pile in for an extra 6" move. Ideally these are our bloodletters.

My worry for Fires of Cyraxus is that we will get 2 or 3 transports which will be super exciting... we can finally make it to combat! We will get the Karacnos assault tank, the macrocarid explorator and the Triaros Armoured Conveyor.

The Omnissiah will rejoice.

Briefly.

For they will all be between 250 and 500 points and be almost completely impractical to take.

TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
Made in be
Mysterious Techpriest





Belgium

And more than 100€/piece, in FW resin, and will get FAQ'd to death if people complain they're too powerful.

Nah it's alright if I want to use transports, I still have an army of Drukhari in the making, here's to hoping their codex will be on par with the others, and that they don't boost T'au to insane levels.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in lt
Mysterious Techpriest






Exacly, I have no idea why people are excited about them. If they're any good at all, GW will go whoops and double their pts.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in gb
Aspirant Tech-Adept






GW should have faction representatives. So we can write in our list of concerns. Like old ladies writing to their local politician about stuff. Hehe.

Still you never know. It might not be all doom and gloom.

Is there also not a small glimmer of hope that some plastic GW Admech transports might be in the pipeline? scheduled sometime after plastic aspect warriors but before sisters?

A magos can dream...
   
Made in us
Quick-fingered Warlord Moderatus






I got my Scout bits in the mail, and they are coming along nicely; I am kitbashing them with Skitarii Vanguard heads and legs (have to sculpt the flat bits).

But I have a question: What base size should I be using?

Scouts seem to still come with 25mm bases, but all of the power armor is being rereleased with 32mm bases. And while I prefer not to MFA, I cannot deny that having an extra 40mm per unit is useful. Plus, the models look much more appropriately sized on 32mm bases.

This message was edited 2 times. Last update was at 2018/03/02 20:57:46


 
   
Made in au
Stalwart Tribune





Could the comparison between the kataphoron destroyer and T'au drone in the regimental standard mean that FoC is closer than we thought?
   
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PDX

 kastelen wrote:
Could the comparison between the kataphoron destroyer and T'au drone in the regimental standard mean that FoC is closer than we thought?


Probably not.

   
Made in au
Stalwart Tribune





 em_en_oh_pee wrote:
 kastelen wrote:
Could the comparison between the kataphoron destroyer and T'au drone in the regimental standard mean that FoC is closer than we thought?


Probably not.

oh
._.
   
Made in us
Quick-fingered Warlord Moderatus






Anyone know if Scouts have to be 25mm or can we use 32mm like other Space Marines?
   
Made in gb
Aspirant Tech-Adept






Suzuteo wrote:
Anyone know if Scouts have to be 25mm or can we use 32mm like other Space Marines?


Im not sure Suzuteo. I think the dunecrawlers look better without bases, but imagine if you played in tournaments etc you would have to stick some on. Would people prefer you to use bigger bases? I guess for non melee units people probably would not be opposed to bigger bases, but for melee they might prefer smaller. Just in case they think your going for a cheeky advantage. Could you model them on 25 but they make up the bigger bases to clip underneath? Like a tiered plateau effect? Could that look cool and give you options in the event people moan? That way your covered for either option maybe
   
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Yeah, all my Crawlers are based. My converted Basilisks use Crawler bases too; you can fit a Basilisk comfortably inside the 130mm dinner plate.

Scouts are sacrificial units intended to create depth. I would want 32mm, but it seems that I have to use 25mm for tournament legality.
   
Made in lt
Mysterious Techpriest






So uh, why don't people use inquisitors. Prinaris psyker +10 pts for leadership aura, better stats and weapons. Seems worth

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in au
Stalwart Tribune





Stratagems and forge world traits. An additional chance for shourdspalm with wrathbots or a -1 to hit with infiltrating electro priests is great. Having to dump points into another detachment isn't worth it unless it's guard.
   
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Mysterious Techpriest






Well I'm thinking inquisitor and 3 assassins: cullexus, callidus and either eversor for fun or another cullexus. Assassins are amazing. That has been proven by top finishes in major tournaments. And inquisitor can somewhat help with morale issues on top of denying

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in de
Enginseer with a Wrench






 rvd1ofakind wrote:
Well I'm thinking inquisitor and 3 assassins: cullexus, callidus and either eversor for fun or another cullexus. Assassins are amazing. That has been proven by top finishes in major tournaments. And inquisitor can somewhat help with morale issues on top of denying


Yeah Assassins are great, except the Vindicare (sadly because it's a great looking model).
Regarding Primaris Psyker vs Inquisitor: I think that can have different reasons, depending on your army composition you could have problems including them without loosing chapter tactic equivalents. Also you have to pay for some goodies before your inquisitor gets usable in melee, while the Primaris with his staff isn't that bad to begin with.
But I really like the LD bubble, so I started tubing Greyfax. (But I also run my force pretty infantry heavy, so I really benefit from it).
   
 
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