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2019/08/01 02:57:54
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
They have been revealed for months but they’ll first be released in this Barnes & Noble mini-game and then later as part of the Escalation expansion for Blackstone Fortress.
2019/08/01 04:50:02
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Pomguo wrote: They have been revealed for months but they’ll first be released in this Barnes & Noble mini-game and then later as part of the Escalation expansion for Blackstone Fortress.
Guess we'll see if he adds anything useful. I have a feeling he'll be named and locked to a Forgeworld but here's hoping anyone can use him. He looks easy to make at least. Skitarii body with an arc pistol, omnispex, and some techpriest bits slapped on. Seems like a good use for all those spare cybernetica datasmith everyone has.
'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
2019/08/01 06:35:17
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Pomguo wrote: They have been revealed for months but they’ll first be released in this Barnes & Noble mini-game and then later as part of the Escalation expansion for Blackstone Fortress.
Guess we'll see if he adds anything useful. I have a feeling he'll be named and locked to a Forgeworld but here's hoping anyone can use him. He looks easy to make at least. Skitarii body with an arc pistol, omnispex, and some techpriest bits slapped on. Seems like a good use for all those spare cybernetica datasmith everyone has.
I would mind if he was named character if he was: a)any good b)bring something new to the table c)non mars
That said, there is small chance that they will introduce him to 40 k in similar way as Manipoulous aka here is hir story, but grab this generic data sheet. Small one, wouldn't cling to that hope, but there is one.
1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.”
2019/08/01 09:18:13
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
One interesting difference is the use of Plasma Vanguard instead of Fulgurites. He even takes a Dominus, which is a bit weird. Anyhow, my greatest concern is the absence of a counter-charger. I guess you could use a Drill, but it doesn't seem ideal to me. Especially against a horde like Orks or GSC.
This message was edited 2 times. Last update was at 2019/08/01 09:37:26
2019/08/01 11:15:37
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
One interesting difference is the use of Plasma Vanguard instead of Fulgurites. He even takes a Dominus, which is a bit weird. Anyhow, my greatest concern is the absence of a counter-charger. I guess you could use a Drill, but it doesn't seem ideal to me. Especially against a horde like Orks or GSC.
Interesting, thats what I had in mind too.
Ryza Drill with Plasma vanguards and a Dominus, maybe even enginseer as we have enough of them, and I wont have any other vehicles in Ryza anyway. I still wonder if a 10 Man Vanguard unit is better, you lose the extra alpha, plasma, have to invest in the EDT, although LD is still an issue and you have to fill another Troop slot for battalions. If you want to invest into the +1 to hit and ryza stratagem for them it might be lethal, dont know if its worth the trade though. Another Problem might be that you have to be in coherency and with 2 units you can disembark on both sides during deepstrike if the situation demands so.
2019/08/01 14:12:58
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
One interesting difference is the use of Plasma Vanguard instead of Fulgurites. He even takes a Dominus, which is a bit weird. Anyhow, my greatest concern is the absence of a counter-charger. I guess you could use a Drill, but it doesn't seem ideal to me. Especially against a horde like Orks or GSC.
running vanguards in drills is interesting, makes the delivery less reliant on a 9" charge like the fulgurites.
I personally have found that taking a lucius enginseer in a mixed detachment just to put the solar flare on him is pretty useful. Since most of our relics suck ass, i love having the option of teleporting on some backfield objective / behind enemy lines for linebreaker.
2019/08/01 16:57:41
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
One interesting difference is the use of Plasma Vanguard instead of Fulgurites. He even takes a Dominus, which is a bit weird. Anyhow, my greatest concern is the absence of a counter-charger. I guess you could use a Drill, but it doesn't seem ideal to me. Especially against a horde like Orks or GSC.
running vanguards in drills is interesting, makes the delivery less reliant on a 9" charge like the fulgurites.
I personally have found that taking a lucius enginseer in a mixed detachment just to put the solar flare on him is pretty useful. Since most of our relics suck ass, i love having the option of teleporting on some backfield objective / behind enemy lines for linebreaker.
Why... did I never think of this.
2019/08/01 17:05:09
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
VladimirHerzog wrote: running vanguards in drills is interesting, makes the delivery less reliant on a 9" charge like the fulgurites.
I personally have found that taking a lucius enginseer in a mixed detachment just to put the solar flare on him is pretty useful. Since most of our relics suck ass, i love having the option of teleporting on some backfield objective / behind enemy lines for linebreaker.
Why... did I never think of this.
You know, I thought I didn't need it. Then I played Quadruple Knights and a Tau'nar Supremacy Armour in the same tourney. And they went first both times.
Now I feel like maybe I need it. There's just no missions to score against.
This message was edited 1 time. Last update was at 2019/08/01 17:05:37
2019/08/01 17:20:45
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Now I like the hopilites but I feel like another source of mortals would be nice and I'm finally being tempted by stick priests. So I'm considering the following 4 options;
-Leave it alone
-Drop Robot, Drop 2x10 Hopilites, add 2x9 Fulgurites
-Drop Robot, Drop 10 Hopilites, add 10 Fulgurites, Add 5 Rangers to a Squad
-Drop Robot, Drop 10 Vanguard, add 5 Rangers, add 10 Fulgurites
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2019/08/01 17:34:17
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I find that when in doubt, go to what you originally planned; you naturally default to the models you are most familiar with and like, both of which are very important psychologically. I really regret adjusting last second to specialize against Tau, only to run into one actual Tau list. (None of the top lists were Tau.)
Keep three Robots. Two Robots is not enough to kill some of the heavier units.
This message was edited 1 time. Last update was at 2019/08/01 18:48:30
2019/08/01 17:37:09
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Now I like the hopilites but I feel like another source of mortals would be nice and I'm finally being tempted by stick priests. So I'm considering the following 4 options;
-Leave it alone
-Drop Robot, Drop 2x10 Hopilites, add 2x9 Fulgurites
-Drop Robot, Drop 10 Hopilites, add 10 Fulgurites, Add 5 Rangers to a Squad
-Drop Robot, Drop 10 Vanguard, add 5 Rangers, add 10 Fulgurites
ive never felt that hoplites do enough from what ive experienced so far. I would much rather have some fulgurites since they can actually singlehandely turn games around if used properly. I've also stopped using kastellans a long time ago, i just feel like its too easy to play around them.
i would personally drop all the robots, drop hoplites, add 2x10 fulgus and fill out the rest with dragoons, at that point cawl also becomes less interesting and i'd think about going stygies for the more aggressive alpha strike
2019/08/01 20:52:15
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Agreed ATM as games and meta develop i can see Cawl as a tax and easy to kill char with s many planes mbkility etc .
1)New tank seems cheap and effective .
2) mixed detachment can have some serious synergies liike
Ryza plasma , lucius troops engineer , Agripiina ,graia.
3) counter units like priests can win the game
4) spread units / threats can.be v v extreme to deal with like
Corpuscsri and infiltrators ...
Since you can have varrious detachments and not lock in Mars ATM you can invest in a stygies detachment giving you .
Duuarable troops with sniper back field good defence tanks or even good dragoons .
5) you can even add plasma vanguard's with ryza pretty lethal tbh. And soomewhat cheap
Etc now that you got los shooting and you will invest in solo ad mech lists + transports you can go heavier on troops options straagems . And you will need them with out allies .
2019/08/02 01:10:57
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Now I like the hopilites but I feel like another source of mortals would be nice and I'm finally being tempted by stick priests. So I'm considering the following 4 options;
-Leave it alone
-Drop Robot, Drop 2x10 Hopilites, add 2x9 Fulgurites
-Drop Robot, Drop 10 Hopilites, add 10 Fulgurites, Add 5 Rangers to a Squad
-Drop Robot, Drop 10 Vanguard, add 5 Rangers, add 10 Fulgurites
ive never felt that hoplites do enough from what ive experienced so far. I would much rather have some fulgurites since they can actually singlehandely turn games around if used properly. I've also stopped using kastellans a long time ago, i just feel like its too easy to play around them.
i would personally drop all the robots, drop hoplites, add 2x10 fulgus and fill out the rest with dragoons, at that point cawl also becomes less interesting and i'd think about going stygies for the more aggressive alpha strike
Stygies fails to generally get past flyer gatekeeper lists. And with the Caladius going crazy right now that's another thing that cawl massively helps with. Aslo dropping 410pts would get me 2 units of fulgurites and 1.5 dragoons. Dropping Cawl would only bring that up to 4. The value isn't there. I want to like Dragoons but I think they are going to suffer from the same issues as breachers. The increase in Caladius and Chaos Gatling Knights means they'll fall by the wayside. It's only going to take a single game against a helmeted chaos knight for people to drop dragoons.
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2019/08/02 03:04:13
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Imperial Knights Superheavy Aux (Krast, -2 CP) -1CP Exalted Court, -1CP Heirlooms of the Household Knight Crusader /w Thermal Cannon, Ironstorm [468]
Total 2000 points, 11CP to start.
Since this is my first Major and I signed up last-minute when someone dropped, I made changes to keep things simple. I'd rather get all my rules correct and be quick on the clock, than show up with a full toolbox and be thumbing my way through the codex every game and still forget to leverage all my opportunities.
I'm not so sure about dealing with Eldar flyers and triple Crusader, as I'll struggle once my knight is focused down, but I think I have a solid foundation for scoring secondaries and taking board control against most armies.
As soon as I get them built and painted, I'll be switching from Dunecrawlers to Belleros grators, and making room for two more Dragoons.
2019/08/02 04:05:50
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
@Hulksmash
I agree that Cawl helps a ton against Eldar flyers, but I am no so sure if Caladius and Chaos Knights are what threaten Dragoons. In fact, if they are shooting my Dragoons, I am quite happy. They could be trying to kill my Grators or Robots instead.
Automatically Appended Next Post: What do you guys think about this take on that Summer Slaughter list?
Spoiler:
Mars Spearhead Detachment - 963 Cybernetica Cohort (-1 CP)
HQ - 190 1x Belisarius Cawl, Warlord
Heavy Support - 773 4x Kastelan Robot - 12x Heavy Phosphor Blaster
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
Mixed Battalion Detachment - 430
HQ - 115 1x Mars Tech-Priest Manipulus - Transonic Cannon
1x Lucius Tech-Priest Enginseer, Relic: The Solar Flare
My thinking is that Robots+Grators, supported by Cawl and Manipulus, are the best firebase you can have.
You then have two deep-striking units of Ryzaguard in Drills, which can also be deployed embarked to help the firebase turtle.
Because I have Robots, I don't need Infiltrators to compete with them, so I opted for 15x Corpuscarii instead. Lucius for the option to deepstrike, of course. I find them really underrated, actually. They fill this weird S5 shooting gap in our army (we tend to overkill Boyz and Stealers), can shoot and fight decently well, and can make good use of Acquisition stratagem.
This message was edited 1 time. Last update was at 2019/08/02 07:03:57
2019/08/02 10:17:52
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
The problem is the minute you add cawl you are locked into a frirebase that sticks close to cawl and therefore leaves you stationary not to mention a huge pts cost this might be a good firebase but its no good for board control
A knight +stygies crawlers/grators/dragoons gives you much more flexibility and mobility to cover a greater proportion of the board
2019/08/02 12:24:49
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
U02dah4 wrote: The problem is the minute you add cawl you are locked into a frirebase that sticks close to cawl and therefore leaves you stationary not to mention a huge pts cost this might be a good firebase but its no good for board control
A knight +stygies crawlers/grators/dragoons gives you much more flexibility and mobility to cover a greater proportion of the board
This isnt true about Cawl at all. Some people opt to stay still but you dont have too. Additionally the firebase is less than half the army. If the other half is still dedicated to spreading out and causing mayhem then you still have board control options. The current list I posted was fighting in my opponents deployment zone turn 3 at the latest.
I've found that dropping my breachers allowed the cybernetics cohort tone run and my robots dont generally plant till round 2/3 unless I desperately need the wrath hits.
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2019/08/02 12:54:20
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
U02dah4 wrote: The problem is the minute you add cawl you are locked into a frirebase that sticks close to cawl and therefore leaves you stationary not to mention a huge pts cost this might be a good firebase but its no good for board control
A knight +stygies crawlers/grators/dragoons gives you much more flexibility and mobility to cover a greater proportion of the board
This isnt true about Cawl at all. Some people opt to stay still but you dont have too. Additionally the firebase is less than half the army. If the other half is still dedicated to spreading out and causing mayhem then you still have board control options. The current list I posted was fighting in my opponents deployment zone turn 3 at the latest.
I've found that dropping my breachers allowed the cybernetics cohort tone run and my robots dont generally plant till round 2/3 unless I desperately need the wrath hits.
in the traditional cawl caste, you move 8" max per turn, dropping the kastellan and cawl in favor of disintegrators gives you a highly mobily firebase, you no longer need a bubble od death in a corner, your bubble of death is spread across the battlefield. this makes you get objectives easier (duh) but also lowers the impact that a successful charge has, you wont lose multiple tanks if a single model makes it in. I'd rather go for an assault list with admech at the moment, backed up by 3 skorpius and some onagers. having 2 units of fulgurites and dragoons threathen the T1 charge is no joke.
2019/08/02 13:25:11
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Sigh. You missed the point. Even if only 1/2 your army is only moving 8" the rest is generally moving with the new transports 12". This means that you do the firebase with cawl and the cc/board control element separately. With generally better late turn options.
Personally I've found that first turn cc alpha strikes are cute but they aren't going to win you games at the higher level because if people are prepped to move block gsc theyll have zero issue keeping you out. That said you should be focused on a good turn 2 delivery after clearing the screening with 2 shooting phases.
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2019/08/02 13:36:43
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
You often stand comparatively still in cawl base because of the stationary kastelans and if only half your army is benefiting from cawl hes not very efficient pts wise
2019/08/02 13:45:21
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
U02dah4 wrote: You often stand comparatively still in cawl base because of the stationary kastelans and if only half your army is benefiting from cawl hes not very efficient pts wise
If it's the hard shooting half its efficient. If you're investing more than 1k in heavy shooters (i.e. robots, tanks, crawlers, destroyers) then you're right. But that's not what people should be doing anymore. Missions and opponents are requiring movement. So if half your army grabs objective and points and disrupts and has to be dealt with while 1k of extremely efficient shooting handles your opponent then your doing it right. Also the whole army doesnt have to stay right on cawl. If there are no negative modifiers and you want to spread out then cawl helps get that reroll 1s for shooting which means your tanks at least can drive off and still shoot almost as well as when hes there. Cawl offers options amd stability. Hes not just a reroll machine. Also hes a solid counter attack option against more lesser combat units.
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2019/08/02 13:49:41
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Hulksmash wrote: Sigh. You missed the point. Even if only 1/2 your army is only moving 8" the rest is generally moving with the new transports 12". This means that you do the firebase with cawl and the cc/board control element separately. With generally better late turn options.
Personally I've found that first turn cc alpha strikes are cute but they aren't going to win you games at the higher level because if people are prepped to move block gsc theyll have zero issue keeping you out. That said you should be focused on a good turn 2 delivery after clearing the screening with 2 shooting phases.
Cawl "forces" you to stay in his aura, which means that a good chunk of the army isnt able to move 100% freely, im not saying this doesnt work, i'm saying that IMO its a boring playstyle that is less rewarding than playing admech with a very high mobility, im not saying you need to ditch all tanks, i'm just saying that i personally value the -1 to hit more than having mars'sdogma + cawl.
With fulgurites, you dont NEED them to connect with the backline, having them wipe the screen and get a 3++ is more than enough since they will now act as a gigantic distraction carnifex for the opponent. If the opponent doesnt kill them , they will kill him, which means taht your grators and onagers wont get touched for a turn since fulgurites are a pain to take down.
I agree that admech is a hammer and anvil kind of army, what i'm saying is that i find Cawl not useful enough because he comes with a kastellan tax and that i feel kastellans are easily played around/countered
2019/08/02 14:45:17
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Hulksmash wrote: Sigh. You missed the point. Even if only 1/2 your army is only moving 8" the rest is generally moving with the new transports 12". This means that you do the firebase with cawl and the cc/board control element separately. With generally better late turn options.
Personally I've found that first turn cc alpha strikes are cute but they aren't going to win you games at the higher level because if people are prepped to move block gsc theyll have zero issue keeping you out. That said you should be focused on a good turn 2 delivery after clearing the screening with 2 shooting phases.
Cawl "forces" you to stay in his aura, which means that a good chunk of the army isnt able to move 100% freely, im not saying this doesnt work, i'm saying that IMO its a boring playstyle that is less rewarding than playing admech with a very high mobility, im not saying you need to ditch all tanks, i'm just saying that i personally value the -1 to hit more than having mars'sdogma + cawl.
With fulgurites, you dont NEED them to connect with the backline, having them wipe the screen and get a 3++ is more than enough since they will now act as a gigantic distraction carnifex for the opponent. If the opponent doesnt kill them , they will kill him, which means taht your grators and onagers wont get touched for a turn since fulgurites are a pain to take down.
I agree that admech is a hammer and anvil kind of army, what i'm saying is that i find Cawl not useful enough because he comes with a kastellan tax and that i feel kastellans are easily played around/countered
I've found the -1 to be overrated. It's nice but doesn't compare with a blanket 16% increase in durability across the army outside of CC and of adding another bonus plus additional counter-attack and rerolls for shooting. Additionally I've found crawlers to be poop with the icarus without cawl. He makes them useful for matches other than units with fly. It's not just about the robots. In fact, I tend to use my robots more as bait for enemy guns now because everyone is terrified of them but they're still a super resilient platform which makes it fun when your opponent wastes all his round 1 shooting killing robots (and normally not finishing the squad). That gives my cc/ground control and heavy fire support an extra turn of life just like a "distraction" carnifex while also being able to impact the game every single turn they aren't dead unlike the striders.
I'm going to just go with we play different opponents and styles. Most armies I play aren't designed to shut out a single round but multiples. What that means is they'll feed crap into the fulgurites while their guns still blaze away at vehicles. I'm not talking about "tactics" for beating round 1-3 opponents at a GT or a local RTT. I understand what your saying and agree that it's fine normally. I build my lists for the 4-6+ rounds when you start to run into better run and built lists which is why I'm not a fan of cc alpha strikes. To much can go wrong with those unit over the course of 6+ games that is highly unlikely in 3 games.
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2019/08/02 14:48:03
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I dont mean that you NEED to use the melee alpha strike, its just an option you have. Depending on the matchup you might decide to play them as counter charges instead, or even just as t2-3 objective grabber (if running the drill)
2019/08/02 17:09:44
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Cawl lists are not static. Haven't been since Vigilus Defiant. We've only gotten more mobile with Manipulus. Our "slowest" unit are Robots that can run 10"+D6 and still shoot at BS5. Take Cawl as your Warlord for the aura range increase. 18" diameter is quite a large area.
That being said, I rarely need to move more than two turns. My Robots are at a strategic point and rooted usually by round two. Sooner if the enemy is coming to me.
Against non minus to hit flying, Crawlers can operate without Cawl. Otherwise, they should be near Cawl.
This message was edited 1 time. Last update was at 2019/08/02 17:10:15
2019/08/02 17:48:54
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
U02dah4 wrote: when you describe your key unit as rooted that says something about its actual mobility
While Im all for mobility, bring rooted isn't always a bad thing if you've got a key area or objective locked down. For example if your bots are holding a central objective it doesn't really matter if they can't move. Theyre holding the Objective, theyre keeping stuff away from it, that's a legitimate role.
That said I am wondering if there's a case for non rooted robots though. The more I use cybernetica Metalica Kastellans the more I wonder if I shouldn't be switching to protector at all. Basically just using the advance and shoot every turn in aegis mode and soaking fire for the rest of the army. I don't know if I'd do it for any other FW, mayyyyybbeeeee stygies for the infiltrate and -1 to hit, but I've found the mobility combined with the durability actually concerned several people I played against. Don't get me wrong MW are good, but the weight of fire is there to threaten just about anything. Whether that was the flamer mode closing in on hard to hit targets or straight guns just moving inside -1 to hit range, seeing bots unafraid to move was a curveball they didn't expect. And I'd just move them up to a central objective and once I was happy break their legs.
If you did want to go that way, I think you'd need like 6 robots and need to go full deathstar mode. 6 robots sprinting around the table in aegis with shroudpsalm would be hell to deal with in shooting, and then if you have flamers good luck charging them with anything short of a superheavy.
'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
2019/08/02 18:36:56
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
U02dah4 wrote: when you describe your key unit as rooted that says something about its actual mobility
Well, the point of mobility is to get to a strategic point. Once you're there, you switch to holding it. In any case, I have never really regretted my Robots' inability to move. Usually, they make all of their points back on that turn and then some.
2019/08/03 01:47:44
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Either my luck with ruststalkers is weirdly high, or theyre deadlier than ive been lead to believe. Thats yet another game where they hid out of sight and immediately charged whatever deepstriked near me and absolutely wrecked them (10x lightning claw marines in this case, 5x thunderhammer termies in the first game)
not going to bother mentioning the rest as it was the usual "I fire 200x S4 shots with no AP against T7 targets" i seem to face alot. Whitescar biker army. Lots and lots of highly accurate S4 shots....and like 10 meltas.
This message was edited 1 time. Last update was at 2019/08/03 01:48:47
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/08/03 12:28:15
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Either my luck with ruststalkers is weirdly high, or theyre deadlier than ive been lead to believe. Thats yet another game where they hid out of sight and immediately charged whatever deepstriked near me and absolutely wrecked them (10x lightning claw marines in this case, 5x thunderhammer termies in the first game)
not going to bother mentioning the rest as it was the usual "I fire 200x S4 shots with no AP against T7 targets" i seem to face alot. Whitescar biker army. Lots and lots of highly accurate S4 shots....and like 10 meltas.
AFAIK the bad rap they get is not about the damage output but rather the delivery means, especially compared with Infiltrators with native DS and better damage at range (in case of failed charge from DS). If used as counter-charge as you did they should be rather fine.
To march upfield, you'd need Lucius/Stygies to help over walking hugging cover/noLOS. Or... a transport The Skorpius should help them make more appearances on the battlefields.