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2019/08/24 20:21:51
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
lash92 wrote: Apparently he is just 50 points which is very nice.
Do you guys think he will be that useful? He has to get within 24" for his ability and your units have to be within 6" of him to benefit. So he kind of has contradicting incentives with the manipulus, which let's you stay back and out range your opponents.
like you can have them both. Manippulous sitting with fire support, and Daedalouses advancing, supporting you in grabbing midfield. Its not direct buff for current lists that are dominant(static gun line) but its hella buff for anything else. For my mechanized list with two squads of corpuscari in transports its no-brainer/mandatory. Technically anything that have 30 ranges can still benefit from him(stay behind him 6" and you still probably will have target, if you position yourself properly with manipoulous even 24" weapons will do). And don't forget that manipoulous have his movement ability too, so he may very well work with him in that manner. Overall big buff for Mobile, assault, and even melee lists(because you can bring your fire support closer, benefit from buff while your assault element can still protect your "backline").
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.”
2019/08/24 20:34:14
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
lash92 wrote: Apparently he is just 50 points which is very nice.
Do you guys think he will be that useful? He has to get within 24" for his ability and your units have to be within 6" of him to benefit. So he kind of has contradicting incentives with the manipulus, which let's you stay back and out range your opponents.
That's 30" in total for something in your backfield, so I'd say he's very good. The D3 heal or mortal is quite nice as well for either an emergency healing with the help of another priest (3D3+2 isn't it with a necromechanic with the staff) or as something to give the enemy serious pause up against Admech characters reasonable close combat abilities. You're not likely to win a duel against an untouched enemy character, but if you can counter attack with D3 mortal wounds and then an Omnissian axe - there's a reasonable chance you'll get another 2W in against a captain.
2019/08/24 20:45:43
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Special Note: If your army is Battle-forged, this unit can be included in an ADEPTUS MECHANICUS Detachment without preventing other units in that Detachment from gaining a forge world dogma. Note, however, that this unit can never itself benefit from a forge world dogma.
Oh wow, he doesn't have a Forgeworld, and doesn't make you lose yours if you take him. If that isn't autoinclude I don't know what is, time to get to converting.
'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
2019/08/24 21:05:44
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Literally free money if you have a Barnes and Noble nearby I'm sure. The Psyker is almost as good, and the Rogue trader is an Imperial Kellermorph.
£20 each at the moment on ebay for the guys from a $40 set (that you can't get outside the US and Germany).
This message was edited 3 times. Last update was at 2019/08/24 22:13:31
2019/08/24 22:57:30
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Yeah that new techpriest is definite autoinclude for monoadmech.
24" limit on his ability just prevents him from sitting with your artillery guys (least turn 1). But the 30pt techpriests are nigh useless, for a measily 20pts more you get one that is actually GOOD. Loses the repair every turn, but who cares.
Servitor is kinda pointless.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/08/24 23:07:36
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
22 points for a cheap elites choice that can actually attack - normal servitors are 20 for 4, so he can be used for a cheap brigade. (although now with the new HQ triple battalions might be easier.
Praise the Omnissiah
About 4k of .
Imperial Knights (Valiant, Warden & Armigers)
Some Misc. Imperium units etc. Assassins...
About 2k of
2019/08/24 23:43:09
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Also am I reading it right that he gives his buff to ALL units within 6" of him? If so that's insane. I would've been happy if he just buffed one friendly unit at that price, let alone all within 6". Granted it's only against one target, so a knight has a pretty obvious sign to rotate, but I'll take it.
'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
2019/08/25 00:23:01
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Pretty neat; with Daedalosus buffing every Forge World without having one of his own, you can put him in any detachment you want.
With another cheap HQ, I'm seriously looking at ditching my Krast Crusader. I could trade him for 4 twin-las chickens + a belleros grator + the new priest, and end with 3 more CP than before.
Back in the index days, we discussed omitting the overpriced Dominus entirely on favor of an extra Dakkabot.
I'm probably going back to Dakkabots. Getting them to BS3+ just makes them way too good. I recall so many situations in my recent games where that Daeda ability would come in handy. 30" is a lot more range than you'd think. Hell, even advancing with 2" Manipulus bonus and cancelling out the penalty is totally worth it. (That issue of not being able to get into a good spot around Nova terrain is much less of a concern if you're advancing and then shooting twice, the second time rooted.)
Also, off-topic, but that psyker is also great for Guard.
This message was edited 1 time. Last update was at 2019/08/25 04:20:43
2019/08/25 07:45:36
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: Back in the index days, we discussed omitting the overpriced Dominus entirely on favor of an extra Dakkabot.
I'm probably going back to Dakkabots. Getting them to BS3+ just makes them way too good. I recall so many situations in my recent games where that Daeda ability would come in handy. 30" is a lot more range than you'd think. Hell, even advancing with 2" Manipulus bonus and cancelling out the penalty is totally worth it. (That issue of not being able to get into a good spot around Nova terrain is much less of a concern if you're advancing and then shooting twice, the second time rooted.)
Also, off-topic, but that psyker is also great for Guard.
I was also thinking of ditching Cawl, get a dominus and daedadolus, some destroyers to give the robots 2+ to hit
2019/08/25 08:58:01
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Right now, I am trying two approaches:
1) 2x Ryza Battalion filled to the brim with Ryza Destroyers and Ryza Dakkabots. They would both reach 2+ to hit quite handily. Round out with a Mixed Battalion containing Graia Rangers and Mars Infiltrators. That or Stygies for an assault element.
2) Mars Battalion and Mars Spearhead with Dakkabots, Breacher MSUs, and Grators. Cawl, Manipulus, and Daedalosus give everything to rerolling 3+. Support with Mixed Battalion with Ryza Drills and Graia Rangers.
This message was edited 1 time. Last update was at 2019/08/25 08:58:52
2019/08/25 09:10:26
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: Right now, I am trying two approaches:
1) 2x Ryza Battalion filled to the brim with Ryza Destroyers and Ryza Dakkabots. They would both reach 2+ to hit quite handily. Round out with a Mixed Battalion containing Graia Rangers and Mars Infiltrators. That or Stygies for an assault element.
2) Mars Battalion and Mars Spearhead with Dakkabots, Breacher MSUs, and Grators. Cawl, Manipulus, and Daedalosus give everything to rerolling 3+. Support with Mixed Battalion with Ryza Drills and Graia Rangers.
Go for Mars! I have played with Ryzaphrons extensively and they are just to squishy... There is so much good S6+ multidmg shooting which will just chew through them.
2019/08/25 09:14:52
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
This was the first list. Pretty much the Master's City list, only it now has Grators and Daedalosus. Still considering the Mars list because it's hard to fit Daedalosus in; I need to free 2 points, but there's no much fat left...
Heavy Support - 333 1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
EDIT: Just realized that I could just make that mixed detachment entirely Graia. Anyhow, this list could use a bit more diversity in threats, but I think it has the primary bases covered.
This message was edited 3 times. Last update was at 2019/08/25 10:07:02
2019/08/25 12:37:50
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
It's also +1 to hit, so will double the chance of Corpuscarii getting triples off too.
So a squad of 10 would get 45 hits on average - 30 wounds on most infantry. Two Termites with 10 Corpuscari each and Daedalosus buffing them both is going to make short work of almost anything that ends up within 12" of them.
2019/08/25 14:01:02
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Jesus this new guy is beyond awesome, it's almost a instakill button for AdMech. Already seeing a few uses that some of you talked about:
- Robots hitting on 2+ with Elimination Volley + Daedalosus, they're getting scarier with every update
- Corpuscarii proc their Tesla on 5+ instead of 6+, awesome anti-horde capabilities
- Plasma Destroyers freely firing overcharge safely
- Dunecrawlers freely firing at 2+
- Ballistarii too !
Only thing is the 24" of range that will require to move him up a bit. But between the 6" move and the d6 advance there's room to wiggle in. Given that our codex strongly encourages a more mobile gunline style of army I believe he'll fit the bill quite nicely and won't be too afraid of moving up on the board, given a proper escort.
The other nice thing is that he'll make Cawl less of a must-take choice in some lists, giving +1 to Hit and the rerolls from a Dominus closes the gap between Cawl's super bubble and the regular Dominus. If you don't play Mars it makes Robots more attractive, at least a small unit. I know that when playing at 1000 pts (favourite format these days) he'll be in every list instead of the Enginseer, focus fire at 1000 pts is really important and this guy helps tremendously.
On a side note sorry for leaving the main post empty so far, I said I had time when I actually didn't have that much for writing. I'll probably get to starting writing the guide next month now that I'm more motivated by 40k these days.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2019/08/25 15:01:28
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
lash92 wrote: Lack of <Forgeworld> prevents him from going into a drill unfortunately :( Otherwise that would be pretty sweet. Even for WoM.
I could remember it could take the Secutarii so thought it was just Ad Mech infantry, but you're right - it specifically calls them out as things it can carry alongside <forgeworld>.
Sadly Daedolosus is there for his own purposes so he can't even get Murad to call him a cab like the Kill team: Rogue trader ones can.
2019/08/25 16:33:17
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
This release is just so awesome... my experimental Graia castle has just found a way to give all Kataphrons a Noospheric benefits I was lacking.
So at 1750 I'm thinking double Graia Battalions with:
1. Battalion
Dominus (emotionless clarity) and Manipulus, 3x5 Destroyers with Plasma and Flamers (one squad with Phosphors to squeeze Dr D), 2x Belleros Desintegrators (I don't have third unfortunately).
2. Battalion
TPE, Dr. D, 5x 5 Vanguards with 2 Plasma, 2x Icarus
For 2k I'm thinking about some DS support, or 4 Kastelans in place of two Onagers. Tripple Battalion is doable as well, as this list is Infantry focused.
A general strategy: exactly what Dr D was designed to do - move up the board in a castle immune to combat tagging (at least vs Infantry, and light vehicles), with a mid-short range threats overload
This message was edited 1 time. Last update was at 2019/08/25 16:36:50
Currently I am thinking somthing like the following list:
(after exchanging one of the Enginseers for the new 50pt Techpriest this comes to 1999)
Possibly also making the cheap battalion (enginseers/vanguard) as a mixed force e.g. graia for deny...
Could also swap a neutron for an Icarus as well.
Another possiblity is to remove 1 dakka bot for 2x more plasmaphrons.
Kastelan Robots [18 PL, 330pts]
. 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
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
Skorpius Disintegrator [6 PL, 111pts]: Belleros Energy Cannon, 3x Cognis Heavy Stubber
Suzuteo wrote: @dadamowsky
You bringing Dakkabots? With the Strafing Run stratagem, their guns become Assault and thus, eligible for Emotionless Clarity.
That's one of the ideas. The other one is having them on fists and make the flamers Assault, but as fists are rather tricky I like the Dakka loadout more. And they synergise with Dr D better, while having better S and AP
I tried the Transport with Ruststalkers, they only killed scouts and hold the objective for 2 turns with lots of cp, so they are still not really worth it.
However, afterwars I put the last coupld ruststalkers an an enginseer in the transport to achieve juicy D3 linebreaker points.
Its also really good for LOS blocking, blocking objectives and block you from charges. You might want to go the route of having at least on of them, maybe park infantry in it and your gunline will be a lot safer.
2019/08/26 16:45:21
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Yeah, that is what I have been doing with mine. I actually was experimenting with running two. I used to run them Stygies. Having a giant T8 minus to hit LOS blocker in front of my troops was useful.
Anyhow, my concern is that I am too imbalanced toward shooting. Might struggle against an army like Nids or Orks that wants to get really stuck in.
This message was edited 1 time. Last update was at 2019/08/26 16:48:30
2019/08/26 18:21:34
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: Yeah, that is what I have been doing with mine. I actually was experimenting with running two. I used to run them Stygies. Having a giant T8 minus to hit LOS blocker in front of my troops was useful.
Anyhow, my concern is that I am too imbalanced toward shooting. Might struggle against an army like Nids or Orks that wants to get really stuck in.
I feel like Dragoons are mandatory, you just need something with some oomph for counter punch. I don't run much else melee though due to a lack of models and due to the fact I can fall back and shoot (with no penalties now thanks to our new HQ). I do feel if you were non Metallica you probably would want some priests in a skorpius or drill as a counterattack element. That said shooting is definitely our strongsuit. While I don't disagree that a list can have too little melee and too much shooting, I do feel admech works best with lots of shooting and a couple of good melee units. Which is probably some mix of Dragoons and priests w/transports.
I think max I'd ever go is something like 4 Dragoons and maybe 2 priest units with transport. Anything extra feels like overkill.
'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
2019/08/26 21:01:55
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I think max I'd ever go is something like 4 Dragoons and maybe 2 priest units with transport. Anything extra feels like overkill.
Depends on the table. 2x4 Dragoons can be brutal and very effective when the mid-table is fairly accessible for Vehs. It was funny to see the Talos to be too afraid to engage