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2019/11/05 20:53:33
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Theres some admech/gargoyle-esque concept image from Forgeworld floating around apparently. It wouldnt exactly be that unusual to see Ruststalkers or Infiltrators be given mechanical wings anyway.
Be kinda weird to have a flying HQ and no flying units.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/11/06 05:41:42
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
@Hesselhof
I think you need more Calivers or Hoplites to make the list work. Just vanilla Skitarii are not great for fighting things like Invictors. That or you concentrate the Plasma into a DS package to go with the Infiltrators. I used to do that, and it worked really well.
Maybe something like this?
Spoiler:
Mars Spearhead Detachment - 1044
HQ - 190 1x Belisarius Cawl - Warlord
Heavy Support - 674 1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad Spectrum Data-tether
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad Spectrum Data-tether
1x Onager Dunecrawler - Neutron Laser, Cognis Heavy Stubber, Broad Spectrum Data-tether
I personally have found that I don't need nearly as much CP as I had thought with these vehicle spam lists. You pretty much spend a bunch of CP at the start to infiltrate, and after that, it's just Doctrina, Plasma Specialists, and a single Wrath of Mars. (Infiltrators don't tend to live very long after opponents find out how many mortals they can spit out; as usual, watch out for Auspex Scan in this meta.)
If you really want two Battalions, you could make a mixed Battalion instead of the Patrol.
2019/11/06 06:50:06
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
@Hesselhof
I think you need more Calivers or Hoplites to make the list work. Just vanilla Skitarii are not great for fighting things like Invictors. That or you concentrate the Plasma into a DS package to go with the Infiltrators. I used to do that, and it worked really well.
Maybe something like this?
Spoiler:
Mars Spearhead Detachment - 1044
HQ - 190 1x Belisarius Cawl - Warlord
Heavy Support - 674 1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad Spectrum Data-tether
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Broad Spectrum Data-tether
1x Onager Dunecrawler - Neutron Laser, Cognis Heavy Stubber, Broad Spectrum Data-tether
I personally have found that I don't need nearly as much CP as I had thought with these vehicle spam lists. You pretty much spend a bunch of CP at the start to infiltrate, and after that, it's just Doctrina, Plasma Specialists, and a single Wrath of Mars. (Infiltrators don't tend to live very long after opponents find out how many mortals they can spit out; as usual, watch out for Auspex Scan in this meta.)
If you really want two Battalions, you could make a mixed Battalion instead of the Patrol.
Thanks for advice =)
Guess i will test both
Admech & Deathwatch --------------------------------------
Don´t Hessel the Hof
2019/11/06 13:19:49
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I tend to avoid spamming Mars Boats. They are easier to kill and cannot Infiltrate. Getting those Hoplites into charge range and Skitarii onto objectives is important.
Plus, when you are up against RG, you need to be able to counter their Master of Ambush and infiltrate. (If you are going second, you get to infiltrate after they do these things, so if they redeploy 9" from your units, you can move your guys 9" back, which denies charge to Assault Centurions.)
By the way, Hoplites are like the new Breachers. They outperform against Invictors and Assault Centurions. You basically trade 4 Hoplites to kill 2 Centurions or 1 Hoplite to kill 1 Invictor. LOL.
2019/11/08 20:42:45
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
There must be something about Hoplites im not seeing because i look at their datasheet you get off forgeworld and they just seem...meh to me.
They are T3 so easily hurt, basically relying on 5++ in shooting since their melee is deadly enough to justify the AP1/2 shots going after them instead of rangers/vanguard, and the whole "d3 damage against vehicles" is pretty moot unless they manage to find one of the few T5/6 vehicles that are in the midfield and not sitting in the far corner lobbing artillery shots.
What am i not seeing that makes them so great? i just think of my rangers/vanguard dying in droves before they do much more than be in the way and fail to see hoplites being any different.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/11/08 20:44:48
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Vineheart01 wrote: There must be something about Hoplites im not seeing because i look at their datasheet you get off forgeworld and they just seem...meh to me.
They are T3 so easily hurt, basically relying on 5++ in shooting since their melee is deadly enough to justify the AP1/2 shots going after them instead of rangers/vanguard, and the whole "d3 damage against vehicles" is pretty moot unless they manage to find one of the few T5/6 vehicles that are in the midfield and not sitting in the far corner lobbing artillery shots.
What am i not seeing that makes them so great? i just think of my rangers/vanguard dying in droves before they do much more than be in the way and fail to see hoplites being any different.
The points costs...
Praise the Omnissiah
About 4k of .
Imperial Knights (Valiant, Warden & Armigers)
Some Misc. Imperium units etc. Assassins...
About 2k of
2013/08/18 19:19:29
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Vineheart01 wrote: There must be something about Hoplites im not seeing because i look at their datasheet you get off forgeworld and they just seem...meh to me.
They are T3 so easily hurt, basically relying on 5++ in shooting since their melee is deadly enough to justify the AP1/2 shots going after them instead of rangers/vanguard, and the whole "d3 damage against vehicles" is pretty moot unless they manage to find one of the few T5/6 vehicles that are in the midfield and not sitting in the far corner lobbing artillery shots.
What am i not seeing that makes them so great? i just think of my rangers/vanguard dying in droves before they do much more than be in the way and fail to see hoplites being any different.
Breachers seem meh to most people too. But like Breachers, they are just absurdly cheap for their statline. They cost 9 points, but they have 4++ in melee, 3+/5++ in shooting, S6 shooting and melee with Arc rule. Compare that against a Tactical Marine, Intercessor, or Scout, all of which cost more but are less durable and less capable in fighting (and shooting in the case of Tacticals and Scouts). Then consider that we have a really point efficient transport that we can put these Hoplites into to make them hard to get to. Your opponent has to pop the transport in Shooting to charge and fight them in melee. The transport meanwhile gets to OW with 12x Heavy Stubber shots on 3+ with a stratagem. Finally, consider the meta situation we are in. Most Marine lists will have Invictors, which Hoplites just take apart. Many, especially WS and RG, also run Assault Centurions, which are also a favorable trade. In fact, Hoplites melt pretty much any T6-7 vehicle. Finally, you give them Acquisition, and they have 31 attacks and 3++ in melee. Nobody going to want to fight that.
This message was edited 1 time. Last update was at 2019/11/08 20:55:25
2019/11/09 18:58:13
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
The longer I think about Hoplites, the fewer cons I can found. 9 pts per model is very good value. The biggest disadvantage is... being FW. Meaning entire ETC scene will not allow them into play :(
A little report on my Lucius tests. Ignoring -1AP is surprisingly useful. Depending on the matchup, hiding Kastelans (vs IFs) or Destroyers (vs anything else) helps in main gunline survivability quite a lot. However Invictors, Fliers, Infiltrators or Eliminators everywhere force me to start from the table more than I'd like. Invictors are absurdly good btw; even pre-nerf Stygies bombs did not have such a punch. And they explode with d6 mortals in 6" afterwards...
I also switched gravs to plasma again. 2 additional hits from gravs are cool, but with the safe-ish overcharge, plasma is just more versatile in the end. 6" of additional range helps a lot. Better wounding would be cool to mention but Transhuman Physiology is the thing - if SM want his Infantry alive, he will keep it alive. Example from today's match - 6 Kastelans killed 6 Intercessors with 54 shots (-1 to hit, negated by Dedalus)... auto-passed morale with some power or litany, can't remember now. On a side note - Kastelans lose a LOT of firepower without Wrath. 5 double tapped Kastelans failed to kill Robby...
What I don't like in my list are... Belleros. Stubbers do close to nothing unfortunately, d6 rockets have an awful consistency on number of shots, and the entire model is just too big to fit into an already dense castle. Being left outside, trying to score points with 12" movement for instance, it's a bait to be charged by nearly anything - stupid Primaris can reliably tie it in combat and call it a day. Why oh why doesn't it have a Fly... Plus 36" range is crippling - TFCs are outshooting my Belleros by a great margin. I'm seriously considering dropping the boats entirely and mono-codex army stubbornness, as 3 TFCs bring so much more consistency and artillery shooting value. It might not kill HWTs as efficiently, but with IF for ignoring cover, TFC is just... better. 60" range, rerolling 1s to wound, Tremor Shells... and are cheaper on top of that.
IronVaught wrote: Still think the bots are too good not to use? In mars.
Ive got a 1750 rtt next week. Still havent decided what to run.. cawlstar, stygies, ryza... *shrug*
They're still good. They actually wreck a ton of Marine lists. But I think boat spam might be more versatile, since there are more matchups where you can't out-shoot your opponent now. Plus, the IH nerf made Tau lists stronger again.
This message was edited 1 time. Last update was at 2019/11/10 09:12:38
2019/11/10 11:46:55
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Haven’t seen much talk about dakka bots, are they worth playing? I was dusting off my admech and thinking about running 4 with cawl. Is it still decent or no? They seem squishy
2019/11/11 13:44:15
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I played with this list yestarday on 1250 points tournament (225 points max per unit). Win vs necrons and tau. Lose vs drukhari
+ assassin
++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) ++
According to a leak of this month's white dwarf, imperium armies will now be able to take one inquisitor per detachment without losing any army bonuses (dogmas and canticles in our case).
VladimirHerzog wrote: According to a leak of this month's white dwarf, imperium armies will now be able to take one inquisitor per detachment without losing any army bonuses (dogmas and canticles in our case).
infiltrate both pregame for the turn one charge, then cast terrify with greyfax to remove overwatch (Assuming this psychic power isnt changed).
it could make for a pretty solid alpha strike.
Terrify looks like it is still the same
I am also liking the look of an Xenos Inquisitor with the warlord trait 5+ to gain CP opponent spends (for a 1CP strat you can get a WL trait AND a relic, the Xenos one is wounding non-vehicles on 2+ - i.e. give them a power sword and watch them go to town).
I am also liking the look of an Xenos Inquisitor with the warlord trait 5+ to gain CP opponent spends (for a 1CP strat you can get a WL trait AND a relic, the Xenos one is wounding non-vehicles on 2+ - i.e. give them a power sword and watch them go to town).
I am also liking the look of an Xenos Inquisitor with the warlord trait 5+ to gain CP opponent spends (for a 1CP strat you can get a WL trait AND a relic, the Xenos one is wounding non-vehicles on 2+ - i.e. give them a power sword and watch them go to town).
I think I will be running the following in most AdMech lists now mainly for psychic defense but also the additional CP will probably come in useful:
Inquisitor (55)
Ordo Xenos
Psyker – Smite & Castigation (WC 6, Target unit 18”, roll 3D6 > Lowest Ld, suffer D3 mortal wounds) (Cast & Deny 1/turn)
Plasma Pistol & Force Sword (5+8) (admittidly I do not have a model with a storm bolter otherwise...)
Inquisitorial Mandate (1CP) – WL Trait & Relic
WL Trait: Esoteric Lore (5+ to gain CP when opponent spends them)
Relic: Bio-Corrosive Poisons (wound on 2+ in melee vs non Vehicle/titanic)
Total: 68 points
This message was edited 1 time. Last update was at 2019/11/11 19:22:18
Praise the Omnissiah
About 4k of .
Imperial Knights (Valiant, Warden & Armigers)
Some Misc. Imperium units etc. Assassins...
About 2k of
2019/11/11 20:19:20
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I am also liking the look of an Xenos Inquisitor with the warlord trait 5+ to gain CP opponent spends (for a 1CP strat you can get a WL trait AND a relic, the Xenos one is wounding non-vehicles on 2+ - i.e. give them a power sword and watch them go to town).
I think I will be running the following in most AdMech lists now mainly for psychic defense but also the additional CP will probably come in useful:
Inquisitor (55)
Ordo Xenos
Psyker – Smite & Castigation (WC 6, Target unit 18”, roll 3D6 > Lowest Ld, suffer D3 mortal wounds) (Cast & Deny 1/turn)
Plasma Pistol & Force Sword (5+8) (admittidly I do not have a model with a storm bolter otherwise...)
Inquisitorial Mandate (1CP) – WL Trait & Relic
WL Trait: Esoteric Lore (5+ to gain CP when opponent spends them)
Relic: Bio-Corrosive Poisons (wound on 2+ in melee vs non Vehicle/titanic)
Total: 68 points
Personnally i'm really eager to run greyfax with my electro priests, especially with her new warlord trait to prevent opponents from falling back in combat, this could mean that even in situations where my priests dont kill their target (and dont have a 3++), they would keep some surviability by not being shootable. Its also super strong against all the "shoot after falling back" models that have been coming out recently.
2019/11/11 21:58:51
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Oh hmmm. And here I was thinking about cutting my Infiltrators for something.
Sad thing is that I am still painting these Infiltrators as I consider replacing them. SIGH...
EDIT: Okay, I really like Greyfax now. Going to wait and see what the new model in the Rumor Engine is though. I have a feeling that I will need all the points I can free up.
This message was edited 1 time. Last update was at 2019/11/11 22:52:41
2019/11/11 23:40:17
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: Oh hmmm. And here I was thinking about cutting my Infiltrators for something.
Sad thing is that I am still painting these Infiltrators as I consider replacing them. SIGH...
EDIT: Okay, I really like Greyfax now. Going to wait and see what the new model in the Rumor Engine is though. I have a feeling that I will need all the points I can free up.
also Coteaz can know up to 3 powers (1 is smite) cast 3 and deny 2 for 90 points (and 1CP), one of his powers grants 5++ for WC 6 on Imperium Infantry - you know that big unit of kataphrons...
also what is your thoughts on using an imperial bunker (T8 14 wounds 3+, for 100points ish) put 5 kataphrons inside (as all 5 can fire out no problem) and go from there?
This message was edited 1 time. Last update was at 2019/11/11 23:51:19
Praise the Omnissiah
About 4k of .
Imperial Knights (Valiant, Warden & Armigers)
Some Misc. Imperium units etc. Assassins...
About 2k of
2019/11/12 00:19:40
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Greyfax can deny twice though. EDIT: Oh, Coteaz has to take Psychic Mastery. Nevermind.
I think bringing a Bunker or Bastion/Plasma Obliterator (lol) only makes sense if you are going to hide things behind it as a LOS blocker.
EDIT 2: So one thing that is interesting is that you can fill your HQ slots with Inquisitors. If you can tolerate their relatively fragility, it's 55 points for a Ordo Xenos Psyker with Chainsword and Boltgun and the 5+ CP recycling WLT.
EDIT 3: I am thinking of going two Battalions again, with a Mixed Battalion using Greyfax and a Lucius Enginseer and a Stygies Battalion using a cheapo Ordo Xenos Inquisitor (WLT: Esoteric Lore, Relic: Blackshroud, Power: Mental Interrogation or Castigation) and Daedalosus. I am actually not sure if it is worth investing in weapons for the Ordo Xenos Inquisitor, given he's so fragile and does not have amazing stats for the cost. Also, what Psychic Power for Greyfax? Ascertainment looks amazing. She shuts down Daemon lists really hard. Snipe the characters, cripple the melee units, and prevent them from fleeing.
All I need to do is wait for word from FLG that this won't break AdMech list kosher.
This message was edited 6 times. Last update was at 2019/11/12 11:48:50
2019/11/12 12:58:11
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
All I need to do is wait for word from FLG that this won't break AdMech list kosher.
im not super familiar with the inner workings of itc (i know the missions and generic rules) but what does it change if youre not counted as admech anymore? I used to see you bring up that adding armigers to your questoris would make you non-admech and it seemed a dealbreaker to you, why is that?