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2019/11/12 18:52:33
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Greyfax in a Graia battalion sounds like a decent anti-psychic force for Admech actually. And brings some utility with Retribution and her preventing Fall Back WLT - rerolling 1s in combat without a Mask or Prime Hermeticon, can make a counter-charging unit of Fulgurites a bit more efficient. And rerolling 1s in Overwatch... finally...
*And Ld10 (+1 from BDST) for our Infantry blobs... finally... Large squads of Kataphrons might be actually decent now, as they'd be basically immune to morale in units of ~9, with less CPs spent on 5++. Large units in general have got a lot more wieldy now.
This message was edited 1 time. Last update was at 2019/11/12 18:55:29
Actually, reading the rule, I think it's already kosher.
Basically, in order to be counted in ITC as a faction, all detachments in the army come from the same faction. Inquisitors can go into any faction's detachment without breaking its rule, so it should be okay.
We also get an exception:
"Adeptus Mechanicus may take one Imperial Knight in one Super Heavy Auxiliary detachment and retain their faction for ITC purposes."
2019/11/12 19:15:59
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: Actually, reading the rule, I think it's already kosher.
Basically, in order to be counted in ITC as a faction, all detachments in the army come from the same faction. Inquisitors can go into any faction's detachment without breaking its rule, so it should be okay.
We also get an exception:
"Adeptus Mechanicus may take one Imperial Knight in one Super Heavy Auxiliary detachment and retain their faction for ITC purposes."
yeah that part i get, im wondering what "counting as a faction" does.
2019/11/12 21:39:52
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: Actually, reading the rule, I think it's already kosher.
Basically, in order to be counted in ITC as a faction, all detachments in the army come from the same faction. Inquisitors can go into any faction's detachment without breaking its rule, so it should be okay.
We also get an exception:
"Adeptus Mechanicus may take one Imperial Knight in one Super Heavy Auxiliary detachment and retain their faction for ITC purposes."
yeah that part i get, im wondering what "counting as a faction" does.
There's a faction specific ranking, apart from the general one. You can compete for best in faction if you bring unsouped army.
dadamowsky wrote: Greyfax in a Graia battalion sounds like a decent anti-psychic force for Admech actually. And brings some utility with Retribution and her preventing Fall Back WLT - rerolling 1s in combat without a Mask or Prime Hermeticon, can make a counter-charging unit of Fulgurites a bit more efficient. And rerolling 1s in Overwatch... finally...
*And Ld10 (+1 from BDST) for our Infantry blobs... finally... Large squads of Kataphrons might be actually decent now, as they'd be basically immune to morale in units of ~9, with less CPs spent on 5++. Large units in general have got a lot more wieldy now.
I would have thought coteaz is better in most circumstances
Cast 3 deny2 as opposed to cast 1 deny 2 (with +1's) not to mention better CC and armour.
If you were really focussed on denial hector cast 3 deny 4 (+1 within 12") would be better.
Yes it should be permissable in mono faction as it is excluded
This message was edited 2 times. Last update was at 2019/11/14 13:52:49
2019/11/14 16:01:22
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I just was given a copy of Combat Arena recently, and I cant find where to get the 40k datasheets for the techpriest and the servitor. I have seen them online, but I cant find a PDF or other source. Any clues?
2019/11/14 18:03:22
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Maybe I am just blind. I went through the community website, but I don't see anything for them. I have seem the IMGUR posting before, but I dont think I have seen an actual PDF anywhere.
2019/11/14 20:09:24
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
dadamowsky wrote: Greyfax in a Graia battalion sounds like a decent anti-psychic force for Admech actually. And brings some utility with Retribution and her preventing Fall Back WLT - rerolling 1s in combat without a Mask or Prime Hermeticon, can make a counter-charging unit of Fulgurites a bit more efficient. And rerolling 1s in Overwatch... finally...
*And Ld10 (+1 from BDST) for our Infantry blobs... finally... Large squads of Kataphrons might be actually decent now, as they'd be basically immune to morale in units of ~9, with less CPs spent on 5++. Large units in general have got a lot more wieldy now.
I would have thought coteaz is better in most circumstances
Cast 3 deny2 as opposed to cast 1 deny 2 (with +1's) not to mention better CC and armour.
If you were really focussed on denial hector cast 3 deny 4 (+1 within 12") would be better.
Yes it should be permissable in mono faction as it is excluded
I'm rather thinking about pairing Greyfax with Fulgurites, giving her No Escape warlord trait, and Terrify or Ascertainment powers. Except for Terrify, other rules mentioned are exclusive to Ordo Hereticus, hence why I opt for Greyfax now. But Coteaz indeed looks solid as well.
I always struggle with time issues in my local tournaments, often getting to turn 3,5, sometimes slower if my enemy has issues. Any tips to speed things up? I know the profiles by heart.
How many points are tournaments now, still 2k?
2019/11/14 22:17:29
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
0XFallen wrote: I always struggle with time issues in my local tournaments, often getting to turn 3,5, sometimes slower if my enemy has issues. Any tips to speed things up? I know the profiles by heart.
How many points are tournaments now, still 2k?
As far as my time management goes, there's one little trick that has speeded up my game by quite a lot, without any real effort. I have 3 colors of dice with me: 10x white, 20x black, 30x red. Now If I have to make a dice heavy roll I don't have to count each and every single one, I just take the pile that is the closest and add or subtract the difference. I keep a "technical" dice as a separate and distinctive color, to never mix them up (I use Kill Team D6 dice set and a bunch of D4 and D10).
But in general, here are some tips for speeding up:
-Make your phases as routine as possible. Make a checklist breaking down when you do what every time if it helps.
-Decide on the macro goals of the turn before acting. Stuff like: I need to take this objective and kill these units to score X VP.
-Make decisions and follow through. Don't second guess yourself, especially in the first few turns.
-Always overkill things. It saves time and improves consistency of play.
-Use the dice app for anything with more than a handful of dice.
By the way, not getting to round 6 is pretty normal. I personally usually end in round 5. Trying to get to round 6 definitely improves your score though.
This message was edited 1 time. Last update was at 2019/11/14 22:30:09
2019/11/14 22:36:00
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
0XFallen wrote: I always struggle with time issues in my local tournaments, often getting to turn 3,5, sometimes slower if my enemy has issues. Any tips to speed things up? I know the profiles by heart.
How many points are tournaments now, still 2k?
Base rim colours so you can sort your units quick
Not building around rerolls - reroll 1's increase time by 25%
Not firing every last unit when it makes little difference that single ranger will not make a difference to that full health knight however firing 6 units of 1 ranger at different units can waste 5 mins
Learning to move units quick especially when precision is not important
Thinking during your opponents turn so when its your you can go quick as you know whats going where
If you need to go to the loo or leave the table do so in your opponents movement phase
If your deploying second and you have a big army start deploying the stuff while your oppoent deploys - im not really giveing ny opponent information if i set a hundred guardsman a screen but at 3-5s a model im saving time
Consider prioritiseing dice heavy enemy units not single powerfull shots.
Late game do only what matters if kill points don't matter their can be lots of situation where a unit can move and fire but it makes no difference to the games outcome
If you know your table in a tourney get their early group your units measure your deployment zones that way you can minimise deployment time
Group fireing - firing 3 neutron lasers at one knight is quicker than rolling three sequential yes you might get lucky and waste a shot but it can give a few mins at the end of the game
Practice with a chess clock that will tell you if its you or your opponent
I often play 200 models or 40 units and i never get clocked
This message was edited 3 times. Last update was at 2019/11/14 23:03:07
2019/11/15 21:21:06
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
So...do we know one way or another if we can use Inquisitors as an HQ choice in our detachments? That battlescribe list suggests otherwise but I guess it's not clean cut in the wording.
2019/11/18 14:15:45
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
to me its pretty irrelevant. Phosphors rarely kill anyting and flamers only matter against a melee list. If i have some pts left over, i'll usually upgrade to flamers since the potential impact is a lot bigger.
2019/11/18 16:38:10
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: Actually, reading the rule, I think it's already kosher.
Basically, in order to be counted in ITC as a faction, all detachments in the army come from the same faction. Inquisitors can go into any faction's detachment without breaking its rule, so it should be okay.
We also get an exception:
"Adeptus Mechanicus may take one Imperial Knight in one Super Heavy Auxiliary detachment and retain their faction for ITC purposes."
I believe it is also the case that we can have the Super Heavy Auxiliary detachment contain one unit of 1-3 Armigers/Knights Moirax. I'm currently working on two Lightning Lock Moirax.
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2019/11/18 16:45:35
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Played some games against Marines lately.
Imperial fists were especially scary, but won because he forgot a lot of the rules, which one might consider bloat.
What I noticed:
Stygies is worse now as they can reroll negativ modifiers too, which seemes to boost survivabilty only ever so slightly. ( 14 less hits out of 100 3+ vs 4+ rerolling all misses )
Which brought my thought towards the standard Cawl Mars list, however considering we have Daeda now, Cawl might be replaced by a standard dominus, especially that IF ignore cover.
Which, then again gives us the possibility to consider other forge worlds as Stygies got indirectly nerfed, and Cawl too ( twice).
My current list ideas resolve around:
Lucius.
Dominus + all kataphron buffs + teleport relic + 2 units of servitors to have them available for both battlefield sides.
Deepstriking huge unit of Kataphron destroyers
Ryza.
Good with drill and plasma vanguards, and 2nd threat would be 2-3 smaller destroyer units with daeda
Dominus could be either in the drill or backfield with daeda ( thoughts?) Although I guess one could pop the canticle with the deepstike.
Graia.
Still only for a min battalion I would assume.
Stygies.
Either backfield rangers + melee battalion or in a mixed detachment for melee threats.
Mars.
Either dakkabots or, my current preference, only for a WoM bomb of infiltrators in a mixed detachment.
Agripinaa and metallica, which I almost forgot existed.
Sadly cant find any competetiv use for them
On a plus side I didnt see many smash captains anymore, so I might go with less screening and put some flamers on my destroyers.
2019/11/19 12:40:51
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
0XFallen wrote: Played some games against Marines lately.
Imperial fists were especially scary, but won because he forgot a lot of the rules, which one might consider bloat.
What I noticed:
Stygies is worse now as they can reroll negativ modifiers too, which seemes to boost survivabilty only ever so slightly. ( 14 less hits out of 100 3+ vs 4+ rerolling all misses )
Which brought my thought towards the standard Cawl Mars list, however considering we have Daeda now, Cawl might be replaced by a standard dominus, especially that IF ignore cover.
Which, then again gives us the possibility to consider other forge worlds as Stygies got indirectly nerfed, and Cawl too ( twice).
My current list ideas resolve around:
Lucius.
Dominus + all kataphron buffs + teleport relic + 2 units of servitors to have them available for both battlefield sides.
Deepstriking huge unit of Kataphron destroyers
Ryza.
Good with drill and plasma vanguards, and 2nd threat would be 2-3 smaller destroyer units with daeda
Dominus could be either in the drill or backfield with daeda ( thoughts?) Although I guess one could pop the canticle with the deepstike.
Graia.
Still only for a min battalion I would assume.
Stygies.
Either backfield rangers + melee battalion or in a mixed detachment for melee threats.
Mars.
Either dakkabots or, my current preference, only for a WoM bomb of infiltrators in a mixed detachment.
Agripinaa and metallica, which I almost forgot existed.
Sadly cant find any competetiv use for them
On a plus side I didnt see many smash captains anymore, so I might go with less screening and put some flamers on my destroyers.
I still think stygies is good, against non-marines armies, its still the best defensive bonus we can get out of a dogma. Against Tau especially, and they are top4'ing quite a few tournaments these days.
I feel like Mars/Graia/Lucius/Ryza are only playable because of their stratagems.
Agripiina was our servitor maniple before vigilus, now its useless.
Metallica is so bad that even as a meme the forgeworld cant work.
2019/11/19 21:10:30
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I just came from a 3 round tournament running a Metallica list. Though you lose a little durability (stygies) and a little mortal wound output, combining strafing run with a 5 man unit of shooty bots was awesome.
I ran the Metallica warlord trait on my Dominus and proceeded to run and gun. Moving around 11-12 inches a turn while firing off 45 shots with no downside was great.
I was able to get out of combat and still fire due to the warlord and in my one game where I needed the additional firepower I advanced to midfield, then popped binaric overide.
Running and gunning is not what opponents expect. And do to the order of effect you can strafing run at the top of the turn, advance, then pop binaric overide at the end of the phsycic phase and suffer no penalty for moving and shooting.
I also got tagged in one game by numerous berserkers double fighting but due to good shoulder to shoulder positioning I was able to fall back with my bots and ballistarri and proceed to break the world eaters back.
Metallica can be good but you have to build for it.
This message was edited 2 times. Last update was at 2019/11/19 21:12:30
2019/11/20 06:01:53
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Several admech players did very well at the Alliance Open Dutch GT. Just goes to show that the codex is still working great.
Now, with the change on the salamanders strat I am thinking of going imperial. Finally a tac to use for destroyers to be safe turn 1.
2019/11/20 07:52:56
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
JNAProductions wrote: Inquisitors taken as part of another detachment do NOT fill a slot.
Awh. That's actually a con.
IG88 wrote: I just came from a 3 round tournament running a Metallica list. Though you lose a little durability (stygies) and a little mortal wound output, combining strafing run with a 5 man unit of shooty bots was awesome.
I ran the Metallica warlord trait on my Dominus and proceeded to run and gun. Moving around 11-12 inches a turn while firing off 45 shots with no downside was great.
I was able to get out of combat and still fire due to the warlord and in my one game where I needed the additional firepower I advanced to midfield, then popped binaric overide.
Running and gunning is not what opponents expect. And do to the order of effect you can strafing run at the top of the turn, advance, then pop binaric overide at the end of the phsycic phase and suffer no penalty for moving and shooting.
I also got tagged in one game by numerous berserkers double fighting but due to good shoulder to shoulder positioning I was able to fall back with my bots and ballistarri and proceed to break the world eaters back.
Metallica can be good but you have to build for it.
Yeah, a few months back, someone ran this sort of build with Graia. It works with Metallica too, but you don't get the WLT that lets you shoot while in melee; you can just wrap up enemy units or vehicles and shoot them to death. Instead, you get a WLT that lets you fall back and shoot with a penalty. Which is not too great, since you'd be hitting on 5s then without Cawl rerolls.
I guess if you really want to move and are willing to accept the downsides, this is an interesting option. Definitely strong in this meta, actually.
2019/11/20 08:38:08
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Now, with the change on the salamanders strat I am thinking of going imperial. Finally a tac to use for destroyers to be safe turn 1.
How you mean this?
Take a unit of scouts, deploy out of los for your opponent. Put your destroyer unit within 6 of the scouts and in your opponents shooting phase you pop the self sacrifice strat so your destroyers can't be shot.
2019/11/20 09:11:01
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes