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2019/12/05 22:50:00
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Niiru wrote: HI all, considering an AdMech force (again, I had this same impulse last year lol), and was wondering if a heavy-mech force is viable?
I'm talking about using Kataphron (breachers? destroyers?) as a bulk of my troops options, with robots and tanks. Admech monster mash, in effect.
And no souping, at least not with space marines or IG. I was tempted by a sisters detachment, or throwing in an Inquisitor and some assassins, but mostly just AdMech.
How would you?
The most important question is: what kind of enviroment are you going to play in?
It's quite important, as Admech can bring a wide variety of lists, and most units are viable in some way but... there's no one cookie-cutter that will cover everything. This is not SM. ITC or ETC, or house missions, or whatnot - each format has a specific set of challenges that Admech has totake into consideration. ITC is very much about killing power for instance, it is possible to bring FWs (meaning Drills and Hoplites). ETC is very much about table control, and FW is (mostly) forbidden. Kataphrons spam might have been good to amazing in ITC but they are really too slow in ETC, struggling to grab the objectives to score Maelstorms and Eternals. What counts as waste or giving up VPs in ITC (so lots of infantry with obsec) is actually desirable in ETC, as you have to take those markers. But on small tables and small points (48x48), where ranges are shorter and you are placing your markers down, Breachers can actually be spammed again.
Everything is in the context you know
Automatically Appended Next Post:
0XFallen wrote: I had an idea lately, what if we used a big 12 man Ryza Plasmaphron unit and hide them behind a brick wall of disintegrators and duneriders/ drills, although 3 disintegrators should be plenty for that.
Why dont we see them as often lately although they are now easily hideable?
Because when even some ruins are too small to hide 12 Kataphrons then it's hard for any realistic amount of Skorpius to completely hide every single one of them either . The back slope might show the Kataphron part for instance, or a space below the drill tip. 2,5"x12 bases footprint is a nightmare to wield.
This message was edited 2 times. Last update was at 2019/12/05 22:55:29
Niiru wrote: HI all, considering an AdMech force (again, I had this same impulse last year lol), and was wondering if a heavy-mech force is viable?
I'm talking about using Kataphron (breachers? destroyers?) as a bulk of my troops options, with robots and tanks. Admech monster mash, in effect.
And no souping, at least not with space marines or IG. I was tempted by a sisters detachment, or throwing in an Inquisitor and some assassins, but mostly just AdMech.
How would you?
The most important question is: what kind of enviroment are you going to play in?
It's quite important, as Admech can bring a wide variety of lists, and most units are viable in some way but... there's no one cookie-cutter that will cover everything. This is not SM. ITC or ETC, or house missions, or whatnot - each format has a specific set of challenges that Admech has totake into consideration. ITC is very much about killing power for instance, it is possible to bring FWs (meaning Drills and Hoplites). ETC is very much about table control, and FW is (mostly) forbidden. Kataphrons spam might have been good to amazing in ITC but they are really too slow in ETC, struggling to grab the objectives to score Maelstorms and Eternals. What counts as waste or giving up VPs in ITC (so lots of infantry with obsec) is actually desirable in ETC, as you have to take those markers. But on small tables and small points (48x48), where ranges are shorter and you are placing your markers down, Breachers can actually be spammed again.
Everything is in the context you know
Ahh, I am only a friendly casual gamer, no tournaments for me. When I say I want something to be good, I just meant I don't want to get turn-1 obliterated by my friends. I'd like to put up a decent fight. But I avoid spamming units, and I avoid cheese, just personal preference but I don't find powergaming (intentionally) much fun.
I like big robots and daemon-engines and scary things (that are usually expensive in points, but if they are lucky enough to survive they can put in the murder). Hence my Chaos list having a discordant + his pet maulerfiend, a Prince, a plasmafist contemptor, terminators.. that kind of ilk.
2019/12/05 23:17:05
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
0XFallen wrote: I had an idea lately, what if we used a big 12 man Ryza Plasmaphron unit and hide them behind a brick wall of disintegrators and duneriders/ drills, although 3 disintegrators should be plenty for that.
Why dont we see them as often lately although they are now easily hideable?
Because hiding them behind Skorpius is lot harder than it sounds. Also, stuff like knights and planes have an annoying habit of seeing them by looking over the tanks, or stuff like artillery just not caring period.
'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
2019/12/06 07:10:42
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Ahh, I am only a friendly casual gamer, no tournaments for me. When I say I want something to be good, I just meant I don't want to get turn-1 obliterated by my friends. I'd like to put up a decent fight. But I avoid spamming units, and I avoid cheese, just personal preference but I don't find powergaming (intentionally) much fun.
I like big robots and daemon-engines and scary things (that are usually expensive in points, but if they are lucky enough to survive they can put in the murder). Hence my Chaos list having a discordant + his pet maulerfiend, a Prince, a plasmafist contemptor, terminators.. that kind of ilk.
Then most if not all units can be played with pleasure. The vast majority of Admech codex is currently decently priced, and decently viable in friendly games. If your friends are like mine, meaning "yeah yeah we play friendly today *brings a porno netlist afterward*" then you might need a bit of more thoughtful picking .
The usual admechy way to go is to build around Cawl for his rerolls in the Shooting phase, with Kastelans and Onagers (and lately Desintegrators). Kataphrons are also viable here, albeit a bit tricky to use due to low mobility. You also should bring something to counter-charge, as people will want to charge or tag you - if you don't mind fielding FW range, Hoplites are OK. Fulgurites and Corspucarii are very good at the new points price. Heck, after recent drops even Ruststalkers can be a viable (and cheap) counter-charge force (and look godly on the table).
I'm experimenting with a more mechanized list right now. Meaning a lot of transports with Infantry on board, with Dragoons combat support. It's not as static as typical Cawl's Castle and allows to grab objectives on the table (so rulebook/CA missions, both Maelstorm and Eternals, are way easier to score) although its raw shooting power is considerably worse in comparison.
Unfortunately, the footslogging infantry spam is not really a way to go. Survivability tools are spread among 3 mutually excluding <FW> keywords: Stygies, Graia, and Lucius; and apart from these dogmas or Shroudpsalm, there is no real way to get those guys into ranges before they get shot off the table. Maybe Metalica, but no shooting penalty after additional ~3" of movement from Advancing is nothing to be crazy about. A pitty, relentlessly marching troops of cyborgs would be very cool tematically for Admech. If Skitarii could stack AP ignoring like SoBs can, or Metalica was an auto-Advance on 6" and the current effect (including Heavy weapons as House Raven does) it might be a way to go.
Does AdMech have an equivalent of Emp.Children blender terminators? (guaranteed charge from deepstrike, lots of attacks, glass cannons (although not that glassy))
guaranteed from deepstrike, no.
BUT we do have the ability to make basically any non-kataphron infantry connect on turn 1 if the opponent deploys too close to us.
I usually like to do it with fulgurites since they become a huge distraction carnifex if they manage to get their 3++.
Put 10 priests in a skorpius (or 12 in a drill).
When you deploy the transport, pay 1 cp to infiltrate them.
before the first turn, move up 9" with the transport.
Disembark your priests, giving you a bit less than 4" movement.
Advance a manipulus near them to buff their movement.
Have the priests walk up 6"+1".
Have the transport follow them (so it can charge and soak up overwatch for the priests.
Do the charge.
This gives your priests a movement of (9"+ 3" + 6" + 1") ~19", meaning you only need a 5" charge to make it to the enemy if they deployed right against their deployment.
Alternatively, infiltrate dragoons to give them the same 19" of movement but with less support needed.
0XFallen wrote: I had an idea lately, what if we used a big 12 man Ryza Plasmaphron unit and hide them behind a brick wall of disintegrators and duneriders/ drills, although 3 disintegrators should be plenty for that.
Why dont we see them as often lately although they are now easily hideable?
Because hiding them behind Skorpius is lot harder than it sounds. Also, stuff like knights and planes have an annoying habit of seeing them by looking over the tanks, or stuff like artillery just not caring period.
Just stack the skorpius on top of each other
This message was edited 1 time. Last update was at 2019/12/06 14:20:37
2019/12/06 15:23:10
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
My local gaming club is starting a escalation league (starts at 500pts), im thinking about starting with this list.
Never played Admech before so need advice before i start building.
Araablane wrote: My local gaming club is starting a escalation league (starts at 500pts), im thinking about starting with this list.
Never played Admech before so need advice before i start building.
Ahh, I am only a friendly casual gamer, no tournaments for me. When I say I want something to be good, I just meant I don't want to get turn-1 obliterated by my friends. I'd like to put up a decent fight. But I avoid spamming units, and I avoid cheese, just personal preference but I don't find powergaming (intentionally) much fun.
I like big robots and daemon-engines and scary things (that are usually expensive in points, but if they are lucky enough to survive they can put in the murder). Hence my Chaos list having a discordant + his pet maulerfiend, a Prince, a plasmafist contemptor, terminators.. that kind of ilk.
Then most if not all units can be played with pleasure. The vast majority of Admech codex is currently decently priced, and decently viable in friendly games. If your friends are like mine, meaning "yeah yeah we play friendly today *brings a porno netlist afterward*" then you might need a bit of more thoughtful picking .
The usual admechy way to go is to build around Cawl for his rerolls in the Shooting phase, with Kastelans and Onagers (and lately Desintegrators). Kataphrons are also viable here, albeit a bit tricky to use due to low mobility. You also should bring something to counter-charge, as people will want to charge or tag you - if you don't mind fielding FW range, Hoplites are OK. Fulgurites and Corspucarii are very good at the new points price. Heck, after recent drops even Ruststalkers can be a viable (and cheap) counter-charge force (and look godly on the table).
I'm experimenting with a more mechanized list right now. Meaning a lot of transports with Infantry on board, with Dragoons combat support. It's not as static as typical Cawl's Castle and allows to grab objectives on the table (so rulebook/CA missions, both Maelstorm and Eternals, are way easier to score) although its raw shooting power is considerably worse in comparison.
Unfortunately, the footslogging infantry spam is not really a way to go. Survivability tools are spread among 3 mutually excluding <FW> keywords: Stygies, Graia, and Lucius; and apart from these dogmas or Shroudpsalm, there is no real way to get those guys into ranges before they get shot off the table. Maybe Metalica, but no shooting penalty after additional ~3" of movement from Advancing is nothing to be crazy about. A pitty, relentlessly marching troops of cyborgs would be very cool tematically for Admech. If Skitarii could stack AP ignoring like SoBs can, or Metalica was an auto-Advance on 6" and the current effect (including Heavy weapons as House Raven does) it might be a way to go.
Really great breakdown, thanks!
Unfortunately (for me) the reason I ended up not joining the AdMech ranks last year, was because I didn't want to play with Cawl. And back then... Cawl was pretty much the only choice!
Now that there's a few more HQ's available (no special named ones, but still) I thought I'd give it a go. Lucius was always my favorite, and I think it would work ok.
2019/12/06 23:51:37
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Eh theres 1 more named character and he's pretty shweet, to the point of being imo kinda mandatory. But, unlike Cawl, hes 50pts and not forgeworld locked (also doesnt benefit from forgeworlds). You can easily kitbash him from a ranger and some antenna bits.
Daedalosus is a character from Blackstone Fortress. You can easily find his rules online via google. I just call him Dr. D. Unless you can find it at a good price DO NOT buy the official model. Its going for like 40USD right now lol. For literally a Ranger with some extra shinies on him.
This message was edited 1 time. Last update was at 2019/12/06 23:53:04
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/12/07 05:48:26
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I wouldn't rely on characters that much in the current meta. Eliminators and Korvidari shreds any, and I mean any, character from Admech book (or related). I actually wonder if there's a way to build a non-character dependant Admech, that doesn't lose that much firepower or options coming from our chars.
RG successors that can reroll one hit roll and one wound roll per unit is just stupidly good. RG supplement is most probably the worst as well, as (unless they're matching other scout heavy SM army) they cage entire army in the deployment, wreck any characters without LoS, pack melee Alpha Strikes turn 1 with tons of great combat coming from Invictors and Assault Devs redeployed along the Smash Cap, without any risk or counterplay. GW has dropped the ball on all Marines, but this one supplement... is not OP, it is just broken IMO.
This message was edited 2 times. Last update was at 2019/12/07 05:49:56
dadamowsky wrote: I wouldn't rely on characters that much in the current meta. Eliminators and Korvidari shreds any, and I mean any, character from Admech book (or related). I actually wonder if there's a way to build a non-character dependant Admech, that doesn't lose that much firepower or options coming from our chars.
RG successors that can reroll one hit roll and one wound roll per unit is just stupidly good. RG supplement is most probably the worst as well, as (unless they're matching other scout heavy SM army) they cage entire army in the deployment, wreck any characters without LoS, pack melee Alpha Strikes turn 1 with tons of great combat coming from Invictors and Assault Devs redeployed along the Smash Cap, without any risk or counterplay. GW has dropped the ball on all Marines, but this one supplement... is not OP, it is just broken IMO.
Honestly I wouldn’t rely on comparisons to the most broken Marine builds in the current meta. It’s just defeatist. I’m designing my lists to play well against non-marines for now and waiting for our buffs and/or their nerfs.
2019/12/07 14:28:54
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Araablane wrote: My local gaming club is starting a escalation league (starts at 500pts), im thinking about starting with this list.
Never played Admech before so need advice before i start building.
0XFallen wrote: Any has a short summary on which SM units to focus and or look out for? And maybe why?
It would depend entirely on the Chapter. And your list.
If you are playing mechanized like me: For every SM list, you have to kill the Scouts and Invictors to seize the midboard. Without control, it is tough to claim Recon and access objectives easily. TFCs should also be killed if possible, since they kill your Skitarii after they disembark.
For Iron Hands, take out the Stormtalons, as they are mobile and can wear away at your army. Try to keep the Dreadnoughts tied up in melee. Don't even bother trying to kill Repulsors. It's a huge waste of resources. Once you clear everything else, just play hide and seek. Force them to give up Grinding Advance whenever possible.
For Fists, you need to kill as many Intercessors as you can before they get in range to kill your vehicles with volume bolter fire.
For RG and WS, you need to be defensive and watch out for Assault Centurions. They have lots of tricks to deep strike, redploy, advance and charge, etc. Smash Captains are also a thing, but they are pretty easy to kill with a counter-charger such as Fulgurites; he will probably pop a tank though.
Ultramarines are very versatile (a nice way to say everyone else seems to do something better), but as a general rule, whatever is standing next to Rowboat is what the other guy thinks is dangerous.
Cawlstar operates on a similar principle. Just play defensively until you can kill most of the Marines with Dakkabot fire, then push out to capture the bonus objective or table him. (Good luck though. It becomes their game to lose.)
This message was edited 3 times. Last update was at 2019/12/07 19:25:32
2019/12/08 01:01:53
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Araablane wrote: My local gaming club is starting a escalation league (starts at 500pts), im thinking about starting with this list.
Never played Admech before so need advice before i start building.
In summary, keyword selections have to be represented WYSIWYG. So you cannot have a unit of multi-colored models being the same chapter; you cannot have two models of the same color be different chapters. All the new Marine players seemed to have caused this problem for all of us.
Heavy Support - 333 1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
Heavy Support - 306 1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
Total: 1996 points 13 CP
Still 13 drops. Multiple configurations for the transport loadouts. One Boat with Rangers just to grab objectives. Would like to figure out a way to squeeze the two Fulgurites back in. Also would like Deep Strikers of some sort.
Maybe I can go the Cyle Thompson route and just downgrade all of the infantry to Rangers and just HOLD THE LINE:
Heavy Support - 333 1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
Suzuteo wrote: @Gnarlly
Just sanity checking. Are you rvd? Or do you just have the same photo? xD
No, I guess we must share the same avatar pic. I thought I had found a cool piece of art that would be unique as an avatar pic, but it seems I was incorrect.
2019/12/08 19:35:35
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
That painting requirement was a long time coming. Let's be fair here, rubber bands and stuff like that does technically work but it's not super intuitive for an opponent when the whole army is painted the same, or vice versa. The alternative, where you can't just buy a bunch of whatever the hot new model is off of eBay in random colors and call it a day is welcome too, always hated that kind of thing.
Plus it prevents the classic marine habit of just saying they're whichever chapter is OP at the moment a bit. I remember when I started in 5th everyone and their dog was space wolves? Ultramarines? Surprise, space wolves. Iron warriors? Guess again, space wolves. At least now if they want their flavor of the month with soup they've gotta commit to it. Obviously it doesn't stop one from just going mono chapter with whatever scheme they want, but I think it's a good compromise. And to be fair some people like one scheme but think a different book better represents them, I can't blame them for that.
'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
2019/12/08 21:56:21
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Heavy Support - 333 1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
Heavy Support - 306 1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
Total: 2000 points 13 CP
Unless someone can help me figure out a way to free up 9 points in my old list? Even if I cut the Stubbers off my Crawlers, I seem to need another 5 points.
2019/12/08 22:00:12
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Unless someone can help me figure out a way to free up 9 points in my old list? Even if I cut the Stubbers off my Crawlers, I seem to need another 5 points.
in your mono Mars list. you could swap out the 5 vanguard with 2x plasma in the 2nd battalion for 5 rangers, and then probably give multiple arc rifles to them to make up the additional points?
Heavy Support - 333 1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
Heavy Support - 306 1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
1x Onager Dunecrawler - Icarus Array, Cognis Heavy Stubber, Smoke Launchers
Total: 1996 points 13 CP
Still 13 drops. Multiple configurations for the transport loadouts. One Boat with Rangers just to grab objectives. Would like to figure out a way to squeeze the two Fulgurites back in. Also would like Deep Strikers of some sort.
This message was edited 2 times. Last update was at 2019/12/08 22:02:08
Praise the Omnissiah
About 4k of .
Imperial Knights (Valiant, Warden & Armigers)
Some Misc. Imperium units etc. Assassins...
About 2k of
2019/12/09 00:21:59
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
So I thought about it, and I just realized that I can use a Greyfax instead of Assassins. Same point cost, and it pretty much covers both Culexus and Vindicare in the Chaos matchup.
2019/12/09 00:37:43
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: So I thought about it, and I just realized that I can use a Greyfax instead of Assassins. Same point cost, and it pretty much covers both Culexus and Vindicare in the Chaos matchup.
Assassins have flexible deployment though and the ability to just pick one on the fly is SUPER beneficial.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2019/12/09 00:42:22
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Suzuteo wrote: So I thought about it, and I just realized that I can use a Greyfax instead of Assassins. Same point cost, and it pretty much covers both Culexus and Vindicare in the Chaos matchup.
Assassins have flexible deployment though and the ability to just pick one on the fly is SUPER beneficial.
Though I guess not having to pick between them and instead getting both is even more beneficial? If only against Chaos then meh, though. Still, saves 2CP on top of that.
2019/12/09 01:29:28
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
i dont play ITC so it doesnt really affect me but it still kinda bugs me.
I personally find it really annoying when my army is painted in different schemes, its why i usually dont paint in a generic theme (exception being my orks, i love bad moonz yellow).
Had i been playing ITC, that change probably would have made me stop. Thats a lot of work to repaint or buy new stuff to paint as other forgeworld models.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/12/09 02:03:00
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I think the painting requirements are insane. This is from someone who spends a lot of time painting models. For example,
My rangers have brown leather "ranger" jackets
My vanguard have "soviet storm" red jackets
Special Weapons dudes have green jackets
For my upcoming Sisters army, its hard to tell the difference between say a Celestian and a basic Battle Sister squad. Celestians are going to be painted a different color to identify them.
I mostly paint my tanks an off-white color. etc.
I don't understand the fascination with mono-schemes? Why is it that anally retentive people must always get their way. An anal personality is defined by Sigmund Freud as a persnickety personality - a person is a person who pays such attention to detail that it becomes an obsession and may be an annoyance to others. This is the antithesis of the creative spirit.
Even in real life the air-force does not use the same color "scheme" as the navy or the army, and the army has different uniforms too. So thanks to these requirements we've got to paint model after model after model All. The. Same. Yawn.
Moreover, with my army it's easy to identify exactly which units are which, and to tell which models in a unit are armed with special or heavy weapons. So from what I can see it really is simply being anal for the sake of it.
2019/12/09 04:17:31
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
So I've heard a few bad points about ruststalkers lately, are they as bad as people are saying? What about infiltrators?
Edit: Also, which of the priests are the favorite choice these days?
Additional - I'm sure these questions have been asked many times before. The biggest problem with Dakka is that you can't search a specific thread (at least I haven't found the option for it). Seems a strange lack, considering its basic functionality in most forums. I may look to see if they have a 'suggestions' thread... thought I'm unable to search to see if my suggestion has already been suggested.
This message was edited 1 time. Last update was at 2019/12/09 04:20:30
2019/12/09 04:22:46
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Gareth_Evans wrote: I think the painting requirements are insane. This is from someone who spends a lot of time painting models. For example,
My rangers have brown leather "ranger" jackets
My vanguard have "soviet storm" red jackets
Special Weapons dudes have green jackets
For my upcoming Sisters army, its hard to tell the difference between say a Celestian and a basic Battle Sister squad. Celestians are going to be painted a different color to identify them.
I mostly paint my tanks an off-white color. etc.
I don't understand the fascination with mono-schemes? Why is it that anally retentive people must always get their way. An anal personality is defined by Sigmund Freud as a persnickety personality - a person is a person who pays such attention to detail that it becomes an obsession and may be an annoyance to others. This is the antithesis of the creative spirit.
Even in real life the air-force does not use the same color "scheme" as the navy or the army, and the army has different uniforms too. So thanks to these requirements we've got to paint model after model after model All. The. Same. Yawn.
Moreover, with my army it's easy to identify exactly which units are which, and to tell which models in a unit are armed with special or heavy weapons. So from what I can see it really is simply being anal for the sake of it.
I guess they’re saying colours are like modelling choices - you can do what you like but if you’re trying to take part in serious competitive tournaments then clarity to your opponent is most important. Keep more creative but more confusing choices for casual games and display cases, they think, because the important thing is to not have any confusion or slow-down for either side in the tournament.
Your army might not be that contusing if you play only one forgeworld, except that they might think you’re running multiple. If you were in fact running multiple it would be a nightmare to play against and remember what unit was in what FW.