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![[Post New]](/s/i/i.gif) 2020/06/01 04:51:23
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Fresh-Faced Inquisitorial Acolyte
Seattle, WA
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Suzuteo wrote:
Point for point, we are probably the most expensive army aside from Sisters. I joked about it a few pages back, but yeah, it can hurt.
At least you can occasionally find Sisters on the used market. $500 American got me about 3,000 points of Sisters. Good luck trying to find AdMech in any form of liquidation. Perhaps Dominus and Onagers,..woo.
Wow, those conversions look great!
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This message was edited 1 time. Last update was at 2020/06/01 04:52:34
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![[Post New]](/s/i/i.gif) 2020/06/01 04:52:53
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
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If it's in flight mode (which it has to be to fly that far), by definition it can't possibly actually be on the ground. If the people you play with are happy with you doing that that's fine I guess, but I sure wouldn't try it myself. Seems like major "that guy" territory.
I am 99% sure it won't matter come 9th anyway, though. The only reason I can think of they possibly allowed that model to be built both ways is that LOS in 9th isn't going to be actual LOS, it's going to be keyword based. And that LOS-blocking terrain specifically won't work on flyers.
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This message was edited 1 time. Last update was at 2020/06/01 04:55:31
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![[Post New]](/s/i/i.gif) 2020/06/01 05:12:59
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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I cannot imagine any TO letting you take a flyer off its flying stand, put it on the ground behind a 6" wall, and call it hidden.
Anyone else feel super burned out by this latest wave of AdMech?
It kinda seems like they didn't fix old units, more like they are pushing new units. Which should be expected I suppose?
The idea of spending, $500, $1000, $1500 on maxed out Archaeopters with some of the other new guys just seems..... barf
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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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![[Post New]](/s/i/i.gif) 2020/06/01 05:17:48
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
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Well, to be fair, the model does specifically let you build it without the flight stand. So it's not taking it off anything. But if I was a TO, assuming 9th edition doesn't nip this one in the bud like I'm almost positive it will, I would certainly rule that at least as long as it's in airborne mode, it has to be considered as if it was on a flight stand for purposes of drawing LOS, because it just seems too abusive otherwise.
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![[Post New]](/s/i/i.gif) 2020/06/01 05:52:31
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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All flying models with landing feet let you build them without the stand, no?
Valkyries and Vendettas come to mind, I've never seen anyone try to claim they are driving along the ground.
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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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![[Post New]](/s/i/i.gif) 2020/06/01 06:39:00
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
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I dunno, do they? I mean like obviously they do in the sense that the model can physically be put on a base, but do the kit instructions specifically give you that choice? They advertised this one as being able to be built on a stand or on the ground.
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![[Post New]](/s/i/i.gif) 2020/06/01 07:09:58
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Bounding Assault Marine
Madrid, Spain
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I think I'm going to become the "Sulphurhounds are cool" guy, but I wanted to share a bit of mathammer to show how they are quite ahead of Sterylizors offensively (but not in utility, mobility and CaC, we all know that):
89 points - 5 Sterylizors - 14 S4 -1 hits (not counting flechette pistol)
97 points - 5 Sulphurhounds - 22 S4 -1 hits (not counting blast phosphor pistol)
I will just leave it there and let you judge if that makes them worthy or not.
Another cool thing I noticed (but it could be FAQed and become moot) is that the improved Rad Saturation from the custom Forgeworld does not specify it doesn't affect vehicles. If it was intended, it could be really cool to debuff a Knight (or equivalent) and then hose it with S4 shots (now wounding on 5+) -S7 shots (now wounding on 4+) or S8 (now wounding on 3+)
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![[Post New]](/s/i/i.gif) 2020/06/01 07:49:05
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Enginseer with a Wrench
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DanielFM wrote:I think I'm going to become the "Sulphurhounds are cool" guy, but I wanted to share a bit of mathammer to show how they are quite ahead of Sterylizors offensively (but not in utility, mobility and CaC, we all know that):
89 points - 5 Sterylizors - 14 S4 -1 hits (not counting flechette pistol)
97 points - 5 Sulphurhounds - 22 S4 -1 hits (not counting blast phosphor pistol)
I will just leave it there and let you judge if that makes them worthy or not.
Another cool thing I noticed (but it could be FAQed and become moot) is that the improved Rad Saturation from the custom Forgeworld does not specify it doesn't affect vehicles. If it was intended, it could be really cool to debuff a Knight (or equivalent) and then hose it with S4 shots (now wounding on 5+) -S7 shots (now wounding on 4+) or S8 (now wounding on 3+)
It also reduces str as well as T  Where are the 22 shots coming from? The thing that bugged me most was that that the Raiders are actually the more competant in combat and that sulphurhounds being pistols dont benefit from any assault shenanigans despite them being able to fire them when they advance they still take a -1 to hit penalty because there's no way to avoid it with strats etc.
I love some of those custom dogma rules, but I lose out on forgeworld relics and warlord traits right? or do I get to claim they're a 'successor' for the purposes of picking WT and Relics. It kinda bums me out that this current setup potentially encourages people to use multiple forgeworlds, I hate all that mixed shenanigans, just pick your army and stop trying to game the game lol
Though I reckon there's a good chance we're going to have to pay for detachments that dont match our warlord detachment in 9th.
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![[Post New]](/s/i/i.gif) 2020/06/01 08:27:09
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Quick-fingered Warlord Moderatus
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Look, if they specifically say you can build it on a base without a flying stem, you can do that.
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![[Post New]](/s/i/i.gif) 2020/06/01 08:27:11
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
Glasgow
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Yes custom fw do not have forgeworld relic, warlord traits and canticles
But the new warlord traits you can take along with non fw relics
But why not take 90% custom fw and a secondary detatchment for the fw specific stuff
They have definitely buffed mixed admech although personally i like that Automatically Appended Next Post: ph34r wrote:I cannot imagine any TO letting you take a flyer off its flying stand, put it on the ground behind a 6" wall, and call it hidden.
Anyone else feel super burned out by this latest wave of AdMech?
It kinda seems like they didn't fix old units, more like they are pushing new units. Which should be expected I suppose?
The idea of spending, $500, $1000, $1500 on maxed out Archaeopters with some of the other new guys just seems..... barf
We are an expensive army always have been.
i also think thats a bit harsh given specific buffs to corpuscarii (now good) ruststalkers (now playable) ballistarii (not quite enough) and dragoons (didn't need it anyway)
Not to mention all the warlord canticle buffs that significantly improve exisring units.
As to new units as covered pteraxii are mathmaticaly weak compared to the buffed corpuscarii sure raiders are new and cool. But sulphurhounds are kinda of on a par with existing stuff ( a valid choice) the archeocopter transport is bad too expensive and needed to transport 10. The bomber is weak in most match ups 1.5 mw to a vehicle or 2.5 to a 5 man squad sure you might get lucky if your opponent is running 10 man intercessors or custodes but thats it. As to the stratoraptor it is a little overcosted but fighting for space with our HS
Im sure GW are hoping to sell a few new kits but they certainly havn't made new stuff broken and old stuff obsolete like they did with primaris. The only nerfed unit we have is infiltrators and its still the second most pts/durability ds option.
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This message was edited 2 times. Last update was at 2020/06/01 08:46:33
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![[Post New]](/s/i/i.gif) 2020/06/01 08:57:20
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Quick-fingered Warlord Moderatus
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Would like your guys' feedback on this YMDC:
https://www.dakkadakka.com/dakkaforum/posts/list/788865.page
Basically, I am wondering if we can sacrifice a Copter to deny a Tau his first turn Kauyon with the new EFCM stratagem.
Also funny, but I think EFCM turns off EVERYTHING with a "within a given range" ability, including repairs, heals, and explodes.
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This message was edited 1 time. Last update was at 2020/06/01 08:58:42
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![[Post New]](/s/i/i.gif) 2020/06/01 09:32:33
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
Glasgow
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Did anyone else fail to notice sterilysers can't fire their flamer and pistols in the same turn. Pteraxii are worse than i thought.
Although being able to turn shield drones off for a turn seems fun
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This message was edited 2 times. Last update was at 2020/06/01 09:45:17
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![[Post New]](/s/i/i.gif) 2020/06/01 09:54:03
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Sagitarius with a Big F'in Gun
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U02dah4 wrote:Did anyone else fail to notice sterilysers can't fire their flamer and pistols in the same turn. Pteraxii are worse than i thought.
Although being able to turn shield drones off for a turn seems fun
Isn't it ona per model basis? So the alpha can shoot his Pistole while the rest use their flamers.
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![[Post New]](/s/i/i.gif) 2020/06/01 09:56:01
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
Glasgow
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Oh i had it in my head they all had both lol they really are bad
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![[Post New]](/s/i/i.gif) 2020/06/01 10:19:14
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Bounding Assault Marine
Madrid, Spain
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Octovol wrote:DanielFM wrote:I think I'm going to become the "Sulphurhounds are cool" guy, but I wanted to share a bit of mathammer to show how they are quite ahead of Sterylizors offensively (but not in utility, mobility and CaC, we all know that):
89 points - 5 Sterylizors - 14 S4 -1 hits (not counting flechette pistol)
97 points - 5 Sulphurhounds - 22 S4 -1 hits (not counting blast phosphor pistol)
I will just leave it there and let you judge if that makes them worthy or not.
Another cool thing I noticed (but it could be FAQed and become moot) is that the improved Rad Saturation from the custom Forgeworld does not specify it doesn't affect vehicles. If it was intended, it could be really cool to debuff a Knight (or equivalent) and then hose it with S4 shots (now wounding on 5+) -S7 shots (now wounding on 4+) or S8 (now wounding on 3+)
It also reduces str as well as T  Where are the 22 shots coming from? The thing that bugged me most was that that the Raiders are actually the more competant in combat and that sulphurhounds being pistols dont benefit from any assault shenanigans despite them being able to fire them when they advance they still take a -1 to hit penalty because there's no way to avoid it with strats etc.
I love some of those custom dogma rules, but I lose out on forgeworld relics and warlord traits right? or do I get to claim they're a 'successor' for the purposes of picking WT and Relics. It kinda bums me out that this current setup potentially encourages people to use multiple forgeworlds, I hate all that mixed shenanigans, just pick your army and stop trying to game the game lol
Though I reckon there's a good chance we're going to have to pay for detachments that dont match our warlord detachment in 9th.
I calculated each flamer as 3.5 average hits, for both units. That's 17.5 flamer hits, plus 5.33 pistol hits for a total of 22.8 hits from the Sulphurhounds. With rules as written, Sulphurhound pistols don't suffer a -1 after running: that's in the Assault rules, notice no mention to Assault weapons in their datasheet. Their special stratagem gives them "shoot as if they didn't move", which is weird if that was the case. But it could refer to the assault 4 carabine.
For the record, Raiders and Sulphurhounds are almost the same in CC. Raiders get cavalry sabers (S4, rend -1) and Sulphurhounds wound against toughness -1 with all their attacks. I could run the numbers but I expect rather identical expected outputs.
As noted by U02dah4, you can get a detachment from Mars (for example) for the relic, trait, stratagem and canticle (those tw are the main points), then a detachment from a custom FW for these rules. Could cost some additional CP in 9th, though.
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![[Post New]](/s/i/i.gif) 2020/06/01 10:44:09
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Stabbin' Skarboy
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It could also change in 9th when an FAQ drops.... like in the Greater Good when people were taking the Militarum Tempestus doctrine and then one from the PA, which then got FAQ'd away. Or how doctrines got changed because GW expected the player base to not use it like that, when they never stated such.
I would imagine, come the Engine War FAQ, canticles will be changed to only affect the FW they are part of, no more having a Mars canticle affect all FWs and Knight of the Cog Imperial Knights.
A lot of things are changing in 9th, our armies are going to change. In 1 month, 2 or even 3. Unless your planning on having games during this period (me and my large group wont be), then youre better off waiting for more information to drop about the new edition this week and beyond.
If your playing in TTS or are lucky enough to get physical games in, go crazy. My local gaming store is opening soon but only for sales and games like MTG and other card games where you can do it at a distance.
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This message was edited 1 time. Last update was at 2020/06/01 10:45:39
How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/06/01 11:20:19
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
Glasgow
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given that about 1/3 of admech lists prior to engine war are multi-forgeworld i think that would be a really poor choice from a design perspective - it just encourages more soup and less mono admech I would also expect GW to be aware of it its not a new edition and mars, stygies and multi-subfaction have been the most common builds throughout.
it would also be an odd one as it runs anti to the fluff and anti to the fact canticles have always been army wide.
I wouldn't put it past Gw but it it would be a poor choice
as to the knight buff it's not that strong and its very unlikely that get nerfed
on one maybe 2 turns you give one knight +1 to S on its guns (given its weapons can already fire without penalty) thats not that big a buff it also means your not giving the knight cover. (it's certainly playable but its not going to make knights tourney winning again). it requires you to run both admech and knights and costs CP already at a premium in knight armys. More importantly it means not shroudspalming your army or blowing even more cp to swap canticles and an admech army with a knight needs shroudspalm - so your likely talking +1S on a few guns T3 or T4. -the better move would be to lucius and make your dominous knight 1cp to give +1 inv atleast thats resource saving.
even if you cant play now it makes sense to get models assembled and painted so that we are ready when tourneys start up again.
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This message was edited 6 times. Last update was at 2020/06/01 11:34:56
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![[Post New]](/s/i/i.gif) 2020/06/01 11:33:19
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Deadly Dark Eldar Warrior
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The thing that bugged me most was that that the Raiders are actually the more competant in combat and that sulphurhounds being pistols dont benefit from any assault shenanigans despite them being able to fire them when they advance they still take a -1 to hit penalty because there's no way to avoid it with strats etc
Unless Im getting editions' rules mixed up, I think you can fire pistols in combat; so while the Raiders get their sabers and claws (which sulphurhounds also get claws), Sulphurhounds are doing the exact same damage. Considering that, if part of a multi-charge on Space Marines where you're firing the phosphor pistols and they are now T3, thats not too shabby.
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Like a true Tomb King, change (to AoS) has left me bitter and vengeful.
Admech: I'll make Graia work some day
Drukhari: 3rd Edition Archon. WhatWouldSkariDo?
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![[Post New]](/s/i/i.gif) 2020/06/01 11:46:06
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
Glasgow
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but the raiders can charge T1 while the sulphur hounds havn't quite made it.
Yes you can fire pistols in combat but only in your shooting phase. So raiders shoot then charge t1 then have 2 rounds of combat unless the enemy fall back and shoot and then the surviving models can fire and by then i would expect there to be substantially fewer models
sulfur hounds have to have a cp spent on them with the stygies strat or at a move of 12 and a range of 12 they will likely charge nothing T1 and shoot nothing except for the phosphor blast carbine raiders move 27.5 and shoot 18
even if you stygies sulfur hounds raiders can shoot the majority of the deployment zone and importantly squishy characters while sulfur hounds are probably only hitting front screens
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This message was edited 2 times. Last update was at 2020/06/01 11:49:38
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![[Post New]](/s/i/i.gif) 2020/06/01 11:55:30
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Big Mek in Kustom Dragster with Soopa-Gun
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60USD for the new cavalry/pterraxii....
Im about to dump 400USD next week. Ugh lol.
i probably havnt yet but i feel like ive spent as much as my Ork army on my Admech and its not even half the size...
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/06/01 12:11:32
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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yukishiro1 wrote:I dunno, do they? I mean like obviously they do in the sense that the model can physically be put on a base, but do the kit instructions specifically give you that choice? They advertised this one as being able to be built on a stand or on the ground.
The landing skids for the Valkyries, Vendettas, and Vultures literally cannot be built in a way that prevents you from building them as landed or flying.
But again, there is no way in hell I would consider building the Archaeopters as landed if I wanted to have them flying. It's pure modeling for advantage if you do and you make no effort to apply something to ensure that the proper height is showcased.
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![[Post New]](/s/i/i.gif) 2020/06/01 12:18:46
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
Glasgow
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ok so now i have had a chace to play with ideas and points thats
what i came up with for pre 9th
https://www.dakkadakka.com/dakkaforum/posts/list/0/788868.page#10815543
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![[Post New]](/s/i/i.gif) 2020/06/01 13:33:12
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Bounding Assault Marine
Madrid, Spain
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U02dah4 wrote:but the raiders can charge T1 while the sulphur hounds havn't quite made it.
Yes you can fire pistols in combat but only in your shooting phase. So raiders shoot then charge t1 then have 2 rounds of combat unless the enemy fall back and shoot and then the surviving models can fire and by then i would expect there to be substantially fewer models
sulfur hounds have to have a cp spent on them with the stygies strat or at a move of 12 and a range of 12 they will likely charge nothing T1 and shoot nothing except for the phosphor blast carbine raiders move 27.5 and shoot 18
even if you stygies sulfur hounds raiders can shoot the majority of the deployment zone and importantly squishy characters while sulfur hounds are probably only hitting front screens
Notice he said "more competent in close combat". You argument they get into close combat faster. Apples and oranges. I don't think either are especially suited for CC, being similarly mediocre.
Sulphurhounds shooting is already impactful with only 5 models (read my numbers above). Raiders shooting is inconsequential unless you invest heavily. Totally different units. I think you make a mistake by comparing them in the same role.
Raiders are interception/roadblocks/board control. Sulphurhounds are screen clearers.
Edit: with Sulphurhounds you don't Stygies move, you use their stratagem, move and run into the face of a screen, unload and if they survive they must kill you with shooting (good), spend movement to go around you (good) or charge you and eat autohitting overwatch. They sound rather useful in that role.
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This message was edited 1 time. Last update was at 2020/06/01 13:36:30
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![[Post New]](/s/i/i.gif) 2020/06/01 13:54:40
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Big Mek in Kustom Dragster with Soopa-Gun
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i keep flipflopping on which is better. The ultimate struggle of firepower vs utility lol. If that pregame move was on both of them it wouldnt really be a discussion imo. Its either you get that, or AP on your guns with a lot more shots and ignore cover. I think the Sulphurhounds would get targeted asap though. Theyre not AS fast as Raiders but theyre fast enough and deadly enough to strip frontliners pretty quick if left unchecked, while Raiders are pretty much purely in the way as 2x3 Raiders can basically shut down a large chunk of the board for deepstrikers, even if they dont go first, so theyre good vs droppods for instance.
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This message was edited 2 times. Last update was at 2020/06/01 14:27:29
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/06/01 13:56:27
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
Glasgow
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DanielFM wrote:U02dah4 wrote:but the raiders can charge T1 while the sulphur hounds havn't quite made it.
Yes you can fire pistols in combat but only in your shooting phase. So raiders shoot then charge t1 then have 2 rounds of combat unless the enemy fall back and shoot and then the surviving models can fire and by then i would expect there to be substantially fewer models
sulfur hounds have to have a cp spent on them with the stygies strat or at a move of 12 and a range of 12 they will likely charge nothing T1 and shoot nothing except for the phosphor blast carbine raiders move 27.5 and shoot 18
even if you stygies sulfur hounds raiders can shoot the majority of the deployment zone and importantly squishy characters while sulfur hounds are probably only hitting front screens
Notice he said "more competent in close combat". You argument they get into close combat faster. Apples and oranges. I don't think either are especially suited for CC, being similarly mediocre.
Sulphurhounds shooting is already impactful with only 5 models (read my numbers above). Raiders shooting is inconsequential unless you invest heavily. Totally different units. I think you make a mistake by comparing them in the same role.
Raiders are interception/roadblocks/board control. Sulphurhounds are screen clearers.
Edit: with Sulphurhounds you don't Stygies move, you use their stratagem, move and run into the face of a screen, unload and if they survive they must kill you with shooting (good), spend movement to go around you (good) or charge you and eat autohitting overwatch. They sound rather useful in that role.
Being in range to charge is a prerequisite to being good in combat. Its why a lot of CC dreads fail.
Sure you can use there strat that guarentees you cant charge because you cant advance and charge so your CC potential is 0. And useing that strategem maximum distance is 18" shorter than stygies which lets you have the option of chargeing. It also means your 6" from there dz giving them the option of moving up the table.
So yeah it lets you be non stygies but at a trade of no charge seems far less efficient
If all you want is screen clearance its an option but its one we have a lot of already.
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![[Post New]](/s/i/i.gif) 2020/06/01 14:43:25
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Arch Magos w/ 4 Meg of RAM
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Kanluwen wrote:yukishiro1 wrote:I dunno, do they? I mean like obviously they do in the sense that the model can physically be put on a base, but do the kit instructions specifically give you that choice? They advertised this one as being able to be built on a stand or on the ground.
The landing skids for the Valkyries, Vendettas, and Vultures literally cannot be built in a way that prevents you from building them as landed or flying.
But again, there is no way in hell I would consider building the Archaeopters as landed if I wanted to have them flying. It's pure modeling for advantage if you do and you make no effort to apply something to ensure that the proper height is showcased.
Its not modeling for advantage. ITS MODELING AS INTENTED BY GW.
I'd much rather not have to deal with carrying a flyer base, thats the advantage i'm looking for.
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![[Post New]](/s/i/i.gif) 2020/06/01 15:02:57
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
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VladimirHerzog wrote: Kanluwen wrote:yukishiro1 wrote:I dunno, do they? I mean like obviously they do in the sense that the model can physically be put on a base, but do the kit instructions specifically give you that choice? They advertised this one as being able to be built on a stand or on the ground.
The landing skids for the Valkyries, Vendettas, and Vultures literally cannot be built in a way that prevents you from building them as landed or flying.
But again, there is no way in hell I would consider building the Archaeopters as landed if I wanted to have them flying. It's pure modeling for advantage if you do and you make no effort to apply something to ensure that the proper height is showcased.
Its not modeling for advantage. ITS MODELING AS INTENTED BY GW.
I'd much rather not have to deal with carrying a flyer base, thats the advantage i'm looking for.
And if you want to build it that way that's totally fine...as long as you don't then try to do something silly like move it 70 inches in flight mode and claim it's still sitting on the ground so nobody can shoot it because of the 4" tall wall in the way, when everyone knows that in fact it's up in the air flying at top speed and easily within sight of anything, because it isn't physically possible for it to be at the height you've modeled it at at the mode it is in.
This seems like a basic sportsmanship issue to me. If someone tried to pull this in a game I played I would let them do it because it isn't worth arguing, but I would not want to play them a second time, and, if it was a tournament, I would definitely call over a TO to get a ruling on it, for the sake of the other players as much as myself. This game relies on good faith by everyone and IMO that crosses the line. And would probably end up hurting everyone with the model modeled that way, because I guarantee you the result is that even if someone gets away with it in one game, the long-term result would be the top tournaments adopting a rule that you cannot bring the model not on a flight stand, ruining it for everyone.
That said, as I mentioned earlier, I have faith in GW (perhaps misplaced) that they would not have done this unless 9th makes the whole issue irrelevant.
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This message was edited 1 time. Last update was at 2020/06/01 15:04:22
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![[Post New]](/s/i/i.gif) 2020/06/01 15:46:08
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Regular Dakkanaut
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Feels kind of disingenuous to act as though the mount flamers are going to be so reliably in range. Both units have 12" movement and have no issues advancing however they like, but the Sulfur hounds suffer from 4" less range. Add to that the Sterilyzors move freely thanks to Fly, and the ideal condition of all models firing will be realized by the Sterilyzors far more frequently than the Sulfur hounds.
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![[Post New]](/s/i/i.gif) 2020/06/01 15:49:47
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Longtime Dakkanaut
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Sulphurs are also cavalry, which means their movement options are terrible compared to infantry, much less flying infantry. Though that might change in 9th, if they do more than just let monsters attack stuff on the 2nd floor.
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![[Post New]](/s/i/i.gif) 2020/06/01 15:58:41
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
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Regular Dakkanaut
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Sulphurhounds will be very very good IMO in the midfield for a single reason - to diminish the Toughness of the enemy. Any enemy model in 3" including <Vehicles>. Take a look at Rad-Saturated's secondary: Luminary Suffusion.
The con is obvious, the FW does promote <Infantry> over <Cavalry>. Also, I'm not sure whether it will be reworded to exclude <Vehicles> or not in FAQ. Yet I still see a value in small Sulphurhounds units to bring an unpleasant gift to anything they happen to be in range of 3". A gift that affects their own S4 weaponry as well as your gunline's ability to wound.
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This message was edited 1 time. Last update was at 2020/06/01 15:59:54
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