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2021/05/31 13:01:49
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Got to keep building those Vanguard for 20man blobs - some Ork previews dropped today - the basic boys are now T5. I guess this is why we can take the Enriched Rounds strat...
Praise the Omnissiah
About 4k of .
Imperial Knights (Valiant, Warden & Armigers)
Some Misc. Imperium units etc. Assassins...
About 2k of
2021/05/31 13:28:51
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
yes, rangers seem suddenly a good bit less strong now by that simple reveal....
at this point im starting to feel sorry for marines and especially necrons.
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2021/05/31 13:45:40
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Vanguards are more economic in a way, they still have loads of shots and can wound everything for just 1CP. Rangers must pay 2CP for their stratagem, which is more focused on armoured foes (with the AP buffs we can give them) than generalist like the Radium one is, who relies on weight of dice. Shooting Mortarion with 90 4+ to Wound shots is going to be fun.
Not feeling sorry for Marines though, they have EVERY TOOL at their disposal to deal with ANYTHING, they just need to build better lists to cover this new meta. Their codex is big enough.
While writing a list I figured we could teleport a unit of Kastelan with the Lucius Relic, as they're <Base> so long as they're within range of the Datasmith. So, 4 Robots with double fists, flamers, a Dominus for reroll 1s to Hit, teleport both and boom, 28 wounds of rage anywhere on the board at 9" from the enemy. Can't ignore that. Slap Binharic when it's your Charge phase and reroll charges, should be reliable enough for a T1 charge.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2021/05/31 16:18:28
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
4 Robots with double fists, flamers, a Dominus for reroll 1s to Hit, teleport both and boom, 28 wounds of rage anywhere on the board at 9" from the enemy. Can't ignore that. Slap Binharic when it's your Charge phase and reroll charges, should be reliable enough for a T1 charge.
If they teleport with the Dominus they won't be Core any more so they won't get reroll 1's to hit
2021/05/31 17:23:35
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
em_en_oh_pee wrote: I appreciate the feedback. I have been really digging into the new Codex and trying to find a list I want to play, want to build/paint, but also one that won't kill my wallet (lol in this hobby). So I reworked it taking into account your notes but also just generally tinkering. Take Two: Metalica and House Raven
The chaff can be tossed if I find it does wind up being less optimal - in that, I could add Logi to the Technoarcheologist and pad out the Ranger squad with a dude.
How does that look? I think it has synergy and will be fun on the table without being a pushover. One thing I am concerned with is how slim it is on CP. Not sure how to remedy that though by its nature. At least the Artisan saves me a CP.
It looks good, it looks like it does a bit of everything well. I don't think Infiltrators really need Temporocopia. You'll get to deploy them last, so you can avoid being charged by anything of consequence. They're a bully unit, they can't go toe to toe with real threats. That's what the Dragoons are for.
I'm still adamant that the Fusilaves are better without chaff launchers, and that would also get you Logos on the Technoarcheologist effectively buying you a CP (we need to come up with an abbreviation for him). You'd effectively go back to starting with 7.
Ideasweasel wrote: As someone who loves the models and wishes to field a few fliers
Is the age of the Martian airwing over?
Nah, not even close. Richard Siegler has been running 3 Fusilaves, and the Stratoraptor has seen some play elsewhere.
4 Robots with double fists, flamers, a Dominus for reroll 1s to Hit, teleport both and boom, 28 wounds of rage anywhere on the board at 9" from the enemy. Can't ignore that. Slap Binharic when it's your Charge phase and reroll charges, should be reliable enough for a T1 charge.
If they teleport with the Dominus they won't be Core any more so they won't get reroll 1's to hit
Oh yeah you're right ! Better to give it to the Datasmith then, they won't get rerolls but can be repaired, and he's handy in a fight too. The Dominus will buff the shooty guys then.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2021/05/31 22:16:51
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
No, Bombers are the best non-LOS we have now. (You could Awaken two Disintegrators, but S5 is nowhere close to as good as S6.)
I know your right about the Disintegrators but with the lock down I have never fielded them and... and I want to haha so I will try them out for a bit, a pair of them and a pair of the bombers.
I really like the double mars patrol you suggested, the overlapping cover of the buffs from the HQ seems super cool, I have used what I have available to fill the slots/pts but can't wait to run it.
Also I need to build up more other options like more Ballistarii which will be the next buys.
2500+ pts of Ad Mech
2000+ pts of Deathwatch
2000+ pts of Skaven
2021/06/01 14:10:49
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I'd like to take a second to ask everyone to send an email to the 40kFAQ address over the wording on the Skitarii Ranger/Vanguard.
There's a few photos in the book showing doubled-up arquebi on 10 man Ranger teams and the wording is apparently fairly different to the other factions' more restrictive options, given that we have the "9 or fewer" and separate to that is the 3 options "for every 10 models".
2021/06/01 14:38:38
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Kanluwen wrote: I'd like to take a second to ask everyone to send an email to the 40kFAQ address over the wording on the Skitarii Ranger/Vanguard.
There are a few photos in the book showing doubled-up arquebi on 10 man Ranger teams and the wording is apparently fairly different to the other factions' more restrictive options, given that we have the "9 or fewer" and separate to that is the 3 options "for every 10 models".
Isn't it exactly the same wording as DE Wyches and DG Plague marines except we get one weapon for below 10? I honestly think people are reading too much into everything, they've convinced themselves it's way more complicated than it actually is and just worked themselves up into a state of confusion.
Also, i'm pretty a re-used picture of Rangers from 8th doesn't constitute rules confusion, for all they know it's two squads of 5, which would absolutely be allowed.
2012/06/01 14:55:37
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Isn't it exactly the same wording as DE Wyches and DG Plague marines except we get one weapon for below 10? I honestly think people are reading too much into everything, they've convinced themselves it's way more complicated than it actually is and just worked themselves up into a state of confusion.
From what I've been able to get from a readout on Wyches, their setup is a "one stop shop" while ours is broken up into 3 distinctive bulletpoint options for every 10 models after the "one stop shop" of the 9 or less bullet point.
Any pictures I've found of the datasheets have just been the box info which didn't have an immediately spottable "1:10" or whatever.
Also, i'm pretty a re-used picture of Rangers from 8th doesn't constitute rules confusion, for all they know it's two squads of 5, which would absolutely be allowed.
Maybe, maybe not. At least one of the images can be argued as being Crusade perks if it truly is meant to be 1:10 superseding the 9 or fewer. Things get weird though in that I could not find any actually showing 1 of each in a 10 model unit.
Anyways, it hurts literally nobody for the question to get asked to the FAQ team. If it gets asked in enough volume, we might even get a definitive answer!
This message was edited 1 time. Last update was at 2021/06/01 14:59:40
2021/06/01 14:56:18
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
its slightly confusing, but pretty clear.
Its written in a kinda programming way...
There is no way around it, they intended it that way and that way it is.
If you want to spam special weapons, you're best of with min squads of 5 since then you can double and triple up on the weapons, but forgo buffs.
Why anyone would do that with how things are currently tho...
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2021/06/01 18:01:18
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Ranger Supported Bomb
- Marshal
- Exemplars Eternity relic
- Wrath of Mars strat
- Battle-Sphere uplink (quality of life) WLT (also consideration for an ability to
This all fits nicely into a double Patrol or Batallion & Patrol. The first two completely fill up the minimum requirements for a patrol detachment. The 3rd gives you an easy way to proc Wrath of Mars (i.e. 36+ hits).
All 3 are face meltingly good. AlL 3 fit together well (I think folk will agree, double patrol or batallion & patrol for those extra slots is useful!).
And all 3 are not over investments - whilst you can double down and apply multiple character buffs.. do you need to?
This message was edited 1 time. Last update was at 2021/06/01 18:01:58
Thairne wrote: its slightly confusing, but pretty clear. Its written in a kinda programming way... There is no way around it, they intended it that way and that way it is.
It really isn't clear though. This isn't laid out in a common sense way, where it would say:
For every 10 models in the unit, you can take 1 of each of the following: Arc Rifle, Plasma Caliver, Transauranic Arquebus. If the unit numbers 9 or fewer models, you can take 1 of the above choices.
That's "pretty clear". As it stands?
We have two distinctive things going on: "For 9 or fewer models in the unit" and then we have the 3 tags that say "For every 10 models in the unit"
The two are not exclusive, and there is not really any superseding like we should be seeing in a "clear" answer.
But yeah. Like I said, it doesn't hurt anyone to ask.
This message was edited 1 time. Last update was at 2021/06/01 22:11:43
2021/06/02 01:44:24
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Thairne wrote: its slightly confusing, but pretty clear.
Its written in a kinda programming way...
There is no way around it, they intended it that way and that way it is.
It really isn't clear though. This isn't laid out in a common sense way, where it would say:
For every 10 models in the unit, you can take 1 of each of the following: Arc Rifle, Plasma Caliver, Transauranic Arquebus.
If the unit numbers 9 or fewer models, you can take 1 of the above choices.
That's "pretty clear".
As it stands?
We have two distinctive things going on:
"For 9 or fewer models in the unit"
and then we have the 3 tags that say
"For every 10 models in the unit"
The two are not exclusive, and there is not really any superseding like we should be seeing in a "clear" answer.
But yeah. Like I said, it doesn't hurt anyone to ask.
They are exclusive, though? How do you figure that your 10 man squad still counts as having 9 or fewer models in the unit? As soon as you hit 10 models, the first clause is meant to be ignored because it no longer applies to that unit.
2021/06/02 01:49:33
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
But they ARE exclusive.
You cannot have "9 or fewer" and then for every 10"
its pretty basic math - 10 <= 9 is wrong
So as soon as you cross the 10 model threshold, the first bullet point is not usable any longer. Which means you get 1 of each special weapon.
If you reach 20, you can apply those bullet points again because.. well... 20 is 2x10 and the "for every 10" applies twice.
In a programmers mind, thats a rather basic if-else statement.
If (models <= 9)
take 1 any
else if (models >= 10 and models <= 19)
take 1 arc rifle
take 1 plasma caliver
take 1 arquebus
else if (models == 20)
take 1 arc rifle
take 1 plasma caliver
take 1 arquebus
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2021/06/02 10:42:29
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Been thinking a lot about how to play AdMech and 9E, and I think the ultimate winner of my deliberations is Lucius.
Three primary reasons:
1. We're moving more toward being an infantry army, and Lucius dogma pretty much makes infantry immune to chip damage and common anti-horde weapons. Putting Transhuman and Logi on top of the dogma makes any brick of infantry into a solid wall. Remember: These bonuses apply to ANY attack, not just ranged. Thus, Lucius's defensive attributes are strictly superior to those of Stygies.
2. +3" range is really useful for a deep-striking army. Corpuscarii can come in 5 deep and still shoot all of their guns at 15"; Infiltrators can do 4 deep because of their larger bases.
3. Infiltrators do everything you would want out of a Stygies unit, and The Solar Flare is strictly superior to Veiled Hunter. Then you have two more deep strike bombs you can drop on the following turn; you can also deep strike Skitarii, which is something Cartogrammist cannot do.
Unit Choices The Marshal is my Warlord, mostly because he can camp near the Ballistarii to turn off Doctrina negatives, give them cover in the open, and give them the best anti-tank math in the entire game of 40K right now. In a pinch, he can also run forward to give other Skitarii rerolls, but he's generally to be kept safe.
I was considering how to use my other two HQ slots. I went with Manipulus and Dominus and set them up in this manner for maximum flexibility. On turn one, the Manipulus can up-gun the Vanguard, and then the Dominus can then teleport them with himself into range of the enemy. They can then output 60x auto-wound on 4+ shots while rerolling 1s. The Manipulus meanwhile will be advancing to try to get within 9" for next round to up-gun them again. He also has plenty of time to get in range to use Artisans on units that can charge cycle; Dragoons and Infiltrators can both benefit, and in the case of Corpuscarii, you can also cycle shooting without any penalties.
Two 20x units of Vanguard because they have the best math straight out of deep strike, and they are a lot more prickly to charge into with that -1T and -1S aura, which makes them valuable as a screen and support for my other melee units. I also have 2 MSUs of Rangers for backfield objectives and screening; one carries Cortex to allow my blobs to set up Banners, the other Engagements to give my Raiders and Dragoons fight first as needed.
Infiltrators forward deploy onto an objective to claim it turn one. They can also move and charge on turn one if necessary, though I would probably not intentionally deploy them that far out in case you are going second. They are specced for melee though, with Temporcopia giving them charge protection. You can actually put quite a few stratagems on them to put those Tasers to work. (Without any buffs aside from Chain-Taser Protocols and Assassin Constructs, you are outputting 34.44 S6 AP1 wounds.)
Raiders give you the option to open another flank, which is very important for Uncharted Sequencing. They can move 24" in your first turn without advancing.
NGL, Autocannon Ballistarii are probably more competitive. But I love Dragoons, so that nudged the scales. I use them as the hammer to my infantry's anvil. Their shock and awe effect also cannot be denied; they tend to be a bullet magnet if history has anything to say about it. If you are going second, Bulwark and Telemetry get them to a T6 1+/6++ profile with -1 to hit. If your opponent has a bevy of AP2 D2-3 guns, Logi might be worthwhile as well.
For the Ballistarii, I went with the Lascannons because this army does not really struggle with anti-infantry. They are used to pop transports and tanks.
Secondaries Lucius seems to be the FW best situated to play the objectives game, and that is going to be how we're taking secondaries. The times of building around WWSWF are probably behind us, since we can't just park Disintegrators in our deployment anymore, and our Skitarii cost more anyway.
Uncharted Sequencing or Engage On All Fronts
I dropped bombers from this build to focus more on infantry, so Engage On All Fronts is less attractive. It is, of course, still very good, but I worry that it might be hard to get such large units wholly into three quarters, not to mention that it might be bad to spread the units out too much. Uncharted Sequencing is great because it is a progressive objectives secondary that checks at the end of your turn. It also helps you preplan and focus your efforts.
Raise the Banners High or Retrieve Octarius Data
If I'm up against something without pre-deploy, Raise the Banners is pretty safe. Otherwise, the new version of Deploy Scramblers seems to work well with Uncharted Sequencing for 12 reliable points.
Eradication of Flesh or No Prisoners or Bring It Down or Assassinate or Abhor the Witch
This list only brings two Ironstrider units for vehicles, so Eradication is a very strong pick against infantry-heavy armies. If not that, then any of the killy secondaries will do.
Not a huge fan of To The Last. This list wants to get stuck in. Not even sure if it's possible to play AdMech in the old castle style.
This message was edited 2 times. Last update was at 2021/06/02 20:14:36
2021/06/02 11:34:45
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
That looks absolutely filthy.
I'd be worried a bit for a lack of real AT.. The Chickens definately will get the Reaper's toll, but from T2 onwards, they will be absolute priority if they can be targeted at all. Dragoons are nice, but take a turn or two to get into threat range - it's a trade off for sure, but the CP requirements seem to be quite high, especially if you consider that you used quite a few CP for pregame strats. So I'm not sure they can take on T8 targets that reliably.
Granted, most 9th codex want to spam infantry as it seems, so that problem might get less and less important as more 9th codexes come out.
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2021/06/02 13:01:22
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
How are you getting a tether onto infiltrators for them to benefit from engagements? They dont have an EDT so you'd have to keep a vehicle, Dragoon in this case as a babysitter to be able to use it.
2021/06/02 14:58:47
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Thairne wrote: But they ARE exclusive.
You cannot have "9 or fewer" and then for every 10"
its pretty basic math - 10 <= 9 is wrong
So as soon as you cross the 10 model threshold, the first bullet point is not usable any longer. Which means you get 1 of each special weapon.
If you reach 20, you can apply those bullet points again because.. well... 20 is 2x10 and the "for every 10" applies twice.
In a programmers mind, thats a rather basic if-else statement.
Spoiler:
If (models <= 9)
take 1 any
else if (models >= 10 and models <= 19)
take 1 arc rifle
take 1 plasma caliver
take 1 arquebus
else if (models == 20)
take 1 arc rifle
take 1 plasma caliver
take 1 arquebus
That's not how bullet points work though. Bullet points denote a list with options presented within.
In any case, if you're right? Cool. But if you're not right...then we just got the tripled up special moved to 20 models.
Like I said, repeatedly now, it hurts literally nobody to make them answer the question.
2021/06/02 16:07:28
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
That list looks absolutely tough, so I'm imagining how I'd approach it with mine.
Spoiler:
Total 1998pt, 7 CP House Raven Superheavy detachment [Knight of the Iron Cog -3 CP] Knight Crusader, Ironstorm, 490 [Warlord; Blessed by Metalica; Fury of the Keep] 2 Warglaives, Stubbers, 270 2 Warglaives, Stubbers, 270
The match-up feels very much in your favor, because your Vanguard are impossible to kill efficiently and murder all other infantry. However, you don't a lot of anti-tank, which is the only advantage I can leverage. If I can kill the Dragoons and Ironstriders, my armor gets free reign (to flounder against your infantry).
I think the math says your Ironstriders average 20 wounds against Knight's my 4++, but I think I win if you commit to it rather than killing other vehicles. Once I've killed your vehicles, my Knight isn't very effective against the infantry. I'm pretty sure in most board configurations I can kill the Ironstriders turn 1, and the Dragoons on turn 2. The Ironstriders will probably kill the Fusilave and maybe a Warglaive, and if the Dragoons can charge they'll kill another Warglaive. A lot of it will hinge on who gets first turn; if I can go first and use the Fusilave and kill some Ironstriders or Dragoons, my life gets a lot easier.
After that, the only thing I can think to do is hold 10 primary per round. My vehicles really don't hurt your infantry, so I guess I use their huge bases to screen my objectives and hope for the best. I'm never taking you off any of your objectives, which probably means you can max Domination/Stranglehold and Raise the Banners. I actually don't think I can win unless everything goes right for me, which probably means I need to take another look at my list design...
You know, if I drop the Raiders to minimum sized and swap a Dunecrawler for another Fusilave, I could reserve both flyers and stand a better chance. The Fusilaves can actually grind out your infantry. That's probably the move that gives me some hope.
This message was edited 1 time. Last update was at 2021/06/02 16:16:19
You can get 5x Ironstriders with Lascannon for 375? Drop a couple Lascannon down to Autocannon in a squadron and you can get three 5-chicken units for around 1000 points. Then add three 20-man blobs of infantry and characters to support.
I feel like that would shoot anything off of the table, but would be hard to collect the models.
2021/06/02 21:01:51
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Thairne wrote:That looks absolutely filthy.
I'd be worried a bit for a lack of real AT.. The Chickens definately will get the Reaper's toll, but from T2 onwards, they will be absolute priority if they can be targeted at all. Dragoons are nice, but take a turn or two to get into threat range - it's a trade off for sure, but the CP requirements seem to be quite high, especially if you consider that you used quite a few CP for pregame strats. So I'm not sure they can take on T8 targets that reliably.
Granted, most 9th codex want to spam infantry as it seems, so that problem might get less and less important as more 9th codexes come out.
I did say that Autocannon Ballistarii are probably more competitive than Dragoons. Only downside is that it's hard for one Marshal to manage both. I do expect to use the fighting Doctrina eventually.
Ideasweasel wrote:@suzuteo
Lucius does look strong. I think Mars is nice buffs but defensive trickery reigns king.
Can you explain the inclusion of a dominus. I’ve been a bit down on how useful he seems compared to just taking another marshal or manipulus
Yeah, it was a bit of a tough call. But I figure that since I can only buff one Vanguard blob at a time, it would be better to just have buffs for one Manipulus. Besides, even with all of the defensive buffs, they can't not attack the infantry brick sitting in midboard. Worst comes to worst, I can keep the second blob in reserves until the first one gets damaged.
Octovol wrote:How are you getting a tether onto infiltrators for them to benefit from engagements? They dont have an EDT so you'd have to keep a vehicle, Dragoon in this case as a babysitter to be able to use it.
My mistake. I meant the Raiders. (These are the units with no native source of fight last, so they probably want to stay near the Corpuscarii and Infiltrators.)
DarkHound wrote:That list looks absolutely tough, so I'm imagining how I'd approach it with mine.
Spoiler:
Total 1998pt, 7 CP House Raven Superheavy detachment [Knight of the Iron Cog -3 CP]
Knight Crusader, Ironstorm, 490 [Warlord; Blessed by Metalica; Fury of the Keep]
2 Warglaives, Stubbers, 270
2 Warglaives, Stubbers, 270
The match-up feels very much in your favor, because your Vanguard are impossible to kill efficiently and murder all other infantry. However, you don't a lot of anti-tank, which is the only advantage I can leverage. If I can kill the Dragoons and Ironstriders, my armor gets free reign (to flounder against your infantry).
I think the math says your Ironstriders average 20 wounds against Knight's my 4++, but I think I win if you commit to it rather than killing other vehicles. Once I've killed your vehicles, my Knight isn't very effective against the infantry. I'm pretty sure in most board configurations I can kill the Ironstriders turn 1, and the Dragoons on turn 2. The Ironstriders will probably kill the Fusilave and maybe a Warglaive, and if the Dragoons can charge they'll kill another Warglaive. A lot of it will hinge on who gets first turn; if I can go first and use the Fusilave and kill some Ironstriders or Dragoons, my life gets a lot easier.
After that, the only thing I can think to do is hold 10 primary per round. My vehicles really don't hurt your infantry, so I guess I use their huge bases to screen my objectives and hope for the best. I'm never taking you off any of your objectives, which probably means you can max Domination/Stranglehold and Raise the Banners. I actually don't think I can win unless everything goes right for me, which probably means I need to take another look at my list design...
You know, if I drop the Raiders to minimum sized and swap a Dunecrawler for another Fusilave, I could reserve both flyers and stand a better chance. The Fusilaves can actually grind out your infantry. That's probably the move that gives me some hope.
Looking at your list, I am immediately going to prioritize keeping my Ballistarii safe. Deploy them out of LOS as best I can.
I can use Benevolence to essentially cut your Fusilave's MWs in half, so I am not particularly worried about it; in fact, I sorta expect you to use those MW against the Vanguard, not my vehicles. This is because they will be camped in the backfield waiting for Flare, so you will probably not be able to shoot first with your infantry, even with your magic advance. So weakening their volume of fire will be key.
I would try to keep your Knight out of Full Tilt range with the Infiltrators and Raiders. I doubt I can prevent them from shooting. Probably only lose 2-3 Ballistarii if I use Transhuman on them: 8x Thermal Lance shots, 5.33 hits, 2.665 wounds, 1.77*3.5= 6.22 damage, plus another 2.5 MWs from the plane. Crusader can finish one and might be able to take another out. I don't expect the Dunecrawlers to be able to shoot them at all, given their low movement; they will probably look for the Vanguard. Not sure if people realize how crazy Lucius's Transhuman is yet. It basically takes any weapons targeting a single unit and reduces it to the toughness of the target, which can be any Core unit. (Really, the big question mark for me is whether or not I want to use it on my Vanguard blob or the Ballistarii that I know you need to focus on.) Anyhow, cutting down the damage on the wound step is the most important thing you can do in stopping any-tank weapons. I actually would expect that you would shoot at my Dragoons instead. Probably can kill all of them.
The new Lascannons are fierce: 10 shots, 9.72 hits, 7.56 wounds, 3.78*5 = 18.9 damage on your Knight if I get to shoot first. I probably would not bother though. I would focus on killing the plane first (assuming it did not bail) and then 2 Warglaives. Flare my Vanguard blob into your infantry and start blasting. If you weakened the Vanguard blob, it will not be a blowout, but then I will be charging with my Infiltrators and Raiders, which will always fight first (and probably wipe your MSUs each time). If my Dragoons are still alive, they will pop an additional Warglaive a turn, but I doubt they will be.
Turn two, you probably will get both the Ballistarii and the Dragoons. But then I drop the Corpuscarii and Vanguard deathballs to swarm the objectives with infantry that I know you cannot kill fast enough. And then it becomes an inevitable structural victory after that point. You will have 2 Warglaives, a Knight, and 2 Crawlers. I will have pretty much everything but my Ironstriders, maybe one chewed up Vanguard unit that I will be looking to tarpit your Crawlers with.
This message was edited 1 time. Last update was at 2021/06/02 21:14:55