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Made in be
Mysterious Techpriest





Belgium

So guys I'm going to a tournament in September. I haven't had more than 2 games of 9th since release but I've got the whole summer to practice. I'm not going there in with a WAAC mindset and want to play the models I own and I like, so the 4 Kastelan Robots are staying no matter what.

That said I'd like opinions on my draft list. Theory-tactica below.

Spoiler:

Lucius Batallion

HQ:
- Techpriest Dominus - Warlord Cartogrammist
- Techpriest Manipulus, Transsonic Cannon
- Skitarii Marshal

Troops:
- 10 Vanguards
- 10 Vanguards
- 5 Vanguards
- 5 Rangers
- 5 Rangers

Fast Attack:
- 10 Pteraxii Sterylizors, Programmed Retreat 1CP
- 5 Sulphurhounds
- 6 Ironstriders, 4 Autocannons & 2 Lascannons

Elite:
- 10 Fulgurite Electropriests
- Cybernetica Datasmith, Solar Flare

Heavy Support:
- 4 Kastelan Robots, Fists & Flamers
- Onager Dunecrawler, Icarus Array & Cognis Stubber

Total: 1900 pts

Rough battleplan:

Cartogrammist to tp Fulgurites, Solar Flare to tp Robots and Datasmith, Sterylizors deep strike. Binharic Override on Robots at the Charge phase for Conqueror Protocol. Use the 3d6-discard-lowest charge Canticle and try and get the charge with all. Robots can reroll charges, Fulgurites have Canticles, and Pteraxii have tactical reroll if needed.
If there's too much screen I delay the Sterylizors one turn and use the Sulphurhounds to kill screens. Then the Sulphurhounds can charge something to apply Irradiation if needed. So if all goes well turn 1 I've got 4 Robots, 10 Sterylizors and 10 Fulgurite engaged in various places.

With Programmed retreat I can engage a unit, and if it wants to disengage I lock it with the stratagem. Come my turn I disengage, shoot them with my 15" flamers and charge another target. The Robots will be a pain to remove and can't be ignored as they can reliably kill a Knight without buffs, and shoot their flamers at point blank. The Fulgurites will try to swarm an objective and deal with the objective holders, they can kill anything provided I roll 6s.

Meanwhile in my backline, I keep the 2x5 Rangers and the Onager on objectives, as well as the Ironstriders. The Onager is fat enough to cover an objective and require either to destroy it or engage it in melee to contest. Ironstriders can do a similar trick. The Dominus will sit there giving rerolls and repairing a bit. The Vanguards will advance behind and secure objectives, screen, perform actions or whatever is needed at the moment.

As for the Manipulus and the Marshal, I'd like to have them up in the field supporting the Pteraxii and other elements, my problem is how to get them there. Just advancing is slow and unreliable. I can get a Dunerider to transport a part of the Vanguards and both HQ maybe ? Also I need to think of what enhancements to give them, an Ordo or a relic to buff the melee units if I can.

I don't have other loadouts for the Ironstriders so can't use more Lascannons or something. I haven't bought yet 5 Fulgurites and the 10 Pteraxii, and could get more Skitarii if I buy the SC with the Dunerider.

Also I'm struggling to chose a Forgeworld. Lucius give me resilience, +3" and Solar Flare (this FW is way too good), but Mars could give me the Canticles for all my force for more reliable charges and buffs. But then I'd lose the deep striking Bots and have to footslog them. Ryza is also a nice contender for +1 to charge and +1 to Wound on charge, which would go very well with the Pteraxii with their cycle charges.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Hey, seems like a solid list, and good battleplan. However, one thing to notice, your reinforcement units are able to deep strike only after first turn (sterylizers, priests), unless the tournament does not play with matched play rules.

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in be
Mysterious Techpriest





Belgium

Thanks for the feedback. However can you tell me which rule prevents me from deep striking turn 1 ? All I see is the Strategic Reserves chapter, but it says in the beginning

Note that these rules do not apply to units that are using other rules that enable them to start the battle in a location other than the battlefield. Such units are not placed in Strategic Reserves and they are instead set up as described in their own rules.


So as they're not Strategic Reserves, they ignore all the chapter and thus can deep strike turn 1 no ?

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Core rulebook, page 282. "In Eternal war missions, strategic reserve and reinforcement units can never arrive on the battlefield in the first battle round".

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in be
Mysterious Techpriest





Belgium

Ah it's in the mission section, pure logic. Thanks again then ! I'll have to sharpen the list.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

You're welcome. I think that your list is still in a good spot, definately go well with Lucius. The sterylizers could start the game onboard and advance first turn to clear out screens. Then teleport robots in.

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in be
Mysterious Techpriest





Belgium

The Robots can deep strike turn 1, as they start on the board, it's a "replace" ability. But I can deep strike the Fulgurites with the Lucius stratagem though... I'll ponder

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
 
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