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![[Post New]](/s/i/i.gif) 2021/07/02 13:31:11
Subject: How would you adjust AdMech?
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Veteran Knight Baron in a Crusader
Bamberg / Erlangen
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Since it worked so well for Dhrukari, let's hear it how you would adjust Adeptus Mechanicus?
While not being as effective on their first tournament weekend as Dhrukari right after release, I think some rules are overtuned and should be looked at.
I would start with:
- Change the first half of the Lucius dogma to "incoming hits from weapons with AP1 count as AP0".
- Increase the base points for Ironstrider Ballistarii by 25.
- Change the Enriched Rounds stratagem to cost 1/2cp for <11 and >10 models in the unit respectively. Affected weapons in the unit become Heavy 2 for this turn.
What would you like to see adjusted?
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This message was edited 1 time. Last update was at 2021/07/02 18:22:16
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![[Post New]](/s/i/i.gif) 2021/07/02 15:07:23
Subject: How would you adjust AdMech?
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Longtime Dakkanaut
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For starters, I would just straight up change enriched rounds to 5+ to hit. It's simply too strong. I'm not 100% sure we need to nerf the defensive buffs if we nerf their offense.
The pteraxii stratagem that lets them return to reserves needs errata -- there's no way they intended it to work like it does.
Lascannon ballistarii maybe need to go up a bit.
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![[Post New]](/s/i/i.gif) 2021/07/02 15:22:16
Subject: Re:How would you adjust AdMech?
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Stalwart Tribune
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1. Enriched rounds to go to a 5+, and stays at 1CP for up to 10 models, 2CP for 11+ (equally the Rangers version to drop to 1CP for 10 models or less as it is a flat 2CP currently).
2. Booster thrust to go to either once per game or cant fly away in the turn they have arrived from reserves.
3. +5ppm base for Ironstirders, +10ppm for the lascannon upgrade (so 70ppm with auto, and 90ppm with las, currently 65 & 75 respectivly)
4. rangers & vanguard to go to 9ppm. you could potentially push these to 10ppm but that might be too far in the other direction.
5. A note that you are unable to stack multiple Manipulus galvanic fields on a single unit.
between these adjustments many competative lists will loose around 60points (or more) for the skitarii, and 75-90points or so for the ironstriders.
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This message was edited 2 times. Last update was at 2021/07/02 15:39:13
Praise the Omnissiah
About 4k of .
Imperial Knights (Valiant, Warden & Armigers)
Some Misc. Imperium units etc. Assassins...
About 2k of |
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![[Post New]](/s/i/i.gif) 2021/07/02 16:49:16
Subject: How would you adjust AdMech?
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Crazed Spirit of the Defiler
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I have an amusing one for the enriched rounds, just have every roll of a 1,2, or 3 do a wound to the unit firing. For extra giggles don’t allow rerolls either. Depleted uranium messes everyone up so now your admech can file for disability after using it too.
Up the chicken walkers by like 15 and get rid of every D3+3 weapon. Make them D6 min 3 again.
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Iron within, Iron without |
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![[Post New]](/s/i/i.gif) 2021/07/02 17:04:09
Subject: How would you adjust AdMech?
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Humming Great Unclean One of Nurgle
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a_typical_hero wrote:- Change the Enriched Rounds stratagem to cost 1/2cp for <11 and >10 models in the unit respectively. Affected weapons in the unit become Heavy 1 for this turn.
So, for 2 CP, you go from a squad of 20 dealing 10 auto-wounds and 5 regular wounds to a T6 Monster (like a Daemon Prince) to dealing 10 auto-wounds and .56 regular wounds, assuming you stood still with your 18" guns. If you moved, you don't even get the extra regular wounds. I get that the stratagem is overtuned-but you're spending CP to be WORSE with that change.
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This message was edited 1 time. Last update was at 2021/07/02 17:04:26
Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2021/07/02 18:22:07
Subject: How would you adjust AdMech?
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Veteran Knight Baron in a Crusader
Bamberg / Erlangen
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You are right, my value was wrong. Let me correct it to Heavy 2 for twice the output against T6 and up.
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![[Post New]](/s/i/i.gif) 2021/07/02 18:25:46
Subject: How would you adjust AdMech?
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Humming Great Unclean One of Nurgle
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a_typical_hero wrote:You are right, my value was wrong. Let me correct it to Heavy 2 for twice the output against T6 and up. 
Heavy 2 would net you 20 wounds, assuming you moved (which is not an unreasonable assumption, given they're 18" guns).
Whereas with no strat, they deal 10 wounds from auto-hits and 5 wounds from needed a 6 on the wound roll. If the opponent is T4-5, they do 20 wounds anyway. I would not want to pay 2 CP to do an average of 1-3 extra unsaved wounds against only T6+ non-vehicle targets. That's not exactly a massive category.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2021/07/02 19:25:20
Subject: How would you adjust AdMech?
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Veteran Knight Baron in a Crusader
Bamberg / Erlangen
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How would you change it?
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![[Post New]](/s/i/i.gif) 2021/07/02 19:26:44
Subject: How would you adjust AdMech?
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Humming Great Unclean One of Nurgle
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I'd probably make it a 5+. Possibly allow it to work on Vehicles too, though maybe that only on a 6.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2021/07/02 19:28:13
Subject: How would you adjust AdMech?
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Veteran Knight Baron in a Crusader
Bamberg / Erlangen
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Would you still keep it at 1CP regardless of unit size?
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![[Post New]](/s/i/i.gif) 2021/07/02 19:29:16
Subject: How would you adjust AdMech?
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Humming Great Unclean One of Nurgle
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No. I'd make both the strats 1 CP for 10- and 2 CP for 11+.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2021/07/03 07:19:34
Subject: How would you adjust AdMech?
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Loyal Necron Lychguard
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a_typical_hero wrote:Since it worked so well for Dhrukari, let's hear it how you would adjust Adeptus Mechanicus?
I thought AdMech were totally fair and balanced ENRICHED ROUNDS - works on hit rolls of 5+ instead of 4+ and 2CP for 16+ models. GALVANIC VOLLEY FIRE - Heavy 2 instead of RF 2. Remove Progressive abilities from Holy Orders, each Holy Order gets an Aura and an action they can do to reduce Stratagem CP costs. For example Genetors would pay 25 pts to get: ‘Activate Adaptive Mastery (Action): Once per game at the start of your Command phase, this model can start to perform this action. The action is completed at the start of your next Command phase. When it is completed reduce the CP cost of the next Adeptus Mechanicus Battle Tactic Stratagem you use by 1CP.’ Biochemical Aggression: Aura: if this part is active for this model, friendly <FORGE WORLD> KATAPHRON SERVITORS and <FORGE WORLD> CORE units within 6" of this model automatically wound on hit rolls of 6 made with Melee weapons. No Hypercybernetic Physiology, or maybe no Biomechanical Aggression, just come up with 4 interesting auras. This means AdMech will get their defensive buff even if they go second and they won't need to explain both their basic and advanced ability and it simplifies the Command Phase. Serberys Raiders' Skirmishing Line should be moved to the end of deployment before finding out who gets to go first. If you want to block your opponent's army from moving at all T1, you gotta take the risk of being a charge target turn 1. TACTICA OBLIQUA should be used at the end of the AdMech player's Fight phase. I should not auto-fail a multi-charge when you have two units of Raiders blocking my movement. Adjust points in 3 months to get flyers and chickens under control, maybe give the chickens a 10 point nerf to test the waters.
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This message was edited 2 times. Last update was at 2021/07/03 07:22:21
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![[Post New]](/s/i/i.gif) 2021/07/03 08:31:32
Subject: How would you adjust AdMech?
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Fresh-Faced New User
Stockholm
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vict0988 wrote:a_typical_hero wrote:Since it worked so well for Dhrukari, let's hear it how you would adjust Adeptus Mechanicus?
TACTICA OBLIQUA should be used at the end of the AdMech player's Fight phase. I should not auto-fail a multi-charge when you have two units of Raiders blocking my movement.
You are now allowed to select new targets for the charge after the Ad mech player uses Tactica Obliqua. They can only use it once per charge phase so you can just change targets and only charge the second Serberys Raider unit.
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![[Post New]](/s/i/i.gif) 2021/07/03 14:36:02
Subject: How would you adjust AdMech?
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Humming Great Unclean One of Nurgle
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You know that Galvanic Rifles are Heavy 2 by default, right?
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2021/07/03 14:53:50
Subject: How would you adjust AdMech?
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Longtime Dakkanaut
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The smart thing to do would be to just admit that letting Skitarii go up to 20 models was a mistake. If you removed that one thing, they'd probably be fine as they are. This addresses both the offense and defense at once, because both of these things rely on buffs that can only go on one unit. 10 Skitarii buffed offensively or defensively are scary, but manageable. It's when they go to 20 that they become game-breaking.
But GW won't do that because GW doesn't admit fundamental design mistakes like that. So instead enricehd rounds will have to go to a 5+ and cost 2CP on a unit of 11+.
Balistarii need a points nerf, probably +5 base and another +10 on the lascannon.
Other than that, I'd wait and see. The defensive buffs probably need a nerf too, but I wouldn't pull the trigger just yet.
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