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Made in us
Decrepit Dakkanaut





Hyperspace


Unit Analysis:
Spoiler:

Our best HQ by far - giving rerolls to hit for all models within 6". Cawl is the core of our army, and an integral part of the "CawlStar" (Kastelans, Cawl, Datasmith, and a screening unit). Very much worth his pricetag for what he does.

His armament is hardly to be laughed at, but is very much secondary to his utility usage. The Solar Atomizer's short range makes it a semi-decent CC monster deterrent (it will generally do significant damage to Carnifex sized creatures), but it being in range signifies that you're in a dangerous position. Kastelans being locked in combat generally spells doom for our army, if we cannot resolve the situation quickly.


Now that we have Enginseers to serve as a cheap HQ, the Dominus isn't particularly useful. Unless you're unable to run Cawl (say, you're playing mono-Stygies or mono-Lucius), I would advise skipping him. The TPD is simply not effective enough for his high price. The Cerebral Techno-Mitre, however, gives him some value, as well as the limited reroll aura.

Tech-Priest Enginseer
Not particularly useful, but he’s cheap, and can repair Dunecrawlers and Kastelans. Mostly serves the purpose of saving 70 points on an HQ slot in Battalion detachments, or as an HQ in Stygies lists when you don’t want to take a Cerebral Techno-Mitre.

Skitarii Vanguard
Controversial. Mathematically, they put out an incredible amount of damage, but are hamstrung by slow movement and low range on the Carbines. Now that they’re 8 ppm, they can have more of a role, especially in Graia armies. According to the mathhammer, Vanguard actually have more firepower than Neutronagers against pretty much anything but Terminators. Plasma Calivers could possibly be worth it, because of high damage.

However, Vanguard are quite fragile, and tend to die in droves due to low leadership, T3, and a 4+ save. Mechanicus has limited ability to mitigate leadership, with Onager data-tethers being close to the only way outside of expensive data-tether upgrades. Mass Vanguard with the Graia forgeworld dogma is potentially viable if Mechanicus ever gets defensive auras or mobility options for Skitarii infantry.


Gambling unit. For 17pts per model you have a little bit overpriced glass cannon, but if you meet certain prerequisites you get underpriced murder machines. They have normal movement(6”) and decent WS(3+), okay LD(8) and two attacks with crazy good weapon.

They can give mortal wounds at rate making Death Guard jealous. First giving at charge on 6 per model, and then in combat on 6+to wound d3 mortal wounds instead of normal damage. That thing can drop any tough target down, even superheavy, and if you would need to, you can repeat this electropounding with 3cp.

But there is a catch. They are only T3 W1 with 6+/5++/5+++. It wouldn’t be bad if they were not so high in target priority of your opponent. And here comes twist. If you wipe unit in fighting phase, they get 3++ for the rest of the game. Suddenly you have quite sturdy unit that punches like hammer. You want to use stygies stratagem to place them in optimal range from your opponent (9”+from enemy if first, somewhere in midfield behind LOS blocking terrain if second). If you went first, GG they probably single handily won you the game, if second you need to use them carefully since they are probably in unit size of 10+ and you don't want them to evaporate under enemy fire and morale loss.
You can also use Lucius startagem, but I saw to many failed 9” charges to add even more gambling to this equation.

Hordes are their weakness, since they deal multi wound damage, but not so many hits. Also, 2+ wound damage, since it almost nullifies their fnp. Never aim their first charge at something that they couldn’t destroy in first take. If you multicharge, activate them first. Vehicles, monsters, MEQ and TEQ are their preferred target. They are in destructive potential probably on par with Kastellans, but much trickier to pull of. Once they are in SuperSayan mode, they force your opponent to dedicate tremendous power to stop them from rampaging through their back line, giving rest of your army easy time. High risk, high reward unit.


Corpuscarii are relatively cheap, not troop’s level cheap, but 14 pts/model isn’t much for power they offer and for role they are going to do. They aren’t super durable since 5+ inv and 5+ FNP is just barely better (55% vs 50%) than 4+ on 1D attacks. You can’t bump their defense by cover or Shroudpsalm, since their normal save is 6+, and T3 doesn’t help either in world where bolters are common. And you would need every bit of defense since their weapon range is only 12”.
Now, their weapon is 12” assault 3 shots s5 ap0 and D1 exploding 6+ on hit rolls giving you 3 instead 1 hit AND 2 attacks in melee with the same stats. That is a lot of daka averaging with 33,(3) hits of 10 man shooting. It’s bit better than storm bolter in rapid fire range. What they lack in range, they add up to their value in melee averaging on 17,(6) hits on 10 man unit. That’s 50 hits in one round.
Their role is to get in front of your gunline with vanguard, catch charges and deny your opponent from deepstriking and fast attack units, preferably holding objective at the same time. They want to do that on high power opponents, like TEQ with plasma, scions with plasma, harlequins etc bikes. Preferred unit size is 5-10, anything over that will suffer from morale rolls. Look for places with LOS blocking terrain and hold that. Only horde type troops can reliably reclaim objective from them, since other ones won't stand chance in 1v1.
You could also drop them in size of 20+ with Lucius stratagem delivering nasty amounts of daka, but that may quickly backfire with morale rolls. Use with caution to sweep enemy backline objective holders on turn 2 or 3 and lock or distract artilery.

Their best Dogmas are Sygies and Graia(boost defense), then Metallica. They don't benefit from Lucius. They lack serious synergy since we don't have any way to give them +1to hit. There are few stratagems that we can use them with, mainly Wrath of mars, Acquisition at any cost, Legio teleportarium, Clandestine Infiltration and Zealous Congregation, of which three are Forge World specific.
Not bad unit, but overshadowed by other that can do its job better(Sicarian Infiltrators, Dragoons) pushing priest to semi-vanguard role, even harder since codex came out.
6,5/10


Dragoons are the fastest unit in the Adeptus Mechanicus codex aside from Mechanicum Knights. Despite their speed, they are a surprisingly durable unit, due to T6, -1 to hit from Incense Cloud, cover in the open from possible Shroudpsalm, and no damage table. Dragoons should always be taken in a Stygies detachment, which grants it a monstrous -2 to hit past 12" making it impossible for Ork-level shooting to damage them, and causes supercharged plasma to explode 50% of the time. Stygies also grants a stratagem to allow Dragoons to infiltrate, which forces your opponent to adopt a more defensive posture--a situation in which you as a shooting army are clearly favored.

They have two weapon choices. The first is the Taser Lance, which allows AdMech to take a unit that is capable of fighting. It is the preferred option. Although 5 points cheaper, the Radium Jezzail suffers greatly from a lack of AP, is inferior to the Transuranic Arquebus, and is not recommended in any situation.

The primary role of Dragoons is to serve as a screening unit to prevent enemies from getting into close combat with your shooting units. They can also skirmish to tie up enemy screens and other shooting units in close combat, and grab objectives cleared by your artillery. Finally, they may act as shock cavalry to destroy T6-7 vehicles, especially transports and artillery. The size of a Dragoon unit dictates its usage, as the Dragoon's large 105x70mm base causes issues when piling-in--both for yourself and your opponent.

A unit of 1-2 is ideal for screening, as the unit can be deployed at maximum coherence without ever fearing being unable to pile-in correctly. The proper formation is a wall, with the Dragoons' sides facing the enemy. This wall should move sideways toward the enemy and should pile-in so that enemy models cannot fit in between the two Dragoons. Without any additional screening units, two units of 2 is considered ideal for a 2000 point army.

A unit of 3-4 is ideal for a shock cavalry role. With the Conqueror Doctrina Imperative stratagem, a unit of Dragoons becomes a battering ram. Normally mediocre Taser Lances explode on 4+, which in a unit of 4 translates to 24 S8 AP-1 D2 attacks that hit on 2+. A unit of 3 can be expected to consistently kill any T6 transport (such as Taurox Prime), and a unit of 4 any T7 transport (such as Razorback). A unit in this role should always be the last in your army to deploy, as you must position it as far to the opponent's flank and rear as possible. The proper formation for a unit of 3 is a wedge, with two Dragoons following a lead Dragoon facing the enemy, and the proper formation for a unit of 4 is a square, with two parallel lines facing the enemy.

When charging as a large unit, move your Dragoons together as far to the target's side as possible; the enemy should be on the immediate left or right of your Dragoons, a hair's breath under 1". After fighting, you may consolidate an addition 3". Use this to move further past and behind the enemy, being sure to end the consolidation move less than a hair's breadths under 1". The goal here is to get within 1" of as many shooting enemy units as possible. This "sliding" technique is essential for two reasons: 1) Tying up additional enemies without having to take Overwatch. 2) Allowing you to penetrate into the enemy rear by falling back past the enemy the following turn.


This is good unit. Durable, mobile and brings firepower. Priced either 75pts/model with Twin Cognis Autocannon or 95pts/model with Twin Cognis Lascannon which is good price.
They lack -1 to hit them of their Dragoons brothers but that isn’t big deal. Solid in every way.
The real question is how do they compare to other similar units form Ad mech army.
Vs Dunecrawlers;
They bring higher density of high power daka vs Neutronager and Similar vs Icarus Aray and Eradication Beam per point, as three Lascannon Balistarii cost more or less same points as two Onagers depending on equipment. Less durable, but don’t have damage chart and won’t lose power with accumulated wounds.
Vs Kastelans;
Significantly less power with a bit less durability. Have slightly higher range but can buff Leadership of friendly nearby <FORGE WORLD> models and again have superior mobility.

Both Kataphrons are overshadowed by them: better durability, mobility with comparable power.

Take them if you need flexible unit that can fit in different play style, maneuver on battlefield to utilize LOS blocking and hunt appropriate targets. Utilizing LOS is clue of this unit so if table don’t have appropriate terrain you won’t be able to utilize them to their full potential. If you don’t want to just castle up they are for you. They will be good screen and area denial unit vs DS, although Dragoons are better for that. Very good in Mono Stygies and Lucius armies, since Cawll is not factor there. Less favorable for Mars but still good. Occasionally you can explode them for 1cp when they die if 1MW would make difference.
Swiss Knife type that will be useful in every game, just not as good at certain tasks as dedicated units.
Sprinkle units of one to fill up brigade fast attack slots or get little more anti armour and area covering.
Bring unit of 3+ to fill gap in your list, gaining durable daka, freeing your robots. It is also worth of mentioning that for 1 cp they bring way to shoot Culexus assassins on 4+ if Assassin lists prevail in meta, being one of few ways in Army to deal with character shenanigans.


Mechanicus Knights are super-heavy Lords of War. They are the fastest, most powerful non-character units in the Adeptus Mechanicus codex, if not the game. However, because they lack the <Forge World> and Adeptus Mechanicus keywords, they are denied key synergies with the rest of the codex. Thus, you will often be fielding Knights with AdMech in support rather than the other way around.

Weapons
For melee weapons, Feet are your best option for everything up to TEQs (surprising, I know). Beyond that, the Gauntlet is optimal; the mortal wounds from throwing vehicles can really build up. Chainsword is only better than Feet against low toughness, high wound targets (such as Tau Commanders), and only then just barely.

For ranged weapons, Avenger is surprisingly strong against a variety of targets, from GEQs up to TEQs and Battlesuits. Thermal Cannon (TC) is your best shooting option against tanks T8 and above, but underperforms otherwise. Rapid-fire Battle Cannon (RFBC) is slightly more consistent in the T6-T7 range, but it is very expensive and finds itself in an awkward spot. You see, in order for a Knight to make its points back, it NEEDS to get into melee combat, but most of what you're paying for in the RFBC is its range.

As far as carapace weapons go, Stormspear is the best choice in every case. Don't bother taking the Meltagun; it's overpriced for what it does.

Knight Setups
1) Warden with Gauntlet and Stormspear (516)
The standard to hold all other Knights up against. Feet and Avenger are the strongest anti-infantry. Gauntlet and Stormspear are the strongest anti-tank.

2) Crusader with TC (512)
A more shooty option, which is useful against Conscript blobs and Green Tide armies that can deny almost the entire backline. Feet and Avenger are the strongest anti-infantry, and TC performs anti-tank. Don't be afraid to get into close combat with this unit! You can always fall back and shoot, as I will explain below.

Add a Stormspear for a bit more anti-tank, but be wary of over-investing.

If you want to use an RFBC, you would use it here. However, as mentioned above, you will be wasting points.

3) Errant with Gauntlet and Stormspear (480)
A dedicated tank-hunter and the cheapest competitive setup. Feet perform anti-infantry, while the rest of the setup is just brutal anti-tank.

Don't bother with the Gallant. It's cheap, and you get what you pay for. It's still WS3+ and A4 like the other Knights, and the Chainsword is redundant. A waste of points. The Paladin is also subpar because it ties a long-ranged ranged weapon to a melee weapon; if you want an RFBC, opt for a Crusader instead.

As for how to build an army, there are two simple choices: two Knights or three? If two, you can have a sizable AdMech Battalion with Crawlers and Kastelans to diversify your army. If three, you will still have an AdMech Battalion and an additional 3 CP, but the Battalion is strictly for screening only.

Strategy and Tactics
When using Knights, you always employ a dominant strategy: kill everything that kills Knights, then table your opponent. Of course, this plan is at its most vulnerable early on. You will want to screen it from alpha strikes, especially melta squads. However, despite your best efforts, being shot at is inevitable, so spam Rotate Ion Shields if your opponent aims anything with more than AP-1 at your Knights. Each turn, you should also be repairing with your Enginseers; Tech-Adept allows you to repair 2 wounds (4 with Necromechanic), and if any of your Knights go under 13 wounds, use Resurgent Machine Spirit; it's worth it.

When maneuvering your Knights, always be looking to get a charge in. You deal terrifying damage in CC, and most things that threaten you aren't good at fighting a Knight. When positioning yourself, you want to do these things:
1) Keep your Knight between the Enginseer and the enemy. This is especially helpful early on, but not an absolute must.
2) Cover up your legs if possible. No, seriously. You don't ever want to use Knight of the Cog, and +1 Sv for standing behind something is useful.
3) Tying up as many enemy units in fighting as possible with your consolidation move. Basically, after you make a charge, move within a hair's breadth under 1" of your enemy. After fighting, consolidate 3" to move less than a hair's breadths under 1" from the enemy. The goal here is to get within 1" of as many shooting enemy units as possible. This "sliding" technique lets you tie up additional enemies without having to take Overwatch; remember, the more enemies falling back, the less shooting you take.
4) Being in the ideal place for the next charge. You want to consider where you will be moving next turn. Nothing can really outrun an Imperial Knight, so you may want to move "through" enemy units using the Super-Heavy Walker rule to be closer to the next target. You also want to take advantage of terrain and LOS whenever possible.

To bring it all together, every turn, you can fall back 12" to a hair's breath under 2" from the enemy on any side, shoot, then charge back in under 1", pile-in 3", fight, then consolidate 3".


Relics:
Spoiler:
If your army is led by an Adeptus Mechanicus warlord, then you can give one relic to an Adeptus Mechanicus Character. Keep in mind named Characters like Belisarius Cawl can't have any relics, so I'll be giving advice based on the generic Characters. You have access to one free relic, and can buy a second one for 1 CP, or a third one for 3 CP (1 Relic = Free, 2 Relics = 1 CP, 3 Relics = 3 CP).

ARCANA MECHANICUM

Universal:
Pater Cog-Tooth: Replaces an Omnissian Axe, so usable by a Tech-Priest Dominus or an Enginseer. It gives 1 more Strength and 1 more Damage than an ordinary axe. It would be a waste on an Enginseer with his poor CC skill, but a Dominus would hit at S6 with it. It's an odd statline, because you wouldn't face that much T6 models except against Xeno armies like Aeldari flavours or Tyranids. It would probably be best against the latter, as Tyranids are more likely to face you in CC than Drukhari Raiders for example. Could be useful on a Stygies VIII Warlord with the Xenarites Studies trait, as you'd add +1 to your Wound rolls and so wound T7 models on 4+. So it's a highly specific relic that could be useful in a Xeno-heavy meta, otherwise you'd be best to leave it in the reliquary.

Anzion's Pseudogenetor: Each time the bearer fights, it can make 1D6 additional attacks with this S4 AP-1 D1 weapon. Clearly meant to deal with hordes, you could use this on a backfield character, like a Datasmith or Tech-Priest, to deal with tarpits that reach your artillery so as to dispose of them faster and get back firing earlier. Otherwise, could be used offensively against horde armies with a Tech-Priest supported by Infiltrators with Tasers for clearing the area. There are more useful relics, but it's not terrible either.

Autocaduceus of Arkhan Land: The bearer regains 1W lost earlier each turn, and allows him to reroll the die for the number of Wounds repaired when repairing a friendly Adeptus Mechanicus unit. It's a great relic, best used on a Dominus dedicated to repairing your artillery like Onagers and Robots, as it greatly enhances the lifespan of those units. Best used with the Necromechanic Warlord trait, as you'll reliably heal between 2 and 4 Wounds per turn, maybe double that if used with the Tech-Adept stratagem. Your Onager ate a Lascannon shot ? There it's fixed. The regenerating 1W per turn in just the cherry on the cake, in case Snipers noticed you you just heal between 2 and 4 Wounds with your Dominus each turn. A must-have in any army that relies on its artillery.

Uncreator Gauntlet: Replaces a Power Fist, so usable only by your Datasmith. It's a regular Power Fist that deals a Mortal wound each time you successfully wound a Vehicle with it. Not worth wasting a slot for this most of the time, the only use I could see for it is to make your Datasmith useful when accompanying Punching Bots, but it's a highly situational/useless Relic otherwise.

Phosphoenix: Replaces a Phosphor Serpenta, so usable only by a Tech-Priest Dominus. It's a S5 AP-3 D1 Ignore Cover Assault weapon. I don't see the use of this to be honest, its statline being great against TEQ but you'd still need the 3 shots to hope to bring one down so that looks like an underperforming weapon to me. Could be used with the Xenarit Studies Warlord trait to wound Xeno T6 units on a 4+ but that's a lot of adjusting to do to make it usable. Not worth a Relic Slot.

Raiment of the Technomartyrs: Gives the bearer a 6+ FnP equivalent, and each time a friendly <Forge-World> model within 6" of the bearer shoots in Overwatch and obtains a 6 to Hit, this model can make a bonus attack with the same weapon (this bonus attack can't generate more bonus attacks). The only way I see to make this item useful barring the FnP is to use it near Corpuscarii Electro-Priests to try to trigger even more Tesla shots, otherwise hoping to have one or two more shots in Overwatch won't likely change the game. Congrats if you manage to get a bonus Neutron Laser attack with it, though. I'd not recommend it, but it's a way to add more survivability to a character otherwise.

The Skull of Elder Nikola: Once per game, in your Shooting phase, the bearer can use this to deal one Mortal Wound to each enemy Vehicle unit within 2D6" on a roll of 2+. Not worth it at all, keep away from this. One mortal Wound will never help you more than the other available relics we have access to.

Omniscient Mask: Allows you to reroll failed Hit rolls in CC for friendly Skitarii units within 6" of the bearer. The only Skitarii units that would benefit this are the Sicarians and Dragoons, and they'll both be faster and most likely far away from your relic bearer. Using the Conqueror Doctrina Imperative for 1 CP is costlier but far more effective than this relic, because they'll hit on a 2+ and their Taser weapons will proc on a 5+ for Infiltrators and 4+ for Dragoons. A way to use this would be if somehow you screened your backline with Sicarians near your relic bearer and artillery and want to defend against a charge more efficiently, but it's still a situational relic that'd be best left for another one.

Forge-World specific:
Graia - The Cerebral Techno-Mite: Tech-Priest Dominus only, gives +1 CP at the start of the battle if your army is Battleforged. Don't buy another relic for this obviously. Could benefit a Graia Detachment if you're hungry for CPs, but as it will be your only relic you'll have to consider if it's absolutely necessary to have this bonus CP. I'd not recommend it, seeing how easier it is to grab CPs now that we have a 52 pts HQ.

Mars - The Red Axe: Replaces an Omnissian Axe to give it an AP-5 profile instead of AP-1. It's not great at all, as your Dominus/Enginseer won't have enough Strength to reliably wound the targets that have a 2+ armour save. Avoid !

Lucius - The Solar Flare: Once per game, at the end of any of your Movement phases, the bearer can teleport instead of moving normally. Remove him from the Battlefield and replace him anywhere within 30" of his previous position and 9" away from any enemy units. Could be useful when playing Maelstrom missions when you have a card that asks your Warlord to control a certain objective for example, given there's no enemy nearby. Could be useful to save your Warlord's backside from a tedious situation and deny your opponent the Slay the Warlord.

Metalica - Adamantine Arm: Gives a Melee S*3 AP-3 D3 weapon to the relic bearer. You can only hit once each time the bearer fights in CC with it though, so hitting at S12 might be tempting but for just 3 Damage you'd best leave it where it is. Not worth taking.

Stygies VIII - The Omnissiah's Hand: The bearer rolls a die at the end of each Fight phase for each enemy unit within 1" of him, on a 4+ that unit suffers a Mortal Wound. Could be useful if your bearer gets assaulted by Characters or something, but in that case he will probably die before fighting anyway so it's not worth picking this relic.

Ryza - Weapon XCIX: Replaces a Volkite Blaster, so usable by a Tech-Priest Dominus only. Changes the profile to a S7 AP-1 D2 weapon with the same Mortal wound on a 6+ to Wound ability. If you run Ryza and really want a powerful weapon for your Dominus this can be nice, as it's a nice anti-vehicle weapon, but keep in mind you have access to the First-hand Field Testing Warlord trait that gives +1S and +1D to a weapon of your choice barring a relic, so you just win a AP-1 with this. It's a choice between a relic slot and a Warlord trait.

Agrippina - Eye of Lexum: At the beginning of each of your Shooting phases, pick an enemy Vehicle unit within 18" of the bearer, and all friendly Agripinaa units can reroll 1s to Wound against that target until the end of the phase. If the target is a Chaos Vehicle, you can reroll all failed to Wound rolls against that target until the end of the phase instead. Can be great when used with Onagers, when you really need to destroy a Vehicle.


Strategy:
Spoiler:
Wrathbots

This strategy revolves around a specific combination of models, rules, and strategems. The concept is simple, but gives our already powerful Kastelan robots an added buff.

Forge World: Mars
Strategem(s): Wrath of Mars (2CP), Binharic Override (1CP)
Key Units:
Belisarius Cawl
4-6 Dakkastelan
Datasmith [Optional]

Overview:
The “Dakkastelan” - or a Kastelan Robot configured with a trio of Heavy Phosphor blasters - is the lynchpin and ideally we want to take a larger squad for economy of CP. Each Robot puts out 9 shots in Aegis (the default) or 18 when in Protector Protocols.

Once your Robots and Cawl are in position, you either switch to Protector Protocols via a Datasmith or Binharic Override. The unit of Dakkastelans should be within Cawl’s Lord of Mars Aura. This allows all friendly Mars units to re-roll their to-hit rolls in the Shooting Phase. The volume of fire plus the increased number of hits via re-rolls means that when we use Wrath of Mars, we have a large pool of hits which will ideally translate to additional Mortal Wounds.

This simple strategy enables our already deadly Robot unit to deliver a staggering number of Mortal Wounds, giving us an answer to large threats like Magnus.

By-the-Numbers:
Six Dakkastelans puts out 108 shots in Protector Protocols. On average rolls with Cawl’s Aura, this translates to roughly 80 hits. The likelihood of rolling a 6 to trigger a Mortal Wound via Wrath of Mars is 16%, meaning around 13 mortal wounds in a single round of shooting in addition to our standard damage. This is why Wrathbots will be a staple of all AdMech lists, because being able to one-round extremely tough units is an asset. It also increases our overall damage pool, meaning we can wipe out additional models from units, making this a solid strategy for knocking out must-kill horde units in addition to tough single-model units.

Goondozer

This strategy is a general formation of models utilizing specific buffs. Sydonian Dragoons with Taser Lances under Conqueror Doctrina Imperative and the Chant of the Remorseless Fist Canticle. Due to the addition of -1 AP to the Taser Lance and the new strategem, this unit becomes our premier close-combat unit.

Forge World: Stygies VIII
Stategem(s): Conqueror Doctrina Imperative (1CP), Clandestine Infiltration (1CP), Machine Spirit's Revenge (1 CP) [Optional]
Canticle(s): Chant of the Remorseless Fist
Key Units:
4+ Sydonian Dragoons w/ Taser Lances

Overview:
This strategy is straight-forward and powerful. Forge World Stygies adds an additional layer of protection from shooting, adding to our innate -1 to-hit via Incense Cloud, for a total of -2 to-hit from shooting outside of 12”. This is a major boon to keep our unit alive so it can close in and start getting locked into combat(s). Via Clandestine Infiltration, we can position our Dragoons as close as we dare to the opponent’s units - given that we can make our normal movement of 10” and declare out charge, we do not need to be so close as to allow the enemy to move up and shoot within 12”, though. Position just where you think best via pre-measuring movements/ranges to enable a likely charge.

Each Dragoon has a Broad Spectrum Data-tether, which is a prerequisite for the Conqueror Doctrina Imperative to provide its maximum benefit, which is +2 to-hit in the Fight phase. The reason this is impressive is due to the Taser Lance triggering on a 6+, meaning under this strategem it will trigger on a 4+, leading to significantly improved chances to get the three hits instead of just one.

In addition to the strategem, we should strive to get the Chant of the Remorseless Fist activated, to allow us to maximize our hit potential via re-rolling 1’s in the Fight Phase. This gives us more chances to roll 4+ and have our single miss turn into three hits instead. With the addition of -1 AP on our weapons and the high strength of the attacks translating our increased volume of attacks into a high volume of wounds, we should be able to put out a solid amount of damage in a single round. Given the nature of our army, having a solid close-combat element can be vital for locking into place units while we address others via our artillery.

By-the-Numbers:
A unit of six Sydonian Dragoons with Taser Lances will start with three attacks each, for a total of eighteen initial attacks. Half of these will result in a 4+, meaning 27 attacks from our exploding hits. Of the 2 or 3 misses we get via 1’s, when we re-roll via Chant, we will get an additional 1 or 2 hits - for additional chances to explode. This translates into about 30ish hits or more, meaning against most enemies we are wound on 2+, for a total of about 25 wounds at -1 AP. Even against toughness 8 models, we are doing 15 wounds. Those are the two most common scenarios for our Goondozer unit to encounter. Given our high toughness, modest wounds, and somewhat mediocre save (4+), it would likely not be prudent to engage dedicated melee units, especially those with weapons that do d3 and d6 damage. That being said, we can always do a last resort Machine Spirit's Revenge when one of our Dragoons inevitably dies - exploding automatically and causing 1 mortal wound to each unit within 3”. Not particularly deadly, but in some instances it might prove useful.

[/b]Ryza's Green Stuff
This strategy makes use of Ryza's stratagem to maximise the damage output of plasma-heavy units.

Forge World: Ryza
Strategem(s): Plasma Specialists (1CP), Elimination Volley (2CP)
Key Units:
Dominus
Enginseer
1x6-9 Destroyers - plasma/flamer.
1x10 Vanguard - 3*plasma data-tether
1x10 Vanguard - 3*plasma, data-tether
1x2 Kastelans (Dakkastelans for multi dogma lists (if other screeningunits are present). Fists/flamers and +1 save for Ryza dogma)

Overview:
Use overcharged plasma for destroyers side by the dominus for a 5 round plasma overcharge. Use elimination volley gem for both destroyers and dakkastelans to receive +1 hit rolls . Use plasma specialists for extreme usage of plasma both on destroyers and vanguard.
The squad of 10 Vanguard, give them an Enhanced Data-tether, and 3 Plasma Calivers. Activate the Protector Doctrina Imperative Stratagem to hit with almost all of your shots, overcharge your Plasma Calivers to S8 D2, then activate Ryza's Plasma Specialists Stratagem to give +1 to To Wound rolls and +1 damage per shot.
Finish up the list with Rustalkers to benefit from +1 wound fishing mortal wounds and icarus onager for the heavy slots.
Can work in brigade solo Ryza lists teamed up with agripinaa dogma for immortal screener breachers-high survivng units.
+
Extreme mobility. High damage
Synergy with all units.
-
High cost units making each death important.
Low survivability,

Agrippina's Endless Tractors
Forge World: Agripinaa
Strategem(s): Fresh Converts (1-3 CP)
Key Units:
Dominus
Enginseer
1x3-7 breachers
1x3 breachers or 1x10 vanguard arc rifles
1x3 breachers or 1x10 vanguard arc rifles or 3-6 destroyers
1x2 robots if you bring destroyers for elimination volley.

Overview
Breachers will provide an extreme screener high surviving and obj holder units.
Prefer Agripinaa as a support detachment
Using the dogma for 5+ over watch while gaining one extra attack in new codex these tractors became an overall good unit. Combined with reduced cost you can use them effectively in almost any army to provide cheap solution for high surviving unit.
Fresh converts can be used to resummons a fresh brand new unit on your deploy zone. Spending cp s according to the unit you want to bring back to full strength you can decide in each battle what you need to get back on the board from kataprhons. It’s an extreme combination with healing as you most likely won’t lose all your models inside a unit at once.
Save one last wound on your last breacher and see your enemy cry as you bring the whole unit back alive in full strength.
Acquisition at any cost gem will make your “relic” holder breachers an immortal unit. Put them in cover near an objective or use shroudpsalm with the use of the gem and you got a 1+ 5+ t5 9 wound unit holding an obj with 4 att each. Combined with any other army will provide a good screener, good range and good survival detachment. Combined with Ryza plasma spam could be good combination list.

+
Surviving
Low cost/ effectiveness

-
Low damage
Can’t stand alone
Will face issues with vs horde armies if not teamed with other dogmas


Allies
Spoiler:



Sisters are awesome addition, since they exell where we lack and vice versa. Their main power is how fast they are. Most pure Adeptus Ministorum list base on that and take it to 11. Ad Acts of faith to mix and enjoy strong army, since the way this mechanic scale, it actually benefits smaller detachments of sisters. Additional movement, shooting, fighting in melee or reviving and healing models for one unit on 2+ on the beginning of your turn. . They all have 6++ on everything, unless unit have even better one, and most units can Denny the witch on one die.

Most notable Units.

Saint Celestine.

Star of army. Flying assassin useful against smaller characters but can go toe to toe with Demon Prince if used correctly. Gives nearby sister units 5+ inv. Rocks S7 ap-3 2D with 6 attacks on 2+ws and flamer 8” Assault d6 S5 ap-1 1D. 2+ and 4++ and ablative wounds in shape of her bodyguards that she can resurrect. 7 wounds, and she can come back with full health on 2+. Beside her T3 she’s total beast roaming up to 24” turn not advancing. 150pts +50 per gemina. And free guaranteed act of faith. Jezz she's under priced.

Cannones.

HQ that can actually fight compared to our TPD, WS/BS 2+ 4A S3 T3 3+/4++ 5W
Can take power weapons(sword, axe and mace) but most importantly Eviscerator Sx2 ap-4 d3D for 22pts, and plethora of ranged weapons. It buffs nearby sisters with reroll 1’s on hit in both shooting and melee.
All of that for 45 in basic version. Sisters are good in HQ game since this is cheap and not even tax.

Basic Sisters.

Statline of our troops with 3+/6++ save and 7\8 LD, two sisters can take either flamer, meltagun or stormbolter, and one of those two can alternatively take heavy equivalents of those weapons. Sister superior can take Power weapons, combi weapons or storm bolter wich is best option. Nice overall for 9pts/model.

Seraphims.

3’rd best unit in army, but only because how well they synergize with moma BIG C. They have stats of normal sisters but jetpack move 12” and ws of 3+. They rock two basic pistols for 11pts/model and you can take two with either 2x handflamer or 2x infernopistol witch is 6” melta. So 4 shots of melta per unit. Superior can take power sword and plasma pistol. They have reroll of their inv save, which when they are within 6” from celestine is 5+. (reminder: 5++ rerollable is better than 4++(55% vs 50%)). Take unit of 10 and send them with their acts of faith double move 24” to the enemy. Charge tanks through enemy models with fly if there is just enough space to land. They are primary target for acts of faith. Double fight, double shooting, double move, even regeneration. They can also DS.

Dominions

2nd best unit in army. Doesn’t look like much, since they have stats of normal sisters. They can take up to 4 flamers, meltaguns or stormbolters. Sister supperior can take equipment like her equivalents in other units. And here comes their vanguard special rule. They can move before start of game like if they had normal movement phase, but have to end more than 9” from enemy. So they can move and advance without penalty. And here is where fast and furious part comes up. They transfer this ability to transport they are in if there are no other units. And here comes two cars they like to ride.

Immolator

Our lamborghini. Capacity of up to 6 models, M12” T7 10W 3+/6++. Can ad hunter-killer missiles and storm bolter. But you take it for Immolator flamer. This bad boy punch on 12” assault 2d6 S5 -1AP 1D. Put dominions behind wheel and it will be in your enemy face on turn 1. And also can deny witch on one die. For 103pts. Delicious.

Reppresor (FW)

For 90 pts naked you have: 12” M 7T 12W 3+/6++ heavy flamer and one storm bolter and dozer ram. You have option for additional storm bolter or one more heavy flamer. Capacity of 10 infantry models and 6 of them can shoot outside thanks to firing points rulle. This is not open topped. You only get -1 penalty for move if you moved, but you can fire if reppresor fallback, advanced or is in combat(but can’t shoot into that combat). Yes, Dominions with meltas are usually what you are looking for this bad boy. Turn 1 5x melta from moving bunker anyone?

Honorable mentions:

Rhino: Rhino with 6++, when you need to get those Arco Flagellants or Repentias to those conscripts
Arco flagellants with Priest: Cheap melee unit that wreck faces. Full combo deals 27d3 attacks in melee. On 3+
Retributors: Heavy weapon specialists. You can take 4 heavy flamers and put them into repressor.

Tactics.
Take them supplementing your vanguards and screening units. Storm bolters on everything. Ultra cheap dakka that will be in rapid fire range. You will mow those hordes. Put units of dominions into Immos and bunker midfield. With good positioning this will be incredible good screen from DS and assault. Send Celestine with Seraphims to kill those psykers and other characters, or prevent artillery from shooting.

Pros
-Mobile
-Good anti horde and anti armour.
-Have one of best force multipliers in game.

Cons
-Models are pricey.
-Don’t have native psykers.


Forge Worlds:
Spoiler:


Credits:
Spoiler:

em_en_oh_pee - Wrathbots and Goondozer tactics
Aaranis - Relics overview
Suzuteo - Sydonian Dragoon, and Imperial Knight entry
Spera - Fulgurite, Ballistarius and Corpuscarii entry
Yoda79- Green Stuff and Infinite Tractors tactics


Links:
Link to the FAQ

This message was edited 15 times. Last update was at 2018/04/17 16:59:26




Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in gb
Aspirant Tech-Adept






So did we win then? Oo
   
Made in us
Decrepit Dakkanaut




That's a real [MOD EDIT - Language! - Alpharius] underwhelming pdf of an FAQ.

Want me to send stuff for the Allies section?

This message was edited 1 time. Last update was at 2017/10/02 00:19:38


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.
 
   
Made in us
Longtime Dakkanaut




So, the new FAQ hit leading to no changes of note. I know some people were really hoping for more point decreases etc, but no such luck.

Edit: looks like I was a bit late, but yeah underwhelming is a good way of putting it.

This message was edited 1 time. Last update was at 2017/10/01 19:46:54


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

I'm pretty sure that the Dunecrawler had the same problem that was FAQ'd in the Index version too. They literally just copy/pasted the original entry without even proofreading it first.
   
Made in gb
Aspirant Tech-Adept






So does that mean that insane cheesy 4x shoot with a unit before the game starts wasn't even addressed?
   
Made in us
Longtime Dakkanaut




Ideasweasel wrote:
So does that mean that insane cheesy 4x shoot with a unit before the game starts wasn't even addressed?


I think I missed something, what's this now?
   
Made in gr
Stalwart Tribune





Greece

Faq is trash like codex. I guess my two strategies for Ryza and metallica you dont like.

I think i ll play guard. Wont spend a dime for this crap.
   
Made in us
Decrepit Dakkanaut




Yoda79 wrote:
Faq is trash like codex. I guess my two strategies for Ryza and metallica you dont like.

I think i ll play guard. Wont spend a dime for this crap.

There ARE no strategies for Metalica haha

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.
 
   
Made in gb
Aspirant Tech-Adept






https://www.dakkadakka.com/dakkaforum/posts/list/740706.page


Automatically Appended Next Post:
SilverAlien wrote:
Ideasweasel wrote:
So does that mean that insane cheesy 4x shoot with a unit before the game starts wasn't even addressed?


I think I missed something, what's this now?


the link above this post champ. I doubt anyone would be such a try hard but thought it might get a mention in the batch of FAQ's maybe it will be next lot

This message was edited 1 time. Last update was at 2017/10/01 20:45:25


 
   
Made in us
Quick-fingered Warlord Moderatus






I noticed they didn't fix the fixed Crawlers. Lol.

So there are two things that come out of this as a consequence of RAW.

1) Stratagems apply to vehicle models, not units.
2) Scryerskull lets you shoot again for 1CP. (It says "shoot with an Adeptus Mechanicus unit..." not "when shooting with an Adeptus Mechanic unit...")

This message was edited 1 time. Last update was at 2017/10/01 21:51:11


 
   
Made in us
Decrepit Dakkanaut





Hyperspace

Yoda79 wrote:
Faq is trash like codex. I guess my two strategies for Ryza and metallica you dont like.

I think i ll play guard. Wont spend a dime for this crap.
Apologies, I can’t find them. Can I have a link?



Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in gr
Stalwart Tribune





Greece

https://www.dakkadakka.com/dakkaforum/posts/list/150/740395.page#9619716

Feel free to correct any issues you might detect not my native language.

Ryza Agripinaa sorry not Met.

This message was edited 1 time. Last update was at 2017/10/01 21:46:49


 
   
Made in us
Quick-fingered Warlord Moderatus






 Verviedi wrote:
Yoda79 wrote:
Faq is trash like codex. I guess my two strategies for Ryza and metallica you dont like.

I think i ll play guard. Wont spend a dime for this crap.
Apologies, I can’t find them. Can I have a link?

https://www.warhammer-community.com/2017/10/01/new-faqs-for-codex-death-guard-codex-adeptus-mechanicus-and-moregw-homepage-post-4/

Ours is one page, both questions having been addressed before.
   
Made in us
Cog in the Machine






Maybe we'll get another FAQ after the guard codex comes out, huh?

I think we really need it. I don't think that our codex was done properly.

 
   
Made in gr
Stalwart Tribune





Greece

As of this week im convinced they got a plan. They release faq etc with their sales.

They sale what they want now since most dont get it. Play guard its superb and fun and cool. Some day when all stop playing this crap they ll wake up? When they see boxes stocked again.

Unf this company has nothing to do with hobby. Its sales only and in 2017 there other options sorry but im a demanding person will not pay copy paste codex. Released codex with index mistakes and nothing new only debuffing revampimg towards downgrading this army. Lost all the reasons we played this army. 10 boxes zero unit abilities. All gems they can have it. Till they work for it.

If your company cant keep up with the pace hire more or stop asking free money. Will go for other options than this crap. And id the gem to shoot again is playable then its broken tard design.

Codex released for two days and all forums ask new books maybe a faq something to change this crap and they drinking in gw. Having fun in chat and facebook. Well you know there are options we still play the game and they wont see a dime. Thats how should go simply put. Then you ll see if they get it. And they do when boxes stack in storage they release ina blink. Soon..

This message was edited 2 times. Last update was at 2017/10/01 22:43:02


 
   
Made in us
Longtime Dakkanaut




I have this vague idea for an assault-focused variant, in a Brigade so lots of command points.
Go Stygies for the -1 to hit and infiltration stratagem.

HQ
1 Dominus
1 Enginseer
1 Enginseer

Troops
5 Vanguard - 1 Caliver
5 Vanguard - 1 Caliver
5 Vanguard - 1 Caliver
5 Vanguard - 1 Caliver
5 Rangers
5 Rangers

Elite
15 Fulgurites
15 Fulgurites
5 Infiltrators (Power Sword)

Fast Attack
3 Dragoons
1 Ironstrider - Lascannon
1 Ironstrider - Lascannon

Heavy Support
1 Icarus Onager
1 Icarus Onager
1 Neutron Onager

The basic idea would be to infiltrate the Fulgurites and Dragoons. If you get the first turn, put them down and attack with the Infiltrators. If you go second you might have to think about it. You would then have 9 command points which gives you a lot of options.

Immediate thoughts are that the full brigade might have too much bloat (although its really only a few points of rangers/vanguard assuming you go Battalion and another detachment). The value of the Dominus is a bit of a question mark. Arguably its worth it over just taking another Engineseer if you can bubble all the Onagers and Ironstriders but that may be difficult.

Wasn't really sure on the Vanguard over rangers. Tempted by melee Kastalens but they seem expensive.

Its an idea anyway.
   
Made in gr
Stalwart Tribune





Greece

Dont buy nothing mechanicus. Then they will get the message . Only then the care. Now they selling new codex. When it settles and more will see its crap design they lll bother to sell more. Thats it.

Why cause the lists are made to work competitive with stratagems. Even if you manage to get 9-12 gems you can have any combination of big units? It just not enough points or detachments or a combination. Can fit so many issues in a list.

What they have done is let you go buy 20 priests or 30 vqnguard to try infiltring so many units just to understand you wontmhave result. Might win an armie but wont even play vs average. Same goes for all plans. You ll deep strike priests while enemy will deep strike termies. They will make tank lists that will rerol everything qnd shoot twice ans you lo beraly fit 3 single un buffed vehicles.

You just cant combine this crap. When guare will hve 12 gems regenersting 2 more / 5+ roll. With plasma alpha strike mortar and artillery. With transports mbark disembark even the low survivng troope and you ll try mqrching 100 points vanguard. Good luck 6-9 plasma shots no rerolls for 100 go try hard to understand??
   
Made in us
Quick-fingered Warlord Moderatus






I agree that how strong the Guard codex is compared to the other codexes is very concerning. =\
   
Made in pl
Sister Oh-So Repentia





Yoda chill out. We know in what state is Ad mech right now. And most out of us who stayed here will be playing it anyway.

Oh belive me, not buying stuff will actually make opposite effect. Codex will be neglected even more. Trust me, as a sister player I know what i'm talking about. 10 years of bad codexes if any, so far we got only big st C in plastic. The rule is, if it sells then support it more, hence why speech marheeens are getting all the love.

This message was edited 2 times. Last update was at 2017/10/01 23:36:54


1. „Stab the shoty, shot the staby”
2. „Who bails, fails.”
3. „Act to win yourself and not for your opponent to lose.”
4. „If in dilemma between damage and durability, chose third- speed.”
5. „Focus fire.” 
   
Made in us
Decrepit Dakkanaut





Hyperspace

Ryza Green Stuff, Agrippina Infinite Tractors (I'm never not going to feel silly writing that), and Ballistarii entry added to OP. My sincere apologies for being slow.




Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in us
Longtime Dakkanaut




Spera wrote:
Yoda chill out. We know in what state is Ad mech right now. And most out of us who stayed here will be playing it anyway.

Oh belive me, not buying stuff will actually make opposite effect. Codex will be neglected even more. Trust me, as a sister player I know what i'm talking about. 10 years of bad codexes if any, so far we got only big st C in plastic. The rule is, if it sells then support it more, hence why speech marheeens are getting all the love.


It is exactly this.

The less that people play it, the less they will care to do anything about it. The Codex power creep with this IG codex is pretty scary. It is disappointing for sure. I have 3k Admech painted up, was my first army getting back into 40k for 8th.

After seeing how little effort they put into it, and how much they did for IG I feel no reason to keep Admech. I don't even like IG, but I bet their fluffy rules will make them a ton more fun then Cawl and robots.
   
Made in us
Longtime Dakkanaut




Ideasweasel wrote:
https://www.dakkadakka.com/dakkaforum/posts/list/740706.page

the link above this post champ. I doubt anyone would be such a try hard but thought it might get a mention in the batch of FAQ's maybe it will be next lot


Oh dear lord, yeah that's not even ambiguous wording, it clearly isn't intended but they screwed up so badly it is 100% obvious the stratagem allows you to do that. That's absolutely hilarious and I will without a doubt abuse this if someone gets on my nerves.

str00dles1 wrote:
It is exactly this.

The less that people play it, the less they will care to do anything about it. The Codex power creep with this IG codex is pretty scary. It is disappointing for sure. I have 3k Admech painted up, was my first army getting back into 40k for 8th.

After seeing how little effort they put into it, and how much they did for IG I feel no reason to keep Admech. I don't even like IG, but I bet their fluffy rules will make them a ton more fun then Cawl and robots.


Two things

1. Spending money on subpar products also gives them no incentive to improve. So it really is a no win situation, from that perspective.

2. As frustrating as it can be to lack decent options, I do recommend looking at more flavorful and diverse allies as a stop gap. It isn't ideal, but it is what I did for quite a long time with my CSM, bringing in R&H. That's what I'm planning to do. Look on the bright side, fires will eventually bring us a lot of options, so it isn't like we are stuck waiting for our next codex.
   
Made in be
Mysterious Techpriest





Belgium

I'm thinking about buying more Scions to ally with my AdMech, they may have gone up in price (and rightfully so) but at least I can pretend I have transports and I'll be able to have good special rules compared to AdMech.

Seriously I'm disgusted with the Astra Militarum codex which is just AdMech one amped up to eleven, I don't know where to begin, the Vostroyans who have old Lasguns and so can justify shooting at 30" with them (I'd sure love having my Vanguards shooting at 24"), or their relic that gives you a CP back on a 5+ (us is a Warlord trait on a 6+ but you roll it for both you and your enemy). Their codex looks really fun and powerful and at least you're not stuck in a few key choices when building your army like the rest of us are, you can actually run fluffy thematic lists and it will always prove good when played properly.

I'll keep playing AdMech (I'll finally have my first match post-codex this week) but I think the next things I'll buy will be Scions or expanding my Drukhari army.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in pl
Regular Dakkanaut






This has to be the saddest FAQ I've read and I've read a few sad FAQs in my career.
   
Made in us
Longtime Dakkanaut




You can also buy tech thralls and use them as guardsmen or conscripts, that way when FW finally adds our Horus Hersey stuff in you can just mix it all back into your admech.

I'm going to keep shilling for those models because I legitimately love mine.
   
Made in au
Fresh-Faced New User




What a...disappointing FAQ/errata.

Also, I'm no maths genius, but using the dice-hammer website, it seems like a stock Cadian leman russ just using it's battlecannon is better anti-tank than a neutron onagers now (specifically vs targets with 5++), and not much more expensive (10-15 points I think?), while being a ton more versatile.

This...saddens me. I always see the Neutron laser as the best piece of non-super heavy anti-tank artillery the imperium should be able to field.

On the data front, tried a lower points game (1200) with a pair of infiltrated fistalens, but my abysmal onager rolling left them unsupported (a pair of them managed 9 damage to a forgefiend over 3 turns) and they quickly got burnt down. I could see it having some distraction value in higher numbers though (although it would have been nice for fists to be cheaper...)

   
Made in gr
Stalwart Tribune





Greece

Exactly. We had onagers now lemman rush is even better with double shooting.

And that is also on top of a superb list building with tons of options from fulll guard to soup allies.

We had onagers now we lsot them. We had snipers now guard have boduguards ogryns. We had shooting now infantry disembark and embark on transports. We had robots they got 48 range and dont need los.

And thats only starting not gonna talk about free orders new orders gems relics.... they got a 5+ cp gain and reloc and warlord trait now hahahahahha

Its only how competitive they can play. Itd not only how fluf merges with playstyle. Its the numerous options to list building and versatile play that we used to have.

This codex exactly after our codex is a moacking in our face from this stupod design team. Its really bad.

I v said ti before i got guard i used it before even codexes. Competive required soup. I can play ig or soup marines or even necrons deldar slaneesh i dont care.

I dont like to be scammed. Now 8th has nothing to do with equal armies at all. You just wanted to sell boxes for no value. No

And sisters and ad mech yes are atm support detachments. Not armies. Codex is below average and index was enough. You should have worked codex properly if younask money and pretend you working in gw.

Did you see in faq post they wrote oh agripinna no need summon cost now even better to play? This is bad do you understand?
And if you dont have an issue its fine by me. But i got!!!

P.s. if we cant compete with broken units you believe you ll play games with 120 points Robot 4+ ws? That has 3 att and if you use prot younloose expensive flamer? Good luck with kataphrons rustalkers ,priest ,troops ,enginseers omg ,balistarii,fistelans,and 135 stock tpd. Good luck if you come in Greece look me up i ll gladly devastate your ad mech trash any day

This message was edited 1 time. Last update was at 2017/10/02 08:23:59


 
   
Made in be
Mysterious Techpriest





Belgium

SilverAlien wrote:You can also buy tech thralls and use them as guardsmen or conscripts, that way when FW finally adds our Horus Hersey stuff in you can just mix it all back into your admech.

I'm going to keep shilling for those models because I legitimately love mine.

That's some expensive Conscripts I love the models too but my budget is too limited to buy anything from FW just for counts-as, I'll wait for Fires of Cyraxus (I want to believe) before buying any FW stuff, even if I love all the models ! I watn to build a proper Legio Cybernetica so bad !

interviglium wrote:What a...disappointing FAQ/errata.

Also, I'm no maths genius, but using the dice-hammer website, it seems like a stock Cadian leman russ just using it's battlecannon is better anti-tank than a neutron onagers now (specifically vs targets with 5++), and not much more expensive (10-15 points I think?), while being a ton more versatile.

This...saddens me. I always see the Neutron laser as the best piece of non-super heavy anti-tank artillery the imperium should be able to field.

On the data front, tried a lower points game (1200) with a pair of infiltrated fistalens, but my abysmal onager rolling left them unsupported (a pair of them managed 9 damage to a forgefiend over 3 turns) and they quickly got burnt down. I could see it having some distraction value in higher numbers though (although it would have been nice for fists to be cheaper...)

Are you sure about the Leman Russ/Onager comparison ? Is it really that much better or just in some situations ? If that's true I'll go cry in a corner because I don't want to play a low tier army even if I love it. Glad someone tested the infiltrating Fistellans, did you use the reroll 1s to Hit canticle at the same time ? In any case you didn't have much luck with your dice, 9 Damage over three turns is just sad :/

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in au
Fresh-Faced New User




 Aaranis wrote:
SilverAlien wrote:You can also buy tech thralls and use them as guardsmen or conscripts, that way when FW finally adds our Horus Hersey stuff in you can just mix it all back into your admech.

I'm going to keep shilling for those models because I legitimately love mine.

That's some expensive Conscripts I love the models too but my budget is too limited to buy anything from FW just for counts-as, I'll wait for Fires of Cyraxus (I want to believe) before buying any FW stuff, even if I love all the models ! I watn to build a proper Legio Cybernetica so bad !

interviglium wrote:What a...disappointing FAQ/errata.

Also, I'm no maths genius, but using the dice-hammer website, it seems like a stock Cadian leman russ just using it's battlecannon is better anti-tank than a neutron onagers now (specifically vs targets with 5++), and not much more expensive (10-15 points I think?), while being a ton more versatile.

This...saddens me. I always see the Neutron laser as the best piece of non-super heavy anti-tank artillery the imperium should be able to field.

On the data front, tried a lower points game (1200) with a pair of infiltrated fistalens, but my abysmal onager rolling left them unsupported (a pair of them managed 9 damage to a forgefiend over 3 turns) and they quickly got burnt down. I could see it having some distraction value in higher numbers though (although it would have been nice for fists to be cheaper...)

Are you sure about the Leman Russ/Onager comparison ? Is it really that much better or just in some situations ? If that's true I'll go cry in a corner because I don't want to play a low tier army even if I love it. Glad someone tested the infiltrating Fistellans, did you use the reroll 1s to Hit canticle at the same time ? In any case you didn't have much luck with your dice, 9 Damage over three turns is just sad :/


So these are the numbers I ended up with - I may be falling short because I'm not sure how to represent the 3-6 damage on dice hammer.

vs t7 3+
Russ, standard, cadian (no orders) - 3.63 damage
Neutronager - d6 damage - 3.11 (too low due to D6)
Neutronager - averaging 4 damage - 3.56

Would love to be proved wrong though!

Regarding the game, it was Alpha Legion vs Stygies - I did have Chant up and running first turn, hit 4/6 with the fists on a forgefiend, wounded 2/2 and got one hit past the invuln. I'd multicharged the pair my opponent was running. In hindsight I should have gone all in and binharic overridden them to conqueror protocols after my opponents overwatch.

The daemonic maws on the forgefiends caused a bit of strife in return though - the lack of invuln in melee really stings, especially if you want to switch to punch-mode. IF the fists got a price drop, I could see some decent, fun uses for a squad of maybe 3 to cause some havoc backfield - nobody expects ninjabots.I did however, at the end of the game lament that 2 dakkastelans would have done a lot more for me.

Stygies and Dragoons is great, they either soak so much fire, or they cause a solid amount of damage to non 2+ save units, and I feel like once an opponent sees that once, they will always soak fire nicely.




This message was edited 1 time. Last update was at 2017/10/02 09:09:07


 
   
 
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