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Ad Mech in 8th Edition


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#251
Ammonius

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*snip*

The one thing I'm not sure about is all the Aquerbuses. At 1000 pts you're giving up so much for those 4 snipers. Your vanguard are neutered without any plasma, and your onagers not taking all the heavy cognis stubbers they can is a huge waste. 

I think I originally wanted redundant sniper teams because I know that one of the lists I'm going to see in the coming weeks leans heavily on a Mek with a Kustom Force Field that I dearly want to snipe out early on. Beyond that I'm looking for attacks that deal Mortal wounds to deal with Thousand Sons, especially the Sorcerers. However, I can see the reasoning that at 1000 points doubling up is a misstep. And you're right, it is a lot of points resting on some T3 shoulders.

 

My concern for that list is a lack of bodies. Your nightmare scenario is for something to get in close combat with the Kastelan. They will still find it hard to kill them but they will just neutralise them for ages.

If your enemy can deep strike you need to make sure there is nowhere they can land and assault you.

Even if they can't deep strike, ita critical to provide some speedbump units that can take an assault then fall back and allow the Kastelan their double round of shooting.

I see your point. 10 Vanguard probably isn't enough, but then, I'm not sure what can be done about 60-90 boyz at this points lvl, especially if they are in Trukks that can just drive around the battlefield and attack from the sides/ rear.

 

I have made another version of my list that adds more bodies, and gets some plasma on the table to synergize with the Techpriest Dominus. Due to points considerations, I added the Dragoon who would act as a "tackler", moving quickly to a melee theat, charging it, hopefully doing some damage, and tying up the threat in a round of combat/ fallback. I'd much rather have the Icarus Onager though.

 

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Ya know, the more I look at bat reps the more I'm seeing Electro Priests as a must have for us now.

 

Keep them out of sight then use them to counter charge and mop up any survivors, between either the big hitting power of the Disco Sticks or the MASSED DICE of the Zappy Hands they cover a wide range of uses for us now that the Skitarii are a little lacking.

Man, I'm seeing that too, especially for the Fulgurite Electro-Priests. Having a pack of 20 or so screening the Kastelan/ Onager line seems like a good move, and Omnissiah willing, we get a quick-moving transport to carry them to battle then I think they would fill the role of Berzerkers in our army, which would be a fine thing indeed.


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#252
Silentz

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Here's my list for an upcoming tournament, which I would welcome your feedback on...

 

I need to be able to defend against the horde armies which I suspect people are going to run

Taken the Paladin knight for some S8 shooting - list has lots of dakka but most of it is S6.

Taken the Inq for Deny the Witch and Smite.   Plus the 8x3 wound Acolytes is a fantastic anti-assault screening unit. 

Electro-priests to hide and assault from cover, if possible. Or against a non-shooty army, just charge and meet the enemy head on.

 

 

2000 Admech Cawl 2 (Warhammer 40,000 8th Edition) [2000pts] 
 

Vanguard Detachment +1CP (Imperium) [157pts] 

 

+ HQ +

Inquisitor [67pts]: Bolt pistol, Force sword, Psyker (Smite, Terrify)

 

+ Elites +

Acolytes [45pts]
. . Acolyte: Bolt pistol, Plasma gun
. . 3x Acolyte: Bolt pistol, Chainsword

 

Acolytes [45pts]
. . Acolyte: Bolt pistol, Plasma gun
. . 3x Acolyte: Bolt pistol, Chainsword

 

Eversor Assassin [70pts]

 

Battalion Detachment +3CP (Adeptus Mechanicus) [1315pts]

 

+ HQ +

 

Belisarius Cawl [250pts]

Tech-Priest Dominus [135pts]: Macrostubber, Volkite Blaster

 

+ Troops +

Skitarii Rangers [85pts]: 6x Skitarii Ranger, Transuranic arquebus
 

Skitarii Rangers [85pts]: 6x Skitarii Ranger, Transuranic arquebus
 

Skitarii Vanguards [4 PL, 88pts]: 2x Arc rifle, 8x Skitarii Vanguard
 

+ Elites +

Cybernetica Datasmith [52pts]: Gamma pistol, Power fist

Fulgurite Electro-Priests [160pts]: 10x Fulgurite Electro-Priest

Sicarian Infiltrators [130pts]
. . Infiltrator Princeps . . . . Flechette blaster & Taser goad
. .  4 x Sicarian Infiltrator . . . . Flechette blaster & Taser goad
 

+ Heavy Support +

Kastelan Robots [330pts]
. . 3x Kastelan Robot:  Heavy phosphor blasters: 2x Heavy Phosphor blaster
 

Super-Heavy Auxiliary Detachment (Questor Imperialis) [458pts] ++

 

+ Lord of War +

Knight Paladin [458pts]: Heavy stubber, Heavy stubber, Rapid-fire battle cannon, Reaper chainsword



#253
Ammonius

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Here's my list for an upcoming tournament, which I would welcome your feedback on...

 

I need to be able to defend against the horde armies which I suspect people are going to run

Taken the Paladin knight for some S8 shooting - list has lots of dakka but most of it is S6.

Taken the Inq for Deny the Witch and Smite.   Plus the 8x3 wound Acolytes is a fantastic anti-assault screening unit. 

Electro-priests to hide and assault from cover, if possible. Or against a non-shooty army, just charge and meet the enemy head on.

That looks right on the money to me. I was going to ask why you didn't go with the S9 and less expensive Thermal Cannon, but the 2D6 shots is probably the better all-rounder.

 

Looking forward to your hard data, especially for the Fulgerites!


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#254
Vel'Cona

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The Electro-Priests still seem very expensive for what we get, IMO.  Guess we'll have to see how they do before weighing in, though.


Losing 'hope' after 10k years just because of a big warp storm? Doesn't sound like my Blood Angels.

Never had hope to begin with; they had duty, and that was enough.

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#255
Charlo

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The Electro-Priests still seem very expensive for what we get, IMO.  Guess we'll have to see how they do before weighing in, though.

 

Only 14/16 points each per model!


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#256
Silentz

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The Electro-Priests still seem very expensive for what we get, IMO.  Guess we'll have to see how they do before weighing in, though.

 

Only 14/16 points each per model!

 

And two chances to do mortal wounds per charge.  I think they're better to take in bigger units - increases the likelihood of rolling the sixes.  And of having enough alive after a turn or two of being shot to do anything. 

 

My problem is going to be not having them blown off the board before they can do anything.  Hopefully they can be hidden or just seen as a lesser threat while they are out of range. 



#257
Charlo

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Back field all the way.

 

They're our counter units - shooty for hordes and sticky for bigger things.

 

Keep them safe in cover and advance when the enemy is upon you. I bet even overwatch with a re-roll to hit buff will be brutal from the ol' zappy hands brigade!

 

If we get Triaros in Cyraxus and they can transport Zzap priests I will be a very happy Magos.


Edited by Charlo, 20 June 2017 - 02:15 PM.

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#258
lancerusso

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Played a 2k points game yesterday- I pretty much wiped a iron warriors player who had lots of forge world BS by turn 2.

I had Cawl and one each of
Icarus onager, phosphor onager, neutron onager, with two 5 man sniper rangers with omnispex all in a spearhead detachment.

Then a dominus, two autocannon striders, four taser dragoons, one ten man plasma vanguard and two five man arc rifle vanguard squads.

And one ten man squad of corpuscarii and one ten man squad of fulgurite.

It was slightly over 2000 points so my opponent added thirty points or so to his to match.


Cawl provided all the re rolls, it was amazing.

Two dragoons died well as a screening force, and a third did a devestating charge against bikers which it seems to be made to kill if you have vanguard to reduce toughness. E priests died with ease but I used then to advance through open ground, leaving the ruins for my skitarii to take. They would be great as a counter charge unit like ruststalkers used to be, but having them wait in your lines can be wasteful if they sit there the whole game doing nothing. I'd recommend sicarians for that still since they can move 8.

Arc rifles did pretty ok, took 1 wounds off a predator total, but killed two or so bikers. Snipers murderised a chaos Lord over two turns. My Icarus array did ok... He had a chaos forge world space marine flyer with some 36 shots, and it did three wounds. My neutron laser overkilled a predator turn 1 thanks to rerolling d3 hits with command dice, and then overlooked the above mentioned flyer turn two doing 16 wounds. Ap-4 is fantastic.

Cawl didn't personally injure anything. Phosphor guns are great to kill ruin emplaced infantry. Tech priest dominus was ok with volkite.
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#259
Tiger9gamer

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So, anyone else hear from the community that there is a new chaos model with an HH abnyent?! 

 

that makes me much more hopeful for the admech index!


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#260
Castellan Cato

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Yes. The dark mechanicus got two characters in the chaos book. A magos and magos on abeyant.

Theyre interesting. The abeyant gives +2" movement, 1 wound, and a heavy weapon that I would say is comparable to a plasma gun (lower strength, but more damage). They buff an odd collection of things, basically all models that would be available to the 30k line, with +1a and LD. They can also repair the above and dark mech knights.

I'm not sure where they fit in an army really, but they certainly make you think about taking one!


Edited by Castellan Cato, 21 June 2017 - 04:54 AM.


#261
Tiger9gamer

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did the astra-militarum get something like that?


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#262
Battybattybats

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Wait dark mechanicum can repair dark mech knights.. is there a way yet for us to get mechanicus keyword knights so loyalist mechs can repair knights?

Also, i hear the Styrix is available in 8th! :D



#263
Redtoof

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Not played with the ad mech in 8th yet but I recently added up my fairly meagre collection. In the old rules it was 1500 on the nose. This time it's 1482 if my maths is right, so in an era of things getting more expensive, I'm pretty happy with that. I think I'll have to draft in som allies or reinforcements if the average game goes to 2000 now.
Was Inquisitor Quidam. Now I've slipped into something more comfortable.

#264
DeStinyFiSh

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I hope that the loyalist FW knights can have the mechanicus keyword as well.

#265
Ammonius

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So, something occured to me while I was assembling Skitarii yesterday:

 

Since Vanguard can take all 3 special weapon types (importanly including Transuranic Arquebus) , and get rad-saturation and what seems like the better basic weapon, what incentive is there to take Rangers at all beyond aesthetics and/ or backstory?

 

Or are galvanic rifles getting sold short due to a lack of games played?


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#266
Odds.043

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This last Saturday I was in a tournament at my local shop for the release of 8th edition. We played 3 games at 1000 points

My list:

Imperial Knight
-avenger gatling cannon
-chainsword
-heavy stubbers
-heavy flamer

Belisarious Cawl

Vanguard ×7
-omnispex

Vanguard ×10
-plasma caliver ×3
-omnispex

Onager Dunecrawler
-neutron laser
-cognise heavy stubbers ×2

First match was vs a chaos space marine army:

Chaos knight titan
-avenger gatling cannon
-thunderstrike gauntlet

Chaos sorcerer lord ×3

Cypher

Chaos rhino

The chaos player got the first turn. His knight moved into position to fight mine. His rhino moved up to deploy his dides next turn.

On my turn, I moved my knight to receive his charging knight. Everyone else moved to an objective on the center of the board. my onager and knight popped his rhino, killing one of his chaos sorcerers in the process.

He took out most of my chaffe vanguard unit wit psychic and cypher, and charged my knight doing a lot of famage, I failed to old with my chainsword.

On my turn I murder the rest of his sorcerer and cypher with my main force, I backed up my knight and shot his again, doing some damage, them I charged back in and used the titalic feet, scoring a few more hits.

His knight murders mine and tosses it with the thunderstrike into my other unit of skitarii, killing some of the rad carbines.

I game his knight with the combined fire of Cawl, the plasma calivers, and the dunecrawler.

Then I went up against a (cheating) chaos daemon player (I totaled the points for his army and he was over by more than 100 points...)

Daemon prince of khorne
-(not sure which weapon he had, I killed it before it got into combat)

Herald of Tzeench
-(also not sure what it had)

Exalted flamer

Herald of Khorne

Flamers of Tzeench ×3

Khorne Berserker ×10

Flesh hounds ×5

Flesh hounds ×5

Blood letters ×10
-icon
-instrument

Bloodletters ×10
-ditto

Bloodletters ×10
-ditto

I got the first turn, I killed the exalted flamer and wounded the daemon prince. My knight went to fight his berserkers.

He tries to deep strike his bloodletters behind me, so I showed him that that isnt how 8th edition works (I had to clarify the difference between this, 7th edition, and AOS constantly, and he made me reference the exact rule book page each time)... so he summoned them. Then a big series of charges happened. My 7 vanguard die. My knight gets locked in combat with bloodletters.

I killed his daemon prince and 2 of his flamers

The rest of the game consisted of him slowly murdering my entire army accepts the knight witch hung on with 3 wounds left at the end of the game, ensuring I only got a minor defeat.

The last game was against an ork player

Ghazkull thrakka

Warboss in mega armour

2 units of 20 Boyz

2 units of 20 (?) Gros

2 grot minders

A unit of 10 (?) Lootas

This match was just sad... the lootas throughout the course of the game only managed to kill 6 of my unit of 7 vanguard, and deal a few wounds to my onager, and my knight chewed through a unit of Boyz, thrakka, and the lootas, and my vanguard killed all the grits and a unit of boyz before they even got into charge range... I tabled the orks.

I got second place, the cheaty chaos daemon player got first.

Overall:

Cawl was absolutely amaizing, I almost never missed a shot with my skitarii bubble. The onager didn't shine as well as it could have in the last two matches given the lack of vehicles, but it did soak some wounds from my vanguard a few times.

I think my cheap vanguard unit was one of the most useful things I added (even though they died so much) simply because they were really god at protecting Cawl from getting shot.

The one game I lost, I'm sceptical of the value of the data from it, as my opponent was so confrontational about the rules, and it really feels like I just died to overwhelming force (ala the extra points...) thank of my own tactical error, given that I was actually close to a points victory if he hadnt had as many models on all the objectives.

Edited by Odds.043, 21 June 2017 - 10:40 PM.

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#267
lancerusso

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So, something occured to me while I was assembling Skitarii yesterday:

Since Vanguard can take all 3 special weapon types (importanly including Transuranic Arquebus) , and get rad-saturation and what seems like the better basic weapon, what incentive is there to take Rangers at all beyond aesthetics and/ or backstory?

Or are galvanic rifles getting sold short due to a lack of games played?


Transuranic arquebuses can't move and fire, therefore you need an emplaced squad with some longer shooting to make it worthwhile. Giving them an omnispex makes the rifles more efficient too as you are more likely shooting into far ruins with them than with carbines.

USR wise, yes, they suck.
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#268
Tiger9gamer

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the -1 rend on 6's seem fairly good with the high strength, and maybe it may be equal to the vanguard now that the radium does not do two wounds automatically.


"There is an art to dying, but it is a dying art."

           -Corvus Corax

 

"War is the science of destruction."
 
-John Abbott

 

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