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Havem't started collecting Mechanicus yet. I've got the dex, and I love Sicarian Stalkers and Ironstrider Ballistrati. I like the look of the new flyer better than the hovercraft or onager, though I can't speak to load out or effectiveness. I also like the roughrider/ cyberhorse units.

 

Not sure what I think of the jump troops yet.

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I'm betting we'll see previews sometime next week after they tease the daemon side models (if any)

 

I'm mainly hoping the Raiders aren't just rangers with +1T/W and 9-11" move and outflank.

Maybe the carbines being assualt 2 24" star AP-0. If not then the Sulphurhounds will easily be the better choice unless the phosphor makes them 2.5x the raiders price.

 

The Flyer I'll hope gets something that allows it to either ignore heavy weapon penalties to hit or somehow keeps -1 to hit in hover. Because minus the phosphor version its purely more anti hoard and we have plenty of that already imo.

 

Jump troops will need something besides their movement to justify them over the other elites like Infiltrators. Maybe the carabiners will be just higher Ap blasters or troll version our sniper units (something I personally believe we could use another of as the other one is the Arq which is ok).

 

*Edit*

Of course I'm assuming the riders are FA and jump is Elite slots and the Flyer straight Heavy support minus the dedicated transport version.

Edited by SpiritFox22
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I'm still in limbo deciding whether to go with the bomber or gunship variant of the flier. If the bombs create shockwaves they might be a way to slow an enemy advance. The gunship was pictures with rear mounted lascannons if I remember correctly. I guess we will have to wait and see if there are more options in the kit. I fear I'm going to be quite impatient for this release.

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I'm still in limbo deciding whether to go with the bomber or gunship variant of the flier. If the bombs create shockwaves they might be a way to slow an enemy advance. The gunship was pictures with rear mounted lascannons if I remember correctly. I guess we will have to wait and see if there are more options in the kit. I fear I'm going to be quite impatient for this release.

Agreed, though I'm hoping the kit is going to be decent to magnetize

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I also believe that the bombers will potentially slow down units. The ranger dogs, no idea, not with the outflanking comments. I thought maybe they would have that 12 inch bubble of no deep striking units.

 

I actually like the flyers, I wonder what the range of those Flamer looking weapons will be. If it’s over 9 inches then it’s a real interesting unit for me.

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I actually like the flyers, I wonder what the range of those Flamer looking weapons will be. If it’s over 9 inches then it’s a real interesting unit for me.

 

My thought as well. When guessing rules from appearance they look more interesting than the flechet version that seems a bit redundant to Infiltrators.

When you can get a Manipulus in a good position turn 1 you might be able to use his aura to get the flamers into range after deepstriking. You most likely need you opponent to move towards you though.

 

Let's wait for the rules. Hope we will see them this month despite the fact that the physical release is delayed.

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I actually like the flyers, I wonder what the range of those Flamer looking weapons will be. If it’s over 9 inches then it’s a real interesting unit for me.

 

My thought as well. When guessing rules from appearance they look more interesting than the flechet version that seems a bit redundant to Infiltrators.

When you can get a Manipulus in a good position turn 1 you might be able to use his aura to get the flamers into range after deepstriking. You most likely need you opponent to move towards you though.

 

Let's wait for the rules. Hope we will see them this month despite the fact that the physical release is delayed.

 

 

 

Im hoping the flechette carbines are the same fire rate as the blasters but longer range. If that unit is putting out 25 shots a turn at say 30" that could be pretty tasty (although I could also see them trading firerate for range).

 

Its going to be very interesting seeing how those new sicarians sit alongside the exsiting ones:

 

Obviously this is conjecture until we see actual rules/points

 

Infiltrators - Currently useful, cheap enough and have range to benefit from DS when arriving, and CC weapons to make them useful if they get a charge off. I dont play mars but a large squad sounds fin with wrath of mars too.

Ruststalkers - Currently cheap but subpar, struggle due to no DS and not great damage output.

 

Sterylizors - Presumably can DS but their use will be largely dependant on flamer range. Also awful name (each to their own haha)

Skystalkers - Presumably can DS and will have range with carbines - But infiltrators already do this (and have CC weapons which SS dont seem to have). SS will benefit from being able to move more after DS but with a lot of experience using infiltrators, they most likely wont be alive anyway if theyre T3 4+. More useful to start on the board and just be a nuicance?

 

Serbrys Scouts - Sounds like they are getting outflank, but weapon loadout looks pretty small arms. Assuming they'll be tougher than infiltrators, although at best id imagine t4 3+ sv. 

Serbrys Sulphurhounds - Sounds like they arent getting outflank, so could suffer in the same way ruststalkers do. However if they are fast and those flamers end up being incendine combustors (ie 12") then they could be useful/fun (especially if we retain stygies pregame moves).

 

 

The other thing I guess to consider is that id assume all these new units are going to be fast attack choices (although the flying dudes may be elites?). 

If the serbrys let us fill out relatively cheap fast attack slots that would be great at filling out brigades.

Edited by DanPesci
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I actually like the flyers, I wonder what the range of those Flamer looking weapons will be. If it’s over 9 inches then it’s a real interesting unit for me.

 

My thought as well. When guessing rules from appearance they look more interesting than the flechet version that seems a bit redundant to Infiltrators.

When you can get a Manipulus in a good position turn 1 you might be able to use his aura to get the flamers into range after deepstriking. You most likely need you opponent to move towards you though.

 

Let's wait for the rules. Hope we will see them this month despite the fact that the physical release is delayed.

 

 

 

Im hoping the flechette carbines are the same fire rate as the blasters but longer range. If that unit is putting out 25 shots a turn at say 30" that could be pretty tasty (although I could also see them trading firerate for range).

 

Its going to be very interesting seeing how those new sicarians sit alongside the exsiting ones:

 

Obviously this is conjecture until we see actual rules/points

 

Infiltrators - Currently useful, cheap enough and have range to benefit from DS when arriving, and CC weapons to make them useful if they get a charge off. I dont play mars but a large squad sounds fin with wrath of mars too.

Ruststalkers - Currently cheap but subpar, struggle due to no DS and not great damage output.

 

Sterylizors - Presumably can DS but their use will be largely dependant on flamer range. Also awful name (each to their own haha)

Skystalkers - Presumably can DS and will have range with carbines - But infiltrators already do this (and have CC weapons which SS dont seem to have). SS will benefit from being able to move more after DS but with a lot of experience using infiltrators, they most likely wont be alive anyway if theyre T3 4+. More useful to start on the board and just be a nuicance?

 

Serbrys Scouts - Sounds like they are getting outflank, but weapon loadout looks pretty small arms. Assuming they'll be tougher than infiltrators, although at best id imagine t4 3+ sv. 

Serbrys Sulphurhounds - Sounds like they arent getting outflank, so could suffer in the same way ruststalkers do. However if they are fast and those flamers end up being incendine combustors (ie 12") then they could be useful/fun (especially if we retain stygies pregame moves).

 

 

The other thing I guess to consider is that id assume all these new units are going to be fast attack choices (although the flying dudes may be elites?). 

If the serbrys let us fill out relatively cheap fast attack slots that would be great at filling out brigades.

 

Don't get to attached to the use of the term "outflank".

GW also described the Skorpius Dunerider as "open-topped" several times and yet it doesn't have that rule.

 

On the other hand, the Flappy Sicarians might actually have decent CC weapons with their claws.

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I actually like the flyers, I wonder what the range of those Flamer looking weapons will be. If it’s over 9 inches then it’s a real interesting unit for me.

 

My thought as well. When guessing rules from appearance they look more interesting than the flechet version that seems a bit redundant to Infiltrators.

When you can get a Manipulus in a good position turn 1 you might be able to use his aura to get the flamers into range after deepstriking. You most likely need you opponent to move towards you though.

 

Let's wait for the rules. Hope we will see them this month despite the fact that the physical release is delayed.

 

 

 

Im hoping the flechette carbines are the same fire rate as the blasters but longer range. If that unit is putting out 25 shots a turn at say 30" that could be pretty tasty (although I could also see them trading firerate for range).

 

Its going to be very interesting seeing how those new sicarians sit alongside the exsiting ones:

 

Obviously this is conjecture until we see actual rules/points

 

Infiltrators - Currently useful, cheap enough and have range to benefit from DS when arriving, and CC weapons to make them useful if they get a charge off. I dont play mars but a large squad sounds fin with wrath of mars too.

Ruststalkers - Currently cheap but subpar, struggle due to no DS and not great damage output.

 

Sterylizors - Presumably can DS but their use will be largely dependant on flamer range. Also awful name (each to their own haha)

Skystalkers - Presumably can DS and will have range with carbines - But infiltrators already do this (and have CC weapons which SS dont seem to have). SS will benefit from being able to move more after DS but with a lot of experience using infiltrators, they most likely wont be alive anyway if theyre T3 4+. More useful to start on the board and just be a nuicance?

 

Serbrys Scouts - Sounds like they are getting outflank, but weapon loadout looks pretty small arms. Assuming they'll be tougher than infiltrators, although at best id imagine t4 3+ sv. 

Serbrys Sulphurhounds - Sounds like they arent getting outflank, so could suffer in the same way ruststalkers do. However if they are fast and those flamers end up being incendine combustors (ie 12") then they could be useful/fun (especially if we retain stygies pregame moves).

 

 

The other thing I guess to consider is that id assume all these new units are going to be fast attack choices (although the flying dudes may be elites?). 

If the serbrys let us fill out relatively cheap fast attack slots that would be great at filling out brigades.

 

Don't get to attached to the use of the term "outflank".

GW also described the Skorpius Dunerider as "open-topped" several times and yet it doesn't have that rule.

 

On the other hand, the Flappy Sicarians might actually have decent CC weapons with their claws.

 

 

 

I can actually believe that the dunerider was originally designed to be open-topped, but theyve not ended up giving us that after playtesting (If you had multiple with 10 vanguard able to shoot out of them even when its advanced thatd be pretty brutal).

 

but aye dont, this is all conjecture at this point ;)

 

Good point on the clawed feet I guess they'll get some sort of basic combat profile that maybe boosts on the turn they charge, or even cooler would be if they got a rule where they can put hits in by moving over a unit similar to a bomber, but id doubt that.

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I actually like the flyers, I wonder what the range of those Flamer looking weapons will be. If it’s over 9 inches then it’s a real interesting unit for me.

My thought as well. When guessing rules from appearance they look more interesting than the flechet version that seems a bit redundant to Infiltrators.

When you can get a Manipulus in a good position turn 1 you might be able to use his aura to get the flamers into range after deepstriking. You most likely need you opponent to move towards you though.

 

Let's wait for the rules. Hope we will see them this month despite the fact that the physical release is delayed.

 

Im hoping the flechette carbines are the same fire rate as the blasters but longer range. If that unit is putting out 25 shots a turn at say 30" that could be pretty tasty (although I could also see them trading firerate for range).

 

Its going to be very interesting seeing how those new sicarians sit alongside the exsiting ones:

 

Obviously this is conjecture until we see actual rules/points

 

Infiltrators - Currently useful, cheap enough and have range to benefit from DS when arriving, and CC weapons to make them useful if they get a charge off. I dont play mars but a large squad sounds fin with wrath of mars too.

Ruststalkers - Currently cheap but subpar, struggle due to no DS and not great damage output.

 

Sterylizors - Presumably can DS but their use will be largely dependant on flamer range. Also awful name (each to their own haha)

Skystalkers - Presumably can DS and will have range with carbines - But infiltrators already do this (and have CC weapons which SS dont seem to have). SS will benefit from being able to move more after DS but with a lot of experience using infiltrators, they most likely wont be alive anyway if theyre T3 4+. More useful to start on the board and just be a nuicance?

 

Serbrys Scouts - Sounds like they are getting outflank, but weapon loadout looks pretty small arms. Assuming they'll be tougher than infiltrators, although at best id imagine t4 3+ sv.

Serbrys Sulphurhounds - Sounds like they arent getting outflank, so could suffer in the same way ruststalkers do. However if they are fast and those flamers end up being incendine combustors (ie 12") then they could be useful/fun (especially if we retain stygies pregame moves).

 

 

The other thing I guess to consider is that id assume all these new units are going to be fast attack choices (although the flying dudes may be elites?).

If the serbrys let us fill out relatively cheap fast attack slots that would be great at filling out brigades.

Don't get to attached to the use of the term "outflank".

GW also described the Skorpius Dunerider as "open-topped" several times and yet it doesn't have that rule.

 

On the other hand, the Flappy Sicarians might actually have decent CC weapons with their claws.

 

I can actually believe that the dunerider was originally designed to be open-topped, but theyve not ended up giving us that after playtesting (If you had multiple with 10 vanguard able to shoot out of them even when its advanced thatd be pretty brutal).

 

but aye dont, this is all conjecture at this point ;)

 

Good point on the clawed feet I guess they'll get some sort of basic combat profile that maybe boosts on the turn they charge, or even cooler would be if they got a rule where they can put hits in by moving over a unit similar to a bomber, but id doubt that.

Man it being open topped would've been absolute madness if you dropped a 10 man Vanguard squad in it.

 

But yeah rules wise I'm actually hoping the cavalry units wont just be cheap filler to run dual brigades.

 

Fly boys though I'm really hoping the carbines have at least 18-24" range. The Flamethrowers 12" so their DS can be viable.

 

The aircraft I just hope they can slap some AT on besides the dual-las we saw in earlier pictures.

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Just feels like we have a lot of redundancy here, a lot of units that look like they’re good at taking out hordes, for instance flamers or flechette blasters.

 

Also, I think for the manipulus to buff the unit it’s at the start of the turn. That was my assumption I forget actually. If that’s the case then dropping in wont help with the range of those weapons.

Edited by brother_b
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Just feels like we have a lot of redundancy here, a lot of units that look like they’re good at taking out hordes, for instance flamers or flechette blasters.

 

Also, I think for the manipulus to buff the unit it’s at the start of the turn. That was my assumption I forget actually. If that’s the case then dropping in wont help with the range of those weapons.

IIRC, the Manipulus must be on the table at the start of his movement phase to activate his ability (so it doesn't work if you want to get him out of a transport), but it should work if other units drop in range of his aura.

Edited by krakjen
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Just feels like we have a lot of redundancy here, a lot of units that look like they’re good at taking out hordes, for instance flamers or flechette blasters.

 

Also, I think for the manipulus to buff the unit it’s at the start of the turn. That was my assumption I forget actually. If that’s the case then dropping in wont help with the range of those weapons.

Yeah with Admechs units we've got Anti Hoard and mid-range anti tank in spades.  Just not a ton of anti-character besides Rangers with Arq's, which granted are one of the best snipers in game, but is 100% a static placement compared to the others.  Which is why I'm hoping the Flyboys with Carbines or the "Outflanking" Riders get, even if it's exceedingly unlikely.

 

But I've got 5 SW players at my FLGS so I need something to help shut all those damned auras down besides 9 arqs (I run 3 maxed Ranger squads).

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Just feels like we have a lot of redundancy here, a lot of units that look like they’re good at taking out hordes, for instance flamers or flechette blasters.

 

This was my worry with looking over the units and what I already own/run. But we'll just have to wait on points/rules. Im really hoping its not just a case of 'hey these do exactly the same as your infiltrators but for cheaper points'.

 

 

Was thinking actually that if the flame doggos are relatively cheap, although they seem to be marketed as 'linebreaker' they also could provide some very useful screening against alpha strike CC lists (an issue that seems to get brought up with admech quite a bit).

With the base size as well, a couple units of these mixed in with my 2 breacher squads forms a pretty horrendous screen.

Edited by DanPesci
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Just feels like we have a lot of redundancy here, a lot of units that look like they’re good at taking out hordes, for instance flamers or flechette blasters.

 

This was my worry with looking over the units and what I already own/run. But we'll just have to wait on points/rules. Im really hoping its not just a case of 'hey these do exactly the same as your infiltrators but for cheaper points'.

And that's the reason why I'm most excited for the flyer - at least something different from the usual, and I quite like the design.

 

But we'll have to wait and see. If the cavalry and flying infantry don't offer something radically new, I won't hesitate to skip them for the time being. But the flyer is tasty either way...

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I hope the riders can either move before the game or can be set up 9" away from enemys deployment zone so that a turn 1 charge is possible. With the flamers they might be able to get rid of some screens so that the following Dragoons or Duneriders with Priests can get to the juicy targets.

 

Do you think we will see first rule previes the comming week?

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