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Gaz1858

+ FRATER DOMUS +
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About Gaz1858

Profile Information

  • Location
    Sydney AU
  • Interests
    American football-Tennessee Titans!!
    NRL - Manly Sea Eagles!
    Rugby Union - Scotland!
  • Faction
    Grey Knights, Admech and Votann

Previous Fields

  • Armies played
    Grey Knights, Admech and Votann

Gaz1858's Achievements

  1. Looks good mate. The 40K Scene in NSW is astounding right now. Tons of tourneys and they all seem to sell out
  2. I dont mind the Galvanic change for Rangers. Standing still its hands down better. Moving its 2 shots hitting on 4s at ap-1 as opposed to 1 or 2 shots hitting on 3s at ap0 with a chance for ap-1. Seems like a boost to me, especially when you start adding rerolls or buffs etc. If the manipulus still boosts range and omnispex still ignores cover.... 5 men put out 10 s4(maybe 5 with canticle) ap-1 1dmg shots at 36" range that ignores cover to.
  3. It seems like a complete redesign as far as the weapons go. Everything is indeed deadlier and once we add in all the special rules such as character buffs, canticles and strats its gonna be a totally different army on the field. The only thing i will say about Destroyers is I never took them due to being hugely expensive and having a 4+ save meant they died VERY quickly. That would need to change for me to take them.
  4. The pteraxii rules are up on Facebook competitive page as part of the collection
  5. All the new datasheets are in my post on the Competitve Adeptus Mechanicus page FYI Regarding the Dunecrawler. I have always run the Icarus, i find it much better than the Neutron and those were the only 2 real options. Now it would seem that the Heavy Phosphor Blaster may be better than the Icarus due to number of shots and Damage potential. HPB has damage potential of 16 with the Icarus is 13+d6 so it will come down to costs and any special rules the guns have, along with competition in the codex of course. The Ironstrider buff has made them more of an option for me. I have never used them as t6 W6 and 4+ was just no survivable enough for me. Going to 3+ does help with that as does the Cognis Autocannon gaining more shots.
  6. if its not a model then its a great piece of art that shows what the Admech are like in the lore even if they cant really make a model that looks like that If it does become a model its probably gonna be a Walker style thing ala Dreadnought/Dreadknight/Sisters thing whatever its called. I personally hope we get something like that as I do feel its the one thing we are missing. A single unit that can go up the board, take punishment and hit in combat when it gets there.
  7. In terms of sheer firepower i think we are ok now. If they decide to remove/restrict wrath of mars then we will need a damage boost to things like Kastelans etc to make up for that as without it they do become difficult to justify the cost Making the Admech Assault units really viable would be nice. Currently Fulgurties are top and even they have some issues with only 2 attacks. Ruststalkers, Dragoons etc are all not very good at assaulting. Good Relics!!! Even the ones in Rust are a bit lacklustre to be honest.
  8. yeh pretty much. In a vacuum of A or B the Sterylizors are better.
  9. Both units are good for Engage and Scramblers secondaries. Between the two though its much of a muchness. Sterylizors have 4 flamers and arent too bad in combat against REALLY light units. They have the strat to stop people falling back so thats something. Skystalkers have a lot of S3 shots so are probably just as good against hordes as the 4 flamers with the weight of fire. They also have the ability to drop mortals which is something but not a huge selling point. Personally I do not run either. The reason being Sulphurhounds are better than Sterylizors IMO (more shots, more wounds, faster and not that much more expensive). And I was going to use some Skystalkers for Engage and Scramblers but 2 Troops squads of Vanguard/Rangers do the same thing and more reliably as theres two units for basically the same cost. Plus their troops for Detachment building and ObSec
  10. Yeh in that Situation Prot the best use is to sit on an objective with them and force the issue. They need to get you off the objective and you can run away and then just move back again next turn. Leaving their Orks just standing about getting gunned down (ideally)
  11. Most people are aware of the Raiders strat now and try to plan around it. Both units are fantastic screens but perform different roles outside of that. I have 2 units of both in my 2000. 2x5 Raiders and 2 x 4 Sulphurhounds Both can get onto Objective and Engage On All Fronts really well. Putting the pressure on your opponent to take them off the Objectives or forcing their hand in movement. Where they differ is in their offensive output. The Raiders dont get many shots so youll want to either target already reduced units to try and plink some wounds off or just target characters to see what you can do. The Sulphurhounds are actually a lot more killy and against certain armies (anything with T3, including T4 when inc ombat and a save of 3+ or worse) as they have a lot of firepower. Keeping a CP back to allow for some overwatch can also ruin someones day. I run them as Stygies for a possible 27" move on turn 1 and then shoot. This can take you right up a flank and onto an opponents objective turn 1. Then you can flame the holding unit into oblivion. By using these units correctly your then forcing your opponent to decide upon hitting these objective holding/flanking units or the rest of your army (in my case cawl 3 bots, 2 Skorpius, Fulgurites etc) which are decimating your army or moving into strong positions. I am actually considering putting the 2 x 4 into a single 8 man unit for CP reasons and to be a big pain for anyone wanting to charge them. A 24 wound unit with flamers and pistols that has just moved 27" right into your lines or are basically lined up and disallowing you movement forward is great! Things to Watch Out For Dont Move the Raiders straight forward because you can. You may be giving the opponent an easy charge. Also limit them to being able to charge a single Raiders unit so that youre not using the strat on one and sacrificing the other Beware of units that can heroically intervene as using the units as move blockers will end badly if youre not careful. Dont sacrifice game points to keep these units alive. Theyre expendable units only there to get you some Engage and to annoy the opponent. Just make sure youve used them well and then let them die.
  12. The Terrax is worth the points in my view as it has gained Canticles and the Skitarii keyword. This means it can now get all the canticles and benefit from things like th Omniescent Mask and the strat for +1 to hit in shooting or combat. So even though theres 3 attacks instead of 6 youve got more options. And the d3+3 is great to, most things will die once a wound goes through. The Flamers and Stormbolters are free while the Volkites are 10. Flamers for 12" 2d6 S5 -1 1DMG or Volkites for 20" Heavy 8 S5 0AP and 2 DMG shots with mortals on 6s will be the way to go. I am gonna test out volkites tomorrow as with 8 shots 2DMG and mortals on 6s thats a real threat to Marines and vehicles
  13. So on the subject of Servitors then. 4 x Servitors with 2 x Heavy Bolters is 48 points. I run Mars with Cawl, Magos Trait Manipulus etc so this would be 6 S6 -1AP and 2DMG shots hitting on 4s rerolling misses and 6s are exploding... Doesnt seem bad for 48 points really. Especially as Kill Points arent generally a big thing now and if theyre shooting my Servitors and not anything else im ok with that.
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