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Apparently we know the unit count and there are no new units.

Where from?

I do only know the number of pages.

 

To be honest i have forgotten:). Maby it was at NOVA or at the community page.. It was discussed back then and people did the math and concluded that it was the same amount of units that you got if you combined skitarii, cult mech and knights.  But with any luck we should know for sure tomorrow.  

Seeing as I have 6 breachers (I was busy building Holy Requisitioner and they canned it before they were fully painted!) I might give this a go.

 

I think if you have a unit of 6 and 3cp in hand, it's a big deterrent for the opponent to attack them.

 

The big question is... Can you take an army with mixed forge worlds? And if so, will they all benefit from double canticles if your warlord is Cawl?

 

If so, a Mars spearhead with Cawl, bots and onager plus an Agripinaa batallion with Skitarii and kataphron sounds enticing.

I think we can be pretty sure that you only get the dogma bonus if the detachment is all the same forgeword. And in case of taking several different detachments with different forgeworlds we can already read under the mars dogma that only the units with "mars" gets the benefit of 2 canticles.  I just hope we wont see people going ohhh these guys are from mars ..and these guys are metallica when they are all painted the same. 

So I wonder if Agripinaa's Strategem requires reinforcement points?

 

If it doesn't then it appears to be amazing for Destroyers. If I understand I can pay 2 command points to take a 3 man Destroyer unit (I think they fall under the 10CP limit but not sure), maybe it's down to one wound, and redeploy it in my zone back to three models.

 

I guess the trick is to NOT have the unit destroyed or it doesn't seem to work.

 

Admech firing overwatch at 5+ is pretty darn useful since most stuff is trying to get in your face.

Edited by Prot

I just hope we wont see people going ohhh these guys are from mars ..and these guys are metallica when they are all painted the same.

Of course we will. I doubt many people will paint detachments up differently, and then there's no way to mix stuff around within your army if you do. I'll be running my one colour scheme and experimenting with foregworlds quite happily. It's just not really feasible to do it differently, unless you build one list and stick to it for every game.

 

I just hope we wont see people going ohhh these guys are from mars ..and these guys are metallica when they are all painted the same.

Of course we will. I doubt many people will paint detachments up differently, and then there's no way to mix stuff around within your army if you do. I'll be running my one colour scheme and experimenting with foregworlds quite happily. It's just not really feasible to do it differently, unless you build one list and stick to it for every game.
As long as it's clearly stated before the game, and there aren't situations of identical units with identical paint jobs but of different forge worlds intermixed, it shouldn't be much of an issue. Edited by Thorakitai

Trying out new stuff with friends ..sure why not... going to a tournament or a pickup game and the opponent says here are my white scars, black templars and imperialt fist, but they are all painted as ultramarines.. Not so cool..But hey its just a game and its just my opinion:)

I think most competitive builds will be Mars spearhead, fill in the blank Battalion.

 

Lucius will be for the very aggressive, Metalica will be for the Skitarii lovers... I still like the idea of running useful bunches of Vanguard and rangers but it's going to be a challenge, for Metalica, without some morale mitigation.

New Zealand has the codex up already. It says there are 22 datasheets. Iirc there are currently 17 choices. If five knights are included, that means no new choices for us...

Aw... I was really hoping for skitarii Hq choices... Well, and this is wild speculation, if they compress all imperium knights into one like the heretic knights, then perhaps they could make a skitarii vanguard, ranger, rust stalker, and infiltration Hq, but given the way the numbers line up, it's probably far more likely we don't get anything new...

Edited by Odds.043

 

New Zealand has the codex up already. It says there are 22 datasheets. Iirc there are currently 17 choices. If five knights are included, that means no new choices for us...

Aw... I was really hoping for skitarii Hq choices... Well, and this is wild speculation, if they compress all imperium knights into one like the heretic knights, then perhaps they could make a skitarii vanguard, ranger, rust stalker, and infiltration Hq, but given the way the numbers line up, it's probably far more likely we don't get anything new...

Yeah. I'm very disappointed too, fellow ryzan. Let's wait for our dogma, at least.

I see the sample artwork on the NZ site shows two new things, but is this another case of artists embellishments that aren't going to be models? Or are we going to get the two new things in the upper corners of that artwork? Because that flying Magos rig is a thing of divine beauty...

60030116005_ENGAdeptusMechanicusCodex01.

Wupalup dab dab.

So looking at the units as he flipped through them. In terms of power points, breachers got cheaper, but probably sill aren't worth it, onagers got more expensive (fair) and so did ruststalkers. Ruststalkers weren't worth half their points before... On the other hand, taser lances have ap now, which is quite nice. And infiltrators still have the nerf from the faq, and are even more worthless in comparison since lucius and stygies got alternate deployment abilities. Everything else looks much the same.

Yeah i had higher hope but im not to dissapointed.

 

Here is the essense from the Facebook group which made a member.

 

“copy pasting this from my full post on it;

 

Full Breakdown of the Changes/Main Lack of Changes I could find while reading along with the Codex Review.

I'll probably edit this a few times to add more stuff as I rewatch and reread the codex a dozen more times.

1. Questoris Mechanicus have 2 different Command Abilities (one adds +1 to Invul. Another allows Knights to benefit from canticles)

2. Enginseer is an HQ

3. So, so many stratagems to pick from. A Crazy amount. Some highlights; 7 of which are locked into specific Forgeworlds. 2 of which are for Questoris Mechanicus.

4. Vanguard and Rangers points reduction (9 and 8 respectively)

5. Infiltrators had their profiles adjusted to the FAQ

6. Kastellan Protector Protocol Wording Change - It's now Specifically a double shots. IT IS NO LONGER a second shooting cycle.

7. Dragoon Lance now is -1 AP.

8. Knights do not have <Adeptus Mechanicus> tag. They've retained <Household> with no rules for it.

9. Cawl has remained locked to Mars, as expected.

10. Kastelon mortal wound reflection has to be on the repulsor grid save and it has to be a natural 6 after rerolls but before modifiers.

11. Cognis heavy stubber is down to 5pts from 8 (your neutronager is now 140 pts flat, not that odd 143 :cuss)

12. Fulgurites got an increase to 17 per model.

13. Heavy Arc Rifle is down to 8pts, from it's prior 18.“

Canticles are the same, still lackluster for some entries.  Mostly full summary found below.

 

Stygies VIII seems the strongest.  Going for max command points seems to be the best army build.  Heavy support remains best section of the army.

Edited by Withershadow

What alternate deploy did Stygies get? I haven't seen that yet. Pleased with the points drop on vanguard and rangers.

They got the Ravenguard treatment;

 

1CP: "Clandestine Infiltration: Use this stratagem during deployment. You can set up a STYGIES VIII unit from your army in ambush instead of placing it on the battlefield. At the beginning of the first battle round, but before the first turn begins, the unit is revealed - set it up anywhere on the battlefield that is more than 9" away from any enemy models."

 

So, if you're pretty sure you're going first, Stygies is your alpha-strike kingpin. It's before the first turn, so something like dropping 20 priests 9.0001" away, then getting to move 6 into a 3.0001" charge on the first round, or just absolutely spamming the field with other big threats is fantastic.

 

Because you do this during deployment, you can spend every last CP on it to to really try to just end the game by the end of your Turn 1.

 

Not as great if you're going to end up going second against more elite armies - but that's what we have Lucius deepstrike stratagem for.

Edited by Spanish_Muffin

 

What alternate deploy did Stygies get? I haven't seen that yet. Pleased with the points drop on vanguard and rangers.

They got the Ravenguard treatment;

 

1CP: "Clandestine Infiltration: Use this stratagem during deployment. You can set up a STYGIES VIII unit from your army in ambush instead of placing it on the battlefield. At the beginning of the first battle round, but before the first turn begins, the unit is revealed - set it up anywhere on the battlefield that is more than 9" away from any enemy models."

 

So, if you're pretty sure you're going first, Stygies is your alpha-strike kingpin. It's before the first turn, so something like dropping 20 priests 9.0001" away, then getting to move 6 into a 3.0001" charge on the first round, or just absolutely spamming the field with other big threats is fantastic.

 

Because you do this during deployment, you can spend every last CP on it to to really try to just end the game by the end of your Turn 1.

 

Not as great if you're going to end up going second against more elite armies - but that's what we have Lucius deepstrike stratagem for.

 

 

So basically they are exactly the same as RG, -1 hit beyond 12" and 1CP infiltrate? Short day at the office that day, I presume :D

Combed through review some more to get rest of relics.  See below.

 

Warlord traits are:

Monitor Malevolus - you can roll a single hit, wound or damage roll for for warlord once per game. also, any time opponent uses a stratagem, on a roll of 6 you gain a command point

Magos Biologis - re-roll failed wound rolls with Warlord when attacking infantry, beasts, or monsters.

Mechadominator - enemy vehicles that target warlord suffer -1 to hit.

Necromechanic - whenever you repair, regain additional wound.

Chorister Technis - re-roll Canticle dice.

Prime hermeticon - friendly forge world models within 6" re-roll hit rolls in Fight phase.

Masterwork bionics (Lucius) - +1 to invulnerable saves

Reinforced exoskeleton (Agripinaa) - all damage suffered by warlord reduced by 1 to minimum of 1.

Xenarite Studies (Stygies VIII) - add 1 to wound rolls vs units that aren't Chaos, Imperium or Unaligned

First-hand Field testing (Ryza) - chose one non-relic weapon carried by warlord, add +1 to strength and damage characteristic

 

Stratagems

Gloria Mechanicus - 2CP - change canticle immediately (one you haven't used or a random generate one)

Divine Chorus - 2CP - once per battle, re-use previously used canticle

Zealous Congregation - 3CP - electropriests fight second time

Elimination Volley - 2CP - kataphron destroyers and kastelan robots within 6" of each other get +1 to hit rolls this shooting phase

Archeotech Specialists - 1CP/3CP - relics

 

Machine Spirit Resurgent - 1CP - ignore damaged profile of vehicle or knight until end of turn

Machine Spirit Revenge - 1CP - vehicle destroyed automatically explodes

Infoslave Skull - 2CP - 12" interceptor shots at reinforcements with -1 to hit

Acquisition at any cost - 2CP - activate at end of turn, infantry unit within 3" of objective gains +1 to saves and +1 to attack profile until beginning of next turn

Tech Adept - 1CP - target character can repair twice, even same model (nice combo with Necromechanic for 2D3+2)

 

Scryerskull - 1CP - reveal D3 concealed deployment markers, identify a mysterious objective, or fire a unit without Dawn Raid/Low Visibility/Cover of Darkness penalty

Dataspike - 1CP - characters gain additional attack vs vehicles that deals D3 mortal wounds

Binharic Override - 1CP - at end of any phase, change battle protocol of Kastelan robots; can never change battle protocols again, for any reason, for rest of battle

Cognis Overwatch - 1CP - cognis weapons that fire overwatch use regular ballistic skill

Benevolence of the Omnissiah - 1CP - use when vehicle or knight suffer mortal wounds, you get a 5+ FNP save against that mortal wound and for rest of phase

 

Dunestriders - 1CP - Ballistarii or Dragoons advance roll uses 2 dice combined

Conqueror Doctrine - 1CP - Skitarii get +1 to hit in melee, or +2 if they have data tether

Protector Doctrine - 1CP - as above, but for shooting

Rage of the Machines - 1CP - vehicle ignores penalty for moving and firing heavy weapons, and advancing and firing assault/cognis weapons.

 

Knight of the Cog - 1CP - knight within 12" of character can benefit from canticles

Rotate Ion Shields - 1CP - +1 to ion shield saves till end of save

 

The Stygies VIII unique stratagem is Infiltration. The dogma is -1 to be hit outside of 12".  So the Raven Guard Forge World.

 

Ryza are plasma specialists, add +1 to wound with any plasma weapons, as well as add 1 damage to any plasma weapons. Their dogma is re-roll 1s to wound in melee.

 

Metalica unique stratagem is models in melee with yours suffer -1 Ld.

 

Relics

Patter Cog Tooth Axe - S+2 AP-2 D3

Pseudogenetor - make D6 additional attacks, S4 AP-1 D1

Autocaduceus - regenerate 1 wound, additionally when repairing can re-roll dice (super nice with Necromechanic warlord trait and tech adept stratagem)

Phosphoenix - phosphor serpenta S5 AP-3 D1, assault 3 at 18", no cover saves

Uncreator gauntlet - Sx2, AP-3, D-d3, minus 1 to your hit rolls, successful wounds against vehicles deal additional mortal wound

Raiment of the Technomartyr - 6+ FNP for Warlord, also overwatch shots that roll a 6 result in additional attack with same weapon

Omniscient Mask - skitarii units within 6" re-roll hits in fight phase

Skull of Elder Nikola - once per game, 2d6" radius, vehicles suffer mortal wound on 2+.

Solar Flare (Lucius) - Warlord can teleport up to 30" away instead of moving, once per game. set up as reinforcements.

Cerebral Technomyte (Graia) - start game with additional command point

Red Axe (Mars) - S+1, AP-5, D2

Adamantine Arm (metalica) - already spoiled by GW

Omnissiah's Hand (Stygies VIII) - at end of each fight phase, any unit within 1" of warlord suffers mortal wound on a roll of 4+

Weapon XCIX (Ryza) - 24" heavy 3, S7, AP-1, D2; wound rolls of 6+ inflict an additional mortal wound

Eye of Xi-Lexum (Agripinna) - in shooting phase, pick enemy Vehicle within 18". friendly models re-roll 1s to wound, if model is Chaos, re-roll failed wounds

 

Fulgurites - 17 points per model (+1), Rangers 8 (-2), Vanguard 9 (-1). Heavy arc rifle 8 (-10).  No other adjustments to costs.

Edited by Withershadow

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