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Transport up for pre-order Saturday 29th


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It's not that we absolutely need delivery methods for most units to fire once - it's rather about creating and maintaining a footprint on the board, with a faction that is rarely doing more than regular infantry's movement distance.

 

This way, every transport that survives for a single round means another 10 skitarii that can get into the midfield without getting shot first. It means having something big to lock up enemy units in CC, while our dragoons are elsewhere for higher-priority targets. And we have big boxes that block movement and LoS, while the auto explode does work as deterrent. At 12" movement and wannabe-assault weaponry, it also means we can make guaranteed T2 backfield charges.

 

It's just 5p more than a single dragoon, faster and with twice the wounds. The versatility is there.

Dont underestimate Vanguard in CC. Thanks to their rad aura and +1S Canticles they wound GEQ on 2+.

Add a CC weapon to the Alpha and an Enginseer with the Omnisceant Mask and have fun.

Not a dedicated CC unit, but they can wipe out some leftovers very reliable.

I'm pleasantly surprised that my Hoplites can figure out how to get on board. This makes this abundantly clear that Secutarii are more intelligent than Primaris Marines. I am sad that the vehicle wasn't given the open-topped rule but I'm buying it for the collection rather than worrying about special rules. If my army ever makes it to the gaming table it's less special rules for me to try not to forget. :tongue.:

 

I'm also surprised that Secutarii had a callout. Forge World units have seemed to be completely ignored when GW types up the rules for one of their models, whether it's the datasheet in the box or the rules sections in the codex. I guess those rumblings about tighter integration between the FW and GW rules may be more than an empty promise.

 

At the risk of getting carried away, maybe an AdMech 2.0 Codex will actually include the Secutarii and Termite units.

 

I'm pleasantly surprised that my Hoplites can figure out how to get on board. This makes this abundantly clear that Secutarii are more intelligent than Primaris Marines. I am sad that the vehicle wasn't given the open-topped rule but I'm buying it for the collection rather than worrying about special rules. If my army ever makes it to the gaming table it's less special rules for me to try not to forget. :tongue.:

 

I'm also surprised that Secutarii had a callout. Forge World units have seemed to be completely ignored when GW types up the rules for one of their models, whether it's the datasheet in the box or the rules sections in the codex. I guess those rumblings about tighter integration between the FW and GW rules may be more than an empty promise.

 

At the risk of getting carried away, maybe an AdMech 2.0 Codex will actually include the Secutarii and Termite units.

 

 

I think it helps that the one team is supposedly handling things now. FW (as far as I've heard), don't touch 40k rules any longer.

I'm actually really happy with both the transport and the tank. 116 points is excellent for the firepower and movement, especially with no penalty and keeping in mind that it can be shrouded in the early turns and generally benefits from Canticles.

 

I think I'll build Two Scorpius Disintegrators.

Anyone have any thoughts on if Ruststalkers are more viable? The main issue I've had with them is usually getting them there, so I'm wondering if the transport would make them viable.

Unfortunately the main issue is that they do nothing else than fishing for 6es, every other wound is just as good as a regular bolter hit.

The Ninjas are bad and need new rules. I cant think of any other unit that might be released that would make them any better...

 

I'm pleasantly surprised that my Hoplites can figure out how to get on board. This makes this abundantly clear that Secutarii are more intelligent than Primaris Marines. I am sad that the vehicle wasn't given the open-topped rule but I'm buying it for the collection rather than worrying about special rules. If my army ever makes it to the gaming table it's less special rules for me to try not to forget. :tongue.:

 

I'm also surprised that Secutarii had a callout. Forge World units have seemed to be completely ignored when GW types up the rules for one of their models, whether it's the datasheet in the box or the rules sections in the codex. I guess those rumblings about tighter integration between the FW and GW rules may be more than an empty promise.

 

At the risk of getting carried away, maybe an AdMech 2.0 Codex will actually include the Secutarii and Termite units.

 

 

Why is every sub-forum right now talking about 2.0 codices, just because chaos set the precedent?

Chaos got one to cover a full release wave AND a campaign book. We have neither - we have the Manipulus and this new kit. There's not even more lore about major forgeworlds to be covered, unlike Chaos with famous guys like the Red Corsairs. I could see Astartes get one in maybe a year with a full release wave, considering there's enough interesting chapters still uncovered, but for AdMech nothing points in that direction.

 

Even in Chaos 2.0 there is not a single FW unit. If we ever get more FW stuff, it will be done like Custodes, which was already stated by FW guys.

I think the reason we are getting as much talk about 2.0 codices as we are is simply because we have never to my knowledge been in a position where all of the books are released in a single edition. It looks like we are getting new stuff for all armies drip fed to us over campaigns until these additions make their way into the appropriate codex. We had people predicting that there would be an edition jump after all the books were put out, when it comes down to it, few people have any idea what GW have up their sleeves currently.

 

Personally I'm not fussed if we don't get a new round of codices around the corner since I've not purchased every one from the armies I collect yet anyway.

Dont underestimate Vanguard in CC. Thanks to their rad aura and +1S Canticles they wound GEQ on 2+.

Add a CC weapon to the Alpha and an Enginseer with the Omnisceant Mask and have fun.

Not a dedicated CC unit, but they can wipe out some leftovers very reliable.

 

The vanguard backing up other units in combat can be great too (sicarians with either taser or swords tend to benefit very nicely from the -1 T aura if they can get into the same unit as the vanguard).

 

Being able to now have them keep up/be protected until they reach mid/upper field is gonna be very nice.

 

Im currently running 2 dominus, with the warlord having the prime hermeticon  trait. Omniscient mask is a cheaper option if only running skitarii but I also have 12 breachers on the table that benefit hugely from rerolling hits in combat.

 

 

 

 

Anyone have any thoughts on if Ruststalkers are more viable? The main issue I've had with them is usually getting them there, so I'm wondering if the transport would make them viable. 

 

The problem with ruststalkers is that they are still ruststalkers. No shooting and a very meh attack unless you roll well...theyre just not great. Infiltrators perform better in most situations due to actually having a shooting attack and still being decent in combat against geq/meq.

 

Also for about 25pts more (would need to check) you get 10 hoplites who are more survivable in combat, and better against knights/vehicles. Or you have the more expensive (but much scarier) option of fulgurite priests, who will do way more mortal wounds than ruststalkers will.

It's a real shame since Ruststalkers are one of the nicer models in the range in my opinion. It took me a while to grow to like Infiltrators but I instantly liked Ruststalkers.

 

I'll have to make do with Hoplites since I don't have any Fulgurite Priests yet and they will have to wait until after my hovercraft binge. :p

 

On the plus side the Disintegrator's two weapon options look like they will be even easier to magnetize than the Onager's weapons. I don't think I'll try to make the transport and tank modular though, that looks like it would be a bit too involved for my liking.

On the plus side the Disintegrator's two weapon options look like they will be even easier to magnetize than the Onager's weapons. I don't think I'll try to make the transport and tank modular though, that looks like it would be a bit too involved for my liking.

Yeah, magnetizing seems very simple.

But I still need (want tbh :p) 3 tanks and 2-3 transports.

3 of each plus 3 Onagers is still less than 1000 points but a s*it load of firepower against hordes (Stubbers) as well as tanks/monsters. Add a Dominus/Cawl for rerolls and a Manipulus for extra range, some cheap Skitarii for the boats and to screen and you are good to go with a cool mono Skitarii list (HQ aside).

The Tank is insanely cheap for the dakka it brings.

I mean thats 3 Missles, D6 pimped (-2AP) Autocannon-Shots and 9 Bolters for 116Pts.

 

Compare that with a Predator with 4 LasCannons for 170Pts. Not even considering the penalty for move an shoot, Canticles, Dogmas and Statagems.

 

Even beside a Dunecrawler its fantastic. More reliable heavy shooting and the pimped Autocannons on top...

Ok, no 5+ invuln, but with Shroudpsalm thats only relevant for AP-4 or higher. I take that drawback...

 

So i predict a pts increase as soon as enough of this overpriced models are sold...

Anyway, i like it, i buy it :-) 

I caved and bought one.  I'm not too fussed about the points cost and competitive capabilities, but I AM disappointed in the real world monetary cost of these things!  At 75 USD these have got to be the most expensive per point vehicles in the entire GW lineup.  The whole AdMech range was already crazy expensive, but this thing cranks that up to 11.

I feel ya with the price point, only ordered one myself. I cant help but look at the price and think "If they did a straight currency conversion I should be paying 75 CAD before tax :sad.:

 

I agree it stings and is unfair. That said, the same stuff happens in the UK with just about every other product - especially electrical goods - compared to what you'd pay in North America. (If say, a tablet costs $100, invariably we'll pay £100, plus vat for a total of £120 - it's never the £70 odd it should be).

 

I fear that's just how it works. GW being a UK entity means overseas buyers get stung for a change :/

I ordered two of the scorpius kits from eBay. Good seller with good rep. They were about 20% cheaper. I routinely order from GW also so don’t feel bad about the odd purchase online .

 

I’m bummed the transport doesn’t have open topped. Oh well.

 

I feel the same way about the dragoons when it comes to price. They’re cheap in points but hell on the wallet.

 

I’m excited to try these out! I’m wondering if I’ll get a second transport or tank on my next order.

To be honest I probably wont take the Transport option for a few reasons.

 

1 is that I really want that out of LOS shooting as its really useful especially in ITC

 

2 is that I would rather take a drill or 2. You can almost fit a full Battalion in one (2 x 5 man squads and 2 characters) reducing your drops by 3 and therefor increasing turn 1 chances

I think this model appeals most to me on an appearance level. Somewhat on a rules level (I don't agree with the idea presented that it is undercosted), And least of all with the pricing which seems to have set a new level of expense that has me jumping ship a bit on AdMech. I love them back ground wise but they are probably my least 'competitive' army. So does this box actually change that? I don't think it does.... trying to be fair here, I don't think on paper it does at least.

 

The price is a big hit right as they are releasing Chaos Knights (which I will undoubtedly take part in unless it is more or less a copy paste of my larger Admech Knight army). Also, nearly everyone has a marine army so this release competes to a degree with anyone's wallet that might be considering the new Repulsor variant as well. We know the Chaos Knights are getting at least one new dual kit, and a codex. That's a really, really heavy month for my wallet. 

 

I did some real "40K" soul searching since my last tournament. It frustrates me how my AdMech plays tournament wise (I only mention competitive play because I believe what you do with your friends/group is ultimately flexible). Every time I think of entering something local, I inevitably pull out a few AdMech test lists and have a pretty difficult time of it (I typically don't play any Knights in my Mars lists). 

 

So maybe I'm being unrealistic when I say this but as much as I like the appearance of the box, I don't see the Transport helping at all. It will consume valuable points from my robots/gunline/HQ though. The tank offers something that really does screw me in tournament play.... access to indirect fire. 

 

During my 40K soul searching I went back over the past few bad competitive games I had with AdMech and in most cases when I look at what would make a marked increase in performance, it -usually- ends up with my adding a knight detachment to the army. 

 

I also realized that on the other hand I can simply forego the Chaos Knights and finish my AdMech knights and try a tank or two. However that certainly feels like the hardmode route to go right now. 

I think this model appeals most to me on an appearance level. Somewhat on a rules level (I don't agree with the idea presented that it is undercosted), And least of all with the pricing which seems to have set a new level of expense that has me jumping ship a bit on AdMech. I love them back ground wise but they are probably my least 'competitive' army. So does this box actually change that? I don't think it does.... trying to be fair here, I don't think on paper it does at least.

 

The price is a big hit right as they are releasing Chaos Knights (which I will undoubtedly take part in unless it is more or less a copy paste of my larger Admech Knight army). Also, nearly everyone has a marine army so this release competes to a degree with anyone's wallet that might be considering the new Repulsor variant as well. We know the Chaos Knights are getting at least one new dual kit, and a codex. That's a really, really heavy month for my wallet. 

 

I did some real "40K" soul searching since my last tournament. It frustrates me how my AdMech plays tournament wise (I only mention competitive play because I believe what you do with your friends/group is ultimately flexible). Every time I think of entering something local, I inevitably pull out a few AdMech test lists and have a pretty difficult time of it (I typically don't play any Knights in my Mars lists). 

 

So maybe I'm being unrealistic when I say this but as much as I like the appearance of the box, I don't see the Transport helping at all. It will consume valuable points from my robots/gunline/HQ though. The tank offers something that really does screw me in tournament play.... access to indirect fire. 

 

During my 40K soul searching I went back over the past few bad competitive games I had with AdMech and in most cases when I look at what would make a marked increase in performance, it -usually- ends up with my adding a knight detachment to the army. 

 

I also realized that on the other hand I can simply forego the Chaos Knights and finish my AdMech knights and try a tank or two. However that certainly feels like the hardmode route to go right now. 

 

I think you make some fair points Prot. There are definitely some cost issues involved with the new models, especially for our Brothers and Sisters across the pond.

 

Since Vigillus, Ad Mech has been more competitive (even winning a few tournaments), but it's really quite a static set up that's needed to achieve that, and even then, it falls short of what many other, more competitive armies are capable of. The transport and tank are not likely to change that.

 

For what it's worth, I too hope Ad Mech get some additional attention in the not too distant future.

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