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Hey all, I am a strong Marine player, that is tired of playin Marines vs Marines. As well as getting hateful looks from all the Ironhands players I keep beating with my Successor Chapter.

 

I thought I would start a new faction AdMech! I love how different they look from everything else.

 

Anyways just looking for some general tips. I already read through 1d4 chan and Goonhammer. I won’t commit to a list until 9th rolls out, but the general strategy should remain pretty true. I am planning on covering my backline with 10-man Rangers with their Snipers, run a unit of 5 or so Ironstriders into the center of the board as a speed bump. Generally throw threats all over the place with as much high-volume mid strength shots as I can.

 

Thanks all!

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Welcome CCE1981 please pick up you complimentary scented oil as you sit down.

 

As you stated its all a bit up in the air until 9th starts, although I would suggest looking for the old Start Collecting before they sell out and then purchasing the new one, those two boxes will definitely be a good base to start with.

 

Admech has been changing since 8th started, we began as a gun line but with the recent addition of all our new models, we are a real movement based army so you can choose either styles or a mix of the two.

 

The last yet probably the most important choice is what Forgeworld you want to play? We only have two named characters compared to Marines, which has a long line of them and the best character, Cawl, is Mars only.  If you chose Mars get Cawl period, If you choose another Forge world he can't be used at all.

Edited by Black_Knight
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I am not a big fan of named Characters, unless that Characters changes the way an army behaves they just aren’t my thing. For ForgeWorld I’m not sure. I am thinking Lucius, I’m kinda leaning toward a mixture of static gun line and advancing pressure units.

 

I like the idea of pushing a group of Raiders into my opponents face followed up by Sulphur Hounds, and Ironstriders, and dropping something in my opponents backlines. Basically keeping my opponent on their back foot.

 

Thinking a unit of Kataphrones with the flame thrower, and phosphor cannons. Have them in dual shot mode in my opponents deployment zone. With T7, a 4++ invuln, and 6 wounds each, they’ll tarpit whatever that can survive their overwatch.

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I am not a big fan of named Characters, unless that Characters changes the way an army behaves they just aren’t my thing. For ForgeWorld I’m not sure. I am thinking Lucius, I’m kinda leaning toward a mixture of static gun line and advancing pressure units.

 

I like the idea of pushing a group of Raiders into my opponents face followed up by Sulphur Hounds, and Ironstriders, and dropping something in my opponents backlines. Basically keeping my opponent on their back foot.

 

Thinking a unit of Kataphrones with the flame thrower, and phosphor cannons. Have them in dual shot mode in my opponents deployment zone. With T7, a 4++ invuln, and 6 wounds each, they’ll tarpit whatever that can survive their overwatch.

 

 

Cawl gives everything full rerolls (as opposed to a dominus giving rerolls of 1s), and lets you +/- 1 to your canticle rolls (with mars you get 2 of these too - so you can pretty much guarantee getting at least 1 you need if not both). His trait if you take it also extends his bubble out to 9".

 

If playing a castle/gunline, mars with cawl is the strongest option for you (especially with the new buffs Mars got in PA)

 

 

However, with a mix of gunline and advancing units id suggest stygies or lucius.

 

 

Lucius allows you to DS stuff that couldnt usually, and the -1 AP thing is nice against marines.

 

However, stygies gives your whole army -1 to hit outside 12" (so great for protecting those backfield units), and also lets you spend CP pregame to move units 9".

 

Combine this with the new raiders (who already get to move pregame anyway), and the options of pteraxi and infiltrators for DSing and you have a fairly mobile, resistant force.

 

 

 

 

I think you mean kastellans rather than kataphron (easy mistake, have done so many times myself). A big unit DSing with lucius is certainly fun. Just be aware that once you are in double shoot you cant move, or fall back from combat (and unless taking some fists have poor CC output), so your whole unit can be tied up by say 1 vehicle running into it.

 

Also your 4++ drops to a 5++ when in protector doctrine (dual shoot), as its aegis  (that you start in), which gives you the +1 to your saves.

 

Id certainly suggest magnetising your robots as then you can try a few different loadouts within the unit to see what works.

Edited by DanPesci
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I think I want to create my own Forge World. It might just be a known Forge World with a different color. I am curious if there are any questing Forge World out their?

 

I want to tie them into my DIY Chapter and part of that Chapters background is that they traded Marine support for archeotech digs in exchange for equipment. This is after my Chapter Found a pre-Herasy Forgeship in the Space Hulk they are carving their Fortress Monastery in.

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I think I want to create my own Forge World. It might just be a known Forge World with a different color. I am curious if there are any questing Forge World out their?

 

I want to tie them into my DIY Chapter and part of that Chapters background is that they traded Marine support for archeotech digs in exchange for equipment. This is after my Chapter Found a pre-Herasy Forgeship in the Space Hulk they are carving their Fortress Monastery in.

 

Honestly its your army so your fluff! 

 

I have mine painted a custom scheme so I can use them as any forgeworld, but have always played them as stygies (and my fluff closely aligns with the stygies philosophy... my guys are all white but I justify the stygies -1 to hit because of them utilising cloaking tech, which may or may not be eldar in origin...they arent telling :happy.: )

 

The custom forgeworld traits in PA certainly open up options too, theyre probably not as strong as some of the 'main' forrgeworld ones, but they (and the new warlord traits) certainly open up fun ways to run an army.

 

For instance I use a lot of breachers/onagers, so im planning on running a few games as a 'datahoard' forgeworld, so I lose the stygies stuff but instead all my vehicles get a 6+ FNP and all my arc weapons explode on 5s.

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The big thing is to fit your lore into established canon. Making your army “the sole exception” gets old. The much lauded Rule of Cool is a trap, I actually really don’t like it. Fitting your lore into what is established takes effort, but is greatly rewarded in the end because you took your time and made sure it fit.

 

I took time with my Space Marine Chapter, it shows. I get tons of positive feedback because I made my Chapter unique, I fit it into current lore, and I made sure it made sense. I even niggled a couple of controversies into their background that have largely been left as grey areas in the lore. Those controversies add to the 40k lore beyond “the sole.....”.

 

I am just trying to do the same with my AdMech Force. I want it unique, but well within the established canon.

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