Jump to content

Surely it's not that bad? New Codex Who Dis?


Dr. Clock

Recommended Posts

This new reforged AdMech is going to shake the army mechanics. Some of the teased rules from WarCom are anecfotical - come on, firedeck 2 on the land boat.... But other chsngrs snd weapon retooling are quite interesting. Onagre fo actually regain interrest as weird tanks with a hidden ace. 

But a full relearning cycle will be required.

Link to comment
Share on other sites

17 hours ago, Dr. Clock said:

So turns out it was that bad... But I'm nevertheless glowing with the blessing of the Machine God over these new Doctrinas. Let the gunnery psalms commence!

 

I'm going to take the radbois out for a spin tomorrow to celebrate the potential return to being actually hitty. Protector is actually good now! Heck - melee builds might even be good now!

 

I lost 170 points, and I'm actually happy about it lol.

 

Cheers,

 

The Good Doctor.

You know when a ruleset is so bad it effectively kills a forum section until there is some hope for improvement. Over all what I've seen in the Auspex Tactics video sounds much healthier. Never before have I been happy to see my own army go up in points across the board, it's a strange feeling but I think with those rules changes we will be able to get stuff done. I'd pretty much pivoted to painting with the odd Ork game to try out 10th edition games, I might have to get some games under my belt and power up once more for the Omnissiah.

 

I really hope the damage done to this section of the forum will grow back, time will tell if the former Admech players will pick up their armies and try them out, or if that ship has sailed. 

 

Over all, really positive. I'm happy to be an Adeptus Mechanicus player once more. Add to that the announcement of Mechanicus 2 recently and I'm pretty hopeful.

Link to comment
Share on other sites

6 hours ago, Magos Takatus said:

I really hope the damage done to this section of the forum will grow back

I'll try and do my part with a wee report on my game vs CSM tonight : )

 

If y'all know me, you know my narrative group runs 2100 pt lists to make sure we can always squeeze in a 'POV character'.... So it's 2 characters and 1 non-Epic minimum.

 

Skitarii Hunters list for tonight is thus:

 

2x Manipulus

1x Technoarchaeologist

1x Datasmith (POV)

2x Marshals (Battlesphere Uplink and Clandestine Infiltrator)

 

2x Skitarii Rangers (Omnispex and all the trimmings)

3x Vanguard (Same)

 

2x las Balistarii

1x taser Dragoon

2x 3 Sulphurhounds

2x 5 Infiltrators

1x 4 Robots (2 twin fist, 2 phosphor blaster + fist, 4 combustors)

1x 6 Arc Breachers (claws)

1x Onager (Icarus)

 

Cheers,

 

The Good Doctor.

Link to comment
Share on other sites

Our tekprayers are answered! The Omnissiah prevails!

 

I basically tabled him in 3 turns...

 

Supply Drop / Sweeping Engagement / no special rule

 

We're playing on full 6x4 because we're crazy like that, which we also house rule for positioning so that any time you need to be wholly within 9" of edge, you just need to be within 9". I am considering taping the mat off but I also just like having the full table.

 

Anyhow - I get first turn and walk my infiltrating vanguard up to Alpha objective on my left to possibly move block and they and the guys behind gun down 10 cultists beside Rhino and 2 havocs in a ruin with their specials. (That Rhino has just been moved in oppo turn at this picture):

 

large.Admech_T1_L.jpg.5aae8704fc7f2a67fb

 

In centre, I walk the big hitters out and I smash the forgefiend and Rhino filled with Chosen and Legionaries. Infiltrators tap centre and Establish Locus. Rangers kill 4/5 las Havocs on high rooftop.

 

large.Admech_T1_C.jpg.7f52eea7a914865ac7

 

Right flank I don't do any damage, but just take up space. Not pictured so far are Sulphurhounds way out on table edges walking forward for an easy 6 Containment.

 

large.Admech_T1_R.jpg.ef689064e0b9094520

 

Opponent over-commits on my Infiltrators with the guys I shot out of the Rhino:

 

large.Admech_OppoT1_C.jpg.09c17b500d03f9

 

These guys and 5 possessed + Mop to the right rush my infiltrators and he keeps me off scoring centre. It's shocking overkill on Infiltrators, but at the end of oppo turn 2 the centre looks like this and he just edges my off with his last few OC2 Legionaries. With the extra AP and plunging fire, even though he procs Armour of contempt, 2 units of Rangers kill off 5 Possesed with Binharic Offence... Where before they'd probably kill 2? 3?:

 

large.Admech_T2_C.jpg.277a1c6efcdda4c6a4

 

I also pivot left with Robots just in time to kinda save the last few vanguard over there after squad 1 was wiped by 10 Legionaries who then charge the second unit and claim the objective... those fails their Ld T3 and I don't score there either. End of 2 that looks like this:

 

large.Admech_T2_L.jpg.c8575ce9092b3327b4

 

Turn 2 Opponent drops in terminators on R corner (after the Ballistarii and vanguard kill the Helbrute over there) but they Establish Locus and they're 12" away from techno anyway:

 

large.Admech_T2_R_Oppo.jpg.d022abb29369b

 

Also Daemon Prince drops in for Engage on All Fronts and gets the charge to kill 3 Serberys.

 

large.Admech_T2_L_Oppo.jpg.f4229a7ca1404

 

But then the robots walk over and punch his lights out:

 

large.Admech_T3_L_Coup.jpg.79c828c351991

 

And he concedes there there because he's got 10 cultists, 2 havocs and 5 terminators left to my 30 Skitarii, 4 robots, 6 breachers, 2 Ballistarii, Onager, 5 infiltrators and 3 Serberys, and he's on 0 primary and I'm like 15 points ahead...

 

This army SLAPS anything exposed in T1 with just half a chance. It doesn't stop slapping until you silence it, and they're not easy to hit. A+, will play again soon.

 

Cheers,

 

The Good Doctor.

 

Link to comment
Share on other sites

Good to see a new battle report, and nice work on the photographs. I often get too caught up in the game and miss out important steps but it looks like you had plenty of photo opportunities.

Link to comment
Share on other sites

4 hours ago, Magos Takatus said:

Good to see a new battle report, and nice work on the photographs. I often get too caught up in the game and miss out important steps but it looks like you had plenty of photo opportunities.

Cheers bud, I used Tabletop Battles app for first time and set it to remind me to take pictures, which it does at the end of each round instead of player turn - I wish I'd got a photo of the crossfire/killbox on centre when it was filled with tangos instead of after they were a smoking ruin... I'll try that for next time lol.

 

You may notice I completely forgot about the taser dragoon... I remembered him in my T2 but then I knew I could kinda just walk it off in turn 3 so he never shows... but it does go to show that the army definitely works now methinks.

 

It's nice not to feel awkward continuing to build the odd unit for this army, gotta say. I do love the look of Pteraxii and I'm a huge sucker for flamers, plus I kinda fancy a unit of Fulgurites + Dominus though I'll probably convert them from that Heresy axe brigade.

 

With the new BS 3+/2+ available, I found the '2 big hitter units' a bit constraining and unneccessary. I'll probably break up the Breachers and Robots in future, and conceivably drop their characters as well to try and squeeze in another effective unit.

 

My favorite tidbit from new rules, though clumsily managed in my game, is that Battlesphere Uplink effectively lets Rangers stay on the move while plugging away on 2s. How frippin cool is that! I had been budgeting for it on vanguard to rush a flank opposite the Infiltrator squad, but standing for Heavy and then moving off is pretty stonks.

 

Oh - and Onager is actually legit now it's upgunned and can get to 2+ to hit. The one I have was a rescue, so I kinda fancy a second one with a Beamer so I can do a chonky/big guns list some time. Prolly just Pteraxii first tho. 

 

Till then - protector protocols alllllll day.

 

Cheers,

 

The Good Doctor.

Link to comment
Share on other sites

Don't you dare give me hope. lol

 

I'm a fan of the Pteraxii as well but they do feel a bit cumbersome and fragile model-wise. I think they look amazing but they remind me of the old genestealers that would just grip each other and form a big katamari ball of claws.

 

Being able to reach pinpoint accuracy again feels wonderful. I think that was the calling card of our army so having it taken away was truly dreadful. Rangers being able to move and fire accurately sounds interesting and I'll have to look into that too.

The Phosphor Onager looks fun but it does seem hard to justify when you need the Onagers to fill other roles in the army first.

Link to comment
Share on other sites

I love the robots. Just love them they’re my favorite models. I’m bummed they are only units of 4 now as I had more but it’s ok. Any experience running them?

 

I still need to update my MSU rangers/vanguard and they need to add weapons. Still feels wrong with a vanguard and a TUA!

 

 

Link to comment
Share on other sites

2 hours ago, brother_b said:

Still feels wrong with a vanguard and a TUA!

 

 

It's very silly, they are more likely to get use out of it in melee than being able to snipe with it but it seems GW are pouting and holding their breath on the "only what's on the sprue" policy. Do space marine Devastators have this same limitation? I'd be curious to know.

Link to comment
Share on other sites

On 6/23/2024 at 1:21 AM, Magos Takatus said:

Do space marine Devastators have this same limitation?

They do not, but they're also not Battleline. Traditional 'Heavy weapon specialist' units like Sisters Retributors, Havocs and even like Drukhari Scourges still tend to allow pick and mix for the loadouts, but the kits also tended to have redundant options. I kinda love the part where I get to actually use all the guns that are in the kit rather than scrounging to be able to specialize on only the 'most effective' ones. This is true for AdMech, but also true for Kabalites.

 

As far as that goes, calivers are definitely the workhorse, arc rifles are v. solid splitting fire to knock final wounds off transports, and Arquebuses do nothing half the time but can spike intensely... In that game I think my TUA kill tally was like 1 possessed, maybe a havoc, but then a headshot helbrute.

On 6/22/2024 at 10:47 PM, brother_b said:

Any experience running them?

As you can see I use the Vorax, and then converted another one when we lost ability to take them in 3s. Because they're different, my regular opponent and I have houseruled them -1T +2" Move.

 

My (qualified by houserules) experience is that they do punch big things dead and their flamers are relevant on most infantry, and they're thus a premiere overwatch unit. They are ultimately expendable, but also survivable and a hard counter to some units, so they're effectively a pretty solid centre push unit almost all on their own. In an army lacking for melee push units, I'm satisfied with the 4 I run even though I think the unit was 20-30 points too expensive, and may still be, just that other things in the army may be slightly undercosted now in all honesty.

 

I think if you want to run lots of robots, 2x2 and 1x4 is probably the most I'd consider. At that point you've got one unit to throw on each forward objective, but still afford 50-60 skitarii and a few Ballistarii and Breachers for ranged AT. 

 

Cheers,

 

The Good Doctor.

Link to comment
Share on other sites

On 6/26/2024 at 10:42 PM, brother_b said:


Nah models have a pivot value of 0” unless otherwise stated, per the rules update.

Core ruled - yes. But Pariah Nexus overwrites it (and is very specific, stating it in a Designer commentary)

Link to comment
Share on other sites

18 minutes ago, Madao said:

Core ruled - yes. But Pariah Nexus overwrites it (and is very specific, stating it in a Designer commentary)


In the update document it states:

 

Models have a pivot value of 0", unless otherwise stated.

 

MONSTER and VEHICLE models (excluding models on round bases, and AIRCRAFT models) have a pivot value of 2", unless otherwise stated.


Our interpretation has been only monsters and vehicles at this point have the pivot tax.

 

Link to comment
Share on other sites

 

15 minutes ago, brother_b said:


In the update document it states:

 

Models have a pivot value of 0", unless otherwise stated.

 

MONSTER and VEHICLE models (excluding models on round bases, and AIRCRAFT models) have a pivot value of 2", unless otherwise stated.


Our interpretation has been only monsters and vehicles at this point have the pivot tax.

 

From https://www.warhammer-community.com/wp-content/uploads/2024/06/1U4CJSV1NJDmXnv2.pdf

 

Screenshot_20240701-201812_Adobe_Acrobat(1).jpg.cde6581d957223d2cd946ef0ba4d4bf0.jpg

Link to comment
Share on other sites

And the whole pivot nonsense came up only because rule writers couldn't write:

Move - when moving a model, its base has to end up wholly within Move characteristic inches from the original position (base restriction applies to the hull of the model for baseless ones).

But let's finish this offtopic, it was just to point out that TUA is a hindrance now, especially to the Vanguard who wants to move across the board.

Thankfully Bots, Katas and Onagers are on round bases and do not need to care about it (it is just TUA, Cawl, Puppy riders, Scorpius and Flyer in AdMech, not that bad)

Link to comment
Share on other sites

11 hours ago, Madao said:

TUA is a hindrance now, especially to the Vanguard who wants to move across the board.

Interesting, and annoying!

 

However, straight-line movement without pivots is still allowed, so as long as you weren't trying to use pivots to shorten charges or whatever it shouldn't be MUCH of a hindrance and you'll just have to learn to keep that base aligned at right angles to the table edges to make it easy for opponent or whatever.

 

Cheers,

 

The Good Doctor.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.