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===Flyer=== *'''Archaeopter:''' The brand-new dragonfly planes. Though seemingly unremarkable, they benefit from being hyper-maneuverable by pivoting before moving, and being able to hover as well. You also have the option of either a Command Uplink, which lets friendly {{W40kKeyword|<Forge World>}} units within 6" use its 9 Leadership, or Chaff Launchers for reducing any damage it takes from shooting by 1 to a minimum of 1. With only 10 wounds at T7, that'll be necessary, moreso after factoring in the damage track influencing your BS and movement scores. **They are also the most maneuverable aircraft in the game, surpassing eldar flyers. Use their huge bases to obstruct your opponent's movement, which can be done with these aircraft as you have far greater control over where they'll end their movement on the board. **All Archaeopter variants are perfect options for the Machine Spirit's Revenge stratagem. If you find you are down to minimal effectiveness due to lack of wounds, throw yourself into hover mode and suicide charge headfirst into the centre of their forces. With such a large base size, a 6" bubble of D3 mortal wounds can reach significant distances, and really help the model earn back a lot of its points for only 1CP. <tabs> <tab name="Transvector"> *'''Transvector:''' The transport option, though its capacity of 6 {{W40Kkeyword|<Forge World> Infantry}} models is weak. Its armament is rather meager with four Cognis Heavy Stubbers. These will absolutely benefit from Chaff Launchers, as it gives you a slightly better chance at withstanding the anti-aircraft fire so you can drop your pack. The Command Uplink will also see use as you'll already have this at the front lines. These are more durable than Duneriders, but they cost ''much'' more for equivalent transport capacity. If all you want to do is deep strike some units, a Termite may be a better choice. **You can field 2 per Flyer slot, not 1. **You can pair them up, which provides multiple benefits. Mechanically, you do it during deployment - when you would deploy one, you instead select two to pair. This gets you the following benefits and drawbacks: ***Units can now start the game embarked across both transports, with some members in each. ***The transports can deep strike; when they do so, all embarked models must immediately disembark more than 9" away from enemy models. ****When the transports deep strike, they can and must deep strike on turns 1, 2, or 3, regardless of mission rules to the contrary. ***When you set up the two transports, they have to be set up within 9" of each other. </tab> <tab name="Fusilave"> '''Fusilave:''' The bomber. Your guns are improved negligibly to four separate Cognis Heavy Stubbers, but you also get the bombs. Every turn after moving, you get to roll up to 10d6 worth of dice on one enemy unit you flew over (with monsters and vehicles acting as 6d6), with every 4+ resulting in a mortal wound. It is actually much more of a support and board control unit than a pure damage dealer platform. It will allow you to control enemy movement, deal a few mortal wounds here and there, and later if that thing does survive, grab an objective in hover mode. *Avg 3 mw on a vehicle, 2.5mw or a 5 man squad make this hard to justify sure 5mw on a 10 man Intercessor or Custodes squad. Very respectable output no matter what you're dropping explosives on. *Good thing about this bomb is that isn't one use and have a nifty trick to halve enemy mobility with a stratagem. You can chose enemy squad that is closing with your shooting units and likely it wont charge, while you shoot them with impunity. Bomb itself will deal solid 5 MW to a unit of monstrous creatures like Necron Wraiths. Target of stratagem and target of bombs may not be the same, you just have to fly over. Maxiumum effect of stratagem will be on fast land targets, like bikes, dragoons, rhinos, all land transports, daemon engines, large squads of advancing infantry like ork mobs. ** Also best candidate out of three for Electro-Filament Counter Measures, since you are going to be close and personal anyway. May turn off enemy defenses from auras like Dark Shroud, Lions helm, or debuff enemy warlord traits, abilities and artifacts, that are auras... *** With the changes to flyers in 9th, RAW means you can fly over the top of units and straight off the table, dropping your bombs without giving your opponents the chance to shoot back. As you get 1CP back every turn, you can effectively cripple one unit of your choice with the strategem and bomb pretty much any unit(s) you want with a free pivot before flying straight off the board again. Coming back onto the board is not considered movement (effectively it's deep strike) so neither bomb nor strat work on that round. </tab> <tab name="Stratoraptor"> '''Stratoraptor:''' The gunship. Your Cognis Heavy Stubbers are complimented by two Heavy Phosphor Blasters and a Twin Cognis Lascannon. Indeed, the weapons are all made to wipe the floor with any priority targets in comparison to the Fusilave's carpet bombing. You'll certainly want the Chaff Launchers on this, since you are bristling with a lot of guns. Alternate take this is the best allrounder flyer as it is not dependent on your opponents list like the Fusilave. As taking the command uplink allows access to the strat that turns off auras which seems strong in certain matchups. </tab> </tabs>
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