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==Forge Worlds== ==={{W40kKeyword|[[Agripinaa]]}}=== [[File:Agripinaa2.png|100px|left|]]In the grim darkness of the far future, wave after wave will be sent to the meatgrinder. Thematically, Agripinaa is the defense forgeworld, having resisted chaos sieges for millennia.<br> Crunchwise they hold their ground with enhanced overwatch and wave after wave of disposable Kataphrons. If you love Kataphrons but the enemy kills and locks them in melee too fast for you to have fun, give this forgeworld a try.<br> ''When the Cadian gate breaks open and the enemy comes knocking on your door, let Agripinian steel crush the serpent 'neath their heel''. <tabs> <tab name= "Forge World Dogma"> '''Staunch Defenders:''' Any models with this dogma that shoot an enemy within half range improve their gun's AP by 1. Any time an enemy unit charges a unit with this dogma that isn't engaged, the charged unit counts as being in defensible terrain: it can opt to either set to defend or hold steady (which is 5+ overwatch if you overwatch, but it doesn't enable overwatch by itself). </tab> <tab name= "Warlord Trait"> '''Verse of Vengeance<sup>{{W40Kkeyword|tech-priest}}</sup>:''' Pick one {{W40kKeyword|Agripinaa Core}} within 6" during the command phase. Any models that die in this unit can roll a die; on a 4+, shoot with 1 weapon or make 1 melee attack. </tab> <tab name="Stratagem"> '''Indentured Machines(1 CP, Requisition):''' Limited by game size. Select one unit of {{W40kKeyword|Agripinaa Kataphron Servitors}} (now reworded to lock out those generic non-treaded servitors). This unit's Toughness is now improved by +1. While it's nice to see your ever-reliable tanks be even tankier, it was nice to have the ability to just throw another pack of them wherever you need them. </tab> <tab name= "Relic"> '''Eye of Xi-Lexum:''' At the start of each of your shooting phases, pick one enemy {{W40kKeyword|vehicle}} within 18" of the bearer. You can re-roll all failed wound rolls for friendly {{W40kKeyword|Agripinaa Core/Kataphron}} units within 6" of the bearer that target the enemy you picked for the rest of the phase. *Plus side is that it's now far more potent. Downside is that the beneficiaries of this buff aura have been severely restricted to either Kataphrons or Skitarii. Not such a loss, as Kataphrons are practically made to obliterate tanks. </tab> <tab name= "Tactics"> '''Tactics:''' NEEDS UPDATING FOR 9TH EDITION </tab> </tabs> ==={{W40kKeyword|[[Graia]]}}=== [[File:Graia Skitarii Icon.png|100px|left|]] In the grim darkness of the far future, the best planet is made by yourself with the will of Omnissiah. The more [[Black Templars|fanatical of the worlds]]. They refuse to flee but are hard to kill and don't care about shooting plasma during melee. <tabs> <tab name= "Forge World Dogma"> '''Refusal to Yield:''' All units with this dogma automatically pass attrition checks and gain a 5+++ FNP against mortal wounds. That FNP gives you a bit of a security net if you try to overcharge your plasma guns, but the bigger deal is that losing models won't hurt you as hard since you can rest assured that your bots will stay standing. </tab> <tab name = "Warlord Trait"> '''Mantra of Discipline<sup>{{W40Kkeyword|tech-priest}}</sup>:''' One friendly {{W40kKeyword|GRAIA Core}} unit within 9" of your warlord can perform Heroic Interventions, moving 6" when doing so. If you've got your heroes as backline shepherds, then you'll find plenty of use here. </tab> <tab name = Stratagem> '''Steel Mind, Iron Logic (1 CP, Wargear):''' When an enemy psyker uses a power within 24" of a {{W40kKeyword|GRAIA}} unit, roll a d6. On a 4+, the power is nullified. Identical to the Black Templars' Abhor the Witch and World Eaters' Scorn of Sorcery stratagem. </tab> <tab name= Relic> '''The Cerebral Techno-Mitre:''' {{W40kKeyword|Tech-Priests}} only. All of the bearer's auras and abilities usable in the Command Phase improve their range by +3" to a max of 9". Considering how much your troops will be depending on your priests, it's only natural that you'd want something that can make sure they can support as many units as possible. </tab> <tab name = Tactics> '''Graia's Vengeful Vanguard:''' Take one or two full sized units of Skitarii Vanguard with Data Tethers, make sure they're close to your warlord (with Emotional Clarity), and see them live up to their name. Your opponents face will drop when he realizes that those squishy looking cyborgs are slightly harder to kill than usual thanks to the FNP ability. Next he'll note that his men are feeling queasy being near your radio-active bucket-heads (-1 on toughness). Those making it to the next shooting phase will find themselves staring down the barrel of a triple shot rifle which your unit has no issue shoving down their throat before pulling the trigger. Your Skitarii Vanguard will be able to shoot in close combat, and thanks to their radio-active aura, will wound most troops on a 3 or a 4. Regardless of whether you're outnumbered two to one, your shooting phase will become a devastating affair. Use the Protector Doctrine for a +2 to hit and enjoy the rerolls provided by your Dominus. You can give your warlord the Omniscient Mask and use the Conqueror Doctrine for a second round of pain in the Combat Phase. In addition; you can consider using the Canticle 'Doctrine of Might', giving your Vanguard perhaps that little push to finish the job. </tab> </tabs> ==={{W40kKeyword|[[Lucius]]}}=== [[File:Lucius34.jpg|100px|left|]] In the grim darkness of the far future, space itself bends to the will of the Machine God. One of the Durable mobility worlds, Lucius is resistant against anti-GEU weapons and can Teleport in Deathstars. Lucius specializes in the durable Infantry side of the Mechanicus, Shrugging off Autocannons, and placing up to a 30 man anywhere on the board. Surprise Electro-Priests or Kataphrons will wreck. ''Use augmented armour and brilliant teleportation to show the enemy the power of the Hollow Forge!'' <tabs> <tab name ="Forge World Dogma"> '''The Solar Blessing:''' Any D1 attacks allocated to a model with this dogma that isn't receiving the benefits of Light Cover lets the model add +1 to their armor saving throw. In addition, all guns add +3" to their range. *This is a pretty decent boost. The change from negating AP-1 to boosting against D1 attacks makes it more potent against most power weapons and Dark Eldar splinter weapons while remaining as strong against lasguns and bolters. However, it means that heavy bolters and the like remain a threat. *Works very well on basic Skitarii units, markedly improving their staying power. </tab> <tab name = "Warlord Trait"> '''Luminescent Blessing (Tech-Priest Only):''' Pick a {{W40kKeyword|Lucius Core}} unit within 9" of the warlord during the command phase. Any attacks that roll below a 4 to wound against this unit fail outright, making for some scary durability for your skittles and electro-priests. </tab> <tab name = Stratagem> *'''Legio Teleportarium (1 CP, Wargear):''' During deployment, use this Stratagem to set up a {{W40kKeyword|LUCIUS}} non-vehicle unit in reserves instead of deploying; at the end of any of your Movement Phases you can deep strike it anywhere that is more than 9" away from opposing models. This is why you pick Lucius as your Forgeworld. **Gimped (probably necessarily) to now only be used a limited number of times per game (once for patrols, twice for strike forces, three times for onslaughts). Also, now you can't teleport vehicles. No more surprise Kastelans. </tab> <tab name= Relic> *'''The Solar Flare:''' Once per game, at the end of your movement phase the bearer and up to 1 friendly {{W40kKeyword|Lucius Core}} unit within 3" can teleport instead of moving normally. When they do so, remove them from the battlefield and place them anywhere that is within 30" of their starting position, more than 9" away from any enemy, and wholly within 6" of each other if you teleported 2 units. **An immensely useful relic on an already popular forge world, the solar flare can allow a character to teleport away from a dangerous melee unit or next to an objective in the hope of securing it. If you teleport a unit of Kastelan next to the enemy, you can use this relic to send a Dominus or Datasmith to support them. **You can also use this to bail your skitarii out of getting trapped in combat if the enemy has an ability that prevents them from falling back, as this teleportation doesn't count them as doing so. </tab> <tab name = Tactics> *'''The Unstoppable March:''' Lucius gives insane benefits to your basic skitarii troops to the point where they become absurdly durable and hard to shift when taken in full twenty man squads. By stacking numerous buffs onto a single twenty man unit of skitarii - Luminescent Blessing, Bulwark Doctrina, Logos primary ability, and Firepoint Telemetry Cache - you can make a brick of twenty vanguard have Sv3+ (2+ against ranged attacks that don't ignore Light Cover or that are D1, 2+ while entirely on/within terrain, 1+ if both apply), ignoring AP-1 and AP-2, are unable to be wounded on 2s and 3s, and have the potential of falling back and shooting or teleporting with Artisans or Programmed Retreat and the Solar Flare, respectively. Just go right on up and march straight up the table and watch in amazement as your opponent realizes they can hardly kill your 8 point models. Then use Enriched Rounds/Galvanic Volley to ruin your opponent's day even more. </tab> </tabs> ==={{W40kKeyword|[[Mars]]}}=== [[File:Mars2.png|100px|left]] In the grim darkness of the far future, only faith in the machine will save us. Thematically, Mars is the exemplar. The first and holiest forgeworld, the heart of the entire Adeptus Mechanicus.<br> Crunchwise, while some forgeworlds are defined by the gimmicks that differentiate them from the red planet, Mars itself focuses on what differentiates the Adeptus Mechanicus from other factions: your Canticles and sheer firepower. ''Make your enemies kneel before the glory of the Omnissiah with prayer and Martian Might!'' <tabs> <tab name ="Forge World Dogma"> '''Masters of the Forge:''' {{W40kKeyword|Skitarii}} units receive the Canticles of the Omnissiah. Whenever a unit shoots or fights, they can re-roll one hit roll. Not bad, as it can at least grant a bit of freedom from the magi. *The first bit is overwhelmingly important and puts the focus on Mars as the best Forge World. Canticles are powerful and only Mars allows their best units access to them. </tab> <tab name = "Warlord Trait"> '''Panegyric Procession (Tech-Priest Only):''' During the command phase, you can pick one {{W40kKeyword|Mars Cult Mechanicus Core}} unit within 6" of the warlord. For this turn, they and the warlord both can benefit from a canticle (this can be any canticle, including one already used) that is separate from the rest of the army. </tab> <tab name = Stratagem> '''Wrath of Mars (1/2 CP, Battle Tactic):''' Use this before a {{W40kKeyword|MARS}} unit in your army attacks in the shooting phase. Each time you roll an unmodified 6 to-wound, the target suffers a mortal wound in addition to any other damage. Costs 1 CP for a unit with a Power Rating of 10-, and 2 CP if the unit's PR 11+. *Combo with Protector Imperatives and/or Cawl/Dominus/Exemplar's Eternity Marshal (with the final one working best) for sharper cheddar. **For Rangers, you'll need 27 shooters to on average deal the maximum 6 mortal wounds base; that reduces to 21.6 with Protector up, 18 with GVF up, and 14.4 with both. The Cawl/Dominus aura multiplies that by 6/7 and Exemplar's Eternity multiplies it by 6/7 twice (i.e. x36/49), so with GVF, PI, and Exemplar's Eternity, you get all the way down to 10.58, i.e. 10 is enough to get to nearly 6 on average. **For Vanguard, you get more shots base without needing GVF, but that's slightly deceptive because on a 6 to hit you're forced to auto-wound, which prevents the mortal wound from this strat. Baseline that means Vanguard are better than Rangers at this strat, but Galvanic Volley Fire makes the Rangers better, as at that point they're strictly better, since 6s to wound still let them deal mortal wounds. **Also amazing with Flechette Blasters - you only need 10.8 of these ''base'' and it gets better from there, so 170 points of Skystalker is plenty for your needs - and Sulphurhounds, where you need 7.45 base and 6.97 with PI up. In fact, Sulphurhounds are your most efficient delivery method for this strat. *Another option is Corpuscarii Electropriests, given their high volume of shots and their taser effect - they're actually more efficient than Skystalkers base, although not under PI. *Quite bad with Kastelans, due to their cost per shot, even with combustors and dual blasters. </tab> <tab name = Relic> '''The Red Axe:''' Replaces an Omnissian Axe (so Enginseers and Domini only), vastly increasing its AP and A: S+2 AP-5 D2 and gives 3 additional attacks per swing. Looks scary, but armour saves can only be lowered so much before reaching an invuln or reducing all the way to no save, with additional penetration wasted. In the weird event you wanted to upgrade the melee of a Martian Enginseer or Dominus, you'd be a ''lot'' better off with Anzion's Pseudogenetor. </tab> <tab name = "Special Character"> '''[[Belisarius Cawl]]:''' Unfortunately, the once staple of every Mars list back in 8th edition and post Engine War has fallen drastically from grace in the new codex. Where he used to grant full rerolls to everything around him has now been replaced by only rerolling 1s and picking a single unit for free rerolls. His ability to manipulate your canticles into you gaining two you wanted practically every turn has now been changed to picking a single unit to benefit from another canticle aside from the one already active. His melee and damage output has gotten buffed, but that nowhere near offsets the nerfs he has gotten within the new codex. He thankfully doe now cost a new and much more reasonable 160 Points from the previous 180. In addition to the other recent points drops that Mechanicus got recently, it makes taking Cawl far less of a hassle if you do decide to take him with you considering what he does offer </tab> <tab name = Tactics> '''Cawl's Moving Castle:''' Basically a continuation of the most viable 8th edition Index build. Big daddy Cawl and a whole bunch of Kastelans set to Protector mode. You can switch protocols in turn one now, via the '''Binaric Override''' Stratagem. Combine it with the '''Wrath of Mars''' Stratagem to delete whatever unit is in front of you off the table with 9 re-rollable S6 cover-ignoring AP-2 shots that deal mortal wounds on To-Wound rolls of 6 per model. '''Mars' Infiltrator Ambush:''' This combo relies on a 10-man squad of infiltrators with blasters and the '''Wrath of Mars''' Stratagem. Normally, 50 str 3, ap - shots aren't very impressive, but the pseudo-rend effect granted by the stratagem can prove to be a nasty shock for the unprepared. To top it off, most opponents familiar with Ad mech won't be expecting such an alpha strike in a non-Lucius list. Also applicable with a large brick of Serberys Raiders, as they already deal mortals on 6s, making Wrath of Mars deal 2 mortal wounds per wound roll of 6. Plus, this can target characters! '''The Ballistarii Party:''' Lascannon Ironstrider Ballistarii are already extremely undercosted and overpowered right now, so let's make them even fucking better. Get a Mars Outrider Detachment and get three squads of 2-3 each to maximize the effienceny of the free reroll you get. Canticles being granted to them allows you access to Shroudpsalm to weather some return fire if you're anticipating your opponent to catch them outside of obscuring terrain, and Benediction of the Omnessiah to give those units another free hit reroll, a wound reroll, and a damage reroll. Within Mars, your laschickens will delete practically anything they see and for a very affordable price. </tab> </tabs> ==={{W40kKeyword|[[Metalica]]}}=== [[File:Metalica_Skitarii_Icon.png|100px|left]] In the grim darkness of the far future, the relentless noise of machinery deafens the weak. In fluff, Metalica is as close to machines as possible, and that's just how they like it. Their world is scorched clean of life and covered in metal, and the sounds of their industry are deafening. In the crunch, they are relentless and efficient, not letting something like close combat or assaulting get in the way of them shooting. They are all about movement, whether it's assaulting with rapid fire weapons to get just into range, or using their warlord trait to ensure that your key units aren't tarpitted, you can and will show them the ordered might of the Omnissiah! The Book of Rust hasn't tampered with this role, but it has given Metalica a few more tricks so they can be a bit more customized.<br> <tabs> <tab name = "Forge World Dogma"> *'''Relentless March:''' Units with this dogma do not suffer penalties to hit with Assault weapons after advancing and do not suffer penalties to hit with Heavy weapons after moving. In addition, enemy units engaged with a unit with this dogma are always counted as being below half-strength. **This is so scattered in terms of what it does that it's challenging to find situations where it can really outperform other worlds - if you advance into position, shoot, and get charged, Agripinaa is better, and if you walk into position, shoot with your Rangers, and then charge for some reason, Ryza is better, for ensuring the charge succeeds and making sure the fight goes as well as possible. </tab> <tab name = "Warlord Traits"> *'''Ashrunner:''' Your warlord gains +3" movement and +1 S and A. Truth be told, your HQs really shouldn't be that close to fight, though the extra speed might be more palatable. *'''Master Annihilator:''' During the Command phase, pick one {{W40kKeyword|Metalica}} unit within 6" of the warlord. This unit adds +1S and +6" to the range of any radium weapons they own that aren't relics. The vanguard will absolutely enjoy this, as they're now even further away from those meddlesome bolters alongside being able to ding a marine even if they don't trigger poisoning. **+1S is underwhelming on a normal weapon, let alone radium weapons, but this ''stacks'' with a Manipulus, for +12" range, +1S, and AP-1. 30" with 3 shots at S4 AP-1 is a Galvanic Rifle with the buffing strat up before you consider your auto-wounding ability, so this warlord trait sidelines Rangers. *'''Radioactive Emanation:''' Your warlord has a 6" aura of -1T which doesn't stack with any other -1T rules and applies to all non-{{W40Kkeyword|Metalica}} units, even allies, so never put a Warlord with this near an allied Knight. *'''Tribute of Emphatic Veneration<sup>{{W40Kkeyword|tech-priest}}</sup>:''' Pick an enemy unit within 12" of your warlord at the end of your movement phase. This unit suffers -1 to hit. Pretty basic way to nerf the enemy, and easier to use than the stratagem. </tab> <tab name = Stratagems> *'''Blaring Glory (1 CP, Strategic Ploy):''' Select an enemy unit within 6" of a {{W40kKeyword|METALICA}} unit during either the fight or shooting phase. This unit cannot re-roll anything, which can be absolutely EVIL. *'''Deafening Assault (1 CP, Wargear):''' Use during the shooting phase. When one of your {{W40kKeyword|METALICA}} units shoots, the enemy unit they target (Provided that it's not a vehicle) halves its movement and can't overwatch or set to defend. **Now the ideal way to set up your melee units so they can make a guilt-free charge. *'''Extinction Order (1 CP, Epic Deed):''' Select a single area terrain feature your warlord sees during the shooting phase. Until the end of the phase, any {{W40kKeyword|METALICA}} units that sit within 6" of the warlord gain +1 to wound when shooting an enemy unit that's hiding within the designated terrain feature. *'''Knight of the Iron Cog (1CP, Requisition):''' One {{W40kKeyword|House Raven}} unit gains the Canticles ability, despite lacking the {{W40kKeyword|Adeptus Mechanicus}} keyword. No limit on being spammed, despite being Requisition and used before battle, as all Requisition strats are. On paper this is great, in practice: Imperial Knights can just attach a freeblade to a Mechanicus force without messing up your Canticles and Doctrina without needing a extra CP point for each knight. If you plan to bring more then 1 knight the CP cost of a knight lance can quickly skyrocket, espically with needing to use this keyword on each and every unit. and for each knight you have less points to spend on stuff that benefits from having active canticles or doctrina. On paper good, in practice, bit of a balancing act. *'''March to War (1 CP, Battle Tactic)''': One {{W40kKeyword|METALICA}} unit advances 6" instead of needing to roll for it. *'''Omnissiah's Exaltation (1 CP, Strategic Ploy):''' When an enemy unit takes a morale check within 6" of a {{W40kKeyword|METALICA}} unit, they suffer a -1 to that roll. *'''Order in Anarchy (1 CP, Battle Tactic):''' Nominate one {{W40kKeyword|METALICA}} unit during the Command phase. Whenever this unit fights an enemy within 12", they add +1 to hit. *'''Purity of the Machine (1/2 CP, Battle Tactic):''' When a {{W40kKeyword|METALICA}} unit shoots or fights, they can ignore any modifiers to hit or wound rolls, making this a very versatile perk to ride on. Costs 1 CP for {{W40kKeyword|infantry}} and 2 CP for {{W40kKeyword|vehicle}}s. *'''Rad-Oversaturation (2 CP, Battle Tactic):''' At the start of any phase, you can boost the range of one Skitarii Vanguard unit's cancer aura to 6", making them more able to blast out any pests before they make a charge. </tab> <tab name = Relics> *'''Adamantine Arm:''' Essentially a stronger Servo-Arm with Sx3 (12) AP-3 D4 and +1 to hit, but note that the bearer gets it in addition to their other wargear - this isn't a replacement. It's still just one hit, but on the bright side, it's a slightly more reliable hit that'll hit as hard as a Dreadnought. **Almost always worse than Anzion's Pseudogenetor. *'''Bionics of Veneration'''- 4++ and 3" aura that inflicts -1 to hit on enemies. *'''Delta Pistol:''' Replaces a Gamma pistol, meaning Datasmith only, gaining more Range, S, AP, and D, on top of re-rolling to wound against {{W40kKeyword|Vehicle}}s: 18" Pistol 1 S10 AP-4 D4, re-rolls wounds against {{W40kKeyword|Vehicle}}s. ''Radically'' better than the Adamantine Arm if you have a model who can carry it. *'''Metalican Lung:''' 3" aura that lets allies re-roll to wound enemies inside this aura. **If you can manage to get within range without being engaged, this is primarily excellent on guns that want 6s to wound (Volkite on your Dominus and Drill, your Manipulus' Transonic Cannon, all of your Transuranic Arquebi, Serberys Raider guns). It's also great on ''melee'' that wants 6 to wound, which is your Fulgurites and your Ruststalkers. ***For all of these units, you want to re-roll successful wounds that aren't 6 if the 6 would be ''more than'' double the baseline output, which is a decision dependent on the target's save and potentially FNP rules. Fulgurite Staves almost never benefit, but Galvanic Carbines almost always do, with everything else in between. *'''Omni-Sterilizer:''' Replaces an eradication ray, meaning Dominus only. Does away with having two profiles, giving you one that's 1 AP and D better than the near profile anyway: 24" Assault 1d3 S6 AP-4 D3, Blast. **''Still'' worse than the Volkite Blaster against some targets, like Knights, even before the 5 point cost of the gun you need to buy in order to qualify for this relic. Worse than Ryza's Dominus gun-relic, Weapon XCIX, against almost everything in the game, before you even consider that Ryza's costs fewer points; hence, like Ryza, you never want this, since Volkite + Phosphoenix is just better. </tab> <tab name = Tactics> '''Metalica's White Tide:''' Corpuscarii Electro-Priests, Infiltrators and Sydonian Dragoons at the front, followed by Skitarii Vanguard. Corpuscarii make solid frontline soldiers for Metalica, seeing as '''Relentless March''' allows you to move them down the field quickly while maintaining their 3+ S5 Assault 3 '''''TASER''''' shooting efficiency. 5++/5+FNP and 6-9 hits per 5 models for Overwatch makes these guys relatively beefy and pretty intimidating for their point cost. Run your Tech-Priest Dominus behind them and take the '''Prime Hermeticon''' warlord trait. Now they're hitting on 3+ and rerolling 1s for shooting, as well as rerolling ''all failed hits'' in the Fight phase. The sheer number of S5 hits generated by these guys overtime will grind your enemy's forces into dust. Your Dragoons boost the leadership of all your guys by 1, and their Taser Lance is a freakin' S8 AP1 D2 deathstick. Infiltrators generate a ridiculous amount of hits with the Taser Goad when the '''Conqueror Doctrina Imperative''' stratagem is in effect, and their '''Neurostatic Aura''', when combined with the '''Deafening Assault''' stratagem, will cause your enemy's units to melt before their eyes. Keep some squads of Vanguard armed with Plasma Calivers close by to take down anything too tanky, and watch as your army ''literally'' washes your opponent off the board. Did I forget to mention Taser? Because '''''FUCKING TASER. BY THE MACHINE GOD, FUCKING TASER IS HERE.''''' *As an alternative solution, you can also give your Dominus the '''Ordered Effeciancy''' warlord trait, which allows your dudes to fallback and shoot. Your priests will lose some of their punch, but they'll make it up in Overwatch by forcing your opponent to charge them again. And again. And again. '''Metalica's Skirmishing Skitarii:''' Metalica's Forge World trait makes Rangers a little more capable. It turns their guns from Rapid Fire 1 to Assault 1 if they advance, meaning you can play your Rangers more aggressively. With their 30" range you can dash up the board and start making very early shots on your opponent. Keep in mind this rule only takes effect if you advance, meaning that you can advance one turn and get shots in as an Assault weapon, then a later turn if you want to let the opponent get in half range you still get the Rapid Fire Benefit. This is good if you're up against a close-ranged enemy because you can be in a position to shoot them, but they can't shoot you. Combine with Protector Doctrina Imperative strategem and a Data Tether to hit more shots and to turn those 4's into 6's, giving you more AP -1 hits. Arc Rifles are Rapid Fire as well so consider running a squad with them to be your vehicle hunters. Overall a good tactic at lower point games but starts to lose its strength around 1000 points. Probably not worth trying at 1500 and above. *Considering that Rangers and Vanguard are 9ppm, and 5pt EDTs are now a thing, you can actually field a surprisingly large number of these guys, and expect them to last for a while. Leave room for some Dragoons to boost leadership, some arc rifles for vehicles and some plasma calivers for TEQ, and you can end up with a pretty effective pseudo-space marine horde list. </tab> </tabs> ==={{W40kKeyword|[[Ryza]]}}=== [[File:Ryza.png|100px|left|]]In the grim darkness of the far future, firepower alone won't be enough. Thematically, while Ryzans are masters of plasma, their protracted war against the orks has [[Farsight_Enclaves|forced them to develop aggressive close combat doctrines]]. Crunchwise, where ranged elements already stand out in AdMech armies, Ryza boosts your sometimes overlooked melee infantry. This way they become a balanced offensive force with many options, so that they're not confined to a single gimmick like other forces are. ''Bring ruination to your enemy both at range and face to face, until you're drenched Red in Cog and Claw!'' <tabs> <tab name = "Forge World Dogma"> *'''Red in Cog and Claw:''' All models with this dogma add +1 to their charge rolls and +1 to wound on any melee attacks made after charging, getting charged, or performing a heroic intervention. **Remember, Fulgurites and Ruststalkers gain substantially less benefit from +1 to wound than your other melee units, and so do e.g. Arc Mauls wielded against a {{W40Kkeyword|vehicle}}. Stay away from those and stick to weapons that benefit more from +1 to wound, like Corpuscarii and anything wielding Taser Goads. **+1 to charge rolls raises your odds of managing a deep strike charge from 27.78% to 41.67% - still not high enough to be reliable, but it's something. </tab> <tab name = "Warlord Trait"> '''Citation in Savagery<sup>{{W40Kkeyword|tech-priest}}</sup>:''' During the fight phase, pick one {{W40kKeyword|Ryza Core}} unit within 6" of the warlord. This unit gets -1AP on melee attacks. A nice buff for a lot of our melee units. </tab> <tab name = Stratagem> *'''Plasma Specialists (2 CP, Battle Tactic):''' Use during the shooting phase. Pick a {{W40kKeyword|Ryza}} unit and add 1 to the damage for all plasma weapons. **Drastically nerfed since it no longer adds anything to wound. </tab> <tab name = Relic> *'''Weapon XCIX:''' Aka ''Weapon 99 (or "[[Derp|ekseeaieks]]")'', replaces a Volkite Blaster. 24" Heavy 3 S7 AP-2 D2, with wound rolls of 6+ causing two additional Mortal Wounds. **Volkite Blaster + Phosphoenix will ''usually'' outperform Weapon XCIX + Macrostubber even before the Phosphoenix has a chance to buff your army. </tab> <tab name = Tactics> *The Plasma Barbeque has unfortunately been nerfed to hell with kataphrons losing CORE and any way to re-roll hits along with Plasma Specialists going to 2CP and losing its boost to wounding. *However, as the dedicated melee forge world we can take full advantage of all the abilities to mess with the order of the fight phase. Temporcorpia on ruststalkers/infiltrators and the electroshock stratagem on priests or robots can make your opponent fight last while the skitarii warlord trait can make dragoons fight first. This will let you entirely control the fight phase by letting 3 of your units fight even if the enemy charged you first. *As a note for dragoons for 1CP you can boost them to S9 and able to wound anything in the game on a 2+ as toughness seems to be capped at 8 now. </tab> </tabs> ==={{W40kKeyword|[[Stygies VIII]]}}=== [[File:Stygies viii flag.jpg|100px|left|]] In the grim darkness of the far future, innovation is the only way forward. <br> Stygies VIII specializing in both speed and durability, as well as being the sneeky lot of the Mechanicus. <br> Vanguarding lets units get a head start and -1 to hits make your shooter durable.<br> Ideal for your chicken walkers and Walking Tanks. <br> ''Know the enemy - out-think the enemy - defeat the enemy. Study them from the shadows before delivering the killing blow.'' <tabs> <tab name = "Forge World Dogma"> '''Shroud Protocols:''' Any attacks against a friendly non-{{W40kKeyword|Core Vehicle}} from over 18" and 12" for any other units counts as shooting through dense cover, so hooray, that hit penalty stays! Additionally, any time one of your units charges, the enemy cannot Hold Steady or Set to Defend. </tab> <tab name = "Warlord Trait"> *'''Veiled Hunter<sup>{{W40Kkeyword|tech-priest}}</sup>:''' You can re-deploy two {{W40kKeyword|Stygies VIII}} units within your DZ or throw them into reserves on the first turn. This is all very helpful in giving you scouting power that exceeds your rangers. The units you throw into reserves don't even add into your CP costs. **Excellent on Aircraft, because Aircraft can deep strike from reserves. If you put non-Aircraft into your reserves, make sure you choose something that can pose a credible threat from a board edge. </tab> <tab name = Stratagem> *'''Clandestine Infiltration (1 CP, Wargear):''' Use up to twice during deployment. A {{W40kKeyword|Stygies VIII Core Infantry}} unit can be deployed to any place that is over 9" away from the enemy DZ and from any enemy units. Can be used once, and a second time if playing a Strike Force or Onslaught battle (i.e. 2000+ points). **This has gotten way stronger. Now you have a ticket to pretty much throw that pack of Skitarii into that tower you realize is in perfect range for your arquebus to snipe out. That big enemy line you see can now be worked around as you throw some Kataphrons into a spot that they can't charge for a turn. </tab> <tab name = Relic> '''Relic: ''The Omnissiah's Hand'':''' Once per game, you can trigger this at the end of the fight phase. Roll a d6 for every enemy model within 12", scoring a MW on a 2-5 and d3 MW on a 6. It's not much still, but now you have a laser light show that can at least ding a bunch of models you couldn't otherwise reach. </tab> <tab name = Tactics> '''Stygies VIII's Electronic Infiltration Boogaloo:''' Get a full unit of 20 Fulgurite Electro-Priests or two, pregame move them near your enemy with the Forgeworld specific '''Clandestine Infiltration''', activate the '''Chant of the Remorseless Fist''' canticle to reroll 1's in close combat, then charge the thing you want dead. It will die. Your 20 dudes will now have a permanent 3++ save and will be in your enemy's face. If whatever you faced somehow didn't die because the dice gods hate you, you can always activate the '''Zealous Congregation''' Stratagem to have them fight again in the same turn. Costly in terms of Command Points, but whatever you're facing will be deader than dead. </tab> </tabs> ===Custom Forge Worlds=== Unlike every other army with custom faction traits, these dogmas aren't simply pick-and-mix. The amount of customization, while present, is limited to forcing you to pick one of four "primary" forge world traits, and then one of the three "secondary" traits within that primary forge world. <tabs> <tab name="Rad-Saturated Forge World"> Balances long range and close combat. Can be unfocused, but also balanced and useful in plenty of situations. *'''Radiant Soldiers:''' All ranged attacks from beyond 12" that hit your {{W40Kkeyword|Core}} units suffer -1S, akin to the Heresy-era Iron Hands. Great utility, since ranged infantry-based armies are very common for AdMech. Helpful not only for your Skitarii tinmen, this will also help protect your electro-priests. As a general rule, this is ''radically'' worse than the Stygies dogma. **Mostly what this does is protect your T3 skittles from S3 and S4 weaponry (S6 weapons are relatively uncommon and the protection afforded is minor, but that also happens), your T4 skittle cavalry from S3, S4, S5, and S8 weaponry, and if you keep your Kastelans near a Datasmith, your T7 Kastelans from S4 and S8 weaponry. **'''Luminary Suffusion:''' Supercharges Rad-Saturation to have 3" of range, theoretically letting it apply to your guns if you can get ''very'' close. Not very practical, considering your Vanguard are meant to be mid-range shooters rather than dedicated melee scrappers. **'''Machine God's Chosen:''' When rolling for combat attrition, you ignore all modifiers. Morale protection much worse than Graia's. If you field large units of 20 skittles, once you're down to 10 or fewer, this will cut your morale losses from 1 + 1/3 remaining to 1 + 1/6 remaining. **'''Scarifying Weaponry:''' Your Radium weapons all improve their S and AP by 1 (i.e. +1S -1AP), making them considerably better at dealing with enemy heavies (the +1S is nearly meaningless, but the -1AP is huge; watch out for things like Armour of Contempt, though). Useful only to Vanguard-heavy lists, since it affects only their guns, that Dragoon's rad sniper rifle that nobody uses, the radium pistols you shouldn't be fielding, and the Marshal's radium serpenta. ***In terms of the radium jezzail, going from S5 to S6 and AP-2 to AP-3 isn't very useful, so to illustrate, consider a model where both buffs help: shooting a warboss in mega armour (T6 W7 Sv2+/5++). Assuming BS3+, the base gun hits for 15/36 of a wound, and after both buffs, it hits for 24/36 - a 60% increase. That's the ''absolute maximum'' this buff can help - against any other target, the benefit is ''worse''. </tab> <tab name="Expansionist Forge World"> Focused on Skitarii mobile infantry. *'''Accelerated Actuators:''' Any units that charge, get charged, or perform Heroic Interventions improve the AP of their melee weapons by 1. Great for your melee units, which you do have lots of, but worse than the first half of Ryza's dogma, which is +1 to wound instead of -1 AP. **'''Acquisitive Reach:''' All rifle and carbine weapons add 6" to their range, primarily buffing Vanguard. **'''Forward Operations:''' Your {{W40Kkeyword|Skitarii Core}} units can move up to 3" before the first turn but can't end the move within 9" of an enemy, giving you some early scouting ability, and can easily give certain ones the edge they need to make a turn 1 charge. **'''Rugged Explorators:''' No penalty for moving and firing Heavy weapons, and {{W40Kkeyword|Vehicle}}s suffer no penalty for advancing and firing Assault weapons - this is the first bullet from Metalica's dogma, and then the second Metalica bullet but worse, since only Vehicles get it. </tab> <tab name="Data-Hoard Forge World"> Where the other forge worlds focus on Skitarii, Data-Hoarders enhance your long-neglected vehicles and even Kataphron - meaning they primarily focus on your Skitarii, since your only non-Skitarii Vehicles are Kastelans. In fact, a Data-Hoard Forge World is your best bet if you want to rely on transports. *'''Magnabonded Alloys:''' Your vehicles now all have a 6+++. Absolutely welcome. **'''Autosavant Spirits:''' Blessed Autosimulacra! Your vehicles regain a wound at the start of your command phase! For free! Even better is that these vehicles count as having double the wounds for the sake of determining degrading stats, making this absurdly good for a vehicle-heavy army. **'''Omnitrac Impellors:''' Kataphrons and Onagers add +2" to their movement. Those units don't really need to move a lot, but sometimes they need to get a firing arc or escape, and they can't. This makes it easier. Kataphron Breachers become deceptively fast. **'''Servo-Focused Auguries:''' Cognis weapons fired at half range get to re-roll to hit, and with 36"-48" range that'll be noticed. Good utility for Duneriders, Archaeopters, and especially Ballistarii, which operate far away from the Magos' re-rolls. Utterly useless on Kataphron Destroyer Cognis Flamers, of course. ***This is ''better'' than the Agripinaa dogma on Cognis weapons but ''worse'' than it on everything else. Excellent on Skorpius Duneriders and all three Archaeopters. ***This on Ballistarii is better than Mars, because you get re-rolls on all your hit rolls, not just one per unit, and Canticles frankly isn't as good an ability as permanent 6++. However, you lose out on Cawl, the Mars Warlord Trait (which only works on Kastelans anyway, in terms of Vehicles), the Mars relic (which is garbage anyway), and the Mars stratagem, which only has synergy with large units anyway. </tab> <tab name="Reignited Forge World"> A forge world whose focus is on all their troops, making sure that they can always have an edge. *'''Purgation Protocols:''' All {{W40Kkeyword|Core}} units improve the AP of a ranged weapon by 1 if they roll a nat 6 to wound. Basically the first half of Agripinaa only worse for most guns, and particularly bad on radium weapons, since auto-wounds can't roll to wound to try to improve their AP. **'''Data-Bleed Generators:''' Any time an enemy model makes a melee attack against you after charging, getting charged, or performing a heroic intervention, it suffers -1 to hit. **'''Engineered Nanophages:''' Melee attacks against an enemy model with an armor save of 3+ or better improve their AP by 1, making throwing anything at tanks or marines that much better. **'''Purified Datasphere:''' ''All'' auras (except Rad-Saturation) add +3" to their range. Mostly there to improve support and data-tethers, but it also helps the Sicarians with their electrostatic. </tab> <tab name="Slaved Systems Forge World"> Essentially lets you copy another forge world. They gain that forge world's dogma and WT and if they aren't some support detachment, they also get the forge world's stratagem as well. This doesn't sting as much as some other "custom factions that just ape off another, more popular faction", but it's still not very desirable. </tab> </tabs>
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