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==Forge Worlds== ==={{W40kKeyword|Agripinaa}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[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''. <div class="mw-collapsible-content"> *'''Forge World Dogma - ''Staunch Defenders'':''' Overwatch on a 5 and 6. **Melee is the go-to method to shut down an AdMech gunline, so this dogma will come in handy A LOT, and your units are shooty enough that doubling their overwatch is going to be felt even by big models. ''Srsly I shot a Keeper of Secrets half to death in overwatch!''. *'''Warlord Trait - ''Reinforced Exoskeleton'':''' All damage suffered by the warlord is reduced by 1, to a minimum of 1. **Since characters cannot be usually targetted and sniper rifles are usually single damage (the MW is added separately), this trait helps your warlord survive power fists. -1D already cuts multidamage weapons' effectiveness in half. *'''Canticle - ''Verse of Vengeance'':''' {{W40kKeyword|Infantry}} and {{W40kKeyword|Cavalry}} in a unit that die roll a d6. On a 5+, they can make one last shooting or melee attack before dying. Considering how easily you can dispose of your troops, you'd be wise not to waste them when you can help it. *'''Stratagem - ''Fresh Converts (1-3 CP)'':''' More like "Tide of Loyalists". You can recycle a unit of {{W40kKeyword|Servitors}} (Kataphron Breachers, Destroyers or regular Servitors). Costs 1 CP for a unit with a Power Rating of 5 or less (Servitors), 2 CP for PR 6-10, and 3 CP for a PR of 11-20 and no higher. Also, unlike the Chaos Space Marines, your now full strength unit has to walk on from your side of the battlefield. ''Revive expensive models that were already hard to kill? Hell yeah''. **Destroyers can make use of this stratagem since their weapons have long-range and suffer no penalty for moving, but keep in mind a base unit of 3 is already 10PP, and you ''can not recycle a unit worth more than 20PP''. Due to the way, it's worded ("Remove that unit and set it up somewhere else at full strength) ''this Stratagem would prevent the enemy from scoring First Blood''. ***Breachers are 8PP, which means that you ''have'' to spend 2-3 CP whenever replacing a 3-6 bot squad of Kataphron, no matter what type. Considering that the Destroyers have access to both a flamer & ''two'' heavy weapon options that generate more shots than what the Breachers can dish out on overwatch, you should always choose Destroyers if you intend to use this rule. Servitors usually wouldn't be a good Converts target, but now that they can be used to return dead Kataphrons, you could use it on them on certain scenarios. *'''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 to wound rolls of 1 for friendly {{W40kKeyword|Agripinaa}} units that target the unit you picked for the rest of the phase, rerolling all failed to wound rolls instead if you picked a {{W40kKeyword|Chaos Vehicle}}. **Your Neutron Lasers, Plasma Weapons, & Cognis Lascannons now hit ''and'' wound on a 3+ with a reroll ''or better''. Use a CP for that one 2 you roll, and you are virtually guaranteed to '''''automatically hit and wound''''' your enemy's armoured support. Turning your Kataphrons' anti-infantry fire into decent anti-tank also takes off pressure from your Onagers. Great support relic. *'''Tactics:''' Agripinaa strategy is centered around their Destroyers, so you'll need to field some units of 6 (so they aren't all blasted away in a single turn) and bring at least 2 Battalions, because boosting them eats away your CP, and a single revival is all of your battleforged-CP. The Servitor Maniple can eat up a Battalion's worth of CP before the first turn: -1 for the formation, -1 for the Field Commander, -1 x 3 if you decide to give them Enhanced Bionics. Sure Raiment of the Technomartyr gives you enviable overwatch coverage, but can you afford it after the Eye of Xi Lexum? May need to call the Rusty 17. **'''Kataphron Conga-line:''' Servitor Maniple formation, boost them with the Eye of Xi-Lexum (so they can kill any target reliably) and place them near units they synergize with, like Dominus, Manipulus, Servitors, Kastellan, Vanguard screens, etc. They'll dish out lots of fire and draw lots in return, so keep reviving them with Biosplicing and Fresh Converts. That's half of your army; the other half should be exploiting the opportunities caused by the enemy being poked by and firing onto the Kataphrons: Ironstrider skirmishers can be useful. Though Cognis flamer Destroyers can take care of themselves, having a few units support them won't hurt. ***For extra resilience, make the relic the Autocaduceus of Arkhan Land. After sacrificing a Servitor to resurrect a downed Kataphron with a single wound remaining, immediately heal him up for 1d3 re-rollable wounds using Master of Machines. With '''Acquisition at Any Cost''' for 2 CP, near an objective, either in cover or with Shroudpsalm up, get a nice 2+/4++ save for when your opponent realizes that he needs to remove them right now and watch them soak up an army's worth of firepower. And if they get too hammered, just resurrect them as stated above and watch your opponents horror as he realizes he has to do it all over again. We Necron now, boys. </div></div> ==={{W40kKeyword|Graia}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[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. <br> The more [[Black Templars|fanatical of the worlds]]. <br> They refuse to flee but are hard to kill and don't care about shooting plasma during melee. They can also Have Vanguard fire point-blank.<br> <div class="mw-collapsible-content"> *'''Forge World Dogma: ''Refusal to Yield'':''' Roll a d6 whenever a model with this dogma is slain or flees. On a 6, that model refuses to yield (gee, who woulda thunk), and either the model survives with 1 wound left, or it doesn't flee. However, {{W40kKeyword|FORGE WORLD}} units with this dogma cannot fall back unless a friendly {{W40kKeyword|FORGE WORLD}} character is on the field. **A decent Dogma, mainly useful on single wound models like massed Vanguard, though it might save a character or vehicle every now and then. Basically returns our troops to their 7th edition version. ''Does'' work to save your models from Gets Hot! deaths, unlike the FNP most models get since it blocks being slain, not mortal wounds, so you can go extra plasma happy with these folks. **Something to keep in mind: you roll one dice if it was a big damage-dealing shot, i.e Volcano cannon, but if you lose your last wound to 14 bolter shots then thats 14 dice roll's. *'''Warlord Trait: ''Emotionless Clarity:''' Models in friendly {{W40kKeyword|GRAIA}} units within 6" of your warlord can shoot with Assault and Rapid Fire weapons as if they were pistols, but better since Rapid Fire weapons still get to shoot twice for being in close range. ''Friendly fire? Does not compute''. **This is HUGE for Vanguard, Corpuscarii and Rangers, <u>increasing their damage output by ''more than'' 500%, 300% and 376%</u>, owing to them having more shots at higher BS and with special effects on 6s to wound compared to their regular fists. Not to mention you were already bringing Vanguard and Rangers, and they have a reason for being near your Dominus. **This isn't saying "go push Rangers into melee", but allows them to kick back even if the enemy ties them up (remember they only shoot in ''your'' turn), instead of instantly shutting down. That being said, you DO want Vanguard to shoot in melee since Rad saturation will now affect your guns, which make up most of their damage output: ''their Arc rifles now wound those T3 Space marines on a 2+, hitting on a 3+''. Not to mention they are a support-melee squad with 18" range guns; it's not like melee is something new to them. **One nasty trick to keep in mind is making use of the Cybernetica Cohort strategem Strafing Fire Run, which turns all of a Kastelan Robot’s ranged weapons to Assault - allowing them to fire all their awesome guns into close combat like a pistol if the Warlord is nearby. This means that Genestealer unit that just charged them first turn and thinks it has them tied up unable to shoot is in for a nasty 9-shot-per-bot surprise (or a second round of flamer fire). Remember that the robots need to be in Aegis Mode at the start of the Movement Phase to activate this (but the effect stays even if you force them into Protector Mode before the Shooting Phase to double those shots), so if you want to do this you need to keep them in Aegis Mode until you think you’ll no longer need it. *'''Canticle - ''Mantra of Discipline'':''' The affected unit can hit on a 5+ when shooting on Overwatch. Since you're already likely to be bringing big parties to the front, you'll want a way to ensure some casualties before melee. *'''Stratagem: ''Steel Mind, Iron Logic (1 CP)'':''' 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. *'''Relic: ''The Cerebral Techno-Mitre'':''' Dominus only, +1 Command point if you have a battle-forged army. For obvious reasons, never take this in combination with the Stratagem for multiple relics. ''Graia's WT is good, but combined with Monitor Malevolus, this relic on a Brigade yields <u>15.6 CP + 1/5 of your enemy's</u>''. *'''Tactics:''' **'''Graia's Endlessly Enduring Electro-Priests:''' Take a full sized unit of Corpuscarii Electro-Priests, move them into close combat within 6" of your warlord. Now your Corpuscarii can unleash an ungodly amount of firepower in both the shooting and fight phases. In addition to this the Graia dogma allows for Electro-Priests to have a 5+ Invulnerable Save, then a 5+ Fanatical Devotion Save - or optionally a 6+ Refusal to Yield roll. The latter used to stack with the FNP but this was FAQ’d. It’s not totally redundant, however - the RFY will perform better against multi-damage hits (just one roll for a 6 damage hit instead of six if you used the FNP), and it also works to prevent morale losses. With this many saves your opponent is going to struggle to remove these guys from the board without expending a ridiculous amount of firepower. Fulgurite Priests also benefit from the Graia Dogma, as although they have no guns to shoot with the dogma combined with Siphoned Vigour makes them far more durable than a Toughness 3 model with a single wound has any right to be. **'''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. </div></div> ==={{W40kKeyword|Lucius}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Lucius34.jpg|100px|left|]] In the grim darkness of the far future, space itself bends to the will of the Machine God. <br> One of the Durable mobility worlds, Lucius is resistant against anti-GEU weapons and can Teleport in Deathstars. <br> Lucius specializes in the durable Infantry side of the Mechanicus, Shrugging off Autocannons, and placing up to a 30 man anywhere on the board.<br> Suprise Electro-Priests or robots will wreck.<br> <div class="mw-collapsible-content"> *'''Forge World Dogma: ''The Solar Blessing'':''' AP-1 attacks made against a unit with this dogma are treated as if they had AP0 instead. **Useful since AP-1 is pretty common: gauss flayers, bolt rifles, rending claws, chainaxes, heavy bolters/flamers, assault/autocannons, etc. **You'll probably choose this Forgeworld for their Deep Strike stratagem rather than this trait, though. *'''Warlord Trait: ''Superior Bionics'':''' +1 to your warlord's invulnerable saves. *'''Canticle - ''Luminescent Blessing'':''' +1 to the affected unit's invulnerable saves to a cap of 4+. Absolutely handy for protecting a deep-striking force. *'''Stratagem: ''Legio Teleportarium (1 CP)'':''' During deployment, use this Stratagem to set up a {{W40kKeyword|LUCIUS}} 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. We didn't get many transports, but look on the bright side, every single unit in our entire fucking army now has the ability to deep strike. *'''Relic: ''The Solar Flare'':''' Once per game, at the end of your movement phase the bearer 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 and more than 9" away from any enemy. **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 (just remember Battle protocols are changed at the ''beginning'' of the movement phase). *'''Tactics:''' **'''Lucius' Reality Rifting Robo-Rampage:''' Spend 1 CP during deployment to prepare a unit of Kastelan Robots (up to 6 robots!) with Fists to teleport at the end of any of your movement phases (except turn 1). In the battle round you plan to teleport them, pick Chant of the Remorseless Fist Canticles for re-roll 1s during fighting. (Don't pick Invocation of Machine Might. Kastelan Fists are +4S, adding to base 6S. There aren't many cases where S11 will benefit over S10). Once in CC, spend another CP to permanently change the robots to Conqueror Protocol with the Binharic Override strategem. Charge is a separate phase now, soak up overwatch with Aegis protocol first, or survive a round if the charge fails. Once in CC, you get to punch everything twice. The datasmith counts as a separate unit so you can't teleport him with the robots, but on the plus side you can use that stratagem at any phase instead of just at the beginning of the battle round, allowing you to change the protocol right after you charge and rock-em-sock-em robots them to death. Or give the Lucius relic to the datasmith (deep strike at 30" distance) to change protocols later and repair the robots. ***Also consider using the phosphor blaster instead of the combustor to save 6 points per bot as 21pts for effectively a one use heavy flamer is a bit steep. ***Post Vigilus robots: take a unit of 4-6 in a Cybernetica Cohort detachment, deep strike 9" away, and then for 1CP gain +3 to charge rolls this turn making a 6" charge. When they reach combat immediately change protocols using the Binharic Override stratagem (again another 1CP) for double attacks. Watch as that knight you charge disappears... **'''Holy Requisitioner 2.0:''' Spend 2 CP during deployment to put 5x Kastelan Robots and 9x Kataphron Destroyers into reserves. Also be sure to give your Dominus the Solar Flare. This makes the maximum possible amount of your army immune to alpha strikes. On turn two, deploy them and teleport your Dominus. Unleash 9D6 plasma, 9RF phosphor, and 90 heavy phosphor shots at your enemy. Use Neospheric Mindlock and Elimination Volley so your Robots will be hitting on 4s and your Kataphrons on 2s while being safe from overheating. ***Use Daedalosus if there is a threat that really needs to die. ***The other half of your army should be used to secure a drop zone and to sprint to objectives once the other half of your army arrives. </div></div> ==={{W40kKeyword|Mars}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[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.<br> ''Make your enemies kneel before the glory of the Omnissiah with prayer and Martian Might!'' <div class="mw-collapsible-content"> *'''Forge World Dogma - ''Glory to the Omnissiah'':''' When rolling for Canticles, roll twice. All units with this dogma receive the benefits of both Canticles that are rolled for, unless a duplicate result is rolled. Cawl's special ability can fix that downside. ''This reliably gets you the Canticle you want <b>multiple times</b> in addition to an extra free army-wide rule, which is good on itself''. **If you have multiple detachments on the table from different {{W40Kkeyword|Forge World}}s, the first roll will affect both detachments, and the {{W40Kkeyword|Mars}} detachments will roll a second time for their extra Canticle. As such, <u>whether a Chorister Technis is from Mars or not, he can only reroll 1 dice at best</u>. Still, that's a nice 87.5% chance of getting that Canticle again and again instead of picking it once and praying for it afterwards like non-Cawl plebs do. *'''Warlord Trait - ''Static Psalm-Code'':''' Add 3" to the range of your Warlord's aura abilities (except Master of Machines). Cawl starts with this trait, and my-oh-my does he benefit from it! *'''Canticle - ''Pangyric Procession'':''' All heavy weapons on the affected unit suffer no penalty for moving and firing. On top of that, all equipped heavy weapons also add +1 to their strength. In case you really wanted to nail those big boys with the Kataphrons. *'''Stratagem: ''Wrath of Mars (2 CP)'':''' Use this before a {{W40kKeyword|MARS}} unit in your army attacks in the shooting phase. Each time you roll a 6 to-wound, the target suffers a mortal wound in addition to any other damage. Combo with Protector Imperatives for extra-sharp cheddar. **Hilarious with a squad of Vanguard in Cawl/Dominus range. Lets an 80 point troop unit shit out nearly 6 mortal wounds a turn (If you can afford it). **Also amazing with Flechette Blasters; A 110 point unit of Sicarian Infiltrators with Flechette Blasters will put out around 8 mortal wounds per shooting phase. (actually 3 and 5 with Cawl re-rolls) **Another option is Corpuscarii Electropriests, given their high volume of shots and their taser effect. 20 of them will pump out almost 80 hits with Cawl rerolls, which turns into around 13 mortal wounds. **With either Daedealosus or the shooty Doctrina, they can shit out 105 HITS on average. Against a Knight, you do an average of 17.5 Mortal Wounds, as well as another slightly less than 12 against armour, over 22 if you use the -2AP stratagem as well, or 17.5 if you use the stratagem and the Knight has Rotate Ion Shields, Ion Bulwark, or Armour of the Sainted Ion, totalling a minimum of 29 wounds and a maximum of 39. Kastelan Robots, eat your processors out. The only problem is getting them there, but with Ninth on the way and the new Strategic Reserves rules, that shouldn't be much of a problem... **The OBVIOUS choice, is a squad of buzz lightyears(Kastellan robots) with phosphor blasters, just the sheer number of shots you can pull out means you'll get salt from everyone. *'''Relic: ''The Red Axe'':''' Replaces an Omnissian Axe, vastly increasing it AP. S+1 AP-5 D2. Looks scary, but armour save can only be lowered so much before reaching an invuln or be outright wasted. The Pater Cog-Tooth, with its boost to Str and Dmg, will serve you better. *'''Special Character: ''[[Belisarius Cawl]]'':''' A must have for any list. 9-inch <u>aura of full re-rolls in the shooting phase</u>? (6" +3" from Mars' WT) Yes please. Oh, you're not Mars? You are, you just dress differently *wink*. Another great thing is the control his <u>+/-1 to Canticles of the Omnissiah</u> gives you, increasing your chance for Shroudpsalm to 3/4 and nullifying the risk of a repeated Canticle. He's a beast of a unit still, hard to kill and with huge damage up-close which you won't get to see because you'll want him sitting back supporting your big guns. Unfortunately, no transports can cart him around (damnit). When it comes out, he can be carted around in a Triaros to buff gunlines in the front the backfield. With the new PDFs 20 unit squads of [[Secutarii]] are currently one of the best bodyguards for him. Switching between Peltasts and Hoplites were possible. Careful, as Forgeworld can be expensive. Even conversion kits. **In terms of weaponry, Cawl is well armed. His ranged weapon is the <b>Solar Atomizer</b>, the great grandmother of all Melta Guns with Assault D3, S10, AP4 and Damage 3. His melee weapons are also good. He has the standard <b>Omnissian Axe</b>, Decent for MEQs but average against everything else. The <b>Arc Scourge</b> hits at S10 AP-1. It wounds more often than his axe but has less AP than it and the average DMG is still 2, and only against vehicles. Unlike the other "Power Fists" style weapons it hits with no penalties. After he fights with either, the <b>Mechadendrite Hive</b> allows him to make 2D6 additional attacks at his normal strength of 5--just mean after four S6/S10 rolls. <b>Self-repair Mechanisms</b> gives Cawl the ability to regain D3 lost wounds at the beginning of your turns. With eight wounds this makes him quite tanky. While he can't fight Primarchs for too long, charging without a tarpit or a meatsheild is a bad idea when combined with Solar Atomizer overwatch. They also can't self heal like he can. No one is dumb enough to charge into optimal Melta range. [[World_Eaters|Well,]] [[Dark_Eldar|well, almost no one.]] **Remember, Cawl allows you to re-roll ANY hit rolls in the shooting phase, not just misses, giving Cawl ''<u>the best to-hit shooting buff in the game</u>''. Advancing Vanguard, moving Ballistarii, people shooting at Raven Guard at night, anything. *** Sadly, Cawl no longer has the best shooting buff in the game, now that for 100pts less and two cps Space Marines can take a Chapter Master who gives full re-rolls, period. unlike Cawl, Chapter Master re-rolls work in overwatch and melee, and they still get the "re-roll hit rolls" instead of "missed hit rolls". Cry your eyes out Admech. For some reason Shrike's rule says "failed hit rolls" though, when every other chapter master (even the generic ones) just say "hit roll". **<u>Master of Machines grants him the ability to repair any friendly {{W40Kkeyword|imperium}} model within 3" by 1 wound, except himself.</u> Without caring even a little bit about its other keywords - he can repair {{W40Kkeyword|infantry}}, {{W40Kkeyword|cavalry}}, whatever. AdMech units get d3 wounds healed instead, though. I guess 10000 years of min maxing yourself lets you do these things. [[troll|This means he can shoot, assault, self heal, and repair his tarpit bodyguard indefinitely if your opponent fails to table him.]] ***Note: Master of Machines can only repair units, it does not also bring models back like an Apothecary, so if you seek a tarpit use some Kataphrons. **(Note: This unit had its points changed in Chapter Approved 2018 to 190 points). *'''Tactics:''' **'''Cawl's Moving Castle:''' Basically a continuation of the most viable 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 '''Binharic Override''' Stratagem. Combine it with the '''Wrath of Mars''' Stratagem to delete whatever unit is in front of you off the table with 18 re-rollable S6 cover-ignoring AP-2 shots that deal mortal wounds on To-Wound rolls of 6 per model. ***For overkill, add in a unit of destroyers and the '''Elimination Volley''' Stratagem for extra accuracy. Expensive in every sense of the word. **'''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. </div></div> ==={{W40kKeyword|Metalica}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[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. <br> 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!<br> <div class="mw-collapsible-content"> *'''Forge World Dogma - ''Relentless March'':''' When a unit with this dogma advances, it treats its Rapid Fire weapons as Assault weapons until the end of the turn. Additionally, it does not suffer the -1 to shoot after advancing with Assault weapons (which stacks). **It's not like getting units on point turn one like Lucius and Stygies do, but on the upside, this costs no CP. And the enhanced speed lessens your need for transports and fast dragoons while making life easier for your Corpuscarii. ''Note Rapid Fire X becomes Assault X, which prevents the extra shot at close range if they advance''. *'''Warlord Trait - ''Ordered Efficiency'':''' If a friendly {{W40kKeyword|Metalica}} unit is within 6" of the Warlord when it falls back, it can still shoot that turn (albeit with a -1 penalty to hit). ''This will teach anyone foolish enough to charge your Cognis flamer Destroyers to think it better next time''. **The enemy can no longer prevent Ballistarii from shooting, since now they can still hit on 2+ after Falling Back (Protector Doctrine), in addition to their Cognis Overwatch (3+), Rage of the Machine Advance (3+) and regular Protector Doctrine movement (2+) Stratagems, meaning the enemy can neither outrun it or distract it. <u>All while rerolling 1s</u> for being close to the Dominus. ''[https://www.youtube.com/watch?v=C3zQ_cZ29jc Its ballistic skill doesn't feel moving or running, or melee, and it absolutely will not stop shooting, ever, until you are dead]''. **This will win you games and is a strong reason to go Metallica on its own. Keeps your heavy guns (Onagers, Ironstriders and Kastellans) and shooty infantry (Kataphrons, Vanguard, and Rangers) safe in case they get charged and hey whaddayaknow most of those units can find a way of nullifying the to-hit penalty with Protector Doctrina strategem (or even get BETTER to-hit). Watch your opponent’s face when he realizes the Onager he’d just tied up with his FLY unit steps back and unloads. ***Speaking from personal experience, this dogma is great at counteracting CC and alpha strike lists. Most opponents who lack the means of killing your units from a distance will attempt to rob your troops and vehicles of their shooting via charging into them and making them fall back. This negates that problem and allows you to keep blasting your opponents dudes with almost reckless abandon. *'''Canticle - ''Tribute of Emphatic Veneration'':''' Any attacks within 9" (melee and range) of the affected unit take -1 to hit. Man, does this have uses. It rewards aggressive moment with defensive buffs, as opposed to playing a game of keep-away. It makes melee Mechanicus harder to remove, especially when dealing with units that aren't melee centric themselves. Need to protect a unit as they move into position? Now you have some cover! *'''Stratagem: ''Deafening Assault (1 CP)'':''' Use at the start of the Morale phase. Pick one of your {{W40kKeyword|METALICA}} units. All enemy units within 6" must subtract 1 from their leadership until the end of the phase. ''Good times with Infiltrators''. *'''Relic: ''Adamantine Arm'':''' Essentially a Servo-Arm that does a flat 3 damage and triples the user's Strength instead of doubling it. It's still just one hit, but on the bright side, it'll hit almost as hard as a Dreadnought. *'''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 7pt Rangers, 8pt Vanguard, 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. </div></div> ==={{W40kKeyword|Ryza}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[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]].<br> 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.<br> ''Bring ruination to your enemy both at range and face to face, until you're drenched Red in Cog and Claw!'' <div class="mw-collapsible-content"> *'''Forge World Dogma - ''Red in Cog and Claw'':''' Can re-roll wound rolls of 1 in the fight phase. Yeah, the Admech has great firepower, but half your unit choices also have melee rules, plus transports and the Fast melee units have arrived. You can combine increased wounding (especially benefitting Pteraxii Sterylizors, Fulgurite & Ruststalkers) with ways to improve hit rate (Omnissian Mask/Prime Hermeticon/Conqueror Doctrina). Infiltrators and Dragoons, and also Ruststalkers and melee Kastelans, have a bit of an easier time reaching the enemy to put this dogma to use. *'''Warlord Trait - ''First-hand Field Testing'':''' +1S and +1D to a non-relic weapon carried by the warlord. Apparently, they are the only forge world that still innovates and tries to improve their gear. **Ryzan Magi have access to relic alternatives for their Omnissian axe, phosphor serpenta, and volkite blaster...but they can only have one relic. This WT can be used to stack on toys without having to pay CP for them. ** The Eradication Ray is a good target for this trait, turning into a small blast autocannon. Since Ryza also wants to be in close you'll get plenty of use from the 8" upgrade, but then you could put out even more potential damage with a strength 6 ap-3 DAMAGE 3 axe. Omnissian Thunder Hammer, anyone? **Also, the macro stubber can wipe a 5-man termie squad in a single lucky round of shooting, or maybe use the shoot twice for 1cp to rape plague marines and rubrics. * '''Canticles - ''Citation in Savagery'':''' +1AP to melee. A nice buff for a lot of our melee units. *'''Stratagem - ''Plasma Specialists (1 CP)'':''' Use during the shooting phase. Pick a {{W40kKeyword|Ryza}} unit and add 1 to the wound rolls and damage for all plasma weapons. ''<u>Makes plasma behave better than supercharged, <b>safe</b></u>''. **Your Ryzan Kataphron Destroyers no longer NEED nearby Kastellans and 2CP to make their plasma safe while still being powerful to remove Terminators. Since +1 to wound is better than mere +1Str, it allows supercharged Str8 plasma to be an effective vehicle killer, wounding even Dreadnoughts on a 2+ for 3 Damage. **You can also combine it with the Sector Mechanicus Plasma Feed stratagem to gain a further +1 strength and damage. This will let you wound all but the toughest tanks on a 2+ and deal 4 damage per wound. *'''Relic: ''Weapon XCIX'':''' Aka ''Weapon 99 (or "[[Derp|ekseeaieks]]")'', replaces a Volkite Blaster. 24" Heavy 3 Str7 AP-1 D2, with wound rolls of 6+ causing an additional Mortal Wound. While better than the Phosphoenix itself, the combination of Volkite+Phosphoenix does more damage than XCIX+Serpenta, even when it's enhanced by Ryza WT. There are better options. **It is still a 24" 3-shot autocannon. There are worse choices. *'''Tactics:''' **'''Ryza's Plasma Barbecue:''' Run a full squad of 12 Kataphron Drestroyers with Plasma Culverins and flamers, backed up by 2 Kastelan robots. The '''Elimination Volley''' Stratagem gives them both +1 to hit allowing you to overcharge with impunity. Ryza's '''Plasma Specialists''' Stratagem, a tech priest dominus and a thorough disregard for your opponents fun gives you 12d6 Str 8 AP -3 D3 shots with +1 to wound and re-rolling ones to hit out to 36". For added horror because Kataphrons are infantry this can be combine it with the '''Infoslave Skull''' stratagem to disintegrate units deepstriking within 12", although probably without the overcharge. ***Consider using '''Plasma Feed''' if it is available, for 12d6 S9 AP-3 D4 shots. This is capable of frying [[Rape|almost 8 Leman Russ Battle Tanks]] [[Cheese|on average]]. ***Consider combining this with the Vigilus servitor maniple detachment - not only can your kataphrons gain a much needed better invulnerable save but you can further buff their hit rolls for 1CP. yes using Elimination Volley, Plasma Specialists, and Noospheric Mind Lock costs 4CP per turn, but (if overcharging) you will hit on 2+ (re-rolling ones if a Dominus is nearby)with 12D6 shots, wound most things in the game on a 2+ for 3 Damage per shot... **'''Ryza's Plasma Barbecue: Part 2 Electric Boogaloo:''' Run a full squad of 10 Vanguard, give them an Enhanced Data-tether, and 3 Plasma Calivers. Activate the '''Protector Doctrina Imperative''' Stratagem to hit with almost all of your shots, overcharge your Plasma Calivers to S8 D2, then activate Ryza's '''Plasma Specialists''' Stratagem to give +1 to To Wound rolls and +1 damage per shot. Assuming you have a Dominus in range, you now have 6 AP2 plasma shots that will almost all hit (2+ rerollable), deal 3 damage per shot, and wound t7 vehicles on 2s and knights on 3s - typically 14.58 damage (12.5 without the Dominus) for the paltry cost of 2 Command Points. ***Consider using '''Plasma Feed''' if it is available, for +1 to Strength and another +1 to damage. </div></div> ==={{W40kKeyword|Stygies VIII}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[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. <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> <div class="mw-collapsible-content"> *'''Forge World Dogma - ''Shroud Protocols'':''' Your opponent must subtract 1 from their to-hit rolls when shooting at units with this dogma if they are more than 12" away. **Same as the Alpha Legion and Raven Guard. If you want durable infantry and vehicles this is your Forgeworld, provided you keep your distance. Greatly increases the survivability of your Vanguard and Dragoons much more than Graia's 6+ FnP ever could (unless you are [[orks|fighting]] [[Warhammer 40,000/Tactics/Tyranids(8E)|Melee]] [[Warhammer_40,000/Tactics/Chaos_Daemons(8E)|armies]]), not to mention it makes your enemy's plasma [[Skub|explode easier]]. It counters ranged armies and it's vulnerable to deepstriking ones, but Infiltrators are a thing. Also unlocks Stygies VIII's Infiltration Stratagem, which immensely helps out with this army's lack of transports. All in all, you can't go wrong with this one. *'''Warlord Trait - ''Xenarite Studies'':''' Warlord has +1 to any wound rolls made against Xeno armies. If facing Xenos armies, this makes Volkite nasty... *'''Canticle - ''Plea of the Veiled Hunter'':''' The affected unit gets to shoot on the same turn they fell back, though they fire at a -1 penalty to hit. This way, you'll always be layering on something to an enemy. *'''Stratagem: ''Clandestine Infiltration (1 CP)'':''' Use the first battle round. A {{W40kKeyword|Stygies VIII}} unit can move 9" but not within 9" of the enemy. **Can you say turn 1 charge with punchy burny Kastellans or Electro Priests? Because I can. Best part is, unlike the Lucius Stratagem, this one does not count your models as having moved. Additionally, the placement of units takes place during the first battle round meaning AFTER rolling for first turn and seizing the initiative so you know who's going first ''before'' setup, now you know if you can go all-in or need to be more conservative. If you have enough CP go ahead and place up to 50% of your army in the perfect spots. **Sadly, this stratagem was confirmed nerfed to its beta iteration in the last ruledump. It instead gives a Stygies VIII unit a free pre-game 9" move on a 1 for 1cp basis. This is better than it seems because, when you account for deployment zones and whatnot, this allows for at worst a 10" first-turn charge (if you do a silly, and march up Servitors), though in most situations, winning the Initiative will net you a better than 3" charge with your best assault units (1" charge with Dragoons or Sicarians, 3" for everything else that isn't a generic Servitor). *'''Relic: ''The Omnissiah's Hand'':''' Roll a die at the end of each fight phase for each unit within 1" of the bearer. On a 4+, the unit suffers a Mortal Wound, its something? *'''Tactics:''' **'''Stygies VIII's Electronic Infiltration Boogaloo:''' Get a full unit of 20 Fulgurite Electro-Priests or two, Infiltrate 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. **'''Stygies VIII's Invisible Robot Chicken Extravaganza:''' Sydonian Dragoons really excel with Stygies VIII's dogma, because your enemy's To Hit rolls get -2 subtracted from them when they try to shoot them. Get some units made up of two or three Dragoons, <s>infiltrate at least 3 units if you want a first turn charge</s> (''since the Stygies strategem lets your infiltrators move after deploying, you can put all your death-chickens in one giant blob and go nuts; these things already have a 10" move, you'll be able to charge anything in the opponent's army without having to roll''), activate the '''Conqueror Doctrina Imperative''' Stratagem to give them +2 additional To Wound rolls when they roll a 4+ to hit, at Strength 8 AP-1 and 2 Damage. Excellent diversion units that are a pain to get rid of, but pose a real threat to most vehicles and infantry units. They have no problem popping Rhinos in a single charge. ***Or a better idea: Bring 6x Dragoons and 6x Lascannon Ballistarii. Use both Doctrinas on these giant units to get WS2+ and BS2+, respectively. Infiltrate the Dragoons to cause mayhem in the backline. Have the Dominus babysit the Ballistarii to rerolls 1s. Bring 3x Icarus Crawlers and a Guard Battalion with Mortars to round out the army's anti-horde. </div></div>
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