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Warhammer 40,000/9th Edition Tactics/Adeptus Mechanicus
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==={{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>
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