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Warhammer 40,000/8th Edition Tactics/Adeptus Mechanicus
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==={{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>
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