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==={{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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