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==Adeptus Mechanicus== ===Why Play Adeptus Mechanicus=== *'''Pros''' **A versatile middle spot between IG and SM, with units that can hit hard at long range, move fast into melee, and cause all kinds of pain everywhere in between. **Shroudpsalm with cover gives your opponent total of -2 to hit. **A kill-team that can be very versatile by combining good [[Dakka]] (six Gunners) with fast yet tanky melee specialists. **You're as hardy as mortals come. 4+/6++ means anyone with AP-3 is paying for extras they won't use. *'''Cons''' **The randomness of the canticles can be frustrating at times. **No Medic, but worst of all, no Demolition Specialist. Funnily, the heavy weapon is too heavy for even Heavies to benefit (but that Heavy specialism looks good on a plasma caliverist). **While the individual models are very good, they're very expensive with no cheap bodies to be found. That means a Mechanicus Kill-Team is going to be a very tight-knit, elite, tactical affair. You can't afford to sacrifice models or get bogged down by fast melee units. Your Kill Team will be <u>11 naked Skitarii at most</u>. **Tyranids, in general, can shut you down HARD with multiple super fast and cheap Hormagaunts tying you up, and a couple Lictors murdering your expensive models turn by turn. You do have counters against the spammable or the big fast ones (Sicarians, Plasma), but the thing is you ''have'' to prepare for it. It's not like you aren't putting out the firepower of a kill-team twice your size, though. ===AdMech Special Rules=== '''Canticles of the Omnissiah''' Either roll or select one at the start of the battle round. The same Canticle may not be picked twice in the same battle, but you can always roll even if you picked them before. Therefore, you could pick the one that helps you the most for when you want to supercharge/melee, and keep on rolling afterwards. Half of them are active in the Fight phase so, despite being mostly random, they're a thing to think about while creating your Kill Team. It's important to consider the order in which you will want to use them against certain factions. The ones you'll use almost every battle are Benediction of the Omnissiah and Shroudpsalm. #'''Incantation of the Iron Soul:''' Re-roll failed Nerve tests for models in your kill team. Not bad, but you don't know whether you'll need it or not. ''The Enhanced Data-tether does the same, but that depends on a model''. #'''Litany of the Electromancer:''' Roll a D6 for each enemy model within 1" of any of yours at the start of the Fight phase, and they'll suffer a mortal wound on a 6. #'''Chant of the Remorseless Fist:''' Re-roll hits of 1 for your models in the Fight phase. #'''Shroudpsalm:''' Enemies shooting at your obscured models suffer an additional -1 to hit. ''Even BS3+ marines are forced to hit you on a 6+ from beyond 12"''. #'''Invocation of Machine Might:''' +1 Str to your models. ''Vanguards will wound rad-weakened GEQ on a 2+, and makes Sicarians' jobs easier...for that turn''. #'''Benediction of the Omnissiah:''' Re-roll hits of 1 for your models in the Shooting phase. ''Everyone is a Sniper this turn! It's plasma time.'' *'''Bionics:''' All your models have a 6++. *'''Rad-saturation:''' -1T for enemies within 1" of a Vanguard. They're still ranged units, but it helps them fight back, especially with a Canticle. Nearby Sicarians can also pounce on rad-weakened models that are in combat with Vanguards. *'''Omnispex:''' At the start of the shooting phase, pick another of your units within 3" of the bearer. That model doesn't suffer penalties to their hit or injury rolls due to the target being obscured. It'll be your Gunners' best friend. *'''Enhanced Data-tether:''' All your units re-roll failed Nerve tests as long as the bearer is on the battlefield and not shaken. So, that's cool. But the REAL reason you buy this is because it <u>doubles the effect of '''Doctrina Imperatives''' within 6"</u> of the bearer, making Taser goads generate extra hits on a 4+. Useful in the extreme with all the hit penalties to shooting in KT. ===AdMech Faction Attributes=== All models must be from the same Forge World in your kill team in order to use a Forge World Dogma. *'''Mars - Glory to the Omnissiah:''' Each time you determine which Canticle of the Omnissiah is being used, roll two dice instead of one. Your team receives the benefits of both results. *'''Graia - Refusal to Yield:''' When model's wounds are reduced to 0, roll a dice. If you roll a 6, wounds are restored to 1. In addition, models pass Nerve tests with an unmodified result of 6. However, models cannot Fall back or Retreat unless there is an allied commander on the battlefield. **N.B. that the model is actually reduced to 0 Wounds during this sequence. Rolling a 6 doesn't prevent being reduced, but instead restores the model to 1W after hitting 0. This means that it does end the attack sequence, unlike FNPs. *'''Metalica - Relentless March:''' Models can treat Rapid Fire weapons as Assault weapons when they advance. In addition they don't suffer the penalty for shooting assault weapons after advancing. *'''Lucius - The Solar Blessing:''' When making saving throws for models in your kill team, treat enemy attacks with AP -1 as being AP 0 instead. **Wholly dependant who your playing against - of no use against those GECs swarms with AP 0 and MEC elites with AP -2. *'''Agripinaa - Staunch Defenders:''' Successful overwatch on 5s or 6s. *'''Stygies VIII - Shroud Protocols:''' Models are considered obscured to enemies that are more than 12" away. **Sadly, in the small, often terrain-dense boards of Kill Team, this is of questionable usefulness. The extra protection is nice, but at 12" on any board with a decent amount of terrain, chances are you're already obscured. It also doesn't provide the bonus to injury rolls that terrain does. Add in all the things that can ignore obscurity (e.g. auspex, omnispex, Shooting 2A) or benefit from obscurity (Demo 1) and you begin to see why you should pick something else. *'''Ryza - Red in Cog and Claw:''' You can reroll rolls of 1 to wound in the fight phase. ===AdMech Ranged Weapons=== '''Skitarii weapons''' *'''Galvanic Rifle:''' Rapid Fire S4 with ''excellent 30" range''. Gets AP-1 on a wound roll of 6. *'''Radium Carbine:''' 18" Assault 3 S3 cancer gun. It does Damage 3 on a wound roll of 6+, and its ''excellent rate of fire'' means you're going to see it proc. '''Gunner weapons''' *'''Arc Rifle:''' 24" Rapid Fire S6 AP-1. If you are short on points this can be a dandy little gun to put on your extra Ranger Gunners, and fries GEQ pretty consistently. 10 points is a pretty good deal for what you get. Same price as an Omnispex, so easy to swap between the two when trying out lists. *'''Plasma Caliver:''' 18" Assault 2 plasma gun. Less range, but slightly better fire rate. The supercharge can make short work of even the biggest stuff. *'''Transuranic Arquebus:''' Grimdark .50 cal sniper, ignoring range penalties and dealing a mortal wound on a wound roll of 6+ on top of S7 AP-2 D3. <u>It can't shoot the same turn you move</u>, so you'll basically fire it when readied. At least ''60" range'' means you can reach whatever you see. Pretty awful if you play Arena however, as the more limited sight-lines makes it much harder to get valuable shots off with it. '''Infiltrator pistols''' *'''Flechette Blaster:''' 12" Pistol '''5'''. Even with S3 it's going to drop someone. *'''Stubcarbine:''' '''18"''' Bolt Pistol ''3''. A damn good gun for a melee model tbh. '''Alpha Pistols''' *'''Arc Pistol:''' There's no vehicles in KT, yet this is still a powerful S6 AP-1 weapon in 12" Pistol 1 form, ''wounding everyone in the game on a 3+''. GEQs and rad-weakened marines like it even less. *'''Phosphor Pistol:''' The iconic Alpha revolver, it ''ignores the penalty to hit obscured targets''. Good, because being a 12" Pistol you almost always shoot with a penalty. S5 AP-1 to wound anything short of a Plague marine on a 3+. ''Or a 2+ if your Vanguard closes in''. *'''Radium Pistol:''' 12" Pistol 1 cancer gun. Occasional 2 damage on a wound roll of 6+ makes it capable of dropping a 2W model, like Exarchs, which the other pistols can't. '''Tech-Priest Weapons''' *'''Macrostubber:''' The angry lovechild of a flechette blaster and a stubcarbine 12" Pistol 5 S4 Ap-. A prime candidate for stratagems for improving S/AP/D or for a shooting specialist to shoot twice per turn. May be hindered by it's short range but your Dominus is no stranger to melee if charged. *'''Phosphor Serpenta:''' 18" Assault 1 S5 Ap-1. Looks mediocre for a 4pt upgrade from the macrostubber but is unaffected by models being obscured and allows the dominus to also fire their volkite blaster or eradication ray. *'''Volkite Blaster:''' 24" Heavy 3 S6 AP0 D1, deals a mortal wound in addition to normal damage on a 6+ to wound. Free default weapon for your Dominus. *'''Eradication Ray:''' 24" Heavy D6 S6 AP-2 D1, upgrades to AP-4 and DD3 when shooting within 8". Hits like a truck but costs an additional 14pts on top of the already expensive Dominus. Note that due to points limits you cannot take this on an L4 Dominus. *'''Laspistol:''' Your enginseer goes into battle bearing the '''MIGHTY LASPISTOL'''. S3 lovetap at 12". *'''Magnarail Lance:''' 18" Heavy 1 S7 AP-3 DD3, increases to D3 if you didn't move this turn. Default weapon for the Manipulus. *'''Transonic Cannon:''' 8" Assault D6 S4 AP-1 D2 auto-hitting like a flamer. Weapon upgrade for the Manipulus, 10pts, only way for AdMech to get a flamer at present. ===AdMech Melee Weapons=== '''Alpha exclusive''' *'''Arc Maul:''' The iconic night stick. S+2(5) AP-1 gives you a glimmer of hope against MEQ and those things you may not want to be in melee with. '''Alpha & Infiltrator''' *'''Power sword:''' Ol' reliable S(U) AP-3. Infiltrator S4 and Vanguard Rad-saturation means this blade behaves the same on either unit. *'''Taser goad:''' S+2, hits thrice on a 6'''+''' ''to hit'', so Conqueror Imperative means exploding dice on 5+ or even 4+ near the Data-tether. Very good for crunching GEQ. '''Ruststalker exclusive''' *'''Chordclaw:''' S(U) D3 damage. Becomes D3 mortal wound on a wound roll of 6 instead. Only one of the model's attacks can be a chordclaw. *'''Transonic Razor:''' S(U) that becomes a mortal wound on a 6. *'''Transonic Blades:''' S+1 Razor. '''Tech-Priest Exclusive''' *'''Omnissian Axe:''' Melee whooping stick for both the Enginseer and Dominus, let's them hit at S5 with AP-2 and D2. The extra damage helps to make sure whatever you wound stays down. *'''Servo-Arm:''' Power fist for enginseers, unfortunately can only be used for a single attack hitting at WS5+. *'''Omnissian Staff:''' S+2 AP-1 D2 hitty-stick for the Manipulus. *'''Mechadendrites:''' D6 additional S(U) AP0 D1 attacks for the Manipulus. ===AdMech Units=== '''Skitarii:''' Your basic troopers. Good dakka, decent armour, akin to Scions with better basic guns, more range, and more rules, for the same price. *'''Skitarii Vanguard (Leader [Alpha only], Heavy [Gunner only], Comms, Scout, Sniper, Zealot):''' Despite being ranged models, their rad-saturation weakens enemies, allowing a counter attack or at the very least serving as a deterrent. You can (read ''should'') have one with either an Omnispex or a Data-tether, so that can be your ''Comms'' guy, and their rate of fire is so high that it's not unthinkable to have one be a ''Scout''. While they do a good job as ''Snipers'' (3 shots to re-roll) or ''Zealots'' (2 S4 punches on a T3 marine), other units can benefit more. **'''Vanguard Gunner (3):''' The ''Heavy'' can dash around with a Carbine or Caliver without penalty, and even increase their already good rates of fire with '''More Bullets''', and the ''Sniper'' can re-roll those plasma 1s so you don't depend entirely on the Canticle. The Transuranic Arquebus is outright nasty, but it does require careful positioning. Keep them around your Omnispex/Data-tether bearer for best results. **'''Vanguard Alpha (1):''' Radioactive Sergeant figure. He's got an actual use for pistols, since he can use them on rad-weakened enemies. If you really want another melee guy and can't afford another Sicarian or Electro-Priest, then this guy will do, just don't expect him to last long. *'''Skitarii Rangers (Leader [Alpha only], Heavy [Gunner only], Comms, Scout, Sniper, Zealot):''' More than non-radioactive Vanguards, but you do pay the same points as for them, ''without'' acquiring the sweet, sweet radiation. Your only source of Galvanic rifles, they get to rapid fire (and ditch the long range penalty) before tactical marines do, so there's that for starters. They're also a good source of a second Omnispex or Data-tether, and their range allows them to act like a spotter for even your Transuranic gunner, so an Omnispex Galvanic ''Comms'' specialist isn't such a crazy idea. Tau Fire warriors wound GEQ on 3+ from 30" away? So do these guys, without having to spend markerlights to hit on 3+. **'''Ranger Gunners (3):''' Extra muscle to supplement your Vanguard gunners - they could wield plasma from 18" while Arc Vanguards close into RF range, things like that. **'''Ranger Alpha (1):''' Sergeant figure. If you want your Leader to keep the most distance possible instead of risking him in melee, this is your guy. Or keep him near a Vanguard model for the same effect. '''Sicarians:''' Basically Mechanicum Primaris. Their 8" move and lots of base Str4 attacks make these guys your dedicated brawlers, akin to lighter, faster Primaris but with dedicated melee weapons. They are expensive, but their 2W makes them a good candidate for Specialisms, better able to survive a battle. If taking two (or more) give the non-Princeps ''Combat'' so they both have 3 attacks, to stop the Princeps being the obvious target. *'''Sicarian Ruststalkers (Leader [Princeps only], Combat, Comms, Scout, Veteran, Zealot):''' Ruststalkers are there to bully the small guys, making confetti out of those Hormagaunts while your Gunners blast appart the bigger models. Their 3 attacks at S5 (Blades) make them a menace for even Harlequins and marines. **'''Ruststalker Princeps (1):''' Besides the usual +1Ld +1A sergeant upgrades, the Princeps also comes with a Chordclaw. While he can't swap it out, that also means he can combine it with the +1Str Transonic Blades, unlike the baseline Ruststalkers who must choose either paired Blades or a Razor + Chordclaw loadout. *'''Sicarian Infiltrators (Leader [Princeps], Combat, Comms, Scout, Veteran, Zealot):''' Mechanicum Reivers, with a -1Ld aura. Despite being oriented to melee, their Stubcarbines gives them plenty of ranged attack. Stubcarbines are paired to power swords, which all but deny armour saves and can be further boosted by Invocation of the Machine Might or Rad-saturation. Or they can switch to a Flechette blaster and taser goad to throw an insane amount of hits and deal with invuln saves, like Harlequins'. Besides being a ''Combat'' specialist, an Infiltrator ''Veteran'' can make good use of '''Adaptive tactics''' with its 8" movement and Stubcarbine. If you don't have enough CP for Conqueror Doctrine but you do have 1pt for the Taser Goad, a ''Zealot'' using '''Killing Frenzy''' will proc an extra attack on top of the extra goad hits on a 6+. **'''Infiltrator Princeps (1):''' +1Ld and +1A to better stab people or proc extra Taser hits with. Durable, fast and competent in both melee and ranged combat, he's a nice choice to be a ''Leader''. '''UR-025 (Annual2019) (Heavy [Specialist Retainer]):''' Abominable Intelligence? In MY Mechanicus?! REEEEEEE - But seriously, while UR-025 is underwhelming in 40k, this motherfucker is the toughest of toughs in Kill Team. He's got T5 and a 3+ save to make him astartes-tier tanky, he heals a wound each round, and he's a Heavy without dipping into your specialist cap. He's also got a power fist and an assault cannon to guarantee he's gonna be in a fight. The one big drawback (aside from his 30 point cost and 5" movement) is that he'll never benefit from your canticles. Note that, even though Robot will never benefit from canticles, he is affected by the Forgeworld dogma, rules as written. This can boost his save up to 2+ vs. Bolt Rifles for example. **Unfortunately Annual 2019 took him from W4 to W3, making his 30pt cost a bit less acceptable. *'''X-101 (WDSept2019) (None):''' Servitor originally from Blackstone Fortress Escalation. Armed with a Grav Gun and Hydraulic Claw, with T4 W2, at first blush seems like a must take at 10pts. But hes let down by 5+ WS/BS and being banned from being a specialist. Still a solid unit, and likely a must take in Commander where he goes to WS/BS 4+ and Ld 9 when within 6" of a TECH-PRIEST model. *'''Fulgurite Electro-Priest:''' The full melee electropriest. With a generic WS of 3+ and two attacks, the key for this unit is its toughness. And on that note, it depends too much on its abilities. 6+ save is awful, but with 5++ thanks to voltaheist field and the extra insurance of ignoring received wounds at 5+ thanks to Fanatical Devotion, there is a decent chance of keeping it alive while it gets close, though you really shouldn't take excessive risks with it. With that said, it's a rather striking force in melee. The stave offers +2S, AP -2 and D3 damage, so if it hits, it can wreck heavy units, more so if you give it the zealot or combat speciality for the extra attack. The fact that it gets a 3++ after killing a unit is a really sweet spot. The problem with this unit is that it has to arrive to combat in one piece to be effective, and without transports to improve its mediocre 6" movement, it will be targeted a lot by the enemy. Once it makes a kill, it's rather brutal, so keep that in mind. Combine it with sicarians to keep front line enemies busy, then give them the ''coup de grace'' with the electric smurf, rinse and repeat. Plus the voltageist ability of a mortal wound after completing a charge is always nice. Rather unreliable, but nice. *'''Corpuscarii Electro-Priest:''' The mixed one of the two electro-priests. It's not particularly good at either shooting or melee, considering the gauntlets, while S5, have no AP and only 1 wound per damage. It ignores obscured units, which is a plus, but othe than that, the fulgurite is better. The voltageist ability of a mortal wound after completing a charge is always nice, I guess. ====AdMech Commanders==== *'''Janus Draik (BSF/Annual 2019) (Logistics):''' <span style='color:red>'''[ADD YOUR AdMech SPECIFIC OPINION HERE]'''</span> *'''Inquisitor Eisenhorn (Strategist):''' At 70p you get a Lv1 strategist (that is, +1CP/turn) with Sv4+, FNP6+, 4 wounds and R3 Eisenhorn is as tough as mortals can be and performs fairly for the points it cost, the main advantages being the Ld10, decent HtH combat that AdMech can lack and gives the team access to psychic powers and denial (just regular bolt and inquisitorial mind scarabs, but if you are lucky, take your shot at disrupting melee guys that charged together, or make that overcharged plasma kill two enemies for the price or one). Remember that his bolt pistol is quite decent at F4 FP-1 D2 and that he repeats everything vs Xenos. If only there were more inquisitors like him in kill team (sniff, sniff) *'''Tech-Priest Enginseer (Fortitude, Leadership, Logistics, Shooting, Strategist, Strength):''' Same stats as his 40k incarnation, definitely more of a leader than a straight fighter with only a laspistol and 2 attacks to split between his axe and servo-arm at a 4+ to hit (5+ with the servo-arm). *'''Tech-Priest Dominus (Fortitude, Leadership, Logistics, Shooting, Strategist, Strength):''' Straight copy/paste of his/her/its/xe's stat line from normal 40k along with the same weapon options. Possibly the tankiest model in killteam with a 2+/5++ and automatically restoring D3 (of 5) wounds per turn. Capable in both melee with a D2 power axe and at range with a variety of heavy weapons. **Possibly best as a Lv.2 Shooting specialist for 10 S4 shots at BS2+ rerolling 1's with a macrostubber. Or strategist for that juicy command point. **Don't discard Fortitude either; the Dominus is already tough and the higher traits can make him borderline unkillable. Want to shrug off an entire KTs' worth of supercharged plasma? If you can afford it, grab 1/2 damage and an extra T - the first gives him more room to regen and the second does a lot to stop him from needing to. If you can only make Level 1 though, pick something else. There's better L1 options. **The only thing to watch out for is victory points - this guy is one of the costliest models in the game, beaten only by the Tyranid Broodlord and GSC Patriarch (and those only by 1 point!). If your opponent decides to play the objective instead of killing him, you may not have the model count to stop them. **'''Magos Dalathrust:''' Unique version of the Tech-Priest Dominus. Kinda meh, but has a good survivability (such as Fortitude Specialism) and some damage potential (not as Fortitude Specialism). Their skills are mainly copy-pasted tactics for free. ***'''Tech-Priest Dominus specialism:''' Magos Dalathrust's unique skill tree, with the following skills. ****'''Level 1:Unblinking (130):''' When this model fires Overwatch, they sucesfully hit with a roll of 5 or 6. Free Auto-Tracking Software, always useful against melee teams. ****'''Level 2:Loyal Adherents (150):''' When you fail a saving throw for this model, if there is another model from your kill team within 2" of it (excluding shaken models) roll a D6, on a 2+ the attack is inflicted on that model instead of this model. Free Look Out, Sir!, could make this tank even tankier. ****'''Level 3:Forbidden Technology (170):''' +1 Damage for this model ranged weapon. PURE GOLD, now you have a Macrostubber with 2D, 5 shots nearly guarantees a kill. ****'''Level 4:All Part of the Plan (195):''' You can add or subtract 1 from any roll (yours or of the other players) to determine wether or not the mission ends. Circumstantial, but useful if you have a slightly advantage at the first roll of this type. *'''Tech-Priest Manipulus (Theta-7 Acquisitus)(Fortitude, Leadership, Logistics, Shooting, Strategist, Strength):''' SOMONE ADD AN OPINION HERE **'''Balphamus Vaulk:''' ***'''Tech-Priest Manipulus(?) specialism:''' Balphamus Vaulk's unique skill tree, with the following skills. ****'''Level 1: Sentient Scopes:''' Reroll 1's on hits in the Shooting phase. ****'''Level 2: System Cleanse:''' Roll a 5+ at the start of the battle round to remove shaken ****'''Level 3: Binharic Wrath:''' +1 Attack in the fight phase in rounds that you charged ****'''Level 4: Data Surge:''' Pick a canticle thats not currently in affect and this model gets the benefits of that IN ADDITION to the general one. *'''Daedalosus (Logistics):''' Tech Priest originally from Blackstone Fortress Escalation. Armed with an Eradication Pistol and Servo Arc Claw. <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Neyam Shai Murad (WDSept2019/Annual2019) (Shooting):''' Rogue Trader originally from Blackstone Fortress Escalation. Armed with 2 Negotiator pistols but weirdly not her own sword-leg. <span style='color:red>'''[ADD YOUR AdMech SPECIFIC OPINION HERE]'''</span> ===AdMech Tactics=== *'''[Core] Protector Doctrina Imperative (2CP):''' Adds 1 to hit rolls for a shooting unit until the end of the phase. Add 2 if they're within 6" of a unit with a data tether. *'''[Core] Conqueror Doctrina Imperative (2CP):''' Adds 1 to hit rolls for a fighting unit until the end of the phase. Add 2 if they're within 6" of a unit with a data tether. *'''[Core] Dunestrider (1CP):''' During an advance, roll two dice and pick one. *'''[Core] Gloria Mechanicus (1CP):''' After determining the canticle, use this tactic to reroll it. *'''[Kill Team Starter Set] Scryer Skull (1CP):''' If your opponent picks the Plant Traps strategy in the Scouting phase, in the Movement phase you can pick a piece of terrain within 6" of your leader and make your opponent reveal whether or not they've booby-trapped it. *'''[Kill Team Starter Set] Optimal Conditions (1CP):''' Use this Tactic at the start of the Movement phase. Add 1 to charge rolls made for models in your kill team until the end of the phase. *'''[Kill Team Starter Set] Transonic Attunement (2CP):''' Use this Tactic in the Fight phase when a model from your kill team armed with transonic blades, a transonic razor or a chordclaw is chosen to attack. Until the end of the phase, add 1 to wound rolls for attacks made by that model with any of these weapons. (changed CP value on Theta 7 acquisitus set) *'''[Kill Team Starter Set] Stabilization Actuators (1CP):''' Use this Tactic before you take a Falling test for a model from your kill team. You can re-roll the dice when taking this test, and the taking any further Falling tests for that model in this battle round. *'''[Kill Team Starter Set] Auto-Tracking Software (1CP):''' Use this Tactic in the Movement Phase when an opponent declares a charge against a model from your kill team. When that model fires overwatch this phase they successfully hit on 5 or 6. *'''[Kill Team Starter Set] Hyper-Penetrative Shot (2CP):''' Use this Tactic when you pick a model form your kill team armed with a transuranic arquebus to shoot. Until the end of the phase attack made with this weapon do not suffer the penalties to hit rolls or Injury rolls for the target being obscured. *'''[Theta-7/Annual 2019] Reknit Circuitry (2CP):''' Pick a model at the start of the ''morale'' phase to heal D3 flesh wounds. ** Unfortunately it's 2 CP now, making it less usable. For 1CP this was awesome as this faction does not have a medic. Remember, it heals 'Flesh Wounds', not 'Wounds'. Note that this takes place at the start of the morale phase so it helps with those checks as well. *'''[Theta-7/Annual 2019] Defensive Interfacing (1CP):''' Sector Fronteris specific. Use at the start of a round. For that round re-roll 1s to hit in overwatch if a firing model is within 3" of a Ryza-Ruin. Kind of meh - unless you're drowning in CP you've got better things to spend it on. *'''[Theta-7] The Machine God's Will (1CP):''' Use this tactic at the start of the Morale phase. Ignore all modifiers to the first Nerve test you make this phase. Nice if a model is on their own, but you ignore both positive & negative modifiers. *'''[Theta-7/Annual 2019] Alpha Target Proximate (1CP)''' Use this tactic at the start of the Fight phase. Pick a model from your kill team. Until the end of the phase, re-roll wound rolls of 1 for that model. *'''[Theta-7/Annual 2019] Neurostatic Shock (1CP):''' Use this tactic at the start of the Morale phase. Pick a {{W40kKeyword|Sicarian Infiltrator}} from your kill team that is not shaken. Until the end of the phase, subtract 1 from the Leadership characteristic of enemy models that are within 3" of that model. This is cumulative with the Neurostatic Aura ability. EZ Break & Nerve tests. *'''[Theta-7/Annual 2019] Trauma Override Protocol (1CP)''' Use this tactic at the start of the Movement phase. Pick a model from your kill team which has an invulnerable save. Until the start of the next Movement phase, that model's invulnerable save is improved by 1 (to a maximum of 3+). *'''[Theta-7/Annual 2019] Zealous Disciples (2CP):''' Use this tactic at the start of the battle round, before picking a Canticle of the Omnissiah. You may pick a Canticle to be in effect that has already been chosen in a previous battle round. This tactic may only be used once per battle. *'''[Elites] Infiltrators (Reserve) (1CP):''' At the end of movement phase, take up to Three {{W40kKeyword|Sicarian Infiltator}} (inc. Princeps) models out of Reserve and set them up anywhere more than 5" away from enemies. *'''[Annual 2019] Divine Current (1CP):''' At the start of the shooting phase, choose a model with electrostatic gauntlets (i.e. a Corpuscarii) and increase the gauntlets range to 18" *'''[Annual 2019] Omnissiah's Tears (2CP):''' Use this when an {{W40kKeyword|electro-priest}} suffers a flesh wound. Get Superior Transhuman Physiology for the rest of the game. ===AdMech Commander Tactics=== *'''[Commanders] Repair Artisan (1 CP):''' Use at the start of the movement phase if you have a non-shaken {{W40kKeyword|Enginseer}} in your Kill-Team. Models within 3" of the Enginseer get FnP on a 6+. If an affected model already had FnP, it can choose which source of FnP they want to use and will be able to re-roll 1s on the FnP roll. *'''[Commanders] Lord of the Machine Cult (1 CP):''' Tech Priest Dominus tactic that allows friendly models to reroll hit rolls of 1 in the shooting phase. *'''[Dalathrust] Xenotech Divination (2CP):''' Use this tactic at the end of a mission in which any of your opponents used any models that did not have the {{W40kKeyword|IMPERIUM}} or {{W40kKeyword|CHAOS}} keyword, if your kill team includes a {{W40kKeyword|Tech-Priest Dominus}} that is not out of action or shaken. If you do, roll a D6; on a 5+ you gain 1 Materiel. You can only use this tactic once per mission. *'''[Dalathrust] Auto Repair Protocol (1 CP):''' Use at the start of the battle round if your kill team contains a commander. If that model isn't shaken, it regains one lost wound. *'''[Theta 7 / Elites] Galvanic Pulse (1CP):''' Aura tactic for the Manipulus. Boosts movement of nearby models by 1". Situational and doesn't apply to charge/advance but could be useful to get your team into a good position on turns 1/2. You won't always use it but remember you can. ===AdMech Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''AdMech Strategies:''' <div class="mw-collapsible-content"> Admech are a very versatile team. You need to have a list in your rooster to appropriately deal with every type of opponent you might encounter. To start with, a Vs GEC/horde list (highest number of attacks per model) and Vs MEC list (most powerful weapons), is probably enough, then you can expand later. You also have the choice of whether to go full on shooty, full on melee or a mixture of the two depending on your playstyle, which needs deciding before building your rooster - you won't have enough models to effectively vary this. Although be aware, for example, you're not going to win against Tau in a straight out shooting match. As a shooty one, you better make sure you pick an Arquebus as a sniper. Hell, even melee teams would want one of this as fire support. Choose Ranger as you don't want this thing to ever, EVER, go to melee. Well placed and protected, the sniper will become your best friend, and the best bet you could have at killing heavy units in one hit. Rerolling ones and with the hyper penetrative shot stratagem that makes it ignore injury and cover, and it will pretty much hit all the time. After that, S7 AP-2 will make sure the shot actually wounds, and with D3 and a mortal wound after 6+, it has a chance of taking a unit each turn. With that, you should take three things into consideration: *The transuranic arquebus is expensive, so you'll probably have just one. Two or more is just inviting trouble. *It's a heavy weapon that can't fire after moving, even with the Heavy speciality. As such, you better put it on a location where it can do the most from the very beginning. *Anyone who's played against AdMech before will immediately try to kill it, shooting it or going melee against it fast. Keep it protected. The Arquebus is also useful against Custodes, due to having the potential of killing them in one hit while also being so far away from them they'l need a turn or two to actually reach it. BS3+ or more with comn/stratagems, S7 vs T5 and 3/4++, it has a decent chance of hitting, and once it hits, a roll of 3 (or a 2 + mortal wound) could do it. Considering the range of the gun, it could be interesting to bring at least two of them to a fight against Custodes, but assume that once they start reaching shooting range, your snipers won't be save. Plasmas are also interesting, but they are withing shooting range of the custodes' weapons, so do it at your own risk. Against MEQs you might want to drop that Arquebus. Why? Plasma. They are 2 points cheaper, can shoot after moving (and running), have more shots and the better AP is vital against 2+ saves. It's not unreasonable for one Plasma to take out a 38point Terminator in a single round. '''Take 6 of them''', or as many as you can squeeze in point and $$$ wise (maybe you might want to try proxying your Arc Rifles as Plasma). [[that guy|For more relaxed beer and pretzel games don't go above four]]. Make one a sniper and always overcharge it, overcharge the others if you have spare CPs. Consider taking one as heavy too. One or two Omnispex's, with one as scanner, are good at helping get the Arquebus/Plasmas off. Take a shooty Ranger Alpha as your leader and then put him as far away from the enemy as possible, either out of enemy range or totally hidden - those extra CPs are too valuable to risk. Data Tether? Meh, too expensive. After that, a shooty kt has to choose between vanilla Rangers or Vanguards. Rangers have 4S compared to Vanguard's 3S, but vanguards are Assault 3 in comparison to Rapid Fire 1. Vanilla vanguards are better spamming attacks, while the rangers are better with the specialisms. Rangers are better for shooting GEQ from long distances, while vanguards are more versatile and flexible overall. Against the bigger MEQs Rangers and Vanguards are mostly irrelevant - even taking account your superior numbers and number of shots, you might as well be firing paper darts against those high saves, don't even bother. For melee, Skitarii melee Alphas and Corpuscarii should be ignored. Rustalkers and Fulgurites should only be considered if you can work with melee only units effectively. Infiltrators are our standard melee units, with decent pistols to back them up. Taser against GECs and squishier for the exploding number of attacks to wipe them out, Powersword against MECs for that sweet AP. Give you standard Infiltrators Combat speciality, so both him and your Princeps have 3 attacks each (making the Princeps a combat specialist just makes him too much a target). The -1 to enemy leadership in melee is also a decent plus. A melee AdMech list will run into the problem of having low unit count, considering the price of the Sicarians, W2 is not a safe number when having only S3. With that said, a good use of cover will make this team into a rather striking force, considering how fast they are, plus the 6++ can always come in handy. Just don't push your luck and don't send them alone. Mixing them with shooters with help your numbers. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> You want to ''defeat'' the followers of the Omnissiah? Well read on... Admech are good on the attacking, pumping out lots of attacks and/or high damage in both shooting and melee. But they can't take the damage and will fall apart quickly when attacked back. In general against Admech you want to get to them before they get to you. Admech is also vulnerable to bringing the wrong <s>trousers</s> list. If you've got MECs and they bring standard Vanguard/Rangers then just wade in, soaking up the bullets and laughing. If you've got GECs/hordes and they bring plasma/sniper spam or Sicarians, then take the numbers and spread out and spray with as many attacks as you can. Expect the Admech player have fixed this the next time they play you. The following assumes the Admech player hasn't fallen to that trap. A 4+/6++ save means you don't need anything better than AP -2, and in most cases AP -1 is plenty, especially if it allows you to bring something with more attacks. 2 damage is useful to give the double injury roll dice, but 1 is fine, and you certainly don't need anything higher. Universal 3T means you can mostly not care about your own strength. Flamers are an interesting proposition, but a smart Admech player won't charge against a flamer that can hit the charging unit, so there's that. Admech are good at hiding via abilities and model sizes. Bring as many +1s to hit as you can. They also have no psykers or psychic defense, not in vanilla KT, not in Elites, so they will be victim to smite and other mortal wounds caused by them. A single Plasma or Arquebus can take down the biggest guy. Protect your expensive guys - a hit at the beginning of the match can cripple a good team. Low model count MECs teams can be especially vulnerable here. Where possible, shoot the Sicarians and Electro Priests, but get into Melee against the Skitarii. Remember the Admech player will be trying the opposite. And also anything below a super MEC should still be wary of any guns on a Sicarian or Electro Priest. The Arquebus can be especially difficult to take out. Plasma spam is more likely to be moving forward giving chance to take them out. But the Arquebus will be most likely sat on the back lines, and its range means nowhere is safe from the risk. Its value and killing potential means that it will be defended tooth and nail before something can use CQC against it. *Trying to counter this sniper with another sniper is difficult, considering the arquebus practically doubles the range of every other sniper weapon. SM Scout sniper with missile launcher could do it if it rolls enough attacks, but has no AP whatsoever, and the krack missile has to hit first (considering it could have -2 hit modifiers from cover and range, the krack is somewhat unreliable, though rather deadly if it actually hits). Tau could use markerlights to deal with it, though for once the blueberries will be outranged in this endeavour. Units like the AM's ratling sniper can give the transuranic arquebus a run for its money, especially in sniper duels. Assuming they both have the sniper speciality: **Reim can move after shooting, has Raus as backup for repeating failed rolls, has two wounds, gets extra protection in cover and has has a BS2+. On the other hand, it crumbles like paper in melee, T2 and 6+ is ridiculously low (and considering how annoying it is to shoot down, they will go to kick him out from his sniper's nest hand to hand) and needs Raus to be deployed as well, which makes the Reim & Raus combo 18p compared to the 15p a ranger sniper costs. Plus, it can only make 2 damages for shot at the very best (regular attack plus the 6+ mortal wound), meaning some tankier units can brush its attacks off if they so wish. **The transuranic sniper has a BS3+ with a decent amount of stratagem options to boost him, and the weapon in question has the longest range in the whole game (seriously, 60" means it will never be out of reach), has S7, AP-2 and D3 damage, meaning it only needs one hit to cripple units with multiple wounds. Any character with 3 wounds or less will be at risk of dying to this guy early on, and even 4 wound characters are at risk of that extra mortal wound. Not that many units can really be safe of that kind of firepower. Plus, the 4+/6++ of the unit means it can actually resist some attacks decently enough. If it's a vanguard sniper, it gets the sweet radiation effect against enemy toughness in melee, but this is pretty much something of a last resort, only really useful when locked in melee alongside a support unit of the sniper. Alone, it's not going to do much with one S3 attack. And there's the chance of actually having more than one arquebus on the team, even without the Sniper speciality. The problem comes with the inability of shooting after moving, meaning if you want to use it, it will be a sitting duck. **TLDR: Reim is the more precise sniper, and can actually move around the map, but the arquebus is better at everything else. *Other ways to deal with the sniper are fast units with a decent invulnerable save, though you'll have to consider the chance of the mortal wound getting in. Cheap melee units like genestealers are also a good option: even if one falls on the way, other is bound to reach it, though it will have to actually go through the rest of the team if the AdMech player is smart. Tau players could use the battlesuits protected by drones to tank the sniper hits as well, but considering how expensive those are, that's a considerable risk if the dron fails to take the hit. The lictor is also a decent bet, but mostly as a Distraction Carnifex, as its high point cost and W4 means that the AdMech are going to fire everything at it. Again, one lucky shot of the arquebus will put the sneaky lictor down, but those are risks you have to deal with. </div> </div> ===AdMech Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> * Ranger Alpha (Leader) w/ Galvanic rifle; 10 pts. * Infiltrator (Combat) w/ Taser goad and Flechette blaster; 15 pts. * Ranger Gunner (Sniper) w/ Transuranic arquebus; 15 pts. * Ranger (Comms) w/ Galvanic rifle and Omnispex; 10 pts. * Infiltrator w/ Power Sword and Stub carbine; 14 pts. * Vanguard gunner w/ Plasma caliver; 13 pts. * Vanguard gunner w/ Plasma caliver; 13 pts. * Vanguard gunner w/ Arc rifle; 10 pts. 100 pts. '''6 Plasma Spam MEC Killer''' * Ranger Alpha (Leader) w/ Galvanic rifle; 10 pts. * Ranger (Comms) w/ Galvanic rifle and Omnispex; 10 pts. * Vanguard Gunner (Sniper) w/ Plasma; 13 pts. * Vanguard Gunner (Heavy) w/ Plasma; 13 pts. * Vanguard Gunner w/ Plasma; 13 pts. * Ranger Gunner w/ Plasma; 13 pts. * Ranger Gunner w/ Plasma; 13 pts. * Ranger Gunner w/ Plasma; 15 pts. 98 pts. Or switch a Plasma to a Transuranic arquebus for exactly 100 pts. '''4 Plasma, 2 Omnispex and 3 Sicarian MEC Killer''' * Ranger Alpha (Leader) w/ Galvanic rifle; 10 pts. * Infiltrator (Combat) w/ Stubcarbine and Powersword; 14 pts. * Ranger (Comms) w/ Galvanic rifle and Omnispex; 10 pts. * Vanguard Gunner (Sniper) w/ Plasma; 13 pts. * Infiltrator princeps w/ Stubcarbine and Powersword; 15 pts. * Infiltrator w/ Stubcarbine and Powersword; 14 pts. * Vanguard w/ Galvanic rifle and Omnispex; 10 pts. * Vanguard Gunner w/ Plasma; 13 pts. * Vanguard Gunner w/ Plasma; 13 pts. * Ranger Gunner w/ Plasma; 13 pts. Deploy into two groups of Two Plasma + Omnispex. Place the Leader totally hidden from view. Put the Sicarian's in reserve and deploy together with 1 CP. 125pts </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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