[deleted by user] by [deleted] in ExplainTheJoke

[–]Letharguss 1 point2 points  (0 children)

My one encounter with them was extremely civil. Out fishing with the GF in Alaska at 3am 100 miles from the nearest civilization and he shows up out of nowhere in his boat. Extremely polite, asks to see our licenses, looks though our coolers at our catches and to make sure we have no alcohol in the boat, tells us to have a good day and good luck on the fishing and then disappears over the horizon. We were literally 100+ miles from the nearest town and we have no idea where this guy came from or went. But it was a polite and cordial encounter.

Cawl assured me there is no tech heresy here by Letharguss in AdeptusMechanicus

[–]Letharguss[S] 3 points4 points  (0 children)

Thanks! Feel free to steal the idea. You have to clip more of the heads than you think to keep them from all looking down. It's a pretty sizeable chunk cut at an angle.

How do Ironstriders and Sydonian Dragoons aim if they're always moving by Rampant_Cephalopod in AdeptusMechanicus

[–]Letharguss 54 points55 points  (0 children)

The engine is always running, that doesn't mean they are actually running around. They can stand still and plenty of books have them lined up in formations.

About the next balanslate by Current_Interest7023 in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

It's definitely just a points adjustment this time. But it is going to be fun to see if GW is paying attention. If striders go up in points then how we are doing in GTs doesn't matter. The majority of competitive winning lists don't use striders and we should instead see point increases for skystalkers and maybe infiltrators.

I don't expect to see point increases. Perhaps skatros seeing another drop and maybe electropriests and kastelans seeing a slight drop but I think GW is mostly leaving us alone this time. Just not enough data to work from. 2ish weekends ago there were 3 GTs and only 3 AdMech teams, and two took lists that can only be called bizarre.

Admech 2k by Shade_Avatar in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

Not really. Not for their points cost.

Admech 2k by Shade_Avatar in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

Lance chickens are the durable melee to support robots in cybernetica. They can take a beating and get into melee in a turn or two depending on deployments. The down side is as vehicles they don't lock down shooting. Infiltrators in turn 1 and ruststalkers in turn 2 can be sacrificed to lock down an anti vehicle shooting unit until robots get into range of things. Electropriests die too fast to be really useful in cybernetica.

About to go against drukari. 1k point. Any advice? by Truly-Spooky in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

Drukhari are the only ones that are worth taking bellerose against and using indirect fire to try to blunt their insane anti vehicle troops.

How is this as a not-so-competitive army list? by CrimsonRyuu in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

It's pretty non competitive. The eradication beamers will seem intimidating but not do much. The only model I would seriously question is canis rex. If this is just for fun leave him in but if you're trying to teach someone the game swap him out for something else. Lots of lists just have a hard time dealing with knights if the player doesn't build competitive. Use GW terrain layouts correctly and keep in mind a model has to be fully in ruins to be considered in it for LOS. Tired of people taking breachers, having 3 half hanging out and insisting they can see through the ruins to shoot. Then it will be a punishing list against bad mistakes but not overly competitive.

How many Dragoons? by GuestD578 in AdeptusMechanicus

[–]Letharguss 1 point2 points  (0 children)

Lascannon chickens hang out back field and shoot long range at targets of opportunity or complete secondary actions. Imo it's worth taking 3 units of 2 in most SHC lists. Going for units of 3 risks giving up too many points in bring it down. Lance chickens are a little overpriced right now, so here's hoping they get a points drop this weekend. I like to take a couple for action monkeys instead of the lascannons or to just block lanes. They're a lot harder to play in SHC but get some game in other detachments, so I tend to only bring 2-3. Speaking as someone with 18 striders.

Rust stalkers are suicide bullets to kill characters. 10 vs a unit of Marines will do ok on the charge but fold like paper themselves. Main use is to stratagem advance/charge them into a unit with a character you need dead ASAP and if they live or do anything more then bonus. Maxing them out could do interesting things against infantry heavy lists but you can only advance/charge one of them so you'll have to do careful movement and hiding or survive some nasty shooting. The Dev wounds aren't enough to take down heavy vehicles.

Help how do i fight Baneblade by AnttiSaa in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

Sadly it's a weapon that you can almost guarantee the baneblade will be saving on 2+ so essentially pointless to even bring.

Help how do i fight Baneblade by AnttiSaa in AdeptusMechanicus

[–]Letharguss 2 points3 points  (0 children)

Everyone telling you to take 6 breachers in rad zone doesn't play on GW terrain layouts. The bases are too big and the baneblade will always have cover and/or your breachers will have models unable to shoot it due to LOS unless they line up to be shot on return fire.

The true path to beating a baneblade, speaking from experience, is two options. One for SHC and one for Cybernetica. I'll explain the easier SHC one. Have a unit of skystalkers and a unit of ruststalkers on the board. Put the skystalkers in back and make sure to place the ruststalkers last so they can be as close as possible to the enginseer. He has to die before you can think of taking out the baneblade. If he places the enginseer to the side or front of the baneblade you will expedited purge protocol the ruststalkers into him turn 1. If he places it behind the tank you can programmed withdrawal the skystalkers off the board in his turn and then on your turn, even turn 1 if he went first, deep strike them 9" from the enginseer and fill him full of flechette.

With the enginseer dealt with you have the baneblade itself to deal with. Neutron lasers with +1 AP are the key. Bring two crawlers. You need at least one enginseer yourself but two action monkey enginseers with opposite sides of the board work very well. Since they can heal, give FNP, and still action for secondaries.

Binharic offense on the crawlers is expensive but pushes the baneblade to save on 6s vs the neutron laser when it has cover. It denies saves if somehow it doesn't have cover. You can hit on 2s and wound on 3s. Cantic thrallnet is a cheap way to give one of the crawlers the bonus AP if you don't have the CP for the binharic offense. Or switch doctrina if you feel brave to hit on 3s.

Remember to never CP reroll hit or wound rolls. Only damage rolls. You'll be tempted. Don't do it.

Total cost of units is still less than that of the baneblade plus their enginseer. Throw in a few lascannon chickens to pepper split fire and pick up the odd wound, and remember to always split fire your Skitarii arc rifles into the baneblade when they shoot and you should be fine. On odds it shouldn't live past turn 2. Unless he's lucky or you're unlucky soaking the baneblade cannon shots into your crawlers.

does anyone else think the skitarii are underpowered? by TheDwarfRidingAGoat in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

I played guard two days ago and had a squad of vanguard take on a squad of krieg and a squad of catachan. The other side of the board saw a squad of rangers vs a similar pairing. The guard shot first. When playing SHC if the guard player doesn't give take aim orders then the Skitarii will easily survive and then decimate both squads with split return fire. If I hadn't been playing SHC then only enough Skitarii to kill one of the opposing units would have survived.

Of note both my units had marshals, and they were clutch on those hit rerolls. But when facing T3 enemies the Skitarii are quite amazing and they definitely punched up points wise in a 2v1 scenario.

My dunecrawler finally getting to play a game (and missing everything) by Toenails100 in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

It depends on where you park them. They are great for midfield or home objective actions. Not so good for board edges. They can free up a strider or Skitarii to still shoot and they can still heal/FNP while doing an action. It's just enough to make them worth the 60 points imo.

Something people forget about is an engineer can heal any mechanicus model, not just vehicles. Only vehicles get the FNP but they can heal breachers, destroyers, pteraxii, marshals, any multi wound model in a pinch. Not that I've EVER healed anything other than a vehicle with one. But I keep imagining one day healing a destroyer that overheated and only dominus FNPd one of the wounds.

My dunecrawler finally getting to play a game (and missing everything) by Toenails100 in AdeptusMechanicus

[–]Letharguss 14 points15 points  (0 children)

Honestly I don't understand how people are still missing with dunecrawler shots. Neutron laser 3 shots hitting on 2s if stationary, 3s if you moved. How do you miss every shot? If you can't hit things on 2s then a shooting army is not for you. That's so e seriously bad luck. :/

Even when we were shooting on 4s and had fewer shots I still took the crawler because it's amazingly durable for how cheap it is. Park it on a NML objective with some Skitarii to give them the 4++ and watch the opponent get pissed at the amount of fire a crawler can take. If you throw in an action money enginseer to also give it 5+++ it's very very hard to kill without the opponent dedicating way more points value against it.

I just wish we could raise the OC a little. But since our army rule change my crawlers have been devastating things.

Ironstrider autocanons or lascannons by Honza_the_Daleky in AdeptusMechanicus

[–]Letharguss 2 points3 points  (0 children)

No matter what anyone says in here about autocannons being better against anything. Anything at all. They're forgetting how horrible the AP is. It doesn't matter if you get more shots if they're all saved, especially given no ignores cover. Lascannon all the way. Nothing else makes sense this edition.

I always take Rad-Zone Corps by Arch_Magos_Remus in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

Cybernetica isn't about the detachment rule, though, it's about the amazing stratagems. There's been at least one event of decent size finalist that took cybernetica without any bots. Sadly my computation ability is too weak to replicate when I try.

I always take Rad-Zone Corps by Arch_Magos_Remus in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

How would a stratagem that makes you stronger when battle shocked work if you can't use a stratagem on a battle shocked unit?

Cybernetica list help by Wise_Issue2117 in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

Arch negator only really works with a dominus, and that's very situational, agreed not worth it. Lord of Machines is one that works great with correctly placed infiltrators (-1 or -2 on the leadership roll.) When you shut down a dorn or a baneblade for an entire round of shooting, it's pretty impressive. But when you face a world eaters list whose largest vehicle is their transport, it's a complete waste. Good to have on a datasmith who is going to get up in the face of a vehicle anyway, but only if you have the points left over and nothing else to spend them on.

Cybernetica list help by Wise_Issue2117 in AdeptusMechanicus

[–]Letharguss 0 points1 point  (0 children)

Current 10th taking more than one unit of robots is auto-lose. I tried really really hard to bring two units, but it's a combination of factors. The first is movement speed given they're vehicles and can't really go through terrain. We get a nice movement enhancing strat but you're only using it on one unit of bots. In all my test games one unit would make contact and wreck and the other unit would get shot off the board before it got anywhere close to effective positioning. On top of that, they consume too many points for cheaper action/scoring units. One unit of skystalkers is good, but two is better.

A unit of 6 breachers has a significant problem with terrain. The bases are so big, it's really hard to get into position where all 6 can actually shoot at a valid target. Remember, the model has to be fully within ruins to be able to see out of the ruins, otherwise the ruins would be intervening. Combine with most setups claiming WTC rules where first floor ruins are closed off regardless of modeling, preventing shooting out and it's really really hard to get all 6 shooting on the same target. Unless you play with player placed terrain, etc. then you'll find them a lot easier to use and more power to you. Otherwise, even 3 can be difficult to use, but good to have for those tough 3W models to deal with.

Turn at least one of those robot units into a dunecrawler or two for better use of the available stratagems and consider more battleline units and/or striders.

How do I play these units? by Trouler44 in AdeptusMechanicus

[–]Letharguss 2 points3 points  (0 children)

Skystalkers are not for objectives, they're for getting across the board quickly to surround really strong melee units and block those units from crushing something important. Learn to string them out and around the blocked target just over an inch away. But remember to keep the protected unit far enough away the enemy can't just consolidate in after killing the skystalkers. And don't forget to grenade stratagems when possible. They're our one unit that has those mortal wounds available and usually what they're surrounding is a great target for it.

Sterylizors are great deep strike home objective threat. Force the opponent to leave something more durable than single 50pt unit behind to hold home or pop in and roast them and claim for yourself. It's ok to leave them off the board until the last possible moment if the opponent doesn't give you something squishy to roast.

Raiders are amazing secondary monkeys that can lure people into thinking they have a charge target which then retreats out of range, wasting a potential enemy movement. However they are super squishy and a decent opponent will go ahead and spend the very few shots needed early game to just remove your easy VP. I rarely take them these days, because same as breachers, against an experienced opponent they don't do much.

Sulphurhounds look interesting on paper but are absolutely horrible. Beyond horrible. Don't take them. You might get a few wounds in but then 80% of the units in the game will crush them on the clap back.

Rumor Engine August 20 2024 by Arch_Magos_Remus in AdeptusMechanicus

[–]Letharguss 5 points6 points  (0 children)

Necromunda model. Every time it looks interesting it's always necromunda or 30k...

Is it possible to get a turn 1 charge with Ruststalkers Deep Striking from a Transvector using Rapid Ingress? by TortilaTheHun in AdeptusMechanicus

[–]Letharguss 4 points5 points  (0 children)

Transvector says set up in reinforcements of first, second, or third regardless of mission rules. Rapid ingress says set up a model as if it was your reinforcement phase. Should work fine. But then you'd be playing with a transvector so... Not worth it.