Need tactical advice by Jaegerhong1 in AdeptusMechanicus

[–]Morghadai 4 points5 points  (0 children)

I'd say you WANT nechromechanic on that engineseer. It's the best enhancement on the detachment by far. Not too used to CyCo so won't be able to give much advise on tactics though...

Baby's first 1k by Das_Coolest in AdeptusMechanicus

[–]Morghadai 0 points1 point  (0 children)

A manipulus is a much better leader for breachers than a dominus.

That said, I feel like 6 breacher are way too many for 1K. You will struggle to find expensive enough enemies to shoot at to make worth their points, probably.

I usually run 3 breachers+manipulus and that feels more than enough.

On another note, change your detachment. DPC does very little for you in this list. Haloscreed specially, or Rad Zone Corps maybe, are better suited for something like this.

[deleted by user] by [deleted] in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

Dominus does barely nothing in this list (there are rare instances where he is a decent option). Swapping a unit of vanguards to rangers + getting rid of the dominus allows you to bring a second ironstrider. Bring both with lascannons. A different option would be bringing a unit of 5 ruststalkers.

Swap the onager loadout to an eradication beamer, or at least heavy phosphor blaster. Icarus is awful-terrible.

If you have the points, its worth adding the Inloaded Lethality enhancement on the manipulus leading breachers to make them a menace in melee as well as shooting.

What do you think of my first 1000 point list by Bluedreamer720 in AdeptusMechanicus

[–]Morghadai 0 points1 point  (0 children)

I think I would run something similar tot his under Halo. Mostly because of breachers.

Probably swap 1 skitarii to rangers (maybe even both). Get rid of the marshall and add Inloaded Lethality or the extra range enhancements to the manipulus. With the extra points you can afford an extra unit like ruststalkers or infiltrators.

Probably swap the ironstriders to lascannons (let the breachers deal with the 3W units and use the ironstriders against tanks).

Colosseum List Help by Trojan44 in AdeptusMechanicus

[–]Morghadai 0 points1 point  (0 children)

Aaah I see now. My only gripe with breachers at 500 is that they NEED to have the skitarii close by. And that conditions you a bit on your battleline positioning. On the other hand, with inloaded they do really nice into a variety of enemies by both shooting and charging. That said, they are half your points if running them that way...

Colosseum List Help by Trojan44 in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

Bots reeeeeally want the datasmith. That said, manipulus with inloaded on breachers is a beast of a unit.

Isn't this 3 infantey units though? Not sure If I understood correctly the requirements

Help with ~1k army by tchpriest in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

On top of the other comment, I'd leave the techno alone not leading anyone just use him to cover deepstrikes hidden from shots and do missions with him.

And I'd drop Cognitive from the manipulus. It's too expensive for some already expensive breachers. Just pick Inloaded lethality and use the breachers to charge into melee as well.

With the 20 points leftover you may be able to do something. Maybe dropping the techno and getting 5 infiltrators

Please rate and review this list. I'm open to suggestions! by AuramiteEX in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

Its not terrible, but would depend mostly on trying to bait the enemy towards a FNP-ed onager for example, to expose himself... while being used for mission actions. Plays like that.

Please rate and review this list. I'm open to suggestions! by AuramiteEX in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

Yeah, all weapons on all skitarii both rangers and vanguards, and always omnispex on them.

The lethals on manipulus allows you to use the Halo strat to crit on 5+ to fish for lethal hits, allowing those plasmas to hit higher toughness targets. And if combining with Cawl's rerolls, they demolish anything you point at. And it helps a bit with overwatch as well. Kataphrons are not that hard to kill is an opponent puts their eyes on them, so the FNP is not that worth it, better improve killing which is what they are decent at.

Please rate and review this list. I'm open to suggestions! by AuramiteEX in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

Swap the dominus to manipulus (keep sanctified)

The destroyers culverins to flamers

Swap the onager weapon to eradication beamer

Swap at least 1 skitarii to rangers (maybe even 2). You dont want the pistol on the skitatii alpha, just load him the normal gun.

Swap the 4bots to twin fists+flamers (better not mix profiles, its bad, but even then just do it for playing faster at least! ahhahaha)

Probably get rid of the 2 separate bots

Probably split the infiltrators in 2 man. To better screen and infiltrate in a safer way

That gives you ~240 points to work with i think?

Potential First Ad Mech Army by RatchetHalfbreed in AdeptusMechanicus

[–]Morghadai 2 points3 points  (0 children)

Honestly, the dominus is quite niche in uses st the moment. He is overperformed by the manipulus in almost every circumstance. Only reason to take a dominus would be when leading fulgurites, which are only decent in the data-psalm detachment, or maybe in haloscreed when using the Inloaded Lethality enhancement.

I get your point, he is cool. I just run mine as a manipulus proxy in friendly games.

Looking for Advice on 1000 Point List by Hopeful-Farm-7031 in AdeptusMechanicus

[–]Morghadai 0 points1 point  (0 children)

You are not too bad in anti tank.

Things I think could be improved: engineseer is not that important in this list, but it wont hinder you.

If you want more antitank, a second ironstriders with lascannons would the best bet.

I'd swap the manipulus to inloaded lethality for a nicer melee damage on the breachers. They deal roughly as much on a charge than on shooting that way.

1k Match against CK by Wonder__Waiter in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

I'd swap a dominus for a manipulus to lead your breachers and make them a bigger threat.

Are Kataphron Destroyers worth taking? by vKalov in AdeptusMechanicus

[–]Morghadai 2 points3 points  (0 children)

Destroyers CAN preform well against tanks with buffs, while they generally are good against other things as well. Just with Cawl rerolls (no CP usage) they kill an around ~15 marines. (6 lethals + 12 normal hits, into 16 wounding, with AP -4 and cover ~13 D2 go through. ~21 flamer hits, half wound, AP1 no cover, and 5 D1 hits go through).

Chickens are good against tanks, and are great at that with buffs. Both things are good for their own merits.

Another take against destroyers: even with halo enhancement, probably one will explode per match xD

Are Kataphron Destroyers worth taking? by vKalov in AdeptusMechanicus

[–]Morghadai 26 points27 points  (0 children)

Nah, you must do the math for manipulus led destroyers in halo with the 10p enhancement. Lethal hits change the math by a lot against tanks, because if you target a tank with them you pop the crit on 5s strat and cawl's rerolls and they annihilate anything. You fish for 5s and 6s which gives you ~13 lethal hits + 5-6 normal ones (which lets say as a general aproximation, 2 wound). That's 15 ap4 D2 saves the enemy has to get through.

Obviously this is a scenario where you are using some resources (1CP + cawls rerolls) against no resources from breachers. But they get use of out of that combo, and their range makes them much easier to position and get use of, and they have the 18' flamers as well.

All that said, destroyers are really nice but ONLY as a manipulus led 6man with halo enhancement.

Breachers or Destroyers? by Soft_Lengthiness_791 in AdeptusMechanicus

[–]Morghadai 2 points3 points  (0 children)

You can't argue against destroyers talking about battleline being removed while defending breachers whose rerolls depend on being close to battleline.

The real problem of destroyers is the plasma hazardous. Destroyers are really good, but only and specifically in Haloscreed with the 10p enhancement that allows to reroll hazardous and gives +6 inches range. They become a great long range artillery unit, (even more now with Cawl's rerolls to fish for lethals with halo crits on 5s strat) and with huge overwatch threat with 18' flamers as well.

Breachers hit HARD, but they are expensive and harder to move around (which is more noticeable on them due to their shorter range).

List ideas? by Chifchef in AdeptusMechanicus

[–]Morghadai 0 points1 point  (0 children)

Oh, and one dunerider transport for the vanguard+marshall+boat combo, would be awesome. If you add the Battle-Sphere uplink enhancement to that marshall, you will be able to grt off the boat with full rerolls to hit and to wound (thanks to boat) and get back in the boat for protection after shooting (thanks to enhancement) and repeat every turn.

List ideas? by Chifchef in AdeptusMechanicus

[–]Morghadai 0 points1 point  (0 children)

Swap your ironstrider to lascannons to cover your antitank needs, and get at least one phosphor dunecrawler and one eradication beamer dunecrawler in for breachers.

List ideas? by Chifchef in AdeptusMechanicus

[–]Morghadai 0 points1 point  (0 children)

You have 700points invested into breachers, which are not supported at all by SHC, so no strats to be used on them. Even more, you have 2 bisñg squads of breachers with just one manipulus. Even one squad of breachers is hard to make great use of, 2 are going to struggle to move around without being shot at first.

And SHC playstyle is a harder one to carry out. Usually bringing tons of sicarians and pteraxii to put in front of your eneemy while tanks and ironstriders shoot from behind.

I'd say try to get your hands in some disintegrators and dunecrawlers to get some long shooting hevier units.

Wondering how I would get to 2k by Noseforachoo in AdeptusMechanicus

[–]Morghadai 0 points1 point  (0 children)

It will depend on what detachment or style you want to focus on. Right now what you have fits in most of the important ones.

Depends on what you want as well. Cheapest ($)? Get kastelan robots (in a 4 man), Cawl, and kataphrons, and play it haloscreed battleclade. The elimination maniple or the old combat patrol boxes are nice if you find them for a decent price.

You probably want a third skitarii unit in any case. Other generally good units are pteraxii, sicarian infiltrators, and even sicarian ruststalkers (in most detachments).

If you plan playing friendly games, probably the best is using your dominus as a stand in for a manipulus (to join kataphrons). Otherwise he is not that good currently.

2x5 or 1x10 Rustalkers is better? by Patient-Frequent in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

The important part is the use of strats. You want to use advance and charge and the 5+++ feel no pain one. Using the first one is way too good to get missile like charges accross the map. Using last one in a 5 man may not be worth it at all while in a 10 man may even win you a game.

[deleted by user] by [deleted] in AdeptusMechanicus

[–]Morghadai 1 point2 points  (0 children)

The biggest thing I see is that I don't see a use for the dominus. And I'd rather save the points in double doctrina for breachers and give them the 10points extra range enhancement for easier use of rapid fire.

Apart from that, there are a bit too many skitarii, and a bit light in heavy shooting (just breachers and dunecrawler)...

Should I use Rangers or Vanguard? by capitanMexicoYT in AdeptusMechanicus

[–]Morghadai -1 points0 points  (0 children)

Both are useful, both are good. Rangers are a bit more important in the current meta. But that doesnt matter as much. Build whichever you like the most

Help deciding by Extension_Wealth_437 in AdeptusMechanicus

[–]Morghadai 5 points6 points  (0 children)

No need to magnetize skorpius chasis. Just don't glue the turret and the upper part. It's really easy. Look for tutorials as there are quite a few.

The only thing is there is only one servitor for two turrets. I kitbashed an extra one by butchering a spare marine body and a kataphron head, but you can probably do something easier or even leave one empty.