Vs. Adeptus Mechanicus v7.0 (Cult Mechanicus & Skitarii)
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Post by carnogaunt on Aug 14, 2015 22:13:40 GMT
7th edition is here. Now that is has been out for a while it is time for us to combine our knowledge and share what we have learned.
This thread is for everything we know about the Adeptus Mechanicus. If you know something about the strategies that Adeptus Mechanicus players use, or units to watch out for, or how the meta is developing with the Adeptus Mechanicus, or popular ally choices, or chapter traits you see them take, or units you’ve had success with, or anything else that will help fellow nid players do well against the Adeptus Mechanicus then we’d love for you to share it here.
This is for serious discussion about Adeptus Mechanicus armies only. As such, flaming will not be tolerated, if you’re going to debate then use facts and don’t break down into make calling or other such nonsense. Also, this isn’t the place for army list reviews; please take those to the appropriate board. And as always, the moderators reserve the right to delete any off topic replies or inappropriate responses.
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Post by rivercityhivemind on Aug 20, 2015 11:51:04 GMT
The War Convocation is a serious thing...anything that gets you close to 600 points of free stuff is really good.
More speicically there access to grav, boosted snapshots, ignore cover, and dune crawlers with Icarus arrays make a very tough game for us tyranids!
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Post by WestRider on Aug 20, 2015 19:06:00 GMT
On the other hand, they tend to invest a lot in Haywire, which we really don't care about.
Also, they can reduce Cover Saves pretty easily, but don't have many ways to completely ignore them. Unless they're using one of the other Formations (The Elimination Maniple), the best they can do is -2 to Cover Saves, and that requires getting an Unsaved Wound through with a Phosphor Weapon.
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Post by rivercityhivemind on Aug 27, 2015 17:31:51 GMT
its not that Difficult West Rider. Unit with Omnispex shoots you. You suffer -1 cover on the spot. then after that if you fail a wound with phosphor ( now a 5+ cover) then you take another hit to your cover save... not terrible hard to do when the unit is shooting close oodles of plasma caviliers at you? also most builds I have seen either spam grav or take half and half not to mention the amount of plasma weapons they can put out! The formation is very good!
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Post by WestRider on Aug 28, 2015 3:16:27 GMT
You should be rocking 3+ or 2+ Cover before their penalties if you're running Nids, not 4+. And none of the Units with Phosphor (other than the pistol) have access to Omnispexes.
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Post by rivercityhivemind on Sept 8, 2015 17:23:23 GMT
with shrouding you are correct! If I am not mistaken, the effects of the omnispex do not dissapear once you start shooting a new target. It is just something to consider, as you will not always be in range of the venomthrope all game.
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Post by WestRider on Sept 8, 2015 17:27:36 GMT
with shrouding you are correct! If I am not mistaken, the effects of the omnispex do not dissapear once you start shooting a new target. It is just something to consider, as you will not always be in range of the venomthrope all game. The Omnispex is different from the SM Auspex. The Omnispex only applies to the Shooting Attacks of the Unit that has it. And I find I can generally keep everything that's not flying or locked in Combat in Malanthrope Range pretty well against most Opponents.
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Post by rivercityhivemind on Sept 10, 2015 18:28:04 GMT
Well I will definately have to go back an re read/ consider the omnispex than. Then you are a more defensive player than I. I usually only rely on my malanthrope bubble for the flyrants for 1-2 turns tops throught out the game. After that the birds go where death needs delivered!
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Post by WestRider on Sept 10, 2015 18:53:38 GMT
I said anything that's not Flying. I don't mind too much if they want to dump that kind of firepower into Snap Shots. Even BS2 Snap Shots.
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kraken13
Ripper
you have gods of order and chaos,we do not fear you as we have the monsters of nightmares
Posts: 6
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Post by kraken13 on Dec 16, 2016 19:52:16 GMT
the best way to beat the cult mechanicus (maybe the skitarii) is to charge gaunts at the units as ranged weapons will be useless when they are in combat. grav-guns will fail against gaunts as 6+ wont hit many. blast weapons are useless in over watch (as you know) and kastelans/data smith have many high powered shots, but against 30 gaunts that is a maximum of 1/2 the unit gone. then charge the big monsters (preferably a bonesword armed guy for the ID ability). also, KEEP VENOMTHROPES AWAY FROM LUMINAGEN WEAPONS, they will kill your venomthrope or wreck your troops in the shrouded zone.
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Post by tomb on Dec 23, 2016 8:21:48 GMT
I've found FMCs to be best.
3+ flyrant plus 3+ crone alpha strike the kataphrons first turn. As they are usually up front due to short range.
Use whatever psy powers you have. Scream etc.
If he has first turn keep the birds shrouded and his range will limit shooting. As long as no drop pods shenanigans are in play.
Then hammer the grav units with Devs, and drool. You will loose a flyrant in his second turn but this will happen anyway. Next turn jump the grav, vector strike with crones, drool and dev.
Use haywire templates if you can target grav and clip vehicles.
Most grav should be dead or fleeing. The poor leadership also calls for the alpha strike, they are more likely to run of the board turn one.
Surprisingly I've found large units of electro priests to be a pain for flyrants who are at risk of grounding. But hey if your playing electro priests you know your nids will have a fair shot at his list...
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Post by gigasnail on Dec 31, 2016 18:43:26 GMT
Scream will do a number on regular mechanicus units. CC will do well against many...if you can survive the cognis flamer overwatch on important units. Just flyrant and mawlock them as normal, the army can be super annoying with tons of rules but the main ways to field it (war convocation) is very limited in what it can bring.
I take my regular admech opponent to pound town with my ravenor list, ffs. You don't even want to know what a basic wulfen/thunderstar does to them.
No real need for special tactics aside from the usual "bring a real list, not carebears" advice. Flyrants and mawlocks own them hard. Priority to the sky fire walkers, they have a boatload of guns and are the only threats to your flyrants aside from volume of fire.
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Post by shadow12 on Jan 11, 2017 23:25:08 GMT
I,ve been thinking about taking the two factions as a second army along with my nids so I,ve been researching them as well as read though a adeptus mechanicus codex.The main units in that codex to be worried about are servitors as the priest are useless without a formation against strong melee fighters like tryanids and don,t do much that can harm them.The Servitors are breachers the tougher more melee centered units and destroyers that have better weaponry but slightly worse armour.They use powerful weaponry and should be considered a threat.Priest can also repair friendly units of skitarii or adeptus mechanicus in their shooting phase if they scarifice the chance to shoot to recover a wound.They also are incredibly resilent with 2+ armour save and can fire all weapons it has in a shooting phase.The Skitarri have a doctrina imperative meaning they can once per game change the skills of their weapons/ballastics to suit which combat they want to enter.dunecrawlers are dangerous and are the main source of anti air and serve as long range units so tyanids may have to deep strike behind the enemy to take them down.robots are also dangerous.
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Post by Hive Bahamut on Jan 13, 2017 18:32:59 GMT
In our last game at 2000 the Mechanicus player had 845 points in free stuff.
I've never killed the Dominus with his Castellan. Now that the new Mechanicus HQ is out and even worse, I imagine this to continue.
This army does ignore cover only 2nd to Tau. It will hurt.
Don't underestimate their combat either. Anything with Dunestrider is very fast. They have burst pistols and AP2 enough as well with all the free upgrades.
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