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Hey all. I've been playing around with the idea of making an IG army based on an Adeptus Mechanicus force and I'd like a little input if you please . So far I'm looking at this:
- Techpriest Engineseers (for obvious reasons)
- Special Weapons Squads (represents advanced tech available because of their masters)
- Carapace Armor (advanced armor because of AM)
- Cyber-enhancements (same as Special Weapons Squads)
- This one I'm trying to decide upon. I'm entertaining either Sharpshooters or Iron Discipline because they would both fit, Sharpshooters because of advanced training/enhancements and Iron Discipline because of their loyalty
Definitely going to have lots of vehicles. An engineseer obviously, and lots of infantry. I'm probably going to avoid things like veterans, rough riders, and sanctioned psykers.
Each guardsman is going to be painted in red and steel colors, the colors of the AM. Officers will be converted to resemble tech priests and vehicles will have AM livery on them. My main issue is how to get guardsmen in carapace armor and where I would find AM icons and such. I could always green stuff it but I'd like to avoid that if possible because I'm not very experienced with it.
Thanks ahead of time for any input .
Last edited by Subsocial; April 25th, 2008 at 01:35. Reason: Typo correction.
Well, I only say this because I played around a good bit with the concept. Cyber Enhancements and Carapace armor combined are gonna make this almost unplayable. It's just alot of points for what you'll often find to be marginal benefits. Although both are rather fluffy, I'd suggest either-or. If you are gonna go with both, I'd strongly advise against adding sharpshooters. All three are gonna make basic infantry 11 pts a model on average and nearly double that for command and heavy weapon squads. Although this will make the army thankfully light on models to paint and convert, Your guardsmen can't hope to prove worth that much.
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As for your doctrines, Mastershake is pretty much correct - you will be paying through the nose for what is essentially just a guardsman. If you want a doctrine to represent all those awesome bionics, you should choose carapace OR bionics - I wouldn't spend points on both except in really friendly games where it doesn't really matter. And carapace is probably the best (read: most efficient) choice of the two.
Techpriest enginseers is a pretty obvious choice, I run one of these guys as a devastator squad.
As for Iron Discipline vs Sharpshooters, well, ID is a LOT cheaper, and freakin fantastic value. Sharpshooters can be ok, but it doesn't really add up in the end - its more efficient to spend those points on more guardsmen, when you tally up all the odds (unless we are talking about heavy bolter support squads )
I often take priests (low ranking techpriests [yay eviscerators]), techpriests, grenadiers (inducted rogue trader troopers), drop troops (mechanicus mass teleportation!), iron discipline, and cyber enhancements. Not all at once, obviously, it depends on the size of the game.
You dont have to avoid veterans, or rough riders, or santioned psykers though - just let your imagination go crazy! I've got a 10 man veteran squad in my army, with grafted shotguns, bionic limbs and mechadendrites coming out the wazoo. Also 2 meltaguns, a grafted flamer and a powerfist. They tend to perform incredibly well!
Rough riders could be some kind of tracked combat servitor, santioned psykers could be a battle techpriest of a kind (throwing lightning around) or an explorator fleet's astropath. My next project is a bunch of ratlings (i'm making servo skull snipers much like smaller versions of the tau sniper drones. That and painting my imperial fist two handed thunderhammer dreadnought. )
I like the lots of vehicles though. If you are thinking of really going down the expensive infantry path, it might be a good idea to consider mechanised. Your basic troops will be more expensive anyway, and this could be a good way to balance out the list slightly.
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Thanks for all advice. I really like your suggestions and I'll think about them. You're definitely right about the bionics and carapace armor, I'll stick with the carapace armor. I can always just model in bionics if I want .
sharpshooters is more fluffy and fun to convert but iorn disipline might be more useful during game...
u ever think of close order drill it helps a lot
I did consider it, but then decided that it wasn't fluffy enough and there were other doctrines that, although close order drill would be useful, I thought were more useful. Pesky templates.
true but i love to give a jo horifica and close order drill and add a commisar and have a squad that goes before space marines in hth combat(altho expensive add hardened fighters to hit the enemy easially too!!)
maybe you should go mechanized it allows more vehicles and fits adaptus mechanicus for fluff..........
I don't know about he mechanized. I'm going to go with Carapace Armor and probably Iron Discipline. If I suddenly start giving all of my squads Chimers I'm gonna end up with as many Guardsmen as an SM players has Marines. And that ould be very bad indeed.
true but as many tanks as he has terminators isnt that bad either(9 shots from a chimera per terminator+the squad can be pretty powerful)
in addition your opponent isnt likely to have enough anti tank
also they make good sheilds for your troops if you dont have enough cover
they can stop assaults(tank near squad when enemy gets close squad jumps in or chimera tank shocks.......or just pure firepower of the 2)