Had a mental break down, decided to start playing Ad Mech again.

Bon Appétit

I was thinking about buying a new army last night, and then I remembered the Ad Mech I had in the garage, and what is just as good as a new army? an army that’s been sitting neglected in your garage for 6 months, obviously.

Initially I thought I would finally add some Pteraxii to my list and start doing well, but I soon realized that was an awful idea and I was just going to go back to playing the same old shitty lists I used to run, so I came up with this.

List:

Detachment: Haloscreed Battle Clade

  • Cybernetica Datasmith: Transoracular Dyad Wafers
  • Sydonian Skatros
  • Tech-Priest Dominus: Inloaded Lethality
  • Tech-Priest Enginseer
  • Tech-Priest Manipulus: Cognitive Reinforcement
  • 3x Skitarii Rangers
  • 2x Skorpius Dunerider
  • 10x Corpuscarii Electro-Priests
  • 10x Fulgurite Electro-Priests
  • 4x Kastelan Robots
  • 5x Sicarian Infiltrators
  • 5x Sicarian Ruststalkers
  • 2x Skorpius Disintegrators
  • Callidus Assassin

It’s basically all of my favourite things, it’s almost what I would run in Data-psalm Conclave except in Haloscreed Battle Clade it’s actually good. One of the best things about Haloscreed is the raw movement boons the detachment brings. Typically, in any other detachment unless you are in SHC, and have the Skitarii keyword you are moving at base speed prior to charging – the army rule gives assault so you can almost always be advancing and shooting – which is pretty slow for most units.

Haloscreed allows the Fulgurites to move base 6″, +3″ for disembarking a transport and an additional 2″ with Electromotive Energisation or just advancing and charging with Predation Protocols. Additionally, you can give a transport Electromotive Energisation and Aggressive Impulse allowing you to move 14″, disembark the Fulgurites 3″, and then charge. That is an effective threat range of 24″, given a 7″ charge has a 58% chance to be successful, this goes up to 83% with a re-roll and is typically the longest charge I would attempt willingly.

The Disintegrators are great bodies being T10 with a 2+ save, they more or less function as an implication, holding LOS and forcing my opponent to respect their firing lines.

The Robots are all gas no brakes, getting the army rule from the enhancement on the Datasmith and receiving the detachment bonus, meaning the normally 6″ moving robots can be buffed to movement 8″ with advance and charge, absolutely disgusting. 24 Twin Kastelan fist attacks hitting on 3’s at strength 12, -2ap, 3 damage twin-linked will kill most units in the game outright, and having access to a fall-back shoot and charge stratagem means this unit is impossible to tie up – as well as the fact the units has 4D6 flamers at 6, -1, 1 clearing trash easily.

Infiltrators, Ruststalkers and a Callidus Assassin help with secondaries and controlling some space, as well as keeping my opponent honest. The Skatros is there because he is cute as hell and the Enginseer messes with the math on the Kastelan’s and Disintegrators, making it way more annoying for my opponent to remove them.

I have a game lined up with this list tomorrow evening and I’ll do a write up afterwards to see if there are any changes I would like to make before an RTT in two weeks.

Cya nerds.

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