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Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/05/03 18:50:45


Post by: laam999


Yeah I saw the same thing about the low winrate which is why I asked.

My AdMech are my main army and the one I like the most but with how few games I currently play it's hard to stay motivated.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/05/03 19:34:58


Post by: ph34r


AdMech are my main guys also, but ever since the Skorpius came out it seemed like we were buoyed along by that, and then serberys raiders and our flyers, all of which are no longer broken (?) leaving the rest of the list to kind of stand on it's own? Not sure what direction to go in myself either.

I have basically all the tech priests, some infiltrators, 15 rangers/vanguard, 4 robots, 6 ballistarii, 3 crawlers and 3 disintegrators. Never had enough flyers of serberys raiders to really be energized while those were the tops.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/05/03 19:43:37


Post by: Olthannon


I need to pick up some rust stalkers, seems like they are our current best melee.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/05/03 20:09:08


Post by: laam999


I've got pretty much everything we have (although I haven't finished them all).

My best games have been using the defence cohort simply due to the rules being a little simpler and the high durability and damage output.

The biggest downside to this is the total lack of skitarii units, I love the flyer, dunecrawlers and dragoons and would love to still play with them. I can't even add a Knight to my list to add a little flavour due to the limitations.

Using the codex alone I really don't know where I stand ATM, I' tempted to go stygies with a heavy beta strike putting 3 drills with rustsalkers in reserve using the warlord trait along with some sterylisors in deepstrike.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/05/15 00:37:21


Post by: Olthannon


So if I'm reading a few things right, based on the new knight codex, it seems like a detachment of 3 armigers with Knights of the Cog can retain all their household rules. Plus useful for obsec.


Anyone else seen this to confirm?


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/05/24 19:07:51


Post by: laam999


I think that's correct, but honestly, i just skim read the new knight codex.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/01 06:18:38


Post by: DarkHound


I wasn't sure whether to post this in the AdMech or Knights thread, maybe I'll repost in both. I'm working on my combined army, and while I normally play Metalica + Raven synergy, that's CP expensive and the starting CP will likely be halved in the next GT mission pack (though you gain 2CP per turn instead).

I've come up with this, which has been quite strong in test games.
Spoiler:
1995pts, -4 CP
Freeblade Super-heavy Auxiliary [-0 CP, Agent of the Imperium]
Canis Rex, 440 [Warlord: Revered Knight; Wandering Hero]
-Virtue of Courage, Knight's Faith, Warrior's Hope

House Krast Super-heavy Auxiliary [-1 CP, Knight of the Cog]
3 Armiger Warglaives, Meltaguns, 450 [Knight Baron -1 CP: Ion Bulwark; Heart of Iron]

Forgeworld Mars Patrol [-2 CP]
Marshall, 55
10 Infiltrators, Stub/Taser, 190
15 Vanguard, 135
15 Vanguard, 135
2 Ironstriders, Lascannons, 170
Dunecrawler, Phosphor, Stubber, 120
Dunecrawler, Phosphor, Stubber, 120
Stratoraptor, 180
The army mostly does what it says on the tin. The infantry are at breakpoints to maximize Wrath of Mars. The Warglaives go absolutely nuts in melee with Controlled Aggression and Pack Tactics. Canis Rex is just really good.

The Knights add a lot of play on objectives, where you can fire off an ObSec Warglaive to score Stranglehold. Meanwhile, the other objectives with the rest of the Knights are unapproachable. The AdMech half can poke and prod without committing.

The trick is patience. You spend the minimum to score Stranglehold in the first round or two, while the AdMech grinds them with Canticles/Doctrinas. Then you commit the infantry and Knights in melee.

Consequently, Raise the Banners and Grind Them Down are good secondary picks. To The Last is also a surprisingly good pick, since you score 8 points by just keeping 1 Warglaive and 1 Infiltrator alive (Circuitous Assassins into a back corner). If things go badly, I still score about 30 on secondaries. The list very consistently scores ~60 points.

There's a lot of nuance and tricks to the Knight's teaching and stratagems, not to mention the optimal way to layer Canticles and Doctrinas. I'm still learning, but I could talk for ages on hypothetical plays.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/01 07:50:09


Post by: Thairne


Interesting list...
I might have to copy that one and play it

After looking at it a bit though, I dont think thats a valid list.
Yes, you can get Canis Rex, as a Freeblade and Agent of the Imperium, as your 0 CP SHAUX.
But the Armigers share no Faction Keyword with the AdMech Detachment besides IMPERIUM, so you do not get the refund of 2 CP.
You can sidestep it by taking a SHD and add Canis Rex and his Warglaives there, but that will set you back 3 CP.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/01 08:58:24


Post by: Olthannon


I don't know if anyone else has seen it, but this post in the admech reddit has been the best explanation for me.

https://www.reddit.com/r/AdeptusMechanicus/comments/uwlq2i/a_soup_of_knights/?utm_medium=android_app&utm_source=share


You would be down 6 CP to have canis rex and the three Armigers. Apparently you no longer get the refund according to RAW.


You guys might know more though. I'm just parroting this.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/01 09:17:07


Post by: Thairne


Oof.
The beating GW gave to AdMech/Knights is brutal.
Its simply not practical to do it. Not even the Armiger/SHAUX thing works with costs that high.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/01 11:56:48


Post by: Olthannon


3 CP for the 3 armigers seems like the only viable choice IMO. Especially with warglaives. But seems like it's a bit of a sod.


Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/01 14:16:25


Post by: DarkHound


 Thairne wrote:
After looking at it a bit though, I dont think thats a valid list.
Yes, you can get Canis Rex, as a Freeblade and Agent of the Imperium, as your 0 CP SHAUX.
But the Armigers share no Faction Keyword with the AdMech Detachment besides IMPERIUM, so you do not get the refund of 2 CP.
You can sidestep it by taking a SHD and add Canis Rex and his Warglaives there, but that will set you back 3 CP.
That link for the AdMech subreddit is wrong, or at least always assumes the AdMech is the Warlord. I would keep in mind that the AdMech subreddit is mostly a painting blog, and 99% of the players are god-awful. The competitive subreddit is miles better for understanding the rules.

Instead Canis Rex is the Warlord. The new Knight Lances refunds 3 CP for any detachment with the Warlord. The Armigers share a keyword with him, so their detachment costs 1.

The relevant Imperial Knight rules are:
  • An IMPERIAL KNIGHTS Detachment is one that only includes models with the IMPERIAL KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword).
  • IMPERIAL KNIGHTS Detachments gain the Knight Lances and Wandering Hero abilities.
  • Note that IMPERIAL KNIGHTS Super-heavy Auxiliary Detachments still get these Detachment abilities, even though Super-heavy Auxiliary Detachments do not normally gain any Detachment abilities.
  • If this Detachment contains between 1 and 2 QUESTORIS-CLASS models, or if it contains between 3-5 ARMIGER-CLASS MODELS, this Detachment’s Command Benefits are changed to: ‘+3 Command points if your WARLORD is part of this Detachment.’

  • Here's my other version of the list using the same principle with Metalica and Raven:
    Spoiler:
    1995 points, -6 CP
    House Raven Super-heavy Auxiliary Detachment (3 CP refunded due to Knight Lances, chosen as Knight of the Cog)
    Knight Errant, Meltagun, Thunderstrike, Stormspear, Forgemaster, 500 [Warlord; Knight Baron: Ion Bulwark -1 CP; Spirit of Kolossi; Order of Companions -1 CP]

    House Raven Super-heavy Auxiliary Detachment (-1 CP due to sharing a keyword with the Warlord's detachment)
    3 Armiger Warglaives, Meltaguns, 450 [Knight of the Iron Cog -1CP]

    Forgeworld Metalica Patrol Detachment [-2 CP]
    Enginseer, 55
    2x5 Infiltrators, 190
    3x10 Vanguard, 270
    2x3 Raiders, 120
    2 Dunecrawlers, Phosphor, Stubbers, 240
    Fusilave, Chaff, 170


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/02 08:12:16


    Post by: Thairne


    Fair points.
    I'll check in with someone that really knows his rules about his oppinion (thousands of games in 9th under his belt), but you make a good point.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/05 23:06:05


    Post by: IronVaught


     DarkHound wrote:
     Thairne wrote:
    After looking at it a bit though, I dont think thats a valid list.
    Yes, you can get Canis Rex, as a Freeblade and Agent of the Imperium, as your 0 CP SHAUX.
    But the Armigers share no Faction Keyword with the AdMech Detachment besides IMPERIUM, so you do not get the refund of 2 CP.
    You can sidestep it by taking a SHD and add Canis Rex and his Warglaives there, but that will set you back 3 CP.
    That link for the AdMech subreddit is wrong, or at least always assumes the AdMech is the Warlord. I would keep in mind that the AdMech subreddit is mostly a painting blog, and 99% of the players are god-awful. The competitive subreddit is miles better for understanding the rules.

    Instead Canis Rex is the Warlord. The new Knight Lances refunds 3 CP for any detachment with the Warlord. The Armigers share a keyword with him, so their detachment costs 1.

    The relevant Imperial Knight rules are:
  • An IMPERIAL KNIGHTS Detachment is one that only includes models with the IMPERIAL KNIGHTS keyword (excluding models with the AGENT OF THE IMPERIUM or UNALIGNED keyword).
  • IMPERIAL KNIGHTS Detachments gain the Knight Lances and Wandering Hero abilities.
  • Note that IMPERIAL KNIGHTS Super-heavy Auxiliary Detachments still get these Detachment abilities, even though Super-heavy Auxiliary Detachments do not normally gain any Detachment abilities.
  • If this Detachment contains between 1 and 2 QUESTORIS-CLASS models, or if it contains between 3-5 ARMIGER-CLASS MODELS, this Detachment’s Command Benefits are changed to: ‘+3 Command points if your WARLORD is part of this Detachment.’

  • Here's my other version of the list using the same principle with Metalica and Raven:
    Spoiler:
    1995 points, -6 CP
    House Raven Super-heavy Auxiliary Detachment (3 CP refunded due to Knight Lances, chosen as Knight of the Cog)
    Knight Errant, Meltagun, Thunderstrike, Stormspear, Forgemaster, 500 [Warlord; Knight Baron: Ion Bulwark -1 CP; Spirit of Kolossi; Order of Companions -1 CP]

    House Raven Super-heavy Auxiliary Detachment (-1 CP due to sharing a keyword with the Warlord's detachment)
    3 Armiger Warglaives, Meltaguns, 450 [Knight of the Iron Cog -1CP]

    Forgeworld Metalica Patrol Detachment [-2 CP]
    Enginseer, 55
    2x5 Infiltrators, 190
    3x10 Vanguard, 270
    2x3 Raiders, 120
    2 Dunecrawlers, Phosphor, Stubbers, 240
    Fusilave, Chaff, 170


    The Canis list works because he is a character and thus can be chosen as warlord. This allows you to use Knight Baron on an armiger for bulwark / bastards helm.

    Your metalica/raven list does not work however as Knight Baron requires an existing knight warlord for it to be used and unless you are playing a 500pt game where SHA's can choose a knight to be a character, you must use a SHD to get a character which means losing knight of the cog.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/06 01:38:55


    Post by: DarkHound


    Warlords don't have to be characters. Check the core rules. Any model can be the Warlord, even a random member of an infantry squad. Warlords that are characters get a Warlord trait, but that's not strictly necessary.

    Once my Raven Knight is the Warlord, he's eligible for Knight Baron to make him a character. He gains a Warlord trait from it, which makes the default free Warlord trait redundant, but I accept a small inefficiency. The important thing is he becomes a character, so he's then eligible for the free Heirloom Relic granted by having a Knight Warlord.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/14 19:50:34


    Post by: Ideasweasel


    How’s everyone holding up?

    Been doing gardening or catching up on meeting friends?

    I presume limited warhammer due to the state of the faction :(


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/22 09:01:40


    Post by: laam999


    I've played v little and the only thing I've had success with in defence cohort, 12 robots, 12 breachers and 3 destroyers.

    It only really works along with tempest of war and being lucky (my last game was a 95vs94 win). I've been trying to think of another way to play but skitarii are just too weak and mixed lists don't seem to work.

    I'm just waiting for the points update, I'm legit expecting us to get another round of increases.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/22 12:01:43


    Post by: Thairne


    Fulgurites -1ppm
    Corpuscarii -1ppm
    Ruststalkers -1ppm
    Raiders -2ppm

    pts changes from the app.
    This is pitiful.
    First the overnerf, then no updates in o the data slate, then the underwhelming secondary changes and now this token adjustment that takes... 16-26 pts of some lists?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/22 12:03:17


    Post by: laam999


    I wasn't joking saying I expected increases so... Yay?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/22 14:15:26


    Post by: Thairne


    And stay tuned for the latest Balance Dataslate, which drops tomorrow with a bundle of fresh tweaks to keep things competitive.


    A little hope is left. But only a little.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/23 15:16:52


    Post by: Reverend179


     Thairne wrote:
    And stay tuned for the latest Balance Dataslate, which drops tomorrow with a bundle of fresh tweaks to keep things competitive.


    A little hope is left. But only a little.


    Chickens getting CORE back is p big. CP revert to Enriched Rounds and Galvanic Volley is pretty nice. Hard to tell if the use restriction on Acquisition and Clandestine will matter as much given the new CP drought but we will see.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/23 15:27:25


    Post by: Mariongodspeed


    All those nerfs are still in the codex FAQ. Unless they remove them nothing has changed for us.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/23 15:35:40


    Post by: Reverend179


    Mariongodspeed wrote:
    All those nerfs are still in the codex FAQ. Unless they remove them nothing has changed for us.


    https://www.warhammer-community.com/2022/06/23/massive-changes-rock-warhammer-40000-matched-play-in-the-latest-balance-dataslate

    Says in the article they're getting reverted. The nerfs still existing was my first read until I found the article.

    Quote:

    "Finally, the Adeptus Mechanicus have a number of their earlier restrictions rolled back in light of the changing competitive landscape, with Ironstrider Ballistarii and Sydonian Dragoons regaining the CORE keyword. Several previously limited Stratagems like Acquisition at All Costs and Clandestine Infiltration have had their usage limitations removed, while others’ increased Command point costs revert to their initial levels."


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/23 15:49:45


    Post by: Mariongodspeed


    Thats awesome. My response was from before the WarCom article came out. Im glad to hear they showed us some love after all!


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/23 16:52:49


    Post by: Thairne


    warcom isnt a rules source though.. and they've been wrong before.
    So unless they're removed from the FAQ, the nerfs are still in effect.
    Now if anyone would oppose me reverting them in a friendly game, I'd look him in the eye and leave without a word.

    RAW though...


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/23 21:29:35


    Post by: laam999


    Assuming the FAQ will be updated in the next week or so, how are people feeling about this?

    I still think I'm going to struggle but it now means I can bring mixed lists again and not feel like I'm hurting myself. Dragoons (my fave unit) are back to being usable, I can bring some skitarii and see how they last but have a heavy squad of breachers to fill a gap.

    My old pre NERF list had a Culexus but since the low CP levels I'm going to test out a Calidus, I think the risk to the opponents CP early game could potentially help.

    Overalll I think we'll still be a middling at best army but at least we have some options back.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/29 07:21:04


    Post by: Pestilens


    Does somebody know wich list did siglaer play in the War room yesterday?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/29 21:00:56


    Post by: Razerous


    So including a trio of Ameigers costs us 3CP at minimum? With an Admech warlord. Just checking for a friend...


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/06/29 21:17:27


    Post by: Thairne


    No way around that, yes.
    Unless you somehow can get a shared faction keyword between your warlord and the armigers, which is not possible to the best of my knowledge


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/07/04 17:11:05


    Post by: Kanluwen


    FAQ update today!

    They basically just removed the color text.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/07/04 19:51:58


    Post by: Fishborne


    Did the knight of the Cog keyword get removed? Why is everyone saying Knights cost 3cp when they should cost 0cp? (For a super aux)


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/07/04 21:23:27


    Post by: xerxeskingofking


     Fishborne wrote:
    Did the knight of the Cog keyword get removed? Why is everyone saying Knights cost 3cp when they should cost 0cp? (For a super aux)


    becuase the 0CP super aux is tied to having a shared faction keyword...which admech and knights do not have (discounting IMPERIUM). the rule is intended to allow orks to take stompas, and necrons their monoliths, but not give admech or marines "free" access to knights.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/08/22 20:20:02


    Post by: Swague


    Dead thread?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/08/22 20:46:07


    Post by: xerxeskingofking


    seems like it. Im currently not really running my admech, i never really got past 500points with them. im looking at pushing that up to 1k but not anytime soon. i just....decided to concentrate on other armies.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/08/22 21:51:53


    Post by: Thairne


    I mean Adm is pretty dead.
    There's no new stuff, new rules or new tactics to talk about. The faction performs terribly. The buffs "just" undid nerfs, so back to already talked about levels.
    When in about 3-4 Weeks the next dataslate drops and something is in for "us" again...


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/08/22 22:03:46


    Post by: EviscerationPlague


    I stopped touching AdMech the moment troops were relegated to the silly "only weapons available are in the kit".


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/08/24 13:22:08


    Post by: Mariongodspeed


    Even Richard Siegler couldn't take AdMech all the way to a win last time he tried.

    Any discussion right now basically heads into a discussion as to how GW could make the army competitive again.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/08/26 20:37:58


    Post by: Vineheart01


    i've tried to use my admech since i havent touched them in a long time and they just dont work...
    Far, far too many pre-game CP demands imo. And with codex creep as bad as it is most of the codex is just "meh" and very little stands out.

    Not sure if theyre worse than Guard right now but pretty damn low on the totem pole.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/08/29 16:16:46


    Post by: Mariongodspeed


    Our 5-week average win rate is still holding steady at 39% (below even Guard's 41% and Chaos Demon's 44%) so yeah, we are worse off that the remaining 8th edition codexes.

    Of the 9th edition codexes,we have the lowest faction winrate (though some subfactions with very few games played, like Raven Guard and Imperial fists, are lower).

    Lets hope the next balance patch takes us out of trash-tier.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/09/24 18:41:25


    Post by: ph34r


    In building 10 skitarii to clear out of my pile of shame, I'm wondering, what should I build them as?

    I have 15 basic rangers and 10 basic vanguard.

    Should I make more basic guys of one sort or the other, or special weapons, or omnispexes I guess?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/09/30 02:29:59


    Post by: laam999


    I'd say build them rule of cool. Build what you like. I don't think we'll bee competitive again in 9th and there is no way to tell what 10th will bring.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/13 00:40:13


    Post by: Vortenger


    I'd build the special weapons but used the uncowled heads so they could stand in as either vanguard or rangers. Arquebus is a pretty safe bet for rangers, methinks.

    I really dislike that the community has hit this space of dead air for tactics and battle reports, but you can't blame anyone with AdMech's recent performance.

    I finally got my second game of 9th AdMech last week and got wrecked. Finally got to try out my wingbois and horsebois. Loved the cavalry, most of everything got shot off the board by turn 3 though. Vanguard and Sicarians were the MVPs for what little I accomplished.



    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/13 12:37:06


    Post by: D6Damager


    Mariongodspeed wrote:
    Our 5-week average win rate is still holding steady at 39% (below even Guard's 41% and Chaos Demon's 44%) so yeah, we are worse off that the remaining 8th edition codexes.

    Of the 9th edition codexes,we have the lowest faction winrate (though some subfactions with very few games played, like Raven Guard and Imperial fists, are lower).

    Lets hope the next balance patch takes us out of trash-tier.


    Where are you finding these stats?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/13 14:28:59


    Post by: Mariongodspeed


    r/warhammercompetitve

    “Meta Monday” every Monday J.C.M.Shurtlef posts updated data.

    There’s no new Admech data for this week because no one ran Admech in the reported data last week.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/13 19:36:03


    Post by: Thairne


    Oof.
    Also, admech has the highest difference between vet and casual players.
    Which means... the codex itself is just very tough to play. Which we know already.

    But it also means, even with the dataslab doing "good" things, the complexity will still remain...


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/14 16:50:33


    Post by: Madjob


    I don't necessarily want a return to cutting edge competitiveness, I just want the army out of the "solved" hole it's in. Especially where the Skitarii/Mechanicus split is concerned. Canticles could use some love to help them stack up against the Imperatives, and if that means Mars dogma is changed to avoid constantly stacking two types of army-wide buffs each turn, so be it. As it is, the book is Codex: Skitarii with guest starring Tech-Priests, occasionally the cheeky unit of electro-priests.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/14 17:19:23


    Post by: EviscerationPlague


    Madjob wrote:
    I don't necessarily want a return to cutting edge competitiveness, I just want the army out of the "solved" hole it's in. Especially where the Skitarii/Mechanicus split is concerned. Canticles could use some love to help them stack up against the Imperatives, and if that means Mars dogma is changed to avoid constantly stacking two types of army-wide buffs each turn, so be it. As it is, the book is Codex: Skitarii with guest starring Tech-Priests, occasionally the cheeky unit of electro-priests.

    I just want a return to Skitarii being allowed to use 3 of one special weapon in a squad.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/19 08:03:25


    Post by: laam999


    I'm playing tonight, my list is;


    2 marshals
    1 manipulus

    20 rangers
    20 vanguard
    5 vanguard
    5 breachers

    2 bombers

    2x2 lastriders
    3 dragoons

    2x5 sword infiltrators.

    I expect to get thoroughly beaten but it should be a nice, varied list and a fun game.

    I played last week at 1k playing someone i their second game and I nearly go tabled lol.

    I've really struggled with playing the 9th codex and 9th game style of secondaries.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/20 13:08:37


    Post by: Olthannon


    So as per the new update:

    It’s a simple change for the disciples of the Machine God – all changes to the Adeptus Mechanicus from previous Balance Dataslates have been removed.

    As they are still struggling to reach their optimised position in the wider metagame, we have removed all existing restrictions and modifications from the Adeptus Mechanicus army. There was a point in the not-too-distant past where the armies of the Omnissiah were overperforming, and a number of restrictions were applied in earlier Balance Dataslates to rein them in. These have proven too impactful in the current environment, so we will see how they perform using the rules from their codex and the latest points values in the Munitorum Field Manual.




    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/20 14:18:30


    Post by: Mariongodspeed


    Thats a very generous sounding way to say Lucius gets their +1 save vs damage 1 weapons while in cover back and enriched rounds goes back to wounding non-vehicles on a 4+ to hit instead of a 5+.

    Thats 2 nieche nerfrs removed. Its not going to signficanlty change our win rate. It looks like atleast another 3 months of my admech collecing dust on the shelf and now hoping for MFM points changes to make us no longer trash-tier. Yay. Thanks GW!


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/20 14:54:47


    Post by: Vineheart01


    FAQ still stands, but there wasnt much in there other than clarifications.
    I think the only actual "nerf" thats still a nerf and not rescinded is we cant use Booster Thrust on units that just arrived, which is a cheesestrat anyway.

    It is rather nice they did it that way as i can almost just use the codex again instead of constantly referencing the datasheet to see if that change i know happened is still a change or not.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/20 15:41:44


    Post by: Thairne


    make those 3 months into 6 months.
    Why?
    January marks the death of the Skitarii Veteran Cohort.
    And the next dataslate will be out shortly after, so the resulting net power loss for the army, which is almost exclusively run as a SVC, will not reflect that.
    Oh boi, fun times for Admech most definitely are coming.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/20 15:50:37


    Post by: Kanluwen


    Frankly, they need to just put AdMech back into the forge.

    Skitarii Veteran Cohort's rules need to be placed onto the Skitarii, period.
    Limit Rangers to unit size of 10 tops while Vanguard keep the 20 unit size.
    Remove Calivers from Rangers and Arquebi from Vanguard, give Arquebi the whole "line" nonsense we saw with the magnarail in LoV and see where things go from there.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/21 00:24:17


    Post by: EviscerationPlague


     Kanluwen wrote:
    Frankly, they need to just put AdMech back into the forge.

    Skitarii Veteran Cohort's rules need to be placed onto the Skitarii, period.
    Limit Rangers to unit size of 10 tops while Vanguard keep the 20 unit size.
    Remove Calivers from Rangers and Arquebi from Vanguard, give Arquebi the whole "line" nonsense we saw with the magnarail in LoV and see where things go from there.

    Why does it matter if Rangers have Plasma and Vanguard have Arqs?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/10/22 03:48:25


    Post by: ph34r


    EviscerationPlague wrote:
     Kanluwen wrote:
    Frankly, they need to just put AdMech back into the forge.

    Skitarii Veteran Cohort's rules need to be placed onto the Skitarii, period.
    Limit Rangers to unit size of 10 tops while Vanguard keep the 20 unit size.
    Remove Calivers from Rangers and Arquebi from Vanguard, give Arquebi the whole "line" nonsense we saw with the magnarail in LoV and see where things go from there.

    Why does it matter if Rangers have Plasma and Vanguard have Arqs?
    Im going to randomly guess that in the first Skitarii book that is how they set it up, but maybe not? I don’t know why Mechanicus would need more restrictions.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/12/25 15:37:35


    Post by: Incognito15


    I have a 1000 pt tournament coming up in a month and the only army i have is admech.

    What would be the basis of your list?

    Also do i need any supplements besides the codex? I havent played since before our newest codex.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/12/27 23:06:03


    Post by: em_en_oh_pee


    With rumors swirling about point reductions and a Core added to Kataphrons, anyone excited that our faction might make a slight comeback. Nowhere to go but up when you're at the bottom, right?!


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/12/28 23:26:42


    Post by: Rogerio134134


    I'm a new admech player and haven't actually used the army yet but I'm looking forward to trying to get some play out of the codex! Want to try and get my first 1k game in January once I've finished painting.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2022/12/30 19:50:28


    Post by: ph34r


    Incognito15 wrote:
    I have a 1000 pt tournament coming up in a month and the only army i have is admech.

    What would be the basis of your list?

    Also do i need any supplements besides the codex? I havent played since before our newest codex.
    As far as I know, good units are:

    troops, well they're mandatory
    ironstrider ballistarii: strong but really expensive in dollar amounts
    everything else: ?? not very good


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/01 13:54:51


    Post by: laam999


    The bombers are very good, even after a price increase. With the chaff launcher they're 170 pts, deal mortal wounds, -1 to hit and -1 damage and can double turn and hover making them VERY mobile. They can also slow something down.

    I struggle to not take them in a list and they're a great distraction to help keep your guns safe, I'd definitely take one at 1000 pts.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 00:11:20


    Post by: Olthannon


    Warhammer Community wrote:The Adeptus Mechanicus is another faction that has received a suitable amount of tinkering as we try to improve their win-rate relative to the other armies in the game. Kataphon Breachers and Destroyers now receive the CORE keyword, and every unit with Bionics improves its invulnerable save to 5+. That includes Skitarii Rangers and Vanguard, Kataphron Breachers and Destroyers, smaller Servitors, and both flavours of Ironstrider Engine.

    We hope that this latest round of improvements will boost the Machine Cult’s performance and help them claw their way up from the bottom of the win-rate rankings!


    So what do we reckon?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 00:54:38


    Post by: Vineheart01


    55pt dragoons make me happy as i have 4 of the frickers lol


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 05:08:29


    Post by: Vortenger


    I also have 4 dragoons and I am here for this, especially with the new bionics rules. Looks like Kataphrons are great now and Onagers at 100 with wargear look solid. I'm really excited to get my tin men on the table after these changes


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 06:42:33


    Post by: em_en_oh_pee


    I guess this is proof that if I wait long enough, my formerly useless army will be (somewhat) useful again.

    RIP Knights of the Cog. My Metalica army is very sad.

    Anyone have any list ideas? I've been out of action so long, I'm not sure where to begin.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 08:30:15


    Post by: U02dah4


    I'm considering swapping back in after playing my sisters for a long time thinking of trying 3x onager 3x disintegrator 3x warglaive probably with Raiders filling up the mid board and a couple of vanguard or corpuscarii for the Mars strat

    Your probably saving about 150pts compared to pre changes on the onagers disintegrators and characters.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 10:37:24


    Post by: Thairne


    but is it enough though? The codex is stilll deeply complicated. Other armies got huge pts drops and buffs as well.
    Nephilim style CP is still around. Veteran Cohort has one advantage for free, the others are gone.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 11:20:03


    Post by: U02dah4


    That is the question and it's difficult to know without data

    Not all factions were buffed my other army was Sisters where your looking at pts increase, mission nerf and loss of AoC they are clearly worsening significantly.

    I'm looking at a 8.5% points reduction buffed secondaries an extra Hvy slot no Troop tax and no cp for my knights or reserves and not having to deal with AoC so our guns are more lethal vs a third of the field.

    There are two big CP changes from nephillim. One is that reserves are free if your looking for a vanguard/ corpuscarii + mars strat to come in from the side that's a reduction.

    Also the super heavy aux is free if you want to freeblade a knight or some armigers also since they are now agent of the imperium your not limited to mechanicus knights so while yes the raw CP numbers are the same the demands on them have decreased

    I think it's clear that in armies like Sisters the win percentage will drop while in admech the win percentage will rise the question is how much comparatively. Ask yourself would you rather be playing a midrange dropping faction or a rising one that we dont know by how much


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 20:33:26


    Post by: em_en_oh_pee


    Cobbling together a list from what I have painted, partially built, and in box:

    Rough list idea:
    Spoiler:

    Mars AoO Detachment

    HQ:
    Belisarius Cawl
    [160]

    Technoarcheologist
    Artisans
    [85]

    Manipulus
    Logi
    [120]

    Troops:
    (6) Kataphron Destroyers
    Plasma
    [270]

    (6) Kataphron Destroyers
    Heavy Grav & Flamers
    [240]

    Elites:
    (5) Sicarian Infiltrators
    [85]

    (5) Sicarian Infiltrators
    [85]

    Fast:
    (3) Sydonian Dragoons
    Tasers
    [165]

    (6) Serberys Raiders
    [108]

    (3) Ironstrider Ballistarii
    Lacannons
    [255]

    Heavy:
    Onager
    Neutron
    [100]

    Onager
    Neutron
    [100]

    Onager
    Icarus
    [100]

    Skorpius Disintigrator
    [125]

    [1998]


    Just basically a little bit of everything... which I guess is good for a faction? I don't really want to run Skitarii, but have some if that becomes a necessity.

    Thoughts? Ideas? What is everyone else thinking?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/06 23:37:08


    Post by: U02dah4


    This is what I'm thinking of more Skitarii focussed

    Although it amuses me you don't want to run skitarii and suggest 9 units with the skitarii keyword

    If I was to critics your list your spending to much on HQ 365pts is a big chunk of your army

    Spoiler:

    Mars AoO Detachment

    HQ:
    Skitari Marshal exemplars of eternity firepower telemetry
    [50]

    Tech priest enginseer 50 Warlord

    Troops:
    (15) Vanguard [135] arc maul

    (5) Ranger [45] arc maul


    Elites:

    (5) hoplite eyes of the omnissiah
    [50]

    Fast:
    (4) Sydonian Dragoons
    Tasers serpenta
    [220]

    (9) Serberys Raiders data teather temporcopia
    [157]

    (9) Serberys Raiders data teather Omniscient mask
    [157]

    Heavy:
    Onager
    Neutron
    [100]

    Onager
    Neutron
    [100]

    Onager
    Neutron
    [100]

    Skorpius Disintigrator
    [125] energy cannon

    Skorpius Disintigrator
    [125] energy cannon

    Skorpius Disintigrator
    [125] energy cannon

    Superheavy Aux hunter of beasts
    3x Armiger Warblade + melta gun [450]

    2000pts


    I would note I'm spending 5CP pregame

    However previously this build would have been 8CP pregame and 2254 pts so that's quite a difference and doesn't even include the cost of reserving the Vanguard which is now free


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/07 00:07:53


    Post by: em_en_oh_pee


    lol I mean Skitarii proper - rangers and vanguard. You know, the dudes. They're not very exciting to paint.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/08 20:16:39


    Post by: ph34r


    For regular Skitarii, the vanguard and ranger Alphas now get a free melee weapon basically? And the special weapons all went down 5 points, so a plasma caliver is 5?

    Will 50 points for 5 vanguard with a caliver and power sword be kinda good?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/08 22:04:00


    Post by: U02dah4


    If your taking them the free weapon is a given.

    Generally the caliver is a worth while spending of 5 pts but it's not essential and if all you want is a back field objective holder I can justify not takeing it just to min the cost of the unit


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/09 04:37:31


    Post by: FoxHybrid


    In the same vein as the question about the plasma caliver, does the points change improve the Transuranic Arquebus’ viability in units of Rangers? I have two for Killteam, and I’m wondering if they’re one of the better Skitarii special weapons.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/09 18:34:41


    Post by: ph34r


    I think it's worth considering at least. It's still 10 points, but it's a good gun. I'm thinking about building one to try it. I used to have one but I disassembled him.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/11 23:28:44


    Post by: U02dah4


    The arquebuses problem was always numbers you needed about 9 to reliably kill small characters

    If you only take 3 well one will fail to hit. 1.333 will wound a space marine or guard character with a 4++ that means 0.67 go through averaging at 2 dam if it does not enough to kill

    (Now I know you will occasionally get a mw as a bonus but not often)


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/17 00:15:39


    Post by: U02dah4


    Didn't really take missions into account with my last attempt and definitely feel I needed more infantry for objectives

    Spoiler:


    ++ Arks of Omen Detachment (Imperium - Adeptus Mechanicus) [120 PL, 1CP, 1,998pts] ++

    + Configuration +

    Arks of Omen Compulsory Type: Heavy Support

    Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

    Detachment Command Cost

    Forge World Choice: Forge World: Agripinaa

    Game Type: 5. Chapter Approved: Arks of Omen

    + HQ +

    Skitarii Marshal [3 PL, -2CP, 50pts]: Relic: Exemplar's Eternity, Stratagem: Mechanicus Locum, Stratagem: Relic, Warlord Trait (Codex 6): Eyes of the Omnissiah

    Tech-Priest Dominus [6 PL, -2CP, 110pts]: Eradication Ray, Logi, Phosphor Serpenta, Relic (Agripinaa): The Eye of Xi-Lexum, Warlord, Warlord Trait (Agripinaa): Verse of Vengeance
    . Stratagem: Archeotech Specialist: Archeotech Specialist
    . Stratagem: Warlord Trait

    Tech-Priest Manipulus [6 PL, 100pts]: Magi, Magnarail lance

    + Troops +

    Kataphron Breachers [12 PL, -1CP, 210pts]: Indentured Machines
    . Kataphron Breacher: Arc Claw, Heavy Arc Rifle
    . Kataphron Breacher: Arc Claw, Heavy Arc Rifle
    . Kataphron Breacher: Arc Claw, Heavy Arc Rifle
    . Kataphron Breacher: Arc Claw, Heavy Arc Rifle
    . Kataphron Breacher: Arc Claw, Heavy Arc Rifle
    . Kataphron Breacher: Arc Claw, Heavy Arc Rifle

    Skitarii Rangers [3 PL, 55pts]
    . Ranger Alpha: Arc Maul, Galvanic Rifle
    . 3x Skitarii Ranger: 3x Galvanic Rifle
    . Skitarii Ranger (Transuranic Arquebus): Transuranic Arquebus

    Skitarii Rangers [3 PL, 55pts]
    . Ranger Alpha: Arc Maul, Galvanic Rifle
    . 3x Skitarii Ranger: 3x Galvanic Rifle
    . Skitarii Ranger (Transuranic Arquebus): Transuranic Arquebus

    Skitarii Vanguards [9 PL, 99pts]
    . 10x Skitarii Vanguard: 10x Radium Carbine
    . Vanguard Alpha: Arc Maul, Radium Carbine

    Skitarii Vanguards [3 PL, 45pts]
    . 4x Skitarii Vanguard: 4x Radium Carbine
    . Vanguard Alpha: Arc Maul, Radium Carbine

    + Fast Attack +

    Serberys Raiders [9 PL, 162pts]: Serberys Raider Alpha
    . 8x Serberys Raider: 8x Cavalry Sabre, 8x Clawed Limbs, 8x Galvanic Carbine

    Serberys Raiders [9 PL, 162pts]: Serberys Raider Alpha
    . 8x Serberys Raider: 8x Cavalry Sabre, 8x Clawed Limbs, 8x Galvanic Carbine

    Sydonian Dragoons [15 PL, 275pts]
    . Sydonian Dragoon: Phosphor Serpenta, Taser Lance
    . Sydonian Dragoon: Phosphor Serpenta, Taser Lance
    . Sydonian Dragoon: Phosphor Serpenta, Taser Lance
    . Sydonian Dragoon: Phosphor Serpenta, Taser Lance
    . Sydonian Dragoon: Phosphor Serpenta, Taser Lance

    + Heavy Support +

    Onager Dunecrawler [6 PL, 100pts]: Broad Spectrum Data-Tether, Cognis Heavy Stubber
    . Neutron Laser and Cognis Heavy Stubber

    Onager Dunecrawler [6 PL, 100pts]: Broad Spectrum Data-Tether, Cognis Heavy Stubber
    . Neutron Laser and Cognis Heavy Stubber

    Onager Dunecrawler [6 PL, 100pts]: Broad Spectrum Data-Tether, Cognis Heavy Stubber
    . Neutron Laser and Cognis Heavy Stubber

    Skorpius Disintegrator [8 PL, 125pts]: Belleros Energy Cannon

    Skorpius Disintegrator [8 PL, 125pts]: Belleros Energy Cannon

    Skorpius Disintegrator [8 PL, 125pts]: Belleros Energy Cannon

    ++ Total: [120 PL, 1CP, 1,998pts] ++




    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/19 13:59:22


    Post by: U02dah4


    Now pistols are free on vanguard/rangers whats the thoughts on them are they worth taking and in what circumstances


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/25 04:45:45


    Post by: FoxHybrid


    Of the pistols, I think the Arc or Phosphor Blast Pistol could be a viable choice, but mainly on Vanguard Alphas. I don’t think Rangers will see close combat often enough to warrant the Alpha having a pistol, better to just add to the volley of Galvanic Rifle fire.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/26 21:59:09


    Post by: U02dah4


    for 5 man vanguard objective holders i was considering the arc pistol but I was torn with just going stock on the gun. Definitely arc maul all the way on the melee


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/01/30 16:03:11


    Post by: Mariongodspeed


    Id never take the Phosphor Blast Pistol. As a blast weapon you cant shoot it in combat, which is the whole point of taking a pistol in my opionion.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/02/06 04:29:30


    Post by: ph34r


    I’m out of the loop, but I don’t have enough points to make 2000p of pure Adeptus Mechanicus, are knights still allowed (one free blade?) as Allies without breaking canticles and doctrines and everything?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/02/06 06:55:07


    Post by: xerxeskingofking


     ph34r wrote:
    I’m out of the loop, but I don’t have enough points to make 2000p of pure Adeptus Mechanicus, are knights still allowed (one free blade?) as Allies without breaking canticles and doctrines and everything?


    short answer: yes.

    longer answer: yes, but thiers a new detachment thats replaced the old patrol/battalion/brigade system for matched play, and warlord traits/relics are not free anymore. i would read up about the new army building rules here as it might affect your choices:

    https://wahapedia.ru/wh40k9ed/the-rules/arks-of-omen-grand-tournament/#2.-Muster-Armies


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/02/06 22:05:34


    Post by: ph34r


    So the options are,

    -a patrol of Votann
    -a super-heavy auxiliary of exactly one Freeblade
    -a single Agent of the Imperium i.e. Inquisitor, or
    -a patrol of Agents of the Imperium, such as
    --basically only Astra Cartographica can field an Agents of the Imperium patrol?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/02/06 22:35:59


    Post by: xerxeskingofking


     ph34r wrote:
    So the options are,

    -a patrol of Votann
    -a super-heavy auxiliary of exactly one Freeblade
    -a single Agent of the Imperium i.e. Inquisitor, or
    -a patrol of Agents of the Imperium, such as
    --basically only Astra Cartographica can field an Agents of the Imperium patrol?


    you can also take agents of the Imperium Auxiliary Support detachment can be any unit with the AGENTS OF THE IMPERIUM keyword, which also includes the Navy Breachers, and i suspect the soon to be released Arbites.


    or, like a lot of people, you can just skip the arks of omen stuff and put together a regular detachment. the arks detachment is strictly speaking only supposed to be used with the arks GT pack, and if your not using that it then its a moot point.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/02/13 23:10:56


    Post by: U02dah4




    Think I've settled on a tournament list any feedback would be appreciated

    https://www.dakkadakka.com/dakkaforum/posts/list/808884.page


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/02/16 16:17:15


    Post by: em_en_oh_pee


    What would be the absolute best way to add a big boy Knight to an AdMech list. I want to lean into Kataphrons and Onagers, so I am thinking maybe Mars.

    Trying desperately to get back into 40k, but lord has it been hard to justify since we've been at the bottom, so help would be appreciated.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/02/16 17:17:42


    Post by: U02dah4


    Asside from the obvious that 3 armigers may be more effective than a singular big knight.

    You could look at the list above as a vehicle heavy list as a starting template designed to be highly survivable. The conflict between that list and a big knight is that invariably you make Eradication of flesh harder to achieve which that list needs. (the little characters are to take Raise the banners if there is no kill missions). However, there isn't any tourney data for this build (till I run it next week and next month)

    So your probably looking At Mars/Lucius/Ryza

    Ryza is more melee focussed Mars more all round and Lucius more infantry focused.

    I'm not sure there is a best at least not meta data wise whats probably more important is to build to the strengths of each. While aggripina would seem a nice match for your units the metadata says it underperforms.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/04/23 05:42:45


    Post by: FoxHybrid


    With buffing characters mainly being attached to one unit at a time, how do you think the army will evolve in 10th edition. I feel like we may see some buffs to our lethality and durability as a whole, albeit maybe with some points increases. What are you guys expecting/hoping for going into this new edition of 40k?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/04/23 07:45:50


    Post by: Olthannon


    It'll be interesting to see what the new vehicle rules do for us, hopefully our mighty crab tanks will get some benefit.

    From what I've seen so far, we could be in for exciting times. But who knows?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/04/23 22:23:36


    Post by: U02dah4


    We already know mass low ap firepower is buffed by cover changes as there will be a lot less 2+ so corouscarii vanguard get more favourable but all our characters except enginseer are liable for rewrites so its to early to tell much else it would be nice if one of our characters could actually become a viable melee unit


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/04/24 04:34:24


    Post by: FoxHybrid


    It'll be interesting to see what the new vehicle rules do for us, hopefully our mighty crab tanks will get some benefit.


    I agree. I really hope that some our tougher units start to feel tough on the tabletop, even if that means a points increase. I agree that the Onager really needs some love (side note; I never knew that an onager is also an animal and a siege weapon. Kind of fitting, really).


    We already know mass low ap firepower is buffed by cover changes as there will be a lot less 2+ so corouscarii vanguard get more favourable but all our characters except enginseer are liable for rewrites so its to early to tell much else it would be nice if one of our characters could actually become a viable melee unit


    I do think it would be interesting to have one of our characters be designed to head into combat with sicarians or electro-priests. That might give those units a little more bite in melee and could serve as a nice buffer in front of a gun line.

    Thinking more about HQs, I bet we will see the skitarii marshall only be able to lead units of skitarii. Maybe we could also get an HQ more designed around buffing our cult units, but with how few of those we have currently, I am not counting on it.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/04/30 11:49:39


    Post by: xerxeskingofking


    So, according to the roadmap pushed out by GW, Admech are going to be 3rd or 4th codex released, sometime in the November/December timeframe. the commentry says we are getting at least "some" new models at that time.

    my 2 wild @$$ guesses are we get skitarii LT type and/or a "priestly acolytes" type unit as a cult mechanicus troop option (though time will tell if such a thing would be even a concept in 10ths new force org system.


    we know the contempory style of subfactions are going away, to be replaced with themed detachments that are not subfaction/paintscheme locked (so thier might be a "good in melee and plasma" detachment that is representative of how Ryza fights, but any forge world or colour scheme can use it). my guesses would be we see a skitarii cohort type detachment, A preists of mars detachment based on cult mech units, a mechanised robot detachment with bonuses to vehicles, robots, and maybe a knight integration bonus of some sort.

    anyone else wish to speculate wildly as to what we might get?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/01 04:19:26


    Post by: FoxHybrid


    It would be great, but I think a skitarii lieutenant may be a little too similar to the skitarii marshall to happen. I’d love to be able to field some of the 30k battle automata, especially if they had a plastic kit. Also, I look forward to having paint schemes matter less, as I am planning to paint part of my army as Mars and part as Triplex Phall due to my army’s lore, so the detachment system will make dealing with that on the tabletop much easier.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/01 07:30:50


    Post by: tneva82


    Paint schemes never really mattered. Not with blue blood angels, black white scars etc running and non-marine not many even knows colours. Eldar is only one where colour schemes equally known.

    Gw basically formalize what players did already and hopefully remove layers of rules in the process


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/01 10:17:19


    Post by: Olthannon


    I still think we are missing some artillery pieces and more servitors. I'd also like some more weird esoteric machinery that scuttles about the battlefield.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/01 19:45:54


    Post by: U02dah4


    I really The secutarii to gain FW so they actually function with the army and have their abilities trigger off questor mechanicus would be nice

    Their are so many fw units that could just be adopted in

    I agree we could use an artillery buff but some of that could be done by making our existing artillery options functional


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/12 16:43:26


    Post by: em_en_oh_pee


    We're next! Hope the previews give us some much needed hope.

    [Thumb - Next.PNG]


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/15 13:16:42


    Post by: Thairne


    Not for me.
    BS 4+
    Save down to 5+
    weak detachment rule
    weak Cawl
    +2 advance/charge and advance/charge is the only real good thing in that preview.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/15 16:14:42


    Post by: FoxHybrid


    Yeah, without a decent drop in points, skitarii don’t really seem worth it, unless they really do a lot to help out our other units like they do for ruststalkers.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/15 16:50:09


    Post by: em_en_oh_pee


     FoxHybrid wrote:
    Yeah, without a decent drop in points, skitarii don’t really seem worth it, unless they really do a lot to help out our other units like they do for ruststalkers.


    Feels like without more info we are no better off than before the preview.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/15 17:00:47


    Post by: FoxHybrid


    Such is the way of spoilers.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/15 17:09:44


    Post by: Kanluwen


     em_en_oh_pee wrote:
     FoxHybrid wrote:
    Yeah, without a decent drop in points, skitarii don’t really seem worth it, unless they really do a lot to help out our other units like they do for ruststalkers.


    Feels like without more info we are no better off than before the preview.

    I feel like we got a big, big piece with regards to Cult:

    Canticles are on the Techpriests now, no longer an armywide ability.


    Automatically Appended Next Post:
     FoxHybrid wrote:
    Yeah, without a decent drop in points, skitarii don’t really seem worth it, unless they really do a lot to help out our other units like they do for ruststalkers.

    There's far, far too many unknowns to make any definitive "not worth it" statements. The armor save change sucks, but remember that they shoehorned the Troop choice Skitarii into effectively being "Conscripts" with the 9E book and the 20 model squad cap. We weren't going to keep a 4+ save unless they dropped that squad cap back to 10 and they seem to have 0 interest in that.

    It's also important to remember that Vanguard are supposed to be the "trash" unit. They weren't supposed to be a premiere, end-all be-all shooter unit. They were supposed to be our "tarpit" for the army at large--hence their old ability that dropped Toughness by 1 for things that get close to them.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 05:30:32


    Post by: Boosykes


    True we don't know enough. However what we where shown Stats wise looks about the worst that has been shown from all factions


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 09:44:23


    Post by: U02dah4


    Lots depends on the mission if objective holding t1 is important rad bombardment is very powerful. However if it really doesn't matter I agree we look weaker.

    I also don't have a problem with skitarii being conscript equivalentsits more fluffy provided their points are priced that way


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 11:10:14


    Post by: Kanluwen


    U02dah4 wrote:
    Lots depends on the mission if objective holding t1 is important rad bombardment is very powerful. However if it really doesn't matter I agree we look weaker.

    I also don't have a problem with skitarii being conscript equivalentsits more fluffy provided their points are priced that way

    The problem is that there's two "Skitarii" units(when talking about that specific nomenclature. Faction-wise? Many more).

    Vanguard, the souls exposed to deadly doses of radiation from their own weaponry.
    vs
    Rangers, the hunters of the Skitarii Legion wielding galvanic rifles.

    Rangers are the gunners of the Onagers, protected from the Vanguard are stuffed into a lead-lined radiation containment chamber to pilot the things and their corpses hauled out and replaced with a fresh Vanguard when they finally expire. There's clearly a level of expendability but it isn't pointed at the Ranger side of things.

    In any regards, we have "conscript equivalents" in the form of the Kataphron Heavy Battle Servitors and Servitors themselves. We didn't need to downgrade Skitarii Vanguard when they could downgrade Kataphron and release plastic Servitors.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 17:08:26


    Post by: em_en_oh_pee


     Kanluwen wrote:
    U02dah4 wrote:
    Lots depends on the mission if objective holding t1 is important rad bombardment is very powerful. However if it really doesn't matter I agree we look weaker.

    I also don't have a problem with skitarii being conscript equivalentsits more fluffy provided their points are priced that way

    The problem is that there's two "Skitarii" units(when talking about that specific nomenclature. Faction-wise? Many more).

    Vanguard, the souls exposed to deadly doses of radiation from their own weaponry.
    vs
    Rangers, the hunters of the Skitarii Legion wielding galvanic rifles.

    Rangers are the gunners of the Onagers, protected from the Vanguard are stuffed into a lead-lined radiation containment chamber to pilot the things and their corpses hauled out and replaced with a fresh Vanguard when they finally expire. There's clearly a level of expendability but it isn't pointed at the Ranger side of things.

    In any regards, we have "conscript equivalents" in the form of the Kataphron Heavy Battle Servitors and Servitors themselves. We didn't need to downgrade Skitarii Vanguard when they could downgrade Kataphron and release plastic Servitors.


    They aren't "Conscript" equivalents. The Guard aren't Conscripts - they're a well-trained standing army. We are on par with them, with more advanced weaponry, at least as regards Vanguard.

    Kataphrons aren't conscripts either. They're mobile heavy weapons teams, essentially. I am fine with them being about what they are currently and a downgrade would make them useless. So hopefully they don't take too much of a hit.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 17:27:09


    Post by: Boosykes


     em_en_oh_pee wrote:
     Kanluwen wrote:
    U02dah4 wrote:
    Lots depends on the mission if objective holding t1 is important rad bombardment is very powerful. However if it really doesn't matter I agree we look weaker.

    I also don't have a problem with skitarii being conscript equivalentsits more fluffy provided their points are priced that way

    The problem is that there's two "Skitarii" units(when talking about that specific nomenclature. Faction-wise? Many more).

    Vanguard, the souls exposed to deadly doses of radiation from their own weaponry.
    vs
    Rangers, the hunters of the Skitarii Legion wielding galvanic rifles.

    Rangers are the gunners of the Onagers, protected from the Vanguard are stuffed into a lead-lined radiation containment chamber to pilot the things and their corpses hauled out and replaced with a fresh Vanguard when they finally expire. There's clearly a level of expendability but it isn't pointed at the Ranger side of things.

    In any regards, we have "conscript equivalents" in the form of the Kataphron Heavy Battle Servitors and Servitors themselves. We didn't need to downgrade Skitarii Vanguard when they could downgrade Kataphron and release plastic Servitors.


    They aren't "Conscript" equivalents. The Guard aren't Conscripts - they're a well-trained standing army. We are on par with them, with more advanced weaponry, at least as regards Vanguard.

    Kataphrons aren't conscripts either. They're mobile heavy weapons teams, essentially. I am fine with them being about what they are currently and a downgrade would make them useless. So hopefully they don't take too much of a hit.


    I don't mind their ballistics skill droping but come on a cyborg has the same armor as a guy where a flack jacket?
    Nonsense. They should be save 4 minimum.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 17:36:22


    Post by: Kanluwen


     em_en_oh_pee wrote:

    They aren't "Conscript" equivalents. The Guard aren't Conscripts - they're a well-trained standing army.

    There was literally a unit called "Conscript Squads" that only just recently got removed. Please don't pretend that I've conflated all Guardsmen with Conscripts, or that I'm the one who tried to argue that Skitarii should be our Conscript equivalent.


    We are on par with them, with more advanced weaponry, at least as regards Vanguard.

    Well, the Rangers are at least. Vanguard ranks are, per the lore, bolstered with serfs and penal colony "recruits". The Alphas are failed Knight Aspirants though.


    Kataphrons aren't conscripts either.

    They're Servitors, not soldiers. People aren't willingly agreeing to be lobotomized, cut in half, and forcibly fused to a tank body with guns replacing their arms.

    They're effectively "Conscripts +1".
    They're mobile heavy weapons teams, essentially.

    Which is why they were BS4+ without Mindlock, compared to the 'standard' Servitor who was 5+ with Mindlock giving a 4+.

    I am fine with them being about what they are currently and a downgrade would make them useless. So hopefully they don't take too much of a hit.

    There's a ton of downgrades that could be done without rendering them useless. A bump downwards in armor, a reduction in unit caps, etc.


    Automatically Appended Next Post:
    Boosykes wrote:

    I don't mind their ballistics skill droping but come on a cyborg has the same armor as a guy where a flack jacket?
    Nonsense. They should be save 4 minimum.

    Unless Servitors drop to a 5+ as well, the guy wearing a jumpsuit with exposed bionics is a 4+ save while the same augmented individuals wearing combat armor and combat augmetics is less protected.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 18:34:25


    Post by: em_en_oh_pee


    Boosykes wrote:


    I don't mind their ballistics skill droping but come on a cyborg has the same armor as a guy where a flack jacket?
    Nonsense. They should be save 4 minimum.


    They have a 6++ to show they have some basic level of bionics.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 18:59:52


    Post by: Kanluwen


    They have a 6++ to replace the FNP(6+) they initially debuted with.

    The 4+ save was representing their bionics being of a sturdy manufacture and Skitarii War Plate. It's the same reason as to why regular ol' Servitors in their jumpsuit had a 4+ save at the time of the publication for C: Skitarii.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/17 19:10:27


    Post by: Boosykes


     Kanluwen wrote:
     em_en_oh_pee wrote:




    Automatically Appended Next Post:
    Boosykes wrote:

    I don't mind their ballistics skill droping but come on a cyborg has the same armor as a guy where a flack jacket?
    Nonsense. They should be save 4 minimum.

    Unless Servitors drop to a 5+ as well, the guy wearing a jumpsuit with exposed bionics is a 4+ save while the same augmented individuals wearing combat armor and combat augmetics is less protected.


    Agreed, kataphrons should be 3+ and skitarii vanguard and rangers should be 4+.

    Look at the figure these guys don't just have a few bionics they are mostly metal. The legs and arms are metal they are covered in metal including full helms. Unless it is litteraly mad of tinfoil these guys should all have high saves.

    About the only. Unit in admech that should be a 5+ or even 6+ are the electro priests and due to lore they should have an invuln probably around a 4++.

    At the end of the day we will have to wait and see how. This pans out it just rubs me the wrong way that a guy fully encased in metal has the same save as a guards men.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/05/18 06:57:51


    Post by: tneva82


    U02dah4 wrote:
    Lots depends on the mission if objective holding t1 is important rad bombardment is very powerful. However if it really doesn't matter I agree we look weaker.

    I also don't have a problem with skitarii being conscript equivalentsits more fluffy provided their points are priced that way


    Skitarii don't look to have bs5 which is conscript level.

    4+ is trained soldier level. And am has easy way to make it 3+. Gw likely didn't want army wide 2+ to hit.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/06/01 12:17:24


    Post by: xerxeskingofking


    ok, so a tibit form todays teaser on the forge world stuff:

    basically, all Horus heresy stuff that has been "ported over" to regular 40k is moving into Legends. It will get 10th ed rules, but these are not tourney legal anymore and wont be getting balance passes, being a pure casual games only, "one and done" job.

    of note for the Admech is that Secutarii Hoplites and Peltasts, and Terrax-pattern Termites are on that list of "not competitive legal" units.


    only forge world stuff thats staying 40k competitive are all the Knights, and the custodes stuff (seeing as FW stuff is like half their range, that makes sense).


    original article here:
    https://www.warhammer-community.com/2023/06/01/legions-and-legends-warhammer-the-horus-heresy-models-in-games-of-warhammer-40000/?utm_source=facebook&utm_medium=social&utm_campaign=the-horus-heresy&utm_content=hh40k01062023&fbclid=IwAR36tNlXD0L6bfbsY4T_MKex_czWCvzfCxbDc-SDK8UU8woNb5iskr0_C0E_aem_th_AbohI0fnN07jUAXWYDPnXsmdEvUmJGR9DOk2npvqUzOKFEwGdysmbIa6GId9mbPqNSc


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/06/16 07:01:20


    Post by: laam999


    I'm guessing the silence is the opinion of the index?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/06/16 07:07:56


    Post by: xerxeskingofking


    Honestly, I'm reasonably happy with it.

    Theirs a interesting focus around units operating in close concert with BATTLELINE units that I like on a conceptual level. I need to see how it plays but it's cool


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/06/16 10:35:30


    Post by: Thairne


    I think they nerfed Skitarii too hard.
    The Cult Mech side of things still looks basically unusable with the exception of manipulus, Breachers and Kastellans.
    Otherwise, I think that 3 Disintegrators backed by 3 Enginseers might be a staple. The guns on those are really good.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/06/16 16:12:14


    Post by: em_en_oh_pee


    Ohhh... well. Here comes Breacher & Onager spam. Not much else seems all that appealing.

    EDIT:
    After much tinkering... I guess this is a list I can try? I have most of it ready, just need more Breachers (...12).

    Belisarius Cawl
    [185]

    Tech-Priest Dominus
    Excoriating Emanation
    [100]

    Tech-Priest Dominus
    Master Annihilator
    [110]

    Tech-Priest Enginseer
    [45]

    Tech-Priest Enginseer
    [45]

    Onager Dunecrawler
    Neutron Laser
    [140]

    Onager Dunecrawler
    Neutron Laser
    [140]

    Onager Dunecrawler
    Icarus
    [140]

    Archaeopter Fusilave
    [160]

    (6) Kataphron Breachers (TPD)
    Heavy Arc Rifle, Arc Claw
    [300]

    (6) Kataphron Breachers (TPD)
    Torsion Cannon, Hydraulic Claw
    [300]

    (10) Vanguard
    Arc Rifle, Plasma Caliver, CCW & AP, Omnispex
    [100]

    (3) Sydonian Dragoons
    Taser Lances
    [225]

    [1990]

    I have no idea if this will be worth it, but hey at least I can likely pick up AdMech units cheap right now.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/06/16 23:01:55


    Post by: U02dah4


     laam999 wrote:
    I'm guessing the silence is the opinion of the index?


    We are gathering dust

    Well unless you had mechanicus knights those are still good


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/06/17 06:10:55


    Post by: laam999


    U02dah4 wrote:
     laam999 wrote:
    I'm guessing the silence is the opinion of the index?


    We are gathering dust

    Well unless you had mechanicus knights those are still good

    My mech knights now are too cheap so I'd need t buy another knight to fill out 2k lol.

    I'm thinking of using this list as a "how to die efficiently and score"

    3x6 breachers
    2x manipulus
    1x dominus
    all HQ with an upgrade

    3x10 rangers in a boat

    2x vanguard on foot.


    Boat rangers scout move, have 12" move and can quickly objective grab t1

    vanguard advance up behind to replace dying rangers

    breachers roll up behind them to replace dying vanguard.

    I think it's at least worth a try.

    1990 pts.... it would have been 1545 before :/


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/07/12 05:32:26


    Post by: FoxHybrid


    Have you guys played any games so far this edition? If so, I’d love to hear how you guys did, as well as what units you liked in what roles, and what you feel like didn’t work. I’ve heard very good things about the Omnipulus (Omni-sterilizer Manipulus) and Breachers, but not too much outside of that.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/07/18 22:14:55


    Post by: Techpriest_


    Now that the edition has had some time to breath, I don't think Admech is as bad as some people are making them out to be, but they definitely have issues. I've seen a couple unique lists pop up in medium sized events with 20-35 people that ended in the top 4, but right now there are a few armies that are capturing most of the meta with random outliers doing alright in most events.

    My biggest issue is that some of the data sheets don't have a lot of depth and the points costs on most things is rather low as it is already, so it's hard for them to adjust Admech in the future by simply tweaking points. I'd rather they had made Ironstriders more expensive but have similar profiles to 9th Edition, as it would make it easier for new players getting into the game because they would need less units and offer GW more ways of adjusting the power level down the line.

    With all of that being said, if they reign in the handful of dominant armies, Admech can probably be ok although they will have very weird lists most likely. So I don't hate the army in tenth, I'm just confused about some of their choices. I am a fan of simplifying the rules, but this might be a little too simple, though hopefully they roll out more modifiers and modifications with the advent of digital rules to give more Forge World options and the like so that there's more variety and optionality.

    Now where I really take issue is the Combat Patrol, as it really sets up new players to fail with how it asks them to build out their units. It's still a good value, but it's both underpowered and not functional for larger games. If you're interested there's a whole video I made with my thoughts on the matter:

    Spoiler:



    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/07/24 07:54:27


    Post by: laam999


    I've played 2.

    I got kerb stomped during both but destroyers overwatching on a 5+ during the movement phase is a really powerful deterrent to a section of the board.

    Breachers are pretty durable too but they don't seem to have the damage output to match their durability.

    Dunecrawlers did nothing for me which I found disappointing.

    Skitarii are just... bad... but they buff other units so are needed, I found them better hiding in a boat until they're required.

    Dogs did nothing but they're a pretty good distraction.

    I hope that helps.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/07/29 06:22:22


    Post by: Techpriest_


     laam999 wrote:
    I've played 2.

    I got kerb stomped during both but destroyers overwatching on a 5+ during the movement phase is a really powerful deterrent to a section of the board.

    Breachers are pretty durable too but they don't seem to have the damage output to match their durability.

    Dunecrawlers did nothing for me which I found disappointing.

    Skitarii are just... bad... but they buff other units so are needed, I found them better hiding in a boat until they're required.

    Dogs did nothing but they're a pretty good distraction.

    I hope that helps.

    Kind of surprised the Destroyers did so well, I expected them to be on the weaker end but they do have a low price so you might be onto something. I don't really plan to run Skitarii, outside of a couple Vanguard units to support Breachers, which is a shame as they were the main focus in 9th Edition and that probably hurts a lot of players who built in that direction only to have the rug pulled out from under them.

    What weapons did you run on the Dunecrawler?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/08/04 16:50:35


    Post by: Xirmant


    I've only played one game so far (with a 2nd one due this Wednesday coming) feels like admech are a little unfinished atm, just need to wait until their actual release.

    Anyway I used the following at 2k

    Dominus with Steriliser
    Manipulus with Annihilator
    Enginseer
    Vindicare
    2x6 H-Arc Breachers one led by Dominus, one lead by Manipulus
    10 Vanguard (1 Arc, 1 Plasma) led by Enginseer
    2x6 Sulphurhounds with 2 Blaster Carbines
    2x3 Sydonian Dragoons
    2 Onager with Neutron and double stubbers

    They were up against Iron Warriors the following is a rough estimate of what they brought

    Chaos Lord in Termi Armor
    Warpsmith
    Dark Commune
    Master of Executions
    5 Terminators with Reaper
    2 Obliterators
    2x10 Legionaries with 1 Plasma, 1 Melta
    3x20 Cultists
    5 Havocs with Lascannons
    2 Maulerfiends
    Forgefiend

    I think the game was just a case of I brought the right things it we called for time as it was looking as if he would be tabled by the end of the 3rd-4th round.

    Turn 1 conquerers protocol slapped pretty hard.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/08/09 07:10:43


    Post by: Rogerio134134


    Similarly to others in the thread I have also only played one game. It was not as bad as I expected at all, faced off against necrons in the rulebook mission and got a narrow win.

    Things I noticed:
    - Breachers are by far our best unit, especially with tech priest support and Skitarii nearby. Full re rolls is absolutely clutch, they are capable of crushing vehicles and heavy infantry without much of a struggle but they need to be properly supported.

    - Ironstriders on paper look poor but protector imperative and sustained hits is actually quite good if engaging the enemy at range. I have 4 of them in my list and they were hitting alot more than I expected. Their points cost is extremely cheap as well and I could happily take more.

    - Skorpius disintegrators have excellent firepower but the points cost is too high for what you are getting. If you compare space marine tanks to ours in terms of points its actually ridiculous.

    There were a few other things I noted in passing, skitarii are pretty weak, rustalkers aren't anywhere near as good as they used to be and Onagers are very tough.
    I'm playing again this week and I'm adding more Breachers to take me up to 12 and some pteraxii for objective stealing and action performance. Also playing at an event at the end of August and planning on bringing admech so that will be interesting, my general look on a 2k list is...

    Dominus Omni sterilizor
    Manipulus master anihilator
    Tech priest engineseer.

    1 x vanguard
    2 x rangers

    2 X 6 Breachers with arc rifles
    4 ironstriders (2 individuals and a squad of 2)
    2 X serberys raiders
    1 x Pteraxii sterilizors

    1 x Onager
    1 x Skorpius disintegrator

    Would ideally drop the rangers and put in more ironstriders but they aren't painted yet, will see how I get on.



    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/08/24 17:00:35


    Post by: em_en_oh_pee


    Would love some feedback on this list!

    Heavily contemplating dropping the Balistarii and Infiltrators for more Vanguard, just to make sure my two blocks of Breachers benefit as long as possible from the buff.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/09/07 17:02:44


    Post by: em_en_oh_pee


    Well, big points drops.

    List is looking a little different now!

    AdMech (2000 points)
    Adeptus Mechanicus
    Strike Force (2000 points)
    Rad-Cohort


    CHARACTER

    Tech-Priest Dominus (110 points)
    • Warlord
    • 1x Macrostubber
    1x Omnissian axe
    1x Volkite blaster
    • Enhancement: Master Annihilator

    Tech-Priest Dominus (100 points)
    • 1x Macrostubber
    1x Omnissian axe
    1x Volkite blaster
    • Enhancement: Excoriating Emanation


    BATTLELINE

    Skitarii Vanguard (80 points)
    • 1x Skitarii Vanguard Alpha
    • 1x Alpha combat weapon
    1x Close combat weapon
    1x Radium carbine
    • 9x Skitarii Vanguard
    • 1x Arc rifle
    9x Close combat weapon
    1x Omnispex
    1x Plasma caliver
    7x Radium carbine

    Skitarii Vanguard (80 points)
    • 1x Skitarii Vanguard Alpha
    • 1x Alpha combat weapon
    1x Close combat weapon
    1x Radium carbine
    • 9x Skitarii Vanguard
    • 1x Arc rifle
    9x Close combat weapon
    1x Omnispex
    1x Plasma caliver
    7x Radium carbine


    DEDICATED TRANSPORT

    Skorpius Dunerider (80 points)
    • 1x Armoured hull
    1x Cognis heavy stubber array


    OTHER DATASHEETS

    Fulgurite Electro-Priests (120 points)
    • 10x Fulgurite Electro-Priest
    • 10x Electroleech stave

    Kataphron Breachers (290 points)
    • 6x Kataphron Breacher
    • 6x Arc claw
    6x Heavy arc rifle

    Kataphron Breachers (290 points)
    • 6x Kataphron Breacher
    • 6x Arc claw
    6x Heavy arc rifle

    Onager Dunecrawler (140 points)
    • 1x Broad spectrum data-tether
    1x Cognis heavy stubber
    1x Dunecrawler legs
    1x Neutron laser

    Onager Dunecrawler (140 points)
    • 1x Broad spectrum data-tether
    1x Cognis heavy stubber
    1x Dunecrawler legs
    1x Neutron laser

    Onager Dunecrawler (140 points)
    • 1x Broad spectrum data-tether
    1x Daedalus missile launcher
    1x Dunecrawler legs
    1x Icarus array

    Serberys Raiders (60 points)
    • 1x Serberys Raider Alpha
    • 1x Archeotech pistol
    1x Cavalry sabre and clawed limbs
    1x Galvanic carbine
    • 2x Serberys Raider
    • 2x Cavalry sabre and clawed limbs
    1x Enhanced data-tether
    2x Galvanic carbine

    Serberys Raiders (60 points)
    • 1x Serberys Raider Alpha
    • 1x Archeotech pistol
    1x Cavalry sabre and clawed limbs
    1x Galvanic carbine
    • 2x Serberys Raider
    • 2x Cavalry sabre and clawed limbs
    1x Enhanced data-tether
    2x Galvanic carbine

    Sicarian Infiltrators (70 points)
    • 1x Sicarian Infiltrator Princeps
    • 1x Flechette blaster
    1x Taser goad
    • 4x Sicarian Infiltrator
    • 4x Flechette blaster
    4x Taser goad

    Sydonian Dragoons (120 points)
    • 2x Sydonian Dragoon
    • 2x Taser lance

    Sydonian Dragoons (120 points)
    • 2x Sydonian Dragoon
    • 2x Taser lance

    Wasn't sure if I should do 2x2 Dragoons or 1x3 and squeeze in a character for the Fulgurites.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/09/08 23:23:21


    Post by: Xirmant


    Depends on where you are putting both the dominus. Assuiming you have the models to do so I would probably swap some units around like so.

    Swap Master Annihilator Dominus to a Manipulus with the same enhancement. You lose out on the FnP but hit harder with lethal hits and still have access to a 4++ for when people do try and hit them with the big guns.

    Swap Infiltrators to Rustalkers. I think this change is more dependant on your plan to use them and your local opponents but I feel that Rustalkers will fare better than Infiltrators for most cases of usage.

    Swap both units of Raiders for Sulphurhounds. Again not entirely certain on your plan to use these guys outside of harassing and eating shots/charges for you core units. Devasting Wounds is nice for them but with how small and fragile 3 model units will be Sulphurhounds should be able to put out more hurt in a turn and have the benefit of being cheaper.

    With these ideas in mind changing the Dragoons to 1x3 would leave you with 90 (60 if you only remove a dragoon) it does leave the matter of what leader to get for your electropriests.

    Technoarcheologist, having the extra OC is nice for objectives but at the same time the anti reinforcement bubble could end up doing more harm than good, depends entirely on how you use it.

    Manipulus, with omni steriliser (if affordable) the flamer is really nice to have and again access to a 4++ for a phase can also come in clutch. Just a shame that lethal hits synergizes poorly with the staves.

    Enginseer, is the cheapest option and can buff their transport to 4++ before moving out (afaik you don't have to deploy already embarked in a transport) and has upgradable melee should the transport (or a nearby dragoon) end up destroyed close by.

    If my changes did end up being used I would personally use the following leaders:

    Manipulus (Breachers) - Magnarail Lance, Master Annihilator

    Techpriest Dominus (Breachers) - Volkite Blaster, Phosphor Serpenta, Omni-Steraliser

    Tech Priest Enginseer (Fulgarites) - Excoriating Emanation
    also if your opponents allow their use you could have X-101 accompany the Enginseer but you would need to give up the steraliser on the Dominus.

    Sorry is this was a long read and ended up not being helpful.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/09/12 08:40:42


    Post by: young_chemist


    From my point of view FNP is way more important than invul. And you must declare at the start of the phase which easily can be wasted that way. I still run manipulus with omni-ster but only because of thic relic.
    Infiltrators and raiders I assume are here for missions. And with their's scout moves and infiltration they are good at it (I mean for our index of course). Ruststalkers are probably one of the worst unit in index because they do no damage.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/09/12 15:53:58


    Post by: em_en_oh_pee


    Xirmant wrote:Depends on where you are putting both the dominus. Assuiming you have the models to do so I would probably swap some units around like so.

    Swap Master Annihilator Dominus to a Manipulus with the same enhancement. You lose out on the FnP but hit harder with lethal hits and still have access to a 4++ for when people do try and hit them with the big guns.

    Swap Infiltrators to Rustalkers. I think this change is more dependant on your plan to use them and your local opponents but I feel that Rustalkers will fare better than Infiltrators for most cases of usage.

    Swap both units of Raiders for Sulphurhounds. Again not entirely certain on your plan to use these guys outside of harassing and eating shots/charges for you core units. Devasting Wounds is nice for them but with how small and fragile 3 model units will be Sulphurhounds should be able to put out more hurt in a turn and have the benefit of being cheaper.

    With these ideas in mind changing the Dragoons to 1x3 would leave you with 90 (60 if you only remove a dragoon) it does leave the matter of what leader to get for your electropriests.

    Technoarcheologist, having the extra OC is nice for objectives but at the same time the anti reinforcement bubble could end up doing more harm than good, depends entirely on how you use it.

    Manipulus, with omni steriliser (if affordable) the flamer is really nice to have and again access to a 4++ for a phase can also come in clutch. Just a shame that lethal hits synergizes poorly with the staves.

    Enginseer, is the cheapest option and can buff their transport to 4++ before moving out (afaik you don't have to deploy already embarked in a transport) and has upgradable melee should the transport (or a nearby dragoon) end up destroyed close by.

    If my changes did end up being used I would personally use the following leaders:

    Manipulus (Breachers) - Magnarail Lance, Master Annihilator

    Techpriest Dominus (Breachers) - Volkite Blaster, Phosphor Serpenta, Omni-Steraliser

    Tech Priest Enginseer (Fulgarites) - Excoriating Emanation
    also if your opponents allow their use you could have X-101 accompany the Enginseer but you would need to give up the steraliser on the Dominus.

    Sorry is this was a long read and ended up not being helpful.


    Dominus each go into the Breachers. 5+ FNP is better than situational 4++, imo. Plus, Sustained Hits 1 is a nice perk for one of the squads.

    Infiltrators are there for Infiltrators shenanigans. They aren't there for fighting, they are there for the mission objectives. Same with Raiders, who have excellent mobility, and those also can act as a screen for the Breachers.

    One thing I had thought might work was tossing a Dragoon or two (or maybe cutting the Infiltrators if they don't wind up working out) for a TPD to add to the Fulgurites to boost their FNP to 4+.

    young_chemist wrote:From my point of view FNP is way more important than invul. And you must declare at the start of the phase which easily can be wasted that way. I still run manipulus with omni-ster but only because of thic relic.
    Infiltrators and raiders I assume are here for missions. And with their's scout moves and infiltration they are good at it (I mean for our index of course). Ruststalkers are probably one of the worst unit in index because they do no damage.


    Yep, exactly that. Gotta have some units that play the mission. A relatively slow gunline needs mobile units to go score.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/11 07:31:10


    Post by: Crafter91


    Hi all,

    been on the lookout for a new project for after christmas. I've liked the look of Ad Mech for a while now and think i could do a decent job of painting them in a somewhat timely manner

    Just got ahold of the Omnisiah's Talon christmas box from 2021 at a decent price and wondering where to build from there.

    Included in that box will be the following:

    - Pteraxii
    - Ruststalkers
    - Serberys Raiders
    - Ironstrider
    - Skitarii Rangers
    - Tech-priest Manipulus

    Thanks all!



    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/11 19:49:38


    Post by: ClockworkZion


     Crafter91 wrote:
    Hi all,

    been on the lookout for a new project for after christmas. I've liked the look of Ad Mech for a while now and think i could do a decent job of painting them in a somewhat timely manner

    Just got ahold of the Omnisiah's Talon christmas box from 2021 at a decent price and wondering where to build from there.

    Included in that box will be the following:

    - Pteraxii
    - Ruststalkers
    - Serberys Raiders
    - Ironstrider
    - Skitarii Rangers
    - Tech-priest Manipulus

    Thanks all!


    With a book coming out likely in the next month I don't know if there is a wrong answer of what to get next, but Destroyers are a safe bet assuming that datasheets don't change.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/14 14:24:38


    Post by: Kanluwen


    Speaking of the new book...






    This all has me very pleasantly excited. I even like the model!


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/15 07:56:56


    Post by: Olthannon


    I honestly keep changing my mind about the model every time I see it

    Interested to see what other detachment rules we get.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/15 12:22:09


    Post by: dan2026


    He's perfect to me. I love how the Ad Mech mix body horror with high tech/low tech.

    They have all this technology but the best they can manage is a guy on stilts with goggles and a sniper rifle.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/15 13:11:01


    Post by: Kanluwen


     dan2026 wrote:
    He's perfect to me. I love how the Ad Mech mix body horror with high tech/low tech.

    They have all this technology but the best they can manage is a guy on stilts with goggles and a sniper rifle.

    Not even a "the best they can manage" moment, but rather "they stick to a weird regional tradition that is now codified as dogma" by keeping with the stuff that Sydonians did to stay out of a toxic mist...

    Anyways, I'm stoked for the Skitarii detachment. The Beep Boyz are going to be back in town for me!


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/15 17:18:33


    Post by: em_en_oh_pee


    I'm excited for the Explorator one, I think it was. I feel like that will focus on Katas, which will probably stay strong in the book.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/15 17:21:08


    Post by: Kanluwen


    I feel like Explorator will be a balanced one rather than focusing on one side or the other.

    Feels like they want 2-1-2 for Skitarii, Balanced, and Cult.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/17 01:49:12


    Post by: ClockworkZion


    Fingers crossed for some preview articles soon.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/24 10:59:54


    Post by: tneva82


    Would people have good tips to relay on how to fight on no man land objectives and secondaries? Would be nice to have bit of a challenge as i'm winning by points eventhough i set up board lighter than usual.

    Today vanquard nids just ran past middle objectives with lone op's keeping them(so no shooting outside 12" and if he moves within 12" but outside 6" can use stratagem to make it 6"). He was busy shooting front line nevermind 2nd line nor getting past my nids.

    Based on tournament results admech can win but obviously we don't know how.

    Are the kataphron's good? Opponent is quite heavy on those(plus 3 onager).


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/10/26 08:45:34


    Post by: Thairne


    Breachers are the only thing holding up the entire index.
    That and Sydonians by virtue of being cheap and durable.
    Everything else? Sucks monkey balls. The codex barely has any damage and is unable to survive a war of attrition.
    If you dont spam breachers, the index is a 40% faction im at best.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/09 19:43:24


    Post by: ph34r


    I'm trying to get my AdMech guys ready for maybe being okay when the codex comes out.

    What weapon am I supposed to give the Manipulus?

    Do people typically run forward with them with skitarii vanguard blobs? Or do they tend to sit back where the longer range weapon would make sense?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/11 23:05:48


    Post by: Thairne


    Manipulus usually gets the omni sterilizer with the transonic cannon. Overwatch, autohit, dev wounds on 2+ with D6+3 Attacks.
    There are no "blobs", as there are 10 vanguards max - and those s***.
    Manipuluses usually go, concurrently, with breachers to give them lethal hits with above deterrant should something sneak through.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/22 10:44:35


    Post by: Thairne


    I guess it says a lot that even after several days, noone is discussing the rules preview.

    My supply of copium has been huffed a long time ago, I can't even at this point.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/22 12:21:08


    Post by: Kanluwen


    It's hard to really discuss anything without context. Are our points changing? Squad sizes? Squad composition?


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/22 16:52:52


    Post by: em_en_oh_pee


     Kanluwen wrote:
    It's hard to really discuss anything without context. Are our points changing? Squad sizes? Squad composition?


    Squad sizes and composition likely won't change. The boxes are now mostly dictating that and we are pretty in alignment there.

    As for the previews, I was disappointed. The detachment rule is roughly the same as a 70pt character for Space Marines, who also get Oath of Moment and a detachment rule too. So, as a detachment rule it just feels lackluster.

    Here's hoping the remaining three are better, as I assume the Index one will go in unchanged, because GW clearly hasn't realized how bad that is (or don't care).


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/22 17:23:02


    Post by: Kanluwen


    We know the Hunter Cohort and we know Rad-Cohort's been tweaked.

    We don't know if the Skitarii are locked sizes, still, or if they're back to variable sizes again.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/24 08:58:58


    Post by: Olthannon


    It's tragic that we got one circus performer with a sniper rifle and that was it.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/25 13:04:38


    Post by: Kanluwen


    The datasheet weirdness is now accounted for. Sydonian Dragoons are split into Jezzails and Lancers from the looks of things.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/25 13:44:33


    Post by: H.B.M.C.


    Datasmiths no longer make their Robot friends into Infantry.

    Thank the Omnissiah!


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/25 13:48:02


    Post by: Kanluwen


     Olthannon wrote:
    It's tragic that we got one circus performer with a sniper rifle and that was it.

    Frankly, my only disappointment is that the Skatros isn't divided into an antitank and antiinfantry datasheet.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/28 11:42:37


    Post by: Crafter91


    Skratos is essentially a cheap lone op. Don't rely on him to do much more than that - but i know several players that pay roughly the same points for a Neurolictor or similar which has no ranged ability so his viability is debatable.

    I personally like the idea of using him in a crusade (100% calling him Inspector Gadget) and buffing the living hell out of him over time. You never know - in those games he might just become the sniper we all wanted him to be lol


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/28 17:43:53


    Post by: em_en_oh_pee


     Kanluwen wrote:
     Olthannon wrote:
    It's tragic that we got one circus performer with a sniper rifle and that was it.

    Frankly, my only disappointment is that the Skatros isn't divided into an antitank and antiinfantry datasheet.


    Especially since they did it with the Dragoons. Like, show some consistency!


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/28 21:19:35


    Post by: Kanluwen


    I wonder if this is their way of being able to get to "see" whether or not players gravitate one way or the other?

    Wish they would have split out Onagers as well.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/28 23:12:41


    Post by: em_en_oh_pee


    So, now that the reviews are out, what are y'all thinking for detachment?

    Weirdly, I am looking at the Rad-Zone Corps, which seems like it has the most flexibility for units that interest me. The detachment rule is... fine. I am sure it will get a few mortals over the course of the game.

    Lethal Dosage, Aggressor Imperative, and Pre-Calibrated Purge Solution all look strong.

    Radial Suffusion, Malphonic Sursurus, and Peerless Eradicator also look good.

    The other detachments are so niche, I am not sure what to do with them. Though I guess Skitarii Hunter Cohort would be good for Skitarii heavy - including Dragoons and Ironstriders.

    Data-Psalm would potentially benefit fat bricks of Breachers, bumping their AP by -1 at half range, which they want to be in anyway.

    Curious what the price cuts will look like, if any. If Cawl came down a lot, he might be worthwhile.

    Big sad the triple Phosphor Kastellans are still just so awful. I don't have the heart to rip mine apart. Thankfully they are terrible? lmao


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/28 23:37:11


    Post by: Crafter91


     em_en_oh_pee wrote:
    So, now that the reviews are out, what are y'all thinking for detachment?



    If what I have read is true, the explorer maniple sounds interesting. Enhancement allows you to select a second objective to grant rerolls so being able to choose your home objective and then a midfield one sounds very good to me.

    My brain doesnt really process things properly until i can give them a good read though so i need to have a full look when codexes drop.

    Overall though, i'm quite excited for the release!


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/11/28 23:39:23


    Post by: Kanluwen


    Skitarii and Explorator are the two I'm interested in, and that's about it.

    Though if they add more of the Cybernetica Robots from HH into Legends, that one will be tempting...


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/12/06 18:55:34


    Post by: em_en_oh_pee


    https://www.warhammer-community.com/wp-content/uploads/2023/06/ICTVf4gHJnMRc0kV.pdf

    Points are up on the app, too, apparently. Very big disappointments here.

    And this is the list I'm going to try to run, which I am sure isn't optimized, but I just can't justify spending more on this army. It's already just so ridiculously pricey and I am tapped out.
    Spoiler:
    (1990 points)

    Adeptus Mechanicus
    Strike Force (2000 points)
    Explorator Maniple


    CHARACTERS

    Tech-Priest Dominus (100 points)
    • Warlord
    • 1x Eradication ray
    1x Macrostubber
    1x Omnissian axe
    • Enhancement: Genetor

    Tech-Priest Manipulus (75 points)
    • 1x Magnarail lance
    1x Omnissian staff
    • Enhancement: Logis

    Technoarcheologist (45 points)
    • 1x Mechanicus pistol
    1x Servo-arc claw


    BATTLELINE

    Skitarii Vanguard (80 points)
    • 1x Skitarii Vanguard Alpha
    • 1x Alpha combat weapon
    1x Close combat weapon
    1x Radium carbine
    • 9x Skitarii Vanguard
    • 1x Arc rifle
    9x Close combat weapon
    1x Omnispex
    1x Plasma caliver
    7x Radium carbine

    Skitarii Vanguard (80 points)
    • 1x Skitarii Vanguard Alpha
    • 1x Alpha combat weapon
    1x Close combat weapon
    1x Radium carbine
    • 9x Skitarii Vanguard
    • 1x Arc rifle
    9x Close combat weapon
    1x Omnispex
    1x Plasma caliver
    7x Radium carbine

    Skitarii Vanguard (80 points)
    • 1x Skitarii Vanguard Alpha
    • 1x Alpha combat weapon
    1x Close combat weapon
    1x Radium carbine
    • 9x Skitarii Vanguard
    • 1x Arc rifle
    9x Close combat weapon
    1x Omnispex
    1x Plasma caliver
    7x Radium carbine


    OTHER DATASHEETS

    Ironstrider Ballistarii (50 points)
    • 1x Ironstrider feet
    1x Twin cognis lascannon

    Ironstrider Ballistarii (50 points)
    • 1x Ironstrider feet
    1x Twin cognis lascannon

    Kataphron Breachers (290 points)
    • 6x Kataphron Breacher
    • 6x Arc claw
    6x Heavy arc rifle

    Kataphron Breachers (290 points)
    • 6x Kataphron Breacher
    • 6x Arc claw
    6x Heavy arc rifle

    Onager Dunecrawler (140 points)
    • 1x Broad spectrum data-tether
    1x Daedalus missile launcher
    1x Dunecrawler legs
    1x Icarus array

    Onager Dunecrawler (140 points)
    • 1x Broad spectrum data-tether
    1x Cognis heavy stubber
    1x Dunecrawler legs
    1x Neutron laser

    Onager Dunecrawler (140 points)
    • 1x Broad spectrum data-tether
    1x Cognis heavy stubber
    1x Dunecrawler legs
    1x Neutron laser

    Serberys Raiders (60 points)
    • 1x Serberys Raider Alpha
    • 1x Cavalry sabre and clawed limbs
    1x Galvanic carbine
    1x Mechanicus pistol
    • 2x Serberys Raider
    • 2x Cavalry sabre and clawed limbs
    2x Galvanic carbine

    Serberys Raiders (60 points)
    • 1x Serberys Raider Alpha
    • 1x Cavalry sabre and clawed limbs
    1x Galvanic carbine
    1x Mechanicus pistol
    • 2x Serberys Raider
    • 2x Cavalry sabre and clawed limbs
    2x Galvanic carbine

    Sicarian Infiltrators (70 points)
    • 1x Sicarian Infiltrator Princeps
    • 1x Flechette blaster
    1x Taser goad
    • 4x Sicarian Infiltrator
    • 4x Flechette blaster
    4x Taser goad

    Sydonian Dragoons with Taser Lances (120 points)
    • 2x Sydonian Dragoon
    • 2x Phosphor serpenta
    2x Taser lance

    Sydonian Dragoons with Taser Lances (120 points)
    • 2x Sydonian Dragoon
    • 2x Phosphor serpenta
    2x Taser lance

    Exported with App Version: v1.8.0 (32), Data Version: v317


    I haven't built the two Ironstriders just yet, so I'm considering if having three pairs of Dragoons is the way to go since I have the Dunecrawlers for ranged antitank (unreliable and swingy as it is). The biggest travesty now is that I have to paint more Vanguard and I just hate that so much.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/12/06 21:47:59


    Post by: ph34r


    I can't bring myself to build more Skitarii including all the special weapons I never built as they didn't matter... my army is so out of touch with the things that are strong now that I think I just give up on AdMech at this point.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/12/06 22:05:55


    Post by: em_en_oh_pee


     ph34r wrote:
    I can't bring myself to build more Skitarii including all the special weapons I never built as they didn't matter... my army is so out of touch with the things that are strong now that I think I just give up on AdMech at this point.


    If I didn't already own the models I have had on sprue or partially built for ages, I probably would sell my army. I am all in the sunk cost now.


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/12/06 22:22:58


    Post by: ph34r


     em_en_oh_pee wrote:
     ph34r wrote:
    I can't bring myself to build more Skitarii including all the special weapons I never built as they didn't matter... my army is so out of touch with the things that are strong now that I think I just give up on AdMech at this point.


    If I didn't already own the models I have had on sprue or partially built for ages, I probably would sell my army. I am all in the sunk cost now.
    When last edition the way forward was horde of skitarii with no special weapons I built every skitarii body barely left over in any of my sprues into basic wargear skitarii. I already scraped the bottom of my bits barrel just to build units that are now objectively dumb to not give special weapons, I don't have the heart for another "grit my teeth and fix up the army" in me right now


    Adeptus Mechanicus Tactica 3.0: Riding the Dunes @ 2023/12/08 12:58:49


    Post by: Kanluwen


    My one and only gripe is that they still seem timid to acknowledge the fact that people didn't run arquebi on Vanguard but did like multiples in Rangers.

    Would have loved to seen Alphas get the option to basically be a second special weapons model.