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Made in us
Quick-fingered Warlord Moderatus






 DarkHound wrote:
I'm not sure about blocks of 20 Rangers outside of Mars. Unless you spend CP on relics or traits, you really get stung by the Heavy penalty; it's hard to get LoS with all 20 guys even if (especially if) they stand still. With Mars they make sense because they're the most reliable way to hit 6 mortals on Wrath (Vanguard aren't ideal since they often skip the wound roll). Without buffs (since they apply fairly evenly and I don't wanna calculate more) 20 Vanguard spending 1 CP for Enriched inflicts an average 11 wounds againist T4 3+, while 20 Rangers spends 2 CP for Rapid Fire to inflict 13.4 wounds. Rangers do 20% more damage, but at significantly higher CP cost. Without buffs, Rangers and Vanguard do pretty close to the same damage (6.5 vs 6.7 at T4 3+).

Yeah. I was doing the math, and I think Vanguard are generally better just because: 1) Move and shoot without penalty. 2) Not as vulnerable to being ripped into shreds by melee. 3) Most threats they would be facing are non-vehicle and that Enriched Rounds is crazy good value with reroll 1s to hit.

 DarkHound wrote:
I think you definitely should go 3 Las + 2 Autocannons for the Ironstriders. You get the option to lose autocannons first no matter what the opponent targets.

I am thinking so as well. Simplifies my defensive situation and lets me have a sixth Lascannon.


Automatically Appended Next Post:
Follow-up question: One thing that I was considering doing was to buff the guns on my Raiders. 18x S5 AP2 D1 sniper shots is pretty sweet.

That said, in practical terms, I never really had a chance to do it because I only had one Manipulus, and he was babysitting Vanguard. =\

This message was edited 1 time. Last update was at 2021/06/09 22:35:27


 
   
Made in gb
Aspirant Tech-Adept






@darkhound

Cool I think I might go for it. And funny enough I just listened to a pod cast with archmagos rickard nilson and he said he thinks a Lucius 6 flier list might just be the strongest thing we have just now

(Inferring what he would make sounds like)

3 patrols

Manipulus (presume logi)
Marshall (FPTC +EE)
Marshall

20 vanguard
5 breachers
5 breachers

3 fusilaves

3 strataraptors

3 raiders

5 las chickens


Do we think we could improve on that? I like raiders but I’m not sure what a single minimum squad brings to the table

Is also be likely to swap out a breacher squad for 20 rangers that i would have in deep strike maybe use the 5 points extra to upgrade the manipulus gun

Anyone make a stronger flier list than that?



   
Made in us
Quick-fingered Warlord Moderatus






While I understand the six aircraft list, I think it's impractical to have that many, especially if your opponent can lock you out of objectives early or deep strike. I think Infiltrators are a must, and maybe 4 planes would be easier to manage?

Also, I cleaned up my list and incorporated suggestions:
Spoiler:
Lucius Battalion Detachment

HQ - 250
Tech-Priest Dominus - Logi (35), Luminescent Blessing (-1 CP), The Solar Flare (-1 CP)
Tech-Priest Manipulus - Artisans (25), Cartogrammist (-1 CP)
Skitarii Marshal - Warlord: Firepoint Telemetry Cache, Exemplar's Eternity

Troop - 420
20x Skitarii Vanguard - Enhanced Data-tether, Omnispex, Multitasking Cortex (-1 CP)
20x Skitarii Vanguard - Enhanced Data-tether, Omnispex
5x Skitarii Rangers
5x Skitarii Rangers

Elite - 470
20x Corpuscarii Electro-Priests
5x Sicarian Infiltrators - Flechette Blaster, Taser Goad
5x Sicarian Infiltrators - Flechette Blaster, Taser Goad

Fast Attack - 859
5x Ironstrider Ballistarii - 3x Twin Cognis Lascannon, 2x Twin Cognis Autocannon
5x Ironstrider Ballistarii - 3x Twin Cognis Lascannon, 2x Twin Cognis Autocannon
9x Serberys Raiders - Enhanced Data-tether

Total: 1999 points
8 CP

Sorta went back to the previously list and just changed up the Ballistarii and split the Infiltrators.
   
Made in us
Aspirant Tech-Adept






I guess 2 and 2 is a little less all in

I just get the fear of manticores and hive guard. Being able to reach out and threaten units is great

Your list looks good. Cartogramist is an interesting choice.
   
Made in us
Quick-fingered Warlord Moderatus






 Ideasweasel wrote:
I guess 2 and 2 is a little less all in

I just get the fear of manticores and hive guard. Being able to reach out and threaten units is great

Your list looks good. Cartogramist is an interesting choice.

I mean... I could start with the Priests on the board, but it sounds risky.
   
Made in gb
Fully-charged Electropriest






I’ve got my hands on the new codex but am yet to play a game, reading all these insights into the book has been very interesting and helpful so thank you to everyone who has been contributing. The book definitely seems more complex to play than our last which is great but in finding it difficult to theory craft without getting some games in.

Lucius seems strong, particularly as it helps our Troops be effective and adds general durability but does anyone have any thoughts on what makes a good Mars list? Controlling Doctrinas and Canticles is obviously going to be key to success but which units are well equipped to take advantage of this while still playing well to the mission?
   
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Aspirant Tech-Adept






@Suzuteo

I maybe needed coffee but can’t you just legio teleportarium them?

Or did you have 2 other teleport targets and you want to deep strike 3 units?
   
Made in us
Quick-fingered Warlord Moderatus






 Ideasweasel wrote:
@Suzuteo

I maybe needed coffee but can’t you just legio teleportarium them?

Or did you have 2 other teleport targets and you want to deep strike 3 units?

Yeah, I wanted the option to teleport two other units.

Another debate I am having is whether I should run 2x Fusilaves or a second unit of Ballistarii. Both are hard to hide, but the Fusilave is essentially indirect shooting.
   
Made in gb
Aspirant Tech-Adept






How are you feeling about the drukhari match up?

I may be biased but I can’t stop using fusilaves Being able to pop a key raider could be massive for you.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

I have an unrelated question: what do you think about taking Data-tethers on 20 man Skitarii without a Marshall? My squad has consistently lost models to morale. Obviously the best solution is Acquisition at any Cost, but that's not always available. I'm thinking 5 points investment, then some awareness to keep an Enhanced Data-tether nearby might alleviate this problem until they reach an objective. That pushes 6 casualties to a 50% success instead of a 16%. I've begun to think Data-tether and Omnispex are mandatory on 20 man units.

This message was edited 2 times. Last update was at 2021/06/13 05:34:02


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Quick-fingered Warlord Moderatus






 DarkHound wrote:
I have an unrelated question: what do you think about taking Data-tethers on 20 man Skitarii without a Marshall? My squad has consistently lost models to morale. Obviously the best solution is Acquisition at any Cost, but that's not always available. I'm thinking 5 points investment, then some awareness to keep an Enhanced Data-tether nearby might alleviate this problem until they reach an objective. That pushes 6 casualties to a 50% success instead of a 16%. I've begun to think Data-tether and Omnispex are mandatory on 20 man units.

I think it's worthwhile if they have no other source of Ld.

This is why I think that Acquisition is the best stratagem in AdMech though. I certainly got more value out of it than any other stratagem. I also take steps to hide as many of my infantry in reserve as possible.
   
Made in de
Sagitarius with a Big F'in Gun





I think if you want to run a 20 man blob you have several options.
First a singular vanguard blob for enriched rounds that dont need much support.

Second option is you take a manipulus in which case you should have a second blob imo, as he can only buff a few specific units.

Omnispex is great on both 10+ units I think. Datatether should be used on 10+ units that are far away from our Hqs and BSDT like ironstriders etc. that also give LD.

If you are running a flyer without chaff launcher it might also give great ld bonus, for the first turn at least.

This message was edited 1 time. Last update was at 2021/06/13 09:01:18


 
   
Made in gb
Stalwart Tribune





I am seriously considering an Inquisitor with Psychic Fortitude Psy Power for my 20-man squads.

1. He grants a LD 9 Aura to nearby units as standard. not sure about the combo with Data-Tether (would they go to LD 10?)
2. He can prevent morale tests on a WC4 power for a turn.

thinking about the Xenos/CP Refund/Bio-Toxins/Force Sword version - free CP refunds on a 5+? maybe 1/2 additional CP too.

Praise the Omnissiah

About 4k of .

Imperial Knights (Valiant, Warden & Armigers)

Some Misc. Imperium units etc. Assassins...

About 2k of  
   
Made in fr
Been Around the Block




Hello peeps,

I'm thinking adding a small AdMech contingent to an Imperial soup, most likely Rangers over vanguard because I prefer the models, the Warlord is most likely not going to be in this contingent, so no relic, WLT or funky army-locked rules. I'm looking at which forgeworld to get most use of the troops without breaking the bank points- and CP-wise, with only the base trait and the strat.


"Defensive" options for backfield / objectives / actions:


Lucius

Better resilience to small arms fire, extra range for backfield camping, one squad possibly in DS

Marshall (for the wound reroll)
2x5 Rangers with Plasma (backfield)
DSIng: 1x10 Vanguard? Or just 1x5 for objectives / engage / scramblers ?


Stygies VIII

Better resilience in backfield, strat to occupy the board at deployment

Technoarcheologist (for actions'n'shoot)
1x5 Rangers with Arquebus (backfield)
1x5 Rangers/Vanguard to deploy forward for board control


"Offensive" options for more fun:


Metalica

Makes Rangers suddenly mobile, sweet for the Arquebus
Strat is cool to have

Marshall
2x5 Rangers with Arquebus - they benefit most to be able to reposition to find angles

Alternatively:

Manipulus with Magnarail: he becomes mobile as well so can follow the squad.
Special weapons improve:
Arcrifle: 1 shot at 36", double-taps at 18" with S6 AP-3 Dd3 & haywire
Plasma turns AP-4 and 36" range, Arquebus to AP-3 and mobile

So either:
1x10 Rangers with weapons
1x 15 Rangers naked for the RF strat: 60 shots at 18" S4 AP-2 D1
1x 15 vanguard for the 24" range and AP-1. Can advance without losing accuracy but tricky to keep the Manipulus in range


Agripinaa

Builds similar as Metalica, trading accuracy on the move for extra AP.
Strat has no use

Marshall
2x5 Rangers with Arquebus - not much need to move, Arquebus is AP-3 at 30", Rangers turn AP-2 at 15" for that tidbit extra teeth if the oppoenent tries to come and dislodge them

Alternatively:

Manipulus with Magnarail: hits on 3+ if moving but rail is AP-4 at 18"
Special weapons improve:
Arcrifle: 1 shot at 36", double-taps at 18" with S6 AP-4 Dd3 & haywire
Plasma is AP-5 at 18" (overkill...), Arquebus to AP-4 at 33"

So either:
1x10 Rangers with weapons
1x 15 Rangers naked for the RF strat: 60 shots at 18" S4 AP-3 D1
1x 15 vanguard for AP-1 at 24" and AP-2 at 12"

Compared to Metalica, the AP bonus to special weapons loses efficiency, but the naked Rangers/Vanguard can turn nasty with the Manipulus

   
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A garden grove on Citadel Station

So the Adeptus Mechanicus big boyes of yesteryear:

-shooty robots (i've got 4, 2 unbuilt)
-onager dunecrawlers (3 WIP)
-skorpius disintegrators (3 WIP)

are they all "bad" now? I have 15 of each skitarii infantry (planning to get more), every type of HQ choice, 6 ironstriders (could make more but they are troublesome conversions), and only 3 cavalry and 5 unbuilt infiltrators.

Just kind of generally wondering which direction I should focus with making more stuff.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Regular Dakkanaut




You will have a hard time going wrong with Rangers and Vanguard, Ironstriders, and then other units to taste. Maybe two of the Marshals and Manipulus as they are worth doubling up on. Electropriests, infiltrators, rust-stalkers, fliers (other than the transport), the Petraxi infantry, and the cav are all good.
   
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Mira Mesa

 ph34r wrote:
So the Adeptus Mechanicus big boyes of yesteryear:

-shooty robots (i've got 4, 2 unbuilt)
-onager dunecrawlers (3 WIP)
-skorpius disintegrators (3 WIP)

are they all "bad" now? I have 15 of each skitarii infantry (planning to get more), every type of HQ choice, 6 ironstriders (could make more but they are troublesome conversions), and only 3 cavalry and 5 unbuilt infiltrators.

Just kind of generally wondering which direction I should focus with making more stuff.
Robots are fine, especially if you can do some surgery and replace the arms. The trend seems to be one fist and one gun, but I'm not an expert. Pure shooting robots are probably still fine. Robots are also probably the best target for repeated Canticle stacking with Cawl and/or the stratagem.

Dunecrawlers and Disintegrators are fine too, but competing for the same job (backline objective holder). You probably won't run more than one or two of them total, though. I've been having success with both Icarus and Neutron Laser Dunecrawlers.

Given what you've got, bump the Vanguard up to 20 men and bring a few squads of 5 Rangers for objective holding/actions and you're good to go. A block of Ironstriders with a Marshall to support it, a Manipulus guiding the Vanguard, some robots and a couple tanks, and the Infiltrators and cavalry for disruption; it's a well-rounded list.

Nostro wrote:
Hello peeps,

I'm thinking adding a small AdMech contingent to an Imperial soup, most likely Rangers over vanguard because I prefer the models, the Warlord is most likely not going to be in this contingent, so no relic, WLT or funky army-locked rules. I'm looking at which forgeworld to get most use of the troops without breaking the bank points- and CP-wise, with only the base trait and the strat.
Spoiler:
"Defensive" options for backfield / objectives / actions:


Lucius

Better resilience to small arms fire, extra range for backfield camping, one squad possibly in DS

Marshall (for the wound reroll)
2x5 Rangers with Plasma (backfield)
DSIng: 1x10 Vanguard? Or just 1x5 for objectives / engage / scramblers ?


Stygies VIII

Better resilience in backfield, strat to occupy the board at deployment

Technoarcheologist (for actions'n'shoot)
1x5 Rangers with Arquebus (backfield)
1x5 Rangers/Vanguard to deploy forward for board control


"Offensive" options for more fun:


Metalica

Makes Rangers suddenly mobile, sweet for the Arquebus
Strat is cool to have

Marshall
2x5 Rangers with Arquebus - they benefit most to be able to reposition to find angles

Alternatively:

Manipulus with Magnarail: he becomes mobile as well so can follow the squad.
Special weapons improve:
Arcrifle: 1 shot at 36", double-taps at 18" with S6 AP-3 Dd3 & haywire
Plasma turns AP-4 and 36" range, Arquebus to AP-3 and mobile

So either:
1x10 Rangers with weapons
1x 15 Rangers naked for the RF strat: 60 shots at 18" S4 AP-2 D1
1x 15 vanguard for the 24" range and AP-1. Can advance without losing accuracy but tricky to keep the Manipulus in range


Agripinaa

Builds similar as Metalica, trading accuracy on the move for extra AP.
Strat has no use

Marshall
2x5 Rangers with Arquebus - not much need to move, Arquebus is AP-3 at 30", Rangers turn AP-2 at 15" for that tidbit extra teeth if the oppoenent tries to come and dislodge them

Alternatively:

Manipulus with Magnarail: hits on 3+ if moving but rail is AP-4 at 18"
Special weapons improve:
Arcrifle: 1 shot at 36", double-taps at 18" with S6 AP-4 Dd3 & haywire
Plasma is AP-5 at 18" (overkill...), Arquebus to AP-4 at 33"

So either:
1x10 Rangers with weapons
1x 15 Rangers naked for the RF strat: 60 shots at 18" S4 AP-3 D1
1x 15 vanguard for AP-1 at 24" and AP-2 at 12"

Compared to Metalica, the AP bonus to special weapons loses efficiency, but the naked Rangers/Vanguard can turn nasty with the Manipulus
AdMech don't really soup well because so much of their power is tied up Doctrinas and Canticles, which require a pure faction. My experience has been that special weapons are bad, and you either take the units at 5 men to do actions, or 20 men to maximize stratagems. A Manipulus is better than a Marshall for large units, and the Marshall kind of sucks without access to Warlord traits or Doctrinas. No matter which direction you go, you're missing out on a lot of power on top of the CP cost for the detachment.

This message was edited 2 times. Last update was at 2021/06/13 18:40:50


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Made in us
Quick-fingered Warlord Moderatus






Nostro wrote:
I'm thinking adding a small AdMech contingent to an Imperial soup, most likely Rangers over vanguard because I prefer the models, the Warlord is most likely not going to be in this contingent, so no relic, WLT or funky army-locked rules. I'm looking at which forgeworld to get most use of the troops without breaking the bank points- and CP-wise, with only the base trait and the strat.

So... you want an AdMech unit that has no Canticles or Doctrina. Hm...

My first instinct is to suggest 20 Vanguard with a Manipulus that has Solar Flare, Luminescent Blessing, and Logi. It is a brutally efficient anti-non-vehicle strike package that can redeploy anywhere on the board on turn one. Also has Objective Secured, so it's almost impossible to unseat them from any objective they land on unless they want to burn all of their shooting and fighting to do so.

If you really want Rangers, then you probably want Mars. Even without Doctrina and Canticles, access to Wrath of Mars is essential to making them work. The Relic you would want is Raiment to let them move and shoot without penalty. Also take Logi, skip the WLT since Canticles does not work at all if your army is not entirely AdMech.

Finally, have you considered Graia? People used to splash it all the time for the deny stratagem. It has a nice WLT that allows for 6" Heroic Intervention on any Core unit. I guess you would have to take Vanguard though to get that Rad-Saturation aura into play.

 ph34r wrote:
So the Adeptus Mechanicus big boyes of yesteryear:

-shooty robots (i've got 4, 2 unbuilt)
-onager dunecrawlers (3 WIP)
-skorpius disintegrators (3 WIP)

are they all "bad" now? I have 15 of each skitarii infantry (planning to get more), every type of HQ choice, 6 ironstriders (could make more but they are troublesome conversions), and only 3 cavalry and 5 unbuilt infiltrators.

Just kind of generally wondering which direction I should focus with making more stuff.

Robots are dead until they make them cheaper.

You can take two Dunecrawlers or Disintegrators with an Enginseer (spend 1 CP per turn to give both +1 to hit). Preferably in a Mars list for the per-unit rerolls (for the missiles usually). The idea here is that you bring 5x Ballistarii, 10x Sterylizors, and 5-9x Raiders in the FA slots, then two tanks in Heavy Support.

This message was edited 2 times. Last update was at 2021/06/13 20:52:13


 
   
Made in us
Regular Dakkanaut




Question! The Solar Flare relic for Lucius says that you use it 'in the movement phase' but not 'at the end of the movement phase.' Would it be possible to use that relic on a unit before it moves, then have the unit move normally after redeploying?

"The Solar Flare: Lucius Model only. Once per battle, in your Movement phase, the bearer can use this Relic. If it does so, the bearer's unit and up to one friendly Lucius Core unit within 3'' of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9'' away from any enemy models. If two units are set back up on the battlefield using this relic, both units must be placed wholly within 6'' of each other."
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i wouldnt say the dunecrawler or skorpius is 'bad' now, just not optimal.
To be fair its really really hard to compare to ironstriders atm. They are so bonkers good i'd be shocked if they dont get nerfbat'd soon somehow.
Somehow the entire codex buffs them and they already have a great cost vs effectiveness ratio.

'bad' usually means if you use it at all you are asking to get tabled. I dont think admech have any units that bad atm.

This message was edited 1 time. Last update was at 2021/06/13 21:15:28


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Quick-fingered Warlord Moderatus






bmsattler wrote:
Question! The Solar Flare relic for Lucius says that you use it 'in the movement phase' but not 'at the end of the movement phase.' Would it be possible to use that relic on a unit before it moves, then have the unit move normally after redeploying?

"The Solar Flare: Lucius Model only. Once per battle, in your Movement phase, the bearer can use this Relic. If it does so, the bearer's unit and up to one friendly Lucius Core unit within 3'' of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9'' away from any enemy models. If two units are set back up on the battlefield using this relic, both units must be placed wholly within 6'' of each other."

No. You cannot move after teleporting. You can move and then teleport though.

Another neat trick is that you can teleport units out of a fight in lieu of falling back. Then you can try the 9" charge.
   
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Arch Magos w/ 4 Meg of RAM






Mira Mesa

 Suzuteo wrote:
Nostro wrote:
I'm thinking adding a small AdMech contingent to an Imperial soup, most likely Rangers over vanguard because I prefer the models, the Warlord is most likely not going to be in this contingent, so no relic, WLT or funky army-locked rules. I'm looking at which forgeworld to get most use of the troops without breaking the bank points- and CP-wise, with only the base trait and the strat.
So... you want an AdMech unit that has no Canticles or Doctrina. Hm...

My first instinct is to suggest 20 Vanguard with a Manipulus that has Solar Flare, Luminescent Blessing, and Logi. It is a brutally efficient anti-non-vehicle strike package that can redeploy anywhere on the board on turn one. Also has Objective Secured, so it's almost impossible to unseat them from any objective they land on unless they want to burn all of their shooting and fighting to do so.
You can't give AdMech extra warlord traits and relics unless your Warlord is AdMech. The only exception is that you can give Skitarii a Relic, but that's not much consolation. Like I said, allied AdMech don't get access to almost any of their power.

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Quick-fingered Warlord Moderatus






 DarkHound wrote:
You can't give AdMech extra warlord traits and relics unless your Warlord is AdMech. The only exception is that you can give Skitarii a Relic, but that's not much consolation. Like I said, allied AdMech don't get access to almost any of their power.

True. But honestly, AdMech went from having some of the worst WLTs and relics to some of the best.

Oh, and don't forget that RAW, AdMech transports can load ANY infantry. 2x5 Assault Centurions, anyone?

This message was edited 2 times. Last update was at 2021/06/14 00:28:17


 
   
Made in be
Mysterious Techpriest





Belgium

Yeah don't try this for real if you don't want to be that guy, most translations have the <Forge-World> keyword included and it's pretty obvious it's meant to be this way

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in nl
Longtime Dakkanaut





 Suzuteo wrote:
 DarkHound wrote:
You can't give AdMech extra warlord traits and relics unless your Warlord is AdMech. The only exception is that you can give Skitarii a Relic, but that's not much consolation. Like I said, allied AdMech don't get access to almost any of their power.

True. But honestly, AdMech went from having some of the worst WLTs and relics to some of the best.

Oh, and don't forget that RAW, AdMech transports can load ANY infantry. 2x5 Assault Centurions, anyone?
yeah.... that has a 99.9% chance of getting faq'ed.
   
Made in us
Grisly Ghost Ark Driver






Sorry for interrupting the conversation I just reviewed the Adeptus Mechanicus codex and you guys have the strongest codex in the game hands down. I am in awe of this codex the audacity of GW to release something this strong. WOW!!!!!

   
Made in de
Mysterious Techpriest






No, we don't.
The codex seems strong in theory until you actually play against it. Lots of moving parts which require the starts to align to work - one strong offensive and one strong defensive turn and then the codex falls of drastically.

So please stop spreading such hyperbole - its simply not true and gives a factually false impression of the codex.

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Quick-fingered Warlord Moderatus






 Ordana wrote:
 Suzuteo wrote:
Oh, and don't forget that RAW, AdMech transports can load ANY infantry. 2x5 Assault Centurions, anyone?
yeah.... that has a 99.9% chance of getting faq'ed.

Lol. I know. But GW clearly instructs us to play RAW even if we don't like the rules. So okay.
   
Made in gb
Aspirant Tech-Adept






It’s funny how none of the games top players see the admech codex as overpowered

Yet many local game store grognards are gnashing their teeth over it. You would think if it was so ‘ironhands/drukhari’ levels of bs that it would be the talk of the town by some of the ITC prominent figures right?

Would love to hear more opposing feedback
   
Made in gb
Towering Hierophant Bio-Titan



UK

I think the codex reasonably strong - it'll take some time for standouts to come out!

Perhaps a key reason why its not so heavily featured by top players is... Who can be Tau'ed to paint 60 models?!

And yes that was a dig at Tau

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
 
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