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2020/08/08 08:15:29
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Mariongodspeed wrote: Yes, you can use the legio teleportarion strat on multiple squads.
I'm just surprised people aren't abusing this in 9th.
Corpuscarii can put out serious fire power while still being good in melee. In addition to people being more cagey in 9th during deployment, it seems like a very easy choice to just throw three squads of them into teleport mode as opposed running drills and the like.
Then you can just run Breachers/Destroyers as your troops as well as other weapons platforms to provide heavy fire power. After all, a squad of 9 Corpuscarii is only 1 point more than a single Dakka Bot.
It's because of a few reasons, first they take space, teleporting three squads on T2 may be difficult to have them near their desired target as they take a bit of space. Second, there's a lot of armies with interception stratagems that work within 12" and will use it. Granted they can only use it once per turn but SM can easily destroy a quad if it lands within range of something shooty.Third, the stratagem that gives the Corpuscarii AP-2 can only be used once a turn too, on a single squad, so the rest will strike at AP0 and be way less lethal.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/08 08:56:06
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Just saying, the Corpuscarii without the AP2 are just as inconsistent as they were in 8E. Good only against a narrow range of T4 targets.
Anyhow, I would turn what was said on its head: you can get a Dakkabot for the price of 9 Corpuscarii. Three times the range, S7, always AP2, ignores cover, Cawl rerolls and probably Magos aura too. The Corpuscarii do get double the shots as ONE Dakkabot, but they are going to be Deep Striked or disembarked up in your opponent's face. Furthermore, Dakkabots are more efficient at scale. Consider that if you are running Dakkabots, you will be running them in a unit of 3-5; you cannot run 27-45 Corpuscarii in a single unit.
So IMO, you probably just want to run one unit of Corpuscarii. Figure out what the most dangerous T4 threat you think is out there, calculate how many you need to kill it after Deep Striking, and run that.
Really, my internal debate is still trapped on this point:
A) 5x Auto Ballistarii, 4x Dakkabot, 2x Disintegrator
B) 5x Auto Ballistarii, 3x Disintegrator, 2x Icarus Crawler, 1x Fusilave
Which one? I have been playing solitaire on my table (quarantine life), and I have noticed that I pretty much cannot fit everything in my Holy Order WLT, so I always think I will be moving those Ballistarii out to as nearby objective; it is VERY easy to conga line one of them into the 9" Cawl Bubble. The rest stay in a tight ball and gun things down.
Another thought that I had was to cut the Crawlers and go back to running 4x Dunerider, 2x10 Hoplites, 4x5 Vanguard. How much melee do we need? Worst case scenario is parking 780 points on objectives doing not much other than plinking with the Stubbers.
This message was edited 2 times. Last update was at 2020/08/08 10:12:11
2020/08/08 10:27:16
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
I love dakkabots but I’ve played some pretty terrain heavy boards recently that they would have struggled on.
You never know what you are going to get in tournaments. I’ve played on planet bowling ball before and had a table so dense with terrain I couldn’t move a knight through most of it lol
2020/08/08 15:03:19
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Mariongodspeed wrote: Yes, you can use the legio teleportarion strat on multiple squads.
I'm just surprised people aren't abusing this in 9th.
Corpuscarii can put out serious fire power while still being good in melee. In addition to people being more cagey in 9th during deployment, it seems like a very easy choice to just throw three squads of them into teleport mode as opposed running drills and the like.
Then you can just run Breachers/Destroyers as your troops as well as other weapons platforms to provide heavy fire power. After all, a squad of 9 Corpuscarii is only 1 point more than a single Dakka Bot.
It's because of a few reasons, first they take space, teleporting three squads on T2 may be difficult to have them near their desired target as they take a bit of space. Second, there's a lot of armies with interception stratagems that work within 12" and will use it. Granted they can only use it once per turn but SM can easily destroy a quad if it lands within range of something shooty.Third, the stratagem that gives the Corpuscarii AP-2 can only be used once a turn too, on a single squad, so the rest will strike at AP0 and be way less lethal.
Well, consider the following in regards to the three points,
1.) Yes the space is an issue, though with 9th being very objective focused it does open up more play space for targeting things outside of priority kill targets.
2.) Priests are rather resilient and with the Lucius canticle from EW go up to a 4+ Invul save, giving them a 4+ Invul and a 5+ Feel no pain.
3.) While true for slightly more points than a single Dakka Bot you get 30 shots out of a squad of 10, with on average 30 hits thanks to the explode mechanic they have. Then depending on their toughness and your strength (as you can take the +1S canticle if you're not taking the invul save) you're on average putting out 15-20 wounds, meaning 5-7 would go through on a 3+ save, assuming you're not using the -2 Strat. Not spectacular, but that's from a squad that costs 140 points and proceeds to be annoying with its invul/feel no pain saves, so if it soaks up fire power for your Auto-Chickens or whatnot that's still pretty good.
I should also mention you can also try to make the charge with that unit, triggering the Voltgheist Field and putting out two S5 punches per model. From what I can remember you can even throw a Solar Flare on a Manipulus and improve the charge range of one of the units if it's vital. It just seems like they are a rather versatile unit with decent to strong fire power, and can be rather annoying for your opponent.
It's because of a few reasons, first they take space, teleporting three squads on T2 may be difficult to have them near their desired target as they take a bit of space. Second, there's a lot of armies with interception stratagems that work within 12" and will use it. Granted they can only use it once per turn but SM can easily destroy a quad if it lands within range of something shooty.Third, the stratagem that gives the Corpuscarii AP-2 can only be used once a turn too, on a single squad, so the rest will strike at AP0 and be way less lethal.
Well, consider the following in regards to the three points,
1.) Yes the space is an issue, though with 9th being very objective focused it does open up more play space for targeting things outside of priority kill targets.
2.) Priests are rather resilient and with the Lucius canticle from EW go up to a 4+ Invul save, giving them a 4+ Invul and a 5+ Feel no pain.
3.) While true for slightly more points than a single Dakka Bot you get 30 shots out of a squad of 10, with on average 30 hits thanks to the explode mechanic they have. Then depending on their toughness and your strength (as you can take the +1S canticle if you're not taking the invul save) you're on average putting out 15-20 wounds, meaning 5-7 would go through on a 3+ save, assuming you're not using the -2 Strat. Not spectacular, but that's from a squad that costs 140 points and proceeds to be annoying with its invul/feel no pain saves, so if it soaks up fire power for your Auto-Chickens or whatnot that's still pretty good.
I should also mention you can also try to make the charge with that unit, triggering the Voltgheist Field and putting out two S5 punches per model. From what I can remember you can even throw a Solar Flare on a Manipulus and improve the charge range of one of the units if it's vital. It just seems like they are a rather versatile unit with decent to strong fire power, and can be rather annoying for your opponent.
I agree that there may be space, depends on the table size in the first place, the opposing army if it's populous and terrain. There may very well be room for them/
If you're using the 4++ yeah their survivability goes up substantially compared to a 5++ that's also true, otherwise they're still T3 and easy to wound.
However you can't boost the strength of their shooting, it's fixed S5. It's a great spot to wound most infantry on 3+ but you won't up it to 2+.
And yeah charging with them afterwards might be an automatic choice if you can do it, given there's way less overwatch than before it's worth it to try and lock a unit in CC.
I think they're great don't get me wrong, I just believe they need to be either properly supported if you're building around multiple squads. Just one squad doing it's own thing and teleporting is cool if you were going to use Lucius, but I see the value of Lucius by placing a lot of dangerous units in the teleportarium and not just one, so that on turn two you can pop their +1 save canticle, all your reserves and shoot from short range or charge. Having a Manipulus on a key location just before they strike to give them a +1" charge if you're doing this might be a good idea to enhance the odds.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/08 17:20:36
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Ideasweasel wrote: I love dakkabots but I’ve played some pretty terrain heavy boards recently that they would have struggled on.
You never know what you are going to get in tournaments. I’ve played on planet bowling ball before and had a table so dense with terrain I couldn’t move a knight through most of it lol
Funny thing is that the tank build struggles as well because those Crawler dinner plate bases are tough to maneuver. And then there is the knight base of the Fusilave. Also, I am running 3 Duneriders ontop of this.
Cutting the Crawlers for another Dunerider would make the list much more space compact. It trades some firepower for more ability to contest objectives.
2020/08/08 17:24:25
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
@Ideasweasel
For that list, it would be the 10 Hoplites that go into the Dunerider and an Enginseer to give the Grators and Ballistarii AP2 (this list probably can sit all of them into the castle):
Heavy Support - 450 1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
That list is very snazzy, and it speaks to an issue I've noticed with the Fusilave: they run out of targets. In my game against the Guard, two Fusilaves killed all the infantry, sure, but then they were useless. They really do not damage vehicles, they don't hold objectives. You can use them to screen against charges, but that's finicky. I honestly think bringing two is a liability. And unfortunately, I think both of the other flyers are at least 20 points too expensive to be playable.
With that in mind, I think this is an improvement on my earlier list:
Fusilave can body block an objective almost entirely. You sit one on the enemy-side of an objective put something of yours benind it within controlling range and they'll have to kill what begins it with guns or move and charge round the Fusilave because although ground stuff ignores it they can't end a move on it.
And if they've run out of targets, then job done. They don't need to do something else in your army's job as well.
2020/08/09 00:39:51
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
It's because of a few reasons, first they take space, teleporting three squads on T2 may be difficult to have them near their desired target as they take a bit of space. Second, there's a lot of armies with interception stratagems that work within 12" and will use it. Granted they can only use it once per turn but SM can easily destroy a quad if it lands within range of something shooty.Third, the stratagem that gives the Corpuscarii AP-2 can only be used once a turn too, on a single squad, so the rest will strike at AP0 and be way less lethal.
Well, consider the following in regards to the three points,
1.) Yes the space is an issue, though with 9th being very objective focused it does open up more play space for targeting things outside of priority kill targets.
2.) Priests are rather resilient and with the Lucius canticle from EW go up to a 4+ Invul save, giving them a 4+ Invul and a 5+ Feel no pain.
3.) While true for slightly more points than a single Dakka Bot you get 30 shots out of a squad of 10, with on average 30 hits thanks to the explode mechanic they have. Then depending on their toughness and your strength (as you can take the +1S canticle if you're not taking the invul save) you're on average putting out 15-20 wounds, meaning 5-7 would go through on a 3+ save, assuming you're not using the -2 Strat. Not spectacular, but that's from a squad that costs 140 points and proceeds to be annoying with its invul/feel no pain saves, so if it soaks up fire power for your Auto-Chickens or whatnot that's still pretty good.
I should also mention you can also try to make the charge with that unit, triggering the Voltgheist Field and putting out two S5 punches per model. From what I can remember you can even throw a Solar Flare on a Manipulus and improve the charge range of one of the units if it's vital. It just seems like they are a rather versatile unit with decent to strong fire power, and can be rather annoying for your opponent.
I agree that there may be space, depends on the table size in the first place, the opposing army if it's populous and terrain. There may very well be room for them/
If you're using the 4++ yeah their survivability goes up substantially compared to a 5++ that's also true, otherwise they're still T3 and easy to wound.
However you can't boost the strength of their shooting, it's fixed S5. It's a great spot to wound most infantry on 3+ but you won't up it to 2+.
And yeah charging with them afterwards might be an automatic choice if you can do it, given there's way less overwatch than before it's worth it to try and lock a unit in CC.
I think they're great don't get me wrong, I just believe they need to be either properly supported if you're building around multiple squads. Just one squad doing it's own thing and teleporting is cool if you were going to use Lucius, but I see the value of Lucius by placing a lot of dangerous units in the teleportarium and not just one, so that on turn two you can pop their +1 save canticle, all your reserves and shoot from short range or charge. Having a Manipulus on a key location just before they strike to give them a +1" charge if you're doing this might be a good idea to enhance the odds.
The more battle reports I watch for competitive games, the more spread out things seem just because of how important objectives are, so it generally looks like you'd have room, but not to put all three squads into one unit which wasn't the intent.
That was another reason that I was looking at Lucius, as Lucius seems to have a lot of minor gains that don't feel thrilling at first, but add up to enable a lot of interesting options. Even their dogma isn't that bad, but it's not as amazing as say Stygies.
Good point, I conflated the +1S to unit stats with the new Mars one which gives it to heavy weapons. Still, could be ok in melee.
That's another thing about Lucius that has a lot of benefit that adds up over time, if you make the Manipulus your warlord, and give him the Solar Flare, you can use his ability to move units with +1" and then teleport as the Solar Flare occurs at the end of movement, to help the charge of the Corpuscarii. You can also throw it on a Dominus to re-roll without having to jog him to location to buff a -2 Strat unit, but that seems more meh.
Really what I was thinking was a list that used Breachers/Destroyers for troops, a couple Crawlers and Autocannon Chickens, then three squads of teleporting Corpuscarii. That way you get all of the heavy fire power as well as the ability to put out massive amounts of shots from those three units that are still pretty strong in melee and can have cascading saves with a 4++ followed by a 5+++. Then having some Sterylizers as well for added deep strike, not like you have to commit to teleporting or swooping, you can set them up on the board if needed without using the CP. You could also use the teleports to secure out of the way objectives with Breachers or the like.
Octovol wrote: Fusilave can body block an objective almost entirely. You sit one on the enemy-side of an objective put something of yours benind it within controlling range and they'll have to kill what begins it with guns or move and charge round the Fusilave because although ground stuff ignores it they can't end a move on it.
And if they've run out of targets, then job done. They don't need to do something else in your army's job as well.
Yeah. Boats serve the same purpose.
2020/08/10 15:06:49
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Hey guys. Haven't played Admech since War Convocation days, since then they have been in storage. Last 40k game was nearly three years ago, but wanting to get back into the hobby with the fresh edition.
I've skimmed this thread, and came up with the below list with the models I have. The only purchases I would need to make are the three Duneriders. Thoughts? Wondering if I should sacrifice some fire power for an addition squad of 2x5 Vanguard + Dunerider considering the new missions and the focus on objectives?
Also, I am seeing a lot of lists running Kastelans without Datasmiths. Is the typical strategy to move them first turn to an objective/advantageous position then Binharic Override at the beginning of the shooting phase to Protector Protocol and sit there the rest of the game? Should I free up the points for the Datasmith to have the option to move them past the first turn?
Kastelan Robots [24 PL, 500pts] . Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
. Kastelan Robot: Heavy Phosphor Blaster
. . Two Heavy Phosphor Blasters: 2x Heavy Phosphor Blaster
This list looks fine, if a little dull. The biggest issue I can see is you have no assault elements. You're going to struggle to take and score objectives, and you're vulnerable to enemy assault units. You should probably drop the last 10 Vanguard for a unit of Hoplites or priests. You should also consider Artisan instead of Magos so your vehicles can fallback and shoot.
FAQs Q: Can the Mechanicus Locum Stratagem be used to give
characters other than your warlord one of the Holy Order
Warlord Traits?
A: No. The Character is only considered your Warlord for the
purposes of the Warlord Trait itself, not for what Warlord Traits
it has access to.
Does this mean that if we take claw we can't use it with another character?
2020/08/10 20:53:11
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
You can take Cawl, just don't make him your Warlord. If another character is your Warlord, you can give them a Holy Order trait. You can then use Mechanicus Locum to give Cawl his Warlord trait back.
They give us a power maul for 5 points, they probably mean the arc maul.
Knight magaera and styrix are now 435 and 420 points per model.
So a magaera with siege Claw got down from 545 to 490.
Styrix with Claw from 530 to 475.
2020/08/10 21:02:02
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Likewise, huge Power Level drops across the board. Almost everything went down by 1 or 2 points (and some things like Ruststalkers dropped 4 points!). That makes a world of difference for my Crusade Order of Battle.
Oh great, the Sulphurhounds costs one point more with the new Arc Maul. Also completely killed all Vanguards and Rangers alphas to make all their melee weapons 5 pts, good thing I changed mine to all have the basic rifle.
Also with the changes to the Look Out, Sir! rule we can't hide our characters with vehicles or monsters that have less than 10W now. It drastically changes how I planned on protecting my Characters, which is to have them walk with the Ironstriders and Kastelan Robots. I mean they can still work as long as they're 3 or more in the unit but before that you could have your Character protected with just one.
40K: Adeptus Mechanicus
AoS: Nighthaunts
2020/08/10 22:39:43
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Note, that, the unit of 3 or more is specific "a unit of 3 or more models" so ironstriders and bots still protect characters until theyre down to 2 models.
Admech suffer from that change but nowhere near as much as say Orks do, since all ork light vehicles split upon deployment and dont have the wounds either.
Still a dumb rule overall. They shoudl have specified characters are exempt from triggering that rule so a character cant protect a character, because that was literally the problem (daemon princes)
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/08/11 00:34:56
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Aaranis wrote: Also with the changes to the Look Out, Sir! rule we can't hide our characters with vehicles or monsters that have less than 10W now. It drastically changes how I planned on protecting my Characters, which is to have them walk with the Ironstriders and Kastelan Robots. I mean they can still work as long as they're 3 or more in the unit but before that you could have your Character protected with just one.
Ah... damn. That can be a problem as the game drags on. If they snipe Cawl, it's going to be really tough.
By the way, does this means Celestine and her two minions can block for other characters now?
2020/08/11 01:16:21
Subject: Re:Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Heavy Support - 800 4x Kastelan Robot - 12x Heavy Phosphor Blaster
1x Skorpius Disintegrator - Belleros Energy Cannon
1x Skorpius Disintegrator - Belleros Energy Cannon
Total: 1995 points 11 CP
The OG Mars list. 4x Dakkabots with triple force multipliers to just delete a ton of models right away. 5x Ballistarii to snipe vehicles. 2x Grators to pummel things cowering behind ruins. 10x Hoplites and 4x5 Vanguard in Boats for assault; generally speaking, their purpose is to die cheaply. All in all, a very spartan list.
Cawl's Moving Castle:
Spoiler:
Mars Spearhead Detachment
HQ - 235 1x Belisarius Cawl - Static Psalm-Code (-1 CP)
1x Tech-priest Enginseer - Warlord: Fabrications of the Artisan, Relic: Autocaduceus of Arkhan Land
A variation of the 8E double triple tank line. I drop Daedalosus; though I have the points for him, I think the Artisan WLT is too good in this list because virtually everything I have is BS3 and AP1. 5x Ballistarii to snipe vehicles and grab objectives, since it's unlikely I can fit them inside the aura bubble. 3x Grators to pummel things cowering behind ruins. 2x Icarus Crawlers for anti-air and anti-infantry. 2x10 Hoplites and 2x5 Vanguard in Boats for assault; infantry are much less expendable in this list because I cannot rely on the knockout punch of Dakkabots to drop an entire horde. Much less killy than a Cawlstar build, but much more durable. Probably wins the mirror.
2020/08/12 08:39:19
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Ideasweasel wrote: How do you feel about armies that can ignore AP1/2 with that second list Suzuteo?
Reckon you’ve got the volume of shots to hose sisters of battle and Custodes?
Honestly, that is my dilemma. Cawlstar is the meta list IMO because mortal wound spam just hard counters the Elites meta. In matchups against ignore AP2, I can even pick Artisan to go to AP3 with my Robots. The tank line is something I am more comfortable with because I have experienced firsthand how hard it is to chew threw so many vehicles. But that may be 8E thinking. It may entirely be the case that I won't be able to shoot some armies off the table in time to win. I need to get games in, but this damn pandemic is keeping me indoors.
2020/08/12 09:11:07
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
It’s the Bay Area you stay isn’t it? You guys still on lockdown?
Where I live was doing well and it’s looking like it’s going to shut down again. Tabletop simulator just doesn’t cut it.
I’m planning on running a game later today against an iron hands list.
batallion + patrol
Daedalus
Cawl
Enginseer
4x5 squads of vanguard
3x bombers
3x belaros tanks
2x5 raiders
1x4 raiders
5x Autocannon ballistari
10x jazz hands priests
Borrowing heavily* from that RS and his mars list plans.
*stealing
Will let you know how it goes
Automatically Appended Next Post: I’ve only had 4-5 games of 9th so far in person but objectives do really seem to be important. Standing on at least 2 for the game seems essential
This message was edited 1 time. Last update was at 2020/08/12 09:12:20
2020/08/12 09:43:22
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
Ideasweasel wrote: How do you feel about armies that can ignore AP1/2 with that second list Suzuteo?
Reckon you’ve got the volume of shots to hose sisters of battle and Custodes?
Honestly, that is my dilemma. Cawlstar is the meta list IMO because mortal wound spam just hard counters the Elites meta. In matchups against ignore AP2, I can even pick Artisan to go to AP3 with my Robots. The tank line is something I am more comfortable with because I have experienced firsthand how hard it is to chew threw so many vehicles. But that may be 8E thinking. It may entirely be the case that I won't be able to shoot some armies off the table in time to win. I need to get games in, but this damn pandemic is keeping me indoors.
The problem is you define the meta with little evidence currently as to what that is. there seem to be 3 different prediction of what the meta is likely to be.
The vehicle meta - the idea of this one is that 9th is as killy as 8th maybe moreso with the loss of GF LOS blocking terrain on a lot of boards, the changes to blast rules and that many vehicles can now fire in combat - as a result players will focus on durability and shooting and that means tanks and artillery. While it seems obvious to new players this is unlikely to last long because from a mission perspective its weak and most of the experienced players I know are not building to it
The transport meta - put your troops in transports now they have the speed to get to objective and the durability so that they can hold them. This works better for elites but suffers from the problem of giving optimal targets for all your opponents guns your elites get more value from it and fast infantry like guard get less. Lots of players will try this and while a solid archetype it might not be dominant
The horde meta you want to win play the mission - killing the enemy is an irrelevance if you can hold the objectives for 3 turns you win and what's good at that a ton of bodies. Even better you write off half the enemy's anti tank guns. I know a fair few competitive players building to this.
Admech can build to all three approaches and personally I'm backing the skitarii infantry/cavalry horde as the meta choice. Its got the high volume low ap firepower to shoot through the infantry lists your likely to see, the bodies to hold objectives, sure it won't be great at killing vehicles but you beat those lists by winning on primary
This message was edited 4 times. Last update was at 2020/08/12 09:51:36
2020/08/12 11:35:41
Subject: Adeptus Mechanicus Tactica 3.0: Riding the Dunes
@U02dah4
Oh, I agree that the meta is very nascent. And my thinking is similar, but slightly different:
1) Mechanized
Tanks and transports. This is definitely more of what we saw in 8E. Very much about deleting key threats, but also has some way to control objectives and push into the enemy deployment. AdMech is pretty much in this category by default.
2) Elites
A very well-rounded, but small army. Custodes and Death Guard immediately come to mind. My friends report that these lists give them the most trouble because they give up so few secondaries. I don't think we can compete in this meta directly; our elites are bullies, not fighters.
3) Spam
Spam highly efficient troops and win by piling them onto objectives faster than your opponent can shoot them off of them. AdMech can do this through Raiders, Breachers, and a few deep strike or artillery units to delete anti-infantry threats.
--
Anyhow, mortal wound spam and high volume shooting is just as good in 9E as 8E, perhaps even better because of our Engine War buffs. I think #2 is actually going to be the biggest threat. #3 might be strong in the short term, but I don't think it will last very long. I think Cawlstar is the meta list because it performs well against these two options. On paper, anyway. My tank line list would probably where I would go for #1.