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Made in be
Mysterious Techpriest





Belgium

Hey all,

It's been fairly recent since the release of the AdMech codex but I know there's a lot of people that get to play now that restrictions are being softened across the globe as a whole.

Having read the codex it looks like a solid book that allows for various playstyles, with a lot of elements to think about to make synergies work (especially in the Command Phase, I think I'll need notes in my first games to remember everything). We can deplore a few obvious combos that go a bit far already. The most talked about is the block of 20 Vanguards or Rangers, that can be buffed to:

- Not being wounded on less than 4+;
- Have a 2+ save against D1 weapons;
- Wound anything on a 4+ with their basic guns (Vanguards) or double their shots at mid-range (Rangers with S4 AP-1 weapons);

Now all of that requires characters and CPs so it's not just an auto-boost button but I think it'll take time for people to get used to it and know how to fight it.

Have you had a few games playing with or against the new Adeptus Mechanicus yet ? How did it go ? Is it a good balanced book in your opinion, or a power-creeped mess ?

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
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Haven't had any games with or against them yet, but I will pre-emptively say this:

The enriched rounds strat for Vanguard will get changed. There is no universe or timeline where it survives an errata. I can almost guarantee that it changes to auto-wounding on 5+ AND goes up in CP for squads greater than 10 models.
   
Made in be
Mysterious Techpriest





Belgium

It would serve no purpose to wound on 5+, they already wound T4 and T5 on 5+. I can see it being maybe being nerfed to 2CP above 10 yes, and excluding <Titanic> additionally to <Vehicle> though. There's no base AP too, if you want AP you need to either play a custom Forge-World (and then you're not Lucius any more and lose a lot of benefits) or have a Manipulus boost them.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
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 Aaranis wrote:
It would serve no purpose to wound on 5+, they already wound T4 and T5 on 5+. I can see it being maybe being nerfed to 2CP above 10 yes, and excluding <Titanic> additionally to <Vehicle> though. There's no base AP too, if you want AP you need to either play a custom Forge-World (and then you're not Lucius any more and lose a lot of benefits) or have a Manipulus boost them.


No, it's a pretty big difference -- it auto wounds on the HIT roll. That absolutely obliterates the traditional math and it's why auto-wounding on 4's on the HIT roll will not survive an errata.

With no other buffs besides the strat, currently 20 Vanguard will force 30 saves against a Riptide, for instance. That's not even counting the non-auto wounds that still need to roll to wound.
   
Made in be
Mysterious Techpriest





Belgium

Uh weird, I thought it was just the French codex that said "Hit" instead of "Wound" (the translation has a history of doing the same mistake concerning Radium weapons, it's written "to Hit" in the weapon's description too, 2 editions later), if it's the same in the English version I expect a change to make it on the Wound roll. It makes more sense and is way more reasonable this way.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in pl
Fixture of Dakka




Played 3 games vs new mechanicus codex. From my expiriance, they are very fast, with a ton of redeployments. Extremly shoting, with no real way to counter, until after they pull of their combos. they are very annoying to follow rules wise, because the number of overlaping rules and auras, some stuff being activated and some working in passive state is very high, and that is before any stratagems etc.

They seem to be a bit weaker in melee, then they are in taking damage from shoting. I did only play versus Lucius though. No idea how Mars and the other FW lists function.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
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I found Mars to be an incredibly obnoxious to follow rules-mess with both universal rules overlapping on their skitarii, but I didnt find them crazy OP.

As long as you go in knowing 'theyre going to have a turn of huge spiked offense, and a turn of huge spiked defense' you'll be fine.

In my game, my opponent got the first turn, turned on all his offensive gak, but I didnt have anything super critical in 18" range of his ranger bricks, so his Wrath of Mars super-combo just took out a Ridgerunner, and on my turn all his +sv defenses weren't up so my autogun duders in my goliaths did way more damage than he was expecting them to to the ranger bricks, which set me up for a fairly easy win as he'd invested a ton of his buffing resources in those two units that I was able to cut down to 1/2 and slightly below 1/2 strength turn 1 without expending any of my CP, which I was able to save for making sure my deep strikes were safe and reliabe.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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Mira Mesa

I've played a couple tabletop sim games at 1500 and 2000, and real games at 25PL and 50PL for my local Crusade league.

People see the wombo combos and peak damage output numbers, but in practice it's harder to pull that off. The faction really relies on managing those rotating buffs, and after you burn through the big ones in the first two turns, you start running out of gas. The back half of the game tends to be pretty hard, and you're often relying on the early lead to carry you through.

Honestly, Enriched Rounds is not that insane because of the platform it's on. My Vanguard get one round at full power (if that), and bleed members fast. I'm lucky if it's worth using the strat twice.

The question you've got to ask is whether the book is stronger than its 8th counterpart. I'm not sure that it is, or at least not by a large amount. The book's power is allocated to different things, and has better internal balance so most things are worth taking.

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Don't really know how strong their combos are yet, I was lucky enough in my 2 games against them to get 1st turn and they had bad placement which allowed me to Flying Eadbut a good many of their shenanigans.

I can say that the doggos are strong and their +3 range on flamers is a nice little factor you can't ignore.

The -1T is huge in a lot of ways as well (that is an old rule I believe)

The thing that really got me was how deadly their weapons were when they did connect. The D3+3 just seems broken.

 Tomsug wrote:
Semper krumps under the radar

 
   
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 DarkHound wrote:
I've played a couple tabletop sim games at 1500 and 2000, and real games at 25PL and 50PL for my local Crusade league.

People see the wombo combos and peak damage output numbers, but in practice it's harder to pull that off. The faction really relies on managing those rotating buffs, and after you burn through the big ones in the first two turns, you start running out of gas. The back half of the game tends to be pretty hard, and you're often relying on the early lead to carry you through.

Honestly, Enriched Rounds is not that insane because of the platform it's on. My Vanguard get one round at full power (if that), and bleed members fast. I'm lucky if it's worth using the strat twice.

The question you've got to ask is whether the book is stronger than its 8th counterpart. I'm not sure that it is, or at least not by a large amount. The book's power is allocated to different things, and has better internal balance so most things are worth taking.


Enriched rounds is definitely too strong. Vanguard trade way, way, waaaaayyyyyy up. And it's trivially easy to do with Lucius relic solar flare.
   
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NE Ohio, USA

I had one small game vs what's little more than a start collecting box.
Same force (minus Armigars) I faced about a month back under their 8th ed book.

Game lasted a little longer as my necrons were also minus some firepower due to the lower pts lv.
Despite the Mars Boys new tricks/stats it was still a decidedly one sided victory for everyone's favorite undead space robots.

But I can envision a tougher game at higher pts lvs vs a more optimized force.
   
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Have not played against it thank goodness.

Watched a game though.

Custodians went first against them and had the left and middle of the table locked in cc on turn 2 and had complete table control. Custodians were tabled by turn 4. Literally never seen a game swing so hard.

Guess thats what happens when 8 point dudes hit like warlord titans.

I literally refuse to play against it. With literally anything. I think competitive 40k should probably stop using tournaments for their playtesting. They should actually playtest...or ay the very minimum...hire rules producers that can do basic mental math and have a least a basic understanding of what all the armies can do.

This message was edited 1 time. Last update was at 2021/06/10 16:56:40


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in be
Mysterious Techpriest





Belgium

Karol wrote:They seem to be a bit weaker in melee, then they are in taking damage from shoting. I did only play versus Lucius though. No idea how Mars and the other FW lists function.

From my read of the codex I think a melee AdMech is definitely possible and may even be competitive. But as it's harder to play and bring similar or less results than with a shooting list, you won't see this a lot outside friendly games I reckon. But the tools are there, Kastelan Robots have gone from a joke melee option to Knight destroyers for 300 pts.

the_scotsman wrote:I found Mars to be an incredibly obnoxious to follow rules-mess with both universal rules overlapping on their skitarii, but I didnt find them crazy OP.

Yeah the rules seems more complicated to follow than 8th 2.0 Marines I feel, with a lot of "But wait - THERE'S MORE !!". We'll see if every codex follows this trend in 9th.

SemperMortis wrote:I can say that the doggos are strong and their +3 range on flamers is a nice little factor you can't ignore.

The -1T is huge in a lot of ways as well (that is an old rule I believe)

The thing that really got me was how deadly their weapons were when they did connect. The D3+3 just seems broken.

Yeah I ran the maths the other day and the Sulphurhounds are definitely packing a punch against light infantry, anything T3 or T4 is in a lot of trouble within 12", and not even cover can help there. However they're overshadowed by Raiders because of their Scout move so you'll never see Sulphurhounds at tournaments.Yeah the -1T is an old rule, however now it also does -1S so Vanguards are a bit harder to munch in melee. Which D3+3 ? The Lascannons ? There's going to be a lot of weapons like this now in 9th.

Xenomancers wrote:Have not played against it thank goodness.

Watched a game though.

Custodians went first against them and had the left and middle of the table locked in cc on turn 2 and had complete table control. Custodians were tabled by turn 4. Literally never seen a game swing so hard.

Guess thats what happens when 8 point dudes hit like warlord titans.

I literally refuse to play against it. With literally anything. I think competitive 40k should probably stop using tournaments for their playtesting. They should actually playtest...or ay the very minimum...hire rules producers that can do basic mental math and have a least a basic understanding of what all the armies can do.

Maybe one game to condemn a whole army is a bit harsh ? The Custodian player may not have known what AdMech could do, or built a less optimised list, or whatever. Study the army a bit and you'll be more prepared to counter them. Also Custodians are still stuck in 8th.

40K: Adeptus Mechanicus
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Made in dk
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I played a game against Mars with Kastelans, I think those are pretty fair now, D2 is nasty but their range is decreased on the D2 guns and they get +1 BS instead of double-tap. I wouldn't have accepted the game if I hadn't already played the opponent or if the list looked too scary. I might have also lost if my opponent hadn't warned me about AdMech having a shoot deep strikers Stratagem.

Vanguard were moderately nasty but my opponent only got to shoot with 16 and only once and the only buffs they got were -1 AP, no re-rolls or anything and my Lychguard got to take Reanimation so I Reanimated half the damage suffered. I was also just pretty lucky in general, had I gone second or focussed the wrong thing I have no doubt I would have gotten thrashed.

The rules bloat is silly. Between the re-introduced Skitarii thing and the logi/orders/whatever it is incredibly over the top. I really have trouble believing anybody enjoyed playtesting this bloated piece of garbage, maybe the playtesters just gave up and that's why a few OP things slipped through. The OP things are fixable by next week, but the bloat? Unless they nerf all the orders or whatever they are called it is still going to be a bloated mess. Total fail on GW's part.

I really like their lascannons being assault, no stupid special rule for them. I don't like them being D3+3 damage, 600 points of laser chickens will destroy 420 points of vehicles per turn on average and it's just not okay to do with vehicles that mobile and a range that long.

I have been refusing games against them other than this game and I think I will continue to do so. I get it, you want to try out Skitarii hordes on TTS before investing in models or just to see what all the hubbub is about and you don't know all the rules by heart so you want a casual game where getting things wrong is more okay, but I don't want to auto-lose if I go second. I don't give a gak if I lose, but I want to have a chance to win at the start of the second turn.

 the_scotsman wrote:
I didnt have anything super critical in 18" range of his ranger bricks...

They can get 24" range pretty easily with a support character, 27" is also possible. With an advance (which I think they can improve somehow) their threat range can be pretty great. The -1 to hit doesn't stack so now they're ignoring the -1 to hit on your flyers and whether they are hitting on 2+ or 4+ doesn't even matter that much because it's the 4+ that don't need to roll to wound.

Even just getting a 4+ poison that works vs vehicles would be great for 1CP, it'd be almost as good with 2+ to hit but in cases where they hit on 4+ it would be a lot worse. It's a 4CP Stratagem, use it three times and you're getting 9CP for free. 8th edition morale rules might have balanced things out, but even if you lose 10 and then fail your LD test, that's 4 dead, it's really not a big deal since the unit stops being absurdly effective after losing 8 models anyways.

20 buffed up Vanguard only kill 2 THSS Terminators, but if you don't have a 1+ Sv you should prepare to get blasted, they can ignore cover I think, so if you thought SS Vanguard Vets hiding in a crater were safe you'd be wrong.

It's also incredible that GW insists that pre-game moves leading to T1 charges are fun and fair when we found out at the very start of 8th that it really isn't.

 Aaranis wrote:

Maybe one game to condemn a whole army is a bit harsh ? The Custodian player may not have known what AdMech could do, or built a less optimised list, or whatever. Study the army a bit and you'll be more prepared to counter them. Also Custodians are still stuck in 8th.

Ah, yes, the wait and see crowd have already started coming out of their hole they crawl into every time they call for more time for a 60+% WR faction to run rampant and just generally make the game less fun only to find out that yes, some rules really are OP. Custodes don't suck they were one of the best factions not too long ago

This message was edited 7 times. Last update was at 2021/06/10 18:11:16


 
   
Made in us
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Mira Mesa

Quasistellar wrote:
 DarkHound wrote:
Honestly, Enriched Rounds is not that insane because of the platform it's on. My Vanguard get one round at full power (if that), and bleed members fast. I'm lucky if it's worth using the strat twice.
Enriched rounds is definitely too strong. Vanguard trade way, way, waaaaayyyyyy up. And it's trivially easy to do with Lucius relic solar flare.
Ah yes, just attach a 100+ point character and spend CP on a Relic. I'm not saying you're entirely wrong, but you have to take it in context. Vanguard are still fragile, even with Lucius buffs; every model lost is less firepower, and the unit is very vulnerable to blast and morale. I cannot stress that enough: they will eat morale failures hard if you play aggressively and can't use Acquisition at any Cost. You say it's an 8 point model, but in reality it's a 300 point glass cannon unit that's eating a significant amount of the army's buffs.
 Aaranis wrote:
the_scotsman wrote:I found Mars to be an incredibly obnoxious to follow rules-mess with both universal rules overlapping on their skitarii, but I didnt find them crazy OP.
Yeah the rules seems more complicated to follow than 8th 2.0 Marines I feel, with a lot of "But wait - THERE'S MORE !!". We'll see if every codex follows this trend in 9th
I actually like this. It's hugely in flavor for AdMech to have weird arcane rules known only to the initiated. In practice, I just explain to my opponent "these guys are getting these buffs, I pick from two rotating buffs per turn, here are the two or three you have to beware of." It really only takes a few minutes, and I let them know in advance if I've got a way to counter something they're trying (like Infoslave Skull or extra movement).

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Oh I condemn them before I even see it in practice. Because I can do basic mental math.

I mean the stratagems for their basic infantry are bonkers level and never should have been made. And they literally come with a method to make it repeatable every turn. ROFL!!!!!!!!!

It makes it hard to attack the other obviously OP crap.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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Radium Rounds is broken like Stupid Succubus and DT Wracks were broken. It will get changed, either to cost 2CP/3CP for less or more than 10, or to only trigger on a 5+ and be 1CP/2CP for less or more than 10.

The strat that lets you bring down and pick up Sterylizors on the same turn will also be fixed to be like literally every other strat like this in the game, so you can't do it on the turn they come down.

Other than those two things, there's a bunch of stuff that seems very strong, but nothing that I think is definitely broken like those two things are.

It is disappointing to see two codexes released in a row that have significant, obviously broken elements to them, but at least the ad mech one seems to have less than the DE book did.

This message was edited 1 time. Last update was at 2021/06/10 18:37:01


 
   
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 DarkHound wrote:
I've played a couple tabletop sim games at 1500 and 2000, and real games at 25PL and 50PL for my local Crusade league.

People see the wombo combos and peak damage output numbers, but in practice it's harder to pull that off. The faction really relies on managing those rotating buffs, and after you burn through the big ones in the first two turns, you start running out of gas. The back half of the game tends to be pretty hard, and you're often relying on the early lead to carry you through.

Honestly, Enriched Rounds is not that insane because of the platform it's on. My Vanguard get one round at full power (if that), and bleed members fast. I'm lucky if it's worth using the strat twice.

The question you've got to ask is whether the book is stronger than its 8th counterpart. I'm not sure that it is, or at least not by a large amount. The book's power is allocated to different things, and has better internal balance so most things are worth taking.


From the perspective of an actual Mechanicus player, I feel like that sums it up pretty well. I am losing a lot of games right now, because the new book is a little harder to play than the old, but the relative power level feels like it will be about the same as the 8th ed book once I figure out how everything works. They pretty much just shuffled around some roles and added better internal balance for the most part.

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

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... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
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yukishiro1 wrote:
Radium Rounds is broken like Stupid Succubus and DT Wracks were broken. It will get changed, either to cost 2CP/3CP for less or more than 10, or to only trigger on a 5+ and be 1CP/2CP for less or more than 10.

The strat that lets you bring down and pick up Sterylizors on the same turn will also be fixed to be like literally every other strat like this in the game, so you can't do it on the turn they come down.

Other than those two things, there's a bunch of stuff that seems very strong, but nothing that I think is definitely broken like those two things are.

It is disappointing to see two codexes released in a row that have significant, obviously broken elements to them, but at least the ad mech one seems to have less than the DE book did.

You are right ofc. These things will be changed. So there is no point in playing against it. Rasing cp cost wont be enough. The total damage the strat does needs to be brought down. 10 Man max is probably the best fix.

Honestly Imperatives are OP - the bonus are too good.


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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Mira Mesa

Hah, I love this. People who haven't played against the army are saying "it's so broken and I'll never ever play against it!" Everybody who has says "they're pretty good, have some power spikes, and lots of weaknesses". Goes to my first point: it's easy to look at theoretical damage numbers when you slap on all the buffs, but actually doing that in practice is hard and AdMech run out of tricks further into the game. It's almost like you have to play the game to play the game.

This message was edited 1 time. Last update was at 2021/06/10 19:48:42


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 DarkHound wrote:
Hah, I love this. People who haven't played against the army are saying "it's so broken and I'll never ever play against it!" Everybody who has says "they're pretty good, have some power spikes, and lots of weaknesses". Goes to my first point: it's easy to look at theoretical damage numbers when you slap on all the buffs, but actually doing that in practice is hard and AdMech run out of tricks further into the game. It's almost like you have to play the game to play the game.

Grain of salt since I haven't actually played against them personally but a lot of what I'm hearing about AdMech reminds me of the 8th edition CSM codex; probably not as bad, but the top end relies on the stars aligning without your opponent disrupting it and those combos run out of gas very quickly. The turn one alpha strike isn't as good in 9th as it was in 8th either, so...
   
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 Aaranis wrote:

Maybe one game to condemn a whole army is a bit harsh ? The Custodian player may not have known what AdMech could do, or built a less optimised list, or whatever. Study the army a bit and you'll be more prepared to counter them. Also Custodians are still stuck in 8th.


He didn't even need one game. He threw the baby out with the bath water on day 0.
   
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NE Ohio, USA

yukishiro1 wrote:

It is disappointing to see two codexes released in a row that have significant, obviously broken elements to them, but at least the ad mech one seems to have less than the DE book did.


You're not seeing the trend: Everyone get's some broken grak. It's intentional.
   
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Mira Mesa

When everyone's super... no one will be.

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Belgium

Well thing is, the main Vanguard trick will probably be nerfed, or people will learn to counter it, and then AdMech will have to rely on the other numerous tricks they can pull. These are not as flashy but there's a lot of good internal balance I think in this book. I don't see "trash" units (well maybe Servitors ? But what's their point anyway ?), I'm only doubtful about Kataphrons but I don't know how to play them well. Both Sicarians are tempting to play, both Pteraxii too have their uses, albeit different ones, and that's great because everything can be useful. Yeah we'll always focus on top tournament stuff that'll probably be the same netlist with one or two small changes but in the casual play base - the most numerous one, the list building possibilities are endless and have good chance to be fun to play with and against, if every 9th codex follows the trend.


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 DarkHound wrote:
Quasistellar wrote:
 DarkHound wrote:
Honestly, Enriched Rounds is not that insane because of the platform it's on. My Vanguard get one round at full power (if that), and bleed members fast. I'm lucky if it's worth using the strat twice.
Enriched rounds is definitely too strong. Vanguard trade way, way, waaaaayyyyyy up. And it's trivially easy to do with Lucius relic solar flare.
Ah yes, just attach a 100+ point character and spend CP on a Relic. I'm not saying you're entirely wrong, but you have to take it in context. Vanguard are still fragile, even with Lucius buffs; every model lost is less firepower, and the unit is very vulnerable to blast and morale. I cannot stress that enough: they will eat morale failures hard if you play aggressively and can't use Acquisition at any Cost. You say it's an 8 point model, but in reality it's a 300 point glass cannon unit that's eating a significant amount of the army's buffs.


Yes. Exactly. I thought it might be too strong as well, but having played a bunch of games, it's not the "easy button" it appears to be. I think it's nice because it allows a way for a potentially "weak" unit to more easily wound something they might otherwise struggle with, but my god do Vanguard and Rangers die easily. You really have to commit to getting them in place to use it, and in order to do that, you typically need help from your other units, so really, it's probably closer to a 400-500 point glass canon.

This message was edited 1 time. Last update was at 2021/06/10 21:07:37


Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in us
Longtime Dakkanaut




ccs wrote:
yukishiro1 wrote:

It is disappointing to see two codexes released in a row that have significant, obviously broken elements to them, but at least the ad mech one seems to have less than the DE book did.


You're not seeing the trend: Everyone get's some broken grak. It's intentional.


How did your theory work out for DT wracks and Stupid Succubus?

Spoiler: Not so well. Unless your argument is that they release things in a deliberately broken state then fix them a couple months later in order to promote churn. Which isn't very well supported by the fact that DE were sold out literally the entire 2 months they were IH-level broken.

This message was edited 1 time. Last update was at 2021/06/10 21:09:59


 
   
Made in ca
Longtime Dakkanaut





Haven't played them yet, but just built a beautiful little 25 PL Crusade today that is fluffy AF, purpose built to scavenge.

Not even close to optimized to win, but great little scavengers. Don't care if I lose every game I ever play... But all your vehicles (if you bring any) will become pretty little guns and force forcefields.
   
Made in dk
Loyal Necron Lychguard






 DarkHound wrote:
Hah, I love this. People who haven't played against the army are saying "it's so broken and I'll never ever play against it!" Everybody who has says "they're pretty good, have some power spikes, and lots of weaknesses". Goes to my first point: it's easy to look at theoretical damage numbers when you slap on all the buffs, but actually doing that in practice is hard and AdMech run out of tricks further into the game. It's almost like you have to play the game to play the game.

Look at what every competitive player that has played with or against AdMech is saying, they are incredibly OP if you play to their strengths. You can keep trying to convince yourself getting LOS on a 12" Movement unit with a 48" gun is hard or that losing a few models to Morale will ruin the effectiveness of Vanguard/Ranger hordes but their base stats, Stratagems and combos with other buffs are way too strong. Codex AdMech for 9th is a mess and there are very few good things to be said about any content in the book outside of Crusade content, which half of 40k players don't care about.

If you have a friend you know is a good guy? Yeah, you can totally still have fun playing against this book, but the same was true of Drukhari and SM 2.0. It's such a low bar it's not even worth discussing, the codex can't handle the littlest amount of stress and I am supposed to believe it was playtested in the condition it was released in? The problem is that GW is selling books to the people that benefit from those books being OP, not to the community as a whole. Boycotting isn't really an option when people that get the book are happy that it's OP because either they can use it to do good in tournaments or tune down in friendly games as they please, giving them total leverage over how the game is played. If anybody gets uppity you can pull out the hordes and the laser chickens and show them why they shouldn't want to make the AdMech player angry.
   
Made in it
Longtime Dakkanaut





This is literally the same identical thread we had when the SM got their 9th edition dex.

How did it end?

Then we had the same thread once again for DG?

How did it end?

Then we had this again with DW!!!!!!! I will not even comment on that one!

And then we also had it when the BA supplement was released! And then 3 times this one for the DA release!

The only one time where a thread like this has actually hit on something very wrong, was with the DE release.

It has always been the same crap "The math is obviously OP, you don't need to play it"" or "Everyone is saying they are OP"". Well, the data shows that the doomsayers only hit on unmodified rolls of 6 so far, so I'll be on my way and not refusing any game with Admech.
   
 
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