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==Why Play Adeptus Mechanicus== Because you like [[Necrons|Cyborgs]], [[Cryptek|technosorcery]], and some of the scariest guns in the Imperium. Alternatively, because you want to play a bunch of [[Trazyn_the_Infinite|greedy hoarders]] that make the Blood Ravens seem positively philanthropic in comparison. ===Pros=== * Some of the best Heavy Support choices in the game, Yup, all three of them. * Incredibly flexible - you can adapt to the board on the fly with your Canticles and multiple-choice Warlord traits that let you pick one of three effects each turn. * Durable across the board. ** For infantry alone, a basic Skitarius is T3 4+/6++ W1 and already shares the troop slot with T5 W3 3+/6++ Kataphron Breachers. Everything outside the troop slot has at least an extra wound or better invulnerable save than this profile. ** Abundant invulnerable saves with the entire roster having at least 6++. Kastelans and Onagers stand out with 4++ (or 5++ at worst) on T7 models. ** Shroudpsalm on demand ensures cover saves for your entire army, even if the opponent gets at angle on you or there's no terrain on the board. ** Vehicles will almost always have a nearby HQ on hand for repairs. * Mobile - practically everything in the army tags at least one of the following and usually more: ** Is loaded with Assault weapons. ** Has a 8" or 12" move. ** Has deep-strike or pre-game move. ** Ignores penalties for moving with Heavy weapons. * Wonderful models, with the entire range having started in late 7e, fully in plastic and most kits being bountiful with spare bits. * Questor Mechanicus Knights, if you bring any, get to enjoy your Canticles, along with repairs from the ever-present HQs. ===Cons=== *Many armies lost stuff in the transition from 7E to 8E, but AdMech stands out. Some notable parts being... **AP4 Galvanic Rifles? Now you need to roll a 6, yet Heavy Bolters and Bolt Rifles have AP-1. **Infiltrators crippling enemies with their mere presence? Now it's a 1" -1 Leadership aura. Oh no, not that... **No more Dunecrawler squadrons. No squadrons at all in fact. Combined with the rule of 3 and we have a distinct lack of vehicles on the table compared to the likes of Imperial Guard. **Haywire wounding mechanical stuff on a 2+? Nope, now it's a ''chance'' of dealing more damage, yet Eldar Haywire does Mortal Wounds on a 4+. Bull. Shit. *Most of the cool stuff from 30k Mechanicum has yet to get rules, and with Forge World's unpredictable release schedule, there's no telling when we'll ever get them. ''RIP Cyraxus.'' **You know all those cool cyborg warriors from Visions of Heresy and such? None of them are here, not without a lot of greenstuff and imagination. *No pyskers and no direct defense against them unless you run the Graia forge world. Ring in the Inquisition... **Your mortal wounds are almost all dealt in melee unless you're playing Mars. Combined with your lack of transports means that units with good invulnerable saves need to be kept FAR away. *Corpuscarii Electro-Priests look like ass. With cogs. And sausage fingers... *Crummy Leadership means you often take minimum squads to prevent losses from Morale tests. ''You can still reach marine-tier leadership using cheap upgrades and models you were still going to bring, though''. **If you want to use Cawl (which you do), you HAVE to play Mars. ''Space Marines have 13+ named characters, we have Cawl and Dadaelosus''. **In fact, we only have four other HQ: An expensive Captain-equivalent, a cheap repairman/battalion filler, a strange buffer from Killteam, and one named useful guy. They're not defenseless in melee, but you don't really want them there, which is a bit of an issue because a lot of your army (Siccarans, Vanguard, Dragoons, Breachers, Electropriests & melee Kastelan) wants to smash face. **The solution is to field a knight, but that isn't exactly a cure considering EVERYONE does that and EVERYONE builds lists to deal with it... **Ryza Plasma Destroyers in a Servitor Maniple. For 2 CP per shooting phase, they have a slightly lower average damage output than a demolisher cannon...PER MODEL. *Overall, there's some weird balance issues in this army. A lot of the units compete for similar roles rendering some useless while others are overpowered. **Warlord traits and relics often lack the quality of character to put them on - its why there's no admech smash captain. TL;DR: the rules of three really hurt the Mechanicus.
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