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==Allies== Fortunately, AdMech in 8th Edition is overall a pretty solid army, with counters for almost anything. However, if you really want to make your guys as well rounded as possible, you need to address a few things: 1. Psyker Tomfuckery. Unless you're taking Graia, you have absolutely no psychic defense. This makes AdMech vulnerable to anything that messes with morale (which is kind of a problem unless you have specifically built a list against this) and Smite spam. 2. Morale again. This is why we have to take min. squads of everything to avoid burning CPs on Auto-passing Morale Tests. This hurts things like Electro-Priests, which really '''''do''''' benefit from being in large groups. 3. No flying (yet). CC dudes need to footslog their way to their targets (save for Infiltrators and those who can use stratagems to Deepstrike), and we're one of the few armies that has to push '''''through''''' our opponents in order to get past them. 4. Few, inflexible bodies. AdMech's cheapest models cost 7-8 points each and have almost no versatility. This usually culminates in this army being generally run as a Castle, stationary or otherwise. While this isn't too bad, you may want to consider the following allies in order to give your "Quest for Knowledge" the boosts it needs: *'''''Astra Militarum:''''' ** Built in synergy between these two armies as Enginseers can repair both AdMech & IG vehicles. **AdMech also bring fast melee options the Guard lacks - Ryza Sydonian Dragoons are a fine complement to what is otherwise tends. to be a very static army, their mobility making them more attractive than Bullgryns as a beatstick. **You wanted transports, right? IG has an enormous motor pool to choose from, and cheap, efficient meatbags to fill them with; consider Chimeras, Valkyries, and - Omnissiah be praised - Stormlords. **Guard is incredibly strong in 8E, and they have access to pretty much everything you need. ***Kurov's Aquila relic and the Grand Strategist WLT allow you to recycle CP. ***Catachan Guardsmen are a great screen that can hold their own against Nids and Orks when a Ministorum Priest or Straken are around. They also have efficient shooting and the ability to sprint across the board with orders. ***Lascannon Heavy Weapons Teams are an absurdly efficient anti-tank option. ***Cadian or Tempestus Basilisks provide great indirect fire support to complement your Kastelans and Crawlers. *'''''Blood Angels:''''' **Blood Angels offer unparalleled assault and mobility options for the Imperium. They are a bit glassy at times though. ***Smash Captain, which is a Captain with Jump Pack, Angel's Wing relic, and Death Visions of Sanguinius stratagem is a one-man Knight-killing machine, with (4+1+D3)x2 S8 AP-3 D3 attacks that wound T8 on 3+. ***Mephiston is a strong complement to Smash Captain. He can Deny twice and support other Blood Angels with Unleash Rage. He's also an amazing beatstick himself, with (4+D3+1)x2 S10 AP-3 DD3 attacks. ***Veritas Vitae relic allows you to recycle CP. ***Scouts allow you to drastically expand your zone of control and are a great screening option. Usually, you take Bolters if you want them to camp objectives, but choppy Scouts with Bolt Pistol and Combat Knife can wound Daemon Primarchs on a 4+. ***Lemartes and 10-15 Death Company with Bolter and Chainsword or Thunder Hammer are an awesome beta strike option. *'''''Inquisition:''''' **Yes, we hate them too. However, these guys are more useful than you think. In addition to most of them being Psykers themselves, Inquisitors allow models around them to use their leadership for morale tests. Therefore, if you take Greyfax for example, not only are you allowed 2 Deny the Witch tests with +1 to the result, but everyone within 6" uses her '''''Ld 10'''''stat. Plus, inquisitors have access to Psychic powers that can either have a unit automatically pass morale tests at WC 4, or subtract 1 Ld from an enemy squad '''''as well as rob them of their overwatch'''''. As it stands, Greyfax, Coteaz, and Eisenhorn are your best bet, as they have enough of a psychic offensive and defensive capacity to make them worth their 85 and 100 pt. costs. ***If you want to bring any of these, take them and some acolytes in a Vanguard detachment. At only 30pts extra, the acolytes give your inquisitor some free ablative wounds and nets you a CP rather having you lose out. For a paltry 2 points per model you can equip them with Storm Bolters, making them a good fire support unit for your line infantry. *'''''Adeptus Ministorum:''''' **Celestine, Seraphim squads, and Dominions in Repressors are the current SOB meta in 8th, and just so happen to perfectly fill in the Fast Attack gap our army currently has. Act of Faith on a small scale is awesome, and these girls even bring their own 6++ and Psychic denial stratagems as well. Also flamers. ***On a side note, Crusaders make for great bodyguards for AdMech HQs at 15pts a pop, sporting a 3++ and an act of faith that can bring back a fallen model each turn. Not your most offensive unit, but can tarpit like crazy. *'''''Questor Imperialis/Mechanicus:''''' **No shit, right? But seriously, with the addition of the new Armiger Warglaive, you finally have a means of easily bypassing your opponent. 14" movement alone is nice, but when you take into consideration the fact that its Thermal Spear (read: mini Thermal Cannon) is an Assault weapon, you are generally moving this puppy 17"-18" a turn while still maintaining fire effectiveness. It's only problem is that this thing ''sucks'' at dealing with any substantial amount of hordes, so make sure you have the infantry (or anti-infantry weaponry) to allow this thing to seize objectives and kill off big baddies with ease. ***Alternative opinion: The Armiger is overcosted for what it brings to the battlefield as a single model. An Onager Dunecrawler and Two Sydonian Dragoons bring an equivalent amount of firepower and melee damage while spreading the points between three targets. Not sure if this has been updated, but one Armiger Warglaive (or the Helverin) now costs less than an Onager Dunecrawler and a Sydonian Dragoon (even after Chapter Approved 2018). And it has a better melee profile than the Sydonian Dragoon (sort of). ****True, but it's '''''mobility''''' that makes it so useful. Nothing in the Admech can move as fast as this thing can each turn, and it can still do some decent anti-armour damage regardless. Think of this as something taken ''in addition'' to your regular list rather than ''replacing'' something. *****Alternate ''Alternate'' opinion: A dunecrawler with a neutron laser + stubber and a bare dragoon (with a lance) is 187 points, compared to a Armiger with their meltagun at 174. With that in mind you can think of a Armiger knight as a dragoon and a dunecrawer fused together into a single model, sharing some components and losing others. Armiger's can deal with melee units to some degree but a 3 man unit of dragoons (@ 204 points) deals with hoards easier. The shooting damage of a crawler is more consistent with S10 and the minimum 3 damage but like all tanks can't deal with melee, and can't move around to the degree of a Armiger with their assault weaponry and extra six inches of movement. So perhaps a better way to think of Armigers is a quick and tough dragoon with a two-bit neutron laser and a decent melee weapon. Do you want ''that'' in your army? Maybe. You're investing slightly less points by doing so but now possess one thing your opponent has to focus on rather than two. However, this doesn't factor in the unit sizes, since you ''can'' put three of these puppies into one unit. A max unit pack of Armigers is three targets. Three tanks and three dragoons is 39 points more and six targets. So which is better? Depends on what you need and want. 8th edition Warhammer emphasizes board control and presence on the table more than other editions, so if you can pay the $ the tanks and dragoons will likely help more, not to mention you can change out some weapons on these units to better suit your needs. Then again, a lower point game (say 1000 points) may benefit more from the added flexibility of a armigers weapons and movement than a tank and dragoon present (not to mention shaving off a few precious points). Something to consider... ******The comparison between these two options is so infuriatingly hard to decide upon that if one doesn't know better, he would think that GW is actually balancing the stuff. At the end of the day, it really depends on what your strategy is. If you are focusing on the knights, you will consider bringing the armigers for the detachment and close-range support, otherwise, you are probably better served by onagers and dragoons. Keep in mind that these are merely suggestions, and are prone to change based on new rules, stratagems, and units. Feel free to play with this as you will. Remember, these are [[Your Dudes|your cyberpunk dudes.]] [[Category:Warhammer 40000 Tactics(8E)]] [[Category: Adeptus Mechanicus]] {{Warhammer_40k_Tactics}}
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