Warhammer 40,000/10th Edition Tactics/Adeptus Mechanicus: Difference between revisions
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===Pros=== | ===Pros=== | ||
*Doctrina Imperatives are no longer limited to one use per battle, though their functions have been heavily changed to emphasise advancing toward the enemy DZ or staying in your own. | *Doctrina Imperatives are no longer limited to one use per battle, though their functions have been heavily changed to emphasise advancing toward the enemy DZ or staying in your own. | ||
*Like most 10th ED armies, the army got simplified. We no longer require 9000 IQ and a table of rule interactions to play - the buffs are easier to understand, you just need to know how to use them. | |||
*Like most 10th ED armies, the army got simplified. | *A couple of our units have been buffed - Vanguard can now contest objectives more easily, and Cawl is vaguely useful after 9th nerfed his abilities. | ||
===Cons=== | ===Cons=== | ||
*Your Vanguard are essentially Guardsmen now, dropping from their previous BS3+, Sv4+ 5++ statline to BS4+ Sv5+ 6++ (A.K.A.: Cadian Shock Troops, except with a shitty invulnerable and no Orders) No word on the Rangers or further changes, but that doesn't exactly bode well for a traditionally shooty army meant to be between IG and SM. | *Your Vanguard are essentially Guardsmen now, dropping from their previous T3 BS3+, Sv4+ 5++ statline to T3 BS4+ Sv5+ 6++ (A.K.A.: Cadian Shock Troops, except with a shitty invulnerable and no Orders) No word on the Rangers or further changes, but that doesn't exactly bode well for a traditionally shooty army meant to be between IG and SM in stats. | ||
*Aggressor and Bulwark Imperatives have been relegated to Stratagems that can only affect one unit, rather than the army-wide | *Aggressor and Bulwark Imperatives have been relegated to Stratagems that can only affect one unit, rather than the army-wide boost-nerf combinations they were in 9th. | ||
*Despite being simplified, we're still a finesse army. If you get caught using the wrong Imperative at the wrong time, the opponent can (and usually will) walk all over you. | *Despite being simplified, we're still a finesse army. If you get caught using the wrong Imperative at the wrong time, the opponent can (and usually will) walk all over you. | ||
===Skub=== | |||
* Our codex releases relatively early, in Winter 2023. GW's certainty of being bastards over the price aside, this may be good or bad for us depending on our state at launch under the initial "Index" rules. | |||
==Faction Rules== | ==Faction Rules== | ||
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===Characters=== | ===Characters=== | ||
====Epic Heroes==== | ====Epic Heroes==== | ||
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===Vehicles=== | ===Vehicles=== | ||
*Onager Dunecrawler: Vehicle statline's still unknown (Thanks, GW!), but one of its weapons is. [[Rage|Unfortunately, it's not the Neutron Laser.]] | |||
** '''Eradication Beamer:''' 36" Heavy 1D6 BS4+ S9 AP-2 D2, with Blast and Sustained Hits D3; can change to 18" for AP-3 and Damage 3. Mostly the same as last edition beyond a few minor tweaks, though the Sustained Hits D3 makes it even more swingy than before. | |||
{{Warhammer 40k Tactics}} | {{Warhammer 40k Tactics}} | ||
[[Category: Warhammer 40000 Tactics (10E)]] | [[Category: Warhammer 40000 Tactics (10E)]] |
Revision as of 11:00, 21 May 2023
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This is the current 10th Edition's Adeptus Mechanicus tactics. 9th Edition Tactics are here.
Why Play Adeptus Mechanicus
Pros
- Doctrina Imperatives are no longer limited to one use per battle, though their functions have been heavily changed to emphasise advancing toward the enemy DZ or staying in your own.
- Like most 10th ED armies, the army got simplified. We no longer require 9000 IQ and a table of rule interactions to play - the buffs are easier to understand, you just need to know how to use them.
- A couple of our units have been buffed - Vanguard can now contest objectives more easily, and Cawl is vaguely useful after 9th nerfed his abilities.
Cons
- Your Vanguard are essentially Guardsmen now, dropping from their previous T3 BS3+, Sv4+ 5++ statline to T3 BS4+ Sv5+ 6++ (A.K.A.: Cadian Shock Troops, except with a shitty invulnerable and no Orders) No word on the Rangers or further changes, but that doesn't exactly bode well for a traditionally shooty army meant to be between IG and SM in stats.
- Aggressor and Bulwark Imperatives have been relegated to Stratagems that can only affect one unit, rather than the army-wide boost-nerf combinations they were in 9th.
- Despite being simplified, we're still a finesse army. If you get caught using the wrong Imperative at the wrong time, the opponent can (and usually will) walk all over you.
Skub
- Our codex releases relatively early, in Winter 2023. GW's certainty of being bastards over the price aside, this may be good or bad for us depending on our state at launch under the initial "Index" rules.
Faction Rules
- Doctrina Imperatives: No longer restricted to once a game, you can pick one of two doctrines each turn.
- Conqueror Doctrine: All of your guns gain Assault to improve your mobility while any ranged attacks against your units within your own DZ have their AP improved by 1.
- Protector Doctrine: All of your guns gain Heavy for that accuracy bump when immobile while any ranged attacks against your units within your DZ have their AP reduced by 1.
Detachments
Rad-Cohort
Special Rules
- Rad-Bombardment: What better way to show what this detachment means than by blasting the board in radiation? On the first turn, your enemy has to choose between either going to cover or standing firm; going to cover makes the unit battle-shocked, but standing firm requires you to roll a d6 for each unit inside their DZ and dealing d3 MWs on a 3+. On every turn afterward, any units still within the DZ must roll a d6 and suffer a MW on a 3+.
Stratagems
- Aggressor Imperative (1 CP): When you have the Conqueror Imperative active, you can have one Skitarii unit charge after advancing.
- Bulwark Imperative (1 CP): When you have the Protector Imperative active, one Skitarii the enemy tries to shoot will get their invulnerable save boosted to a 4++.
Equipment
Unit Analysis
Characters
Epic Heroes
- Belisarius Cawl: With the many bumps to tanks and monsters, Papa Cawl has now pretty much been relegated to a small monster at T8 W10. Fortunately, this seemingly unimpressive statline is backed by a 2+/4++ save that heals d3 wounds each turn and gains the Lone Operative rule when he's next to other AdMech units, letting him be bubblewrapped in Skitarii.
- The Solar Atomiser pretty much gives you a single gun that can demolish terminators and punch holes in tanks with shocking ease. In melee, he'll be relying on the S8 AP-2 D2 axe for fighting. Aside from that he has an S5 AP-1 Arc Scourge that has Anti-Vehicle 4+ and Devastating Wounds to make it a lot more threatening against the odd tank and an array of Mechadendrites that 2d6 S4 attacks.
- Cawl shows that canticles are now tied to the character than a single universal set, and for him these all give a 6" bubble. Invocation of Machine Vengeance lets units re-roll hit rolls of 1, Mantra of Discipline lets them re-roll Leadership and Battleshock tests, and Shroudpsalm gives units Stealth.
Battleline
- Skitarii Vanguard: Now with 5+ armour save and 4+ BS, because fuck you. Their radiation seems to make more use for them, as this makes a 3" bubble that makes any non-vehicle units inside it reduce their OC by 1, making anything outside of monsters and battleline units unable to cap anything. Their stock Arc Rifles gain a bit of an edge against vehicles thanks to having Rapid Fire 1, Anti-Vehicle 4+ and Devastating Wounds to bolster being a rather meh S8 AP-1 Dd3. The Plasma Caliver remains the most powerful against most units due to its high AP and Strength while the Radium Carbine has Anti-Infantry 4+ to give it a bit of an edge over any armored mobs. The Transuranic Arquebus remains the sniper, retaining Precision and Heavy with S7 AP-2 Dd3.
- The Omnispex remains valuable by letting their guns ignore cover while the Enhanced Data-Tether gives you a chance to refund CP after using a strat on them.
Infantry
- Sicarian Ruststalkers: Adds +1 to Advance and Charge rolls. Even better is that when they're within 6" of a friendly Battleline unit, they add +2 to those rolls, making mid-range Skitarii into slingshots.
Vehicles
- Onager Dunecrawler: Vehicle statline's still unknown (Thanks, GW!), but one of its weapons is. Unfortunately, it's not the Neutron Laser.
- Eradication Beamer: 36" Heavy 1D6 BS4+ S9 AP-2 D2, with Blast and Sustained Hits D3; can change to 18" for AP-3 and Damage 3. Mostly the same as last edition beyond a few minor tweaks, though the Sustained Hits D3 makes it even more swingy than before.
<tabs>
<tab name="10th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
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Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
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Imperium (8th) |
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Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>