Building A Competitive Adeptus Mechanicus List Warhammer 40k 10th Edition
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- Опубликовано: 10 сен 2024
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Just a cool $700 worth of chickens, good thing 3d printer goes brrrrr
That I would need 600$ at least to bring my ad mech off the shelf keeps me from even trying.
This list would cost $1745 if you bought it from GW directly. I appreciate your efforts, but I could almost field two 2k armies for this price.
Bro...don't even say that stuff about this faction getting cheaper unless your talking about dollars, not points even as a joke, it's not even laughably bad anymore, it's painfully so
Go full meme; 3x3 breachers and a Skatros in Strategic Reserves, 3x10 Sterylizors and 1x5 Skystalkers in DS, 3x10 Rangers with 3 Domini SR via Veiled Hunters, then 3x Warglaives in SR via Hot-rolling with Rogue trader Entourage. 1830 points in reserves before battleround 1.
The thing with breachers personally, is they're the only unit in admech that are how admech should be. A high damage glass cannon. The problem with them from a strategic perspective is that, frankly, that's not how admech are meant to be played in this edition. They turned admech into a glass cannon shooting army into a weirdly mobile attrition army.
Unrelated, but a 10 man squad of vanguard should be able to consistently kill 5 normal space marines. This is a hill I will die on.
Thanks Quinton and Seigs
For skirarii marshall i thought the restrictions to battle tactics only applied for strat cost reducing? Since his ability doesnt change cost i didnt think it would be impacted
Its both reduction and doubling.
@@ArtofWar40k Just saw that little paragraph at the bottom, well that is just hilarious.
I was under the same impression but about 2 weeks ago I double checked and no, they battle tactic change was actually two changes and GW didn't really place them in a way that made sense but in short no. Unfortunately his ability was impacted and GW continues to bully admech.
@@dickkickem4238*ignore Ad Mech. GW doesn't care enough to bully.
@@dickkickem4238 suddenly changes to the battle tactic restrictions has jumped to the top of my want list, aside from buffs to Cawl.
a hundred models and not one does any damage...i hate what GW has done to the army of "killerbots". For me this army became the most boring one to play...and this has been my main army for years...damn...i am really frustrated with this codex, sorry.
I'm absolutely agree
Shitty to hear opinions like this. I'm new to wh40k and wanted to build admech due to hwo interesting they sounded to play.
@@b.gallucci7186 yeah well I am not happy about my opinion either, Id love to play the army i paid money for and build and painted for hours at an event and stand a chance.
I think you are thinking about "Heavy" wrong, "Heavy" is not meant to be a positive rule, it's meant to be a negative rule, a representation that the weapon is somewhat unwieldy and difficult to use. Don't think about it as a +1 to hit if you stay still but instead as a -1 to hit if you move, hence it affects things like artillery and crew-served weapons, sniper rifles and heavy machine guns, it's intended to represent that these weapons are meant to be used from a stationary firing position. Basilisks are not meant to move at crusing speed and then shoot normally, sniper rifles are not meant to be quick scoped like we're playing Call of Duty and heavy machine guns or large anti-tank weapons are not meant to be fired on the move. The exception to this is weapons such as the Adeptus Astartes bolt rifle which are capable of effective fire on the move but can become even more lethal if the space marine decides to remain stationary, or when the advanced computing protocols of the Adeptus Mechanicus allow for more accurate fire when standing still, exactly how it should be.
Im critiquing it as a game mechanic for Admech. Where remaining stationary makes no sense both lore wise and as a justification for Admech losing bs 3+
Heavy is a rule to nerf both Leagues of Votann and Ad Mech. While it effectively buffs Space Marines. It also disguised as buff for Ad Mech, since it is added through army rule
Of all the hit improving tricks the BS4+ armies got (Votann, Guard, Tau & Admech) the adeptus mechanicus got the worst in the form of Heavy. Mainly because Heavy only becomes useful if you have a unit that has more range or durability to survive and then firing back.
This means the unit needs to have the range/ indirect/ be durable enough to weather the storm first for Heavy to be usefull: and AdMech has a few options, but they are not overtly good at shooting back with BS4+ and +1 to hit from heavy.
Dunecrawler: shoots either too little or damage output is too inconsistent
Skorpius: suffers from the same the dunecrawler does on damage, but against dedicated anti tank will fold rather quickly without the invuln save. The indirect cannon is nice, but bullies infantry and nothing much else.
Kastelan robots: shooting is woefully underwhelming against any vehicle (even dedicated transports) compared to their melee, so you want to move them up constantly because they're so slow.
Iron striders: Arguably the most useful unit to use it on. Has good durabilty, has good range. they don't have Heavy innately so you'll be sacrificing Assault on your entire army to give them a round of 3+ to hit if they were in the position to firing at something important in the first place.
For Votann having heavy doesn't matter due to their overcharged Detatchment rule. Probably something that's going to get nerfed because of how bonkers it is. Giving 4 enemy units 2 tokens at the start for +1 to hit and wound on them and then adding tokens through the match. Is just better than Heavy will ever be.
For space marines it's more of a buff because they have the durability to afford using it.
@@ghostbearr1
@@ArtofWar40kFair enough, I was moreso defending it from your statement of "Heavy isn't a rule... heavy should be deleted from this game" at around the 44min mark, although I do agree with your proposed change to the Admech specific use of it, which sounds a lot like old Lumbering Behemoth rule to me and could be an interesting solution to trade mobility for firepower for Admech units. I just don't think we should be increasing mobility or removing that game mechanic for other heavy units across the game which often already have that superior firepower in exchange for that negative effect.