The Warhammer-community team brings us info on how AdMech will play in 9th ed 40k!
In this latest Faction Focus, we’re heading over to the Red Planet to learn what secrets the Tech Adepts of Mars have in store for their Skitarii legions in the new edition of Warhammer 40,000. The Omnissiah has also graced us with knowledge siphoned from the mind of playtester Andrew Gonyo to aid in this noble cause. We’ve translated their binharic code and this is what we’ve discovered…
Who Are They?
The Adeptus Mechanicus is one of the most powerful organisations in the Imperium, for it is they who arm Mankind’s numberless armies and forge the great battleships that bear them across the stars. The Cult Mechanicus represents the vast and indomitable military wing of the Adeptus Mechanicus itself. They roam the battlefields of the 41st Millennium on an endless quest in search of forbidden archeotech and Standard Template Constructs – priceless relics from the Dark Age of Technology – to recover the long-lost knowledge they once possessed.
How They Play in the New Edition
Elite playtester and tournament veteran Andrew Gonyo returns to us once more, this time in his guise as Skitarii Tribune, to advise us on getting the most from the Cult Mechanicus on the battlefield. Focus your ocular augmetics and prepare to visually download the following data…
Andrew: The Adeptus Mechanicus have a lot to look forward to in the new edition. The most striking improvements will be found in the changes to how Vehicles – for the Adeptus Mechanicus can field quite a few – interact with enemies while engaged in combat. Whereas before, their Vehicles could be bogged down in combat, the ability for them to fire at point-blank range opens up a lot more options to the Adeptus Mechanicus forces, as they’ll be able to sweep enemies clear in short order.
Secondly, in the matched play environment in particular, we saw a lot of forces struggling with a lack of units that could be deployed in a flexible fashion. In fact, it made some players feel like they needed to bring allied forces to keep up, or maybe add in Stygies or Lucius Detachments for their alternate deployment Stratagems. Some players just avoided certain unit types that lacked viable delivery methods in their entirety. The upcoming changes to how Strategic Reserves work will breathe new life into a lot of Adeptus Mechanicus units.
The change in board size presents a new challenge for armies that traditionally relied on making the most of the distance between armies to allow their shooting to take its toll. The change in size isn’t drastic, but it does tighten up the play space, forcing the action and engagement to make the game a bit more fast-paced and interesting. For some players, this may initially lead to a feeling of being overwhelmed by more assault-oriented forces a bit sooner than they would have liked – no more hiding in a corner lobbing shots all game.
However, the Adeptus Mechanicus has the tools at its disposal to overcome this – Vehicles firing on enemies within engagement range and a new Core Stratagem to allow a trapped unit to break free. There are also some previously less-seen units like Kataphron Breachers and Fulgurite Electro-Priests waiting to make a comeback and defend your lines.
One of the great things about the Adeptus Mechanicus army is that, beyond Skitarii troops, I generally don’t feel like they have any “required” or “auto-include” units. Depending on the type of force I want to field, most of my units will serve their purpose, and I can easily swap between them.
Key Units
The Adeptus Mechanicus certainly have devastating potential in the new edition, but which units and army builds will form the backbone of armies of the Omnissiah moving forward? Thankfully for you budding Tech-Priests out there, Andrew has been giving that some thought, too…
Kataphron Battle Servitors
Andrew: There are a couple of different builds I’m looking forward to exploring with my Adeptus Mechanicus army. The first is a Kataphron-centric force – Engine War gave them some amazing new boosts, and I’m excited to give them a go on the tabletop. Increases to their durability and boosts to their shooting (such as with the Learnings of the Genetor Warlord Trait) have increased their effectiveness. They make an excellent defensive unit to hold your midfield line and give your heavier firepower units, like Kastelan Robots, Skorpius Disintegrators, and Onager Dunecrawlers, time to shine.
I’m a big fan of the Kataphron Breachers in particular. They’re excellent all-around units – durable, decent in combat, solid at shooting – and they fulfil the midfield jack of all trades role that I like to include in my forces. Units like that are great ways to control the pace of the game and let other flashier units shine.
Skitarii and Skorpius Duneriders
Andrew: The second build, which is my next main hobby project, focuses on lots of small units of Skitarii loaded up in Skorpius Duneriders, backed up by a mixture of harassing units of Corpuscarii Electro-Priests and Sicarian Infiltrators. I think this army will also be a great place for me to try out some of the cool new Serberys Raiders and Sulphurhounds, as well as Pteraxii Sterylizors and Skystalkers to support the main Skitarii thrust. One of the best things about the Duneriders is that, even when one is destroyed, your precious Skitarii cargo will emerge unscathed!
Thanks, Andrew! Do you already lead a Skitarii legion of the Cult Mechanicus in service of the Omnissiah, or are you about to pledge your allegiance to the Machine-God for the first time? Let us know what your plans are for the new edition on the Warhammer 40,000 Facebook page, Instagram and on Twitter using #New40K.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
tripoint: Well it’s certainly not as bad as the rumors have suggested. Also you can still wrap 2 units (usually a hq plus something else). Also can be used to bait people into spending CP.
Or purposely spending 2cp to kill the unit.
Yeah that will be an interesting corner case as well. I don’t imagine that _often_ you will want to spend 2CP to destroy one of your own units, but I can certainly see times when it will be advantageous to do so.
For sure. I think the common use case would be a vehicle or monster, on its last wound profile. It may be better just to kill it off with this stratagem. If the odds are it cannot shoot off its melee attackers, so your other units can deal with the melee attackers.
I am also curious about how Fiends, Contorted Epitome, Snare Captain, and Wych Nets, work with this stratagem.
It’s definitely a big change. Wrapping two units is pretty hard most times, unless it’s a pair of HQs (in which case your opponent really should’ve known better), so while it doesn’t spell an end to tripointing, it mean it is no longer a general way to make yourself immune to enemy shooting. I think we can expect to see melee units have to focus a lot more on being tough than before, because they _are_ going to get shot.
It also means that flying screens will continue to be extremely valuable, since they allow you to do the trick resource-free.
“It also means that flying screens will continue to be extremely valuable, since they allow you to do the trick resource-free.”
Yeah, I don’t follow this one.
Before it was impossible to do this. Now it is possible with 2 CP. Clearly before it was a lot worse for the screening player as it was impossible. So why would this increase FLY screens now when the situation gets better even if you have non-FLY screens.
Destroyed. By facts and logic.
You might wanna try and master basic reading comprehension before you try working your way up to facts or logic.
Let me simplify this for you:
8th
Non-FLY screens can’t escape tri-points
FLY screens can escape tri-points
9th
Non-FLY screens can escape tri-points for a cost
FLY screens can escape tri-points
If anything, this should be an increase of non-FLY screens because they got better by comparison. Obviously we don’t know half the rules yet (and apparently the most controversial thing is still unknown, unless Reece thinks this was it) so who knows what screens will see. But if this was the only change – it would 100% cause non-FLY screens to be more popular than FLY screens. So you’re just wrong. But you’re pretty used to being wrong by now buddy.
Remember when you argued with me about soup. Oh it’s getting punished pretty harshly now because it was a stupid mechanic: you cherry pick and get rewarded with CP – great idea.
Remember when you argued with me when I said Greaters need more than 100 pts of a price drop from their original 340~? Whelp, they all dropped about 100 pts, they got a pre-game choice. And it’s pretty agreed on by top chaos players that even if GUOs(remember, this is the list you talked about as an example – 3 guos and nurglings) had ALL 6 of those abilities – they’d still be bad or at least meh.
rvd1ofakind, your logic and fact seem to be somewhat missing, so I will remind you that flying screen can continue to be extremely valuable even if other screen get better.
You probably should stop talking, because Rob Butcher already have the schtick of random rant without connection with what is at hand, and we don’t need two of them.
The part that you missing is that I’ve never said FLY screens would be not valuable. I said that if this was the only rules change to 8th – it would not increase FLY screen viability and would probably reduce it when compared to non-FLY screens. That’s it.
Maybe you should stop talking and start reading.