Monday, June 26, 2023

Warhammer 40,000 - Adeptus Mechanicus Index

The faction focus for Adeptus Mechanicus hinted at much, but left a lot unanswered.  The article depicted an army where each unit fit together like cogs in a machine.  Now, I'll finally return to the faction to see if they deliver on that promise.


ARMY RULES

One of the few things we got a full reveal on were both the army and detachment rules.  Unfortunately, AdMech has been saddled with a strange, if fluffy, set of rules.  Doctrina Imperatives provides one of two army wide buffs chosen at the start of each battle round.  For each Doctrina, half of the buff is near universally useful, while the other half is situational and likely won't have much impact after the start of the battle.  

Protector gives your entire army Heavy, allowing you to Hit on 3s again at range.  This means once you've moved your forces in position, you can provide a sizeable damage buff to a large chunk of your army.  But the Armour of Contempt effect provided by the second half of the Imperative is only available for units in your deployment zone.  In most games this will be one or two units screening and holding your back field.  And that's not very useful at all.

Conqueror has a more useful first half, but an even less useful second half.  The Imperative grants Assault to all your weapons, giving full range of fire as you advance into the mid-board.  This is fantastic, and allows AdMech to maneuver quickly in the early game and potentially respond rapidly to changing board states.  But the AP bonus it grants only affects enemy units in your opponent's deployment zone.  Not only will this again be just one or two units, but you'll probably not even get line of sight to them.

To make matters worse, Conqueror doesn't synergize at all well with the Faction Rule, Rad-Bombardment.  This rule punishes your opponent for hanging out in their deployment zone, so now they've got even more reason to take the fight to you in the mid-board.  And as I said in my rules roundup, the mortals you deal with this will be nice, but it's unlikely to have much effect on your opponent's strategy, to say nothing of if your opponent is Sisters or Dark Angels.

On the whole, AdMech's Army Rules aren't a good start to the vision WarCom described.  But we still have plenty of stuff to see yet, so let's see what the full reveal shows us.


STRATAGEMS

Baleful Halo - 1CP

AdMech is mostly a shooting army, so anything that can help them in the fight phase is a blessing.  With the new version of Transhuman going around, this would have been where you'd see it.  But instead we get a straight out superior -1 to Wound.  Fantastic!

Lethal Dosage - 1CP

Speaking of shooting, this strat gives you a +1 to Wound against everything but Vehicles.  This will make taking down targets like Monsters and elite infantry much easier.

Extinction Order - 1CP

This one is a very interesting and flavorful Stratagem.  You pick an objective and hit it with a mini rad-bombardment doing 1 Mortal wound and forcing a Battle-shock test on any enemy on it.  Unfortunately, I just don't think this is a good use of CP.  Only so many units are going to be on an objective, and other armies just get rules like this on their units.  I feel you're better going for other strats like Grenade to try and help take a point from a hardened enemy.

Aggressor Imperative - 1CP

Our revealed Conqueror Imperative strat, it's absolutely fantastic.  Advance and Charge is great, and since you already get Advance and Shoot, this can allow a unit to absolutely blitz a target.

Vengeful Fallout - 1CP

Shoot back for 1CP.  As I've said on rules like this before, this isn't so much about dealing damage as forcing your opponent to overcommit.  Just having this in your hand makes someone less likely to split fire, as they don't want to scratch you're unit only to get shot back.

Bulwark Imperative - 1CP

Especially when they can get a 4+ Invuln!  Our other previewed strat is still fantastic for after you've gotten your units into position.

Admech strats feel fun and flavorful.  You've got two generic strats for +1 to Wound in shooting and -1 to Wound in combat that are both great.  Then the rest of your strats are all awesome in the right situation.  The only miss is Extinction Order, and even that could see play if AdMech have some Leadership penalties they can hand out.


ENHANCEMENTS

Archived Purged Protocols - 10 pts

At least this is cheap.  It's useful to be able to swap protocols for a unit in your army, especially given how wonky they are.  But other armies get to use multiple of their special rules with abilities like this.  Disappointing.

Master Annihilator - 35 pts

SUSTAINED HITS is one of the better weapon rules.  This could potentially make a good combo better.  But just how much better will decide if this is worth it.

Omni-Steriliser - 20 pts

That's a potent set of buffs!  +3 Attacks and ANTI-INFANTRY and MONSTER!  Fantastic!

Excoriating Emanation - 25 pts

-1 to Hit at range for a unit is good.  But I'm not sure its 25pts good.

I'm a little disappointed with these Enhancements.  The best ones are Master Annihilator and the misspelled Omni-Steriliser.  My hope would be that AdMech units wouldn't be very expensive, but these feel pricey to me.


DATASHEETS

Archaeopter Fusilave - 160 pts

We begin our AdMech datasheets with an attempt at alphabetical order and some AdMech aircraft.  At 160 pts, the Fusilave is one of the more affordable aircraft options we've seen.  For that cost you get a flying Rhino chassis that can both rain S4 attacks on an Infantry unit and attempt to score some mortals on a harder target.  The bombing ability is okay, but I feel like this is going to be a trading piece you might struggle to get value out of.  I do find it interesting it has the potential to cycle some CP if you use a stratagem like Smoke or Lethal Dosage on it.

Archaeopter Stratoraptor - 165 pts

For just 5 pts more you get much more well rounded firepower, though you lose the ability to take out a unit in one go.  This Archaeopter comes with an ability to gain +1 to Hit against most units, a bonus most AdMech players will appreciate considering the reduction to BS4+ from last edition.

Archaeopter Transvector - 155 pts

What?  Seriously what?  It's literally the Fusilave!  It's the same statline and weapons, only instead of bombing this thing can bring in some Skitarii with it on Turn 1!  I believe that you even get to Disembark when the Transvector drops, as it counts as having made a Normal Move and the Skitarii where Embarked at the start of your movement phase.  Even if they rule that you can't Disembark, this is still way better than the Fusilave.

Belisarius Cawl - 185 pts

So Cawl has a good gun, Lone Operative, and three decent buffs.  Even from the Faction Focus, Cawl looked good but not spectacular.  This just feels really pricey to me.

Corpuscarii Electro-Priests - 65 pts for 5 models (13 pts per model)

That's 13 points a model for a dedicated Bodyguard unit that isn't particularly impressive.  They do put out a lot of shots if you get in close, and they have -1 to wound and both a 5+ Invuln and FNP to help them keep their charge alive.  But they're likely not going to be doing much else.  They might get to use some of those attacks if anything tries to come in to kill their master.

Cybernetica Datasmith - 35 pts

What?  Why?  At first I was actually relieved to see this unit.  For a 35 pts Leader they have a pretty good profile, and all of their buffs are great.  But they have to pass a Leadership test to give it to their unit!  I guess this is to represent the difficulty of changing the programming on the battlefield?  But why can't you just start out in a protocol?  He's still nice and cheap, but I don't like how unreliable those buffs are.

Kastelan Robots - 215 pts for 2 models (107.5 pts per model)

Couldn't quite keep the alphabetical order, I guess.  This doesn't feel bad to me, though I feel they could do better.  For that odd points cost you get a T9, 2+ Sv body with 7 wounds.  The combat stats could definitely be better though.  But if you can get them their protocols, and get them in melee with some tough targets, they could get work done.  They might also make a decent board control unit with Overwatch.  They still get a chance to reflect shots too.

Fulgurite Electro-Priests - 80 pts for 5 models (16 pts per model)

The purely melee Bodyguard unit is paying a premium for the ability to get the occasional DEVASTATING WOUND in.  Pass.

Ironstrider Ballistarii - 50 pts

The AdMech walker is still one of the best Datasheets I've seen, though we are less than a third of the way through.  In addition to being a decent Walker platform, they get Fall Back and Shoot and Charge plus a re-roll for Desperate Escape.  They also always have the CP regen from Data-tether.  You definitely need to make sure you do something about that 4+ BS.

Kataphron Breachers - 150 pts for 3 models (50 pts per model)

That is some serious damage these can put out.  I feel like they should have something to help them soak some more damage though.  But we finally get to see one of those cog like buffs that was described, giving them either re-roll 1s to Hit, or full re-rolls to Hit if they're near a Battleline unit.  Not too bad!

Kataphron Destroyers - 120 pts for 3 models (40 pts per model)

Given their special ability to Hit on 5s with Overwatch, I'd probably take the cognis flamers and plasma culverins.  Although slightly less tough than a Breacher, they still have some nice damage potential.  I'd say their both roughly equivalent for their points, though their roles are slightly different.

Onager Dunecrawler - 140 pts

I'm pretty sure you're taking this for the neutron laser and the potential ability to put out some pretty intense damage, though the eradication beamer is also a good choice.  Again, this feels fine.

Pteraxii Skystalkers - 70 pts for 5 models (14 pts per model)

Okay, the mobility on this unit is insane!  I'm just not sure it'll be able to put any work in.  That's a lot of shots, but they're all just S3.  You'll need to buff this unit for it to get much done for you.

Pteraxii Sterylizors - 75 pts for 5 models (15 pts per model)

That rule is just . . . why?  They get a pinning effect with their flamers, but only on a 4+.  However, they get +3 to the roll if they're near a Battleline unit.  So basically the effect always goes off that way.  So if you want to reliably use their ability, you need to stay near your Battleline units.  Not bad, but definitely not good either.

Serberys Raiders - 75 pts for 3 models (25 pts per model)

Once again, I feel like you're paying a lot for that mobility and the occasional Mortal wound.  At least with these I feel like your shots will have more meaning.  But that's a pretty hefty tax.

Serberys Suphurhounds - 65 pts for 3 models (21.67~ pts per model)

For a cavalry unit designed to charge into the enemy, I'm not sure these are really going to hit all that hard.  They do get to put out a few mortals on the Charge, but you're almost guaranteed to be trading with them.  And that's a lot for a trading piece.

Servitors - 50 pts for 4 models (12.5 pts per model)

Apparently the Mechanicus is giving all of their good Servitors to the Astartes.  These are identical to Guard Servitors, but for significantly more.  And while they do get Doctrinas while Guard Servitors don't get Orders, I don't think that justifies that much of a price difference.

Sicarian Infiltrators - 80 pts for 5 models (16 pts per model)

Okay, these can inflict a pretty heavy leadership penalty.  And they might even be able to get a little bit of work done in melee too, considering they have both Infiltrators and Stealth to get there.  I think these might be fine.

Sicarian Ruststalkers - 75 pts for 5 models (15 pts per model)

Why are these cheaper?  I think this might be the first unit I've seen that doesn't feel at least a little over costed.  These actually look pretty good in combat, and will get there reliably with a potential +2 to Advance and Charge rolls.  You might even be able to Deep Strike them in on a Transvector along side some Battleline to get a pretty reliable Turn 1 Charge.

Skitarii Marshal - 45 pts

At least the characters don't feel over costed.  This one looks like a pretty good upgrade to any Battleline unit.  Too bad he doesn't have the free Stratagem ability, but at least you'll always be able to use the one you want if you have the CP.

Skitarii Rangers - 125 pts for 10 models (12.5 pts per model)

I think Rangers are probably fine at this cost.  Scout is useful and will allow them to benefit from Protector Imperative sooner.  The fact they get IGNORES COVER is a genuinely good thing.

Skitarii Vanguard - 100 pts for 10 models (10 pts per model)

I think these are also fine.  It's good this is one of the cheaper units, since you'll need to have some large source of Battleline to get the most out of your army.

Skorpius Disintegrator - 195 pts

Honestly, this feels fine for what it does.  It feels like it's where Indirect should be, as opposed to where it is for some armies.  You do have to decide its roll pretty strictly when you buy it, though.

Skorpius Dunerider - 80 pts

Alright!  This is actually a pretty solid Dedicated Transport!  I'm kind of surprised it doesn't have Firing Deck, but it's still better than a Rhino for a similar cost.

Sydonian Dragoons - 75 pts

What?  Why is this not just ANTI-VEHICLE?  There are just some bafflingly picky things going on in this Index.  While these will hit pretty hard in melee, I'm not sure they're worth 25 pts more than Ironstriders.

Tech-Priest Dominus - 75 pts

So you basically need to surround this Character with Electro-Priests and rush them at your opponent's vehicles.  He's honestly not a slouch in combat, but that just feels like a lot of points for a pretty specialized unit.  That unit will be pretty tough, though.

Tech-Priest Enginseer - 45 pts

You're AdMech.  You're going to have Vehicles on the board.  You're bringing Enginseers.

Tech-Priest Manipulus - 60 pts

Considerably more multipurpose, this model grants LETHAL HITS to the unit they join.  Unlike the Dominus, the Manipulus themself isn't going to be putting in much work.  But there are quite a few units they can join that put out enough attacks to benefit well from LETHAL HITS.

Technoarcheologist - 45 pts

Alright!  Now here's a Character I can wholeheartedly get behind!  Join them to some Battleline and make an objective really hard to take!  Another solid pick finally, and a good note to end on!


FINAL THOUGHTS

I'm not gonna lie, AdMech look like they're in rough shape.  Their rules don't particularly synergize well with anything they do, but they force a playstyle that can be targeted and disrupted.  You basically want to get on the board fast and hard, then stay in Protector as much as you can to keep your shooting reliable.  They do have tools to do this, some of which are very impressive.  Provided they're not FAQ'd out of it, they can get some alpha strikes in to disrupt the opponent while they put their plans in motion.  But I feel like many of their tricks are priced at least a little too high.  "That feels fine," was the thought that kept repeating as I went through their datasheets.  Very little stood out as good, let alone great.  And there were so many rules that felt finicky rather than synergistic.  AdMech players might have some trials on their hands until their book comes out.

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