In this episode of the Competitive Warhammer 40k Podcast we cover everything you need to know about the new 9th edition Adeptus Mechanicus codex.
We cover the different ways to build a Adeptus Mechanicus army list, some of the top units, characters, abilities and stratagems.
If you are a Adeptus Mechanicus player then you will love this episode as there is so much to be excited about in regards to this awesome new codex as this episode will give you loads to consider.
If you are thinking about playing Adeptus Mechanicus then this episode will help break down and distill the codex so you know exactly where to start.
If you don’t play Adeptus Mechanicus then this episode will also help you understand what it is you need to look out for when playing them
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Commission painting: Siege Studios - www.siegestudios.co.uk
Models: Entoyment - https://entoyment.co.uk
Terrain: 4Ground: https://www.4groundpublishing.co.uk
Gaming Mats: JWGaming: www.jwgaming.co.uk
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Listen Below
Show Notes
First Impressions
Great Book, lots of interesting choices and options in terms of army build and play style.
I love that there is a use and a roll for every unit and it is also no longer JUST a gun line.
It can fight and clear units off of objectives.
What is the appeal with Adpetus Mechanicus?
What you will need to play Adeptus Mechanicus
What you need to know?
Faction specific benefit
Doctrina for Skitarii
Select at the start of the battle round, 4 to pick from
Good and Bad
Holi Orders
Any ways to ignore the bad?
Broad spectrum data-tether - pick a unit with 3” to gain ability
Canticles of the Omnissiah
Select at the start of the battle round 6 to pick from
Forge Worlds Dogmas
Specific and custom
Each forge world Dogma gets 2 bullet point army wide rules
A Warlord trait
Relic
Stratagem
Mars,
W - Give another canticle to a unit
R - Axe - similar to teeth of terra
S - Wrath of mars, maz 6 mortal wounds
Lucius,
W - Transhuman
R - Redeploy a unit and character
S - Put a unit in deep strike (use twice)
Agripinaa
W - Ancient ability
R - Reroll wounds against vehicle
S - Kataphron - +1 T (used twice)
Graia
W - HI 6”
R - add 3” to auras
S - deny a power
Stygies
W - Redeploy 2 units or into strat reserve
R - Mortal wounds in engagement range
S - Deploy an infantry unit 9” away
Ryza
W - increase AP by 1 in combat
R - Gun that does mortal wounds
S - +1 damage for plasma
Metalica
W - Pick an enemy unit and make them -1 to hit
R - One pump melee weapon
S - Halve move and can’t overwatch
Unit highlights
Cawl
Supreme commander, chapter master for Mars units, reactivate a Canticle
Maniplus
6” range to Galvanic, Arc or Radium weapons and extra AP
Dominus
Re-roll hits of 1
Technoarcheologist
Cant set up with 12”
Buffs Kataprhons: Makes them do actions & shoot and action.
Marshall
Ignores the Deprecation effect
Re-roll wounds of 1
Enginseer
Gives +1 to hit on a vehicle (not robots)
Rangers
Gain a pre game 3 inch move
Vanguard
-1 S & T when in engagement range
Breachers & Destroyers
Bikes, move through walls etc.
Huge weapon and save increase
Not core
Plasma does a mortal not slain
Electro priests
5+++
Gains 4++
Mortals on the charge
6s to wound to 2 mortals instead of damage
Exploding 6s on shooty unit
Cybernetica Datasmith
Can do an action to give Robots the core keyword
Infiltrators
Can actually infiltrate 9” away
Rustalkers
6s to wound do mortals
Ignore move penatiltes
+1 save when in light cover
5++
Raiders
2 wounds
Pre game normal move
Ignore look out sir and mortals on 6s
Hounds
-1 S & T when in engagement range
Advance and shoot pistol weapons along with assault weapons
Sterylizors
Deepstrike
Charge and fall back
+1 Attack on the charge etc
Skystalkers
Deepstrike
Fall back and shoot
Exploding 6s in combat
Ironstriders
Core
Auto cannons A6 7 -1 D2
Lascannon A2 9 -3 D3+3
Tether
Dragoons
Core
-1 to hit
4 attacks, S8 -2 2D
Exploding 6s
Tether
Robots
Battle protocols, +2 save re-roll charges and WS 2+, BS3
Skorpius Disintegrators
In direct fire, 3D3, S5, -1 2D
Tether
Dunecrawler
Eradication 18” HD6 8 -4 3D
Neutron Laser 48” D3 12 -4 D3+3
Twin Onager phosphor blaster H8 6 -2 2 ignore dense
Dunerider
Can take ANY 12 infantry
Tether
Holy Orders
4 different orders
All have 2 abilities, you come with an in built ability then you can do an action to change it up. They also have an extra ability that reduces the cost of your strats depending on the type. Ranging from 25 - 35 points per model and put on a tech priest.
All are a select a friendly core and sometimes kataphron servitor units within 6”
Generators
Exploding 6s in combat
6+++
Logi
Ignore -1 & -2 ap
Ignore cover
Magi
+2 advance rolls
Exploding 6s in shooting
Artisans
Fall back and shoot at -1 to hit
+1 strength to weapons
What is the play style of the Admech
Top Relics
Exemplar Eternity (Marshall)
Omniscient Mask
Temporcopia
Warlord Traits
Stratagems
Stand out units
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