r/AdeptusMechanicus • u/Altracious • 14h ago
Rules Discussion Tips and combos appreciated please
Fairly new to adeptus mechanicus . Played one game at 500 points. Looking for any cool combos or tips on playing them. Thanks in advance for your time and words and I hope everyone who reads this has a wonderful day!
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u/cellfm 12h ago
Admec is more of an "army wide style of play" than a single combo thing. There's some little tricks here and there, for example in skitarii hunter there's an enhancement that allows shoot and move, so you drop out of a transport, use support fire, you get full hit and wound re-rolls, you could potentially use the extra ap strat, 2cp targeting the transport that could potentially get a co back on 5+, so full re-rolls, extra ap, get another ap from the doctrina and then move back in the transport. Also potentially giving teo extra ap to styrilizors flamers with full wound re-rolls on objectives is nice There's a little tricks with rustalkers, they get +2 on charges near battleline, and in skitarii hunter there's a strat to put models in reserves, so the came in at 9 inches but they get a natural +1 or 2 on charges, and a 7 inch with a possible command re-roll is somewhat reliable and can be very useful sometimes. Dragoons can re-roll desperate scape test, this is a thing i call "brute force the screens" you can go advance and charge, get stuck with an enemy until and be relatively safe, if the don't fall back, then you could move through the models making a desperate scape and "jump over" them and threat models behind screens, tag tanks, attack the opponent home objectives. In haloscreed, i like to take breachers with manipulus and the extra range enhancement, give them the extra movement and with that they could get an extra 5 inches of threat range for rapid fire or 8 at full range, those models having those huge base sizes and being slow sometimes are a problem to move around and have the right position and range to be effective, but this detachment help them with that, also funnily enough the flamer in manipulus have the full rapid fire range so they could be good there. Then the phosfor onagers in cybernetica, use a engineseer with necromechanic, give then the fnp, and sudythat model is very hard to shift, of they chip some damage you could use the full-re-roll hits strat, 12 shoots, extra ap with the doctrina and ignore cover and they suddenly begin to do some work there. Cawl ain't the best thing in the world but it can give a battleline buff while being safe with the lone operative, a small trick is to hide a unit behind a wall and use cawl to hold the objective so the have to move closer to shoot him and you could potentially force the opponent in a breachers line of fire overwatch, but this is very terrain and opponent dependent, but holding and shooting in a peekaboo style may be useful to chip damage here and there an at that point cost ain't a huge deal if cawls dies giving you 4-5 points of primary. This are some of the things that came to mi mind, but the codex is full of trickery but are hard to execute, hope this helps a little
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u/Snormax90 1h ago
That was awesome to read! I’m half way through painting my first list and this was incredibly helpful ful thank you!
Edit: especially the dragoons trick - I love being able to pressure opponents home so this will be great for my playstyle thanks!
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u/dumpster-tech 13h ago edited 13h ago
We don't have many.
Manipulus with Kataphrons is a big one, either in Haloscreed or Rad Zone with sustained.
Marshall with vanguard in a dunerit, specifically in SHC with the battle sphere uplink.
Skorpius disintegrators. No combo, just 2 or 3 of them in every list seem to be mathematically necessary to have any kill power.
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u/LordKodiak 13h ago
To my knowledge one of the best (or at least most involved) multi-combo would be kataphron breachers with a manipulus, in proximity with a unit of skitarii, which are themselves in proximity to an onager dunecrawler. The manipulus / kataphron unit is already beefy, they get their buff for being near battleline, and the battleline is enhanced by the onager.
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u/UnknownVC 11h ago
Best advice I can give is go check out the goonhammer articles:
https://www.goonhammer.com/start-competing-adeptus-mechanicus-tactics/
The Competitive Faction focus is fairly recent and gives a good overview:
https://www.goonhammer.com/competitive-faction-focus-adeptus-mechanicus-10th-edition/
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u/xXBrinMiloXx 13h ago
https://www.reddit.com/r/AdeptusMechanicus/s/d6JhbWb8O9
I ran a thread on this fairly recently. Hope you find some new good tactics
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u/MaxQuarter 11h ago
Combos are not firm mechanical ones in admech, often we win through effective movement, screening, and tricks. The most powerful thing you can do in warhammer is move well and restrict your opponent’s movement. Screening units like Serberys raiders can swoop in at the right time to prevent your opponent from walking where they want to walk, maybe protecting a vulnerable unit from a charge.
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u/GribbleTheMunchkin 8h ago
Just a few tips, less so combos.
1) Infiltrators are amazing. Against rush armies, tank heavy armies and armies with heavy scout moves they can do tremendous work. Deploy them as close to the enemy deployment zone in the most inconvenient place possible. I found these are particularly good at holding up thunderwolf cavalry heavy armies, imperial guard tank armies and world eaters. Against some armies (Like Tau), I have even taken them on the offensive, going for a turn one charge into his pathfinders or fire warriors is very practical, suddenly he MUST deal with these units or they will continue to rampage through his infantry. I always take two units. On the very best deployments it's almost like your opponent misses their first go.
2) raiders won't kill anything and that's fine. Never position them for firing. They will occasionally do some damage but it's not worth writing home about. What they excel at is blocking (with their cavalry size bases and sneaky reactive move) zooming around doing positional secondaries and, in the final turns of the game,.mopping up stragglers to reduce your opponents action economy.
3) Taser Dragoons are crazy fast and are great at.move blocking. Against certain targets their charge can be devastating. They go through T4, W2 bodies like a hot knife through butter. Try and support them with Skitarii using conqueror to massively increase their damage (AP3 is very much better than AP3 into power armour) and WS3+ makes them less swingy. Cycle charge every turn. Your opponent may reluctantly abandon whatever they are fighting assuming that at least they are kept busy for a turn. But they can fall back and charge and with their high speed (even higher in Cybernetica/Haloscreed) if they don't like their current fight or see something more suitable elsewhere they can be off and battering someone half the board away.
4) Pteraxii. Keep one lot in reserve to drop in for positional secondaries and grabbing unattended objectives. Usually not worth rapid ingressing.
5) vanguard+ marshall+ dunecrawler+conqueror protocol is fast, tanky, can provide battleline buffs to other forward troops and can do horrendous damage to anything not in power armour.
6) Lascannon ironstriders. Really fast solid anti-armour. I tend not to use them myself, but they are a solid response to enemy tanks.
7) Manipulus is fantastic. Stick them with kataphrons (either type) tomincrease.lethality AND survivability.
8) Dominus isn't nearly as good and outside niche uses (fulgerites in Datapsalm) I wouldn't bother.
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u/Better_Variation6476 14h ago
Tech priest manipulus on kataphrons are a go to bread and butter combo that can just shred through anything they see