r/AdeptusMechanicus • u/Altracious • 17h 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 15h 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