Adeptus Mechanicus 10th Ed Index First Look Part 3

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  • เผยแพร่เมื่อ 5 ม.ค. 2025

ความคิดเห็น • 44

  • @anguscameron8152
    @anguscameron8152 ปีที่แล้ว +5

    Manipulus combo with the omni-steriliser enhancement will make him popular. Anti infantry +2 anti monster +4 means a critical hit for the purpose of devastating wounds. So you can take the flamer, overwatch with +3 attacks, auto hit, every crit to wound is weapon damage in mortal wounds
    It also makes the volkite blaster for the dominus interesting because it has devastating wounds too

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      Maybe, but I hope you can take the Omni-Sterilizer on vehicles as that would be a lot of fun.

    • @A.F.M.B.1234
      @A.F.M.B.1234 ปีที่แล้ว +2

      12" Range: 1d6+3 [Devastating wounds, Torrent, Anti Infantry 2+, Anti Monster 4+] BS:N/A S:4 AP:0 D:2
      That's on average: 6.5 hits, 5.4 wounds of 2+ = 10.8 mortals.
      in your shooting and on overwatch... that's super scary.
      Even the Vulkite Blaster on the Dominus becomes scary with that Sterilizer: 24" A:6 WS:3+ S:5 AP:0 D:2 means: 4 hit's on average 3.33 wounds to infantry and 6.66 Mortals.
      Sterilizer + Dev wounds = Big Nasty.

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      Yup, ways to modify crits can be scary.

  • @stuartlittledrowning4965
    @stuartlittledrowning4965 ปีที่แล้ว +3

    I pkayed a 2k point game of knights with admech vs tyranids. The knights carried pretty hard this game. Hitting on 4+ with very little rerolls to hit, and loosing all rerolls to wound makes their damage output a shadow of what they where in 10th. The army want me to stand still in my deployment zone but if you do that for multiple turns you are most likeing loosing. Knights delt about 90% of the damage despite makeing up only half of the army. I constantly saw admech units outclassed by cheeper units like armagers.The scorpius tank got oneshotted by a tyranofex (a vastly superior model that costs 200 T12 and minus one damage with no minimum of 1 yet). The fact that the scorpius tank costs 200 points is insane, the T-fex tanked 3 rounds of 700 points waiking on it and the Scorpius disintigrator exploded when breathed on. 1 Armager helverin will outshot it every turn and they are 145. Whoever wrote admech index needs to be made into a servitor. Tldr knights have more reliable shooting and melee on tankier profiles that cost less points. Admech felt very unreliable and their rules rarely came into effect. Also they are squishy.

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      The Index does feel strange as it seems to be at odds with itself, but one thing I get from it is that Admech seems to be more midranged now than shooty. Mostly makes me want to run Breachers and Onagers, then some amount of Sydonians/Kastelans/Ruststalkers.
      What units did you run in the list?

    • @stuartlittledrowning4965
      @stuartlittledrowning4965 ปีที่แล้ว +1

      @@Techpriest i ran 5 breachers with Cawl, a scorpius disintigrator with ferumite cannon. An engineer for the disintegrator, 10 vanguard and a dragoon. The ferumite cannon utterly failed to kill the T-fex. Vanguard killed some guunts but not much else. Cawls buffs seemed non impactfull and i think ill be switching him out for something else at 185 points. The dragoon was most useful for objective control and disruption. Knights i had 1 crusader and 5 armagers.

    • @Techpriest
      @Techpriest  ปีที่แล้ว +1

      I'm not a big fan of the Ferumite if it can't combo with the Sterilizer enhancement but the Belleros can be ok. Cawl is interesting but the 6" movement always feels so rough, and the Dominus with the Stealth Enhancement feels like you get most of what you want from Cawl. Great to hear the the Dragoon was good, they seem really fun in 10th.
      Cool list though and thanks for sharing it, always awesome to see some Knights in the mix.

  • @Highlaw
    @Highlaw ปีที่แล้ว +1

    Should be a crime that Duneriders don't have Firing Deck or Assault Ramp, being one of the premiere models that scream for those keywords.
    39:00 Enhancements can only be taken by characters, it's on the core rules and easy to miss. But just imagine Sterilizer adding +3 attacks on every Disintegrator weapon, you'd shoot 27 times with the 3x heavy stubbers alone (at half range) plus sustained hits. Guaranteed to clean out any chaff squad haha. Currently the best place for it is Dominus, he has 2 weapons so he gains +6 shots, and delivers devastating wounds at a comfy 24" range with his Volkite, averaging around 8 mortal wounds per shooting phase on Terminators, with rerolls from his attached Breacher unit. Manipulus's flamer with MW would be neat, but at only 12" range you'll either skip most your shooting phases doing nothing with it, or risking your entire attached unit just to get to close range to use it.

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      Very true, and thanks for pointing out the Enhancement rules. I figured it was too good to be true but the Skorpius points cost made me doubt my sanity. If I'd take it, it would probably be on the Dominus as filler for all the reasons you mentioned, and I'm probably not running a Manipulus in most lists.
      Now that I'm working on a few videos for other armies, I'm starting to feel like Admech got hit pretty hard with the nerfs in terms of AP specifically. Weaker armor saves and lower movement speeds seem to be more normalized though.

    • @Highlaw
      @Highlaw ปีที่แล้ว +1

      @@Techpriest Manipulus /w Annihilator sustained + lethal hits on Breachers is quite the boost. But man, comparing Dominus which gives 5+++ always, while Manipulus only gives 4++ once per game at the start of a phase (rather than when the opponent selects your unit) really hurts his chances.
      As for Admech on the whole what hurts the most for me is the removal of any sort of strategy; their army rule, detachment rule and datasheets do nothing interesting, so all people can do for now is look at raw stats and build the only viable lists from those alone (ignoring melee, which also got a general -1 WS nerf but the Army Rule only affects Ranged weapons... huh?). I don't know what the designer's were thinking when they came up with our "Battleline buff" meme either, considering it only works for Kataphrons (only ones with the same speed and mid board placement as our troops), it's just obvious on its face that Fast attack, Infiltrating and Deep Strike units don't want to be close to Rangers to get their buffs - Why not give the aura to Data-Tether units, or Leaders... Why the troops? Makes no sense. oh well

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      I'm with you on the whole Battle Line thing, it doesn't make any sense to me. I get they want to encourage more unit variety, but I feel like the execution just doesn't really work and could have been done much more elegantly.

  • @Joubes
    @Joubes ปีที่แล้ว +2

    Put your shop link in the description!

    • @Techpriest
      @Techpriest  ปีที่แล้ว +2

      Strange, it's there but TH-cam isn't recognizing it as a URL despite being one. I'll have to play around and get it to hyperlink, thanks for letting me know.

  • @PostProteusKitten
    @PostProteusKitten ปีที่แล้ว +1

    Skorpius Disintergrator touching your deployment zone in Protector Doctrina gets to benefit from -1 AP. It's very easy to get cover with Belleros Energy Canon. If you hide an Enginseer behind it; the Enginseer can repair it anf give it a 4++. In this scenario the Skorpius is T10 W12 2+ 4++ -2AP getting back 1d3 wounds per turn.
    Also in Protector, if the Skorpius doesn't move it hits it's prefered target on a 2+.(Edit: this is incorrect. Pg21 of the Core Rules states that you can't modify Hit rolls by more than +1/-1)
    While this combo requires the right situations to get the most of, that's kinda AdMech's whole schtick.

    • @scottyscott402
      @scottyscott402 ปีที่แล้ว +2

      thats not how that works. Plus 1 to hits dont stack so no matter what the best you can get is a 3+.

    • @PostProteusKitten
      @PostProteusKitten ปีที่แล้ว +1

      @@scottyscott402 You're right. Core Rules page 21 "A Hit roll can never be modified by more than -1 or +1."

    • @PostProteusKitten
      @PostProteusKitten ปีที่แล้ว +1

      Still, the defensive abilities do stack. Cover will still improve the save against AP -3 or better and Protector should still stack with that. A T10 2+ 4++ tank would definitely frustrate an army like Sisters who rely on S9 metla shots.
      You could also play aggressive. Keep it in reserves. After a turn or two of rad bombardment, use the indirect fire in Conqueror Imperative to clean off their home objective. The -1 AP would cancel out the indirect fire penalty.
      I agree about the points, though. It's not an auto-include. I'm trying to figure out good combos. I don't think it's an auto-pass either. I'm still partial to the skorpius.
      Edit: The official app doesn't let you add the omni-steriliser to anything other than characters. It's probably safe to assume that will get errata'd at some point. Still a good pickup for the Manipulus.

    • @scottyscott402
      @scottyscott402 ปีที่แล้ว +2

      @PostProteusKitten tbf I run one in my list. I don't see a way in our army to get to 2+ to hit....:(

    • @PostProteusKitten
      @PostProteusKitten ปีที่แล้ว +3

      @@scottyscott402 nope, me either. It at least needs to be easier to take advantage of Heavy. Being stationary is a big handicap. I think it's rare I'll ever use Protector over Conqueror before turn 3. Even then not every unit can stand still.
      Bringing an allied Knight that hits on 3+ with no other buffs is probably still better for the points than admech vehicles that hit on 4+ and only sometimes get buffs.

  • @anguscameron8152
    @anguscameron8152 ปีที่แล้ว +1

    The enhancement that the skitarii marshal has access to is interesting. Putting a skitarii unit into the other doctrina

    • @stuartlittledrowning4965
      @stuartlittledrowning4965 ปีที่แล้ว +2

      The fact we can only attach them to battleline is really disappointing. My ruststalkers needed the hit rerolls.

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      Yup, that was the biggest let down of the Marshal was that he couldn't lead Sicarians. Maybe they'll release a character for them which would be cool.

    • @PostProteusKitten
      @PostProteusKitten ปีที่แล้ว +1

      I struggle to find a scenario where you can benefit from the Heavy keyword.
      I miss reignment of the technomartyr

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      Heavy just gives +1 to hit if stationary in 10th, so it can be nice with good vantage points.

  • @DrHindleg
    @DrHindleg ปีที่แล้ว +1

    Good Stuff, thankyou!

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      Thanks, hopefully the audio quality isn't too terrible.

  • @A.F.M.B.1234
    @A.F.M.B.1234 ปีที่แล้ว +1

    Rangers being 12.5ppm is a goddamn crime.
    They are priced like elite infantry and are basically just Cadian Shock Troops
    Same ability (Sticky objectives), same basic Wargear (5+ to gain 1cp), Same defensive stats
    Differences: 125pts vs 65pts
    6" scout vs none
    30" 2A 4|0|1 vs 24" RF1 3|0|1 Guns
    6+ invuln vs none
    3 special weapons vs 2

    • @Techpriest
      @Techpriest  ปีที่แล้ว +1

      Rangers feel really wrong this edition, but Vanguard seem okish. I'll be playing 1-2 squads just to support other units if that.

    • @anguscameron8152
      @anguscameron8152 ปีที่แล้ว +1

      I think Rangers could stay at 125pts if they gained 3+ BS, or -1ap on their rifles. I think there would be a case for both Vanguard and Rangers with a change like that

    • @Techpriest
      @Techpriest  ปีที่แล้ว

      I don't know why, but your comment got held for review despite my settings being to allow all comments, should be approved now though.
      I do agree with you though, at 3+ ballistic skill and -1 AP on the Rangers they'd be fine as a 125 point unit. The Vanguard might be ok where they are but maybe if they got a small something it wouldn't make them too good either.

  • @jannloneke8366
    @jannloneke8366 ปีที่แล้ว +2

    I think it would be great if youd explain some of your statements in the video. E.g. you suggest to pick the Marshal in certain situations, but dont explain that any further. It would give the video a bit more depth, sometimes it feels as if you just read out the datasheet. No offense, i really like your channel!

    • @jackcanox4015
      @jackcanox4015 ปีที่แล้ว +2

      I'd never pick the marshal honestly it's sad to say but even with his buffs the skitarii do pitiful amount of damage and he himself is utterly useless! Even with the upgrade to change doctrine you have a unit that costs 155 for vanguards and a utterly insane 180 for rangers...that does...nothing ahaha there is 0 reason to take the marshal.
      For the price of a marshal with upgrade (55 points) you can have an inquisitor which gives you a higher leadership model, with a 2d6 psychic flamer a combi weapons and decent melee that also gives skitarii a feel no pain and a 3+ cp refund on top of the skitarii 5+ cp refund.
      There is 0 reason to take marshal

    • @Techpriest
      @Techpriest  ปีที่แล้ว +2

      That's a very fair criticism, and very true with some units as often times I'll not have much to say about units like the Marshal if I don't particularly think they bring much to the table. The "certain situations" part is more to be optimistic and say if you like the abilities don't let me stop you from trying the model out as maybe there's a use.
      I'll try to be a bit more in depth on those units as I could probably do a better job explaining why I think they might be lacking.

    • @anguscameron8152
      @anguscameron8152 ปีที่แล้ว +1

      ​@@jackcanox4015If most of your army including your backline firepower is in your deployment zone then you would probably take the protector doctrina for -1ap and heavy. If you take the marshal with the enhancement, then it could give a fast unit like dragoons, sulphur hounds or rust stalkers the other doctrina, giving them assault, +1ap to enemies in their deployment zone.
      Importantly, also gives the the forward unit access to the advance and charge strat