I chose this detachment for the first time using the codex yesterday it worked very well with a skorpius and duncrawler set on my home field objective and then using the strat to pick a no land land objective each turn which I got onto it with 6 breachers the rerolls gave them all a good damage boost
I also was super excited for this detachment but after putting it on the table it’s the most disappointing. Everything is SO conditional. And it allows your opponent to outplay your rules a lot. It’s also a massive fluff failure. Why not make the strats and enhancements do something all the time but get buffed when used in tandem with the detachment rule. I.e. always a 4+ gain CP but on priority obj it’s a 2+. The detachment rule also needed to be better. Errol 1s to wound on every obj or refill all wounds on 1 obj.
The Artisan enhancement on a Tech-Priest in a unit of Skitarii can be useful for letting a Transuranic Arquebus with Precision automatically hit a character in an enemy unit every turn. It's also useful in the enemy turn for keeping the Skitarri alive by letting them auto-pass a save. One save doesn't seem like much, but if you're near an Onager projecting a 4++ and using Incense Exhausts strat to grant both the Onager and the Skitarri Stealth & Cover they're fairly resilient. Especially since you can change a save to a '6' after you've made the 4++ rolls for the unit. I'd honestly rate Artisan over Magos since many of your units come with Data-tethers that refund a CP on a 5+ and aren't dependent on being near an Acquisition marker.
11:07 "It's a shame that both units don't get Stealth." Ummm... they do? Per the stratagem description: "EFFECT: Until the end of the phase, both of those [selected] units have the Stealth ability and the Benefit of Cover."
Idk i just find everything very underwhelming. Excited to get a codex but i feel like it was very lateral and possibly slightly worse maybe slightly better. But the play styles look fun
This detachment rule is basicly cosmetic, 8% damage increase to shooting around one objective for an army that shoots like a wet noodle is... Something And locking some enhancements and stratagem with weak effects to this is pretty bad too... The 4+ CP roll enhancement for exampld should not be tied to an objective or should be literally automatic
@@danielholladay4796 they are the only unit that shoots well, and for the cost... They are incredibly brittle (clocking at 18 wounds with bad saves for 290pts, they are the least wounds/pts available in the codex outside of Cawl) If you check most admech games, it rarely ends with admech being even remotely close to tabling the opponent - the army has simply no output outside of these glass cannons I mean... Look at ironstriders, Dunecrawlers, Disintegrators, Ruststalkers: they are presented as mainline artillery/melee threats, yet the latter will only kill on average a single Space Marine in combat... The anti tank Dunecrawler also has an average output a little bit over 2 damages a turn, while chickens still have that amazing 50% chance of not hitting the target at all
I chose this detachment for the first time using the codex yesterday it worked very well with a skorpius and duncrawler set on my home field objective and then using the strat to pick a no land land objective each turn which I got onto it with 6 breachers the rerolls gave them all a good damage boost
Happy to see more admech content, thanks!
I also was super excited for this detachment but after putting it on the table it’s the most disappointing. Everything is SO conditional. And it allows your opponent to outplay your rules a lot. It’s also a massive fluff failure. Why not make the strats and enhancements do something all the time but get buffed when used in tandem with the detachment rule. I.e. always a 4+ gain CP but on priority obj it’s a 2+.
The detachment rule also needed to be better. Errol 1s to wound on every obj or refill all wounds on 1 obj.
RR 1 to hit and wound would have been a nice buff
The Artisan enhancement on a Tech-Priest in a unit of Skitarii can be useful for letting a Transuranic Arquebus with Precision automatically hit a character in an enemy unit every turn. It's also useful in the enemy turn for keeping the Skitarri alive by letting them auto-pass a save. One save doesn't seem like much, but if you're near an Onager projecting a 4++ and using Incense Exhausts strat to grant both the Onager and the Skitarri Stealth & Cover they're fairly resilient. Especially since you can change a save to a '6' after you've made the 4++ rolls for the unit.
I'd honestly rate Artisan over Magos since many of your units come with Data-tethers that refund a CP on a 5+ and aren't dependent on being near an Acquisition marker.
This is also the one that jumped out to me. Feels very AdMech
Really wanna test this one. I am desperately trying to find a way to avoid building around 12 Kataphrons or 27 Ironstrider s 😅
11:07 "It's a shame that both units don't get Stealth." Ummm... they do? Per the stratagem description: "EFFECT: Until the end of the phase, both of those [selected] units have the Stealth ability and the Benefit of Cover."
Idk i just find everything very underwhelming. Excited to get a codex but i feel like it was very lateral and possibly slightly worse maybe slightly better. But the play styles look fun
I’ve been having great results running Hunter Cohort with a lot of dragoons and cavalry, with infantry support.
Thank you thank you. Forget the haters. Be happy to have more than one detachment
5 detachments, still only a single viable playstyle (horde objective bullying)
This detachment rule is basicly cosmetic, 8% damage increase to shooting around one objective for an army that shoots like a wet noodle is... Something
And locking some enhancements and stratagem with weak effects to this is pretty bad too... The 4+ CP roll enhancement for exampld should not be tied to an objective or should be literally automatic
Honestly I don't understand how you manage to stay so positive when everything is so evidently weaker than every other faction's alternatives
Breachers shoot like a wet noodle? 😂
@@danielholladay4796 they are the only unit that shoots well, and for the cost... They are incredibly brittle (clocking at 18 wounds with bad saves for 290pts, they are the least wounds/pts available in the codex outside of Cawl)
If you check most admech games, it rarely ends with admech being even remotely close to tabling the opponent - the army has simply no output outside of these glass cannons
I mean... Look at ironstriders, Dunecrawlers, Disintegrators, Ruststalkers: they are presented as mainline artillery/melee threats, yet the latter will only kill on average a single Space Marine in combat... The anti tank Dunecrawler also has an average output a little bit over 2 damages a turn, while chickens still have that amazing 50% chance of not hitting the target at all