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They play well in a wide list with lots of redundancy. They reward clever skirmishing play around a few lynchpin damage dealers. They have a pretty high floor for competency, but a pretty high ceiling for mastery as well.

 

They paint pretty quick if you keep it simple, but they can be pretty fiddly especially if you don't do any sub-assemblies.

 

Jokes include: the sheer dollar price of going hard on chickens; the ultimate awkwardness of the robot datasheet; up to recently, the ridiculousness of the Onager (which blessedly is alot better after the recent changes); the futility of trying to use any detachment other than Skitarii Cohort; the pointlessness of any list without a max unit of arc Kataphrons.

 

Cheers,

 

The Good Doctor.

They play mostly like a light infantery army, although they can be very fast. They are not a machine heavy force and are not a tank oriented stuff.

 

Learning curve is slow and combinations are multiple. Units in admech force are done to work in synergy more than in other armies. 

 

They are still expansive to collect, complex to assemble and fragile/tricky to transport.

It suffered a lot from pityfull rules but this has been mostly fixed. Yet some signature units still miss the train. The flyer does not fit in really well, but does any flyer does in 10th? Kastellans are still for me a odd unit hard to fit in.

For some times the built was quite monomaniac, depending on the state of the rule set: we had an era with lots of kataphrons, then another with lost of ironstriders. There is still a big hype for imperisl knights as almost auto include if you want armour. There is now more variety and options that are worth making it again attractive. And less predictable tactically speaking: it do not have to be anymore the gunlike it used to almost always be in early embodiments of 10th.

 

Joke side: pretending the sidonian kratos is a good sniper that outrules assassins... Buying the idea that you can mix and match with mechanicus models from 30k era (I wish it could be true...).

Edited by Bouargh

I haven't rolled my dice in anger with Admech for some time so I will defer to others regarding how they play now but from a purely modelling and painting standpoint they are probably best as a second or third army rather than your first foray, which is fortunate for you then.

 

The models tend to be fiddly to build and time-consuming to paint unless you take plenty of shortcuts, and as Bouargh says they can be challenging to move around and pack/unpack without breaking them due to the large numbers of spikes, aerials, probes, tubes and other spindly bits. To my knowledge the only damage I've caused to my Mechanicus army was to bent one of the aerials on my Serberys Raiders but I managed to repair it before it snapped off completely. However, in my opinion the detail that makes them such a hurdle to get painted also means they look amazing when they are actually completed, providing you like the aesthetic, of course.

 

As Dr.Clock says, sub-assemblies will be your friend with Adeptus Mechanicus if you want to be able to paint the recesses of the models and get your brush past all the fiddly bits.

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