Warhammer 40,000/Tactics/Adeptus Mechanicus(8E)

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Why Play Adeptus Mechanicus[edit]

Because you like Cyborgs, technosorcery, and some of the scariest guns in the Imperium. Alternatively, because you want to play a bunch of greedy hoarders that make the Blood Ravens seem positively philanthropic in comparison.


  • Finally, Skitarii and Cult Mechanicus combined into a single faction! The Omnissiah has heard our prayers!
  • Some of the best Heavy Support choices in the game, all two of them.
  • Incredibly durable
    • All HQs can repair. Yes, even Knights.
    • Army-wide 6++ or better. Multiple wounds. Your dudes will last a bit longer.
    • Canticles can give cover in the open. Yes, Skitarii units too.
  • Above average footslogging ability: the ones who don't move 8" (like Kastellans) ignore penalties for moving and shooting (like Onagers).
  • Incredibly useful HQs that can actually do stuff at range instead of merely standing around (Dominus) or are extremely cheap and useful to three factions (Enginseers).
  • Amazing guns: Cancer carbines, 60" Antitank snipers, Plasma and Grav out of the ass. And that's just the Troops section.
    • Those two things combined mean HQ and Troops aren't a tax, but you'll actually want to bring them: A full Brigade list of 12CP is a reality, instead of the usual Space Marine Vanguard list.
  • Strong Forge World Dogmas and flexible Stratagems. An abundance of buffs all in all.
    • Infiltrating/Deepstriking any unit, bots sneakier than the Raven Guard, FNP that protects against Gets Hot unlike the Iron Hands', safe supercharged plasma, sending the second wave like the old Forlorn Hope, we've got it all and more!
    • Doctrinas are back, baby! Every Skitarii hits on 2+ (even the Anti-Air against ground units), and tasers explode on a 4+.
  • MECHANICUM KNIGHTS, which can be boosted and even repaired too.
  • Wonderful models, with the glaring exception of the Electro-Priests Kastelans.
  • 30k Mechanicum looks to be on its way with Fires of Cyraxus, so Battle Automata out the ass. (Coming Soon TM)
  • They are one of the best allies for imperial forces, besides the IG and the Inquisition.
  • Our models have gotten cheaper. AGAIN. All our base troop prices have been reduced (-1pt for Skitarii, -5pts for Kataphrons), as well as our HQs (-10pts for Cawl & Dominus, -5pts for Enginseer) and elites (-1pt for Fulgurites, -2pts for Infiltrators), and other wargear tweaks make life easier (-2pts savings on Heavy Arc Rifle, Phosphor Blaster & Serpenta, Taser Goad, & Torsion Cannon, -1pt for Radium and Phosphor Blast Pistol, -4pts for Eradication Ray & Enhanced Data-Tether, -5pts for Eradication Beamer, and -8pts for Power Fist) The Machine God has yet again blessed our forges with improved point efficiency!
  • We finally get a Dedicated Transport! Granted, it's Forge World with everything that entails, but it's strong enough to take on small elite units unaided and can Deep Strike.


  • Most of the cool stuff from 30k Mechanicum has yet to get rules, and with Forge World's unpredictable release schedule there's no telling when we'll ever get them.
  • No flyers. Come on Games Workshop! We have anti-air (Icarus array) but no air. Possibly not much of a problem with the fast attack though.
  • Electro-Priests look like ass. With cogs.
  • Canticles only work if an entire detachment is AdMech, but multiple detachments are a thing.
  • Despite the invulns and FnP, etc., your infantry is still mortal (T3, 4+ for the most part).
  • Mediocre Leadership means you often take minimum squads to prevent losses from Morale tests. You can still reach marine-tier leadership using cheap upgrades and models you were still going to bring, though.
  • Very LIMITED unit roster. For example, we only have two Fast Attack (both from the same box) and two Heavy Support choices. Thankfully, all of these are pretty good.
    • If you want to use Cawl, it has to be Mars. Space Marines may have 13+ named characters, you're stuck with only tech-Guilliman.
    • In fact your only two HQ are the expensive Captain-equivalent one or the cheap repairman. No in-between. And you want neither of them in melee. Which you can't get to anyway, because your only transport costs an arm and a (mechanical) leg.
  • Oddly enough, you will struggle with heavy armored lists at medium to long ranges. You have no practical meltas, you have no cheap lascannons. Your only reliabile long range T8-killer is the neutron laser. Yes, it's amazing, but how many of them can you field? If your opponent is spamming leman russes and baneblade(s), you have a problem.
    • Armiger Warglaives are going to rectify this, to a degree. Nope. 50% more points than a Neutron Crawler for less range and a chainsword. Knight codex made Warglaives much more competative.
  • Your mortal wounds are almost all dealt in melee unless you're playing Mars. Combined with your lack of transports means that units with good invuln saves need to be kept FAR away.
  • Several of these combined mean that you have to bring in Imperial allies to stay competitive. Transports, Psykers, long-ranged fire support like lascannons, and aircraft, would benefit this army a lot.

Faction Keywords[edit]

Did you guess IMPERIUM and ADEPTUS MECHANICUS? The rest are either SKITARII or CULT MECHANICUS. That's right, finally merged into one army. There's also FORGE WORLD, which determines your Forge World Dogma.

Special Rules[edit]

Canticles of the Omnissiah[edit]

Once per turn, you can activate one of the Canticles of the Omnissiah. One use per canticle, or roll a D6 to get a random one (and possibly re-use one). Note a detachment must be 100% Adeptus Mechanicus to make use of these. Putting allies in another detachment is fine, though.

  1. Incantation of the Iron Soul: Lets you re-roll failed Morale Tests. If you run big blobs of Vanguard, it's not the worst thing out there.
  2. Litany of the Electromancer: It will help you hand out Mortal Wounds, but all things considered, this is one of the least useful Canticles. You get a 1 in 6 chance for each unit that's in melee with you to suffer 1d3 mortal wounds. Most useful against tough to budge MSU units such as Marine Combat Squads and IG Infantry Squads if you can engage enough units (because lots of units to hit) and units that are expensive per wound like deathcult, aspect warriors, terminators, and lychguard (because every wound hurts). Extra effective if it's both, namely characters and elite min squads.
    • The effect is resolved as soon as its chosen and does not apply again during the rest of the round. Its wording may suggest it apply as soon as a unit enters the 1" range during the round, but being w40k a FIFO (First In First Out) and 'read as it is' game, the rule has to be applied as it's written, without supposing its behavior.
  3. Chant of the Remorseless Fist: Re-roll 1s in the fight phase. It's decent, and the only buff to WS that AdMech can get. Use it the turn when your Electro-Priests, Sicarians, and Dragoons make it into combat. It is especially beneficial to the latter two due to their taser weapons. Combine with the Conqueror Doctrina Imperative to more than double damage output on a large alpha strike unit. The simple Ranger goes from wounding 16.67% of the times to 19.44% against a Guardsman; +1S increases this chance by 22.22%, so it is generally better to pick Invocation of Machine Might if the unit gets benefits from a strength difference.
  4. Shroudpsalm: This is our best Canticle; pick it at the start of Battle Round 1, and then gun for it every phase afterwards with Cawl's ability. It will treat your whole army as if they are in cover. This will allow your Infantry to pretend they are Space Marines, and means your Kastelan Robots and Dunecrawlers are some of the very few vehicles in the game that can get a 2+ Save.
  5. Invocation of Machine Might: +1 Strength doesn't make too much of a difference outside of a few areas, such as the difference between wounding a Marine on a 4 instead of a 5, or Guardsmen on a 3 instead of a 4.
    • This canticle is absolutely perfect against assaulty marine armies. With a Taser Goad and this canticle, your Vanguard Alpha can wound marines on a 2+. Not to mention the terrifying speed at which Infiltrators with Power Swords will hack through Tacticals, Lts, and Terminators alike.
  6. Benediction of the Omnissiah: While technically a good ability, it's also one of the most redundant of all the Canticles. It allows you to re-roll 1s in the shooting phase, but AdMech is a faction that already has easy access to doing so. You just need a Dominus within 6" to pull off the exact same effect without using the Canticle, or within 6" (9" if he's the Warlord) of Cawl for an even better ability. The main use for this one is if your Domini have somehow been sniped, or if you have a unit going without a babysitter and would like to get some shooting help. Though, for the new transport and deep striking doctrines, this is perfect for allowing full shooting potential anywhere on the board. Add in FLESH FLESH IS WEEEAAAK and this is perfect for deep striking plasma.

What is really good about Canticles now is that you are choosing them at the start of each battle round, not on your turn. That means you can declare Shroudpsalm on turn 1 even if your opponent is going first.

Forge World Dogmas[edit]

The Ad Mech equivalent of Chapter Tactics/Legion Traits, these abilities apply if a detachment contains units with the same <FORGE WORLD> keyword only. Forge Worlds not listed below can select any Dogma they wish.

  • Agripinaa - Staunch Defenders: Overwatch on a 5+ instead of a 6. Decent if you know you'll face close combat armies, pretty situational otherwise. Overall, a good Forgeworld to take when trying to deter infiltrators & CC units.
  • Graia - Refusal to Yield: Roll a d6 whenever a model with this dogma is slain or flees. On a 6, that model refuses to yield (gee, who woulda thunk), and either the unit survives (with 1 wound left, in the case of multi-wound models) or the model does not flee. However, <FORGEWORLD> units with this dogma cannot fall back unless a friendly <FORGEWORLD> character is on the field. A decent Dogma, mainly useful on single wound models like massed Vanguard, though it might save a character or vehicle every now and then. Basically returns our troops to their 7th edition version. Does work to save your models from Gets Hot! deaths, unlike the FNP most models get, since it blocks being slain, not mortal wounds, so you can go extra plasma happy with these folks. (something to keep in mind, You roll one dice if it was a big damage dealing shot, i.e Volcano cannon, but if you lose your last wound to 14 bolter shots then thats 14 dice roll's)
  • Lucius - The Solar Blessing: Enemy attacks made against a unit with this dogma that have AP-1 are treated as if they had AP0 instead. A pretty useful Dogma all in all, granting protection against stuff like gauss flayers, bolt rifles, rending claws, chainaxes, heavy bolters/flamers, and assault/autocannons. You'll probably choose this Forgeworld for their Deep Strike stratagem rather than this trait, though.
  • Mars - Glory to the Omnissiah: When rolling for Canticles, roll twice. All units with this dogma receive the benefits of both Canticles that are rolled for, unless a duplicate result is rolled. Cawl's special ability can fix that downside. This reliably gets you the Canticle you want multiple times in addition to an extra free army-wide rule, which is good on itself.
    • If you have multiple detachments on the table from different Forge Worlds, the first roll will affect both detachments, and the Mars detachments will roll a second time for their extra Canticle. As such, whether a Chorister Technis is from Mars or not, he can only reroll 1 dice at best. Still, that's a nice 87.5% chance of getting that Canticle again and again instead of picking it once and praying for it afterwards like non-Cawl plebs do.
  • Metalica - Relentless March: When a unit with this dogma advances, it treats its Rapid Fire weapons as Assault weapons until the end of the turn. Additionally, it does not suffer the -1 to shoot after advancing with Assault weapons (which stacks, obviously). It's not like getting units on point turn one like Lucius and Stygies do, but on the upside this costs no CP. Note Rapid Fire X becomes Assault X, which prevents the extra shot at close range if they advance.
    • Your improved 9"-10" average movement allows Vanguard to keep up with the +1Ld bubble from Dragoons at full speed, essentially giving their carbines 28" range, and lets your Rangers reach those midfield perches faster. Your Skitarii Troops won't sacrifice their firepower to reach cover and get space marine armour. And they just got cheaper. Corpuscarii don't care that much about it: if you had to advance to get within 12", not only you can't charge the enemy, but you're at the mercy of his assault.
      • Unless you intend to deepstrike these blueskinned lightning rods, Corpuscarii need this dogma to be run efficiently. ~3"+ of movement without sacrificing accuracy and # of hits, and 3 hits per each 6 rolled on Overwatch means that you want these guys up close for what is essentially a free turn of shooting each time a unit charges you.
  • Ryza - Red in Cog and Claw: Can re-roll wound rolls of 1 in the fight phase. Half your unit choices have melee rules, too bad still no transports. Could combine increased wounding (directly affecting Fulgurite & Ruststalkers) with ways to improve hit rate (Omnissian Mask/Prime Hermeticon/Conqueror Doctrina), but reaching close combat is still the complicated part. Infiltrators and Dragoons, and also Ruststalkers as your third option, have a bit of an easier time reaching the enemy to put this dogma to use.
  • Stygies VIII - Shroud Protocols: Your opponent must subtract 1 from their to hit rolls when shooting at units with this dogma if they are more than 12" away. Same as the Alpha Legion and Raven Guard. If you want durable infantry and vehicles this is your Forgeworld, provided you keep your distance. Greatly increases the survivability of your Vanguard and Dragoons much more than Graia's 6+ FnP ever could (unless you are fighting Melee armies), not to mention it makes your enemy's plasma explode easier. Also unlocks Stygies VIII's Infiltration Stratagem, which immensely helps out with this army's lack of transports. All in all, you can't go wrong with this one.

Warlord Traits[edit]


  1. Monitor Malevolus: Once per battle, you can re-roll a single hit roll, wound roll, or damage roll made for your warlord. In addition, if your army is battle-forged, roll a d6 each time you or your opponent uses a stratagem. On a 6, you gain a command point.
    • You gain +1CP on a 6...but you can get that same CP refunded on a further roll of 6, meaning the actual gain is actually 1/6+(1/6)2+(1/6)3+(...) = 1/5. Statistically this adds 1.2 CP to a Batallion, and a Brigade ends up with 14.4 CP, on top of 1/5 of whatever CP your enemy spent. Not to mention the reroll is worth 1CP on its own already.
  2. Magos Biologis: You can re-roll failed wound rolls when attacking enemy infantry, beast, or monster units with your warlord. Good for a Dominus with relics that meets the enemy instead of being support. For dedicated melee, the Primer Hermeticon might serve you better.
  3. Mechadominator: Your opponent must subtract 1 from hit rolls they make for any of their vehicles that target your warlord. A) You have Onagers with Neutron Lasers, why are enemy vehicles still alive? B) Vehicles aren't Snipers, nor should your Magos be duking it out against a Dreadnought.
  4. Necromechanic: Each time your warlord uses an ability to repair a friendly model, that model regains 1 additional wound. Doubles your Knight-repair rate, which normally heal only 1 wound instead of the usual D3. Can be combined with the 'Autocaduceus of Arkhan Land' relic if you cannot afford to lose that Onager.
  5. Chorister Technis: Whilst on the battlefield, you can re-roll one die whenever you randomly select which canticle you use. Notably, if the warlord is from Mars, he can only re-roll the first result. And if he isn't, the FAQ states he's only rolling a single dice anyway, the Martian double-dogma being rolled for separately from non-Martian detachments.
    • Giving Cawl an assistant with this does still help him; you'll go from 3/4 Shroudpsalm odds to 7/8, for example.
  6. Prime Hermeticon: Infantry units within 6" can re-roll failed hit rolls in the fight phase. If you're using only Skitarii for melee, the Omniscient Mask (which is free) could help you better.

Forge World-specific[edit]

  • Mars - Static Psalm-Code: Add 3" to the range of your Warlord's aura abilities (except Master of Machines). Cawl starts with this trait, and my-oh-my does he benefit from it!
  • Graia - Emotionless Clarity: Models in friendly GRAIA units within 6" of your warlord can shoot with Assault and Rapid Fire weapons as if they were pistols, but better since Rapid Fire weapons still get to shoot twice for being in close range. Friendly fire? Does not compute.
    • This is HUGE for Vanguard, Corpuscarii and Rangers, increasing their damage output by more than 500%, 300% and 376%, owing to them having more shots at higher BS and with special effects on 6s to wound compared to their regular fists. Not to mention you were already bringing Vanguard and Rangers, and they have a reason for being near your Dominus.
    • This isn't saying "go push Rangers into melee", but allows them to kick back even if the enemy ties them up (remember they only shoot in your turn), instead of instantly shutting down. That being said, you DO want Vanguard to shoot in melee since Rad saturation will now affect your guns, which make up most of their damage output: their Arc rifles now wound those T3 Space marines on a 2+, hitting on a 3+. Not to mention they are a support-melee squad with 18" range guns; it's not like melee is something new to them.
  • Metalica - Ordered Efficiency: If a friendly Metalica unit is within 6" of the Warlord when it falls back, it can still shoot that turn (albeit with a -1 penalty to hit). This will teach anyone foolish enough to charge your Cognis flamer Destroyers to think it better next time.
    • The enemy can no longer prevent Ballistarii from shooting, since now they can still hit on 2+ after Falling Back (Protector Doctrine), in addition to their Cognis Overwatch (3+), Rage of the Machine Advance (3+) and regular Protector Doctrine movement (2+) Stratagems, meaning the enemy can neither outrun it or distract it. All while rerolling 1s for being close to the Dominus. Its ballistic skill doesn't feel moving, or running, or melee, and it absolutely will not stop shooting, ever, until you are dead.
    • This will win you games and is a strong reason to go Metallica on its own. Keeps your heavy guns (Onagers, Ironstriders and Kastellans) and shooty infantry (Kataphrons, Vanguard and Rangers) safe in case they get charged and hey whaddayaknow most of those units can find a way of nullifying the to-hit penalty with Protector Doctrina strategem (or even get BETTER to-hit). Watch your opponent’s face when he realizes the Onager he’d just tied up with his FLY unit steps back and unloads.
      • Speaking from personal experience, this dogma is great at counteracting CC and alpha strike lists. Most opponents who lack the means of killing your units from a distance will attempt to rob your troops and vehicles of their shooting via charging into them and making them fall back. This negates that problem and allows you to keep blasting your opponents dudes with almost reckless abandon.
  • Lucius - Superior Bionics: +1 to your warlord's invulnerable saves.
  • Stygies VIII - Xenarite Studies: Warlord has +1 to any wound rolls made against Xeno armies. If facing Xenos armies, this makes Volkite nasty...
  • Agripinaa - Reinforced Exoskeleton: All damage suffered by the warlord is reduced by 1 (minimum 1).
  • Ryza - First-hand Field Testing: Choose one non-relic weapon carried by the warlord. Increase its damage and strength by 1. Apparently, they are the only forge world that still innovates and tries to improve their gear.
    • Ryzan Magi have access to relic alternatives for their Omnissian axe, phosphor serpenta, and volkite blaster...but they can only have one relic. This WT can be used to stack on toys, or to still have a powerful weapon in addition to a non-weapon relic like Arkhan Land's Autocaduceus or the Omniscient Mask.
    • The Eradication Ray is a good target for this trait, turning into a small blast autocannon. Since Ryza also wants to be in close you'll get plenty of use from the 8" upgrade, but then you could put out even more potential damage with a strength 6 ap-3 DAMAGE 3 axe. Omnissian Thunder Hammer, anyone?

Also, the macro stubber can wipe a 5-man termie squad in a single lucky round of shooting, or maybe use the shoot twice for 1cp to rape plague marines and rubrics.

Soldiers of the Machine God[edit]

It's Objective Secured with a different name.

Tactical Objectives[edit]

11 - Will of the Omnissiah
1 VP for choosing to roll for the active Canticle of the Omnissiah. Also known as "a free VP".
12 - The Machine Eternal
1 VP if you restored all the wounds of a damaged VEHICLE.
13 - A Victory For Logic
1 VP if an enemy PSYKER was destroyed, failed a Psychic Test, or had a power denied (through either Deny the Witch or Graia's Stratagem).
14 - Rumors of Revelation
Roll a d6. Score a VP if you control the objective corresponding to the number you roll, which is improved to d3 VP if your Warlord is controlling it.
15 - Destroy and Acquire
1 VP if you destroy at least one vehicle and the vehicle in question did not explode/crash and burn.
16 - A Quest For Knowledge
d3 VP if you control an objective that was controlled by your opponent at the start of the turn, d3+3 if you control 3 such objectives.



  • Gloria Mechanicus (2 CP): Use at the end of any phase. You can change the Canticle to another (either by picking or rolling). You can't pick one you used before (unless you stack it with the stratagem below), but you can benefit from the Mars Dogma.
  • Divine Chorus (2 CP): Use once per battle, at any time you would determine a Canticle; lets you choose the Canticle, even if it's already been used this game.
  • Zealous Congregation (3 CP): At the end of the Fight Phase, select an Electro-Priest unit from your army. They can fight a second time this turn.
  • Elimination Volley (2 CP): Use in the Shooting Phase; if a Kataphron Destroyer unit and a Kastelan Robot unit with the same FORGE WORLD keyword are within 6" of each other, they both add 1 to hit that phase. Makes supercharged Plasma Culverins safe.
  • Binharic Overide (1 CP): Use at the end of any phase to change the Kastelan battle protocols on one of your units. However, they are stuck in the new mode for the rest of the game. Obviously, this also means you can't use this on a given Kastelan unit twice in a single game. If your Fist Kastellans have already reached melee but their Datasmith was killed before changing to Conqueror Protocols, this will let them avenge him.
  • Archaeotech Specialist (1-3 CP): This is the stratagem that lets you take extra relics.
  • Scryerskull (1 CP): Identify d3 hidden set-up markers / Identify a mysterious objective / One of your AM units shoots without the penalties from Dawn Raid (appearing in 3 Narrative Play missions), Low Visibility (used in Battlezone: Night Fight) or Cover of Darkness (used in Maelstrom of War: Cloak and Shadows)
    • Unfortunately, these rules are specifically named, so any new rule in the future with the same or similar effect (reduced accuracy at range and/or due to low-light conditions) will not be covered by this stratagem.
  • Dataspike (1 CP): Use after fighting with a character. Resolve one additional attack against an enemy vehicle within 1". If you hit, the vehicle takes 1d3 mortal wounds.
    • Your Dominus or Datasmith can injure a Dreadnought equivalent(DEQ) but not really finish one since they can't withstand the punch back. Belisarius can use this and his arq scourge to take out a DEQ, but overall merely fluffy.
  • Cognis Overwatch (1 CP): A unit can overwatch with Cognis weapons at full Ballistic Skill. Onagers no longer come in units, but Ballistarii still do, and 4-8-12 autocannon / 2-4-6 lascannon shots at BS3+ are no less scary than the Neutron Dunestrider's six heavy stubber shots.
  • Protector Doctrina Imperative (1 CP): Use before a SKITARII unit attacks in the Shooting Phase. That unit gets a +1 to hit for all rolls in that phase, which is boosted to a +2 if it has either a broad-spectrum data tether or an enhanced data tether. Makes Ballistarii hit at full BS even when advancing, Icarus arrays hit ground units on a 2+, Transuranic Arquebi on a 2+, Vanguard with EDT hit on 2+ even when advancing and makes their supercharged Plasma Calivers safe.
  • Conqueror Doctrina Imperative (1 CP): Use before a SKITARII unit attacks in the Fight Phase. That unit gets a +1 to hit for all rolls in that phase, which is boosted to a +2 if it has either a broad-spectrum data tether or an enhanced data tether. Save this one for your Dragoons and your Infiltrators. Their taser weapons will thank you.
  • Benevolence of the Omnissiah (1 CP): Use when an Adeptus Mechanicus VEHICLE or KNIGHT suffers a mortal wound. The model ignores each mortal wound (and ONLY mortal wounds) on a 5+ for the rest of the phase.
  • Tech-adept (1 CP): You can use this stratagem to allow a character to make two repair rolls a turn, even on the friendly model. Can save severely wounded Vehicles if you've got a tooled-up repair HQ (4 wounds a turn on a Knight / 8 on a Dunestrider), or get a pair of Kastellans back into shape.
    • The exact wording of the stratagem says "The character can immediately attempt to use that ability again, and can even use it to repair the same model", so you can double heal the same model by RAW.
  • Machine Spirit Resurgent (1 CP): Use at the start of your turn. A vehicle can use the top row on its damage chart until the end of the turn.
    • Onagers and Knights are the only thing in codex with damage charts. Useful on the Knight since it will get shot at before your infantry even get close to the enemy, but you have enough tech-priests to keep Onagerson the top-chart.
  • Rage of the Machines (1 CP): Use during shooting. One vehicle (doesn't specify model or unit, so presumably model) can ignore the penalty for moving and shooting a Heavy weapon, and advancing and shooting an assault or cognis weapon. Not suffering penalties on their Heavy Cognis weapons, this allows Ballistarii to advance and hit on a 3+ instead of move normally and hit on a 4+.
  • Dunestriders (1 CP): Pick a unit of Ironstriders or Dragoons. Roll two dice and add the result together when determining how far they can advance.
  • Acquisition at Any Cost (2 CP): Use at the end of any of your turns. Select an infantry unit from your army within 3" of an objective marker. Until the start of your next turn, you can add 1 to all saving throws made for that unit and increase the attacks characteristics of all models by 1.
    • If stacked correctly with other buffs, you can make your units INCREDIBLY hard to kill. For example, using it on a squad of Vanguard in cover (or Shroudpsalm) gives your tin-men a 2+/5++ save, turning them into mini-terminators. Or use it on Kastellans / Kataphron Breachers, just to be nasty.
    • Alternatively, that 10 man squad of Fulgurite Electropriests that just charged, and killed, that enemny unit that was sitting on an objective could gain a 2++/5+++ and 3 attacks apiece, as this stratagem does not specify armour saves...
  • Infoslave Skull (2 CP): Use after an enemy unit arrives on the battlefield as reinforcements within 12" of one of your infantry units. You can immediately shoot at the enemy as if it were the shooting phase, but you must subtract 1 from all the resulting hit rolls. Coteaz called, he wants his shtick back.
  • Machine Spirit's Revenge (1 CP): Select a vehicle that's lost its last wound; it explodes with no need to roll for it. Apparently, the Mechanicus has no problem stealing a page from the Death Guard playbook as well. A farewell "Fuck you" from your fallen Dragoon. ESPECIALLY useful with the termite drills. You're charging those things into combat after deepstriking anyways, either to soak overwatch for its assaulty passengers, or to punk an enemy vehicle or monster. In most cases if you aren't playing with your head up your ass the drill should bite the dust with enemies near it. When it does HAHA BOOM MOTHERFUCKERS.

Forge World-specific[edit]

  • Mars - Wrath of Mars (2 CP): Use this before a MARS unit in your army attacks in the shooting phase. Each time you roll a 6 to-wound, the target suffers a mortal wound in addition to any other damage. Combo with Protector Imperatives for extra-sharp cheddar.
    • Hilarious with a squad of Vanguard in Cawl/Dominus range. Lets an 80 point troop unit shit out nearly 6 mortal wounds a turn (If you can afford it).
    • Also amazing with Flechette Blasters; A 110 point unit of Sicarian Infiltrators with Flechette Blasters will put out around 8 mortal wounds per shooting phase.
    • The OBVIOUS choice, is a squad of buzz lightyears with phosphor blasters, just the sheer number of shots you can pull out means you'll get salt from everyone.
  • Lucius - Legio Teleportarium (1 CP): During deployment, use this Stratagem to set up a LUCIUS unit in reserves instead of deploying; at the end of any of your Movement Phases you can deep strike it within 9" of an opposing model. This is why you pick Lucius as your Forgeworld. We didn't get any transports, but look on the bright side, every single unit in our entire fucking army now has the ability to deep strike.
  • Graia - Steel Mind, Iron Logic (1 CP): When an enemy psyker uses a power within 24" of a GRAIA unit, roll a d6. On a 4+, the power is nullified. Identical to the Black Templars' Abhor the Witch and World Eaters' Scorn of Sorcery stratagem.
  • Metalica - Deafening Assault (1 CP): Use at the start of the Morale phase. Pick one of your METALICA units. All enemy units within 6" must subtract 1 from their leadership until the end of the phase. Good times with Infiltrators.
  • Stygies VIII - Clandestine Infiltration (1 CP): Similar to Lucius. Use this stratagem when you set up a Stygies VIII unit (note that unlike the similar Alpha Legion and Raven Guard stratagems, Clandestine Infiltration does work for all units not just Infantry). You can set up the unit in concealment instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit emerges from its hiding place - set it up anywhere on the battlefield that is more than 9 inches away from any enemy models. Can you say turn 1 charge with punch Kastellans or Electro Priests? Because I can. Best part is, unlike the Lucius Stratagem, this one does not count your models as having moved. Down side is that they're actually already on the table to get shot at, should you not get first turn The placement of units takes place during the first battle round meaning AFTER rolling for first turn and seizing the initiative so you know for sure if you can go all in or need to be more conservative. If you have enough CP go ahead and place up to 50% of your army in the perfect spots.
    • If you're playing with the Beta rules released in the Big FAQ 2 (and if you're on the ITC circuit, you are), this instead gives your Stygies VIII units a free pre-game 9" move on a 1 for 1cp basis. This is objectively better than it seems because, when you account for deployment zones and whatnot, this allows for at worst a 10" first-turn charge (if you do a silly, and march up Servitors), though in most situations, winning the Initiative will net you a better than 3" charge with your best assault units (1" charge with Dragoons or Sicarians, 3" for everything else that isn't a generic Servitor).
  • Agripinaa - Fresh Converts (1-3 CP): Similiar to the Chaos Space Marines' Tide of Traitors stratagem, but not quite as good. You can recycle a unit of Agripinaa Kataphrons or regular Servitors, but for a variable price - 1 CP for a power rating of 5 or less, 2 CP for a power rating between 6 and 10, and 3 CP for a power rating of 11-20. Also, unlike the Chaos Space Marines, your now full strength unit has to walk on from your side of the battlefield.
    • Destroyers can make use of this stratagem since their weapons have long range and suffer no penalty for moving, but keep in mind a base unit of 3 is already 10PP, and you cannot recycle a unit worth more than 20PP. Due to the way it's worded ("Remove that unit and set it up somewhere else at full strength) this Stratagem would prevent the enemy from scoring First Blood.
      • Breachers are 8PP, which means that you have to spend 2-3 CP whenever replacing a 3-6 bot squad of Kataphron, no matter what type. Considering that the Destroyers have access to both a flamer & two heavy weapon options that generate more shots than what the Breachers can dish out on overwatch, you should always choose Destroyers if you intend to use this rule. Same goes for Servitors, they aren't even worth the points spent to get them.
  • Ryza - Plasma Specialists (1 CP): Use during the shooting phase. Pick a Ryza unit and add 1 to the wound rolls and damage for all plasma weapons. Makes plasma behave better than supercharged, safe.
    • Your Ryzan Kataphron Destroyers no longer NEED nearby Kastellans and 2CP to make their plasma safe while still being powerful to remove Terminators. Since +1 to wound is better than mere +1Str, it allows supercharged Str8 plasma to be an effective vehicle killer, wounding even Dreadnoughts on a 2+ for 3 Damage.
    • You can also combine it with the Sector Mechanicus Plasma Feed stratagem to gain a further +1 strength and damage. This will let you wound all but the toughest tanks on a 2+ and deal 4 damage per wound.

Questor Mechanicus-specific[edit]

  • Knight of the Cog (1 CP): Use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12" of a friendly ADEPTUS MECHANICUS CHARACTER. That unit gains the Canticles of the Omnissiah special rule until the end of the next turn.
    • Note that since a unit can only benefit from Canticles if every unit in its detachment does so, and you're not going to take this in the same detachments as the rest of your army - if you did, not only would would they stop the rest of your army from benefiting unless you applies this Stratagem every round, but you'd also lose other critical buffs, like your dogma or Objective Secured. Accordingly, you do not want to use a Supreme Command detachment to get this guy on the table; likewise, a Super-Heavy detachment is a terrible idea, as you'll break your CP bank trying to keep all of your Knights Canticled, to say nothing of how many points it would cost to take that many Knights in thr first place. Instead, use a Super-Heavy Auxiliary Detachment, so this stratagem is detachment-wide as soon as you use it. As usual, Shroudpsalm is a great choice, but Benediction actually isn't bad if you went for this, since the accuracy buffs you can bring it's redundant with won't apply to the Knight.
    • One good use of Knight of the Cog is to allow your Knight Castellan to reroll with its Plasma Eradicator(?) to mitigate those mortal wounds. Not as good as giving it a 2+ save in the open but something you may use.
  • Rotate Ion Shields (1 CP): Use when an enemy targets your Knight - +1 to any invulnerable saves for the rest of the phase. Indirectly allows you to play more aggressively with your Knight.


Melee Weapons[edit]

  • Arc weapons: Haywire as we knew it is dead. Instead it became 1d3 damage against vehicles...but it has to actually wound them first, not to mention vehicles became more resilient themselves with the adition of an armour save. Thus, think of them as regular weapons with a bit of extra chip damage against vehicles from time to time.
    • Arc Claw: At S+1 with AP-1 it'll have the strength to wound infantry and light vehicles the Breacher manages to catch, and the AP to be a bother.
    • Arc Maul: A Power Maul with a nifty rule you'll never use (but priced as such), iconic to Skitarii Alphas. A decent melee weapon for its price with nice Strength and AP.
  • Electroleech Stave: S5 AP-2 makes it behave like a SM power axe with extra damage and chance for mortal wounds. Now you only need to get those Fulgurites into melee.
  • Hydraulic Claw: Essentially a power fist with less armour penetration. The weapon isn't bad, what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meagre AP doesn't let it capitalise on the D3 damage (which is the actual strength of power fists, not their strength). Barely better than the Arc Claw, but it also costs double.
  • Kastelan Fists: Better than power fists, hitting at S10 AP-3 with flat 3 Damage, all without any penalty to hit.
  • Omnissian Axe: Like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers.
  • Power sword: Available to Infiltrators and Skitarii Alphas. Its better AP means it's of more use than an arc maul for an Alpha against marines and cheaper too...but at only 1 per squad it's more of a fashion statement than a weapon.
  • Servo-arm: It's one power fist attack (including -1 to hit) with 1 worse AP but flat D3. For Enginseers and Servitors, so you don't really care.
  • Taser weapons: Lousy AP but good strength, relies on each hit roll of 6+ causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough.
    • Taser goad: S+2, available to Infiltrators and Skitarii Alphas.
    • Taser lance: S+3 AP-1 D2, now hitting at Str8 whether you charged or not.
    • Electrostatic gauntlets: Not a taser weapon per se, but behaves exactly the same. Being S5 instead of S(User+2) and wielded by Corpuscarii only makes this weapons unable to be boosted by either Conqueror or Machine Might...but they can also be used as 12" Assault 3 taser guns.
  • Transonic weapons: No longer getting better on subsequent combat rounds, these Ruststalker weapons are now CCWs that cause Mortal Wounds on a wounding roll of 6+. Only Ryza rerolls wounds.
    • Chordclaw: Can only be used for one attack each fight (and no longer fleshbane), but does 1d3 damage that becomes 1d3 mortal wounds on a 6+.
    • Transonic Razor: The regular flavor. Fishes for mortal wounds and nothing more.
    • Transonic Blades: Razors with +1Str. Wounds marines easier, and can be combined with Machine Might to ravage guardsmen, but remember mortal wounds don't care about the target's toughness.

Ranged Weapons[edit]

  • Arc weapons: Gone are the days of reliably wrecking Land Raiders from across the table. Arc weapons can reliably attack infantry and are actually quite cheap for their stats. S6 AP-1 however won't cut it against vehicles, so their 1d3 damage against them should be seen as a novelty extra chip damage instead of a dedicated anti-tank rule.
      • hold on here. S6 means that you will wound every vehicle in the game on a 5+. AP-1 means that you are virtually guaranteed to down the save to 4+ (cover is difficult for vehicles). You can get 7 of these things for the price of a single multi melta, they are rapid fire and you don't give shit of invulnerable saves. This might not be a *dedicated* anti tank weapon, but it will hurt vehicles used en masse.
    • Arc Pistol: Available to Skitarii Alphas, all in all a darn good pistol. Stronger and cheaper than it's competition, the Phosphor Blast pistol.
    • Arc Rifle: It's no plasma caliver, but it still packs a punch and at only 4pts now it's practically a steal.
    • Heavy Arc Rifle: Its better AP-2 and base D1d3 make it able to deal with heavier, multiwound infantry like Primaris and even Crisis suits. Actually useful against light vehicles like Land Speeders and Sentinels, tearing out huge D1d6 chunks out of them. And now it costs only 8pts.
  • Cognis Weapons: Heavy weapons that can still be fired after advancing (at a -2 penalty). True scout would be better, the real benefit is the Cognis Overwatch Stratagem, allowing Overwatch at full BS for 1CP.
    • Cognis is good for running away and advancing with ironstriders, allowing them to stay out of melee and/or get into shooting range faster and not losing shooting completely. You have at least two ways of bringing the -2 back to normal anyway.
    • Cognis heavy stubber: The old reliable .50 Browning in space, its cost now decreased to 5 points. Available to the Onager as a supplementary weapon for self defense, or to pick off infantry while its main gun is busy elsewhere. Essentially a regular heavy stubber since Onagers only advance D3".
    • Twin cognis autocannon: 25 points for 4 autocannon shots, which is cheaper than what other armies get (except Guard) while still allowing Ballistarii to sprint at full speed when needed. And cognis overwatch from a full unit of three is no joke. Nice.
    • Twin cognis lascannon: Again, cheaper than what other armies get, plus cognis shenanigans.
  • Flamer weapons: S4 AP0, 1d6 autohits no matter how many enemies they fight. We've got two flavours, neither of which are the regular or Heavy flamer.
    • Cognis Flamer: Picks the better of two d6 when rolling for attacks on overwatch. Considering it's actually better on overwatch than when shooting normally, and the Destroyer's primary weapon has much longer range, its main job is to be a deterrent. A good one.
    • Incendine Combustor: A Heavy Flamer with a longer 12" range (so it can be used right out of infiltration/deepstrike), this thing is great for clearing out hordes. Works well on punchy Kastelans.
  • Eradication weaponry: Reverse Conversion weaponry (or Mechanicum Melta), hitting harder the closer they are. Useful against a variety of targets, positioning is paramount.
    • Eradication beamer: Heavy D6 Str8 AP-2 D1d3 allows it to comfortably tackle Primaris, Crisis suits and even terminators from 13"-36". This is its main job. At 12" and closer it gains AP-4 and D1d6, but halves its shots to D3. While respectable against vehicles, you don't want your Onager that close to the enemy, and the Neutron Laser is better antitank. Still, it's a cheap, cost effective and versatile weapon.
    • Eradication Ray: A good weapon for your Dominus to close in, this Heavy D3 S6 AP-2 weapon gains an AP-4 and D1d3 at a range of 8", just before the charge. So better make it your charge.
  • Flechette Blaster: No more S2 and shred, it's essentially a 5 shot Laspistol now. Have fun wounding Death Guard on 5+.
  • Galvanic Rifle: The Galvanic Rifle got shafted. While it remains a 30" S4 Rapid Fire gun, Precision shots aren't a thing anymore and it's AP0 unless you roll a 6+ to wound, upgrading then to AP-1. It's like Necrons and Primaris Marines stole all our Galvanic Rifles and left us with second-hand crap. Still one of the best Imperial SI guns in the game.
    • Latest news: with how cheap rangers got (7pts a pop as of chapter approved) it is damn op. Such a cheap infantry with relatively good stats that still has a gun way better than the bolter.
  • Gamma Pistol: What Arc weapons wish they were. S6 AP-3 flat D2, rerolling failed wounds against vehicles. Datasmith exlusive.
  • Heavy Grav-Cannon: A very expensive 30" Heavy 5 Str5 AP-3 weapon that causes D1d3 to enemies wearing power armour or better. Won't wound termies on a 2+ like it used to, but now it can take down hordes in addition to the heavy infantry it's originally intended for. It's the most potent Troop weapon, only surpassed by supercharged plasma.
  • Macrostubber: Essentially 5 shot bolt pistol. Good for the melee Dominus, since pistols can't be used with other weapons but can still shoot in combat. Better than a Volkite against hordes of light infantry.
  • Icarus Array: Oh, boy. This is gold now. Despite being an anti-air array (-1 to hit vs non-flyers), 10 reasonably powerful shots on a BS3+ Onager mean it will deal some heavy damages on a lot of things; and if you look up how many things have the Fly keyword you can't help but rejoice.
    • Since it includes two autocannons you can use it against TEQs and be halfway successful.
  • Neutron laser: The lascannon that steals other lascannon's girls. Better in both looks and stats, 48" Heavy D3 S10 AP-4 D1d6 (treating 1 & 2 as a 3), this beast can literally punch a hole the size of a Carnifex in a Carnifex. Sure it costs 50pts, aka half the actual Onager's cost, but it's cheaper than two lascannons while way better than them, and it allows an extra Cognis Heavy Stubber to be mounted on the crab tank.
  • Phosphor weapons: The old Luminagen rule no longer helps the rest of your army, but its fire now outright Ignores Cover instead of merely reducing it. Usually S5 AP-1, they remain good anti-infantry weapons on their own right, even more so when dealing with infantry that depends from cover, like Scouts.
    • Phosphor Blast Pistol: The iconic Skitarius Alpha's pistol. While the Arc pistol is better, it's only one pistol; you can afford to look cool.
    • Phosphor Blaster: 24" Rapid Fire 1", making it a pocket Heavy Bolter. Cheaper than a Cognis flamer, a good sidearm for your Destroyers when you have them well protected.
    • Phosphor Serpenta: The carbine of the phosphor line at 18" Assault 1. Luminagen no longer helps with the charge, so it's merely an extra shot for Dragoons, if you can afford it. Not being a pistol, Domini can shoot it alongside their main weapon, unlike the Macrostubber.
    • Heavy phosphor blaster: 36" Heavy 3 S6 AP-2 allows ranged Kastellans to ravage GEQ and MEQ alike, even if they keep to cover. And then it can mount three of them and shoot them twice.
    • Twin heavy phosphor blaster: Two heavy phosphor blasters, it just can't split its fire. It's a fairly good anti-infantry loadout for your Onager.
  • Plasma weaponry: These high-risk high-reward weapons now let you choose between two modes both with good AP-3: a Safe mode "good enough" to kill single-wound marines (Str7 only wounds them on 3+ now), and a Supercharge mode that has S8 and D2, making it excellent against terminators, other multiwound infantry and even vehicles. The risk: gets hot now kills you, no matter the wounds and saves the wielder had. Fortunately for you, AdMech has many ways of making supercharges a safe and efficient option.
    • Plasma Caliver: Now only Assault 2, but waaay cheaper at 14 points, making your Skitarii a cheap and most efficient source of plasma.
    • Plasma Cannon: As meh as the servitor they're available to. If you're looking for cheap plasma, Skitarii wield it better.
    • Plasma Culverin: The old Culverin recieved a massive boost to range at a light expense to its rate of fire. Being 36" Heavy 1d6 it has a bit less power than two plasma cannons while only costing a few points more than one of them (but still more expensive than the identical IG Executioner Plasma Cannon). Kataphron Destroyers are expensive, so overcharge responsibly.
  • Radium Weaponry: The cancer guns still do 2D on a 6+ to wound. Still good, just not as unique since in 8E wounds don't carry over and anything is wounded on a 6+.
    • Radium Pistol: You're giving the Alpha's main gun for a single shot pistol. Their base weapon does in a turn what this pistol does in two or three. If you choose to drop your main gun for a pistol, there are better alternatives.
      • Although it is 0 points now so if you need cheap lists then this is the way to go.*BLAM*
    • Radium Carbine: 18" Assault 3, allowing Vanguard to cover lots of ground and still hit on 4+. Their high rate of fire is enough to proc double wounding so often that this is statistically the best vehicle killing Standard weapon inside of 18". Their special rule means they effectively gain more damage as targets become harder to wound, with D1.20 at T1, D1.25 at T2, D1.33 at T3, D1.5 at T4 and T5 and D2 at T6+.
    • Radium Jezzail: More power than other armies' sniper rifles, at S5 Heavy 2. A bit less range at 30" but it can be mounted on a Dragoon for just 4 points, becoming both the less expensive unit in a fast attack slot and the fastest, most resilient sniper in the game.
  • Stubcarbine: S4 pistol 3, with good 18" range for a pistol, it's mostly a sidearm to the Infiltrator's powersword, which is cheaper than alternative Flechette/Taser goad loadout.
  • Torsion Cannon: Basically a slightly cheaper Multi-melta that lacks the melta rule, single shot on a BS4+ Breacher. Unreliable vs vehicles, overcosted vs infantry, the Heavy Arc Rifle will serve you better.
  • Transuranic Arquebus: The best sniper in the game, albeit with a hefty 25pts cost. Str7 AP-2 D1d3, +1MW on a wound roll of 6, hitting characters up to 60" away means it can drop that pesky Ancient/Librarian/Commissar with a single shot from the other side of the table, especially when under a boost to hit. Its range and strength allows it to tear chunks out of tanks and hunt other snipers at a safe distance. The catch: you can't shoot and move at all, a complete 180° from 7E. Excellent for Rangers.
  • Volkite Weaponry: Martian death rays from Horus Heresy that do mortal wounds on to-wound rolls of 6+.
    • Twin Volkite Charger: A cheap 8pt upgrade for the Terrax-pattern Termite Assault Drill, 15" Heavy 4 S5 0ap D2 weapon makes it a useful weapon against infantry and lightly armored multi wound characters, unlike other Volkite weapons this one lacks the mortal wounds on to-wound rolls of 6+. Although this may simply have been an oversight on ForgeWorlds part.
    • Volkite Blaster: Cheap, 24" Heavy 3 makes it reliable for the Dominus who keeps to his machines away from the enemy, unlike the more expensive Eradication Ray with random shots. S6 and mortal wounds on to-wound rolls of 6+ makes it a good weapon for its cost.

Special Issue Wargear[edit]

  • Enhanced Data-Tether: Re-roll failed Morale tests for units that have an EDT. Units with an EDT (Rangers and Vanguard) increase the bonus from the DOCTRINA IMPERATIVE Stratagems from +1 to +2 to hit, allowing your Vanguard to do stuff like advance and still hit with supercharged plasma calivers on a 2+ with no risk of overheat. At 5pts its dirt-cheap and should be considered even for base-size squad since the Doctrine Strategem is gravy.
  • Broad-Spectrum Data Tether: Friendly units within 3" of the BSDT's user add 1 to their Leadership during the morale phase. It also gives the same boosts as the EDT to the DOCTRINA IMPERATIVE Stratagems. Available to Onagers, Ballistarii and Dragoons, keep near their large bases to get the Ld bonus, which can be combined with the EDT.
  • Omnispex: Enemy units gain no cover bonus from attacks made by a unit with an omnispex. 7 points, and with split fire on everything suddenly your Skitarii's special weapons just got a lot scarier. Solid contender against the EDT, especially in a unit with Arquebii or Calivers. Not as useful anymore since it can't proc better hitting with the strategem. But useful on sniping Rangers to negate characters trying to boost their saves hiding in cover, teh kowardz, TEH FEWLZ


  • Weapons
    • Anzion's Pseudogenetor: It's a tangle of mecha-tentacles that can vivisect enemies in battle. That's justification enough to use it. It gives a model using it D6 S4 AP-1 melee attacks that re-roll to wound against infantry in addition to the model's normal melee profile. Particularly great since it's a supplemental weapon, not a replacement.
    • Pater Cog-Tooth: Replaces an Omnissian Axe, increasing its strength and damage: S+2, AP-2, D3.
    • Phosphoenix: Replaces a Phosphor serpenta with true phosphex, increasing its AP and rate of fire. 18" Assault 3 Str5 AP-3, ignoring cover like regular phosphor does.
    • Uncreator Gauntlet: Replaces a power fist, so can only be taken on a Datasmith. Same stat line as a power fist, but also causes 1 mortal wound whenever you successfully wound a vehicle.
  • Non-Weapons
    • Autocaduceus of Arkhan Land: A returning favorite from the Cult Mechanicus codex, it's Arkhan Land's personal pimp cane. At the start of your turn the bearer heals 1 wound, and can reroll the repair roll if he targets an Adeptus Mechanicus unit. Combine with the Necromechanic Warlord Trait if you want a dedicated repairman that just will not die.
    • Raiment of the Technomartyrs: Yet another old item with a new set of rules. In addition to granting the bearer a 6+ FNP save, if a Forge World model (not unit) within 6" of the bearer (obviously including itself, as always) fires Overwatch and rolls a 6+ to hit, you can make one bonus attack with the same weapon against the charging unit (bonus attacks can't trigger this rule again). Useful for any firebase to hold their ground.
    • Omniscient Mask: Re-roll failed to-hit rolls in the fight phase for friendly Skitarii units within 6" of the character. If only we had a Skitarii Alpha Primus to put this on...
    • The Skull of Elder Nikola: Once per game during the shooting phase, you can pull out the skull and roll a die for each enemy vehicle unit within 2d6". On a roll of 2+, the unit suffers a mortal wound. Probably the worst relic in the codex, but it's listed as a non-weapon because it isn't one; the models taking wounds don't count as having been shot and the Skull wielder doesn't count as having shot after using this, and it can be used at any time during the phase, so you can Skull and then shoot or shoot and then Skull, as you like, in or out of melee.
Forge World Specific[edit]
  • Agripinaa - Eye of Lexum: At the start of each of your shooting phases, pick one enemy vehicle within 18" of the bearer. You can re-roll to wound rolls of 1 for friendly Agripinaa units that target the unit you picked for the rest of the phase, rerolling all failed to wound rolls instead if you picked a Chaos Vehicle.
    • Your Neutron Lasers, Plasma Weapons, & Cognis Lascannons now hit and wound on a 3+ with a reroll or better. Use a CP for that one 2 you roll, and you are virtually guaranteed to automatically hit and wound your enemy's armoured support.
  • Graia - The Cerebral Techno-Mitre: Dominus only, +1 Command point if you have a battle-forged army. For obvious reasons, never take this in combination with the Stratagem for multiple relics. Graia's WT is good, but combined with Monitor Malevolus, this relic on a Brigade yields 15.6 CP + 1/5 of your enemy's.
  • Lucius - The Solar Flare: Once per game, at the end of your movement phase the bearer can teleport instead of moving normally. When they do so, remove them from the battlefield and place them anywhere that is within 30" of their starting position and more than 9" away from any enemy. An immensely useful relic on an already popular forge world, the solar flare can allow a character to teleport away from a dangerous melee unit or next to an objective in the hope of securing it. If you teleport a unit of Kastellan next to the enemy, you can use this relic to send a Dominus or Datasmith to support them (just remember Battle protocols are changed at the beginning of the movement phase).
  • Mars - The Red Axe: Replaces an Omnissian Axe, vastly increasing it AP. S+1 AP-5 D2. Looks scary, but armour save can only be lowered so much before reaching an invuln or be outright wasted. The Pater Cog-Tooth, with its boost to Str and Dmg, will serve you better.
  • Metalica - Adamantine Arm: Essentially a Servo-Arm that does a flat 3 damage and triples the user's Strength instead of doubling it. It's still just one hit, but on the bright side it'll hit almost as hard as a Dreadnought.
  • Ryza - Weapon XCIX: Aka Weapon 99 (or "ekseeaieks"), replaces a Volkite Blaster. 24" Heavy 3 Str7 AP-1 D2, with wound rolls of 6+ causing an additional Mortal Wound. While better than the Phosphoenix itself, the combination of Volkite+Phosphoenix does more damage than XCIX+Serpenta, even when it's enhanced by Ryza WT. There are better options.
    • It is still a 24" 3-shot autocannon. There are worse choices.
  • Stygies VIII - The Omnissiah's Hand: Roll a die at the end of each fight phase for each unit within 1" of the bearer. On a 4+, the unit suffers a Mortal Wound, its something?

Unit Analysis[edit]


  • Tech Priest Dominus: Your bog cog-standard non-Cawl HQ for those times you want to play as those other forgeworlds, no longer an "HQ tax" due to Enginseer changes. Akin to a Captain (aura of reroll 1s to hit), Techmarine (repairs D3 wounds from any AdMech model other than himself, or 1 for Knights) and a bit of Apothecary (his repair isn't restricted to vehicles, plus heals self for D3W each turn) all rolled into one. And at T4 5W 2+/5++ this very tanky support character will require serious firepower to remove. Just watch out for enemy witches. His main concern is to boost and heal your firebase, whatever it might be (Vanguard, Onagers, Kastellan, etc.), but 24" guns allow him to be good at midrange since he doesn't give up shooting (BS2+ rerolling 1s) for repairs. A flexible loadout, it'll be defined by what you want him to do:
    • Shooty: Pick the Volkite blaster and the Phosphoenix relic for good and reliable volume of fire, its range fitting nicely alongside Vanguard. If the Dominus is instead boosting your longer ranged units, the Raiment of the Technomartyr will provide them better overwatch to delay melee a bit more, as well as a measure of protection against snipers trying to shut down those rerolls.
    • Choppy: Go with the Macrostubber and the Eradication Ray, and give him Anzion's Pseudogenetor for an additional D6 S4 AP-1 hits on top of your 3 Omnissian Axe attacks and Pistol 5 Macrostubber attacks, the later which happen at BS2+ rerolling 1s. While Magos Biologis warlords do more damage, remember you're not alone in CC and half your army choices have melee rules; supporting your infantry with Prime Hermeticon can give good results.
    • Repairbot: Give him the Necromechanic WT so that he restores an additional wound every time he repairs something (doubling Knight repair rate), and with Autocaduceus of Arkhan Land relic you'll be Mechanicum units very reliably. Fun to combine with the Tech-adept Stratagem to repair the same vehicle twice, repairing up to 8 wounds per turn that way, bringing an Onager back to full stats or keeping multiple Kastellans from dying.
  • Belisarius Cawl: A must have for any list. 9-inch aura of full re-rolls in the shooting phase? (6" +3" from Mars' WT) Yes please. Oh, you're not Mars? You are, you just dress differently *wink*. Another great thing is the control his +/-1 to Canticles of the Omnissiah gives you, increasing your chance for Shroudpsalm to 3/4 and nullifying the risk of a repeated Canticle. He's still a beast of a unit, hard to kill and with huge damage up-close which you won't get to see because you'll want him sitting back supporting your big guns. Too bad AdMech won't have transports for sometime. When it comes out, he can be carted around in a Triaros to buff gunlines in the front the backfield. With the new PDFs 20 unit squads of Secutarii are currently the one of the best bodyguards for him. Switching between Peltasts and Hoplites were possible. Be aware that Forgeworld can be expensive. Even conversion kits. Meanwhile, Cawl is well armed. His ranged weapon is the Solar Atomizer, the great grandmother of all Melta Guns with Assault D3, S10, AP4 and Damage 3. His melee weapons are also good. He has the standard Omnissian Axe, Decent for MEQs but average against everything else. The Arc Scourge hits at S10 AP-1. It wounds more often than his axe but has less AP than it and the average DMG is still 2, and only against vehicles. Unlike the other "Power Fists" style weapons it hits with no penalties. After he fights with either, the Mechadendrite Hive allows him to make 2D6 additional attacks at his normal strength of 5. Which is just mean after four S6/S10 rolls. Self-repair Mechanisms gives Cawl the ability to regain D3 lost wounds at the beginning of your turns while he still alive. With eight wounds this makes quite tanky. While he can't fight Primarchs for too long, charging without a tarpit or a meatsheild is a bad idea when combined with Solar Atomizer overwatch. They also can't self heal like he can. No one is dumb enough to charge into optimal Melta range. Well, almost no one.
    • Remember, Cawl allows you to re-roll ANY hit rolls in the shooting phase, not just misses, giving Cawl the best to-hit shooting buff in the game. Advancing Vanguard, moving Ballistarii, people shooting at Raven Guard at night, anything.
    • Master of Machines grants him the ability to repair any friendly imperium model within 3" by 1 wound, except himself. Without caring even a little bit about its other keywords - he can repair infantry, cavalry, whatever. AdMech units get d3 wounds healed instead, though. I guess 10000 years of min maxing yourself lets you do these things. This means he can shoot, assault, self heal, and repair his tarpit bodyguard indefinitely if your opponent fails to table him.
      • PLOT TWIST: Master of Machines can only repair units, it does not also bring models back like an Apothecary, so if you seek a tarpit use some Kataphrons.
  • Tech Priest Enginseer: The Enginseer is now the cheapest HQ available for the army, making him a perfect cost-saving option to an army trying to make a battalion. With T4 W4 3+/6++ he's basically a squishier Techmarine, and can hold his own in melee but his main role is being a cheap repairman and HQ. Can't repair Kataphrons and Sicarians like Domini can, but unlike them he can repair D3 from allied IG tanks. Also more cost-effective than non-Necromechanic Domini for repairing Knights, since both repair only 1 wound for them.
    • Relic Caddy: Enginseers are seriously lacking in upgrade options and should never be your warlord, as they are far easier to kill in comparison to Cawl or a Dominus. Furthermore, they tend to fare poorly in both shooting and melee. That being said, giving one a relic (especially if cawl is your warlord) can allow them additional utility and the opportunity to have a greater impact on the rest of your army. The best candidates are ones that boost other units in your army, such as the Raiment of the Technomartyr, the Omniscient Mask, and (maybe) the Eye of Xi-Lexum.
    • Enginseers are a must-have if you want to spam regiments and farm CPs. And they are pretty damn good at that, at only 40pts per model for a small, tough character that can heal vehicles. The only problem is that they cost 30$ a pop, unless you go for the $11.50 metal ones from the webstore. An alternate solution to that starts with looking closely at the chaos cultists in the "dark vengeance" kit. The robed ones look remarkably like enginseers, right? Hell, one has an axe that looks remarkably like a cog. You can buy them for 20 bucks on ebay and kitbash them with the ton of bits leftover by your skitarii squads, techpriest dominii and onagers. A little work and you have your all the enginseers you need for less than the cost of one. Another option would be the forge world titan tech priest! A lot cheaper than the enginseer, and forge world quality too!


In 8th edition table control is much more paramount to victory than it ever was: deepstrike denial, piling onto other unit and the likes made it important to have some cheap doods to provide the bodies for such work. Enter the Skitarii infantry: solid, reliable and spammable, they must be used to control the field while your other units (like the much heavier and damaging Cult Mech troops) clean up said field. Master quickly the art of positioning your troops, try to strike a balance between Skitarii and Kataphrons that works well with the rest of your army and try to guesstimate what any unit can endure; lest your lines crumble to offer your costly heavy guns for the enemy to butcher. With the recent points drop this is becoming way easier though. Just devote some 3-400 points to put down 50+ skitarii of both kind on the field and you'll heavy a beefy meatshield able to soak casualty pretty well. Still space 'em up and all that stuff. Also plan for their low ld: if your 50-60 vanguards & rangers are just left in 5-6 bricks you'll lose quite a few to morale. So split them in 5 men teams or browse the many ways to sustain a 10 man squad morale: bigger squad better protect your special weapons and are more effective to buff.

  • Skitarii Rangers: T3, 4+/6++ cannon fodder armed with 30" S4 guns. Best run in 5 man squads with two Transuranic Arquebuses and an omnispex camping in cover: Unlike most other snipers, Trannsuranic Arquebuses have an actual use other than fishing for mortal wounds on protected characters. Any other special weapon forces them to waste the good range of their Galvanic rifles. While Vanguard are still preferable for actual frontline combat duty and contesting objectives, Rangers are 1pt cheaper and still have enough range to contribute to the fight even while holding the backfield, denying deepstrike space in the process (and hopefully making the opponent give up and drop them somewhere else).
    • Now they got so cheap they can be considered one of the most cost effective troopers in the game: they'll sit on objectives, they WILL have range on something you might want to shoot and they will buy you a ticket to brigade-detachment-ville. Too bad if you want to go that route you'll probably need to fork out more than an hundred bucks on 3 fast attack choices and possibly another pack or two of skitarii. Well played geedubs, well played.
    • Keep in mind that they might be more effective against 1-wound MEQ than Vanguard - their rifles put out less volume of fire than Vanguard's radcarbines, but are S4 with a chance for AP -1, and outrange most bolgun-analogues.
    • Take a 5-man squad of rangers with two arc rifles for 43 pts and you have unit that can murder GEQs, kill MEQs and have a fair chance of put a wound on a vehicle.
  • Skitarii Vanguard: Vanguard are your best troop option bar none, now even cheaper at 8 pts a model. They boast the same stats as Rangers, but are armed with their iconic assault 3 cancer guns. Their rate of fire is such that a couple bare bones squads could easily pile enough 6s on enemy vehicles, but since those 6s do 2 damage even 3 failed saves could take out half the health of a Tank. Unlike our other troop options, they are surprisingly mobile due to their Assault guns. It's not as good has having a transport, but it helps. Their relative frailty makes small units of 5 Vanguard more appealing than full squads of 10, and in fact this is more efficient for the purposes of piling up special weapons, filling up a Brigade and even melee (you'll get two Alphas out of 10 men). If you want to keep your special weapons from running away, however, Enhanced & Broad-spectrum Data Tethers improve their Ld, Graia grants a FnP6+ against being slain or fleeing, and Stygies VIII makes shooting them more difficult.
    • Note on squad size: While running min-sized squads might at first glance be the way to go to circumvent morale issues, remember that two Vanguards with Plasma Calivers cost as much as 5 1/2 naked Vanguards and that in a 5 men squad you only have two meat shields to catch bullets for the Alpha and special weapons. That means that your opponent only has to kill three T3 4+ save models in one turn and you already have a 50% chance of one of your now Ld6 Caliver troopers running away, and a 33% chance of losing both to morale. Taking some extra naked meat shields and putting a Enhanced Data Tether on one of your special weapon troopers (yes, you can do that) is worth it, and also enables you to boost them with a +2 to hit with the Protector Doctrina (hitting on 2+ after advancing an no chance to die from overcharging those Calivers? Yum!) not only makes sure that those morale casualties are regular Vanguard instead, but also makes sure the Alpha lives longer to provide his Ld7. A squad of 8 with Alpha, 2 Calivers (one of which has a Data Tether) and 5 regular Vanguard seems to strike a good balance between survivability for the expensive calivers and not maxing out the unit to make them less prone to massed morale casualties and put them lower on your opponent's target priority list.
    • Close combat: Your Vanguard's guns are short range so they are highly likely to see close combat at some point. While they can deal some damage due to their Rad-saturation (-1 to enemy Toughness is better than +1Str), especially if the Alpha has a melee weapon, they still have Scion stats. However, this turns them into an excellent melee-support squad, especially with Sicarians and Electropriests. Vanguard boosted by Graia's WT however, who can combine their shooting with rad-saturation, are a whole different story.
    • Special Weapons: Give them Plasma Calivers if you can afford it. Same 18" Assault as your their base Rad Carbines, held by this expendable model with good BS and access to many boosts. And if you can't afford it, the S6 AP-1 Arc Rifles still hit infantry and light vehicles good enough, for only 4pts a piece, which means you can get three of them and still pay two points less than for a single Caliver.
  • Kataphron Destroyers: Dedicated anti-MEQ gunships as a Troops choice, meaning there's plenty of space for them and they have Objective Secured. And with T5 S5 3W 4+/6++ and powerful guns with high rate of fire (and now 2 attacks), hold that objective they will. Their Phosphor Blaster sidearm is good for poking infantry, but can be swapped for Cognis Flamers for when you need a deterrent against melee. As a primary weapon it can bring the expensive but reliable Heavy Grav Cannon for infantry killing, or the slightly cheaper Plasma Culverin against heavier stuff. With D6 shots, Culverins are a bit unreliable if still strong, but when supercharged they deal some of the highest damage-per-point in our whole army. However, the volume of fire is still large enough that casualties are to be expected even with rerolls, and the expensive Destroyers aren't expendable like Skitarii. If you were wondering, Elimination Volley makes overcharges safe, and Ryza's Plasma Specialists makes their standard fire better than an overcharge. Yes, you can combine the two, but a Neutron laser already does a similar job for no CP.
    • While Kataphrons of any kind have regular BS4+ and can only advance 3", they suffer no penalty for moving with heavy weapons, which already have superb range. And with now full 6" move on top of their resilience (which can be repaired by their supporting Dominus), this squad will get their dakka where you need it.
    • Mathhammer shows that the heavy grav-cannon outperforms overcharged plasma for killing TEQ. Using the phosphor blaster at rapid-fire range will add up to (statistically killing 5, whereas plasma will only kill 4 even in rapid fire range.) But the plasma culverin has greater range anyway, so you don't want terminators in 12" range. In fact on average the plasma culverin only performs better against dreads (T8 3+Save 8 wounds) doing almost an entire unsaved wound.
    • Just for comparisons sake I also ran the Arc Rifle. It doesn't do shit, only killing one model even of normal marines and causing 2.33 damaged to a dread. Breachers suck in shooting.
    • Just ooc I also ran plasma culverins firing 2d3 instead of d6 blasts firing at TEQ. They hit with more shots with enough hits on a 4+BS to kill an extra terminator. So they were quite nerfed being changed to d6 blasts...
    • Unless you're taking them against T6, T7, things that do not have a 3+ save or you're running Ryza, you should probably take Grav as mathhammer shows, it deals better with Custodes, battlesuit, destroyers and other T5 Sv3+ and the difference against T8 vehicles or monsters isn't so great to give up the versatility and safety of not having to overcharge.
    • These are good filler for new arrivals to the army, but you should be shelving this unit as soon as possible. For only 5 points more, you can get a Dragoon, which has higher toughness, double the wounds and movement, and a reliable S8 melee weapon. A dragoon or even three won't perform the same against TEQ as Destroyers. Just because they are expensive doesn't mean they aren't cost effecient. Killing one terminator each covers the cost of the main guns alone. Which the deztroyers can quickly do in one round of shooting.
  • Kataphron Breachers: Melee Destroyers...sort of. Same stats, trades dakka for 3+ armour and 3 attacks with an actual melee weapon. Arc Claws are cheaper and more reliable than Hydraulic claws, which function like power fists with insufficient AP. While the Torsion cannon is like a bad Multi-melta, the Heavy Arc Rifle has good power, great range and recieved a notable price cut: A basic 3 Breacher squad is a relatively cheap light-vehicle killer unit at 141120 pts. While they don't put out enough damage for their cost, they are still a danger to Sentinel-class vehicles and Intercessors, can defend themselves in melee, becoming as difficult to shift as Centurions when in cover.
    • Near an Objective you can activate Acquisition at any cost to give them 2+/5++ and 4 attacks. Cover/Shroudpsalm still helps against AP.
    • These a lot cheaper than their Destroyer cousins and can provide supplemental antivehicle fire to your Onager Crawlers.

Dedicated Transports (all Forge World)[edit]

Forge World finally decided to hand over the rules for a transport so now we'll have to begin removing organs just like tech-priests to pay for them.

  • Terrax-pattern Termite Assault Drill (The Meme Machine):For the time being as it is the only transport we have got it is pretty much mandatory for assault armies. For a base 134 points you you can have access to a Deep Striking transport that can carry up to 12 Secutarii Infantry or <Forge World> Infantry models. However it cannot transport Belisarius Cawl, Kataphron Breachers or Destroyers. It has quite effective ranged weaponry with a Melta Cutter (12"/Assault D3/8/-4ap/D6 Melta) and two Storm Bolters which can be swapped out for Heavy Flamers and Twin Volkite Chargers (each Twin Charger putting out a blistering 15"/Heavy 4/5/0/2D shots, however it is important to note that as of the moment this option lacks that standard Volkite Mortal Wound effect). For melee the Termite Assault Drill is capable of some serious damage with a base Sx2 (S14!) AP-4 doing a flat 3 damage per cut. Even though it suffers from a mediocre WS of 4+, having 6 attacks helps ensure at least some get through. If somehow the model caught in the drill doesn't die from those attacks takes a mortal wound on a roll of 2+. If this roll succeeds, you roll again for the same effect on a 3+. Every time this effect succeeds, you simply add 1 to the number needed and continue to roll for mortal wounds until you fail. Against many targets, this is a bit of an overkill ability, but it is considerably useful in finishing off characters, monsters and vehicles. The Assault Drill is fairly durable with T8 but suffers from only having 10W and possessing no Invulnerable Save which means it can go down pretty quickly.
    • For secondary weapons the Twin Volkite Charger is probably the best bet, it is cheap and two of them can put out 8 S5 shots. Its main drawback is its limited 15" range which means little as most of the time it will Deep Strike closer to an enemy unit than this. The Heavy Flamers are useful but are expensive points-wise and will not be in range the term the Drill arrives on the battlefield, there main advantages being that they are a deterrent towards enemy charges and that they ignore the vehicle damage table due to hitting automatically. Storm Bolters are a cheap alternative to the Volkite Charger, their greater range is of marginal use as you will always be pretty close, the lower S will be an issue but only against T4+ targets. Over all only take the Storm Bolter if you need to skim a few points of the army list.
    • The Termite gets the <Forge World> keyword, which means it benefits from dogmas and stratagems. Taken as Stygies VIII, you can infiltrate this bad boy >9" away (or >12" for the -1 to hit rolls for some durability against anti-armor fire), load it full of Fulgurite Electropriests, and then disembark and move them 9" for an easy charge. This way your electropriests will have some great protection from anti-infantry fire in case you don't get first turn and they also get some melee/shooting back up while they're running roughshod all over your opponent's backline. For trying to get assault units into charge range, this method is better than deep striking the Termite.
    • Paying a command point to infiltrate a vehicle...to do basically just what you can use the strategem to do. Might just be easier to make a 9" charge. Not to mention you are placing a vehicle as weak as a termite in prime range to be hit with every Lascannon your opponent has. Not to mention...you are paying an extra 100+ points.
      • Using the Stygies stratagem is still better for it than it's natural "deepstrike" if you have the CP. Getting to deploy it this way after you know who has first turn will let you be smart with it, and if you're going first this guarantees that the drill and it's passengers get a movement phase in order to close the charge gap. Infiltrating also lets you bypass the big FAQ deep strike rule, as you would have to wait till turn 2 to deep strike the normal way. Paying 1 CP to get into your opponent's deployment zone turn 1 and making it easier to close the charge distance for your passengers is a bargain.
  • You do still have access to all Fortification options. While immobile, they do provide an extra layer of defense that AdMech can greatly benefit from. However, the limitation on Fortifications to one unit plus any number of characters limits their usefulness as firebases, since only half the embarked models can fire out.


  • Corpuscarii Electro-Priests: 2 points per model cheaper than Fulgurites, and not as killy in close combat (they can only put out mortal wounds with their Voltagheist Field charge, which inflicts a mortal wound on a 6+ for each model in one unit charged). They also can't buff their V-field, which means they'll be stuck with a 6+/5++/5+++. However, their Electrostatic Gauntlets deserve a special mention. They have two profiles, either WS4+ Melee 2 or BS3+ Assault 3 at 12", but both are S5 AP0 D1, with any 6+ roll causing 3 hits instead of 1. Congrats, you have taser goads at 12" range AND melee. Sure, they're ugly models, but that's an awful lot of firepower from 5 little guys.
    • Can't benefit from the Lucius dogma or Shroudpsalm at all, so probably best under Stygies, which can protect them on the approach, as well as providing them with a Deep Strike stratagem.
    • Graia is likely the best Forge World if you are looking to use them on the front line. The 6+ FnP is relevant and Emotionless Clarity makes them nasty enough in melee to avoid getting tarpitted.
    • Also can't benefit from Invocation of Machine Might - their melee weapon is a flat 5 strength, unlike a real Taser Goad, which is S+2.
    • While not offering additional protection, Metalica allows you to move these guys further and faster without you losing CPs or volume of hits. If your list already has a lot of Vanguard and Ranger squads in it, you might as well take this dogma, as it greatly benefits both Skitarii and Corpuscarii.
    • As expensive as it is. A squad of 20 will put out over 60 dice rolls. It would take three Leman Russ Punishers with one upgraded for three Heavy Bolters to exceed it. With that much firepower your likely to kill or heavily wound anything short of a Super Heavy. You're on your own in figuring out how to get them within 12" of the unlucky target.
    • Put 11 of these motherfuckers from Mars in a Termite Drill with a dominus for rerolls. Deepstrike and pop out, flick the switch on the Wrath of Mars stratagem and watch your target drown in mortal wounds.
      • Take a Bastion! Building fortifications make for great places to store any fragile counter-assault unit.
  • Cybernetica Datasmith: Take 1 to activate Protector protocols (and, while it's around, repair Kastelans), no more. They're very reasonably costed base, but their Gamma Pistols are badly overcosted (they're functionally Imperial Guard Grenade Launchers at twice the cost, half the range, and lacking frag grenades or the ability to fire after Advancing, particularly important since this model's primary role is supporting a unit that's faster than it is), and their Power Fists are ludicrously overcosted, at 1 2/3 the cost a Space Marine Sergeant would pay for exactly the same performance (now only 12 points due to Chapter Approved adjustment). If you had any control over their equipment loadout, the entire conversation would be very different, but the mandatory, badly overcosted wargear brings the entire model to a whopping 52 44 points, which is not a tax you want to pay more than you absolutely have to.
    • Are these worth taking at all? Now you can use a command point to change the battle protocols. Sure, then your units are stuck in that mode, but is that so big of a problem? A game will last 5-6 turns and with the "change the protocol next turn" mechanic you are probably using that twice top. And still using Binaric Overrhide is better on most situations. If you have shooty Kastelans, you want to move in a good position and then start to shoot double (with Wrath of Mars) the same turn, not the next one. If you have punchy Kastelans, you want to move into range, use your flamers to clear your path and then charge and attack two times to be sure you kill what you need to kill and pile in on the next unit. If you don't have worthy targets you can still keep the awesome Aegis Protocol to be sure that your Kastelans will be alive when the opportunity arises (and troll the unaware adversary with mortal wounds). Using the Cybernetica Datasmith to change battle protocol is at best a waste of 44 points and at worst a full turn for your opponent to kill your now more fragile Kastelans to undermine your now very evident tactic.
    • Getting one or more may be worth it if you are going really Robot heavy; the Protocol change is an aura (technically on the Kastelans, which is immaterial), and the repair isn't any better than the repairs you can get from your HQs, just unable to help other units, but with enough Kastelans, you'll want to be able to spread out, which means buying a second to make the aura bubble larger. Assuming you put the model on its stock base, it sits on a 32mm base, and Kastelans sit on 60mm, so even after your Kastelans have been whittled down so they can't use the unit rule to propagate the buff across, one Datasmith can support what amounts to nearly 18" across of Kastelans; as a result, 2 is enough for nearly 3 feet of buffing, 3 will get you nearly 4.5 feet, and 4 will cover nearly 6 feet, which is the entire table, the long way, so you should never need more than 4, at any game scale, unless you're doing it very wrong.
    • Remember that Datasmiths are pretty potent fighters themselves. They have a statline almost identical to a Terminator's, plus a couple extra wounds AND Master of Machines (admittedly it's for Kastelans only, but really, where else would they be?) While their pistol isn't amazing compared to some of your other ranged weapons, its still one HELL of a pistol.
    • VERY ALTERNATE TAKE A single terminator with power fist and storm bolter is 40 points. This thing is 44 points and it has 2 more wounds and he is a character. And can use canticles: take +1 str and they will wound anything short of titans on a 3+. If they could be taken in a unit, they would be insanely powerful. But if you have to fill some elites slot, this thing is cheap, durable and can punch. Think about three of them as Cawl bodyguard. Activate the proper canticle(s) and very few things can enter a (power)fistfight with such a unit. Steer clear of Custodes Termies with axes though - they’ll annihilate you in a single round.
  • Fulgurite Electro-Priests: These guys actually look good now. Get them in close combat and they'll dump Mortal Wounds on people. Of course, getting them to close combat is the trick. If you footslog them, they will die. Fulgurites are ideal if you're running either Stygies VIII or Lucius to Deepstrike or Infiltrate these guys in. Get them in close combat and watch things die. Always field these guys in squads of 10 or bigger. At just 2 attacks per model they simply do not attack often enough to really take advantage of the mortal wounds you can get off the staves unless you attack with enough models, and you NEED them to kill something in close combat as quickly as possible to get that sweet, sweet 3++ save. Still, the Voltagheist field is nice for some pre-combat mortal wounds if you charged, and with Fanatical Devotion you ignore any wounds taken on a 5 or 6, which is nice.
    • Despite the desire for large units of these guys, and the steep cost to deep strike many units of them, remember, pulling off a deep strike charge is only feasible when you maximize how many attempts you're making. Don't field just one unit and expect it to make that critically important charge roll - field at least three per thing you want charged, so you can get your odds of at least one getting the charge off to above 50% (in this case, 62.33%). Stygies VIII's Infiltration stratagem is preferable to Deep Striking, because once a unit has infiltrated it does not count as having moved, meaning it can still move 6 inches and then assault, whereas a unit that has deep struck counts as already having moved, and as a result can only assault. Read that one more time. As Stygies, you can infiltrate 9 inches away from an enemy model, move 6 inches, and then assault. Now you need a 3 on your charge roll to make it in.
    • What 15-techno-smurfs CAN do however is bubble-wrap units against storm-shield protected deep strikers. Any units that attempt to fight through fifteen electro-priests will take losses. You will too, but you will either kill the attacker and get a 3++ for the rest of the game ("tanks for the storm shields plebs") or they will fall back...and no longer endanger the unit the priests were guarding.
    • Also consider a Bastion or other Fortifications building. You'll have to assault out of your own deployment zone, but you're fairly safe while doing so.
  • Servitors: A bad ranged unit equipped with expensive melee weapons. Bad combination. Costing 52 points for 2 servo arms and 2 heavy bolters, you should always prefer Rangers or Vanguards for those same points when you need some bodies down the field. Servo-Arms are 12 points, while the servitors are 2; there are worse melee units for the cost.
    • If you would take a Plasma Cannon unit for 74 points, take Plasma Culverin Vanguards for 68 points to do the same job, better.
    • If you would take a Heavy Bolter unit for 52 points (probably as a cheap meat shield), take Arc Rifle Rangers for 43 points to do the same job, better.
    • If you would take a Multimelta unit for 86 points (why?), there admittedly isn't a better infantry option in-faction for the same role, but Onagers will do the same job, better.
    • Note that you can take the Astra Militarum Servitors if you want - they're the same unit plus the Astra Militarum keyword, with no downsides, so there's no reason not to, but not much of a benefit, either, outside of certain specific allied lists (e.g. if you were allying with Yarrick or Celestine, anyway).
  • Sicarian Infiltrators: Almost a must-have due to our low mobility. The Taser variant destroys hordes, and power swords wreck marines. They can now deep strike and start shooting stuff from the safety of cover, or attempt 9" charges. Their debuff aura got a punch in the cogs, and is now merely a -1 to Leadership within 3", but they are now 9-11 points cheaper per model than they were in 7th ed, making them much more cost effective. Just remember to keep them in cover until you're ready to charge them, because they still suffer from T3 and only a 4+. GW also recently saw fit to errata them to have one fewer attack per model, but they still retain their pistols and Deep Striking ability, allowing them to throw 15 S4 or 25 S3 shots downfield at whatever enemy unit they appeared just outside of 9" from, while still attempting a charge that turn.
    • Flechette Blasters outperform Stubcarbines against T5 or less and T8 or higher, and while Stubcarbines will absolutely do better against T6 and T7, you're still attempting to scratch paint - against a Rhino, for example, a minimum unit shooting expects to deal 0.93 wounds with the Blasters and 1.11 wounds with the Stubcarbines. As a result, the only case where you should consider the Stubcarbine loadout is for melee, because the Power Sword's increased AP and decreased cost (same cost now) relative to the Taser Goad mean that it will outperform it against the targets you'd expect it to, like T3/4+ or T4/3+ or T5/2+ (the Goad will do better against T5/3+, if you're fighting e.g. Death or Wraith Guard).
    • Combining the Goad with the Conqueror Doctrina Imperative multiplies how many hits connect by 1.5, while the Sword only multiplies by 1.25, causing them to beat out the Swords against T3/4+ and T4/4+.
    • The Sword, as you might expect, gets greater benefit from Invocation of Machine Might than the Goad does against most targets, while they actually get equal benefit from Chant of the Remorseless Fist; basically, the first will always be better any time it matters, and the latter will be better any time the former does not.
    • The reason to take these guys is speed; they're the fastest thing in your army, since they can Deep Strike freely, but they're less points efficient than Electro-Priests against everything in the game, particularly very tough targets.
  • Sicarian Ruststalkers: They have some utility at dishing out Mortal Wounds, and are faster than Fulgurites, but still not a great choice when compared to your other elite options; the primary problem is getting there, as they can't Deep Strike without the Stygies dogma or Lucius stratagem. See below for more, but you're usually better off buying Fulgurites for fewer points.
    • Because the Blades cost you the Chordclaw and more points on the grunts, they're only worth it against T8 and T9 with a 4+ save or worse, which does not exist, and T4 or T5 with a 5+ save or worse, which does - it includes Ogryn, for example - but that's very niche. You should not buy them the Blades.
      • Buying the Princeps the Blades raises its cost by 25%, without improving its mortal wounds at all, but since it's not giving up its Chordclaw for it, at least it doesn't decrease the mortal wounds, like on the grunts. This is only worth it against that same T8 and T9 with a 4+ save or worse, which still does not exist, and T5 with a 5+ save or worse, which does - that's Ogryn, for example - but it's very, very niche. You should not buy the Blades for your Princeps, either.
    • Assuming you were competent and took the R+C combo all around, each Ruststalker should swing for 4/9 of a mortal wound, the same as a Fulgurite (they effectively have two Chordclaws, for this math - but bear in mind their non-mortal wound output is very significantly better, and they can deal even more mortal wounds on the charge), but for 3 points more, which primarily buys you different defenses (+1W and 4+/6++ instead of 6+/5++/5+++ means that the former will live longer to lasguns but the latter will live longer to overcharged plasma, for example); notably, unlike the Fulgurites, Shroudpsalm will help protect these guys. Leadership is also a point lower, and the Conqueror Doctrina Imperative is less efficient on them than Divine Chorus is on Fulgurites, with the former buying you 3/27 of a mortal wound per CP, and the latter buying you 4/27 of a mortal wound per CP, since Ruststalkers can't take tethers - plus, since the Priests have higher Leadership, they scale better to larger unit sizes, which is important for using Stratagems that target 1 unit at a time efficiently, while the Ruststalkers prefer MSU, to have more Attacks from the Princeps.
      • The tl;dr here is that Fulgurites will outperform the Ruststalkers, per point and per CP, against almost everything in the game (there are some niche exceptions, such as the Fulgurites being charged by Bloodletters/Horrors/Daemonettes), offensively; defensively, it depends on what they're being attacked with, but the Ruststalker advantage evaporates quickly in the face of better AP or Damage on incoming shots. Ruststalkers are 2" faster on the Move, though.
    • If you're taking these, then it's probably for the cool factor of having spindly tin ninjas with sound weapons. From this perspective the transonic blades are perfectly complementary to their battlefield role. If you're paying for style anyhow...
  • Tech-Priest Enginseer: You can take the Astra Militarum Codex entry for this guy; he'll lose Canticles, but he was already a Character, so he'll mind less losing Shroudpsalm. He'll retain his Forge World and Cult Mechanicus, but lose Adeptus Mechanicus, which will cause potential problems for his Detachment. The primary reason to shoehorn him in like that is that he'll be an Astra Militarum model, so can bring you Astra Militarum Warlord Traits and Relics - for example, he can have the Trait Grand Strategist, which boils down to Monitor Malevolus only better, and can carry the Dagger of Tu'Sakh, letting you use a relic slot to deep strike an Infantry unit, regardless of Forge World.
    • With the release of the Astra Militarum Codex, only Characters with the <Regiment> or Officio Prefectus keywords can take Guard warlord traits, meaning that the strategy mentioned above is impossible. Really, this model is just a cheap repairman for your Dunecrawlers and a good way for you to synergize with any IG allies.

Titan Guard (Forge World)[edit]

The Titan Guard are basically Super-Skitarii, but with a downside. Their Titanguard special rule means they don't get any benefit from any <Forge World> attributes or stratagems. This doesn't keep the rest of your army from benefiting from the rule if they are Battle-forged, but it does create some unwelcome hurdles for using them. They don't benefit from the auras of Cawl or a Dominus since they both specify a <Forge World> unit. Furthermore, they can't use any of the deployment stratagems since both are locked to Stygies VIII and Lucius. This is because apparently, being assigned to guard Titans means you immediately lose all Forge World specific equipment and training, despite the fact that Titans are both drawn from specific Forge Worlds and the fact that the Codex specifically states that the Titan Guard is drawn from a Forge World's 1st Macroclade.

  • Secutarii Peltasts: Ad-mech Dark Reapers. 5++ makes them slightly sturdier than Vanguard. Note that they start at 10 men, so an enhanced data-tether is more vital here. Their Galvanic Casters have 3 fire modes: A Rapid Fire 2 Strength 3 24" for blending GEQs, an Assault d3 18" Ignores LOS for tactical tomfoolery, and a MEQ killing 30" Heavy 1, s4 ap2. Once per game they can give themselves -1 to hit instead of shooting. Maybe not worth the cost of the models now, but multiple shenanigans ensue. Unlike other Skitarii the Alpha carries the special equipment and can't take both an EDT and a melee weapon.
    • They tend to have a bit of overlap with your Vanguard troops, who have a similar Anti-GEQ role that focuses on volume of fire over pure stopping power. Vanguard also have access to several Special Weapons that let them perform better against MEQ and TEQ targets in a pinch. Additionally, your Vanguard can benefit from <Forge World> perks and stratagems while the Peltasts don't. However, Peltasts as a whole unit are considerably more flexible than Vanguard offensively (factoring all the models, not just the special weapons), especially now that you can choose which firing mode each model is using instead of the entire unit. Against GEQ targets, Peltasts will outperform Vanguard as long as they're consistently within Rapid Fire range, and are able to contribute firepower towards any targets regardless of line of sight. Combined with an Omni-spex, this can make them particularly effective at dealing with enemies that rely heavily on cover and LOS for defense, such as Eldar or Tau infantry. Additionally, Peltasts are slightly more durable than Vanguard are, making them a bit better suited to tank shots compared to Vanguard.
    • Do not give the Alpha a pistol, ever. None of our pistols are worth giving up the FREE Galvanic Caster. Melee is not good for them at all.
    • Alternate opinon: Stay the fuck out of Rapid-Fire range. Their ld is crap and they are automatically FORCED to be a large squad. Considering this basically makes them hybrid Vanguard/Rangers with no special weapons is really crap. If you have them you own an amazing horde blender. If not you really lose nothing.
    • Probably a wording issue, but RAW their Blind Barrage can only be used to protect themselves, not a different unit, as they could in previous editions. It's also shittier than the free Dogma you get from being Stygies VIII, which Peltasts can't use.
      • Generally, Peltasts are best left to fulfill a scouting and objective-sitting role. They perform quite well against most basic infantry targets regardless of their immediate circumstances, and their lack of <Forge World> synergy means that they can be sent out independently without really missing out on any buffs.
  • Secutarii Hoplites: Budget Skitarii with budget TH/SS. Hoplites have a lot of competition from other units, electro-priests, Infiltrators, ruststalkers, that all occupy the same niche. They need to be in rapid fire range/cc to get maximum effectiveness, but have a limited ability to either get stuck in or stay there without melting to enemy fire. However these guys do have one advantage, they can be made substantially harder to kill than Infiltrators or Electro-priests since they have access to shroud-spam and a 5+ invulnerable save (4+ in Close combat). Their only available weapons are arc-lances; they can either fire a single S6 AP-1 shot, or be used in melee for S+3 (S6) AP-1 hits that both do 1 damage each. This changes slightly when used against vehicles, however, doing D3 damage instead. While this is a definite nerf compared to the unholy amount of Haywire damage they used to do, they're still a perfect unit to tie up vehicles and even infantry in melee combat. Anything short of Terminators will fear a charge from Hoplites.
    • While both Secutarii units lack a lot of synergy with most AdMech forces (due to the lack of the <Forge world> keyword), the Hoplites are an ideal target for the Omniscient Mask, which boosts their CC output and ignores the lack of the previously mentioned keyword. In addition, the fact that about half of our Canticles are melee-centric means that these guys can really pack a punch when necessary, and you won't feel like you're wasting a Canticle.
    • S6 Ap1 Dd3 isn't going to scare many t7 vehicles BUT those light vehicles you are good against are usually (land speeders etc) absolute death to Admech troops. The other decent targets are things like Ogryn, Kataphron Destroyers, Grotesques, and the like. This makes hoplites decent because they come with decent durability to start but not as good offense as other choices. Kinda niche, but also much cheaper than our other elites.
    • At only 1 pt more than Vanguard, these guys make for great cheap bodyguards. In addition to a flat 5++, they have a shield that gives them a 4++ against melee and reflects a mortal wound back on the attacking unit on any unmodified saving throw of 6 in CC. Arguably the best meatshields we have, especially against melee-focused infiltrators.
    • Hoplites benefit massively from access to a Termite, and it provides them with the only guaranteed way to get into charge range without getting shot off the table.
    • Put them into combat with vanguard to wound MEQs or lower on a 2+
    • Only bring the Data Tether if you're worried about Morale. Hoplites are WS 3+, so they will rarely need the more powerful variant of Conqueror Doctrina Imperative
    • While they lack a <Forge World> keyword, Hoplites can still benefit from Acquisition at any Cost, making them pretty good at contesting and holding mid-board objectives.

Fast Attack[edit]

  • Ironstrider Ballistarii: Our third best artillery after Kastelans and Dunecrawlers, but the Autocannon and Lascannon variants are outclassed by both, respectively. Its two redeeming values are that it's very mobile (but gets -1 to hit after moving unless using the Protector Doctrina Imperative) with a 10 inch move, and can be an effective use of the Protector Doctrina Imperative when in larger squads as it affects the whole unit.
    • With the Rage of the Machine Spirit or Doctrina Strategems you can fire the autocannons or lascannons at nearly full BS, and giving them the Stygies VII dogma imposes a -1 to hit against them. Still not amazing, but if filling them in your Fast Attack slots for a brigade detachment, you will have the cp to make them viable.
    • Alternative take: a pair of ironstriders with autocannons costs 5 points more than a unit of chaos havoks with auto cannons and has the same offensive output. A pair with las cannons can match the output of a las predator for 10 points more. The unit's firepower is comparable to other armies and it's movement contrasts it with the static robots. This can be of great assistance in the late game should you need to dash forward and claim an objective.
  • Sydonian Dragoons: Solid weapon (2 Damage, 8 Strength, AP-1), good mobility, surprisingly tough (Incense Cloud), cheap cost. Best run as a skirmisher, either alone or in pairs (any larger, and you run into issues piling in). Their large bases and handiness in a fight mean they are ideal for preventing Deep Strikes and turn one charges. As the game progresses, they can be used to grab objectives after you soften them up with your artillery and tie up shooting enemies in CC.
    • A max unit of Dragoons is actually more viable than you might think. All units can fight if they're within 1' of a unit that's engaged - meaning if three dragoons are engaged and three dragoons are standing behind them, all six can fight even if they're physically 6' from the enemy. A unit of 6 dragoons with Conqueror Protocol is rolling 18 attacks, hitting on 2's, dealing 3 hits on 4's - that's 33 strength 8 hits on average. Against a T8 foe that's about 17 wounds and against 3+ saves that's 9 failures, for an average of 18 damage. Add in a Cantacle and the Ryza Forgeworld trait for overkill. For 408 points you can put down an extremely durable, extremely fast, extremely murderous squad of robochickens that can murder a Knight in CQ, almost wipe an entire squad of 40 boyz in a single charge, and butcher marines by the squad.
    • Combine with Stygies VII Shroud Protocols to give your Dragoons a massive -2 subtraction on enemy To Hit rolls, giving them exceptional survivability against shooting.
      • This indirectly buffs the rifle as it keeps them at range, leading them to being infuriatingly difficult to kill; Ork-level shooting cannot hit them at all.
    • Since Dragoons have built in Broad-spectrum Data Tethers, they benefit greatly from the Conqueror Doctrina Imperative stratagem, essentially giving them 3 attacks on a 4+ rather than a 6+. You can bring a large unit as a battering ram. A unit of 4 will produce an average of 22 S8 AP-1 D2 attacks at 2+ to hit!! Choose Stygies for the protection and ability to infiltrate.
      • For context, point-for-point, a Dragoon now hits T6 and T7 transports harder than a Kastelan with Protector Protocol active.
    • With the way to-hit modifiers stack, your chicken walker's dust cloud makes your opponent's plasma guns more likely to explode.
    • The Radium Jezzail is also hindered by its lack of any AP. Not a bad gun, but it lacks the brute force of the Arquebus and any volume of fire. Basically, you will be fishing for 6s to do just that mortal wound plus another one if you luck out on the opponent's save. Arquebuses will have an easier time penetrating armor and deal enough damage to be threats in their own right, except now it has a -1 AP. Wahey!

Heavy Support[edit]

  • Onager Dunecrawler: Your best bet at dealing with heavy armor, and with plenty of solid options. Sadly, Dunecrawlers lost their 4++ saves, but they now have a standard 5++, and their Emanatus Force Field allows them to reroll 1s on invuln saves if another Dunecrawler is within 6 inches. They can no longer squadron, so taking a few will eat your Heavy Support slots like crazy. Why they don't have a squadron rule like so many other similar units in the game is a mystery (probably to prevent people from spamming them since they're scarily good). (on the upside, the more heavy support slots used the more CP you can get by using multiple detachments).
    • Turret:
      • Neutron Laser: Never leave home without one. The most expensive weapon option, but two or three Neutron Lasers will cripple or destroy even the strongest vehicles. Do note that the option to take a Neutron Laser is Neutron Laser and Cognis Heavy Stubber, which gives you both weapons (paid for individually points-wise), with the stubber mounted under the laser itself. Note that the way the rules are worded, a Neutron Laser Dunecrawler with a Cognis Heavy Stubber can purchase a second Cognis Heavy Stubber as well, giving you 6 s4 shots to pop off besides your big gun. A worthwhile investment.
      • Icarus Array: It slices, it dices, it makes everyone cry. If you field more than one Dunecrawler, always field one of them equipped with an Icarus Array and a Broad-Spectrum Data Tether. 10 shots at BS2 against anything that has the FLY keyword (hint hint: skimmers, jumppack/jetpack infantry, fliers, etc) means it will handily rip and tear anything apart, or take a good chunk out of it. Particularly brutal against Tau and Eldar of all flavors, since most of their vehicles are skimmers. It hits other targets on 4's, however, With the Protector Doctrina Imperative Stratagem, the Icarus Array transforms into a terrifying anti-infantry gun with 5 S7 shots and 5 S6 shots hitting anything on 2's.
        • Alternate Opinion: Unless you have a full brigade you might wanna save your command points. Especially since your vanguards and infiltrators are far better against the conscript/boyz/gaunt-blobs that are so strong in 8th. Your onagers are better used taking out actual fliers or tanks. (It does hit on 4s naturally anyway. No need to get greedy with your Icarus BRRRRRRT Array.)
      • Twin Heavy Phosphor Blaster: 6 shots at S6 AP-2 ignoring cover is good for deleting MEQ units, not a bad choice by any means, but it's outshined by the Icarus Array. Not the wrong choice if your meta is filled with MEQ, but vs hordes the Kastellans can pack 3 of these per unit against one Dunecrawler, before doubling their shots.
        • The Icarus array packs a Gatling rocket launcher that is basically the same gun minus one shot with four extra autocannon shots but hits on 4s instead.
      • Eradication Beamer: D6 shots is quite random, but on average it will fare decently well against both vehicles and infantry. S8 means it will wound t4 targets on a 2+, and t7 vehicles on a 3+ (Same as the Neutron Laser). The difference is in the AP, which is only -2, and it only does D3 damage per shot unless you're in 12 inch range (Which you never want to be in, anyway). A good deal cheaper than the Neutron Laser, but it will always feel like you're shooting an inferior version of it.
        • Best used against Necrons as their special shielding rule tends to be ineffective on D2/3 damage rolls, and wearing down your opponent is better than having the damage ignored altogether.
    • Emitter:
      • Broad-Spectrum Data Tether is the default choice now if your Onager is carrying an Icarus Array, due to the Protector Doctrina Imperative, which gives Skitarii with a data tether +2 to hit; a Dunecrawler with this hits on a 2+, even if it's an Icarus shooting a non-FLYer or a non-Icarus shooting something with Hard to Hit. The Broad-Spectrum Data Tether is useless on any other weapon, as the Onager already has a BS of 3 so giving it +2 To Hit is quite pointless, as rolls of 1 always fail regardless of modifiers. The tether gives friendly <FORGE WORLD> units within 3" +1 Leadership, which makes most of your troops L8; this makes your bubblewrap less likely to flee.
        • Sadly, you want to take two of these for the Emanatus, but the tethers don't stack (only making the bubble bigger), the stratagem targets a specific unit, and these models can't squadron. Accordingly, if your plan is to rely on the stratagem, you should take two with tethers but different turret guns, giving you a bigger bubble, and when you use the stratagem, you can pick the better gun against the target you care about killing. Since you'll be forcing the chosen Dunecrawler into being accurate regardless of target, the best pair of choices will usually be an Icarus for volume of fire against hordes and a Neutron/Stubber for hitting one target very, very hard.
      • Smoke Launchers gives enemies shooting at your Crawler -1 to hit for one turn, but you have to give up shooting. It's extremely situational and not recommended. Stacks with the Stygies dogma.
    • Cognis Heavy Stubber is a straight-up addition, coming in at 5 points for a 3-shot bolter that can be fired on the Advance at a -2 (though why you would want to Advance the measly 1d3" your Crawler gets is beyond me). This is the one that the Skitarii is firing from out of the hatch, and is separate from the Neutron Laser weapon option. Just buy it. You're mounting it on a t7 3+/5++ chassis that has easy access to repairs, as well as numerous other defensive buffs, it will last a while to get its shots off.
  • Kastelan Robots: Now even better, and more slot-efficient than the Dunecrawler, as you can get 6 in a unit. (Spamming them is a trap though, since they're extremely vulnerable in the Fight phase; 2-4 is enough.) They still have the same Monstrous Creature statline, and can reflect guns back at their shooter (for a Mortal Wound now), but are now faster and cheaper. Fully shooty is actually the cheap option now. Go full phosphor and enter protector mode for 18 S6 AP2 shots per robot. Yes, a full unit of 6 will fire 108 bullets... In protector mode becomes twice as good as any unit we have. Beware combat with this option though, as without the Fists, you don't have any AP in close combat. AdMech now has fewer ways of dealing with high Toughness, and Kastelan Fists in Melee will punch holes in virtually anything, so consider fists if you are lacking in Dunecrawlers. It's recommended if you are going shoot, deck them out with 3 Heavy Phosphor Blasters, or if you are going punchy, get Fists and the Incendine Combustor. Don't mix the Combustor and Phosphor options together, they don't synergize well.
    • Protector Protocol is great for shooting, but don't underestimate the other modes. Aegis Protocol will make your Robots even more tanky, with 2+ Armor and a 4+ Invul, and Conqueror Protocol lets them attack twice in combat and just fisticuff anything to death. In general, Fist Kastelans will prefer either Aegis or Conquerors, while Shooty ones will want to stay in Protector Protocol as much as possible.
    • It would be great if the reflection worked like in 7th edition (where *any* saving throw of 6 reflected), but now it is only Invulnerables of 6, and the Cover Bonus from Shroudpsalm only increases the armor save. Unfortunately, the Aegis Protocol Trolling of the Index is now gone, so you will only reflect a Mortal Wound on a Invul Save roll of 6, after re-rolls but before modifiers.
    • A critical difference here between LUCIUS and Stygies VII when deep striking is that the former deep strikes in after it's too late to change Protocols outside of Binharic Override (costing a second CP for the unit), so unless you're willing to shell out the CP, you'll be in Aegis Protocol on the turn you arrive.
    • Speaking of Binharic Override, if you are running shooty robots, it may be a good idea to just use ASAP to get your Kastelans doubling their rate of fire on the first turn, rather than having to wait until turn 2.
      • Be certain if you do this that they are where you need them to be for the rest of the battle, as they will no longer be able to move.
    • The amount of overwatch shots and natural 6 STR is probably enough to keep most CC units away, even more if you're screening.
    • They do make incredibly good Distraction Canifex.
    • TL;DR: Still good just not cost-effective, and definitely uber-specialized depending on loadout.

Lords of War[edit]

See here for an in-depth discussion of Knights on their own; what matters to you is that Cawl, Domini, and Enginseers can fix Questor Mechanicus Knights, and any of the three or a Datasmith can propagate the Knight of the Cog stratagem onto them (they also have access to a new stratagem from our Codex, Rotate Ion Shields, but they can do that without any assistance from us at all). If you want to maximize the impact of this:

  • Datasmiths are the cheapest of the four options to propagate the Stratagem, but Enginseers are the cheapest that can both propagate and repair. In either case, none of your relics are directly relevant, and neither are your dogmas, but Monitor Malevolus will somewhat reduce the cost of maintaining Knight of the Cog, Chorister Technis will exponentially improve your ability to guarantee the Canticle you want (especially easy, as always, with Cawl on hand), and Necromechanic will greatly improve how reliably and quickly you can repair the Knight, which is one of the big reasons to bother with this combo in the first place.
  • The best Knight to take is the Crusader, since that's the only one not forced to take a melee weapon on one of its arms. <--That's debatable and depends on what you're fighting.
    • By default the Crusader is the best take because of how much firepower and anti-horde it wields. The only reason not to bring it is because the enemy is fielding some really, really tanky units that want to go toe-to-toe in CC, at which point you either want to bring the Atropos for titan-killing or some Armigers to wear your enemy's heavies down before your valuable stuff finishes them off.

Starting Your Army[edit]


So you want to start hoarding technology and shooting cancer at people, but where should you start? The Skitarii Start Collecting box is excellent value, getting you a unit of Vanguard/Rangers, your first Onager Dunecrawler, and your Techpriest Dominus. All units are pretty much mandatory when running a strong Adeptus Mechanicus army. The Start Collecting box comes at a decent discount over buying the units separately. Notably, buying a seperate Dunecrawler is almost as expensive as buying the Start Collecting box, so when you feel like you need a second Dunecrawler, just buy another Start Collecting box.

Two Start Collecting boxes will net you 20 vanguard/rangers, 2 Techpriest Dominus, and 2 Dunecrawlers, which is an excellent starting point for your army, as it will be the backbone of whatever else you decide to field. Remember you can field your Vanguard/Rangers in squads of 5, so if need be, you can run four 5 man squads. A solid purchase after you have the basics down would be either Kastelan Robots, or a few close combat specialists like Sicarian Infiltrators, or Electropriests (though they are by far the ugliest models GW has ever produced.

Alternately, the new Forgebane comes with a Techpriest Dominus, 10 Vanguard/Rangers, and a pair of Knight Armiger Warglaives. If you can find a Necron player to split it with (or have/want a necron army), it'll make for a good supplement as well.

Your First Army Composition[edit]

Depending on your preference, you'll either be running a combined arms list, or a Heavy Support list. Adeptus Mechanicus are very Command Point hungry, so running at least one Battalion detachment is always worth it, which means you'll need 2 HQ choices and 3 troop choices. Before you start buying models left and right, consider which Forgeworld you want to run. If you want to run Mars, you will need to purchase Cawl, if you want to run anything else, one Techpriest Dominus and a Techpriest Enginseer will do. Next, you will need to run a minimum of 3 troops. If you want to run Vanguard heavy lists, I suggest you go with either Stygies VIII or Graia. Run three 10 man squads of Vanguard, preferably at least one squad full of Plasma for marine/vehicle hunting. If you want to run any other Forgeworld, I suggest you run 3 minimum squads of Rangers or Vanguard instead, just to comply with the troop tax. You now have your Battalion ready, and you've got 8 Command Points to play with.

Your Battalion Detachment has room for 6 elites, 3 heavy support, and 3 fast attack choices. Rather than using these slots, however, consider starting a Spearhead Detachment for an additional Command Point. Please note that you can give this detachment a different Forgeworld dogma, should you so desire. The sweetest Adeptus Mechanicus units are found in Heavy Support, and you'll want to run lots of them. It will require 1 HQ choice, which you can fill with a cheap, barebones Techpriest Enginseer, and a minimum of 3 heavy support choices. At the very least, you'll want one Onager Dunecrawler armed with an Icarus Array to deal with fliers. The rest is up to you. Want Kastelan beep boops? Go to town. Want more Dunecrawlers? Go crazy. Unless you are planning to run more than 3 units of Infiltrators, Dragoons or Electropriests, just keep them in your Battalion Detachment.

Another option is to simply try and maximize your Command Points by running two full Battalions. It's fairly easy to achieve since Techpriest Enginseers is an HQ choice now, and cheap as can be, clocking in at a measly 47 points. Get two additional Enginseers, and three troop choices (small or big, whatever suits your need), and you'll have all the slots you'll ever need, plenty of troops for objective capping, and 12 Command Points to use. Besides, having 2 additional Enginseers to repair your units isn't a bad deal, to begin with.

Brigade Minimum Requirements[edit]

If you have your heart set on building a Brigade detachment, then it can be accomplished for just under 1,100 points.

Here are the recommended units:

  • HQ: 3x Enginseer
  • Troops: 6x Ranger
  • Elite: 3x Datasmith
  • Fast attack: 3x Sydonian Dragoon
  • Heavy support: 2x Onager Dunecrawler, 1x Kastelan

To customize this list, swap out an Enginseer for a TPD or Cawl. Take a large unit of 4-6 Dragoons and two lone Ballistarii. Take a large unit of 4-6 Kastelans. Use those 3 Elites slots for something worth it like Priests.

Modeling Tips[edit]

Kastelan Robots are still derpy Baymaxes. And as mentioned before electro-priests look like ass. You might be screwed on the priests, but we do not need to settle for the derpbot 9000.

  • The cheapest and easiest way to improve their look is to simply rotate the head 180 degrees and lower them further into the torso. That will give you a much cooler domed head with a smaller silhouette, and a more sinister and inhuman appearance.
  • wargameexclusive.com makes alternate resin heads for Kastelans. Or pretty cheap Penitent-Engine-looking alternatives if you wanna go that way. If you like those models, they also make a female Dominus (Domina?) and Kataphrons WITH LEGS. And a pin-up version of the Tech-Priests and some Skitarii for Promotions.
  • Forge World does make the Castellax which looks godly (and a little bit like the Hulkbuster) but is a tad expensive. And you will still need a Datasmith not necessarily, since without their toughness 7 Terminators. Keep in mind when Fires of Cyraxus drops you will need to do some work to make your Castellax and kit-bash Kastelans stand out from each other. Although they are still very different since the Kastelans are far more rounded.
  • Or if you have some Kataphron bits left over conversions may solve some problems. Flip the head around to the smooth side, leave the thigh armor off and your Kastelans start looking better.
  • Gluing the barrel of the Heavy Grav Gun in place of the Incendine Combustor for a good-looking shoulder gun. If you have any Grav-guns from Space Marines left over (please say you do) glue them to the back of the Power Fists and voila. Even better, use the grav-bit from combi-weapons. Take two, glue onto the back of the fist, then grab the armor off the top of the razorback turret and glue over the grav.
  • Glue the "three sensors" bit from the sensors/comms of the Icarus Dunecrawler kit onto the Katelan's face plate for the Armored Trooper VOTOMS look.
  • There's also a shapeways store for bits that resemble FW Castellax. Link here:https://www.shapeways.com/shops/stahlgeist-eisenfabrik

For the Electro-priests take some Servitors. Grabbing the Extra Arc claws and Hydralic Fists and put those on and you have electric dudes with melee weapons.

  • For the Corpuscarii Priests using the Heavy Bolter Servitor and replacing the barrel with an Arc Rifle might be enough.
  • Mix the Electro-priests kits with some Empire Flagellants for good looking fanatics.

General tactics[edit]

  • Grease Monkey HQ: A dominus with the Autocadeus and Necromechanic warlord trait can repair 1d3+1 damage a turn while rerolling the number of wounds healed. Add in the Tech-adept stratagem to repair a model twice for extra benefit. Then, park your Dominus next to a high priority target such as an Onager or a unit of robots and watch your opponents frustrations.
    • This plus a Knight Crusader is almost broken in lower level games. Take some cheap Ranger Squads with Arquebuses (Arquebi?) for character sniping and an Enginseer for +3CP. That buys you three turns of 4++ for the Knight as well as 4W repaired. Or use an IG superheavy like the baneblade, and slap the raiment relic (for repair rerolls) on the priest. A huge firebase, getting repaired by 4-8W per round, and still useful when locked in CC. Unless your opponent brought nothing but Lascannons, they're fucked.
  • Drill Baby Drill: The addition of the Termite opens up a huge list of options for inclusion. A handy group of units to cram in would be two Enginseers and a ten man squad of Secutarii Hoplites or Peltasts. Alternatively, you can cram 2 five-man squads of any of the following; Vanguard with 2 special weapons, Ruststalkers, or Electro-Priests.
    • Two squads of vanguard give you access to four Plasma Calivers. Combine with a Dominus or Benediction of the Omnisiah for added accuracy. Add in the Plasma Specialists stratagem if you want to be mean.
    • take Ruststalkers with transonic blades or Hoplites combined with an Enginseer carrying the Omniscient Mask. Then add in Incantation of Machine Might. Now both units are hitting on 3+, reroll all misses, with the rustalkers packing str 6 and the hoplites packing str 7. If you want to be really mean, give your Rustalkers the Ryza Forgeworld trait and let them reroll wound rolls of 1.
    • You can pull off similar shenanigans as above, but using Fulgurite Electro-priests. You need to substitute the Prime Hermeticon Warlord Trait for the Omniscient Mask, but you end up putting your warlord at greater risk. To compensate, consider swapping to a Dominus and equipping them for melee with either the Pseudogenetor, the Pater Cog, or the Red Axe.

Forgeworld Specific Tactics[edit]

  • Cawl's Moving Castle: Basically a continuation of the most viable Index build. Big daddy Cawl and a whole bunch of Kastellans set to Protector mode. You can switch protocols in turn one now, via the Binharic Override Stratagem. Combine it with the Wrath of Mars Stratagem to delete whatever unit is in front of you off the table with 18 rerollable S6 cover ignoring AP-2 shots that deal mortal wounds on To Wound rolls of 6 per model.
    • for overkill, add in a unit of destroyers and the Elimination Volley Stratagem for extra accuracy. Expensive in every sense of the word.
  • Mars' Infiltrator Ambush: This combo relies on a 10-man squad of infiltrators with blasters and the Wrath of Mars Stratagem. Normally, 50 str 3, ap - shots aren't very impressive, but the pseudo-rend effect granted by the stratagem can prove to be a nasty shock for the unprepared. To top it off, most opponents familiar with Ad mech won't be expecting such an alpha strike in a non-Lucius list.
  • Stygies VIII's Electronic Infiltration Boogaloo: Get a full unit of 20 Fulgurite Electro-Priests or two, Infiltrate them near your enemy with the Forgeworld specific Clandestine Infiltration, activate the Chant of the Remorseless Fist canticle to reroll 1's in close combat, then charge the thing you want dead. It will die. Your 20 dudes will now have a permanent 3++ save and will be in your enemy's face. If whatever you faced somehow didn't die because the dice gods hate you, you can always activate the Zealous Congregation Stratagem to have them fight again in the same turn. Costly in terms of Command Points, but whatever you're facing will be deader than dead.
  • Stygies VIII's Invisible Robot Chicken Extravaganza: Sydonian Dragoons really excel with Stygies VIII's dogma, because your enemy's To Hit rolls get -2 subtracted from them when they try to shoot them. Get some units made up of two or three Dragoons, infiltrate at least 3 units if you want a first turn charge (since the Stygies strategem lets your infiltrators move after deploying, you can put all your death-chickens in one giant blob and go nuts; these things already have a 10" move, you'll be able to charge anything in the opponent's army without having to roll), activate the Conqueror Doctrina Imperative Stratagem to give them +2 additional To Wound rolls when they roll a 4+ to hit, at Strength 8 AP-1 and 2 Damage. Excellent diversion units that are a pain to get rid of, but pose a real threat to most vehicles and infantry units. They have no problem popping Rhinos in a single charge.
    • Or a better idea: Bring 6x Dragoons and 6x Lascannon Ballistarii. Use both Doctrinas on these giant units to get WS2+ and BS2+, respectively. Infiltrate the Dragoons to cause mayhem in the backline. Have the Dominus babysit the Ballistarii to rerolls 1s. Bring 3x Icarus Crawlers and a Guard Battalion with Mortars to round out the army's anti-horde.
  • Metalica's White Tide: Corpuscarii Electro-Priests, Infiltrators and Sydonian Dragoons at the front, followed by Skitarii Vanguard. Corpuscarii make solid frontline soldiers for Metalica, seeing as Relentless March allows you to move them down the field quickly while maintaining their 3+ S5 Assault 3 TASER shooting efficiency. 5++/5+FNP and 6-9 hits per 5 models for Overwatch makes these guys relatively beefy and pretty intimidating for their point cost. Run your Tech-Priest Dominus behind them and take the Prime Hermeticon warlord trait. Now they're hitting on 3+ and rerolling 1s for shooting, as well as rerolling all failed hits in the Fight phase. The sheer number of S5 hits generated by these guys overtime will grind your enemy's forces into dust. Your Dragoons boost the leadership of all your guys by 1, and their Taser Lance is a freakin' S8 AP1 D2 deathstick. Infiltrators generate a ridiculous amount of hits with the Taser Goad when the Conqueror Doctrina Imperative stratagem is in effect, and their Neurostatic Aura when combined with the Deafening Assault stratagem will cause your enemy's units to melt before their eyes. Keep some squads of Vanguard armed with Plasma Calivers close by to take down anything too tanky, and watch as your army literally washes your opponent off the board. Did I forget to mention Taser? Because FUCKING TASER. BY THE MACHINE GOD, FUCKING TASER IS HERE.
    • As an alternative solution, you can also give your Dominus the Ordered Effeciancy warlord trait, which allows your dudes to fallback and shoot. Your priests will lose some of their punch, but they'll make it up in Overwatch by forcing your opponent to charge them again. And again. And again.
  • Metalica's Skirmishing Skitarii: Metalica's Forge World trait makes Rangers a little more capable. It turns their guns from Rapid Fire 1 to Assault 1 if they advance, meaning you can play your Rangers more aggressively. With their 30" range you can dash up the board and start making very early shots on your opponent. Keep in mind this rule only takes effect if you advance, meaning that you can advance one turn and get shots in as an Assault weapon, then a later turn if you want to let the opponent get in half range you still get the Rapid Fire Benefit. This is good if you're up against a close ranged enemy because you can be in position to shoot them, but they can't shoot you. Combine with Protector Doctrina Imperative strategem and a Data Tether to hit more shots and to turn those 4's into 6's, giving you more AP -1 hits. Arc Rifles are Rapid Fire as well so consider running a squad with them to be your vehicle hunters. Overall a good tactic at lower point games but starts to lose its strength around 1000 points. Probably not worth trying at 1500 and above.
    • Considering that 7pt Rangers, 8pt Vanguard, and 5pt EDTs are now a thing, you can actually field a surprisingly large number of these guys, and expect them to last for a while. Leave room for some Dragoons to boost leadership, some arc rifles for vehicles and some plasma calivers for TEQ, and you can end up with a pretty effective pseudo-space marine horde list.
  • Ryza's Plasma Barbecue: Run a full squad of 10 Vanguard, give them an Enhanced Data-tether, and 3 Plasma Calivers. Activate the Protector Doctrina Imperative Stratagem to hit with almost all of your shots, overcharge your Plasma Calivers to S8 D2, then activate Ryza's Plasma Specialists Stratagem to give +1 to To Wound rolls and +1 damage per shot. Assuming you have a Dominus in range, you now have 6 AP2 plasma shots that will almost all hit (2+ rerollable), deal 3 damage per shot, and wound t7 vehicles on 2s and knights on 3s - typically 14.58 damage (12.5 without the Dominus) for the paltry cost of 2 Command Points.
    • Consider using Plasma Feed if it is available, for +1 to Strength and another +1 to damage.
  • Ryza's Plasma Barbecue: Part 2 Electric Boogaloo: Run a full squad of 12 Kataphron Drestroyers with Plasma Culverins and flamers, backed up by 2 Kastelan robots. The Elimination Volley Stratagem gives them both +1 to hit allowing you to overcharge with impunity. Ryza's Plasma Specialists Stratagem, a tech priest dominus and a thorough disregard for your opponents fun gives you 12d6 Str 8 AP -3 D3 shots with +1 to wound and re-rolling ones to hit out to 36". For added horror because Kataphrons are infantry this can be combine it with the Infoslave Skull stratagem to disintegrate units deepstriking within 12", although probably without the overcharge.
  • Lucius' Reality Rifting Robo-Rampage: Spend 1 CP during deployment to prepare a unit of Kastellan Robots (up to 6 robots!) with Fists to teleport at the end of any of your movement phases (except turn 1). Pick either Chant of the Remorseless Fist (Re-roll 1s during fighting) or Invocation of the Machine Might (+1 Strength) Canticles during the battle round you plan to teleport them. Once in CC, spend another CP to permanently change the robots to Conqueror Protocol with the Binharic Override strategem. Charge is a separate phase now, soak up overwatch with Aegis protocol first, or survive a round if the charge fails. Once in CC, you get to punch everything twice. The datasmith counts as a separate unit so you can't teleport him with the robots, but on the plus side you can use that stratagem at any phase instead of just at the beginning of the battle round, allowing you to change the protocol right after you charge and rock-em-sock-em robots them to death. Or give the Lucius relic to the datasmith (deep strike at 30" distance) to change protocols later and repair the robots.
    • If you're going to commit to this (and at 600+ pts it is a commitment) infiltrate your battle bots with Styges VII along with a Dominus with the Prime Hermeticon trait to reroll your 4+ to hit. This combo is enough to kill a Warhound on turn 1 with average dice rolls. Sadly, Prime Hermeticon only affects INFANTRIES, while the robots are VEHICLES.
    • Also consider using the phosphor blaster instead of the combustor to save 6 points per bot as 21pts for effectively a one use heavy flamer is a bit steep.
  • Graia's Endlessly Enduring Electro-Priests: Take a full sized unit of Corpuscarii Electro-Priests, move them into close combat within 6" of your warlord. Now your Corpuscarii can unleash an ungodly amount of firepower in both the shooting and fight phases. In addition to this the Graia dogma allows for Electro-Priests to have a 5+ Invulnerable Save, then a 5+ Fanatical Devotion Save, and finally a 6+ Refusal to Yield roll. With this many saves your opponent is going to struggle to remove these guys from the board without expending a ridiculous amount of firepower. Fulgurite Priests also benefit from the Graia Dogma, as although they have no guns to shoot with the dogma combined with Siphoned Vigour makes them far more durable than a Toughness 3 model with a single wound has any right to be.
  • Agripinaa's Kataphron Conga-line: Take a unit of six plasma or grav Kataphron Destroyers along with a unit of Kastellans and a Dominus or Datasmith. Give the nerd the Eye of Lexum, and use it on any vehicle within 18". Gun them up the center of the board towards a central objective. Use the Elimination Volley stratagem and supercharge any plasma to delete any vehicle on the battlefield, especially the annoyingly durable Nurglite ones. Your Kataphrons will accordingly draw a lot of fire, but removing a unit of 6 T5 4+/6++ 3W models is not an easy task without ignoring other high-profile targets. Once you're down to your last few Kataphrons, pop the Fresh Converts stratagem for 3CP at the end of your movement phase. Watch your opponents face with macabre glee as your ~600pt unit sets up at full strength just in time for you to blast any linebreakers while your kastellans hold their original objective.


Fortunately, AdMech in 8th Edition is overall a pretty solid army, with counters for almost anything. However, if you really want to make your guys as well rounded as possible, you need to address a few things:

1. Psyker Tomfuckery. Unless you're taking Graia, you have absolutely no psychic defense. This makes AdMech vulnerable to anything that messes with morale (which is kind of a problem unless you have specifically built a list against this) and Smite spam.

2. Morale again. This is why we have to take min. squads of everything to avoid burning CPs on Auto-passing Morale Tests. This hurts things like Electro-Priests, which really do benefit from being in large groups.

3. No Transports/Aircraft/Jetpacks. CC dudes need to footslog their way to their targets (save for Infiltrators and those who can use stratagems to Deepstrike), and we're one of the few armies that has to push through our opponents in order to get past them.

This usually culminates in this army being generally run as a Castle, stationary or otherwise. While this isn't too bad, you may want to consider the following allies in order to give your "Quest for Knowledge" the boosts it needs:

  • Inquisition:
    • Yes, we hate them too. However, these guys are more useful than you think. In addition to most of them being Psykers themselves, Inquisitors allow models around them to use their leadership for morale tests. Therefore, if you take Greyfax for example, not only are you allowed 2 Deny the Witch tests with +1 to the result, but everyone within 6" uses her Ld 10stat. Plus, inquisitors have access to Psychic powers that can either have a unit automatically pass morale tests at WC 4, or subtract 1 Ld from an enemy squad as well as rob them of their overwatch. As it stands, Greyfax, Coteaz, and Eisenhorn are your best bet, as they have enough of a psychic offensive and defensive capacity to make them worth their 85 and 100 pt. costs.
      • If you want to bring any of these, take them and some acolytes in a Vanguard detachment. At only 30pts extra, the acolytes give your inquisitor some free ablative wounds and nets you a CP rather having you lose out. For a paltry 2 points per model you can equip them with Storm Bolters, making them a good fire support unit for your line infantry.
  • Adeptus Ministorum:
    • Celestine, Seraphim squads, and Dominions in Repressors are the current SOB meta in 8th, and just so happen to perfectly fill in the Fast Attack gap our army currently has. Act of Faith on a small scale is awesome, and these girls even bring their own 6++ and Psychic denial stratagems as well. Also flamers.
      • On a side note, Crusaders make for great bodyguards for AdMech HQs at 15pts a pop, sporting a 3++ and an act of faith that can bring back a fallen model each turn. Not your most offensive unit, but can tarpit like crazy.
  • Questor Imperialis/Mechanicus:
    • No shit, right? But seriously, with the addition of the new Armiger Warglaive, you finally have a means of easily bypassing your opponent. 14" movement alone is nice, but when you take into consideration the fact that its Thermal Spear (read: mini Thermal Cannon) is an Assault weapon, you are generally moving this puppy 17"-18" a turn while still maintaining fire effectiveness. It's only problem is that this thing sucks at dealing with any substantial amount of hordes, so make sure you have the infantry (or anti-infantry weaponry) to allow this thing to seize objectives and kill off big baddies with ease.
      • Alternative opinion: The Armiger is overcosted for what it brings to the battlefield as a single model. An Onager Dunecrawler and Two Sydonian Dragoons bring an equivalent amount of firepower and melee damage while spreading the points between three targets.
        • True, but it's mobility that makes it so useful. Nothing in the Admech can move as fast as this thing can each turn, and it can still do some decent anti-armour damage regardless. Think of this as something taken in addition to your regular list rather than replacing something.

Keep in mind that these are merely suggestions, and are prone to change based on new rules, stratagems, and units. Feel free to play with this as you will. Remember, these are your cyberpunk dudes.

Warhammer 40,000 Tactics Articles
General Tactics