BoLS logo Tabletop, RPGs & Pop Culture
Advertisement

Warhammer 40K: Admech Have The Crazy Answer To MSU In 10th

4 Minute Read
May 16 2023
Hot story icon
Advertisement

Take a look at the new Admech rules coming in Warhammer 40,000 10th Edition. MSU better beware!

Warhammer 40,000 10th Edition is not that far off. We’ve seen the massive new Leviathan box. GW has also given us a nice taste of the changing rules. Now we’ve been getting a nice look at the newly updated factions. After all, it’s not just the core rules that are changing, but those for every unit and faction in the game. This week we’ve gotten a look at a fan-favorite army, the Adeptus Mechanicus.

Should We Really Be Doing This Again?

The new Admech preview this week showed off some really powerful army rules. In the context of 10th, their new Doctrina Imperatives seems pretty strong. Each battle round, you pick one of the two options to have applied for you. Both significantly buff your army shooting. The Protector Imperative can effectively give your whole army a +1 to hit, which is really good. It also hurt enemy AP, making this a really strong option for a turn of long-ranged shooting. Conqueror Imperative meanwhile helps you push the fight into the enemy’s land, with buffs to AP and giving your weapons assault.

Without the context of the full army, we don’t know just how good Admech will be. However, in the past we’ve seen just how powerful blanket bonus to hit or AP can be. 10th wants to be a less deadly game, so I’m a bit surprised to see them handing out such big blanket buffs.

Admech’s Answer To MSU

Speaking of some powerful rules, the Admech detachment rule Rad-Bombardment also seems to have the potential to be very powerful. At the start of the first battle round, the enemy has to choose for each unit in their deployment zone. If that unit will be battle-shocked or have a good chance of suffering mortal wounds. Since it is before the first movement phase, this is likely to affect most, if not all, of the enemy’s army. Being battle-shocked isn’t great, but neither is taking a bunch of mortal wounds. Each turn after that, enemy units in their deployment zone always have a shot at suffering mortal wounds.

Advertisement

As far as special rules go, just handing out a ton of mortal wounds is a pretty strong one. This rule is of course, particularly strong versus MSU armies, or any army with a lot of units. An army with 10 units could suffer up to 70 MWs in a game from this rule alone, while one with 20 units is at risk of taking 140 MWs. Obviously, you’ll never get these numbers, but even 30 free mortal wounds, not out of the question if you catch 20 units on turn one, could completely swing a game. Sure, the rule does have the chance to have little to no effect vs fast, aggressive armies with few units. But it’s possibly the most straight-up deadly rule we’ve seen.

Please Bring An Admech Hero

Lastly, I want to take a look at Cawl – the big damn hero of the Admech. Once again, it really seems like GW is pushing herohammer with 10th. Cawl is not nearly as deadly as some of the other big heroes we’ve seen so far. Given that I’d guess he will be quite a bit cheaper. However, he still comes with the rule setup we’ve come to expect. That is, he has a set of three rules he can pick from each turn, each one an aura. Cawl is pretty clear one of the few, is not only, ways to get aura’s in an Ad-mech army. These auras area also pretty strong, with a classic re-roll in the mix. This just seems to be another indication that GW really wants you taking big named characters to lead your force.

Advertisement

Let us know what you think about the new Admech rules, down in the comments!

Avatar
Author: Abe Apfel
Advertisement
  • Warhammer 40K: 10th Edition Tyranids Neurotyrant Rule Previews - Beware The Brain Bug