Today’s, article is all about Adeptus Mechanicus Tactics. So, If you’re interested in starting an Adeptus Mechanicus army you will learn everything you need to know below. We will talk a little bit about who they are, their play style, and end with a solid 1,000 pt army list with some Adeptus Mechanicus tactics.

What is the Adeptus Mechanicus

Simply put, the Adeptus Mechanicus is a quasi-religious organization that worships the Omnissiah. To elaborate, the Ominissiah is the Machine God, and they worship toasters. So, while that last part was kind of a joke, the overall principle rings true. The Ad Mech believe all machines have a spirit, and as such approach them with reverence. Granted, there are quite a few vehicles and machines in the Imperium that have something akin to A.I. Either way, the Mechanicum has an important job supplying and maintaining all of the Imperiums gear and machines.

Furthermore, they have their own military branch filled with servitors and cyborgs. The primary fighting force of the Mechanicus is the Skittari, augmented humans who retain some of their personalities. However, it’s worth noting that they are effectively tied to the will of whatever Magos they serve, following orders without question. Then again I suppose having a microchip in your head tends to do that to a person.

Then you have the servitors, which are the less fortunate individuals serving the Mechanicus. This is because they are effectively lobotomized, losing all sense of self and just generally being a gross flesh bot. As such, Servitors tend to be the individuals that made the mistake of pissing off a Magos. However, Battle Servitors wield devastating weapons and happen to be incredibly durable. Often working as heavy weapons platforms or shock troops.

Adeptus Mechanicus Play Style

The Ad Mech is primarily a ranged army that has some unique units and some really cool toys. For the most part, the army can be split into two parts, Battle servitors and Skittari. The Skittari are like a step in-between a Guardsmen and a Space Marine, having BS/WS 3+ and T3. This makes them a bit less durable than a Space Marine, but just as efficient with special weapons. Having said that, they still do possess some tougher units such as Sicarians, Dunewalkers, and Dragoons.

Next, you have your Battle servitors, which are the Bro-bots and gross Flesh-bots. Also, It’s worth mentioning that Battle Servitors play a little differently from their Skittari counterparts. Firstly, they have a slightly worse BS 4+ and tend to need a bit more babysitting. One thing they have in spades, however, is their Toughness, with the average Battle Servitor rocking T5 and 3 wounds. As such, they tend to stay on the table longer and have access to some really nasty weapons. After all, it hardly matters that you hit on 4’s when you have each Kastelan firing 18 Strength 6 Ap-2 Dmg 1 shots a turn.

In summary, The Mechanicus has some really cool unit choices and some fantastic weapons. Additionally, it’s worth mentioning that they do have some really good and often overlooked melee units such as Dragoons. Seriously, Dragoons, Sicarians, and breachers will mess you up once they’re in combat.

Army List

++ Battalion Detachment +5CP (Imperium – Adeptus Mechanicus) [61 PL, 997pts, 8CP] ++



+ Configuration +



Battle-forged CP [3CP]



Detachment CP [5CP]



Forge World Choice

. Forge World: Stygies VIII



+ HQ +



Tech-Priest Dominus [7 PL, 82pts]: Eradication Ray, Macrostubber



Tech-Priest Manipulus [5 PL, 65pts]: Magnarail lance



+ Troops +



Skitarii Vanguards [4 PL, 66pts]

. 2x Skitarii Vanguard: 2x Radium Carbine

. 2x Skitarii Vanguard (Plasma Caliver): 2x Plasma Caliver

. Vanguard Alpha: Radium Carbine, Taser Goad



Also, some more Skitarii Vanguards [4 PL, 66pts]

. 2x Skitarii Vanguard: 2x Radium Carbine

. 2x Skitarii Vanguard (Plasma Caliver): 2x Plasma Caliver

. Vanguard Alpha: Radium Carbine, Taser Goad



Skitarii Vanguards [7 PL, 82pts]

. 4x Skitarii Vanguard: 4x Radium Carbine

. 2x Skitarii Vanguard (Plasma Caliver): 2x Plasma Caliver

. Vanguard Alpha: Radium Carbine, Taser Goad



+ Fast Attack +



Sydonian Dragoons [12 PL, 272pts]

. 4x Sydonian Dragoon: Taser Lance

+ Heavy Support +



Onager Dunecrawler [7 PL, 109pts]: Cognis Heavy Stubber, Smoke Launchers

. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser



Also, another Onager Dunecrawler [7 PL, 109pts]: Cognis Heavy Stubber, Smoke Launchers

. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser



+ Dedicated Transport +



Skorpius Dunerider [4 PL, 73pts]: 2x Cognis Heavy Stubber, Twin Cognis Heavy Stubber



Skorpius Dunerider [4 PL, 73pts]: 2x Cognis Heavy Stubber, Twin Cognis Heavy Stubber



++ Total: [61 PL, 8CP, 997pts] ++



Adeptus Mechanicus Tactics and Army Breakdown



Firstly, this army is a very balanced one and has been designed with flexibility in mind. While it may be tempting to just take Cawl with as many Destroyers and Kastelans as possible, I don’t recommend it. Soley for the reason that the list ends up being too inflexible and easily countered. Meanwhile, this list gives you plenty of options to play to whatever scenario you might end up with. All while having options to deal with whatever your opponent might bring to the fight.

Anti Infantry Package

First, let’s talk about your options to deal with infantry, both chaff, and elite. The units we brought to deal with this particular issue are going to be our Vanguards, Duneriders, and Dragoons. The Vanguards, come in with Radium carbines which throw out 3 shots per weapon, with a chance to deal 2 damage on wound rolls of a 6. Granted, the gun is only strength 3 and is better used against chaff like Guardsmen and Gaunts. However, the potential to do 2 damage can be helpful against Primaris Marines in a pinch. Additionally, we have them equipped with plasma culverins in case we want them to put the hurt on tougher units like Intercessors. Lastly, the Alphas are armed with Taser Goads which can give the unit a respectable amount of punch in melee when necessary.

Next we have our Duneriders, which while only a dedicated transport, can still throw out 12 strength 4 shots. However, if we really need to lay the smack down on a unit of Terminators or something similar we have our Dragoons. To elaborate, Dragoons come in with 3 attacks each but hit at strength 8 and 6’s to hit count as 3 instead of 1. So, even just 4 Dragoons will have a total of 12 attacks and that before you roll any 6’s. Plus, the weapons is Ap-2 and do 2 damage apiece, making it perfect for dealing with multi-wound models.

Anti Vehicle/Monster

So, we have some really great options for dealing with monsters and vehicles in this army. First off, we have our Dunecrawlers, which happen to have one of the best anti-vehicle weapons in the game. Essentially, each ONager is armed with a Neutron Laser which has D3 shots at Strength 10, AP-4, and D6 damage. However, the thing that makes it so amazing is that when rolling damage any results of 1 or 2 count as 3 instead. Essentially, this means that at WORST you’re doing 3 damage to a target with the chance to do a bit more. This level of consistency is fantastic on any weapon looking to kill big stuff. After all, it sucks when you roll damage on a big anti-vehicle weapon and only chip the targets paint.

Lastly, we have our Dragoons, which are pulling double duty in the Army. As I mentioned earlier, they have some awesome Strength 8 damage 2 melee weapons. As such they are great at popping open vehicles and skewering monsters. Suffice to say, Dragoons are an awesome unit and add a very important component to the army as a whole. Namely as a unit that can hold its own in combat with most anything in the game.

One Last Thing

As I’m sure you saw, we went with Stygies VIII for our Forgeworld. Personally, this is my favorite choice for 1K lists, as its good no matter what you take. However, it works particularly well with Dragoons since it stacks with their abilities for a -2 to hit rolls for ranged attacks against them. Plus, Stygies VIII’s special Stratagem allows them to make a free 9” move at the start of the game. Having said that, you can run this army as a different Forgeworld if you want. For example, you could easily run it as Ryza for the bonus in melee, and their special plasma Stratagem.

In Conclusion

Well, that will wrap up our Adeptus Mechanicus tactics article for the day. So, I really like this army and think it has an answer to whatever your opponent brings. Without playing like an immobile gumline that loses the game the second something charges you. Also, now that you’re here why not see some Adeptus Mechanicus Tactics in action by watching a battle report. All you have to do is click here or you can switch things up by clicking here.

If you want to talk to the Nights at the Game Table team and discuss this article and everything Warhammer with them join Game Talk For Gamers.

Don’t know what Warhammer 40k is and how to play it? Check out the video that we made here just for you.

So, if you already know how to play the game and you’d like a free guide that teaches you how to paint professional-looking miniatures, advanced tournament tips from a 40k World Champion, how to find more time to play, and simple methods to get cheap miniatures go here.

Also, if you’d like a breakdown of the advanced tactics and strategies for all 40k armies, painting tutorials from a Golden Demon winner, secret battle reports and tons more consider becoming a Nights at the Game Table Member today. Click on this link to learn more.

As always thanks for reading!

Special thanks to Games Workshop for the use of their images and for making the best game ever!