Hmm interesting discussion. Kind of funny to see prot over here being so pessimistic on the new units when over on the DW forum he was trying to look on the bright side, and I don't intend that in a mean way. I disagree with the pessimism at the new units here though.
I make honest, no punches pulled opinions based almost solely on playing games. (the DW issue is much, much deeper than pessimism in that forum, but this obviously isn't the place for that conversation.)
So I'm still at 1.5 games a week I'll say even with the lock down stuff. At least once a month I pull out my Admech. Every game I play I think how these units will fit into my current issues. How do they resolve them? So far the unfortunate answer is... they don't. But I confess that's with the info we have to date. I was playing my Admech more frequently before Covid, but with less games, I have less patience for them.
My biggest issues in competitive games is:
- No reliable high damage weapons. Nothing that threatens T8 well enough and cheap enough to make the cut.
- Poor board control. T3 units, and expensive robots just aren't working for me. More T3 units with poor saves is just a fart in the wind in today's game. Infiltrators used to be my go to here, but no matter how I play them, they are 1 turn wonders. There is no amount of cover, or safe deployment to save these guys. More of the same (except with wings) is not likely to fix this. Our shooty units are so reliant on Aura's to hit because we have some pretty mediocre BS with some key units unless we stick 2-3 characters around them.
- Dead on Contact. The army still has to shoot well, and it can. But that's the Skorpius. Great little boxes, but they like everything else is so fragile, and so very easily 'touched' in close combat... it usually means game over. I've seen and experienced this so many times. This is the easiest way to shut AdMech down completely. Way too many armies move way too fast, and add in jankery of Contorted Epitome, Master of Snares, etc.... you just feel helpless in these situations. Add in our extremely limited Indirect Fire, and ITC (if you play ITC) terrain rules and it's just far too easy to avoid this army and spank it with bikers, possessed, wolves, Impulsor assault units, Infiltration units (Raven Guard), Blood Angel Smash Capts, etc, etc.
- Our shooting is only 'good', but if you plan to try in any way to defend from "Dead on Contact" you will be far less potent than Astra/Astartes/Tau/Eldar/<insert shooty army of the day here>. Unfortunately more 'new' units with S4 weapons with (I assume T3).... just provide zero value to my problems... Unless they come with secondary functions I hint at in my previous post.
To be fair we have to remember that until Grey Knights got redone, I think we and Necrons are probably working with the oldest ruleset over all. If it weren't for the Skorpius (and I hate to say this) I think my games would be unplayable.
This is just me, so take it with a grain of salt but I am starting to think (once again) the 'rules' for us will set us up better, not these units. And these rules will also help Necrons a lot. And this will be probably lining up for a reset of the edition at the end of summer.
For right now the best solution I found is a Knight. He's gotta be up front. He needs Bulwark, he needs whatever you can give him to keep him alive in T1. But in those match ups against 'speed'... he's the only thing I've found that -might- slow it down and give me just enough breathing room.
Second place goes to punchy Warglaives. They don't get a lot of credit but they're not that bad for the points. A pair of these force speed / assault armies to rethink their approach.
Again this is just me. We play ITC sometimes, mostly during tournaments, and Maelstrom the (preferable) time. I'm going against usually top of the meta stuff so this also probably changes your point of view.