Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Adeptus Mechanicus
Hi All, I'm admittedly new(ish) to this game, having only dabbled in it in the past.

I'm liking the look and feel of the Adeptus Mechanicus faction, but they do feel very under powered to me. Are they under powered, or am I playing them wrong?
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Showing 1-15 of 15 comments
Stardustfire Dec 17, 2022 @ 10:07am 
they are by far the most broken overpowered faction in gladius.
strongest resource production and way to overefficent units for there cost.
tons of units that can heal all your other unit with no real cd and some for redicioulous numbers...
when a hostile Castelan tumbles in the way of your city builder it is yours...
when you reach ornagers its practical autowin, and you reach that point fast, thnx to sayed broken strong resource generation..
Last edited by Stardustfire; Dec 17, 2022 @ 10:12am
TemplarGR Dec 17, 2022 @ 10:29am 
I would argue that there are no truly underpowered factions in Gladius. I am not saying there is perfect balance, no game ever achieved that, not even Chess (the whites always start first). But it is reasonable for the genre, considering how asymmetrical the factions are. So, every time you try a new faction and you feel you are really struggling, you should try figuring out a better way to do things. Not a problem, no one became an expert in any of the factions in the first couple of games with them. Keep in mind that also game settings play a role, some factions are better suited than others in various game speeds, maps sizes, etc etc.
Jey Dec 17, 2022 @ 10:38am 
Originally posted by TiredNeedSleep:
Are they under powered, or am I playing them wrong?
Your infantry destroys other infantry but sucks at killing vehicles.
Until the kataphron, you have nothing decent to deal with vehicles.
Stardustfire Dec 17, 2022 @ 11:10am 
i disagree, ornagrs (and they are researchable before Katas) are way to efficent in ground vehicle killing for the fact 3 of there 4 weapons have the AA Trait. but that is partly the fault of the bad rule conversions from TT to Gladius. Also the Heros are Inf as well, so no, not all Inf until Katas is bad at Vehicle killing.
Last edited by Stardustfire; Dec 17, 2022 @ 11:13am
Jey Dec 17, 2022 @ 11:27am 
Originally posted by Stardustfire:
i disagree, ornagrs
They are not infantry.
Stardustfire Dec 17, 2022 @ 11:26pm 
you not sayed explicitly infantry, you sayed they have NOTHING against Vehicles before Katas
Antpile Dec 18, 2022 @ 2:49am 
Have any of you actually tried them since the huge nerf that came with the sisters patch? Admech got a pile of nerfs. The Onager lost 33% of it's total hp, for example. They are far easier to kill now.

Capturing a Castelan was always tougher than it looked. The AI datasmith would take it right back if you didn't kill it first, but now your ability is on cooldown. Well, they doubled both the cost AND cooldown of capturing castelan robots, not that capturing them was ever consistent or dependable.
Etrusco Dec 18, 2022 @ 4:54am 
Originally posted by Antpile:
Have any of you actually tried them since the huge nerf that came with the sisters patch? Admech got a pile of nerfs. The Onager lost 33% of it's total hp, for example. They are far easier to kill now.

Capturing a Castelan was always tougher than it looked. The AI datasmith would take it right back if you didn't kill it first, but now your ability is on cooldown. Well, they doubled both the cost AND cooldown of capturing castelan robots, not that capturing them was ever consistent or dependable.

From my experience using them after the patch against the A.I. the loss of HP means now we have a cascade effect the moment you lose one of them, once the negative morale kicks in those Onagers are going to suffer a lot. If you are ahead it does not really matter, but if the battles seem to be "fair for both sides it can turn against you quite fast. Now you have to be ultra defensive until you get later tier stuff instead of until tier 5.

They are still a weak faction against vehicles early on, but now they also have kind of a weak mid game. The nerfs should not be an issue for PvP if your opponents do not get vehicles though and against the AI you still have a blast dealing with the air spam. Also is still the best faction to play tall in the game.
TemplarGR Dec 18, 2022 @ 5:58am 
Originally posted by Etrusco:
Originally posted by Antpile:
Have any of you actually tried them since the huge nerf that came with the sisters patch? Admech got a pile of nerfs. The Onager lost 33% of it's total hp, for example. They are far easier to kill now.

Capturing a Castelan was always tougher than it looked. The AI datasmith would take it right back if you didn't kill it first, but now your ability is on cooldown. Well, they doubled both the cost AND cooldown of capturing castelan robots, not that capturing them was ever consistent or dependable.

From my experience using them after the patch against the A.I. the loss of HP means now we have a cascade effect the moment you lose one of them, once the negative morale kicks in those Onagers are going to suffer a lot. If you are ahead it does not really matter, but if the battles seem to be "fair for both sides it can turn against you quite fast. Now you have to be ultra defensive until you get later tier stuff instead of until tier 5.

They are still a weak faction against vehicles early on, but now they also have kind of a weak mid game. The nerfs should not be an issue for PvP if your opponents do not get vehicles though and against the AI you still have a blast dealing with the air spam. Also is still the best faction to play tall in the game.

So... pretty much like every other faction? I mean, morale should work like that, if you lose important units it should have a morale hit on nearby units... Now you have to think more about your positioning and strategy...
Etrusco Dec 18, 2022 @ 6:34pm 
Originally posted by TemplarGR:
So... pretty much like every other faction? I mean, morale should work like that, if you lose important units it should have a morale hit on nearby units... Now you have to think more about your positioning and strategy...

I welcome you to play with them and see what I mean.
Silence Suzuka Dec 19, 2022 @ 9:20am 
I believe they were a bit overpowered (if not badly)

The early inf are melting most of none armored targets. All you need is to get a robot and use it to tank the overwatch fire, then let your inf kick in.

They are a bit weak in mid game, because of lacking of anti-armor units. But their snipers can deal with light armors easily so usually not a huge problem.

And in late game, with the stack buff, and 4 building/tile, they have very impressive production for both resource and units, and therefore a much larger army than others.
Terminus Jan 2, 2023 @ 7:03pm 
I'm new and felt much the same way, but I think it's because I first started with the Space Marine intro campaign then went with the Necrons, both of whom are pretty beefy and seem to be easy enough to play. I proceeded to Adeptus Mechanicus and have been getting my butt handed to me on a platter, and I think it's because I've been playing them as an early-game expansive type of thing when the building mechanics and so forth seem to reward building tall and almost turtling. It definitely seems to reward a more thoughtful approach, between planning your city building way ahead to putting together sort of "combined arms" groups of units.

In fact, I came here to post "Is there seriously no way to delete or remove buildings?" after I thought, cleverly, that I'd build two unit production buildings in the HQ so I could save the space elsewhere to just stack resource buildings, then saw I'd have to have three of the same stupid building because a quest wants me to build two in the same tile...
Last edited by Terminus; Jan 2, 2023 @ 7:05pm
Noodlesocks Jan 2, 2023 @ 7:29pm 
They are a slow start but if the city is built well, their economy becomes insane.
Terminus Jan 3, 2023 @ 9:16am 
Originally posted by Noodlesocks:
They are a slow start but if the city is built well, their economy becomes insane.

Still way new, but I was initially thinking the idea of having multiples of the same unit production buildings in a tile was a waste. Then I realized that each one also produces multiple different resources. If you stick three or four of those on a tile with the associated resource bonuses, you now have a bazillion units of those resources each turn as well as the capacity to produce multiple units from the same building type at once. I've now gone from "These guys are really tough to play" to "These guys are comically OP".
Stardustfire Jan 3, 2023 @ 12:02pm 
the bonus count also for the resource "production" (the cockwork) so it means you fasten your buildspeed too.
and yep, unsmart to build anything else than mroe cores at the core hex with admech, that backfires with the race malus.
Last edited by Stardustfire; Jan 3, 2023 @ 12:04pm
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Date Posted: Dec 17, 2022 @ 9:51am
Posts: 15