Giga Posted March 20, 2009 Share Posted March 20, 2009 I really love techmarine/motf models and fluff, but I can't for the life of me think of a really good way to use them. One of my ideas is to attach a tech-marine with servo harness to a 5 men sternguard squad in a razorback. This costs ~240 pts - 25 points more then a 6 sternguard squad with a powerfist and razorback, but it also adds a flamer, a twinlinked plasma pistol and two servo arm attacks in addition to the techmarine's normal melee attacks. Thus the techmarine fulfills the anti-MC/vehicle role in the squad, complements the anti-horde capability with his flamer, and can harm light vehicles and MCs with his plasma pistol. The techmarine can also repair the razorback should it be disarmed/immobilized. Finally, he has a 2+ save and is an independent character which makes him flexible ie. I can join him with other squads, depending on the opponent and the situation on the battlefield. Then there's bolster defenses, too. It seems worth the additional 25 points, overall... What do you people say? What are your ways of using the techmarine? Link to comment https://bolterandchainsword.com/topic/163703-techmarines/ Share on other sites More sharing options...
ShinyRhino Posted March 23, 2009 Share Posted March 23, 2009 I also really like the fluff and looks of Techmarines. However, I still need to buy one of the new ones. I only own the old one, with just a servo-arm and poweraxe. I ran him in one game, tagging along footslogger style with a Venerable Dread. My plan was to use him to repair any hits the Venerable couldn't shrug off. Unfortunately, they both got stuck in against a Chaos Sorceror and his unit of Plague Marines. The power weapon attacks carved up the Nurglites, but the sorceror busted up the Dread with a meltabomb, and then force-weaponed the Techmarine into dust. Never got a chance to repair the Dread! Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1926910 Share on other sites More sharing options...
greymeister Posted March 23, 2009 Share Posted March 23, 2009 My biggest problem with the techmarine is this: he has one attack. This of course isn't counting his servo-attacks. However, since he's an IC, he's not a "hidden" powerfist and thus your opponent could choose to pummel him with regular attacks until his save fails which won't take long. In this role I'd rather have the Vet. Sgt. powerfist 9 times out of 10 than an 80-something point guy who gets singled out in melee. So far the only way I see using one is the "free" one that comes with the TF cannon :D It really is a shame too, my Iron Hands are running with barely any dreadnoughts or techmarines this edition. The other choices are just better. Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1926995 Share on other sites More sharing options...
theredcorsair Posted March 23, 2009 Share Posted March 23, 2009 Their servo-harness is immensely powerful, but techmarines lack the stats to compete anywhere else. The best choice would be a MotF, he has a nice statline and can be pummeled a bit more with 2 wounds. Its not a bad idea to give the sterngaurd a techmarine attachment. Normal techmarines just don't cut it with the statlline of a normal marine. Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1927196 Share on other sites More sharing options...
werewolf_nr Posted March 23, 2009 Share Posted March 23, 2009 I like the sternguard and techmarine. Normally I run mine as a MotF w/ 2 tech servitors. They follow some important unit around and repair it. I often find it preferable to start him in base to base behind the biggest vehicle in case it gets popped turn 1. Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1927473 Share on other sites More sharing options...
foster Posted March 24, 2009 Share Posted March 24, 2009 Whats wrong with fielding those zombie thingys with the Tecmarine, don't they give repair bonuses? Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1928014 Share on other sites More sharing options...
greatcrusade08 Posted March 24, 2009 Share Posted March 24, 2009 Whats wrong with fielding those zombie thingys with the Tecmarine, don't they give repair bonuses? You mean servitors, you can give them heavy weapons too, but each repair servitor adds +1 to repair roll IIRC. GC08 Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1928109 Share on other sites More sharing options...
greymeister Posted March 24, 2009 Share Posted March 24, 2009 Whats wrong with fielding those zombie thingys with the Tecmarine, don't they give repair bonuses? If only that unit could take a razorback transport...they would almost be worth taking. :jaw: Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1928110 Share on other sites More sharing options...
Giga Posted March 25, 2009 Author Share Posted March 25, 2009 If only that unit could take a razorback transport...they would almost be worth taking. :tu: My thoughts exactly. :/ Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1928888 Share on other sites More sharing options...
foster Posted March 25, 2009 Share Posted March 25, 2009 You could just swap out a regular unit (like tacts, dervs or Stern) to give their Razorback to the Techmarine and servitors, just use them as an ordinary devastator squad and use their ranged weapons or share the transports. Maybe you don't need to put them in vehicles at all, you could just run them under the cover of your other vehicles to decent terrain. Once there they will have good fire lanes and will be near your front vehicles should they need to be repaired. Granted that they can't have more than 2 heavy weapons which makes weapon choices limiting. Might be better to have them with no weapons at all so that your Techmarine can have extra cheap wounds while he repairs nearby vehicles. The question is is it worth spending 120pts to bring a basic Techmarine with 4 basic servitors in for a chance at repairing your vehicles? Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1928932 Share on other sites More sharing options...
ShinyRhino Posted March 25, 2009 Share Posted March 25, 2009 The question is is it worth spending 120pts to bring a basic Techmarine with 4 basic servitors in for a chance at repairing your vehicles? Depends on how killy your vehicles are, or how reliant you are on them for mobility. I'm not sure I'd bother in a mechanized infantry list. But in a list where a lot of your firepower is in Dreadnaught and/or tank form, absolutely. Techmarines feel like a great guardian unit for a fire battery of Whirlwinds. They also make great trailers for Vindicator linebreaker squads. Don't waste them chasing down basic Rhinos full of tacticals. Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1929500 Share on other sites More sharing options...
Castus Xanthis Posted March 25, 2009 Share Posted March 25, 2009 I use them plenty. What I use them for is the power weapon and the servo arm along with points filler if needed. At just 65 points I find them useful to follow my captain around (if I don't have any vehicles) and bolster a ruin for scout snipers. Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1929587 Share on other sites More sharing options...
Mutters Posted March 27, 2009 Share Posted March 27, 2009 Base chance to repair for a MoTF is 5, each servy lowers that by one, so I take 2 heavy weapon servitors to lower the roll by 2 to a 3+, and a 3rd servitor to lower it to 2+. its only 90 points for all of the servitors, and with running 5 dreadnoughts, its worth it. Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1932099 Share on other sites More sharing options...
Castus Xanthis Posted March 27, 2009 Share Posted March 27, 2009 Only tech servitors modify the roll. Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1932112 Share on other sites More sharing options...
Commander Sasha Posted March 27, 2009 Share Posted March 27, 2009 If only that unit could take a razorback transport...they would almost be worth taking. :devil: A custom Razorback repair truck, to get Doc Ock there quickly, which could 'Donate' its weapon to a 'Weapon destroyed' vehicle, dripping with cranes, toolboxes and a Pirelli calendar! I think I can feel a house rule, a custom build and a diorama coming on..! Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1932124 Share on other sites More sharing options...
Warprat Posted March 31, 2009 Share Posted March 31, 2009 I suppose, if facing overwheming heavy firepower, a Thunderfire Cannon Tech Marine could simply declare the gun scuttled (giving those points to the enemy,) and then reinforce another squad as an IC. or go repair something. The servo harness weapons can be fired on the move and still assault, and he has 2 servo arm attacks. He's pretty much equal to a Terminator. Sure, not the greatest option, but anybody see why it wouldn't work? Warprat ;) Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1937099 Share on other sites More sharing options...
Castus Xanthis Posted March 31, 2009 Share Posted March 31, 2009 No invul save. Other than that he works just fine. Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1937239 Share on other sites More sharing options...
Sternguard sergeant McColl Posted April 4, 2009 Share Posted April 4, 2009 I like using him with that sexy 25 point bearblaster of a cannon. Other than that I wouldn't buy one unless it was a MOTF Link to comment https://bolterandchainsword.com/topic/163703-techmarines/#findComment-1942041 Share on other sites More sharing options...
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