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techmarines?


Brother Nathan

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looking at them in the codex i cant see why you would. last night i was thinking of ataching one to a unit of scouts camping in his reinforced terrain, but, a big one here, he dosent have the independant character rule! huh?so now i really cant see much of a reason to take them at all. compare him and a unit of 4 servitors to a unit of devs with 4 heavy bolters. devs are 130 points, techy and servs cost 190...and are worse. they shoot worse, wound easier lower armour save (thoughcan increase the cover save they can get. so reallywhats happened here? do gw just dislike techys now or what? And what do you think would make them worthwhile?
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A techmarine is still good if you are planning to use scouts. 2+ cover save is so damn good (bolster defence and camo cloaks). But I have never been able to squeeze in a tachmarine in my lists. To choose between a furisoso, sang guard, termies, sang priests and a techmarine?
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Techmarines fit well in a 'fluffy' list and could be potentially dangerous in as Deuce0083 says but really they are not efficient in competitive lists. Models look great though. To be honest I think that even if they had veteran stats (and I think that they deserve that) they would still not be that viable. I think some of the problems are that they are not IC's and servitors don't compete with other choices. I have said this before but I think that if servitors had relentless then techies might be useful.
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If they could have transports (I think it's damn peculiar, certainly counter-intuitive that they can't), they'd be much easier to include in heavy armour lists.

 

Anyway, here's a list where they're sensible.

 

2 vindi

3 baal

1 SR

2 5AS PW

2 LRR

Libby SoS+?

Spriest

Techmarine, 3 servies. (2+ repair)

 

1720

 

The techmarine kinda MUST come with the SR elsewise walk on... which is just crazy.

 

Whirlwinds instead of vindies would be more sensible for some upgrades (and assault squad bodies or PFs instead of PWs) across the list (110+30 points worth) and probably changing the LRRs to LRs and playing more of a gun-line than a wedge.

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Unless I'm horribly mistaken, the Techmarine bolsters terrain even if he starts in reserve, so for 75 points you get a DoA deep striking AS2+ PW w/ Combi-Melta and a CS3+ for Devastators/2+ for Scouts. AKA he's great in an all foot/JP list.

 

Libby w/ JP Shield & other x2

 

Techmarine w/ JP & Combi x2

Sang Priest x3 2 w/ JP PW, 1 plain

 

ASM x10 w/ Melta x2 and PW/PF x4

 

Devs x5 w/ 4 MLs x3

 

Don't have my book in front of me but that should be getting close to 2k. Jump priests jump, foot priest helps devs not die to small arms/wolf scouts.

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Only 1/3 of standard games are KP and in the current tournament scene the scenario seems to be getting more and more phased out. Also, if you're shooting his melta at a rhino you're doing it wrong. That's what the Devs that now have 3+ cover are for. Just 1 has a 16% chance to wreck/explode a Land Raider within Melta range, and raise it to 19% against AV13(double the % if you drop both at the same target). Add that to the fact that he does still have a PW(if you get one) and AS2+ so he can deal with enemy support fire or just help in an assault that's not exactly going you way. He obviously doesn't work well with every army, but one that uses Devs it almost seems like a no-brainer, especially at only 75 pts.
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