TheMouth Posted November 20, 2010 Share Posted November 20, 2010 What weapons are you running on your dreadnoughts, TheMouth? I run either dakka dakka and missile/las set up or all dakka dakka. Works well and for the most part people end up ignoring my dreads and work on shooting the techmarine + servitors instead...which never really pans out the way they want. LOLOL Link to comment https://bolterandchainsword.com/topic/215212-blood-angels-techmarine/page/2/#findComment-2567107 Share on other sites More sharing options...
LordCommanderSamirus Posted November 20, 2010 Share Posted November 20, 2010 I found this thread to be particularly interesting when I first saw it. So much so in fact that I went to my work table and set about scraping together a techmarine to join my DoA list. I decided that giving a techmarine a JP and a Combi-Melta could make for some interesting stories. Sure enough it happened. Tonight I played a 2500pt game against Space Wolves. The techmarine took until turn 5 (when it comes in automatically) due to some very poor reserve rolling in spite of DoA. When he did though he landed 4" from my opponents Landraider. His Combi-Melta hit, penetrated, and wrecked it... 75pts well spent and a great story to boot. Will this tactic work every time? Probably not, but when it does it seemed to work spectacularly and when it doesn't you didn't spend a lot of points on it to begin with. -Samirus Link to comment https://bolterandchainsword.com/topic/215212-blood-angels-techmarine/page/2/#findComment-2567112 Share on other sites More sharing options...
tahrikmili Posted November 20, 2010 Author Share Posted November 20, 2010 I found this thread to be particularly interesting when I first saw it. So much so in fact that I went to my work table and set about scraping together a techmarine to join my DoA list. I decided that giving a techmarine a JP and a Combi-Melta could make for some interesting stories. Sure enough it happened. Tonight I played a 2500pt game against Space Wolves. The techmarine took until turn 5 (when it comes in automatically) due to some very poor reserve rolling in spite of DoA. When he did though he landed 4" from my opponents Landraider. His Combi-Melta hit, penetrated, and wrecked it... 75pts well spent and a great story to boot. Will this tactic work every time? Probably not, but when it does it seemed to work spectacularly and when it doesn't you didn't spend a lot of points on it to begin with. -Samirus Great story.. But why is the Techmarine 75 pts? Should have been 60pts.. That's actually the only advantage it has over a SP with Combi-Melta (at 85pts). The SP can join a squad afterwards, the Tech can't. SP has FNP, FC, Tech has Cover Bonus, Repair and 2++. Not too bad. The Combi-Melta is a one shot affair though, sadly. Now, if he could take an actual Meltagun or another useful weapon.. Link to comment https://bolterandchainsword.com/topic/215212-blood-angels-techmarine/page/2/#findComment-2567173 Share on other sites More sharing options...
LordCommanderSamirus Posted November 20, 2010 Share Posted November 20, 2010 He was 75pts because I also paid for a PW, due to the model I used has on and I'm wysiwyg nuts. -Samirus Link to comment https://bolterandchainsword.com/topic/215212-blood-angels-techmarine/page/2/#findComment-2567354 Share on other sites More sharing options...
shatter Posted November 20, 2010 Share Posted November 20, 2010 I found this thread to be particularly interesting when I first saw it. So much so in fact that I went to my work table and set about scraping together a techmarine to join my DoA list. I decided that giving a techmarine a JP and a Combi-Melta could make for some interesting stories. Sure enough it happened. Tonight I played a 2500pt game against Space Wolves. The techmarine took until turn 5 (when it comes in automatically) due to some very poor reserve rolling in spite of DoA. When he did though he landed 4" from my opponents Landraider. His Combi-Melta hit, penetrated, and wrecked it... 75pts well spent and a great story to boot. Will this tactic work every time? Probably not, but when it does it seemed to work spectacularly and when it doesn't you didn't spend a lot of points on it to begin with. -Samirus Great story.. But why is the Techmarine 75 pts? Should have been 60pts.. That's actually the only advantage it has over a SP with Combi-Melta (at 85pts). The SP can join a squad afterwards, the Tech can't. SP has FNP, FC, Tech has Cover Bonus, Repair and 2++. Not too bad. The Combi-Melta is a one shot affair though, sadly. Now, if he could take an actual Meltagun or another useful weapon.. Interesting that the techmarine can effect repairs without a servo arm. Maybe he's got a sonic screwdriver in his pocket. Link to comment https://bolterandchainsword.com/topic/215212-blood-angels-techmarine/page/2/#findComment-2567608 Share on other sites More sharing options...
LordCommanderSamirus Posted November 21, 2010 Share Posted November 21, 2010 My only problem with using the Priest for the same roll is they are more of a target seeing as how they boost the units around them. Besides with the way I run my lists there is usually a priest nearby anyway. If my opponents sees fit to sink fire into the poor techmarine that just slagged his vehicle that just one more unit worth of firepower the rest of my army won't have to take. -Samirus Link to comment https://bolterandchainsword.com/topic/215212-blood-angels-techmarine/page/2/#findComment-2567777 Share on other sites More sharing options...
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