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Tech-Marines: Yay or Nay?


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Thought I might share my thoughts on Tech-Marines, and ask how others are finding them;

 

- I run mine with conversion beamer hidden in fortified ruins with my Vindicare (2+ saves on both of them hehe). They make a pretty good tag team, and usually get ignored by my opponents (who are too busy gunning for my Knight squads and Dreadnought/Dreadknight). Conversion beamer is amusing, as the more static and gun-line my opponent is, the better it gets. I often have to angle shots across the board to get that delicious S10 AP1 blast, ignoring closer targets. The more usual S8 AP4 is alright for fragging infantry that have hopped out after the Vindicare blew up their ride, but still...

 

- Altneratively, I've considered running him with my Paladin bodyguard and the Librarian. He adds crazy nades (won't be sitting still so no point taking conversion beamer), and he can eat lascannon instead of a Pally/Libby taking it (and he benefits from the squad Apothecary FNP aura). Anyone run him like this? Too much of an investment just to get nades? (I can't take the cheaper Inquisitor with crazy nades, as I already have Libby+Crowe in HQ).

 

So yeah, just share your general thoughts/tactics, and your experiences with using him.

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Honestly I've found one of his best uses is to sit back with a Vindecare and drop orbital strikes. Unless I missed something he's the cheapest model you can take with access to the orbital strike. That and he does not take up a valuable HQ slot. I find that because of his ability to do this he can become a diversion for the enemy so they commit forces to kill him that would otherwise engage my main force. It works out nicely no matter what happens.
I take one at 1750pts. He fortifies a building and either hangs out with the dreads or sits in the building with the Vindicare and attaches himself to the 10 man shooty purifier unit with the GM attached. He'll probably take a bullet to the face just the GM to save the purifiers dying. Only used him a few times so far but the 2+ cover on the assassin makes such a difference.
One of the better units in the codex by far imo. Including from the comments above he's a great multiplier - no need to take the obligatory NDH if he joins your squad, and he allows you to pull out HH and force weapons in one turn if desired. Only minor gripe is that it would have been nice as would an option for some kind of invulnerable protections. Can't have it all I guess...

Techmarine; why I Use him

 

;) +2 save for vindicare

;) Grenades! -> to support squad his with in assaults

:D Servo-Skulls with 3pts/bone

:lol: I play usually two land raiders so there is change that when opponent immobilizes one of them, tech-man can embark (and leave the rest of the sqaud his with) and try's to fix the "transport"

:lol: Does not use HQ slot (but uses elite instead so...)

 

And of course Plasma pistol, flamer and strenght 8 is good but what makes him great are thous above and flexibility of him to fit into many roles (and supporting other units in many forms).

 

 

...Saddly I have not yet been able to use him on any of games, so this all can be just a big dream with false prophet with wrong tools... :P

So possibly dumb question. But how does the orbital strike affect the techmarine's shooting? Can he not use any other weapons if he orders a strike?

Just curious. Personally feels weird that he wouldn't be able to shoot because he's radioing directions for a strike.

I plan on picking one up here pretty soon. Basic servo harness, "Mad-Grenades", and possibly a NFS (nemesis force staff) just to be a jerk, them I'm gonna join him up with a purifier or strike squad in a Land Raider. Should be hilarious watching people try and take him out in CC!

 

=]D[=

So possibly dumb question. But how does the orbital strike affect the techmarine's shooting? Can he not use any other weapons if he orders a strike? Just curious. Personally feels weird that he wouldn't be able to shoot because he's radioing directions for a strike.

There can only be one!!! /end highlander reference

 

Umm... have you ever tried using a Laser Designator or calling in artillery strikes? It's a complicated matter in both cases. The laser designator has to be held still in order to paint the target, and it requires some serious concentration. Calling in an artillery strike is also busy business.

 

Anyway... Techmarines. I'm experimenting with him by giving him all the grenades, a Nemesis Warding Staff, and sticking him in a LRC with 12 death cult assassins. This way, he repairs if the LRC takes some damage and charges with the DCA, contributing his grenades of death and protecting himself with the 2+ invul. He'll also fortify to provide some dudes with 3+ cover saves, which is nice.

I'm experimenting with him by giving him all the grenades, a Nemesis Warding Staff, and sticking him in a LRC with 12 death cult assassins. This way, he repairs if the LRC takes some damage and charges with the DCA, contributing his grenades of death and protecting himself with the 2+ invul. He'll also fortify to provide some dudes with 3+ cover saves, which is nice.

Given that he also confers ATSKNF on the assassins... this sounds extremely compelling. I demand reports of your field experience. :)

Wow, color me embarrassed. I missed the fact that the lance was downgraded to a grenade template... That's just beyond ridiculous. Why even call it a lance strike? Lance strikes are supposed to leave half a mile wide craters in the ground, you know level cities. But now on the tabletop they only drill tiny holes. There are an awful lot of things about this codex that ticks me off.
Wow, color me embarrassed. I missed the fact that the lance was downgraded to a grenade template... That's just beyond ridiculous. Why even call it a lance strike? Lance strikes are supposed to leave half a mile wide craters in the ground, you know level cities. But now on the tabletop they only drill tiny holes. There are an awful lot of things about this codex that ticks me off.

These are smaller ships doing the lancing, donchaknow :rolleyes:

 

Just another case of GW downgrading the fluff so it'll fit better on the tabletop.

Wow, color me embarrassed. I missed the fact that the lance was downgraded to a grenade template... That's just beyond ridiculous. Why even call it a lance strike? Lance strikes are supposed to leave half a mile wide craters in the ground, you know level cities. But now on the tabletop they only drill tiny holes. There are an awful lot of things about this codex that ticks me off.

These are smaller ships doing the lancing, donchaknow :rolleyes:

 

Just another case of GW downgrading the fluff so it'll fit better on the tabletop.

 

Ah a case of the old mini-anticapitolship/exterminatusgun-weapons. Gotcha. I always enjoyed that guardsmen and Tau got saves against bolter rounds too... lol.

gonna run either a techmarine with lots of stuff(warding stave, 3 servo skulls, ekpyrean brain mines blind, rad and psychotroke grenades or a ordo xenos inquisitor with grenades spam and a plasma syphon (cheaper...) in a unit of purifiers

 

Btw... the wording on hammer hand kinda suggest that you would be able to cast it twice for double bonus for the squad :rolleyes: so tech marine casting it once and the squad casting it = s6 I6 purifiers with 3 attacks each on the charge (I highly doubt that you will be able to double cast it when the FAQ comes though...)

The Techmarine can't join the assassin unfortunately. ICs can't join a unit that always consists of one model unless that other model is an IC.

 

Say again? You might be thinking of the 'Ol Dex? Death Cult Assassins are now under the "Henchmen" unit so the Techy can join them.

 

=]D[=

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