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Dark Angels and the 'other HQ choices'


Magnus Thane

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I was wondering do any of you guys use the rarer HQ choices like say a Techmarine?

I'm getting the impression most people fervently stick to specific choices and never deviate from that... at all.

Or am I imagening this?

I'm thinking of picking up a Techmarine... is this a complete waste of money? I like his look and fluff but I never read of anyone fielding him...

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First off, for now, Techies are not an HQ "Choice" they are outside of the Force Org Chart and we can have one per non-dedicated transport/dread. So up to 6...

 

Now as to whether they are useful. 6th is still too new but vehicles seem to be a bit more fragile than they used to be so he might be worth it as a repair tech but he isnt as good for the points as a character/hand to hand specialist.

 

That said, I have 3 just because they are cool to paint.

 

Also our new codex (rumored) may change their usefulness a great deal. Bottom line: If it's cool do it anyway because nobody knows if they will be useful in 6 months or not.

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For the longest time, Chaplains were the way to go because of the lack of Librarian powers in the Codex. Again the newness of 6th Ed and the ability to take the powers from the rule book could have changed this.

 

The Dark Angels may see a greater emphasis on Chaplains in the coming Codex as well.

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For the longest time, Chaplains were the way to go because of the lack of Librarian powers in the Codex. Again the newness of 6th Ed and the ability to take the powers from the rule book could have changed this.

 

The Dark Angels may see a greater emphasis on Chaplains in the coming Codex as well.

 

I get that feeling, especially with Ezekial only getting mastery 1 in the FAQ. But only the watchers know for sure.

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Techmarines have always been a weird unit entry. Their specialty, fixing vehicles, has just never been that useful. Not that useful considering the cost of a techmarine + harness + servitors. Now, however, given the HP mechanic, they might be more attractive to take in a list that employs some of the heavy hitters like Land Raiders and Predators. When your Land Raider is reduced to 1 HP, its demise is virtually guaranteed unless you have a techmarine in your force. That wasn't the case before, but now there's a definite role for the techmarine to play.
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It's also worth noting that the 'fixing vehicles' rule was changed in the Dark Angels' 6th ed FAQ/update. I haven't had a chance to try it yet but now you only use your shooting phase - so can move into base contact and fix in one turn - and the chance to be successful has increased slightly, they do look more appealing. I love my techmarine models but they've been a poor choice for a very long time. :lol:
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I have found that the techmarine is a lot better now with the 6th rule FAQ in the fact that that can now repair the vehicle that they are riding in. I like to take one with each of my land raiders and keep them inside so that way I don't have to worry about them being shot or assaulted and can keep the land raider going when it should have died in a previous turn.
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