Jump to content

Techmarine syngergies in 7th.


Remtek

Recommended Posts

So never actually tried this dude, but it looks like it might have some nice synergies if fielding certain unit combination now that Land Raiders and Razorbacks are stronger in 7th.

 

Something like this:

 

50 points  Techmarine

220 points Devsquad 4 ML's with a las/plas razorback

420 points Land Raider with 10 Death Company

 

690 points with no upgrades on Raider/DC.

 

 

Techmarine:

Bolsters ruins giving Dev's 3+ cover save.  Now in terms of offense Devs have great value, the +1 cover really increases their surviability. The empty Razorback gives a cheap seperate shooting/scoring unit with good mobility and can deny los/deep strike ambushes if going second.

 

Techmarine goes in the Land Raider repairing hull points and joins the DC assaulting, with the 2+ save + look out sir it's possible to do some wound allocation tricks giving the DC more staying power. 

 

In regards to the repairs i belive it's a 5+ in shooting phase to repair weapon destroyed, immobilized or a hull point. Can be upgraded with servo harnass giving attempts a 4+ for 25 more points, though upgrade seems to pricy.

 

 

For 50 points it does seem like a cheap upgrade when giving 3 units more durability. 

 

Thoughts?

 

 

 

 

Link to comment
https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/
Share on other sites

Aye

Does the techmarine repair HP now? Thought he just repaired the lost weapon or immobilised - would be great if he does repair HP though!

Aye, mentions it in the BA Faq.

 

His jump pack is free, maybe have him running behind the raider? He does have some tarpit potential, but one 2+ save is so random. Devestator's get shot at so much and the 3+ would be nice.

 

Kinda hard to measure the value of bolster since alot of the saves are gonna be on 3+ regardless of cover. VS Plasma/ML's or any other str 6+ ap3/2/1 bolster would on avg. save about 45 points value, but then theres assaults, flamers and ap4+ wich is 3+ regardless.

 

And if your running multiple dev's he can usually shoot at the other unit, so it would require one dev unit and mech on the other heavy slots.

 

 

He can score and is easy to hide, i guess he could be annoying if still alive on turn 5.

Considering adding Imperial Fists as allies as they would work well with this strategy. The ally template would be 350points base. Looking at the point cost of space marines it feels like shopping at wall-mart!

 

  85  - 5man Tactical with plasma cannon

  65  - Divination Libby

  50  - Techmarine (joins Death Company)

150  - 5 mans Dev with 4 lascannons (tank hunter chapter tactics) (perhaps adding some extra bodies)

 

BA core

 

120 - RifleDread

100 - Libby

310 - ASM LasPlas Razorbacks x2

 

So the list would contain 2 libbys, one BA one IF, both roll on divination one goes offensive and one in the backline. There are 4 good spells in divination in addition to prescience. Perfect Timing (ignore cover) fits well with with dev's and theres always prescience. The 4+ invul save, rending debuff or counter attack all fit well with DC in a Rhino as they more often then not wont get charge bonus. 

 

The Dev's have rerolls on to hit and penetration. The Rifledread stays in the same ruins giving both 3+ and also acts as a tarpit vs flanking assaults going for backline and adds some cheap str 7 dakka (twinlinked).

 

5man tactial goes wherever needed. TechMarine tanks AP3+ wound pools for DC, look out sir's on ap2/1. Theres also some challenge potential with the techmarine if facing ap3+ heavy hitter's. 

 

Bought a box of tacticals today! The yellow armor should go well with all the red. 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.