Remtek Posted July 23, 2014 Share Posted July 23, 2014 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 More sharing options...
Jolemai Posted July 23, 2014 Share Posted July 23, 2014 Sadly our Techmarines lack the Independent Character rule. Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3753800 Share on other sites More sharing options...
Remtek Posted July 23, 2014 Author Share Posted July 23, 2014 Oh i assumed they had that! Guess thats why i never see him ;) Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3754027 Share on other sites More sharing options...
Shaezus Posted July 23, 2014 Share Posted July 23, 2014 Does the techmarine repair HP now? Thought he just repaired the lost weapon or immobilised - would be great if he does repair HP though! Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3754127 Share on other sites More sharing options...
knife&fork Posted July 23, 2014 Share Posted July 23, 2014 10 (codex SM) techmarines with servo harness + 3 servitors in a thunder hawk! EDIT: Or run Iron hands as your chapter trait and lose the servo harnesses Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3754270 Share on other sites More sharing options...
Remtek Posted July 24, 2014 Author Share Posted July 24, 2014 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. Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3754578 Share on other sites More sharing options...
Ovidius Incertus Posted July 25, 2014 Share Posted July 25, 2014 The Razorback wouldn't score, would it, since it has been taken as a dedicated transport with a heavy support slot? Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3756087 Share on other sites More sharing options...
FishFuzz99 Posted July 25, 2014 Share Posted July 25, 2014 As far as I know, pretty much everything but Death Company score now. It wouldn't be super scoring as they say, but it should score. Even DC dedicated transports score. Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3756093 Share on other sites More sharing options...
Remtek Posted July 25, 2014 Author Share Posted July 25, 2014 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. Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3756127 Share on other sites More sharing options...
knife&fork Posted July 25, 2014 Share Posted July 25, 2014 I'm thinking Iron hands tech marines with cheap BA land raiders, or just normal land raiders with IWND. Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3756153 Share on other sites More sharing options...
Remtek Posted July 26, 2014 Author Share Posted July 26, 2014 My landraider generally stays alive for a long time or dies to an explosion, though it could be kinda funny to try. Link to comment https://bolterandchainsword.com/topic/294150-techmarine-syngergies-in-7th/#findComment-3756236 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.