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Now I love the idea of Techmarines and warpsmiths and their models, yet in each of the codeci they tend to be ... not great, or not really function in my list. Now I'm planning on dusting off my grey knights and as they have always consisted of strike squads/terminators in land raiders, and their cool factor, I was wondering if maybe they could be a good choice? Pricey, but if he is riding in a land raider with a strike/purgatation squad, keeping it moving and helping them out in melee, I was thinking of maybe giving him falcions and a storm bolter, thoughts?
Has anyone had any luck with them? And if so in what loadouts and such?

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I tried 2 in the backfield manning the comms relay and tried popping tanks with conversion beamer.  They helped but if anyone was to jump back there they would get crushed.  I have heard of people running them in stormravens by themselves just to repair hull points.  But for a land raider i think their AV14 is good enough and at 250 you dont want to tack on another 90.

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Yes they are a difficult unit to get a good return from. You can add one to a unit that has some other characters and let them use their Servo Arms and whatever CC weapon you give them in combat as its a fair number of attacks. It needs to have another tank in the unit to accept challenges as he cannot survive.

 

In GK it isn't a great option. You can run a MOTF ok in C:SM so maybe as an ally?

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I've used a Techmarine and a BroChamp as buffers for a full squad of Purifiers assaulting out of my Stormraven. It actually worked out pretty well. This would be about the only way I'd take a Techmarine; thankfully, I don't bother with Purifiers anymore.

 

SJ

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He's overpriced, only has 1 wound, no invul save, we don't take enough vehicles to justify his repair ability...doesn't get servitors (unlike every other Tech-Marine in existence)

 

The only good thing about our Tech-Marine is the conversion beamer. And even then, he's too easily killed for it to work. One failed save (or any AP2 pointed at him) and he's dead. 

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Now if he was Space Wolf priced with a free Hammer...

Funny thing is I've tried using my iron priest with my wolves, the main problem for them though is the hammer is good yes, but does limit your attacks due to being specialist, and everytime I ask for advice I just get told to thunderwolf (though that does seem to the automatic to any space wolf related question these days), plus unlike any bar the chaos one he actually takes up a  slot :/.

Maybe an allied Thunder wolf joined to one of the squads in a raider? I was thinking of allying in some wolves anyway but the issue there then becomes him taking your one ally elite choice, so that may be best for if I were using Wolves as the base.

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I like the idea of taking a Tech with conversion beamer for funsies to blast from the backfield, but yeah anything comes down with a couple of sharp sticks and he's history.  So as of this point I've spent money/points on other models.  Maybe there is a beneficial ally to bubble wrap him with some cheap homies to get sliced up first while he blasts with impunity. 

 

-Brett

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The worst thing is, if he was like 50 points instead of an absurd 90, he'd be usable as a bit of cheap firepower. I'd even be able to stomach the 1 wound, so long as he had something to attach to...

 

But that's his second crippling issue. Nothing in our codex is a good fit. Purgators are supposed to be our fire support specialists, but GW designed them to be front-line support (like Chosen), so they can't camp back at the ranges a conversion beamer does. Henchmen are no longer in the codex, and there are better Allies with longer-range guns for him to attach to. 

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Funny thing is I've tried using my iron priest with my wolves, the main problem for them though is the hammer is good yes, but does limit your attacks due to being specialist, and everytime I ask for advice I just get told to thunderwolf

 

Well, if you have the option to Thunderwolf, why wouldn't you? ;)

 

The Hammer is generally regarded as the best 'standard' CC weapon, and getting one for free is pure win!

 

As RD said above, it depends on the role you want the Techy to fill.  If you just want someone to repair your Dreads (lolz) then cheaper is best!  That the SW techy can also threaten somewhat in CC with the free hammer is gravy.

 

If you want a little added CC bite, then Thunderwolf + Hammer = joy.

 

And if the GK Techy was priced the same as the SW techy, we'd have the long range option of Techy + Conversion beamer, over the SW CC option of Techy + Thunderwolf, and we wouldn't be price gouged.

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I like the regular iron priest model on foot :P

Yeah, the 90pts is what makes me hesistant about even trying the techmarine, if he was two wounds that would be okay, but as it is I can't really think of a way to use him other then maybe with a conversion beamer in an allied lascannon longfang pack, but for that price you could get a tooled out librarian with divination and probably an extra long fang.

Seems even allies can't save the Grey knight techmarine :/
Shame, as I had an idea for a cool conversion.

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Funny thing is I've tried using my iron priest with my wolves, the main problem for them though is the hammer is good yes, but does limit your attacks due to being specialist

 

It doesn't actually. The IP has a Servo Arm as well, and so has 2 specialist weapons, therefore he gets the +1A just like anyone else. Same thing applies to regular Techmarines with the 2 Servo Arms their Harness provides (at least, they have that option, can't recall if you have to upgrade to the Harness).

 

That said, still probably wouldn't both with one.

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