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Paul
02-24-2011, 07:36 PM
Alright, everyone. I've got my heart set on using Techmarines offensively (because I'm a biomechanical wackjob who enjoys watching people get hit by hydraulic pistons). So, which of the following is the best for that? I'll include advantages and disadvantages.

CODEX: SM

Advantages:
Cheap with cheap combat servitors
Bolster Defenses

Disadvantages:
One Wound
No Invuln

CODEX: SPACE WOLVES

Advantages:
Kinda Cheap
Thunder Hammer standard, iirc
Saga of the Iron Wolf adds +d3" to vehicle movement

Disadvantages:
One Wound
No Invuln
Few Servitors

CODEX: BLACK TEMPLARS

Advantages:
Two Wounds
Access to Armoury (stormshields, et cetera)

Disadvantages:
Blessing of the Omnissiah is less good
Not cheap
Not cheap servitors

NOTES:
All techmarines can repair from inside of a vehicle, so I plan on piling them into a Land Raider attached to some buddies and disgorging them, allowing them to fire their large number of assault weapons before charging. BTs are terrible at this due to small landraider capacity and bad BoO. SW are bad but have the +d3" movement from Saga of the Iron Wolf. C:SM are actually in the best position Land Raider wise but worst Tech-Marine wise.

Lemt
02-24-2011, 07:51 PM
Before I answer this, you're planning on going assaulty right? And is there any specific direction, other than Techmarines, you plan on going with your army?

Bentron
02-24-2011, 09:50 PM
What about Dark Angels?

Advantages:
-Two Wounds
-Power Weapon comes standard
-Can take his own ride.
-Not Independent Character so can't be singled out in combat
-Servitors have high WS/BS and can upgrade to Multi-meltas for free(!)
-No mind-lock
-Don't take up Elites slot.

Disadvantages:
-Combat Servitors are more expensive than C:SM versions (though they have better stats)
-Expensive.


If you want to get up into their face, use DA/SW/BT, or if you want to sit back and shoot use C:SM.

If you're interested in a really fun 1850pt Techmarine list, I wrote this up using C:SM. You might enjoy it. It sports no less than 2 Masters of the Forge, and 5 other Tech Marines.

HQ: (500)
MoTF - Conversion Beamer - 5 Servitors - 2 Plasma Cannons (250)
MoTF - Conversion Beamer - 5 Servitors - 2 Plasma Cannons (250)

TROOPS: (300)
5 Scouts w Sniper Rifles, Camocloaks, ML = 100
5 Scouts w Sniper Rifles, Camocloaks, ML = 100
5 Scouts w Sniper Rifles, Camocloaks, ML = 100

ELITE: (330)
TechMarine - Bike, Servo-Harness = 110
TechMarine - Bike, Servo-Harness = 110
TechMarine - Bike, Servo-Harness = 110

FAST: (450)
3 Attack Bikes w MM = 150
3 Attack Bikes w MM = 150
3 Attack Bikes w MM = 150

HEAVY: (270)
Thunderfire Cannon = 100
Thunderfire Cannon = 100
Predator w Autocannon, Stormbolter = 70

The Techmarines on bike provide 2+ saves to the Attack Bike Squadrons, which they lead into combat and beyond.

Best,

Paul
02-24-2011, 10:28 PM
What about Dark Angels?

Advantages:
-Two Wounds
-Power Weapon comes standard
-Can take his own ride.
-Not Independent Character so can't be singled out in combat
-Servitors have high WS/BS and can upgrade to Multi-meltas for free(!)
-No mind-lock
-Don't take up Elites slot.

Disadvantages:
-Combat Servitors are more expensive than C:SM versions (though they have better stats)
-Expensive.


If you want to get up into their face, use DA/SW/BT, or if you want to sit back and shoot use C:SM.

If you're interested in a really fun 1850pt Techmarine list, I wrote this up using C:SM. You might enjoy it. It sports no less than 2 Masters of the Forge, and 5 other Tech Marines.

HQ: (500)
MoTF - Conversion Beamer - 5 Servitors - 2 Plasma Cannons (250)
MoTF - Conversion Beamer - 5 Servitors - 2 Plasma Cannons (250)

TROOPS: (300)
5 Scouts w Sniper Rifles, Camocloaks, ML = 100
5 Scouts w Sniper Rifles, Camocloaks, ML = 100
5 Scouts w Sniper Rifles, Camocloaks, ML = 100

ELITE: (330)
TechMarine - Bike, Servo-Harness = 110
TechMarine - Bike, Servo-Harness = 110
TechMarine - Bike, Servo-Harness = 110

FAST: (450)
3 Attack Bikes w MM = 150
3 Attack Bikes w MM = 150
3 Attack Bikes w MM = 150

HEAVY: (270)
Thunderfire Cannon = 100
Thunderfire Cannon = 100
Predator w Autocannon, Stormbolter = 70

The Techmarines on bike provide 2+ saves to the Attack Bike Squadrons, which they lead into combat and beyond.

Best,

I do like this list. However, I find it awkward to put tech-marines on a bike because of the metal model, and also I am not a fan of bikes in general (I'm coming from Imperial Guard).

Here's what I want:

If anyone has read Dark Adeptus, the Archmagos at the end kicks *** in CQB because of his servo-arms and mechadendrites. Additionally, he suffers massive damage but is able to survive thanks to his bionic enhancements.

On the DA:
I would like to have an invulnerable save, to go without one in CQB is asking to die horribly in my experience (again with Imperial Guard). But I am looking at building a DA-based list.

Also thunder-hammers were a chapter theme weapon, but I can drop them if I have to to run DA.

Lemt
02-25-2011, 07:30 AM
Just one thing, I'd only play 1 Thunderfire Cannon. It's a very good unit, but a friend of mine plays them and more than one is overkill.