Paul
06-29-2011, 02:29 PM
I have been playing a list with three Black Templars techmarines in it for some time now, and have many thoughts on their capabilities vis a vis Assault Terminators
Assault Terminators: 200 pts w/ TH/SS
Each Techmarine costs 170 points, and is kitted out thusly:
Servo-Harness, Thunder Hammer, Storm Shield, Bionics, Terminator Honors.
Major Differences:
Charge Attacks (Techmarine): 4 Thunder Hammer, 2 Power Fist
Charge Attacks (Terminators): 15 Thunder Hammer
Wounds Difference: 2 Techmarine, 5 Terminators
No save difference.
So far, it looks like the Terminators have the upper hand.
...BUT...
The techmarine has some tricks up his sleeve: here are some major ones:
Takes up only one slot in a transport! This means he can ride with two of his buddies and a thirteen-man assault Initiate squad in a crusader. NICE! Perhaps more importantly, one can fit a Chaplain, Command Squad, Marshal, and three Techmarines in a Land Raider, and more in a Crusader. Deathstar! Woo!
Comes with a Signum! Ballistic skill 5 meltagun from that Initiate, WOO!
Comes with two guns and can fire both! Add a twin-linked plasma pistol and a flamer to your squad!
Comes with a roughly 30% chance to repair the Land Raider if it is damaged while inside of it. With his two buddies, that's a lot of repair attempts!
And lastly, and perhaps most importantly, space on the table. A five man terminator squad can hardly disembark well from a Land Raider, and takes up a lot of space even when in base to base. However, the Techmarine is no larger than an initiate as far as table space is concerned.
That's all; I hope you all see how taking a Techmarine or two can really buff some units in transports without having to buy a full Terminator squad!
Coming up on request, a (what I consider) much harder challenge: Shooty Terminators
Assault Terminators: 200 pts w/ TH/SS
Each Techmarine costs 170 points, and is kitted out thusly:
Servo-Harness, Thunder Hammer, Storm Shield, Bionics, Terminator Honors.
Major Differences:
Charge Attacks (Techmarine): 4 Thunder Hammer, 2 Power Fist
Charge Attacks (Terminators): 15 Thunder Hammer
Wounds Difference: 2 Techmarine, 5 Terminators
No save difference.
So far, it looks like the Terminators have the upper hand.
...BUT...
The techmarine has some tricks up his sleeve: here are some major ones:
Takes up only one slot in a transport! This means he can ride with two of his buddies and a thirteen-man assault Initiate squad in a crusader. NICE! Perhaps more importantly, one can fit a Chaplain, Command Squad, Marshal, and three Techmarines in a Land Raider, and more in a Crusader. Deathstar! Woo!
Comes with a Signum! Ballistic skill 5 meltagun from that Initiate, WOO!
Comes with two guns and can fire both! Add a twin-linked plasma pistol and a flamer to your squad!
Comes with a roughly 30% chance to repair the Land Raider if it is damaged while inside of it. With his two buddies, that's a lot of repair attempts!
And lastly, and perhaps most importantly, space on the table. A five man terminator squad can hardly disembark well from a Land Raider, and takes up a lot of space even when in base to base. However, the Techmarine is no larger than an initiate as far as table space is concerned.
That's all; I hope you all see how taking a Techmarine or two can really buff some units in transports without having to buy a full Terminator squad!
Coming up on request, a (what I consider) much harder challenge: Shooty Terminators