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I`m thinking on using a Techmarine in full servo harness with 1 tech servitor and 3 gun servitors beacuse i have 1 Predator Annihilator, 1 Venerable Dreadnought, 1 LS Typhoon squad and 1 LS Tornado squad. Naturally I use the Predator for long-range fire-support so I was thinking of putting Techmarine near the Predator. Got any experience about Techmarines?
Ok, I am starting to build an Adeptus Mechanicus army, because I like Techmarines so much. They look cool, have neat abilities, and have lots o' gunz.... But just because I like them doesn't make them a good unit. 100 points for a chance to roll a 6? no thanks... Better off just leaving the tank dead. Not worth the points, unless you are playing a giant game, of like 3000 pts. Their uses are similar to the apothecary, another of my favorite units. Limited, usually left for scenarios and large large scale games.
TSg.t Zakarius Clay
142nd Cadian, Stationed Planet Skyfall B
4th Brigade, 1st Battalion, 1st Co.
'The Pathfinders', Drop Team - 6
Pssst.... give me kudos....
to roll the 6 is a bonus, think of the extra firepower the servitors can bring and the support the techmarine could add if an enemy unit managed to get within assaulting distance of yopur pred, its a great idea, btw what are you going to arm the servitors with
For The Emperor
And Lion El Johnson
Well not if you have Technical servos, it could be as low as a 2+ to repair. But that would be with 4 tech servos, would be for 'repair only' techmarines.Originally Posted by Jhagadurn
Heres a good strategy / setup you might want to try; Techmarine with combi-bolter (maybe melta), Servo harness, artificer armor or a invulnerable save, one gun servo and three tech servos, mounted in a Razorback.
This setup will give you good fire power/survivability. A mobile firing platform and transport if terrain would allow, and with the servo harness and three tech servos you can repair vehicles on a 3+ and re-roll if you fail that (not likely)!!!
Pretty nice setup if you ask me. This allows you Techmarine to preform his primary function of vehicle medic, and provide fire when necessary.
But all this doesn't come cheap, about 200-265 points depending on war gear and such. Techmarines aren't horrible by any means but are best suited deployed in a vehicle heavy army, and set up close to the vehicles he could repair.
Last edited by Commander NoOne; November 28th, 2005 at 21:51.
The guilty laugh while the innocent suffer.............WELL WHO'S LAUGHING NOW!!!
Im thinking of arming 2 with heavy bolters and 1 with a multi-melta. HB-s for long range support and M&M for any armor that is foolish enough to come close to the Techmarine.Originally Posted by Dark_Angel
Normally, I'd recommend against Techmarines, but they ARE pretty cool, IMO. Just overpriced.
Anyways, for ultimate utility, I'd just use 2 Technical Servitors, one Plasma Cannon Servitor and one Multi-Melta Servitor.
Burn the land and boil the sea. You can't take the sky from me.
Member of the Canadian Clan, eh.
Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
I was pondering the techmarines as well, I think they are a good (small) devastator squad if you load up on gun servators, however, then the techmarine is not really being used as he should. You should already have enough shooty units in your army, no need for $$$ techmarine to shoot stuff. I think the techmarine without the full harness and 3 tech servators next to a predator is a solid idea, you get to repair on a 3+ and I think they all count as having powerfists...no codex here. For armies with a lot of vehicles this would be a solid idea.
...and you will know my name is the lord, when I strike down my vengence upon thee...
Ok, techmarines are not good IMHO.
1) They can only repair immobilised and weapon destroyed.
2) tech servitors DO NOT have powerfists.
3) Servitors, with their abismal armor and T3 die like flies. You will lose them as soon as the squad is targetted by some gunfire.
4) Techmarines are not very good in close combat due to I4 and WS4.
As repair support, they arent great.
As fire support, they are FAR too fragile.
As close combat support, they come up way short.
They just arent good at doing ANY of the things they are supposed to.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC