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Here's just a random idea I had, I wanted some feedback on...
What if I took Devastator squads, but rather than giving them Sergeants, I had techmarines join their squads? I think the Devastator squads have several advantages over just a techmarine with gun servitors - they can get tank hunters (with the right traits), have access to a couple more weapons (namely missile launchers and lascannons) and can take more "red shirts" to soak up wounds. Plus, they'd benefit from the Techmarine's signum. And a techmarine wouldn't be that much more expensive than a Sergeant...
Any ways, what do you think?
Nice idea, but it'd cost you 2 elite slots. That, and a techmarine is WAY more expensive than a sergeant. A devestator sergeant doesn't need any upgrades or equipment, which leaves it at 15 points. I don't have the codex here, but I know a techmarine costs a lot more than that.
The techmarine would be better off with a more assult-oriented unit, or as an independant unit with 4 servitors.
"I have died a thousand deaths, and I will die a million more..."
yes. well, if the techmarine was not as much points more than a sergent as he really is you idea would be good. the dev squads would benefite from the techy and it wouldent be too much of a points dive, oh but wait the techy is way more than a serge who is only 15 points. well good try anyway sorry for the sarcasim. i would have prolly thought of it too cept i dont care for techies.(my bro played em and i toasted em)
-The Architect of the Penitent
-is working on [I]another[I] marine army :). not sure wich chapter or if im gonna make up my own chapter. If you blokes got any suggestions to make it interesting, send me a private message, thanks.
I would only advise trying this in games over 2000pts. I have used it before, and the servo's actually did some nice damage, and were wiped out. But the techmarine, a little costly, but fun to mess around with.
Reasons to not use Techmarines: See "playing defencive' thread. My post is in there, along with a bunch of others. That should be all that you need to convince yourself that Techmarines aren't any good, lol.
Now you guys have about nailed it on the points cost, however I think you havn't quite gone the distance with the thought. Make the Tech a deathwatch marine, now he's got a bolter/pwer weapon and the bolter counts as a boltpistol. Add the Mk40 targeter and its a heavy weap/2 24'' sniping rifle, that supports the Dev's mission quite nicely. Add the signum and it starts to get real nice. The tech is a support unit for the dev's that will make your opponent think twice about assulting them. This leads to the dev's doing what they are good at and dropping lots of heavy weap fire on your foe and you get to reroll a miss to boot. As the techmarine is an IC he can detatch from the unit just prior to your foe getting to you and act as a 1 man speed bump giving you an additional round of heavy weap fire. Give him a Razorback and let that act as a mobil fire base for a tac squad. It drives up the point cost but not too severly and lets face it, its one more target that your opponent has to prioritize and he may get it wrong. I see the techmarine as a force multiplyer, not so good on his own but he shines in getting other units to produce results.
breath, sight, squeeze.
now double tap just for grins
and Another One bite's the dust.
A bolter round for all that oppose the Emperor.