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Alright folks, here's my question.
Usually I field two dreads and a techmarine with servo-harness.
I recently purchased someone's army to supplement mine, including a dreadnought.
a basic dread is 105, a tech with servo is 100. dreads got 2 attacks, tech's got 4. dreads got an armor value, techs got artificer armor and 2 wounds.
So, do I continue taking 2 and a tech or do I switch over to 3 dreads?
Are there situations in which you think one would be better than the other...and if so...what are they?
(edit: apparently I was drunk when I wrote the sentence "a Dread's not an army value"....that was supposed to be "a Dread's got an armor value"....I'm a genius. so yeah, that's been corrected)
Last edited by BarnyCarhamich; April 19th, 2006 at 00:45.
De gustibus non est disputandum.
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I think it depends on the number of vehicles u have in your army. If u have a lot of vehicles stick with 2 dreads and the techmarine to take advantage of his special rules. Otherwise try out 3 dreads and see if u like that combination.
Generally techmarines are considered poor (though I do not agree with this) as you pay a lot of points for what is still a basic marine.
That said if you regularly run two dreadnaughts a techmarines is probably a good idea, he will generally keep them walking and firing pretty well and he isn't too shabby in CC, a sort of 'super sergeant'.
The techmarine is better than a dread if all your heavy support options are predators, whirlwind and vindicators, he will quite nicely (with a few tech servitors) keep them up and running and firing.
Not really. Ive noticed that techmarines dedicated to repairing the rest of a list tend to spend far to much time moving between vehicles. In a 6 turn game, you get 3 or 4 repair chances if you are lucky. And obviously, not all will suceed, and not all damage done can be repaired.Originally Posted by The_Outsider
If your looking for something to sumpliment an infantry squad with, a techmarine is a good choice. So far thats the only really useful way Ive seen him deployed. He generally doesnt need a servo harness for this.
Your best answer of course, is just giving 3 dreads a shot, if you like it better then the techmarine, well, you have your answer then dont you.
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
Meh, giving him a rhino helps and it can also be used as mobile cover.
With 4 tech servitors he is very likely to repair any damage that can be repaired.
I agree with Outsider. But with 4 technical servitors is just not enough protection for the Techy. Plus the servitors are just to precious to lose. I'd take at least one gun servitor. I'm not downing the Techmarine but it just hasn't been reliable for me. Go for the third Dread.
The techmarine as a repairman is useless without his tech servitors, which die easily to enemy fire and cost points. Imo the techmarine should suceed on repairs at a 4+, not on a six.
Personally id give the techmarine a plasma pistol, servo harness and use him as a really really buff extra super sargeant for a CC oriented tac squad. Or you could give him 4 shooty servitors and a razorback, with long ranged weapons durability is less of an issue.
The dread is a dread really, not much more to say there. If you allready have 2 the thirdslot would be better spent on something else.
I've never had the chance to repair a wounded vehicle with a techmarine (admittedly I haven't been playing all that long), but I use the techmarine and two gun servitors a lot. one with a multi-melta and one with a heavy bolter. Being able to re-roll one miss is relatively useful with a multi-melta (rarely needing more than that to kill most vehicles), and if you don't need it? you are bound to miss at least one out of three with the heavy bolter anyway.
It depends on how you use your tech and your dreads.
Being a BA I just bought a tech with servo harness to compliment my dreads. I use a Baal predator, an assault cannon dread and a furioso dread, all moving at 6 inches a turn firing everything they have whilst the tech marine walks behind with his entourage, fixing as required until he is close enough to charge in with the dreads.
In an hour of darkness a blind man is the best guide. In an age of insanity look to the madman to show the way.
People get really hung up on the techmarine having to be in base with a vehicle at the start of the turn...I admit that its a bugger but peopl who can't work this one out are beyond me.Not really. Ive noticed that techmarines dedicated to repairing the rest of a list tend to spend far to much time moving between vehicles. In a 6 turn game, you get 3 or 4 repair chances if you are lucky. And obviously, not all will suceed, and not all damage done can be repaired.
I personally will pick one or two vehicles that I feel will need the cover of the techmarine and start him in base contact with them. Then when they move(6" obviously) he moves with them. This way he's always there when they need him, right at the start of the turn. Ideal targets for this kind of treatment are Vindies, Preds, Whirlwinds and Dreads, As transports will likely want to move 12". This works really well as you can usually keep the techmarine and his helpers behind the vehicle to protect them as well.
In this particular case I would start both dreads side by side and place the techmarine and his servitors right behind them and between them, in base-to-base obviously. Then the three of them can move around as one great big death dealer and the tech can repair whichever one of them takes the most damage in a turn whilst hiding from enemy fire. This is most strongly exemplefied in a HtWotA army that uses 4 dreads and two techs to make two of these teams with all the dreads venerable.
Don't get me wrong though, the tech can work just fine by sticking with one vehicle too, just keeping him in base to base with two makes for better odds of him being needed and thus useful. He'll also act as a sort of close combat detrent for any units that try to assault the protected vehicle. Whenever those nasty storm guardians, scarabs or wolf scouts show up to destroy the vehicle up close he can intervene and to tell you the truth he's more than capable of beating down a small infatry squad, which is what most up close tank hunters are.
Overall I see no reason not to take a techmarine in an army that you can has select vehicles that could strongly benefit from his help. The benefits add up to more than worth his points if you just use him right.
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