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Techmarines - does anyone use them, are they effective?

1K views 11 replies 9 participants last post by  wyrdone 
#1 ·
I've been reading up on the new Blood Angels list (which is similar to the DA, I've heard) and I noticed that you can get a Techmarine and 4 servitors really cheap. Not to mention Multimeltas and heavy bolters upgraded for free. I know I've seen several Tech lists on LO, but I've never heard of anyone reporting back on how effective they were. Since the regular Predator is so cheap as well, I could field something like this

225 TechM 4x Servitors (1x multimelta 3x heavy bolter) Razorback w/heavy bolter
225 TechM 4x Servitors (1x multimelta 3x heavy bolter) Razorback w/heavy bolter
110 Predator Autocannon, extra armor, heavy bolter sponsoons
110 Predator Autocannon, extra armor, heavy bolter sponsoons
and still have lots of points for a couple of assault or tact squads, some attack bikes, an HQ and some vet assault squads and my Death Guard. To me this seems like a pretty balanced shooty/assault list.
I know the servitors don't have great AP but the cheap razorback can run them up and pop smoke while they sit and then turn two, it could really unleash some fire power. You could even add another Pred/Techmarine squad for overkill if you wanted. Am I delirious or is this silly or what. It seems that it would be able to handle heavy armor as well as horde type armies equally. If you don't like multimeltas, you could throw lascannons in there and still hit anything within 36inches with the heavy bolters. Now half your army is going to be stationary, but then, you also have some of the best assault troops to go out and hunt the rest of the army that's hiding down.

I just noticed that Techmarines, Rhinos, Predators Attack Bikes, and regular Razobacks are all cheaper with the Blood Angels. The assault troops are more, but you can get awesome Vet Assault troops and a nearly free Death guard out of it.

Anyone else notice this?
 
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#2 ·
ive used them as repair and CC roles, i really really like using them for CC, kitted with a full harness, an extra Plasma pistol, TH, and iron halo, 7 attacks on the charge makes me giddy just thinking about it.

you just have to play them well, you have to pick their battles and really think if you want to put them toe to toe with your opponent's hq or big nastys
 
#3 ·
The Techmarine model looks great. I'm planing on painting it just for kicks, but other than looking great I cant find a use for them. You put too many shooters in the unit and you are going to have trouble fixing your tanks. Too many servators and your spending alot of points just in case your tanks get broken. As far as I can tell except for looking good and being around to fix tanks there are just too many things that cost less and are more effective shooting wise.
 
#4 ·
The key to successfully using your Techmarines is to choose your role carefully. The Techmarine is a jack-of-all-trades - which is both his strength and his weakness. He can do just about anything - but other units can often do it better.

I tend to field my Techmarines as dual-role units - with two specific duties.

A Techmarine with Tech-Servitors is great for keeping a Venerable Dreadnought functioning on the tabletop. When the Dread gets damaged, fix it on the spot with the Techmarine. This requires that you keep the Techmarine in base-to-base contact with the Dread. Whne the battle lines close (as they inevitably do), I switch them to the role of counter-assault - adding their weight to the ensuing melee.

A Techmarine with Gun-Servitors makes an excellent fire-support unit and screen for Devistators. I usually only place two Gun-Servitors in this unit since giving then four heavy weapons makes them as effective as a Devistator Squad and draws fire in like manner. With just two heavy bolters, they can provide good support fire but opponents will be hard pressed to fire on this unit of the Devistator Squad is inflicting far more damage. Should an enemy unit threaten to assault the Devistators, then throw the Techmarine unit into close-combat against it. Armed with a powerweapon and servo-arm, he can seriously blunt any attack.
 
#5 ·
well, I wasn't interested in their machine fixing ability (I know with a bunch of servitors, they can fix a tank on a 3 or something)
I was going to use them as cheap devastators. Like I said, with the new Blood Angels rules, they are actually cheaper than the regular space marine version (maybe the only cheaper thing) and I can get heavy bolter and multimelta upgrades for free. I thought if I could get them to move up 12 inches (in cheap rhino or razorback) they could hose down any infantry with 3-4 heavy bolters as well as take out landspeeders and the like. I know they aren't the best in close combat, but if you were able to get them in cover at all, the tech marine is pretty decent 3 power weapon attacks and a power fist attack and would at least go down swinging against other MEQs
 
#7 ·
I know they aren't the best in close combat, but if you were able to get them in cover at all, the tech marine is pretty decent 3 power weapon attacks and a power fist attack and would at least go down swinging against other MEQs

they are gods amongst men and even standard marines, not so much when pitted against SM HQ, however, weither its due to luck of the dice, or faith in mny primarch, my techmarines have rarely let me down in battle :)
 
#6 ·
Techs

I don't use mine as a cheap devastator or a mechanic. I use mine as a committed close combat model. Mounted on a bike (controversial I know with some people and impossible in the BA list), I don't bother with the full servo harness (to avoid yet more controversy and accusations of beardiness) but give him terminator honours (impossible with the BA) and attach him to a bike squad.

It works really well, especially when a captain on a bike is included as well.

I have found it quite effective to split the independent characters from the squad, to assault a second target. Opponents find it quite disconcerting when they expect to have one of their squads locked in combat next turn, but then it turns out two are locked.
 
#8 ·
techmarines are awesome! it gets an extra CCW attack from the TL plas pistol, can hit with 2 extra Powerfist attacks, repairs vehicles and with t-honours, becomes the best CC unit, give him a transport and some CC servitors, and he's kicking butt on so many levels
 
#12 ·
I generally use my techmarine similar to Little Brother, i stick him on a bike, full servo harness :w00t:, and join him to a 2 attack bike squad (with multi-melta).
I run them down the flank with best access to enemy vehicles and on the second turn depending on luck break him off to CC a squad to block line of sight to my attack bikes while they pick the best way to reach their next target.:shifty:
He will usually win the combat (as i usually play tau or imperial) and continue on to maul a few more squads.:D
IMO totally worth considering instead of the points spent on a commander/priest for a CC monster.
 
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