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![[Post New]](/s/i/i.gif) 2009/08/27 03:00:15
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Fixture of Dakka
Chicago, Illinois
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Was just wondering if anyone had tried this
Techmarine w/ Bike w/ ServoHarness w/ Powerweapon 125
Comes w/ 4 Powerweapon attacks and 2 Powerfist attacks ; Plasma pistol and Flamer.
I mean it would look something similar to
Space Marine Captain w/ bike w/ RelicBlade etc..
Space Marine Librarian w/ Bike etc...
Command Squad w/ Bike w/ etc...
Elites
Techmarine as above
Techmarine as Above
Troop
Bike x 5
Bike x 5
Bike x 5
Bike x 5
Fast Attack
LS
LS
LS
H. Support
none
Basically he is able to join the space marine bike squads you have a semidecent character for each squad and w/ just 5 man squads of bikes w/ Melta/ plasma you are not paying to high for the squads themselves.
Was just wondering if anyone had any success with this tactic. You could also take both Join him the librarian the captain into the Command Squad and everyone have feel no pain..
So your super unit if needed would be
Librarian
Space Marine Captain
Techmarine
Techmarine
Space Marine Command Squad
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This message was edited 1 time. Last update was at 2009/08/27 03:02:03
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2009/08/27 05:54:48
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Rotting Sorcerer of Nurgle
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I've had a similar idea, but included Khan and larger bike squads.
But no responces there yet.
I feel that the TM bikers like that are a 'fun' choice. What's the problem: 1 wound, that's a huge problem. No inv save. You get bonuses to cover you don't use. The cost is the same as other HQ (which ties into the whole one wound deal). In addition it's a kill point waiting for a powerfist to claim.
The TM balances out those cons with pretty much maximizing offensive power in combat and shooting. It's not over the top, bit it's decent, like the kill power of a tac squad's special weapons or so.
In the end 1 or 2, but they are still expensive for what you get.
As for the list you presented:
It's centered around the beat stick command squad. In the end it suffers the problems of being a one trick pony, you invest heavily in that squad and it's not easy to focus fire on. Like most things, enough fire power and they will drop.
In addition they would kill too easily, and then be out in the open waiting for say demo cannons to fall on them.
_________________
What I wanted to experiment with was a max troop squad with Khan and the Techmarines. They get to benefit from furious charge and have more bodies to control what was in b2b with the tech marines.
It's worth a try and should be fun, but do not overestimate the defensive qualities of your squad, FNP T5, 2+/3+ armor, maybe some 3++ are all flashy but it will get overloaded eventually.
My 7 Cents.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2009/08/27 16:18:55
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Fixture of Dakka
Chicago, Illinois
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Yeah your basically paying 110 for a 1 wound so I was like Meh.
It's difficult to find other units that have Synergy with Bike Squads.
The only thing I was looking at was maybe Iron Clads and 2 Scout Squads on Bikes for first turn charges with Locator Beacons.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2009/08/27 16:30:09
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Long-Range Ultramarine Land Speeder Pilot
Dallas, TX
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I keep wanting to get a Master of the Forge on a bike. It would make the perfect platform for the Conversion Beamer. The Bike is relentless and can get all the way back at the edge or wherever it needs to be for 48" sniping. Just using a techmarine to add CC punch to a bike squad is probably not going to be worth it. It is, however, a very creative idea, since you can use your Elite slots to basically get extra characters.
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Ultramarines Second Company - ~4000 points
Dark Eldar WIP - ~800 points
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![[Post New]](/s/i/i.gif) 2009/08/27 16:32:06
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Fixture of Dakka
Chicago, Illinois
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Its hard to use the elite spot for something that matches a bike army.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2009/08/28 10:26:49
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Ladies Love the Vibro-Cannon Operator
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Well, if you want a bike army, then go for Ravenwing.
Scouting, outflanking, combat squadding (including Attack Bike and Tornado) allow more tactical options.
And these guys are fearless.
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This message was edited 1 time. Last update was at 2009/08/28 10:27:16
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2009/08/28 15:16:02
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Rotting Sorcerer of Nurgle
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Well, both Ravenwing and SM vanilla bike armies work. They are different.
Ravenwing takes more care and almost demands Doublewing.
Vanilla Bikers have the options of the rest of the Codex, in addition to larger bike squads lowering kill points, but losing out on the Ravenwing mass scoring units (includeing the land speeder).
Scouting is nice if you go Doublewing, not so great with ravenwing bikers alone.
Outflanking is nice to have as an option.
Combat squadding has it's ups and downs.
Fearless is not exactly 100% a bonus.
My 7 Cents.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2009/08/28 16:05:47
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Long-Range Ultramarine Land Speeder Pilot
Dallas, TX
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That's very true. Just because the core of the army is bikers shouldn't make you think you have to ignore everything non-bike in the codex. One Rhino full of Tactical Marines is still a great way to capture objectives with weight of bodies when it counts. A Vindicator will still blow chunks out of anything.
I've thought about filling out my biker compliment too, as an outrider screen for my armored convoy (this would be in the 4000+ Apoc range). In smaller games, I can think of a Bike Force as the forward scouting elements of the convoy, or a small detachment sent out on a mission. It's completely feasable that some of the more "vanilla" units would tag along from the convoy. So I might have three units of bikes, one of Tactical Marines, a Whirlwind, and Land Raider Redeemer full of Hammernators. Using a bike captain, I still have incredibly mobile scoring units, but I'm not completely reliant on bikes to do everything.
"Vanilla" Marines are actually an incredibly rounded force. I think focus is always a good thing in force composition, but variance and the ability to utilize strangely different units together and well is what makes the SM's really stand out.
(To get back to the OP) Mixing in some "regular" elements gives you a whole new reason to love those Techmarines on Bikes. They've got machines to minister to when you can spare them, and are on fast bikes and able to catch up to the fight when needed, or to make it to a far flung vehicle with a track blown off.
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This message was edited 1 time. Last update was at 2009/08/28 16:08:41
Ultramarines Second Company - ~4000 points
Dark Eldar WIP - ~800 points
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![[Post New]](/s/i/i.gif) 2009/08/28 16:49:51
Subject: Re:Using Techmarines on Bikes in Space Marine Bike armies.
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Dark Angels Librarian with Book of Secrets
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As General mentioned the techmarines on bikes are great if you are using lots of other vehicles in the army, or playing in an apoc game with multiple players.
With turboboost they can always 'be where they need to be', which is the drawback of a footslooging techmarine.
Heck even having one just to repair you own vindicators can really be worthwhile.
Using them just for their ability to add plamsa and powerfists to a squad its a bit pricy for what they provide.
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This message was edited 1 time. Last update was at 2009/08/28 16:50:36
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![[Post New]](/s/i/i.gif) 2009/08/28 16:58:11
Subject: Using Techmarines on Bikes in Space Marine Bike armies.
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Ladies Love the Vibro-Cannon Operator
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Well, a Techmarine on a bike is a point sink especially if you plan to give him some wargear or weapons.
Then he almost costs the same as a full Scout unit.
I'd never consider this guy in one of my SM armies. Period.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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