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Made in us
Tough Tyrant Guard





Sacramento, ca

OK i was just thinking would a all techmarine army be good or just foolish, this is what i came up with......


Master of the forge with conversion beam and 5 sevitors w/ hvy bolters
Master of the forge with conversion beam and 5 servitors w/hvy bolters

Troops 10 man tact with meltagun and mulita melta
Troops 10 man tact with meltagun and mulita melta
techmarine with servor harness and 5 sevitors w/ hvy bolters
techmarine with servor harness and 5 sevitors w/ hvy bolters
techmarine with servor harness and 5 sevitors w/ hvy bolters
Thunderfire cannon
Thunderfire cannon
Thunderfire cannon

So far its only 1740 in points but does it seem like good army'
with all the tech marine you an bolter all your terrian up might be over kill( just to bad you cant combine boltering)
yeah it lacks long range anti armor but hey its interesting ( and i do have nine tech marines right now too just thinking about it
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, its a themed army.
Its not even fluffy since Tech Marines are seen often in mechanized forces.

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 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Yeah make it more Mech, Take some Dreads they are still in theme surely?

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

To make it a bit more sensible for so many tech marines to be in one force, drop 1 master and 1 techmarine and take some dreadnoughts and rhinos.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Tough Tyrant Guard





Sacramento, ca

Well i do have six dreadnuaghts, but i would have too do two force charts then to becable to get the max benifit out of the tech marines..( i mean on on a roll of two the dreads are fix right)
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Maybe swap 2 tech marines (elites) for 2 hellfire dreads? long range action, and if they get a little fluffed up you've got a fair few helping hands for them

   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Stavromueller Beta

I think you're going a bit overboard too.

Get some vindicators instead of those Thunderfire Cannons and definitely Rhinos

The three Vindi's followed by the Tacs and the Techmarines with Servitors would make a nasty spearhead.

All the while the conversion beamer is pouring down conversion on their heads...
   
Made in us
Tough Tyrant Guard





Sacramento, ca

OK I can do this

Master of the forge with conversion beam and 5 sevitors w/ hvy bolters
Master of the forge with conversion beam and 5 servitors w/hvy bolters

Troops 10 man tact with meltagun and mulita melta w/ Razorback(las cannon twin link)
Troops 10 man tact with meltagun and mulita meltaw/razorbacks(las cannon/plasma
techmarine with servor harness and 5 sevitors w/ hvy bolters
dreadnuaght w/ duel auto cannons
dreadnaught w/ duel auto cannons
Iron clad dread
2 vindies
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

2 masters does not make much sense fluff wise. I'd drop one master and take another techmarine.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in au
Dangerous Leadbelcher






sydney/australia

you could make the basic marines iron hands, take a master thats an iron hand and have it as a omissiah based army.

"evil prospers when good men do nothing"
Nelson Mandela

skaven
knights
Ogres 
   
Made in us
Devastating Dark Reaper






A bizarre list. The techmarines and MotF are much more annoying when they have a bunch of vehicles to repair from weapon destroyed / immobilized results.

   
Made in us
Unhealthy Competition With Other Legions






Ashburnham, Massachusetts

I'm thinking of running a techmarine or two in my next list- have you played any games with this list yet? any advice?
   
Made in us
Boosting Ultramarine Biker



Saco, ME

StarGate wrote:OK I can do this

Master of the forge with conversion beam and 5 sevitors w/ hvy bolters
Master of the forge with conversion beam and 5 servitors w/hvy bolters

Troops 10 man tact with meltagun and mulita melta w/ Razorback(las cannon twin link)
Troops 10 man tact with meltagun and mulita meltaw/razorbacks(las cannon/plasma
techmarine with servor harness and 5 sevitors w/ hvy bolters
dreadnuaght w/ duel auto cannons
dreadnaught w/ duel auto cannons
Iron clad dread
2 vindies


When building lists like this, you really have to ask yourself what the point of each unit is.
I can see using one Master of the Forge as the leader for fluff, and to unlock the Dreads in Heavy slots. Not two. You simply don't need that many Conversion Beamers. Remember that whatever the Master fires at with his Beamer, so do the Servitors' heavy bolters. Sure, you could detach the Master from his squad of Servitors, but then Mindlock kicks in. Either go thin on the heavy weapons on the Servitors, and heavier on the basic versions, or drop them entirely. If you drop them, attach the Master to a Tactical squad with a lascannon. At least that way you get some matching target overlap with the Beamer.
You need more Troops. At 1750+ levels, Troops are king. 2/3 of all games are based on objectives, and only your Troops canhold yours. Sure, you can fire out your Beamer into any unit on the opponent's home objective, but one turbo-boosted bike in Turn Five can wreck your day if you don't have enough troops to grab more than one objective. Add at least one more Troops choice, and if it's a Tac squad, get them a Rhino. With all these Techmarines, you might as well take tanks for them to fix.
Servitors are not Relentless, so they have to stand still to fire those heavy bolters. You want your Techmarine moving, so he keeps up with the Dreads and tanks, and therefore able to actually fix them! Drop the majority of heavy weapons from the Elite Techmarine's Servitors, and go for basic versions. Walk the whole lot of them behind the tank wall, and/or the Dreads. Make repair rolls as needed. Powerfist-armed Servitors and the Techmarine with Harness are an AWESOME second-charge unit to back up your Dreads in close combat. Dreads get bogged down in CC due to a low number of attacks. Throw the Techmarine and his Servitors into a melee, and you've just gotten a boatload of extra powerfist and power weapon attacks.
Rifledreads (dual autocannon version) are nice. But you need to remember that they can move and fire all their weapons. There's really no reason to have them hold still every turn. See above for tactics on keeping their guns up. Even Rifledreads have 2 S6 attacks in close combat. The steady advance onto an objective is far more lethal than standing still and trying to whittle down enough of the enemy to clear out his objectives.
The Ironclad is a powerhouse, but it must beware of melta weapons. How are you arming yours? How are you getting it into the fight? I'd recommend placing it someplace near the Rifledreads, as a sort of "bird flusher" unit. Kind of like how a hunting dog flushes a pheasant from the brush for the hunter. Walk that Ironclad off on the flank, and push vehicles and units into the line of fire for the Rifledreads. Transports are going to fear the meltagun and the chainfist charge from the Ironclad, and will seek to avoid it. The Rifledreads are experts at popping transports and light armor. Just keep the Ironclad's backside covered against flankers and deepstrikers.
With the two Vindicators int he list, you now are a little short on Techmarines! Personally, I'd swap them out for another Dread and another Techmarine. Fluffier and better mutual support, though less useful against horde armies.

If you have the points, take a long, hard look at Venerable Dreads. Venerable Dreads are FAR more durable than regular Dreads, due to the extra point of BS/WS, and the Venerable rerolls. The only thing a Techmarine can't fix is a Wrecked or Explodes result. You can force the opponent to reroll every single Wreck/Expolde, and just repair the resulting Immobilized or Weapon Destroyed hits. I feel it's worth it on Rifledreads, since it's a near-guarantee that you'll hit with every shot. Each Autocannon is twin-linked, and hits on 2s. Any 1s are rerolled. I don't know the Mathhammer on that, but it's rare that you'll miss!

 
   
 
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