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Made in au
Sinewy Scourge




Downunder

Thanks to random encounter, in a random place, with some random guy, I now have Ulrik the Slayer and an SW Iron Priest.
My question/query/wondering is "Are Iron Priests/Techmarines a viable choice in an army?"
I was initially thinking of starting a SM Tech themed army but with these purchases I'm moving this idea to SW and want some advice about what I should expect from them and what would work well with an Iron Priest.
As an Ork player and sometime BA player this is a massive about turn from cramming Boyz down throats or whinging about Bloody Stupid Johnson.

EDIT: I did Space Wolves back in 3rd edition so I have some Idea about how they ooperate.

(Christ it sounds like a Hollywood Actor saying he did Coke back in the 80s)

This message was edited 1 time. Last update was at 2010/01/08 14:31:50


Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
RogueSangre






I can'tsay much about Iron Priests, not being a Space Wolf player. (Yet.) But I'm a big fan of Techmarines, although they do have some problems. But seeing a Techmarine heavy army would be pretty sweet.

Bolster Defenses is a really nice rule. You can make a ruin be a 2+ save, for example. And the weaponry granted by a servo harness makes them nice and shooty.

The problem is Blessing of the Omnissiah. It's a great rule, when its used properly. Unless you keep all you vehicles together, the Techmarine (+ his servitors) is going to have a tough time getting around to them all. Of course, you can mount him on a bike, but even with a servo harness, the best chance you have of repairing a vehicle is a 4+.

I'd think the way to win with this army would be to play a defensive strategy. Troops wise, a scout squad with sniper rifles, a rocket launcher, and Telion in a 2+ cover building with a nice view would feth gak up. Some Tac squads with an attached Techmarine would fit the theme.
And Servitors are an awesome way to bulk up the army.

Taking the MOTF as an HQ would work. The Conversion Beamer has the potential to be awesome, and since the MOTF is rarely taken, you'd have an element of surprise, and confuse your opponent, I think.

For your heavy support, take a Thunderfire, (and giive it's Techmarine some servitors) a Whirlwind and/or a Dreadnaught with a Lascannon/Missile Launcher combo. (You can, because of MOTF.) Group them together as a nice little fire support base, so that they can all fire, and the Techmarine from the Thunderfire can repair the other two.

I think it's a really good idea, and would be really unique, both visually and in terms of composition, if you executed it well. Regardless, its thinking outside the box.

   
Made in us
Rotting Sorcerer of Nurgle





Note:The Techmarine on the Thunderfire can take servitors, but they are not the same squad.
____________________

I think the TM's are nifty, but pretty far away from something mainstream.
Their offensive ability is on par with the special weapons of a tactical squad if you think about it... (flamer and a plasma weapon, then some fist attacks and even added power weapon attacks.

So basically, when attached to a squad they add alot of consolidated muscle to a unit in combat and at range.

The problem? Cost and Durability. For a close range fighter, 2+ armor is nice, but being just 1 wound and no inv is quite unhealthy.

I've been experimenting with Harness, Power weapon, Bike with Khan improved furious charge.... Glass Hammers IMO. Need to be careful with them.

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




Stavromueller Beta

I've taken MOtF just so I can put three Dreads with 2 TL Autocannons in the Heavy SUpport slots and still take Termies.

Turns out that his Servo-Harness makes the dreads better in two ways,

One, repairing them when they get damaged, and two backing them up in CC since they have no DCCW. Just Awesome if put in a good spot. Just no invulnerable save is the only problem in CC.

I guess he would provide the same benefits to other vehicles but I haven't tried it.

This message was edited 1 time. Last update was at 2010/01/08 18:50:55


 
   
Made in us
Evasive Eshin Assassin






funny but when i read this title i expected marines with glow sticks??? carry on...
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

3 dual TL AC dreads, combined with 3 dakka preads, and 1 MOTF on a bike gives you a good fire base.
Shoot the MOTF when he is not repairing vehicles. The bike lets you move the conversion beam into a good shot -- as it makes him relentless.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

You guys keep talking about techmarines whereas the OP asked about Iron Priests

Even from just reading the FAQ I can gather that Iron Priests have slightly different abilities than Techmarines.

One popular tactic is a MotF and a few techmarines walking behind a dread-wall. His ability to repair a tank is good, but it's not going to win games by itself. I belive that the iron-priest has some powers that would go great with a razorback.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in gb
Proud Phantom Titan







labmouse42 wrote:3 dual TL AC dreads, combined with 3 dakka preads, and 1 MOTF on a bike gives you a good fire base.
Shoot the MOTF when he is not repairing vehicles. The bike lets you move the conversion beam into a good shot -- as it makes him relentless.
God no, not the conversion beam .... it has got to be the least useful upgrade. Its normally a str8 AP4 blast and will at best net you 1-3 infantry models a turn.
starbomber109 wrote:You guys keep talking about techmarines whereas the OP asked about Iron Priests

Even from just reading the FAQ I can gather that Iron Priests have slightly different abilities than Techmarines.

One popular tactic is a MotF and a few techmarines walking behind a dread-wall. His ability to repair a tank is good, but it's not going to win games by itself. I belive that the iron-priest has some powers that would go great with a razorback.

Iron Priests have every thing that Techmarines have ... but can take a thunderwolf making them Str5 and T5. Since they come with a thunder hammer that's some nice strong Str10 attacks (+1 a str8 from servo arm)

This message was edited 1 time. Last update was at 2010/01/08 20:18:35


 
   
Made in us
Rotting Sorcerer of Nurgle





Actually, I don't think they have access to a Full Harness. A bit different.

In addition, Iron Priests are not independant Characters, so they don't benefit from hiding.

The 155 combo of TWC/TH and Cyber Wolves...awesome sauce in some of the games I've seen.

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.
 
   
Made in us
Wraith




O H I am in the Webway...

Iron priests are good, especially if you place them on a Thunderwolf + 4x Cyber Wolves. Beat unit.

They are also great for sticking them in a transport and using Saga of the Iron Wolf to boost it forwards. They are especially good for Laindraiders.

He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Stavromueller Beta

Definitely no Beamer, it takes away the extra CC attacks and makes it harder to repair vehicles.

Do Iron Priests have the harness/beamer option or not?

   
Made in gb
Proud Phantom Titan







rdlb wrote:Definitely no Beamer, it takes away the extra CC attacks and makes it harder to repair vehicles.

Do Iron Priests have the harness/beamer option or not?

They've no HQ or heavy versions so no harness or beamer. In exchange you get thunder hammer as standard 0-4 Cyber wolves and 0-3 Thrall. Oh and 10pts gets you the Wolftooth necklace letting, you hit on 3+ regardless of comparative weapon skill.

This message was edited 1 time. Last update was at 2010/01/08 23:17:36


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




Stavromueller Beta

If the Iron Priest can generate some serious CC power that sounds pretty good, especially if you're speedy cavalry/wolves

Do they take up an elite slot cause that could be a negative?
   
Made in au
Sinewy Scourge




Downunder

I was thinking of running the Iron Priest in tandem with a LR/LRR/LRC to make it just that much harder to take down.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
 
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