Space Marines
Time to finish up Games Workshop releases for the week with two new Space Marine boxes. First we’ll take a look at the new, mightier Primaris Techmarine. Afterwards we’ll follow up with the Hammerfall Bunker. If you missed our earlier articles for Necrons please look at the Ophydian Destroyers and combined article for the Convergence of Dominion, Void Dragon, and Monolith.
Primaris Techmarine
The Primaris version of the Techmarine competes the lineup of classic HQ archtypes. His statistics are the same as the stock Techmarine, except for a gain of one Wound and Attack for ten more points. The weapon suite of the Primaris, however, makes him a much more capable combatant at range and melee.
At range, the Forge bolter doubles the range of the plasma cutter and deals more or the same damage without endangering the techmarine. As the range closes, the Primaris adds his grav pistol while still shooting with the Forge bolter. While the standard techmarine can take items off the pistol and combi-weapon list, he will rapidly outpoint the Primaris.
In melee, the Primaris Techmarine continues to out preform his predecessor. While both marines carry identical Omnissian power axes and Servo-arms, our Primaris includes a set of Mechadendrites as stock. Mechadendrites aren’t as strong as the other weapons, but they add two additional attacks whenever the bearer fights. Again, the standard techmarine may upgrade their axe with a one choice from the Melee weapon list. And again, his points jump up for that privalaege.
So the question to ask ourselves is what do we want either Techmarine to do? While this is a wargame, the Techmarine isn’t primarily a combatant, he’s support for your Chapter’s tanks and artillery. Awakening the Machine Spirit adds one to a nearby vehicle hitting with any attack. Meanwhile, Blessings of the Omnissiah repairs a D3 wounds on a nearby vehicle.
Now, with a fast moving Space Marine force, the Techmarine may be following in your Dreadnaughts and Landraiders and will need to fight. However, this is where the Primaris edges out the older space marine. The upgraded wargear needed to put them on a stronger footing will soon exceed the Primaris’ cost.
Don’t forget, either Techmarine is upgradeable to the Master of the Forge with a better axe and maxed results for Blessings of the Omnissiah.
Hammerfall Bunker
The new Hammerfall Bunker occupys an odd spot in the Codex. While tough and covered with guns, the Bunker lacks any movement or melee capability. Like Firestrike Turret, it does have a use, but you’ll have to decide if it fits your force.
Defensively, the Hammerfall lags just behind the Land Raider. They share the same Toughness of 8, but the Hammerfall only has 14 Wounds and a 3+ Save. This is still better than most other Space Marine vehicles with Toughness of 7 and less Wounds. The lack of movement hurts defensively as it cannot redeploy when anti-tank units get a bead on it.
Offensively, the Hammerfall brings an upgraged missile system to the battle. Superfrag missiles strike 2D6 times with a Strength of 6 and have blast. The other option, Superkrak missiles get two shots at Strength 10 and a D6 damage. The AP is somewhat lackluster, but hits will wound unless the dice are really bad.
The second weapon system mounted on the Hammerfall are the arrays. Available as 24″ heavy bolters or 12″ heavy flamers, the arrays look deceptively weak with a limited number of attacks. However, the Defensive Array ability lets them attack every eligible unit. Multiple Small Unit forces should expect a pounding as they approach.
What do we do with the Hammerfall Bunker? The fortification lacks any reserve or forward deployment ability, so it must set up in your deployment zone. Once set up, it may not move either. Choose a spot carefully and early (due to the model’s large footprint) where you can maximize your missiles line of sight and have plenty of open ground for your defensive arrays. Ideally, you’ll set up between two or more objectives which are in or near your deployment zone. After that, engage priority targets with your missiles and hose down anything that comes “close”.
Close in this case is subject to interpretation. The heavy bolters fire on targets within a four FOOT circle centered on the bunker. The heavy flamers have a two FOOT circle and always hit. Choose your weapons based on your expected terrain density and you’ll have a good time.
Thanks for stopping in. If you enjoyed this article or have any dissenting opinions, let me know in the comments. I’d especially like to know how the Hammerfall works in practice.
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