Techmarine in 1v1

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egewithin
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Techmarine in 1v1

Postby egewithin » Thu 17 Sep, 2015 7:23 pm

I generally have a little thing in my mind, there are some wargears / units that can fit in 1v1, but sucks at team games. EG : Poer Axe of Apo is good in 1v1 but a big drawback in 3v3. Or Warpspiders, where they can play so good in 1v1 with their teleport but can go down just in a multiple wolleys in a team games. So,Techmarine is a very good hero for team games as you already know. But I am not so sure about a 1v1.

I want to know, how can I use him specially good in a team game. I just watched Indrids latest 1v1 cast and had questions about him now, since his existence does not effect the game until late game. https://www.youtube.com/watch?v=Seo8ylIuErw I mean, he was just a bolter marine untill late game, I know it paid off but come on :D . Also, hard core come back from Indrid.

- I want to know is it worth to build some turrents of even a beacon? I know turrents are situatinal but have you ever used a beacon in a 1v1? Can it be effective enough?

- Do you have any other builds different from melee Techmarine that can be specially effective in the game? I am open for any tactics here.

And pretty much everything you know about him for 1v1 matches
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Re: Techmarine in 1v1

Postby Kentation » Thu 17 Sep, 2015 11:10 pm

I've seen Toilailee do well with the TM, especially in 1v1s. If you have the opportunity, watch his replays.

Turrets can effective but as you've mentioned, they are situational. The choke points near the natural powerfarm in Quest Heresy and the top of the stairs near the 2 VP in Fedrid Folly are good places for turret placements.

I've rarely seen beacons in 1v1s but it can work. I remember someone (think it was Toilailee) use beacon against nids, which worked out well. Putting up in the same place as I've mentioned for Fedrid Folly may work out.

As for the TM builds, not sure what to say. TM has decent abilities and wargears to help deal with different threats and support your army.
Last edited by Kentation on Thu 17 Sep, 2015 11:46 pm, edited 1 time in total.
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Crewfinity
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Re: Techmarine in 1v1

Postby Crewfinity » Thu 17 Sep, 2015 11:31 pm

redrupee is also quite proficient with the techmarine in 1v1, and has lots of replays you could watch.

in general as a ranged hero you have a lot more potential to bleed the enemy from range, his dps is about equal to a tac squad, so put him in some green cover and try to pick off models from enemy squads. however, as a ranged hero and an inherantly defensive one, you dont want to commit to engagements that often, but rather keep the enemy at arms length. probably the most common build is scout tac scout dev, with shotguns or hero upgrades as necessary, this lets you lock down a lot of map with scouts, control the enemy with the devs, and hammer into suppressed squads with the techmarine and tactical marines. this build scales very well into a late drop pod or fast razorback, the techmarine is amazing at supporting vehicles with his repair ability and global repair.

turrets can be good at denying critical points, locking down chokepoints to large areas of the map, and applying massive pressure to enemies with less capability to counter it. can buy you time while you gen bash also.

beacon is also very good on large maps, it lets you bring your backline much closer and gives you a lot of sustain. but in general i would probably get a drop pod instead, the beacon is definitely much better in team games where there are both larger maps and more players able to utilize it.
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Re: Techmarine in 1v1

Postby Adeptus Noobus » Fri 18 Sep, 2015 12:25 am

From my experience the TM is a good hero in 1v1 because of the reasons Crewfinity posted. He can bleed low health units very well and is very good at holding positions. He does not have to fear melee threats either because he could get Bionics which makes him tankier since his health regenerates faster and he gets the Powerful sweep ability. Plasma Gun, Signum Armor, Orbs, you name it. He is very versatile. His synergy with vehicles has also been mentioned. Blessings of the Omnissiah and the repair ability is definitely a nice feature. Makes Razorbacks hard to kill. And finally the Venerable Dreadnought, a threat to even Paladins and Terminators.

The Apos Power Axe btw is also viable in 3s. It drains energy from the enemy making it a nice weapon vs all energy dependant units (ASMs, Raptors, Blood Letters, etc.). I'd even go so far to claim that the most used weapons in 1s are the Sanguine Chainsword and the Bolter.
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Crewfinity
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Re: Techmarine in 1v1

Postby Crewfinity » Fri 18 Sep, 2015 1:15 am

i also forgot about this:

artificer armor+garrisons near important points=rage quitting orks (unless its the knob)
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Re: Techmarine in 1v1

Postby Toilailee » Fri 18 Sep, 2015 5:33 pm

If Toilailee can make TM work in 1v1 then you can do it too. ;)

In all seriousness I think TM is a perfectly capable 1v1 hero, the only mu where he clearly loses out to the other sm heroes is mirror matches vs either of the 2.
Turrets and beacons are both situational but both can be very effective. In fact a well placed beacon can completely negate SM's inherent weakness of taking forever running to, healing up and out of base. It can even make sm vs nids mu sm favored in certain maps. :P

I like to use bionics a lot in early game instead of upgrading one of my scouts with shotguns and relegating them to babysit tacs. It's particularly effective vs chaos & eldar in the early game and can be useful vs orks & nids. Getting both MCB and bionics in T1 absolutely wrecks eldar and can be very good vs orks/chaos/nids, however in the case of the last 2 you usually want to go for the plasma gun in T2 so I mostly go for this build vs them when I'm looking to close the game in T1. Just keep in mind that that's 50 power spent on hero alone in T1 so you gotta make it count.

I never really go for the power axe since I find plasma gun much better vs power armor races along with warrios & orgyns and I don't see much reason to go melee vs other races.

Artificers used to be amazing vs everything but now it's only amazing vs ig since they are the only race without an omnipresent detection. :?

Signum is great in lategame for focusing down elite/super units, it's worth swapping out the armor in late game when you need it. It's particularly effective vs nobs since you can damage them through frenzy with it.

OoO is great melee walker deterrent since it has 100% snare (only thing apart from haywires to have it) and can give you fairly easy walker kills. Also good for some funny shenanigans since it can drain energy from enemy heroes & jump troops etc. Just make sure not to hit your own vehicles or units with it.
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Crewfinity
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Re: Techmarine in 1v1

Postby Crewfinity » Fri 18 Sep, 2015 5:49 pm

Toilailee wrote:Artificers used to be amazing vs everything but now it's only amazing vs ig since they are the only race without an omnipresent detection. :?


GK usually doesnt get detectors vs SM either :D
im a big fan of lots of regen on heroes in general, so i still quite like this armor. i usually think of the mines as a nice bonus to the tankiness even if they aren't as good as they used to be. all his armors are really good though so i always have a tough time making a choice


Toilailee wrote:Signum is great in lategame for focusing down elite/super units, it's worth swapping out the armor in late game when you need it. It's particularly effective vs nobs since you can damage them through frenzy with it.


could you clarify this? i know signum is great at helping to focus nobz just because its so good at bleeding down their massive HP pool, especially with the plasma gun. but i thought frenzy gave complete invulnerability, are you talking about marking them after it wears off or does it actually make them take damage even when frenzy is active? 0_o

good tips in general, thx for the knowledge dump!
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egewithin
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Re: Techmarine in 1v1

Postby egewithin » Fri 18 Sep, 2015 6:56 pm

Crewfinity wrote:
Toilailee wrote:Signum is great in lategame for focusing down elite/super units, it's worth swapping out the armor in late game when you need it. It's particularly effective vs nobs since you can damage them through frenzy with it.


could you clarify this? i know signum is great at helping to focus nobz just because its so good at bleeding down their massive HP pool, especially with the plasma gun. but i thought frenzy gave complete invulnerability, are you talking about marking them after it wears off or does it actually make them take damage even when frenzy is active? 0_o


Frenzy is exeption, but how long can it last? After its effect, they will hurt really good. Also, not only Nobz, Termies and other HI squads in general.
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Re: Techmarine in 1v1

Postby Toilailee » Fri 18 Sep, 2015 9:18 pm

Frenzy simply gives them 100% resistance to all damage. And what signum does is it lowers the 100% resistances to 50%. So frenzied nobs will still have a major defensive buff when marked, but you can damage them. Same applies to all other invulneraties when marked with signum.
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Crewfinity
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Re: Techmarine in 1v1

Postby Crewfinity » Sat 19 Sep, 2015 6:10 pm

Holy shit that's a game changer. I didn't realize the invulnerabilities were actually just a 100% damage resistance, I thought they used a different mechanic to just receive no damage for the duration.

Do all the debuts work like that? I guess doombringer is the only other one I can think of.

Thanks for the pr0 tips :D
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Wise Windu
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Re: Techmarine in 1v1

Postby Wise Windu » Sat 19 Sep, 2015 6:17 pm

Does that actually work? The Nobz have a received damage multiplier of 0, and an invulnerable_action - which presumably makes them invulnerable :P - applied to them. 0*.5=0 still, so not sure if that does anything. But I've never actually tried it.
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Re: Techmarine in 1v1

Postby Sub_Zero » Sat 19 Sep, 2015 7:36 pm

Huh? With TM I've always used this principle - activate overcharge to force them to use the ability, when it wears off mark them or vice versa. So often people activate both at the same time and nobz counter it just by activating their ability.

Regarding his 1 v 1 performance. He is no worse in 1 v 1 than he is in 3 v 3. He is even more useful because you can actually be a god of prediction and plant mines at places where they will benefit you. Beacons and turrets are great things. But it requires strategical thinking from you, not like you put in a team game at obvious spots. Imagine you gained some crucial position, you just set up a turret, leave your scouts and TM to repair it, nothing in T1 but a jump unit can directly assault it, and even if it is done you just outrepair their damage while firing upon them, if they focus on you you just kite/shotgunblast them/use powerful sweep.

Pretty strong hero, easily the best hero in the game. There is no target for him that he cannot deal with - mark target amplifies damage of your troops against anything very important; ultimate AV - melta-gun, orb, your own vehicles will always be superior due to repair and global ability; ultimate anti-HI/SHi in the form of his plasmagun and easily the best structures in the game and access to a game-winning thing - venerable dreadnought is dropped at everything that would threaten it then it proceeds to tear everything else apart. They even gave him an axe to counter his weakness - jump troops. Something space marines have problems with because they have no melee units to overwhelm them immediately.
Last edited by Sub_Zero on Sat 19 Sep, 2015 7:54 pm, edited 1 time in total.
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Re: Techmarine in 1v1

Postby PaperBaG » Sat 19 Sep, 2015 7:46 pm

Just get bionics lol
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Toilailee
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Re: Techmarine in 1v1

Postby Toilailee » Sat 19 Sep, 2015 9:37 pm

Wise Windu wrote:Does that actually work? The Nobz have a received damage multiplier of 0, and an invulnerable_action - which presumably makes them invulnerable :P - applied to them. 0*.5=0 still, so not sure if that does anything. But I've never actually tried it.


My memories of this are fairly old lol. Some1 lab it and make me either look like a gosu or a moron. :P
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Cyris
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Re: Techmarine in 1v1

Postby Cyris » Sat 19 Sep, 2015 10:13 pm

We should start banning GK, TM and Random.
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Re: Techmarine in 1v1

Postby Atlas » Sat 19 Sep, 2015 11:28 pm

Cyris wrote:We should start banning GK, TM and Random.


Don't tempt me 8-)
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Re: Techmarine in 1v1

Postby Dark Riku » Sun 20 Sep, 2015 12:11 pm

Toilailee wrote:Signum is great in lategame for focusing down elite/super units, it's worth swapping out the armor in late game when you need it. It's particularly effective vs nobs since you can damage them through frenzy with it.

OoO is great melee walker deterrent since it has 100% snare (only thing apart from haywires to have it) and can give you fairly easy walker kills. Also good for some funny shenanigans since it can drain energy from enemy heroes & jump troops etc. Just make sure not to hit your own vehicles or units with it.
The Frenzy-Signum bug was fixed a pretty long time ago already :)
Haywire actually snares for only 60%, it does also disable weapons though.
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egewithin
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Re: Techmarine in 1v1

Postby egewithin » Sun 20 Sep, 2015 3:51 pm

Dark Riku wrote:Haywire actually snares for only 60%, it does also disable weapons though.

Only 60%?

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Re: Techmarine in 1v1

Postby Dark Riku » Sun 20 Sep, 2015 5:09 pm

http://www.dawnofwar.info/index.php?pag ... rp_spiders

Haywire Grenade
50

Throws an anti-vehicle grenade at an enemy vehicle or monstrous creature. Haywire grenades do 160 melta damage, reduce speed by 60%, reduce rotation rate by 60%, and disable weapons for 15 seconds. Range 20, cooldown 48 seconds.
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Re: Techmarine in 1v1

Postby Asmon » Mon 21 Sep, 2015 5:59 pm

Riku is right, most invulnerablity abilities used to be a mere 100% damage resistance, but that was modified a while ago so what Toil said about Mark Target doesn't apply anymore on frenzied Nobz. If you remember well it also worked vs phased BL before, and now it doesn't.
Atlas

Re: Techmarine in 1v1

Postby Atlas » Mon 21 Sep, 2015 6:40 pm

PaperBaG wrote:Just get bionics lol


Easily best comment in this thread. I must have gone something like 5-0 yesterday vs Cornholio and this amazing wargear has a lot to do with it. It's super cheap and super good and I'd honestly put it up to around the same level as things like the Holy Brazier.

This thing destroys a lot of dangerous squads like tics, sluggas, and horms. On top of that it does full damage on retreat :O
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Re: Techmarine in 1v1

Postby Lews Therin » Mon 21 Sep, 2015 7:10 pm

firatwithin wrote:I want to know, how can I use him specially good in a team game. I just watched Indrids latest 1v1 cast and had questions about him now, since his existence does not effect the game until late game. https://www.youtube.com/watch?v=Seo8ylIuErw I mean, he was just a bolter marine untill late game, I know it paid off but come on :D . Also, hard core come back from Indrid.


Just came to say that I dont think any game containing me is a good example, I had 250h played at the time. There should be MUUUUUUUUUCH better match examples then one with my noob ass in it! :lol: Atleast I learned that Tech marines could drop dreads that game. 8-).
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Re: Techmarine in 1v1

Postby DarthMoose » Tue 22 Sep, 2015 4:19 am

Don't be so modest Therin, you thrash me pretty hard and I'm not terrible, just kinda bad.
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Re: Techmarine in 1v1

Postby PaperBaG » Wed 23 Sep, 2015 11:36 pm

Atlas wrote:
PaperBaG wrote:Just get bionics lol


Easily best comment in this thread. I must have gone something like 5-0 yesterday vs Cornholio and this amazing wargear has a lot to do with it. It's super cheap and super good and I'd honestly put it up to around the same level as things like the Holy Brazier.

This thing destroys a lot of dangerous squads like tics, sluggas, and horms. On top of that it does full damage on retreat :O


Don't forget the regn either, it's like why get artificer anymore? you can get regen for cheaper plus an amazing anti melee ability while doing decent ranged dps, makes the TM so hard to force off at times
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Re: Techmarine in 1v1

Postby dark heretic » Wed 30 Sep, 2015 12:59 pm

articer is a solid wargear, paricularly when your oppenent doesnt get a dector, however signum is just offers way more
#codexissalty

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