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Iron Hands Techmarine
Submitted
Darksbane
, Aug 12 2014 03:08 AM | Last updated Aug 12 2014 03:08 AM
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Iron Hands TechmarineType: Army Unit Faction: Space Marines Cost: 3 Attack Value: 1 Hit Points: 3 Command Icons: 1 Signature/Loyalty: Traits: Soldier. Iron Hands. This unit gains 1 command icon for each enemy unit at this planet. Trained by the Adeptus Mechanicus on Mars, Techmarines are the stewards of their chapter’s weaponry and vehicles. Set: Core Set Number: 21 Quantity: 1 Illustrator: GW Design Studio |
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12 Comments
Unfortunately quite mediocre. In most cases the ability will give you 1 icon, and 3 for a 2/1/3 doesn't really cut it. While this unit does shine at winning command struggles on the first planet, the fact that it gets exhausted when it goes back to HQ afterwards means that after the first incident there, you're basically paying 3 for a 1/3 with no ability. Does get somewhat better with Colonel Straken, but I'm still not sure if it's good enough.
Well, it seems like a decent synergy with Holy Sepulchre, or goes well souped up with a Godwyn Pattern Bolter. On it's own, meh would be a good term.
I used to think Iron Hands Techmarine was meh, but since playing it my opinion has changed. It can single handily win command struggles against large number of units. And your opponent committing additional units doesn't usually change the outcome, nifty little card.
Yeah, your opponent needs to either commit a Warlord or several units with more than 1 command icon (or one with loads, like the Leman Russ). He's pretty gnarly
He's good for counter-capping, either wrestling control from a one-hammer fella (and making the planet almost impossible to take back without a Warlord), or contesting it from a two-hammer fella. The cost of 3, however, is really steep... if this had a cost of 2 I think it would be "broken awesome 3x for sure", as is it feels like this card can risk being swapped out for other, cheaper capping units. The fact that he becomes big on the first planet doesn't seem to justify his low stats in such a fight.
I think his solider trait makes him pretty useful in an AM deck at least with the core set warlord. I almost always find a use for him in my decks but usually as a 2x not a 3x.
His soldier trait bumps him up to a 2 attack when he is in a Straken AM deck. Plenty of abilitis in the AM that work off of the soldier trait. I am considering this guy to replace my mortar sqauds as he will gain the +1 attack and help me out with commadn struggles much more than the mortar squad.
Very decent Command winner, 3/5 because it's Tough enough and should have enough Command Icons to win the struggle unless your opponent decides to over-commit, which is also fine.
Great for command and 3 HP makes him durable enough to retreat (hopefully). Sadly there are better 3-costed cards in SM.
3/5
Command-blocking an opponent at command struggles and forcing them to attack the Techmarine instead of going after the more important battle you want is great to me. You pay 3, but your opponent has probably paid more for the two or more guys he deployed that you just made moot with a single drop.
Straken makes him a 2 ATK and we always got an Outpost available. Now we can stand that Outpost back up if need be with To Arms!
I like them, damn it.
I feel like these guys are so underrated. The only caveat is that it's usually not great to deploy them first, because then you give your opponent the option of ignoring him or trying to contest him (though it's nearly impossible to beat him in command, it's not that hard to tie him).
With a Techmarine and 1 or more Pirates/Traders, you can basically guarantee winning command + bonuses if you commit your warlord there, or alternately win command UNLESS opponent sends their warlord there. If you're playing Ragnar, he's probably going to avoid such an obvious trap. Which means awesome command win.
But even better is dropping him where there are already multiple enemy units to jump ahead in command (because only 2+ hammer guys have positive value against him).
They cost 3 and only do one thing, but they do that thing REALLY well.
You're signaling the rally the charge trick by playing this unit.
1/5