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Iron Priest!


SJumppanen

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hes not an IC so can't be attatched to another unit, nor can he and another ride in the same vehicle. pretty clear it was an oversight, imo, but until an FAQ is done then hes pretty pointless... unless you put him on the wolf with cyberwolves, then you have a pretty hard hitting unit...

 

i'd say you can fill the elite choice with something better though

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I ran one with 4 CW 3Serv in a LRR. I must say it was a very well balanced unit. All the upgrades work well together SoI allowing a further D3 for Redemer made sure it supported my 1 DP in turn 2, that was my tactical spearpoint.

 

I had Canis with the list so the CW turned into nice little monsters in CC.

 

You pretty much have to build a list around this unit for it to be effective, but you can get all the above for around 400.

 

Vrox

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I ran one with 4 CW 3Serv in a LRR. I must say it was a very well balanced unit. All the upgrades work well together SoI allowing a further D3 for Redemer made sure it supported my 1 DP in turn 2, that was my tactical spearpoint.

 

I had Canis with the list so the CW turned into nice little monsters in CC.

 

You pretty much have to build a list around this unit for it to be effective, but you can get all the above for around 400.

 

Vrox

 

I don't see the point since it's much better (to me at any rate) to stick an assault squad inside the Redeemer so they can actually run out spitting and slashing and cursing at the enemy. Again as mentioned probably an oversight that the Iron Priest isn't an IC, but until that's FAQd I can't see a use for him.

 

Also, I do hope you have 2 Drop Pods or more. Having only 1 means it must land Turn 1, not 2. That or I'm misreading and you have your Drop Pod land Turn 1, and the Redeemer blazes up (hah I made a pun! :D) to reach and support them Turn 2. Either or...I just want to make sure :)

 

 

DV8

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I don't see the point since it's much better (to me at any rate) to stick an assault squad inside the Redeemer so they can actually run out spitting and slashing and cursing at the enemy. Again as mentioned probably an oversight that the Iron Priest isn't an IC, but until that's FAQd I can't see a use for him.

 

12+4 S5 CW

3+1 S8 hits IP

3+3 S8 servs

 

So 16 S5 and 13 S8 Hits on the charge or counter charge. pretty beastly I would say.

 

 

I assure you, the IP 4 CW and 3 Servs are all the assault force you will need against most anything. It may suffer against certain foes like HQs and the like due to high saves, but no more worse than an bare bones assault force.

 

 

Also, I do hope you have 2 Drop Pods or more. Having only 1 means it must land Turn 1, not 2.

 

No, my 1 Pod hit on turn 1, I was saying that my LRR could get to it and support it till turn 2. 12+D3 per turn, with assault ramp is nice. Suggest EA for the LRR as always.

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Looking through the codex I believe that the Iron Priest could be a very powerful unit.

 

 

Take a basic Iron Priest, mount on thunderwolf and add 4 Cyberwolves and a Wolftooth necklace = 165 points.

 

T5 unit, fleet with 12" charge range. On charge 4 S10 hitting on 3s, 1 S8 (I believe hitting on 3s also) and 16 WS4 S4 I4 hits. (I5 if Saga of Wolfkin in army). Wolves remain even if priest dies.

 

One big big con though, only 5 wounds. 1 at 2+ rest at 4+, though you aren't going to want to allocate on IP unless you must.

 

Unit is glass cannon material, good tactics limit this. Hid behind a Land Raider, also allows you to repair any freak Immoblised result that may have stalled your assualt. Fleet to keep up with large pushes, and use that 12" charge to advantage over people who forget. Squad has a potential threat bubble of 24" certain bubble of 18"

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Looking through the codex I believe that the Iron Priest could be a very powerful unit.

 

 

Take a basic Iron Priest, mount on thunderwolf and add 4 Cyberwolves and a Wolftooth necklace = 165 points.

 

T5 unit, fleet with 12" charge range. On charge 4 S10 hitting on 3s, 1 S8 (I believe hitting on 3s also) and 16 WS4 S4 I4 hits. (I5 if Saga of Wolfkin in army). Wolves remain even if priest dies.

 

One big big con though, only 5 wounds. 1 at 2+ rest at 4+, though you aren't going to want to allocate on IP unless you must.

 

Unit is glass cannon material, good tactics limit this. Hid behind a Land Raider, also allows you to repair any freak Immoblised result that may have stalled your assualt. Fleet to keep up with large pushes, and use that 12" charge to advantage over people who forget. Squad has a potential threat bubble of 24" certain bubble of 18"

 

I posted this unit awhile ago. I totally agree with 165 points! I think they work well in a Mech Cav blend. Rolls to repair vehicles are nice but not required. They really shine when they are able to hide behind some tanks and then get that charge off. Its a CC tank killing unit IMO. I really like them, and they are what is making my elite choices so hard. WGBL is nice just to have the saga.

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