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Priests


Danteus

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Hey guys

 

I play codex marines and am a fairly competant player, I enjoy the game more than the win and can handle myself against most armies.

However I have recently been troubled by sanguinary priests. Thier feel no pain to all in 6" makes the staples of marine killing i.e redeemer, the avenger, missiles and even massed bolter shots, far less effective.

 

I have tried on several occasions to remove this threat from the units they join, using telion, loads of plasma and vindcator shots (although these dont usually get to fire)

 

Is there anything else i can try to remove these early on, so i can wipe the sqauds out before they reach me.

 

Many thanks

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Well, Feel no Pain doesn't work against AP 1 and 2 weapons, so load up on a few of those and focus them on the unit with the Priest in it. If you get into combat, power weapons, fists, and thunder hammers are what you'll need to negate it. A Terminator Assault Squad in a Land Raider makes for a fairly solid counter-charge unit, and all their weapons will also ignore FnP.
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Vindicators can fire 100% of the time. Just put them in reserve. On the turn they arrive, they move 6" and fire 24", meaning they have an effective 30" range, no matter where on the board they arrive. No way your enemy can prevent that from firing.

 

A command squad with 4 x plasmaguns is a real good unit that makes short work of most stuff, FNP or not. B)

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A command squad with 4 x plasmaguns is a real good unit that makes short work of most stuff, FNP or not. ;)

 

And it throws a little bit of that FnP back at them, to boot.

 

Here's something to keep in mind: vanilla marines can take plasma cannons in their Tactical Squads for 5 points. A decent shot with one of those can hit three or four Marines, and that's AP2, so no FnP.

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However I have recently been troubled by sanguinary priests. Thier feel no pain to all in 6" makes the staples of marine killing i.e redeemer, the avenger, missiles and even massed bolter shots, far less effective.

 

As far as I know, all missiles Space Marines have are Strength 8, and so cause Instant Death on T4, thus removing a FNP save. If someone said missiles don't work you got cheated. In general though, Plasma is more effective, but krak missiles still work very well against non 2+ Save marines even with FNP. Power weapons also work, but getting into Close Combat is probably not something you want to be doing with Blood Angels. Thankfully you still have Combat Tactics to get out, unless you're using a special character.

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However I have recently been troubled by sanguinary priests. Thier feel no pain to all in 6" makes the staples of marine killing i.e redeemer, the avenger, missiles and even massed bolter shots, far less effective.

 

As far as I know, all missiles Space Marines have are Strength 8, and so cause Instant Death on T4, thus removing a FNP save. If someone said missiles don't work you got cheated. In general though, Plasma is more effective, but krak missiles still work very well against non 2+ Save marines even with FNP. Power weapons also work, but getting into Close Combat is probably not something you want to be doing with Blood Angels. Thankfully you still have Combat Tactics to get out, unless you're using a special character.

 

Unless he's been chunking frags at MEQ. 2-3 typhoons using kraks are great aginst tac squads if you have nothing more dangerous to shoot at.

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Well that seems silly, against normal marines, sure I can see it being more effective than the kraks, but against Blood Angels with priests you NEED the FNP Negation AND the armor penetration to cause wounds. Generally Blood Angels armies with priests have fewer models overall, so you don't quite need the dakka, but more of the focused fire power.
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Well that seems silly, against normal marines, sure I can see it being more effective than the kraks, but against Blood Angels with priests you NEED the FNP Negation AND the armor penetration to cause wounds. Generally Blood Angels armies with priests have fewer models overall, so you don't quite need the dakka, but more of the focused fire power.

 

 

No I'm saying krak's good and frags bad against MEQ.

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Thanks for the replies all.

 

I've picked up a couple of fresh idea's. I like the thought of the vindicator from reserve. I dont usually take a captain but the plasma command squad with FNP sounds great.

 

I use typhoons in most lists and the missiles always help but I think more are needed to kill the 2 or 3 squads before they reach my lines.

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The preists are also IC, which means they can be picked out in close combat, get something with a power weapon up close and cut him down, sure BA tend to perform a bit better in assault than other marines, but the preist will be gone and the rest will be easy(er) shooting.
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No I'm saying krak's good and frags bad against MEQ.

 

I know what you were saying, and I was agreeing merely stating it would be silly if he were throwing frags at them. Sorry for the misunderstanding. :tu:

 

Also, if you feel so inclined, Sergeant Telion can be useful for picking off Priests without having to get into close combat. In fact that reason alone makes him a good idea to take against a priest heavy BA army. It's chancy, but the whole game is dice rolling anyways. Of course Baal predators are tricksy and can roast scouts fairly quickly with their templates.

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You have 3 options for dealing with jump packing / drop podding priests.

1. Shoot them with all the str8 ap3 or better things in your army. A devestator squad with 4 plasma cannons would totally obliterate them (and the squad they are hiding in ofc)

2. If any of your units survive the initial assault, target the priest. Sergeants with power weapons / fists are awsome for this, as they ignore the armour save and the FnP. Remember, the priest is a IC with 1 wound and a save of 3+ and nothing else.

3. Bring a Inquisitor ally (not the lord - the cheap one from witch hunters) and the Vindicare Assassin from Deamonhunters. This guy is AWSOME for sniping out priests. He shoots, hits on a 2+ and wounds on a 2+ with AP.. 2 or 3, cant quite remember. Never used him myself, but i fantasise about it all the time ;)

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3. Bring a Inquisitor ally (not the lord - the cheap one from witch hunters) and the Vindicare Assassin from Deamonhunters. This guy is AWSOME for sniping out priests. He shoots, hits on a 2+ and wounds on a 2+ with AP.. 2 or 3, cant quite remember. Never used him myself, but i fantasise about it all the time B)

If you're allying the Inquisitor and assassin into a Marine force, then you have to take an Inquisitor Lord; the ally rules specify you can only have a single Elite choice.

 

Of course, most people can find a use for an Inquisitor Lord (giving him an unlimited-range psychic hood and a couple mystics for deep strike protection is fairly popular).

 

As for the Vindicare himself, he has AP 2 so he will ignore FnP, and he is just about perfect for sniping a specific model out of a unit. However, he only wounds on a 4+ normally (he has three one-use special bullets, one of which allows him to wound on a 2+).

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3. Bring a Inquisitor ally (not the lord - the cheap one from witch hunters) and the Vindicare Assassin from Deamonhunters. This guy is AWSOME for sniping out priests. He shoots, hits on a 2+ and wounds on a 2+ with AP.. 2 or 3, cant quite remember. Never used him myself, but i fantasise about it all the time :P

If you're allying the Inquisitor and assassin into a Marine force, then you have to take an Inquisitor Lord; the ally rules specify you can only have a single Elite choice.

Take the Witch hunter inquisitor and the deamonhunters assassin. The rule says you can only take 1 elite choise, but it doesent say you need a Deamonhunter inquisitor.

(this way you are taking 2 elite choises, but they are not from the same army so it is within the ally rules to do so)

As for the Vindicare himself, he has AP 2 so he will ignore FnP, and he is just about perfect for sniping a specific model out of a unit. However, he only wounds on a 4+ normally (he has three one-use special bullets, one of which allows him to wound on a 2+).

The bullets are not 1 use, you must specify wich one you are using before you are firing it. So you can use that 2+ to wound shot every single round if you want.

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3. Bring a Inquisitor ally (not the lord - the cheap one from witch hunters) and the Vindicare Assassin from Deamonhunters. This guy is AWSOME for sniping out priests. He shoots, hits on a 2+ and wounds on a 2+ with AP.. 2 or 3, cant quite remember. Never used him myself, but i fantasise about it all the time :huh:

If you're allying the Inquisitor and assassin into a Marine force, then you have to take an Inquisitor Lord; the ally rules specify you can only have a single Elite choice.

Take the Witch hunter inquisitor and the deamonhunters assassin. The rule says you can only take 1 elite choise, but it doesent say you need a Deamonhunter inquisitor.

(this way you are taking 2 elite choises, but they are not from the same army so it is within the ally rules to do so)

As for the Vindicare himself, he has AP 2 so he will ignore FnP, and he is just about perfect for sniping a specific model out of a unit. However, he only wounds on a 4+ normally (he has three one-use special bullets, one of which allows him to wound on a 2+).

The bullets are not 1 use, you must specify wich one you are using before you are firing it. So you can use that 2+ to wound shot every single round if you want.

you are wrong on both counts. Codex references are entirely internal, a whichhunter assasin requires a whichhunter inquisitor.

Also read the vindicare entry "in adition the vindicare has one of each of the following special rounds"

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Also read the vindicare entry "in adition the vindicare has one of each of the following special rounds"

Never has there been any mention that he can only fire those rounds once, if it was a one time use it would say specifically one time use just like any other one use weapon, ie. hunterkiller missles, blood strike missles, ect.

Those rounds are used just the same as sternguard vets using their special ammo.

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you are wrong on both counts. Codex references are entirely internal, a whichhunter assasin requires a whichhunter inquisitor.

Also read the vindicare entry "in adition the vindicare has one of each of the following special rounds"

 

As for the bullets i think the above post covers it.

As for the inquisitor.. well.. might be a bit of a rule lawyering, but i have seen it been discused before. It never says you need a witch hunter inquisitor, and there happens to be 2 teams that use inquisitors, and they both have the "ally" rule.

In the end i dont think we will agree on that point. You obviously dont thing it works and I do, so i guess it would be up to the origional poster if he wanted to do it like that or not.

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you are wrong on both counts. Codex references are entirely internal, a whichhunter assasin requires a whichhunter inquisitor.

Also read the vindicare entry "in adition the vindicare has one of each of the following special rounds"

As for the inquisitor.. well.. might be a bit of a rule lawyering, but i have seen it been discused before. It never says you need a witch hunter inquisitor, and there happens to be 2 teams that use inquisitors, and they both have the "ally" rule.

The Witchhunter and Daemonhunter FAQs put out by Games Workshop address this issue, so there's not really much room for debate; you're wrong.

 

Likewise, the unit entry makes it very clear that the Vindicare's special ammunition is one-shot only. Statements like "One of each" and "keep track of which rounds have been fired" are fairly explicit.

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Bad luck there, old beans... You've just been RAW'ed AND RAI'ed at the same time. Never thought I'd see that.

 

Dealing with the priest - as has already been said, things which are good at taking down marines are still good (Anything AP1 or 2, or S8 or above gives them nothing to use FNP with).

 

So, thats: Meltagun, Multimelta, Heavy Plasma (probably the best HW), Lascannon, Missile launcehr (firing Krak), Plasmagun, Plasma Pistol, PW/PF and variants, Vindicators (certainly better than Redeemers IMO), Assault Cannons (rending)...

 

Not exactly a small list, and if you're going up against marines then you ought to have plenty of these weapons around anyway.

 

Things FNP is good for stopping - bolterfire (though I wouldnt call this good for dropping marines anyway), flamers/Heavy Flamers, Inferno cannons, heavy bolters... And I'm running out of things already.

 

Neither list is exhaustive - I just went off the top of my head.

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