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Iron Priests


Sigmund Hammerhand

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I'm always on the look for units that hardly anyone uses because I'm just no fan of cookie cutter WAAC lists at all. When I saw all those commets about swiftclaws being crap, I knew I just had to get me some of those boys. What more could you want than a completely mad bloodthirsty savage on a thundering bike? nothing much, methinks.

Those buggers have become quite infamous in my list meanwhile because when I get first turn, there just isn't much my opponent can do. They absorb all those battle cannon shots and almost all the anti tank weaponry, and then they still don't die. The best they've done so far is is taking two earthshaker rounds, two battle cannons, several autocannons, heavy bolters and lascannons opening up at them. They came charging out of the smoke with one casualty. This also meant that my armour usually survives almost unscratched the whole game (worst so far is two wrecked rhinos and a predator down). With Bjorn almost guaranteeing first turn, this list works beautifully (one loss in thirteen games, and in eight or so of those games I had wiped my opponent off the board by the end of the game).

 

The next thing that's caught my attention is iron priests. I haven't seen them in any list so far, and not even a topic on them. I love the techmarine model.

 

Has anyone used these buggers at all? Their competition for an elite slot is a bit of a problem (although my current list only uses a single elite choice), but generally, has anyone used them and if so, what happened?

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Weve had several discussions on them. Theres three main issues with Iron Priests as far as I see it:

 

1) Theyre not ICs.

 

2) They cant take their own transport.

 

3) Servitors stink and repair doesnt come up much.

 

Now, some people have had some success with having a full party including servitors and wolves in a LR, alot of people have had success with a thunderwolf mount and cyberwolves- huge threat range, good damage.

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Weve had several discussions on them. Theres three main issues with Iron Priests as far as I see it:

 

1) Theyre not ICs.

 

2) They cant take their own transport.

 

3) Servitors stink and repair doesnt come up much.

 

Now, some people have had some success with having a full party including servitors and wolves in a LR, alot of people have had success with a thunderwolf mount and cyberwolves- huge threat range, good damage.

 

1) That means they can't be picked out in combat, good. Enough C- wolves and Servitors give him spare wounds.

 

2) You could just issue one to some grey hunters and give it to him.

 

3) True, but with saga of the Iron Wolf the chances go up a bit more.

 

The main problems I see are the Single Wound and Elites FOC position, but where else would it go? Also the cost of one if you completely deck it out, better spent elsewhere IMO.

 

I didn't like the look of them initially but for a while now i've been wanting one to follow my Dread around.

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My buddy runs an Iron Priest in a Landraider with Ragnar. Str 8 thunderhammer, he can get a WTN and a WTT for some added protection and T5 wolves charging out with 3 attacks base and d3 from ragnar (he runs a wolfpriest with wolfkin as well) going at int 6 and str 5 (str 9 hammer for the Ironpriest) It's pretty hard on people. Plus the Landraider moving an extra d3 inches doesnt hurt at all when setting up for a charge.
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1) That means they can't be picked out in combat, good. Enough C- wolves and Servitors give him spare wounds.

 

2) You could just issue one to some grey hunters and give it to him.

 

3) True, but with saga of the Iron Wolf the chances go up a bit more.

 

The main problems I see are the Single Wound and Elites FOC position, but where else would it go? Also the cost of one if you completely deck it out, better spent elsewhere IMO.

 

I didn't like the look of them initially but for a while now i've been wanting one to follow my Dread around.

1) Servitors slow him down, and in either case I cant put him where I want him- with an important squad inside an important transport, keeping it alive. CC options are secondairy to this. The fact that he lost access to storm shields doesnt help either...

 

2) And then that GH squad would be without a ride.... this is a 0 some equation.

 

3) They do, but still- usually its not something thats going to help. The rare times it is, it will be worth the 160-200pts to make it viable that time IF hes close enough to do it. Its not worth that much each and every game on the off chance the stars align to let it work for me.

 

Of course, to each their own. If he works for you, great, cool. But in general Ive tried and he just doesnt work as a repair man. The only mileage I get out of him is on a TWM.

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My thoughts echo those of GreyMage. I put him on a Thunder Wolf and give him a Wolf tooth Necklace and 4x Cyber Wolves.

 

Attach my Thunder Lord with a couple more Wolves and I have quite a nasty little unit, that can break off after two separate targets if need be.

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I'll throw out a completely separate option I used a few games ago:

 

Run him with 4 cyberwolves, 3 servitors, 2 of who wield plasma cannons. You've got an 8-man T5 unit with some good close combat ooomph and 2 plasma cannon shots/turn (the BS 3 of the servitors affects the PCs less than other weapons)

 

With this set up, you deploy in cover and he's a back-line objective defender. Takes some of the worry away about outflankers/deep strikers which can then free up more of your army to march gloriously towards the enemy. And this is a way to field the Iron Priest if you don't have the model for him on TWC (and can't proxy).

 

I won all three games I played with this set up and 2 monster biker squads, but having said that, I'm definitely not arguing that this is the best way to spend 180 pts, but if you're looking to run him regardless and want to run him non-TWC and non-LR, this can work.

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The lack of transport is what really kills them, IMO. Everything else is either neutral or good (not an IC is actually a benifit in my eyes!).

 

If you're looking for a transport to steal, take one from some Long Fangs instead of Grey Hunters. Or really, an LR is a good choice, as they only really shine in combat.

 

The other option is to put him on a thunderwolf and give him a cyberwolf escort. It's not quite as good as a pack of TWC, but it doesn't use up a valuable FA slot (and I usually run out of FA long before I do Elites).

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I have had quite good experiences with running a full-fledged squad (IP, 3 servitors, 4 C-Wolves) in a LRR. I am always giving the Priest Saga of the Iron Wolf and usually a Wolftooth Necklace - primarily because I use him as a MC-killer, and hitting on 3+ helps a lot. I have seen this group taking down a bloodthirster with the IP surviving, so they are actually quite allright in this role.

Another great asset with his saga is the extra speed of the land raider - it makes the LRR a much greater threat, allowing my remaining armour to move up at least a bit more unharmed than they would otherwise have been.

Repairing is not the most used thing, I agree - but it is damned nice to have in an emergency or when his LRR is immobilized early on.

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My vehicles have a tendency to blow up if they get destroyed, and considering that those damn AP1 weapons only have to get 4+ to do that, repair doesn't seem the most useful ability but it's nice to have just in case, but certainly not worth taking an Iron Priest for. Thunderwolves plus cyberwolves sounds very interesting indeed, I might just give that a shot. But then, the footslogging guy in redeemer is a very nice idea too... might just have to run all those.

 

What I can see working well is the venerable ability together with the Iron Priests because the dreadnoughts will end up with immobilized and weapon destroyed results much more often than vehicles. Maybe a list with two venerable dreads (all equipped with long range fire because, bjorn and an iron priest supported by two packs of long fangs, and then for a change blood claws in rhinos and one full pack with wolf priest/saga of the hunter and two flamers, maybe some skyclaws with wolf priests... boy that sounds tempting. I gotta go and write up a list :)

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I have a couple of clarification questions about an Iron Priest on a Thunderwolf with 4 Cyberwolves.

 

If the Iron Priest is killed (1 wound - ouch) do the Cyberwolves get removed as well like they were wargear or are they separate members of the unit and can carry on?

 

Do the Thunderhammer attacks strike at strength 10 (5x2) or strength 9 (4x2 +1)?

 

It for the 600pt school tournament army my son is planning on fielding:

 

1 Rune Priest (HQ) @ 100 Pts (Jaws of the World Wolf; Living Lightning)

 

1 Iron Priest (Elites) @ 165 Pts (Thunderwolf Mount; Wolftooth Necklace)

4 Cyberwolf @ [60] Pts

 

8 Grey Hunter Pack (Troops) @ 125 Pts (Meltagun)

 

5 Grey Hunter Pack (Troops) @ 75 Pts (Flamer)

 

4 Long Fangs Pack (Heavy Support) @ 135 Pts

Missile Launcher (x2); Plasma Cannon (x2)

1 Squad Leader @ [15] Pts

 

 

600 points is so tight. :)

 

Any suggestions welcome.

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the toughness from riding a twc is added to your base toughness, so I assume that the str is too, thus he would be hitting at str10 with his thunder hammer, though his servo arm would still be 1 str 8 attack.

 

you buy the wolves to add to the unit, they are not wargear, hence will still survive if he dies.

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the toughness from riding a twc is added to your base toughness, so I assume that the str is too, thus he would be hitting at str10 with his thunder hammer, though his servo arm would still be 1 str 8 attack.

 

you buy the wolves to add to the unit, they are not wargear, hence will still survive if he dies.

 

We've always played it this way, since it adds to the base. Unlike a bike.

 

@Hazelnut: Is there a reason you've got Plasma Cannons in there instead of more missiles? A WYSIWYG thing? The only reason I ask is that at that point level, I would think the ML would be more useful and cost less, giving you the potential for another Hunter on the table. As you say, it's tight at 600 points and I like to have as many bolter-firing bodies on the table as I can. :D

You could also drop one of the Cyberwolves and get another Hunter to give you the free second special weapon. More Melta is always good, though at that point level may not be really needed..

 

Those were just things I noticed. Good luck to your son!

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you buy the wolves to add to the unit, they are not wargear, hence will still survive if he dies.

That is, unfortunately, wrong.

 

If you look in the codex on p. 62 you will see the following under the "Fenrisian Wolf/Cyberwolf" entry:

 

(...) Cyberwolves use all the same rules as Fenrisian Wolves. (...) If a character with Fenrisian Wolves is slain, the wolves are removed too...
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the toughness from riding a twc is added to your base toughness, so I assume that the str is too, thus he would be hitting at str10 with his thunder hammer, though his servo arm would still be 1 str 8 attack.

 

you buy the wolves to add to the unit, they are not wargear, hence will still survive if he dies.

 

We've always played it this way, since it adds to the base. Unlike a bike.

 

@Hazelnut: Is there a reason you've got Plasma Cannons in there instead of more missiles? A WYSIWYG thing? The only reason I ask is that at that point level, I would think the ML would be more useful and cost less, giving you the potential for another Hunter on the table. As you say, it's tight at 600 points and I like to have as many bolter-firing bodies on the table as I can. :D

You could also drop one of the Cyberwolves and get another Hunter to give you the free second special weapon. More Melta is always good, though at that point level may not be really needed..

 

Those were just things I noticed. Good luck to your son!

 

My son loves his plasma cannons, and he only has 2 ML guys. They're really nasty for any opposing 600pt army so long as he doesn't roll 1's! I managed to persuade him that it was worth some sacrifices to get an 8 strong pack of GH's so that, wih the RP, they can take 3 casualties before morale checking happens. They will probably be used as a screen for the IP glass hammer if no cover is available, although who knows when there's an 11 year old general in charge... lol.

 

Thanks for the comments everyone, seems the hammer is str 10 but the juries out on the wargear wolves..?

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I believe the page 62 reference is in the Wargear section, correct? (My book is not here at work with me, sorry..)

 

If that is the case then I can't see how that would apply to a unit bought on the force organization chart, via an army entry. I would think that would be specific to the Wargear bought wolves, since it's from the Wargear section. Also, consider that the IP is not designated as a "Character" in any way (e.g. Independent character) then him being removed wouldn't, by RAW, require you to remove the wolves.

 

Now if the p62 reference isn't the above reference I'm thinking of, please disregard this post.

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the toughness from riding a twc is added to your base toughness, so I assume that the str is too, thus he would be hitting at str10 with his thunder hammer, though his servo arm would still be 1 str 8 attack.

 

you buy the wolves to add to the unit, they are not wargear, hence will still survive if he dies.

 

You yourself said you're making an assumption. Assuming you know what is intended by way of comparing it to another rule is by definition not RAW. RAW is that the IP strikes at S9.

 

I would discuss it with your opponent first. I think you'll find that most people will actually agree that the IP strikes at S10, by extrapolating from the FAQ ruling on toughness. However, by not asking you run the risk of arguments and hard feelings. Particularly against highly competative players or in tourneys, I would not go in expecting to be allowed to use S10.

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