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I hate myself and I want to use penitent engines!


badlybuilt

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Well, I am currently assembling the pentinent enginges I have had in pieces for quite awhile. I am cautiously excited about using them in the near future, but cannot find any posts for 6ed about their usefullness ( if any ). Was kind of looking to see if anyone has any experience with them in the current edition. I am hoping they are not as bad as they look on paper.......

getting them into combat is problematic, once in combat they are awesome.. but they usually dont make it.

the fact they take up a heavy support slot is whats most damaging about them, especially when the option is to take them oir more rets or exorcists.

 

if they were elites id predict they would get more table time

I've had fun and success with this concept. Start with 9 penitent engines and 3 dominions in immolators outflanking. Add a couple squads and a battle conclave in repressors for more vehicles and speed. Then, if you really feel like being a jerk (my group encourages this within reason) and points ( we usually do 2500), use allies. One I use is a marine master of the forge with a conversion beamer on a bike,2 ironclad dreadnaughts, and two units of sniper scouts, and the dreadnaught drop pods that allows you to assault from deep strike (it's forge world, can't remember name). The other is to take the Dark Anglels Belial HQ and 3 terminator squads (all count as troops). These have worked wonders for me, being fast moving, outflanking, and deep striking with assaults. Suddenly the penitant engines are secondary targets, and ignored until too late.

@Sarducci,

 

You should re-read that part about Belial in the DA codex.

It doesn't work like Pedro and Sternguard.

With Belial you can take DW squads as both troops and elites... but only the ones taken as troops are scoring.

As such with a single allied detachment you are limited to 2 scoring DW squads.

And taking a third leaves you open for a beardy situation unless you make it crystal clear which one cannot score.

 

As for the OP's question about PE... I used them often in 3rd, 4th, and 5th... but have not had many opportunities to play in 6th.

I believe that statistically they are slightly more survivable now then they were in 5th.

In 5th they didn't have the 6++, nor did they have 2 HF which can overwatch if you get charged.

What they did have in 5th was the ability to move an extra D6" per turn, which got them into CC about a turn faster than they do now.

But you should still be in CC by turn 3.

They can be really scary in combat. They're kinda the furioso's prototype. My wife ran one by itself with two exorcists as her heavys for a while. I had to turn my antitank guns away from the exorcists because it scared me that much. She never picked up on the concept that the lone penitent engine bought her another turn with the exorcists or she would have kept it in. Is it worth the points? I don't know, but it is something to consider.
3 engines have been assembled and (poorly) tested at a local mini tournament night last night. First game was vs tyranids, they got into combat range turn 2 but failed the charge. Second game was vs DE mech list, they did not touch anything nor get into combat range. I have found a postive side effect of using pentient engines as a blocking/support unit, neither opponent got close to anything nearby to them which in turn protected the BSS and exorcists in the area. Not a bad bodyguard unit to have escorting weaker units around the board. Pricey but so far effective.
@ ValerousHeart - You are correct sir, the elite does not count as scoring. I usually run it as the command squad in a Deathwing army to differentiate it. The point was to overwhelm your opponent with outflanking, deep striking, and PE rushing units. With luck they will get confused and make mistakes. The PE army is fun, but it is a relatively high risk/high reward type list.
  • 4 weeks later...
I am cautiously excited about using them in the near future, but cannot find any posts for 6ed about their usefullness ( if any ). Was kind of looking to see if anyone has any experience with them in the current edition. I am hoping they are not as bad as they look on paper.......

 

I love Pen engines, nearly every sisters player will tell you to run 2 Exo's+1 Retri sq

The guys i play run elder ,marines nd nids .they absolutely hate them not because

they cant kill them(which to be honest is not hard :( ) but the potential damage output.

 

what unit wants to pounded into the ground by walkers that can dish out a potential 18 DCCW attacks each on the charge :devil: .

(1 base+2 rage+d6 and then bonus attacks for failed sv's) weeee!!!!

 

Hide them like the little girls we are ,stalking from terrain or behind rhino squads advancing on objectives.

Use 3 ,Be a bully with them pick on large units that dont really stand a chance at hurting them flame grill them then squish em good

cos every one picks on our average girls so fight FIRE wit MORE FIRE!!

If you have to charge deathstars with good sv's multi charge with repentia or Uriah+co

ive seen of lysander+gits and other sickening combos by throwing so many DCCW+PW attacks there gona fail sum

watch out for MCs use the same tactic soften them up with big guns then flame n squish mug them never play fair or thell die fast

 

 

DO NOT EVER EVER EVER ... EVER EVER..

- put them in your front lines mid strength multi shot weps will decimate them .

- leave them unsupported (exo's or retri's to provide covering fire foot girls use as cover or rhino is the cover )

 

Remember even if they dont get into combat give your enemy that nagging feeling at that back of there mind

if they get to close and get jumped the fun really begins.

its like the Exo ye i might roll 1 missile but if i roll 6 nd hit your nice deathstar , its gona hurt.!!

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