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Iron Priest needs love


Ghostwolfalpha

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I love the fluff for Iron Priests and I have seen some awesome models for them. I am currently converting a SM master of fleet (the metal one with a Thunderhammer) into an Iron Priest. If anyone has any advice on how to wolf up the model, I am all ears. My gf put some hair on him with green stuff and I planned to get a servo arm for him, but any ideas are more then welcome.

 

My dilemma is that they seem a little lack luster vs a techmarine. I have fumbled around with the idea of having him manning the gun on an ADL and having rifle dreads behind the line with him or maybe a pred or whirlwind. Is this a point sink or could it be competative? I feel like the servitors could stay out of LoS for most of the game, minimizing casualties so they can fix up armour that has a 4+ cover save.

OR

Have him on a thunderwolf with a full squad of cyberwolves in a land raider with saga of iron. Imagine seeing the doors open on the land raider and having that come running out. Seems kind of overkill with them already being able to move 12", but it just sounds so cool.

 

I like flavorful yet competative lists and I dont like spam cheese. I play fairly aggressively and often leave my big guns in the back while the rest of my army takes over my opponents deployment zone. Any advice on how successful this is or could be? Any tips?

 

The reason I ask is that I own next to no vehicles and dont want to invest in something that may not work for me. Reguardless, I am converting an Iron Priest, I would just like to use him competitively as well as in friendly games, as I intend to invest a lot of time in the model.

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I've used the Thunderwolf mounted variant quite a few times with great success back in the previous edition, but I don't think he can enter a Land Raider with his mount...

 

they are nice to speed up to droppodding Dreads, and for assaulting high armour vehicles

 

edit: btw: while under 5th edition he was best modelled with a bolter, I think the boltpistol might come in handy, giving you a way to strike at initiative in combat with S5 rending ;)

The key to fielding Iron Priests: dont take him for repair, take him for himself. Repair is situational, and just gravy.

 

If you want him to man an aegisline Id say go for it. Bring along a pair of cyberwolves to soak up low ap shots as needed, let his thunderhammer help out your longfang squads with a good counter-assault if needed. Run it for 5 games, then decide if you think its worth the investment.

The reason I want him on the gun is his 2+ armour and I planned to take servitors for the extra wounds as they are cheaper and I will barely bat an eyelash when they die. Plus they help with the repair for my armour.

 

Unless its a decked out TWL, I always leave the rending option open on a TW. Its just to nice an option to pay points to lose.

 

Any modeling advice?

every since the codex came out I have been wanting to build a LRR that is flavored towards the idea that the machine spirit so lost in its age it will only bend to the will of a Iron Priest. I would run the IP and a retinue of iron (cyber) wolves and servitors. I planned to give them a coordinated paint job and all the fixings from forge world.  

 

Since I have failed in this endeavor you're welcome to the idea if you like it. I have play tested it and it does well enough to field it. The extra movement the IP allows for is a nice benefit to the LRR and its flame templates. keeping it repaired and on the move is a great combo. When they do get where they're going they hit like a ton of bricks. The only drawback to the unit is they have no staying power so you have to use the unit like a scalpel instead of a sword to finish off already weakened or not cc units. Keep the IP in front so he can take most the overwatch hits and use look out sir if he gets down to one wound.  

 

140 points is not bad for what you get from the IP and his retinue, add in the LRR and it comes to 380 points. 

 

Vrox

 

Edit: forgot that the Saga of the Iron Wolf is another 15 points and who would take a LRR w/o the MM so call it 405 total. 

^^^^This, when they had 2w, options and were independent charecters in the last codex.. Always took him with wolf tooth necklace and storm shield as he was cool and could join/lead a grey hunter pack, where as now.... I would run him if he either was an independent charecter, or if he had two wounds, especially with sniping and precision shots, wish he could take up to 10 of them, as that could be pretty nasty in a land raider or even just on foot (give him an upgrade he can take that makes him move the same as the beasts, say it's tweaking with his servos or something.

If you want someone to man a Quad Gun (Bolster defenses does not work on an ADL, for the record- it's not a ruin) with a 2+ save, a TDA lone wolf only costs 5 more points than the Iron Priest, has FNP, a 5++, an Extra wound, and if you end up going for an icarus instead, it's twin-linked vs. monstrous creatures.

I know the lone wolf is a better choice, but I wanted to have armour behind the ADL and the option to repair them. Plus a lone wolf sitting on the gun means there is a good chance he wont die, and that is against fluff. I know its hard to stay true to story, but I try non the less. A lone wolf should be out there trying to kill everyone in front of him, not sitting back ok a big gun taking pop shots. I feel an IP makes perfect sense for this role as he was probably the one who built the damn thing. Like I said, I have a thing for staying as true to fluff as possible. Plus he is the kennel master and I love my TWC.

 

Forgot they changed it to ruins.

GW has really never gotten Techmarines/Iron Priests right. I had a thread on this same topic years ago, but they are too expensive, without enough capability for what you get. Also, they compete in the Elite slot, but aren't nearly as attractive as other Elite choices.

 

It's a shame really, because fluff/concept-wise, this character has SO MUCH to offer. These guys are supposed to be the closest things to masters of arcane technology that Space Marines get, but that doesn't come to fruition in the army list or on the tabletop. Bolster Defenses (which we don't even get) and Blessing of the Omnissiah? Thanks a lot.

 

I'd love for a designer to start from scratch for all versions of Techmarines and give us something that we'd actually like to play with.

 

In my opinion the need:

 

1. A minor hero's statline.

2. Independent Character.

3. Transportation Options: Jump Pack, Bike, TWM, or Teleportation (yes, even Teleportation, as these characters, who have trained on Mars, shouldn't share the same aversion/superstition as their brother Wolves).

4. A greater list of upgrade options that emphasizes technology-based weapons and skills. Don't give them anything to start with, so players only pay for what they want/think they're going to use.

 

Valerian

Just to throw it out there.  The Dark Angels Techmarine is free force org wise with the new book.  Personally, I wouldn't mind seeing that added in some way to the Wolves.  Taking the Techmarine then gives the option of a servitor squad which is also free as far as the force org goes.

 

Probably the best way I've seen it done so far.

I wholeheartedly agree with everything V just said. If there was any one unit more disjointed from Fenrisian ideals, it would be our Iron Priests. And its not because they've been brainwashed or have tasted another culture and shirk their own, its because they now understand the inner workings of devices that were previously based on superstition and faith. They should be bringing all of their knowledge from Mars to the benefit of their chapter, not revert back to their backwards viking ways. Cyberwolves is a nice, fluffy way to blend the two, but it is so tragically not enough.

 

Along with the list V proposed, one thing I'd like to add is I've always been attracted to tarantulas, but again we don't have access. That makes no sense to me.

 

I also agree that their beneficial rules are lackluster. I'd like to see techmarines/iron priests to unlock unit bonuses when taken. Like, each techmarine grants +1 HP to d3 vehicles, or tarantulas can deepstrike via beacons, or when joining a LF or GH pack, treat all shots as twin-linked as having benefited from his targeting matrices.

All great ideas and I have had a few of those myself. I liked the idea of a unit he joins in PA or SA rerolling a roll of a 1 for armour saves and terminator armour rerolling failed invulnerable saves. He totally needs IC to start and I think servitors should go the way of Tau drones. Lots of options that you can mix and match. Plus a unique vehicle as a transport. Tarantulas would be sweet.

 

Any advice as to what to do with our current rendition? Has anyone tryed rifleman dreads behind an ADL?

 

As always you guys are full of great ideas and info. Thanks.

Well thought out folks. Just finished a tournie using an Iron Priest mounted on a THunderWolf  with 4 Cyber Wolves. For the points, at the end of 3 games, it was OK but think I could have spent the points better. If they are really the keepers of our lupine brethern, should they not be able to buff them in some way? Wouldn't an Iron Priest with a Thunder Wolf mount enhanced his lupine brother if he had taken damage? And yes, he should definitely have 2 wounds. Trying to use Cyber Wolves as ablative wounds takes a lot of care sometimes & even then does not always workout. Perhaps a 6+ Invul save for the Thunder Wolf mount due to augmetics? Or perhaps metallic claws that are AP 4? As always Valerian, you seem to have thought things out so they would not be broken. I like your ideas & hopefully somebody @ GW is peeking at our threads for ideas. LOL!!! One can always hope. Besides, those guys have to get their inspiration somewhere!

It's blatantly obvious he is hard to use for competitive games and still a bit lack luster in friendly games.

 

The way I've been running him is with a TWM, WTN, and 4 Cyber Wolves. I try my best to screen him with my rhino advance and keep the wolves as ablative wounds later on. Once he get's in CC he does fairly well, hitting on 3+ and wounding on 2+. The wolves are nice because they can take hits and dish at some damage at int. And everything being T5 is also a plus.

 

You really have to pick your targets well with this set up as he is basically a glass cannon of sorts. Yes, he is T5 and has a decent save, but only 1 wound and no invulnerable save can mean a short lived Iron Priest.

He really needs to be bumped to 2 wounds and have some form of Invulnerable save would make him worth his time to consider I believe. Also, options to master crafted wargear would be appropriate as well.

I know this is a total side tangent, but can bolster defense be use on an ADL? That just sounds amazing. Take an allied techmarine to sit back with my big guns and a captain on a bike to support my TWC.

No.  The ADL is Battlefield Debris (BRB,pg.104), not Ruins (BRB,pg.98)

 

I know the lone wolf is a better choice, but I wanted to have armour behind the ADL and the option to repair them. Plus a lone wolf sitting on the gun means there is a good chance he wont die, and that is against fluff. 

Whenever I field a Lone Wolf manning a Quadgun, I have images of Captain Mal in the prologue scene from Firefly.

For sure. Would that make zoe. Fenrisian Wolf?

 

So what I am gathering is that no one has really tried him in the pillbox with a dread or vehicles. I just feel like the 4+ cover would make it sweet, but I guess I wilm have to try a proxy game and see how it works.

 

Thanks for all the advice brothers.

 

P.S. Still need modeling advice if anyone has any, new to kit bashing and custom stuff.

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