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Rune Priest woes


DanPesci

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So does anyone actually take rune priests anymore?

 

For me, the space wolves powers really arent worth it.

 

A divination rune priest is OK, but a wolf priest gives you guaranteed pref enemy every turn(along with fearless and 6+ fnp).

 

Biomancy priest on a bike seems ok, but then you are hoping to get some good powers, and might not.

 

 

They were my go-to cheap HQ in the last edition (bar my outlanking wolf priest - who is also now out) - but these days my lists seem to contain wolf priests instead, anyone else finding this?

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I still use Rune Priests from time to time, but I never take just 1. If I take them, I take at least 4. The reasoning is that at 4 ML2 Rune Priests you get about a 78% chance to get endurance IIRC. And at 5 you get an 84 or 85% chance (again, IIRC).

 

It's just so expensive that if I take them, I build my list arround sticking them with a wolf lord in TWC for a deathstar unit. Admittedly, I don't do this often.

 

Like you, I find the utility of Wolf Priests more beneficial than 1 random power, and so I usually pick either the Wolf Priest on a bike, Thunderwolf Lord, or both before I take a rune priest.

 

One thing I have to tell you though, is that I also take a Culexus if I don't have a Rune Priest. I wouldn't normally completely neglect psychic defense.

cool, good to see others feeling that same way as i do.

Aye nighthowler, the culexus is great (especially as we can buy him/her/it/aaaarrghh a drop pod). One issue ive had with the last few games ive played is that i have NO psychic defence at all bar a 6+ deny the witch roll. So culexus is definately on my 'to-do' list - just have a lot of models to get through painting before i can justify any more purchases biggrin.png

I still use Rune Priests from time to time, but I never take just 1. If I take them, I take at least 4. The reasoning is that at 4 ML2 Rune Priests you get about a 78% chance to get endurance IIRC. And at 5 you get an 84 or 85% chance (again, IIRC).

 

It's just so expensive that if I take them, I build my list arround sticking them with a wolf lord in TWC for a deathstar unit. Admittedly, I don't do this often.

 

Like you, I find the utility of Wolf Priests more beneficial than 1 random power, and so I usually pick either the Wolf Priest on a bike, Thunderwolf Lord, or both before I take a rune priest.

 

One thing I have to tell you though, is that I also take a Culexus if I don't have a Rune Priest. I wouldn't normally completely neglect psychic defense.

I've been using the Culexus in a DP and the Vindicare behind a ADL w/ Icarus as allies and it works great. The Culexeus shuts down psychic powers and takes heat off of the TWstar. The Vindicare on the Icarus takes care of most flyers. The Thunder wolves kill everything else.

I only seem to be running WP with jump pack at the mo. He seems the most effective for me. The only time powers really effect me is against my regular eldar opponent, but he is better at killing his own seers than my wolves with his powers, so it's ok. I have been tempted with some grey knight allies just for psyker defence, but they are expensive points wise.

I almost always take my ML2 TDARP 'Rhapsody' to every game I play. But I do it for maybe slightly odd yet obvious reasons.

I think with the reduction in cost for the RP you still need to take several to make them really shine. Part of me wants to run a 5th edition style mech list with GH's in RB and a RP for each pack. Sounds like it could be fun, but I doubt it would be effective!!
 

End of Line

it is definitely more random, given that you need to roll for powers. The good powers are spectacular though. A 4+ FnP DOUBLES survivability while a 6+ is only a 20% increase. Preferred enemy is definitely very good though as far as buffs go.


another big thing in favour of wolf priests is that the buffs apply even after spending your last movement phase inside a transport. This can be a big deal if your transport blows up and the passengers get assaulted or shot at during the same turn.

Yeah I’m on the wolf priest side of the fence.

 

Preferred enemy, FNP, are guaranteed abilities that cannot be dispelled by DTW

 

Knowing what you’re getting and knowing you’re getting it is better in my eyes than an ability that may or may not be more powerful and may or may not go off.

Also the wolf priest abilities just further enhance what space wolves already do well.

i look  at my runepriest and go , why cant you  ride on wolf , if you could ride on wolf i would take you , but you cannot  

and he looks up at me like O -O  bro im made of pewter , you have a problem 

to which I reply  , And you are still not on a thunderwolf , hope you  enjoy yer spot on the bookshelf 

runepriest:  O n O 

i look  at my runepriest and go , why cant you  ride on wolf , if you could ride on wolf i would take you , but you cannot  

 

and he looks up at me like O -O  bro im made of pewter , you have a problem 

 

to which I reply  , And you are still not on a thunderwolf , hope you  enjoy yer spot on the bookshelf 

 

runepriest:  O n O 

 

Thunder wolves keep trying to Chew their Physic hoods.

 

i look  at my runepriest and go , why cant you  ride on wolf , if you could ride on wolf i would take you , but you cannot  

and he looks up at me like O -O  bro im made of pewter , you have a problem 

to which I reply  , And you are still not on a thunderwolf , hope you  enjoy yer spot on the bookshelf 

runepriest:  O n O

 

 

Thunder wolves keep trying to Chew their Physic hoods.

Muwahahaha

My favorite build for the rube priest this go round has been a tda ml2 deep striking with some combiplasma assault cannon tda wolf guard. I have been switching between divination and tempest both are way fun. I love that unit

 

Sounds prety fun, although my issue with DSing a shooty unit, is that they all have to stand there in a blob the turn you arrive if you decide to shoot. Which means if your opponent has any blast...your gonna be in trouble.

 

In most cases id prefer to just pay the drop pod tax for safer deplyoment, and being more spread out after landing, whilst retaining the ability to shoot on arrival.

 

anyway...thats taking the thread a bit off topic.

 

 

Sogeneral consensus sems to be that rune priests are still useful, but when only taking one, you kinda have to hope you get useful stuff. Whereas priests cost more, but turn by turn, and much more reliable/easy to plan around.

 

Have a couple of games this weekend so think ill probably give a rune priest a run out at some point, just for old times sakes, but if he doesnt do well, he'll most likely be getting shelved for the time being.

 

 

Also, do people ever NOT take ulric over a regular wolf priest? Having the preferred enemy (everything) - as opposed to choosing unit type - is useful, as is the fact his ability is a bubble rather than just his squad. really can never see a reason to not field him if i was taking a priest anyway...then filling out more priests around the table where my rune priests would usually have gone :D

Rune priests are the SHABANG in my army!! always take 2! minimum and both on bikes. Both roll on biomancy! and i hope for 5 and 1. I actually cannot remember a time where I have lost a rune priest after rolling 5 and 1. Str 8 T 8 instant death 4 attacks on the charge! ap2, Who's next!

 

Also, do people ever NOT take ulric over a regular wolf priest? Having the preferred enemy (everything) - as opposed to choosing unit type - is useful, as is the fact his ability is a bubble rather than just his squad. really can never see a reason to not field him if i was taking a priest anyway...then filling out more priests around the table where my rune priests would usually have gone :D

The only real downside to Ulrik is his inability to take runic armor, a bike or a jump pack.

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