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Techpriests


Azzagorn

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An Enginseer can be a nice bonus to a list that has armoured elements in number. The model is cool too! A couple of servitors to help him patch things up (and catch bullets) and he can keep some Russes going nicely for example smile.png Works best with more static vehicles as you'd expect and his ability to bestow Power of the Machine Spirit is useful. While he will likely not be winning games for you, keeping that tank firing or spreading some fire power to an additional target at the right moment could make all the difference msn-wink.gif

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I had great fun with one some time ago, was a mainly mech list (2-3 chrimeras, demolisher, 2 russes and a bassie, plus 5 sentinals) and the tech priest was intended to fix up and keep stuff rolling, but against a tau enemy he ended up being my sweeper. They kept dropping crises teams behind my armour (which was by then battling in the mid field), and he would charge the offending suit, kill it, only for the next turn another suit or 2 to land. Was like a weird game of whack-a-mole. I think he took out their lesser hq suit, a single suit and a pair of suits over the course of 3 turns with his power axe and accompanying pair of servitors

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Absolutely love the model, but from a purely repair-competency standpoint I have to say he's a bit lacking nowadays. An allied Techmarine from the new C:SM can boost up to a 3+ to repair (with Iron Hands Chapter Tactics and a Servo-Harness) with no external buffs, and he's a much better fighter to boot thanks to the Harness. If you want to focus solely on repair (with some nice shooting too), the Tech-Priest Dominus from C:CM is easily the best choice you can get, though I'm pretty heavily biased on that one. msn-wink.gif

That said, if you want to keep your mechanic cheap, the Techpriest Enginseer is a great choice, especially if you're planning to run 3 or more Leman Russ, since they tend to take damage before getting blown up thanks to AV14. You may want to consider a pack of Servitors to help him out, though I wouldn't bother giving them any guns since they're primarily there to make repair rolls easier and you don't want them in LOS of the enemy if you can avoid it. Camping them right behind your tanks in the backfield is the best way to get use out of an Enginseer; in a pinch, you can have them pop out to delay a sneaky flanking enemy, if you need to. Don't underestimate Servo-Arms!

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In general...meh.  For the price of getting the 2+ repair, you could almost have another tank...but if you're repairing your warlord and his squadron, that's another matter, since the warlord not only has BS4 and therefore has more valuable offensive potential than the average tank, you're also denying your opponent the "slay the warlord" VP.  Now....if you're putting a hull point per turn back on a superheavy...well, that, of course, is HUGE.  9 Hull points is hard to kill...12-14 is a nightmare!

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Since the Enginseer gets +1 to repair from each Servitor, does it cap at 2+ even if you have like four or more or is it an auto-repair at 1+ (while the Servitors are still alive)?

 

I could see a somewhat large unit of them (Enginseer + 4 or 5 Servitors) being a good counter-dropping screen behind your tanks.  If they are travelling at 6" with a group of vehicles, they can be handy in keeping them moving or keeping those hull points up.

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Well, the Tech-Priest is only S3 right?  So the PF is S6; not sure how helpful that will be, especially with only one attack.  That said, if you like the sound of it you can grab Servitors for 10 bits apiece.  This has the side-effect of making the Tech-Priest's repair rolls better, too.

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