Azzagorn Posted June 17, 2015 Share Posted June 17, 2015 Firstly these models are super sweet I love them. And just these models in themselves make me want to mech out my Infantry later on this year. Do any of you guys (or gals) that these beauts in your army lists? Link to comment https://bolterandchainsword.com/topic/309471-techpriests/ Share on other sites More sharing options...
Inso Posted June 17, 2015 Share Posted June 17, 2015 Yes. I have a single Engineseer (at the moment) who will have two normal servitors and two gun servitors when they are finished. They are handy if tou have vehicles but are a free HQ choice and don't prevent you having other stuff. They look cool as well so, why not? Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4090480 Share on other sites More sharing options...
WarriorFish Posted June 17, 2015 Share Posted June 17, 2015 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 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 Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4090563 Share on other sites More sharing options...
CyderPirate Posted June 17, 2015 Share Posted June 17, 2015 I rarely find the points to include him, but he's always handy to have around. Power armour, power axe and a servo arm are incredibly useful when your opponent finally gets to your gun line. Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4090611 Share on other sites More sharing options...
CoffeeGrunt Posted June 17, 2015 Share Posted June 17, 2015 I have one, but he's wearing a Tau exosuit and escorted by Technical Drones, so I can't vouch for the model. :P As far as utility, he's a great escort to a Tank-heavy list, really helps if someone Shakes/Stuns your tank and you need to keep it firing. Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4090706 Share on other sites More sharing options...
spafe Posted June 17, 2015 Share Posted June 17, 2015 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 Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4090768 Share on other sites More sharing options...
Vel'Cona Posted June 17, 2015 Share Posted June 17, 2015 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. 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! Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4090910 Share on other sites More sharing options...
march10k Posted June 17, 2015 Share Posted June 17, 2015 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! Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4091446 Share on other sites More sharing options...
elmo Posted June 17, 2015 Share Posted June 17, 2015 I have one in my collection along with 3 servitors and another one waiting for paint but have not used them yet... http://orig15.deviantart.net/57b3/f/2014/269/0/3/enginseer_and_servitors_by_elmo9141-d80lbx6.jpg Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4091502 Share on other sites More sharing options...
SW1 Posted June 17, 2015 Share Posted June 17, 2015 Sorry if this is a little out of context ... But would one be able to get away with modelling a guard techpriest using a space marine techpriest? Thought it was close enough to the thread to not be worthy of starting another. Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4091663 Share on other sites More sharing options...
Pudelhund Posted June 17, 2015 Share Posted June 17, 2015 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. Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4091673 Share on other sites More sharing options...
WarriorFish Posted June 18, 2015 Share Posted June 18, 2015 I think a Techmarine is too different, unless you're talking one of the older ones in more normal power armour which could work. Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4091986 Share on other sites More sharing options...
Vel'Cona Posted June 18, 2015 Share Posted June 18, 2015 Agreed, the new Techmarines are pretty huge, especially with the Servo Harness. They'd look kind of odd standing amidst your Guardsmen, though I suppose you could play it off as a quirk of the Adeptus Mechanicus. Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4092377 Share on other sites More sharing options...
SW1 Posted June 18, 2015 Share Posted June 18, 2015 I was thinking of gs'ing robes and loosing the shoulder pads and a chopped down backpack. Maybe use the iron hands mk 3 legs and work from there? Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4092670 Share on other sites More sharing options...
WarriorFish Posted June 19, 2015 Share Posted June 19, 2015 I reckon that would work :) Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4093335 Share on other sites More sharing options...
CoffeeGrunt Posted June 19, 2015 Share Posted June 19, 2015 Am I right in seeing that Servo Arms are effectively AP1 Power-Fists? That's nuts. Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4093621 Share on other sites More sharing options...
WarriorFish Posted June 19, 2015 Share Posted June 19, 2015 They function in a similar way, yes. That's why they can be surprisingly effective in combat against the right targets :) Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4093669 Share on other sites More sharing options...
CoffeeGrunt Posted June 19, 2015 Share Posted June 19, 2015 I might run a Techpriest more often in that case. Handy for repairing vehicles and handy in a punch-up. :) Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4093690 Share on other sites More sharing options...
Vel'Cona Posted June 19, 2015 Share Posted June 19, 2015 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. Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4093714 Share on other sites More sharing options...
CoffeeGrunt Posted June 19, 2015 Share Posted June 19, 2015 He won't be dedicated to it, but he can follow up a Conscript mob to help them out in a pinch. :) Link to comment https://bolterandchainsword.com/topic/309471-techpriests/#findComment-4093828 Share on other sites More sharing options...
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