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Just a quick video explaining to often overlooked Techpriest Enginseer and what role he could play in an IG infantry list.
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
I've been playing Guard casually for years now, but I've been getting some good food for thought from your videos. I'm now using those Commissars I kept passing on and they have lived up to my suspicions, they really do work quite well. If you continue doing these videos, I personally would love to see some in depth discussion on some overlooked units, and also maybe some ways to really go for tanks as so many players love them. I know from my own experience that Chimeras, Hellhounds and the LR Exterminator can be surprisingly good, everyone knows about the Wyvern of course. I'm very tempted to try running the Start Collecting formation in multiples and see if that does work at all (guessing not). Anyway, I' say probably a good half of your tactics have been pretty helpful to a mixed Guard army as well, a lot of it is simply options I never try because I don't play competetive games and I talk myself out of things when list building.
If you're doing some vehicle support for an infantry army, then the Techpriest has an amusing use in an Emperor's Wrath Artillery Company.
The entire Formation can get Twin-Linked against an enemy unit within 18" of a Vox-Caster. This means Plasma Cannons reroll scatter and gets hot.
Add a Haemotrope Reactor to make said plasma shots Large Blast, and use Fire on My Target so the shots Ignore Cover.
The challenge is keeping them safe from return fire but in exchange, you get a glass cannon that can just start deleting enemy units from the table, and for a fairly affordable price. 120 points is quite workable for this.
slowclinic wrote:In all this time I never thought about attaching an Enginseer into a blob that's moving alongside my tanks. Thanks for bringing this to my attention!
Yeah its something I discovered completely by accident! Helps with orders (Ld8 for conscripts) and keeps the Enginseer alive (2+ Look out Sir!)
aushlo wrote:I've been playing Guard casually for years now, but I've been getting some good food for thought from your videos. I'm now using those Commissars I kept passing on and they have lived up to my suspicions, they really do work quite well. If you continue doing these videos, I personally would love to see some in depth discussion on some overlooked units, and also maybe some ways to really go for tanks as so many players love them. I know from my own experience that Chimeras, Hellhounds and the LR Exterminator can be surprisingly good, everyone knows about the Wyvern of course. I'm very tempted to try running the Start Collecting formation in multiples and see if that does work at all (guessing not). Anyway, I' say probably a good half of your tactics have been pretty helpful to a mixed Guard army as well, a lot of it is simply options I never try because I don't play competetive games and I talk myself out of things when list building.
Thanks for watching and its good to hear my videos have been helpful I will be doing videos covering all sections of the codex going through which units are Competitive, Semi Competitive, good for friendly games or just useless. I plan on doing a video just on the Leman Russ alone because its such an iconic tank an has so many varients.
I have also been tempted to use mass Start Collecting formations and I think it could work but might also need a CAD to support it. Someting like 5-6 start collecting formations and a CAD with conscripts and flyers might work.
I used to talk myself out of taking units all the time, but about 2-3 years ago I decided to slowly collect at least one of every unit in the codex and force myself to use them. I have been very surprised by some units that I had not even considered before (always disregarded ratlings) and even if I rarely ever use the unit it still helps build on my overall experience as a Guard Commander.
Glitcha wrote:I always take an enginseer and a trojan in my list. Have them follow a tank command around on the table.
That is a nasty combo, Enginseer for repair and PotMS and Trojan for Preferred Enemy right?
Automatically Appended Next Post:
MagicJuggler wrote: If you're doing some vehicle support for an infantry army, then the Techpriest has an amusing use in an Emperor's Wrath Artillery Company.
The entire Formation can get Twin-Linked against an enemy unit within 18" of a Vox-Caster. This means Plasma Cannons reroll scatter and gets hot.
Add a Haemotrope Reactor to make said plasma shots Large Blast, and use Fire on My Target so the shots Ignore Cover.
The challenge is keeping them safe from return fire but in exchange, you get a glass cannon that can just start deleting enemy units from the table, and for a fairly affordable price. 120 points is quite workable for this.
Sounds nasty but I am confused about a couple of things.
I am not sure how the Enginseer plays a role in that combo, repairing hull points from overheating plasma?
But how are you getting plasma arty in the Arty Company? It has to be made up of Wyverns, Hydra or Bassies and a Manticore or Deathstrike.
This message was edited 1 time. Last update was at 2016/11/17 16:41:35
6000 pts of Foot Guard
"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..."
The Company requires 1-3 Techpriests (I honestly would only bother with one or 2 really).
120 points for the techpriest, 2 Plasma Cannon Servitors, and 3 bullet-catchers. A CAD can take two Reactors for 40 pts. In a pinch the Priest can also repair nearby stuff, or use POTMS to negate Shaken results, or give a Wyvern pseudo-splitfire.
This message was edited 2 times. Last update was at 2016/11/17 16:48:07
slowclinic wrote:In all this time I never thought about attaching an Enginseer into a blob that's moving alongside my tanks. Thanks for bringing this to my attention!
Yeah its something I discovered completely by accident! Helps with orders (Ld8 for conscripts) and keeps the Enginseer alive (2+ Look out Sir!)
aushlo wrote:I've been playing Guard casually for years now, but I've been getting some good food for thought from your videos. I'm now using those Commissars I kept passing on and they have lived up to my suspicions, they really do work quite well. If you continue doing these videos, I personally would love to see some in depth discussion on some overlooked units, and also maybe some ways to really go for tanks as so many players love them. I know from my own experience that Chimeras, Hellhounds and the LR Exterminator can be surprisingly good, everyone knows about the Wyvern of course. I'm very tempted to try running the Start Collecting formation in multiples and see if that does work at all (guessing not). Anyway, I' say probably a good half of your tactics have been pretty helpful to a mixed Guard army as well, a lot of it is simply options I never try because I don't play competetive games and I talk myself out of things when list building.
Thanks for watching and its good to hear my videos have been helpful I will be doing videos covering all sections of the codex going through which units are Competitive, Semi Competitive, good for friendly games or just useless. I plan on doing a video just on the Leman Russ alone because its such an iconic tank an has so many varients.
I have also been tempted to use mass Start Collecting formations and I think it could work but might also need a CAD to support it. Someting like 5-6 start collecting formations and a CAD with conscripts and flyers might work.
I used to talk myself out of taking units all the time, but about 2-3 years ago I decided to slowly collect at least one of every unit in the codex and force myself to use them. I have been very surprised by some units that I had not even considered before (always disregarded ratlings) and even if I rarely ever use the unit it still helps build on my overall experience as a Guard Commander.
I'm in a similar mindset. I have the good fortune to have a friend with a large gaming table and we've built tons of terrain to play on between our small band of gaming buddies, and we also have been kind of grabbing at least one of any unit we find interesting to give them a shot. I suffer from painting and playing ADD a bit, I have too many armies and spend less time really digging into different tactics than I should. Consequently I'm a decent player overall, but some of the armies like IG/AM which have a great depth of options and special units/rules have gone largely unexplored. Of late we've been really trying to field odd units and Formations we tend to pass on, just to see what happens, and it's been much more fun. We also tend to play on very dense, narratively- built terrain sets so our best options often defy conventional tournament wisdom- Russ looks good on paper for example but the Hellhound is far better in most of our games for me. I've had Ratlings and Ogryns do surprisingly well (In Kill Team both are very good actually), and I'm currently building Rough Riders with double Melta Gun as Transport/MSU killers (roll up a Demolisher or Hellhound on a flank, hide horses behind it, charge out and melta/charge a unit of Marines in Rhino seems actually quite good in theory).
Oh yeah! Makes it great for when you have to move piece around on the table. Have the trojan follow. Use PotMS to fire the main gun when you get into the new position.
Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
MagicJuggler wrote: The Company requires 1-3 Techpriests (I honestly would only bother with one or 2 really).
120 points for the techpriest, 2 Plasma Cannon Servitors, and 3 bullet-catchers. A CAD can take two Reactors for 40 pts. In a pinch the Priest can also repair nearby stuff, or use POTMS to negate Shaken results, or give a Wyvern pseudo-splitfire.
Unfortunately;
The Servitors aren't an option in the formation, and with the draft FAQ ruling that units from a formation are the only ones to benefit from formation bonuses with the exception of one-model-in-the-unit USRs, this may not actually work. They're also not part of the 'Techpriest' unit choice so you can't shoe-horn them in sideways, unless the digital codex has it written otherwise (and apparently it does in some cases)
I had really wanted to use it too :|
Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.
I don't think you're allowed to fire 3 heavy bolters + a battlecannon with POTMS. The most you can get is Battlecannon than POTMS for a heavy bolter at full (3) bs and than the rest at snapshots.
Also, it's not a good idea to put a techpriest with conscripts as unlike a comissar or priest he doesn't offer reliable bonuses like ignoring ld checks. You also pay for mandatory weapons that are not very useful as he's going to be the only character in that squad with just 1 t3 3+ wound and ini1.
This message was edited 4 times. Last update was at 2016/11/23 14:50:16
As of the latest, official from now on, FAQ, it states specifically if you fire Ordnance the rest of the weapons are fired as snap shots even if you select to fire the Ordnance weapon second.