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Made in us
Fresh-Faced New User




St.Anthony Id

      What do you good peoplz think about a Techpriest Enginseer? im going to use him for a 1,000 point local tornament, after that i will be facing mostly Space Marines Chaos space marines & Necrons I thought about sticking him in an Armored fist sqd, or alternatively i thought about placeing him with my heroic senior officer, as a sort of counter assault measure for heavy troops, elites, or fast attack.

   My playing style for a typical cleanse mission is like this, i usualy send my imperial fist's, my Senior officer with a power fist, his special weapon sqd armed with Grenade lanchers, my Lemon Russ w/ heavy bolters, and usualy one sqd of guardsmen, up the left flank. hold back in the right flank with one sqd of guardsmen, and a basalisk, for fire support.

   I was thinking about how i could incorporate a techpriest enginseer into my army, because 1. i tottaly dig the model, and 2. just look at him, he starts out with kinda cruddy stats and great equipment, namly power weopon (an axe at that), and the servo arm, and at a bargain price hes the perfect candidate for the honorifica imperialis, or is he? i don't know what do you think?


Yours Truly The Hammer 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

It's an Independant Character, at I4, with an S3 power weapon. He's not a good idea.

BYE


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Fresh-Faced New User




St.Anthony Id

ok personaly i think 5 attacks on the charge at WS5 more then make up for that, especially sence theres no armor saves involved, besides with his servo arm he has one strength 6 attack. this IG, not SM, He's the closest thing to a close combat monster i can think of. Plus at ld 9 and 3W, he's pretty tough, granted he has a sqd of Guardsmen.

Also i kinda missed your point what exactly do you mean?

Yours Truly The Hammer 
   
Made in us
Deathwing Terminator with Assault Cannon






1. He'll have trouble wounding Marines with S3, even with a Power Weapon. Ask any Eldar players you know about "Howling Banshees" if you want to confirm this theory.

2. At only I4 he strikes after Eldar, Marine, Sister, Daemonhunter, Chaos and Ork (PoW) characters. As an Independent Character, he can get targeted seperately. This means against another close combat character, he'll never get to swing (partly due to only be T3).

3. He's T3. This means that he's very suspectible to Powerfist attacks - and most Marines have at least one in any assault orientated squads. This means that he won't do a lot of damage (due to point #1) and his 3 wounds will be meaningless.

I'd take him because it's fluffy, a nifty idea and a cool model. I would never take him on account of game-effectiveness.


(Though against Necrons he might he worthwhile - I'll need to think over that scenario)
   
Made in ca
Dakka Veteran




The Hammer

HBMC is brusque but he's concise and dead on for this one. T3 is easy to insta-kill, and S3 is hard to wound with. His servo-arm has a decent chance at wounding, but then that's at I1. Other than advisors with power fists, IG doesn't have much for assault. (Advisors can't be picked in melee, but the fact the rules force you to assign them first to the smallest squad in your army limits their versatility.) I'm pretty iffy on your power fist HSO, actually - doesn't he get picked out in melee? Trying to go melee with IG is like putting chocolate sauce on your hamburger - it really goes best with ice cream. (shootyness)

Taking an Enginseer in IG, I'd personally be tempted to take a page from Augustus' tactics for his 5-vennie marines. Give him four technical servitors and place him in base-to-base with a brace of demolishers with extra armour and possibly flamers. Steadily advance at 6" per turn laying down a curtain of nastiness. Techmarines themselves are a bit of a stretch in melee, even with two powerfists and a 2+ save their main function is the ability to regenerate vehicles. Enginseers have -1 S/T, and unfortunately remain Independent Characters, which ought to keep them even more explicitly to vehicle support.

If the tourney organizers are letting you combine the two Codices, I'd suggest putting the points for all your melee stuff from your HQ Command Squad and cutting the grenade launcher squad to beef up the Marines.

While my interpretation of the rules for Close Order Drill has been challenged, I do have an idea if you're worried about the Infantry squad screening the Marines being a little faint-hearted without a nearby Officer.

Take Close Order Drill and give the Honorifica, a vox, and a missile launcher or lascannon to the platoon command squad. Tuck the command squads behind the infantry squad on your right. Give the HQ command squad a Veteran with the Company Banner and a missile launcher or lascannon, and demote the HSO or So to a JO. Give the squad screening them a plasma gun and either a lascannon or missile launcher. If you have a few spare points, plasma guns, power swords and storm bolters are okay in the command squads.

If you're dying to use the Enginseer, give him a full retinue of Technical Servitors and advance him in base-to-base behind the Russ, which should have extra armour as not to allow glancing hits to slow down your advance. A Demolisher would be even better than a normal Russ for the role in which you want to use it - if they'll let you, proxy your Russ as a Demolisher. 2+ to repair the ordnance is pretty good. Also, he can keep the tank from being destroyed due to losing all weapons and being immobilized. If you become desperate, he does still have that power fist and axe, and four extra bodies that can be thrown into combat, though it's not what he's best at. BTW, Adeptus Mechanicus axes, frail as their weilders may be, are IMHO the sickest looking power weapons around.

The squad screening the Marines and tank gets a melta gun or a flamer and the other vox set. The platoon command squad will have LD9 (honorifica) +1 (close order drill) =10 which the left flank screening squad will be able to use as a result of the vox. Die Hards could also be an effective ability for this squad, to allow then to tie up an enemy assault unit for a turn or two. Just keep the vox operator alive and they'll be testing on an unmodified ten no matter how many of them have died. The right flank screening squad will be able to use LD 10 from the platoon HQ and will get a reroll from the Company banner.

If you want more melee punch on your left, buy Terminator Honours and a Powerfist for (each of) your Marine Sergeant(s). It will be fewer points and far more effective than trying to build a fighty IG character - the Marine Sergeant will have better strength in exchange for maye one fewer attack, and your opponent will have to kill his way through 8W T4 3+ to stop him instead of 1-3 W T3 4+/5+ save to stop him. One other very efficient counterattack squad to ponder for your left flank if you have the models - or even some Fantasy figures with which to proxy - are 5-6 Rough Riders with lances and a Veteran Sergeant. They hang back a bit until the marines and/or Die Hards screening squad are engaged, then charge in for 11-13 S5 I5 power weapon attacks. Only 61-72 points as well.

When soldiers think, it's called routing. 
   
Made in ca
Dakka Veteran




The Hammer

btw, you should probably post your list - in my post it didn't occur to me you might have meant "armoured" instead of "imperial", so I was visualizing yellow power armour not chimeras...

When soldiers think, it's called routing. 
   
Made in us
Longtime Dakkanaut






Whatever he costs, you can buy a whole lot of rough riders for that.

"I've still got a job, so the rules must be good enough" - Design team motto.  
   
 
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