View Full Version : Our Brothers of the Adeptus Mechanicus
Commissar_Dixon
October 18th, 2009, 17:47
So, the general theme I get from this forum is that Techpriests were rendered basically useless in this new codex. I'm curious as to why? Granted, the repair capability is nice, but kinda wonky to actually use, considering the Techpriest must be in base to base contact with the vehicle and it gives up it's Shooting Phase.
But what about the idea of a Techpriest as an assault unit? They are in Power Armour, they've got a power weapon and a power fist that hits at Str 8... So why are they not used? And the other idea of a Techpriest leading a cadre of Gun-Servitors? Two Plasma Cannon shots seems like not a bad trade off...
So, my fellow Imperial Commanders, why no love for the Adeptus Mechanicus?
==Me==
October 18th, 2009, 19:29
They're overpriced for what little they do. Servitors are expensive and you can get those weapons cheaper elsewhere, and IG have better combat units in the form of Straken, blobs and allied GKs.
I wish they were useful, I'd love an AdMech army, but Techpriests still suck.
sonu236
October 18th, 2009, 20:11
Pretty much, you also gotta remember that he's still a human. So expect that pricy unit to be clobbered by pretty much anything out there (even fire warriors). Which means your praying he and he's servitors survive long enough to make use of those power fists, and that sort of thing is meant for terminators. As for shooting, well ==Me== nailed that perfectly, you can get the guns cheaper elsewhere.
They are pretty devious in apocalypse games though, Just hide him behind a super Heavy (Baneblade) and go to town :dance:
Commissar_Dixon
October 18th, 2009, 21:04
Granted; Techpriests do have a Guardsman stat-line... but I'm not advocating using them as a "go out and run around and whup ass" assault unit. I was thinking more along the lines of rear echelon support; fixing Artillery if the chance arises, tying up deep striking units, etc. A Techpriest, Servitors with Servo-Arms, charging a unit of Marines that Deep-Struck to kill my Bassie.... Sounds solid to me.
==Me==
October 18th, 2009, 22:40
Maybe, but how many points is that? Couldn't you just have another tank with a heavy flamer in its hull to do that? Even if he did stay back, a handful of WS3 powerfist attacks isn't going to shut down any dedicated assault units. Straken and GKs do it better.
Jemal
October 18th, 2009, 22:42
Techmarine + 5 Servitors = 120 pts
2 power attacks at STR 3 Init 3, and five Power attacks @ Str 6, init 1. all WS 3. one has 3+ armour and a BS 3 laspistol.
3 Gk Termies=151 pts:
7 power attacks at Str 6, Init 4, WS 5. All have terminator armour, Shrouding, and BS 4 Storm bolters.
if you want a counter-charge unit, Knights are the way to go IMO. Stand them just in front of your long rang eweapons (who should be pressed against the back edge of the board so nothing can get behind them), and anything has to go through the knights to get to the tank/heavy weapon they're defending.
Commissar_Dixon
October 18th, 2009, 23:21
I dunno... something inside me feels .... dirty... about using allied Daemonhunters or Witchhunters... I play Imperial Guard to play just that.. Imperial Guard.
Commissar_Dixon
October 18th, 2009, 23:23
I dunno... something inside me feels .... dirty... about using allied Daemonhunters or Witchhunters... I play Imperial Guard to play just that.. Imperial Guard.
Plus, GK's are bullet magnets. EVERYONE knows them and what they do; so if I set down any GK models on the table, people shoot the livin shit outta them. A Techpriest with no Gun-Servitors... low-profile.
And, to the "tank with flamer" in the back idea; the tank can't FIX the Bassie should it screw up and let it get it's Earthshaker blown up...
==Me==
October 19th, 2009, 00:48
You can stick GKs in a cheap-o Chimera, or if they're sitting back just rely on the Aegis.
Another tank can't fix the Bassie, but, you know, you have another tank!
sonu236
October 19th, 2009, 19:22
Techpriests low profile? I know a lot of people would be quick to put a round through his skull, granted they aren't as flashy a GK terminators. Either way, Your basic guard squad is far cheaper, and a little more practical for tying up Deep strikers. Even if they lack that servo arm oomph
Intrepid
October 20th, 2009, 22:59
The Techpriest's main job is repairing vehicles but, for practical purposes, he can't do it. He does nothing to negate shaken or stunned and, if you like to squadron your vehicles as I do, he can't fix an immobilized result either. It isn't just paying 100ish points for a mechanic; it's paying 100 points for somebody who only fixes broken weapons if he happens to be close by. Even then, you must upgrade him before he becomes reliable.
If the Techpriest could negate shaken and stunned, or at least be fielded effectively as a solo, then he would be worthwhile. But he can't.
sendaf
October 22nd, 2009, 02:27
you could either buy a techpriest and have a "chance" to fix a weapon, or you could just buy another tank for a little bit more and have a 100% chance to have the additonal fire power (doubles the fire power) for longer (1 more tank on the field meens all the other tanks live longer)
GW just didint give them a single role to specialise in, a techpriest was made to be a jack of all trades in an army where everything is ment to be cheap single minded units. because of this there is ALWAYS something better at fufilling the role then a techpriest.
perhaps if you could buy a techpriest as an upgrade to a tank... ignore shaken on a 3+, ignore stunned on a 4+ etc etc etc. I would love to use a techpriest, if only they were useful
cKerensky
October 22nd, 2009, 13:31
Techpriests are fun.
Useful? Probably not. But fun. Very, very fun.
Powered by vBulletin™ Version 4.0.1 Copyright © 2010 vBulletin Solutions, Inc. All rights reserved.