Deleted
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Post by Deleted on Nov 5, 2006 15:30:51 GMT -5
Are they worth it to bring them with a AC?
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Post by Turtleboy(AWOL) on Nov 5, 2006 16:24:43 GMT -5
I'd say yes. let them stroll around with all your leman russes along the back table edge and repair battlecannons for the duration of the battle
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Post by Deleted on Nov 5, 2006 17:16:59 GMT -5
how many servitors should u take and which ones?
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Post by Turtleboy(AWOL) on Nov 5, 2006 17:42:30 GMT -5
I'd max out on technical servitors and call it good.
maybe give them a chimera so they could do their repairs protected from enemy fire
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Post by Deleted on May 31, 2007 6:58:33 GMT -5
Also remember Engineers can have a wide range of heavy weapons and colse combat options, depending on how many points you can spare and what main battlefield role your Engineer is intended for, these are execellant options.
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Post by knight (M.I.A) on May 31, 2007 7:01:28 GMT -5
I agree with Tboy. As many tech servitors are fine and just keep them behind all the tanks and let them repair the battlecannons all the time. One loss in an AC is one big step towards losing the complety game as ACs don't have the man power to compensate the loss of a single tank that easy.
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Post by fatuous on Jun 1, 2007 8:13:35 GMT -5
Deffo, I'd take them. In the IG FAQ it states that the servitors count towards the wargear limit, so I'd max up on repair ones, cos they're cheap and u can get loads to decrease the roll needed to fix stuff. Deffo in a chimera if you can, maybe honourificus up 1, altho it'll be at the cost of servitors.
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Post by Turtleboy(AWOL) on Jun 1, 2007 19:14:08 GMT -5
I'm actually considering an engineseer for my guard army - planning on installing the good 'ol 3 pack of leman russes, and with that much armored death on the field, it's a pretty sure thing that they will lose a cannon or three to enemy fire. keeping those cannons in action could be really REALLY valuable. I'd have to move all the tanks around in a pack if I wanted to keep them 'safe' however, which would reduce the tactical value of the element. I s'pose I could always send one tank off to enact a tactic if I needed to - why not eh?
anyhow, 3 leman russes seems like it'd justify an engineseer (especially with a hellhound and a pair of chimerae floating around); anyone disagree?
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Post by Deleted on Jun 1, 2007 19:27:09 GMT -5
Well, my experience with the enginseer have been not so good.
1.The first problem i found if that for some reason when my russes do get a hit on them they rarely get a wepon destoyed result, they just stun it or blow it up completly, even if they did i still have the lascannon to work with.
2.Even if i get imobolized i don't relly mind either way, i mean, the way i play i'm not moving my tanks around very much.
3.unless you spend (waste in my opinion) points of tech servitors, his repair power only works on the hardest possible roll to achieve.
4.They also waste a doctrine point i could possible use with somthing better, and i already loose 2 to my neccesary rattlings and stormtroopers, and another to my neccesary light infantry (for my usual tactic) so the 2 i have left i usually use on COD and sharpshooters. To give added fire power and make it harder to fall back.
So, for me, i find them not worth it, they help, but if i have to cut points, they are the first to go.
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Post by Turtleboy(AWOL) on Jun 5, 2007 4:55:47 GMT -5
so I've made my heavy support selections: 2 demolishers and a basilisk. the basilisk threatens long range and drives the enemy into the demolishers guns which are sitting in defense of the basilisk. that's the strategy. Well, my experience with the enginseer have been not so good. noted. -1 point for taking engineseers. true - while there is always that 'oh man my tank just went up in flames to the first hit...again!' moment, alot of the time with demolishers in particular, you get alot more damage (the side armor helps with survivability quite alot). having 2 demolishers and a basilisk parked and functioning relatively defensively seems like it'd be a great opportunity for an engineseer to be 'gainfully employed' - as a matter of fact, I almost can't think of a better scenario for him in a non-armored company list short of a full on mechanized bum rush zerg of doom army. hmm..no doubt on this one, but my only response would be that I intend on using the demolishers to move and protect the basilisk by blocking line of sight by enemy units to it - presenting that tough side armor to block view to the basilisk with proficiency. movement will be needed to execute this more often than not since the tanks will initially move forward to open fire, then pull back when the basilisk begins to become flanked. I'm personally fine spending points only on tech servitors for an engineseer - it's really a non-combat unit in my opinion (though the whats-it-called um...signum thingey(?) makes the shooting option tempting!). oh man, no doubt on this count - losing a doctrine point to add 1 whole techmarine to my list is so painful it actually made me consider a no doctrine army so I could still take all the restricted units I currently use. this would definately be a sticky point. thanks for the point of view, there's some real points that have made me stop and think about this idea, but there's some points that make me want to do it all the more! hard times
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Post by twerd on Jul 3, 2007 5:47:00 GMT -5
When i take my techpriest to the field (he usally fixing my tanks i the back lines) he has the sigium and all gun seretors ah must spell correctly. ussally heavy bolters and a plasma cannon means that whatever i shoot at is in serous trouble (6 heavy bolter shots and a plasma cannon blast = dead anything).
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