Techpriest Enginseer
From RelicWiki
Techpriest Enginseer | |||||||||||||||||
Race | Imperial Guard | ||||||||||||||||
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Version | Dark Crusade v1.2 Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 310/1 | ||||||||||||||||
Armour | Commander | ||||||||||||||||
Morale | 300/3/40 | ||||||||||||||||
Unit Mass | 12 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 25 (cannot detect) | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Laspistol | ||||||||||||||||
Melee | Power Axe |
Contents |
Techpriest Enginseer
"As you wish, so shall it be done."
Techpriest Enginseers are the field agents of the Adeptus Mechanicus, the ancient Mars-based religion and guild that, bound by a contract struck with the Emperor Himself, is tasked with keeping the arcane secrets of technology and assisting the Imperium in this regard (in exchange for a great degree of authority and influence in the Imperium at large). Low-ranking Adeptus Mechanicus members, the Enginseers are ordered by their superiors to work with and under the authority of the Imperial Guard to maintain their equipment and vehicles before, after, or even during combat. Techpriests are also responsible for the construction of all Imperial Guard field structures.
As they do not actually contribute to the advancement of science directly, higher ranking Techpriests see the Enginseers as lowly but necessary servants, and thus pay them little respect. However, despite this, the Enginseers take pride in their work and at the notion of being among the best builders in the Imperium.
The Techpriest is immune to morale damage in Dark Crusade.
Tactics
Techpriest Enginseers are equipped with powerful commander armor, providing them with the greatest defence of any builder. Because of this, they can build and repair structures while under attack, especially in the early game when it is crucial to capture as much of the map as possible. Their repair rate is the highest the in game (surpassing even a Heretic using Forced Labor) even high enough to out-repair many units' damage rates to buildings and vehicles.
Some players use a tactic referred to as a turret rush. This tactic calls for the starting Techpriest Enginseer to run immediately to a contested point or player's base, and begin building a Heavy Bolter Turret, usually just out of sight of the enemy player. This is only possible in Dark Crusade, where turrets were enabled to be built anywhere, not just in a zone of control. Since the Techpriest Enginseer is able to withstand large amounts of early unit's damage, and since turrets are effective against most early infantry, this tactic can quickly cripple an inexperienced player by leaving no way to get rid of either the Techpriest Enginseer or the Heavy Bolter Turret.
In Dark Crusade 1.2 this tactic is of reduced effectiveness now that turrets require either an Infantry Command or Tactica Control. This slows down the turret rush by 30 to 40 seconds. Turrets cannot be placed quite so aggressively anymore, although they can still be used to secure forward positions without a completed Listening Post.
Techpriests take a long time to build and come from the HQ which also has to build your starting Guardsmen Squads, making for some tough decisions during the beginning of the game about what to build. You should normally build some Guardsmen before a Techpriest or you'll fall behind on map control.
The number of repairers is dictated by the building/vehicle, not the builder. Thus in teamgames only 1 Servitor could repair your vehicles/buildings. But you could use multiple Techpriests to repair another race's vehicles and buildings. Therefore, it's almost always better to use your TP instead of other builders. The Eldar Bonesinger repairs cheaper, but is still only half as fast.
The Techpriest can be used to man building guns in Listening Posts, Mechanized Commands, Infantry Commands, or Field Commands. It can also use the guns of a Chimera.
Techpriests have the best combat abilities out of any builder unit and can be used to tie up a ranged squad in melee in a pinch.
Of worthy note is that the Techpriest Enginseer has bugged morale. The Techpriest receives no morale damage whatsoever. While this is hardly noticed, it also contributes to the Techpriest's durability. However, by the time players' care about a Techpriest's morale being bugged, it has most likely died already due to stronger units appearing on the field.
Abilities
Repair
Repair | Hotkey: E | |||
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Requires | Nothing | |||
Target Types | Damaged friendly vehicles and buildings | |||
Range | 0 | |||
Area of effect | 0 | Cooldown time | 0 | |
Cost | 75% of the unit's original build cost | |||
Effects | This unit can repair Imperial Guard vehicles and buildings. Unlike other races, only one Techpriest can repair a vehicle or building at a time with the exception of the Field Command which can be repaired by 3 Techpriests at once like normal. Techpriests repair at a rate of 60 hitpoints per second. | |||
Build
Build | Hotkey: B | |||
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Requires | Nothing | |||
Target Types | Terrain | |||
Range | 0 | |||
Area of effect | 0 | Cooldown time | 0 | |
Cost | Various | |||
Effects | This unit is the builder for the Imperial Guard. It is responsible for all construction duties. Using two builders decreases construction time by 33%, but more than two has no further improvement. | |||
Weapons
Laspistol
Laspistol | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 25 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 50% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | This weapon does only 0.05 morale damage in Dark Crusade |
Power Axe
Power Axe | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 100% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | This weapon does no morale damage in Dark Crusade |
The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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