So, last time we talked (or so) I discussed moving away from a Draigowing/Paladin heavy army.
I've since been trying out pretty much a list every week or so trying to find one that I liked and that worked as well as I wanted.
The problem, you see, is that I really like Paladins, and so I've been pretty determined to keep them in the army. While it may not be the best decision I've made in terms of points efficiency and so on but I really like Paladins and so for the time being, they're in. :)
So, working off the basis of a 5-man Paladin squad it was time to come up with something to go along with them.
Considering the severe lack of long-range firepower is pretty much the entire GK 'dex, I decided to go ahead and add a couple of "psyflemen" dreads. Yeah, I know, they're the darlings of the Internet right now and having played a few games with them, I can understand why. No, they are auto-game-winners or anything but they definitely do fill a role that really nothing else in a "pure" GK list can do, and shoot across the board reliably.
I like units that are useful in all phases of the game -- this is why I like Paladins so much, they're good in every phase of the game. I tried a few games with GKSS but they were fairly useless in CC -- 1 attack pretty much gimps them to the point where you really don't want to get in melee with them, and that's a shame.
So...Purifiers.
Crowe Purifiers.
You have no idea how badly I don't really want to run them, but point-for-point, there's really no substitute for Purifiers, and being able to take them as troops? Yes, please.
Except...well, I can't quite seem to get the hang of using Crowe. Some of my fellow Austinites love him and use him to great effect but I just can't seem to find anything to do with his odd-duck ass. More often than not I was struggling to come up with a use for him, so...well, I'm thinking he's not going to work for me.
So...I tried to cheat the system.
I created an abomination of a list with 2 Grand Masters and minimal 5-man strike squads, Paladins and 3 units of Purifiers...planning on using the Grand Strategy x2 to get scoring Purifiers without paying the "Crowe tax".
In the end, though, after much discussion, I settled on something a bit more reasonable: 2xPurifiers with Rhinos and Psybolt, 2xGKSS, Paladins, 2xPsyfleman and one Grand Master. I figure I can still use Grand Strategy to make Purifiers (or Paladins, or a Dread) scoring if the game type calls for it, otherwise it's probably time to make some scouting Paladins and/or Purifiers...man I love Grand Strategy -- the counter-attack "power up" rocks as well (mmm, Paladins with counter-attack).
The main strength of this list, though, is in the number of boots on the ground, and then number of storm bolters (32) and psycannons (14) it can bring to bear each turn. That's...a whole lot of shooting -- and it works. Well.
I'm concerned about the lack of a Librarian, though, even though I really haven't missed him the last few games I've played without him.
After a few games with the list (and if I make any tweaks) I'll post the list (though it is very simple, really) and let you know how it works out -- hopefully, somewhat near now I want it to. :)
How about you guys? Ever had a unit that you liked so much you just couldn't drop it from a list, even if "conventional wisdom" said it wasn't the "best"? Ever had to tear down an army and start over? How did it work out?
Showing posts with label paladins. Show all posts
Showing posts with label paladins. Show all posts
Tuesday, September 13, 2011
A Change in the Weather
Saturday, August 13, 2011
Monday, May 9, 2011
Paladins: Totally Worth It
Actually, to get an idea of how I say it, you have to imagine me with a big ol' grin giving two thumbs up and saying, "Paladins: Totally worth it."(BTW: This pic is of my WIP Draigo-led unit of Paladins in my "Draigo's All-Stars" list that I used in this past weekend's team tournament.)
So, I played my Draigo's All-Stars list over the weekend in a tournament, partnered with CrazyRedPraetorian's IG. I have learned a few things about Paladins, and I thought I'd share:
The volume of fire a squad of 7 with 2 psycannons puts out is amazing for such a (relatively) small unit. 8 psycannon shots a turn makes things die.
Librarian + Paladins with Brotherhood Banner = Hammerhand + Might of Titan + Quicksilver = everything you charge in CC dies like a squealing pig before it gets to swing back. Well, almost everything. That's why you have a Paladin with a Daemonhammer for mop-up.
The Apothecary upgrade isn't really worth it. As I'm sure has been discussed, what kills Paladins dead isn't small arms fire, it's anti-tank weapons that you don't get FnP rolls on anyway. The few times I had a Paladin actually die it was to either AT weapons or a DH. The few times I got to make a FnP roll, it usually didn't help (I made exactly 1 out of 5). Yes, that was bad luck on my part, but the fact remains that FnP only has a 50% chance of working in the first place, and you don't get to use it that often with Paladins. Therefore those 75 points are more than likely better spent elsewhere (on more Paladins, I think).
Did I mention that anti-tank weapons make Paladins cry? They do.
Wound Allocation Shenanigans (WAS) with Paladins make them very, very hard to kill.
Mixing in a few NFSs with NFHs lets you spread those CC power weapon wounds around with a 16.67% better chance of making your invulnerable save. Since you have to do it that way for WAS anyway, make the most of it.
I'm still undecided on the Brotherhood Banner. Yes, it does give all your Paladins an extra attack, but it does remove an NFx from the squad. I can't decide if it's worth it, or not. I'm going to have to play some more games with it and see. The BB's other ability -- auto-passing the NFx activation -- would have been perfect had I not already used Hammerhand that round of CC. That's my fault, and not some flaw in the BB, so I'll need to be more judicious in my use of Hammerhand in those times when it would be more useful to have force weapons insta-gank multi-wound models (I'm looking at you, Ork Nob units). Sure, S6 > S5, but not having to deal with someone else's WAS with multi-wound models would be >S6 since you can't get S8 without a DH. Did I mention you really need a DH? Yes, you do. Don't leave the battle-barge without at least one.
The only unit that gave my Paladins issues was...another unit of Paladins, all set up for WAS and including a Warding Stave. Sometimes that 2++ really helps ("Just die, damn you, just die!").
Paladins can and will fail leadership tests when your dice have decided they're done for the day and want to go home.
"Deep striking is for suckers," that's my motto. But if you really need to do it with Paladins, well, they're pretty good at surviving the hailstorm of incoming fire they're going to get. Regardless, I got lucky on both my reserve rolls and DS rolls (hit once, scattered 3 the other). I still think DS is too iffy, though, especially when your Psychic Communion generator (Draigo) is Deep Striking, too. IMHO too many things can go wrong and therefore, I stand by my motto, even though sometimes you just gotta be a sucker. "No balls, no babies," as CRP would say.
Don't roll ones. Just don't. Your Paladins don't like ones. However, the first one isn't usually a big deal. Unless, of course, you're making a save against a krak missile hit. It goes without saying that rolling a second one on the same Paladin is absolutely verboten.
Njal Stormcaller makes your Paladins sad. When you see him across the table, know in your silver-armored heart that He. Must. Die. (And the sooner, the better.)
Paladins assaulting Njal Stormcaller and his boys makes Njal cry hot wolfy tears. Psyk-out grenades are fun when you're the one using them.
Other units of Paladins will make you sad, especially when they get the charge on you. Psyk-out grenades are no fun when used against you.
If you're going to use Grand Strategy to give Paladins an extra ability, counter-charge is good -- especially if you have a BB. Getting 4 attacks when charged (and more than likely going first) helps quite a bit. It will also make your opponent think twice about charging in -- which hopefully results in another round of tasty, tasty shooting from your Paladins before you charge in and wreck shop. I'll have to experiment with the "gains Scouts" ability and see how that works out, but it's not like you're going to get close enough to get into CC on round one anyway...
Frag grenades on terminators, such a pleasant surprise (well, for you, anyway...). "Don't hide from Paladins in difficult terrain, you'll just die covered in debris."
Lastly, expect to see things like this a lot when you play GK (and Paladins as troops in particular):

...in short: Paladins: Always outnumbered, never outgunned.
Oh, how'd we do in the tournament? Made it to Table 2, and lost by 2 KP to a GK/SW team, which cost us placing. Remember what I said about another unit of Paladins? A-yep, that's what did it to me (well, I didn't lose the unit, but they lost CC due to number of wounds caused vs. taken, and then failed the morale check with effin' boxcars...). A dreadnaught drop-podding into our IG-filled backfield didn't help. Every game was fun, though -- we definitely had a good time.
Labels:
army lists,
Grey Knights,
paladins,
tournaments
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