Andrew B Posted March 29, 2011 Share Posted March 29, 2011 Halberds for Free, 1 hammer in each squad (I THINK for 5 each, which is another 100 pts) Hammers are free on both Paladin and normal Terminator Squads. Apart from that I agree, Paladins will be lots of fun in non-competitive matches. Don't think that you should field that many thought, it tends to break the fluff. Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2704908 Share on other sites More sharing options...
Joasht Posted March 29, 2011 Author Share Posted March 29, 2011 You may want to mastercraft the Hammers though, makes them considerably more dependable for a very minimal investment. Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2704923 Share on other sites More sharing options...
AoC Posted March 29, 2011 Share Posted March 29, 2011 Halberds for Free, 1 hammer in each squad (I THINK for 5 each, which is another 100 pts) Hammers are free on both Paladin and normal Terminator Squads. Apart from that I agree, Paladins will be lots of fun in non-competitive matches. Don't think that you should field that many thought, it tends to break the fluff. They are 1st company terminators, aren't they ? If so, there is 100 of them out of 1000. We can also assume they are command squad and part of 1st company veterans, which leave us with between 100 and 190 paladins. Fielding paladins army sound fluffy enough. Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2705080 Share on other sites More sharing options...
Captain Idaho Posted March 29, 2011 Share Posted March 29, 2011 Am I right in thinking people are suggesting 10 of the blighters? Paladins are good in my view as an opponent, but only in small squads to keeps costs down. They will suck in fire like noboddies business anyway, but any more and you open yourself to getting sucker punched by something big and nasty. 10 2-wound, 2+ armour save assault specialists models with FNP and a 5+ invulnerable save? Say hello to a Vindicator, Demolisher, Medusas, Dark Lance Dark Eldar armies, Orbital Bombardments, Iron Clad Dreadnoughts or even Abbaddon the Despoiler. Too much risk. However, a nice 5 man squad is hard to deal with deploying from a transport and will be a keen edged spear head to any assault. Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2705106 Share on other sites More sharing options...
SamaNagol Posted March 29, 2011 Share Posted March 29, 2011 You can combat squad them. If you are footslogging them, then you wil be getting a 4+ cover save unless you are a pillock. You can do really powerful 5 man w/ 4 MC Psycannon 'devastator' squads this way. Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2705117 Share on other sites More sharing options...
Andrew B Posted March 29, 2011 Share Posted March 29, 2011 Halberds for Free, 1 hammer in each squad (I THINK for 5 each, which is another 100 pts) Hammers are free on both Paladin and normal Terminator Squads. Apart from that I agree, Paladins will be lots of fun in non-competitive matches. Don't think that you should field that many thought, it tends to break the fluff. They are 1st company terminators, aren't they ? If so, there is 100 of them out of 1000. We can also assume they are command squad and part of 1st company veterans, which leave us with between 100 and 190 paladins. Fielding paladins army sound fluffy enough. The codex says that Grey Knights have a different type of organization. Each brotherhood(there are 8) is said to have around 100 members and between 3 and 7 squads of each of the following, terminators, purgation and strike. Purifiers and Paladins are separate of this I'd presume. The purifiers have a specific note that says that it is hard to image a situation where more than 40 Purifiers are summoned, I'd presume the same is valid for Paladins. Didn't finish reading the codex, might find some other information to specify this more clearly. Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2705142 Share on other sites More sharing options...
Captain Idaho Posted March 29, 2011 Share Posted March 29, 2011 You can combat squad them. If you are footslogging them, then you wil be getting a 4+ cover save unless you are a pillock. You can do really powerful 5 man w/ 4 MC Psycannon 'devastator' squads this way. There are cheaper ways of getting Psycannons into your list than that. Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2705164 Share on other sites More sharing options...
AoC Posted March 29, 2011 Share Posted March 29, 2011 Halberds for Free, 1 hammer in each squad (I THINK for 5 each, which is another 100 pts) Hammers are free on both Paladin and normal Terminator Squads. Apart from that I agree, Paladins will be lots of fun in non-competitive matches. Don't think that you should field that many thought, it tends to break the fluff. They are 1st company terminators, aren't they ? If so, there is 100 of them out of 1000. We can also assume they are command squad and part of 1st company veterans, which leave us with between 100 and 190 paladins. Fielding paladins army sound fluffy enough. The codex says that Grey Knights have a different type of organization. Each brotherhood(there are 8) is said to have around 100 members and between 3 and 7 squads of each of the following, terminators, purgation and strike. Purifiers and Paladins are separate of this I'd presume. The purifiers have a specific note that says that it is hard to image a situation where more than 40 Purifiers are summoned, I'd presume the same is valid for Paladins. Didn't finish reading the codex, might find some other information to specify this more clearly. Well, seems they retconed older fluff. Didn't read that bit, i was reading others (and army list mostly). Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2705552 Share on other sites More sharing options...
Chairman_woo Posted March 29, 2011 Share Posted March 29, 2011 You can combat squad them. If you are footslogging them, then you wil be getting a 4+ cover save unless you are a pillock. You can do really powerful 5 man w/ 4 MC Psycannon 'devastator' squads this way. There are cheaper ways of getting Psycannons into your list than that. Its not about getting more psycannons, its about having a unit that can threaten almost anything within 24", take a stupid ammount of shooting to kill and be very very hard to assault. The low model count can help here as it makes more cover viable to hunker down in. If you can get shrouding & sanctuary from a libby too then they are all but unshiftable for all but a concerted attack. N.B. this is why I think Mordrak+unit& libby is a pretty handy to have around to "prepare the ground" on turn 1 :D Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2705690 Share on other sites More sharing options...
Joasht Posted March 30, 2011 Author Share Posted March 30, 2011 N.B. this is why I think Mordrak+unit& libby is a pretty handy to have around to "prepare the ground" on turn 1 :( Sigh, silly thing is Mordrak isn't an IC so he's stuck with those silly Ghost Knights... Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2706008 Share on other sites More sharing options...
Captain Idaho Posted March 30, 2011 Share Posted March 30, 2011 Personally I would rather use a unit of about 5, maybe 6. Cheaper than a unit of 10 by some 275pts! In an army which is so expensive and it's premier units (and independent characters remember) are Terminator armoured thus requiring expensive Landraiders and Stormravens, spending 275pts on 5 extra models on a single unit when 5 models would do will hurt your army. I might be wrong of course, I might get beaten by such a list in the future! Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2706125 Share on other sites More sharing options...
Chairman_woo Posted March 30, 2011 Share Posted March 30, 2011 N.B. this is why I think Mordrak+unit& libby is a pretty handy to have around to "prepare the ground" on turn 1 ;) Sigh, silly thing is Mordrak isn't an IC so he's stuck with those silly Ghost Knights... Yes it is a shme, but Mordraks unit has native stealth and you can still tag the librarian along. 5 halberd terminators (mordrak already has a hammer so no need in the unit) with 3+ cover, difficult and daingerous terrain for the enemy (via libby) and a grandmaster is still a very daunting prospect to assault and they dont necessarily have to be in LOS of enemy guns (their shooting is always going to be so so anyway with no psybolt or cannon) to do their job i.e. make the enemy think twice about entering the same cover as they are holding. Taking mordrak is far from a no brainer but given securing cover in the midfield is often going to be a priority for terminator heavy armies and mordrak combined with some shunting dreadknights or even interceptors should facilitate doing so against all but the most concerted assault (in which case the enemy will be bunching up in the centre opening up options for your other DS units. Plenty of variations on that theme are viable I think. Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2706239 Share on other sites More sharing options...
Joasht Posted April 3, 2011 Author Share Posted April 3, 2011 Random idea that probably many have thought of, but.... Foot-slogging Paladins en masse (well, given their cost, "en masse" is probably like just 20 guys) with Shrouding. In a sense not *very* much horribly slower than Deep Striking since chances are you would have Deep Strike'd some distance from the enemy to avoid mishaps and due to the Servo Skull "self destruct" range. You also know you would have everything on the table and those turns of missed movement quickly add up. Granted you are more exposed to fire in those few turns you are closing in, but hopefully with good use of cover you should be able to reach the opponent mostly intact-ish. Plus, getting into range on turn 2 isn't entirely unlikely. Thoughts? Link to comment https://bolterandchainsword.com/topic/225861-so-lets-talk-paladins/page/2/#findComment-2711185 Share on other sites More sharing options...
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