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Paladin Apothecary


XeroAikon

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Mine is getting the warding stave.

 

Expensive? Yes!

 

But I think it will be fun.

 

I considered that option too, but then I realised that putting the stave on apothecary means you won't want to actually allocate the wounds that a warding stave would offer most value against, I.e double toughness. Great to put on the warding stave, as 5/6 of the time you'll make the save, but the 1/6 time you fail loses you a 150 point model, rather than the 75 point standard paladin.

Yes an apothecary can field any equipment that any other squad member could field.

 

But, I cannot understand why you would ever consider fielding an apothecary. Paladins are extremely expensive, prohibitively so in many cases. Adding an apothecary is a drastic upgrade and must save 4 wounds to justify its cost. Due to the inherent nature of paladins they will be targeted by mainly by S8+ AP2- as well as power weapons and power fists which ignore FNP. Paladins, with their differing profiles and multiple wounds are more than resilient enough to small arms fire and non PW CC attacks.

 

Fore go the apothecary for an additional paladin, or spend the points elsewhere. Paladins are extremely expensive and require lean set ups i.e. 5 man squad, psycannon daemonhammer, psycannon falshions, sword, halberd, falshions. Only 325 points and capable of dealing with any threat you may encounter. The addition of an Apthecary bumps this cost up to 400pts. Paladins are by default extremely resilient to small arms fire and no not require an apothecary. In fact, the capabilities of a paladin squad are diminished by the addition of an apothecary do to the cost/capability ratio.

 

Fielding one with a warding stave? Really? That is foolish and most definitely not justified. It becomes a 165 point model, you could purchase a Grand master for that.

But, I cannot understand why you would ever consider fielding an apothecary. Paladins are extremely expensive, prohibitively so in many cases. Adding an apothecary is a drastic upgrade and must save 4 wounds to justify its cost. Due to the inherent nature of paladins they will be targeted by mainly by S8+ AP2- as well as power weapons and power fists which ignore FNP. Paladins, with their differing profiles and multiple wounds are more than resilient enough to small arms fire and non PW CC attacks.

 

Fore go the apothecary for an additional paladin, or spend the points elsewhere. Paladins are extremely expensive and require lean set ups i.e. 5 man squad, psycannon daemonhammer, psycannon falshions, sword, halberd, falshions. Only 325 points and capable of dealing with any threat you may encounter. The addition of an Apthecary bumps this cost up to 400pts. Paladins are by default extremely resilient to small arms fire and no not require an apothecary. In fact, the capabilities of a paladin squad are diminished by the addition of an apothecary do to the cost/capability ratio.

 

These are my thoughts also. To begin with I was thinking 'FNP on terminators? Awesome'. I have played a lot of games with Ultramarine Terminator rich lists, and they die all too often from small arms, so the idea of FNP is appealing. I agree with most peoples conclusion that Paladins are a solid choice. For their points v normal terminators, they get a great deal. The thing is, they aren't really terminators with FNP. They are multiwound models, so wheras normally each of those 1s hurts when they come up, now only every other 1 matters. Sure FNP makes them almost immune to small arms, but a 2+ save is basically almost immune already. The points cost is also huge for the privilage. I was writing some lists where I planned to have a Paladin backbone to the army, probably 10, and it takes them to around 700pts (clearly 4 psycannons are mandatory :lol:) for the unit. A more sensible number of paladins (<10) with an Apothecary just makes the average cost per model in the unit skyrocket. Even though almost everyone is happy to agree you have to be really frugal with how you spend your points in a GK army, no one really has noticed that a 700+ point unit, is so clearly wrong. With 20 2+/5++ wounds in the unit, I dont really think it's worth the Apothecary. The Brotherhood banner on the other hand is almost a must, because an extra attack per model is nasty and auto-force weapon activate is invaluable sometimes. That's just my opinion, and in it's defence, its quite a lot of bang for your points investment buck.

I would never describe the Banner as a must. You do not gain a benefit, and in fact have a reduction on the number of attacks a squad can output unless that unit is quite large, >6(average throughout the course of game), usually a squad of ten can justify it. Though, you lose the ability to effectively combat squad at this point. Auto activation is nice, but there really isn't anything that scares paladins that much, and LD9 is pretty reliable.
Well, because of the +1A per model, you only need two paladins (or 3 on the charge) to pick up the slack made form the guy holding the banner. He does get normal attacks, just not NFW so he isn't a complete writeoff. When I said it was a must, I rather meant compared to the apothecary, and in a 10 man squad. Obviously an apothecary is much more useful in larger squads, so in comparison, I'd say the banner was practically a must if it were a choice between the two. Also, the auto force weapon ho is deffinitely not worth writing off. There are several times, and possibly more commonly once people with other armies adapt their lists to take the new GK book into account, when you may well find your tring to take test on 3D6 or with extra perils or reduced Ld... So auto on may well be a life saver. At the very least, it means you cant get perils, unless of course it gets FAQ'd that you have to roll the dice anyway, just incase you perils but pass regardless.

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