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My tourney list


Kay

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Im beggining a friendly tourny in a few weks. The opponents are Nids, DEldar, Orks, Chaos and an Eldar as far as i know. Regular battlemisions, 2k points limit.

 

I both love Termnators and hate PA GKs, so all my list options are full terminators. In the end, i have succumbed to madness and this is what im bringing:

 

Lord Kaldor Draigo

 

Inquisitor with PM1 and Psy Communion

 

4 Units of 5 paladins going as this:

-halberd+SB

-halberd+PsyCannon

-Sword+SB

-Sword+Psycannon

-Hammer

 

2 Dreadknights with Teleporter.

 

The idea behind this list is, scout-shunt the DKs while the Paladins advance until they can fire at will, or, if the opponent forces me to, hide the inquisitor under a table of the depest hole in the gaming table, so he can cast communication to bring all the paladin squads in turn 2 with a 3+.

 

Any thought, critics, comments are, not only welcomed, but also wished.

 

Thanks for reading guys.

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For starters write your list with 2x10 paladin squads. It allows you to get more mileage out of your The Grand Strategy.

 

The paladin squads look fine.

 

Though, I'm not sold on having the inquisitor for psychic communion. Though it just may be me, on our tables it would usually be impossible to completely block LOS to him and he'd be shot to bits and never get to use his Psychic communion.

 

I find that footslogging most of the paladins tends to work quite well as the Dreadknights are scary enough to keep most opponents busy, especially when given a Heavy Incinerator.

 

I'd drop the inquisitor for heavy incinerators on your dreadknights, run the list as 2x10 paladins and combat squad as necessary. I'd usually deploy it on the table, and DS 2 paladin squads in DOW. Your opponent is going to be preoccupied with the dread knights which gives you an opportunity to advance and potentially dish out psycannon damage turn 1.

 

As for the Grand Strategy, I don't believe we will be able to scout shunt, but that is a matter for the FAQ. I still find better mileage from the other possible abilities. Making those two Dread Knights scoring is huge in objective missions as they are extremely efficient at taking and holding those out of reach objectives. In kill point missions giving those two 10 man paladin squads reroll 1s to wound drastically increase their ability to dish out damage.

I must agree with zagman here :P

 

The only reason 4 squads of 5 is better then 2 squads of 10 is if you want more rolls when reserving. combat squading works wonders with grand strategy ;)

 

Also, putting heavy incinerators on your dreadknights make them a huge target for any army using large squads of troops with a 4+ save or worse, I use 1 dreadknight with great sword, teleporter and heavy incinerator and while it died first in my last 2 games, it attracted a lot of attention, leaving my valuable paladins to advance/deal damage.

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