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Draigowing troops/combat squad paladins


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So I was contemplating the other night how nice it would be to be able to bring my paladins in a squad of 10, therefore giving the whole squad psybolts, and only use 1 "charge" of "the grand strategy" on them, and then combat squadding them into their respective 5 man groups.

 

The only problem with this, I'm fairly certain the 2 combat squads do not fill the force organization requirements for troops.

 

Should I take a small unit of strikes in a psyback for my other troops? How are other draigowing players handling this?

I haven't played a Draigo wing yet, but most people are taking 2 units of paladins. Either 2 units of 10, or 2 units of 5/6 and Stormravens.

Something I have been playing around with (but not testing yet) is adding Inquisitor Coteaz, and then 2 really cheap units of acolyte warriors in razorbacks as fire-support/extra scoring.

I run 15 paladins, a squad of 10 and a squad of 5. This is better then having 3 squads of 5 ^_^

 

If you are only running 10 paladins, then it depends on what else you have, you could get a small squad of strikes aye, or a squad of normal terminators, or take coteaz and go for a really small scoring inq warband, there are several choices and it all depends on what else you have in your force.

It really depends on the point value and what else you are using. If you give us more details we will be able to help you more here.

 

However at the end of the day it depends what type of army you are playing:

 

If you want to play draigowing then i would have a unit of 10 paladins and then normal terminators for the other troop choice. (although personaly i have a 5 and 10 man paladin squad.)

 

If you want a mixed/balanced army then use a 10 man and with the rest of the points spend it on strike squads. psybacks do this well.

 

If you don't mind adding henchmen then have a 10 man paladin squad and with the rest take razorbacks filled with DCA. I have found this quite deadly. 140 points for a heavy bolter psybolt ammo razorback with 6 DCA's inside. Meltagun warriors in chimers work well as well as HB/MM servitors. Alternativly you can have some psykers (8 man for str 10 ap1) to sit in cover capturing.

For example at 1,500 points you could do something like this:

 

Cortez =100

 

Librarian =170

MOT, Shrouding, warp rift, sanctuary

 

Paladins x10 =725

halberd w psycannon

MC halberd w psycannon

Sword w psycannon

deamon hammer w psycannon

apothicary w halberd

halberd

MC halberd

Sword

MC sword

MC Deamon hammer

 

Deathcult assasin x4 =140

crusader x2

razorback w psybolt ammo

 

Deathcult assasin x4 =140

crusader x2

razorback w psybolt ammo

 

Deathcult assasin x4 =140

crusader x2

razorback w psybolt ammo

 

Servitor w multi-melta x3 =85

chimera

ML and HF

 

=1,500

Well right now we are playing 2000pts mostly, my list consists of...

 

Draigo and a Librarian

2 squads of 5 paladins sporting 2xMCPsycannons

2 tricked out Dreadknights (tele, sword, incinerator)

1 venerable psyrifle dread 1 normal psyrifle dread

 

I'm not saying this hasn't been working well, because it has, its just I wouldn't mind having psybolts on my paladins without having to pay for it twice, and only using one of my possibly 3 uses of Grand Strategy.

 

Usually play in team games (2v2), but this list tends to work pretty well in annihilation. Might not be amazing for like, 5 objectives.

I'm actually thinking I might drop the regular psyrifle dread for a 5 man strike +psycannon in a Psyback. Would be a good objective grabber, and have some decent anti-infantry shooting... although it is very nice tossing out 8 S8 shots at 48" each turn.

my Draigo based army, uses one squad of 10, and 1 squad of 1 as its only troop choices up to 2k points.

 

Then fill out any other scoring needs with purifiers, psybolt dreads, or inquisitorial henchmen.

 

only one paladin unit can be defended by Draigo's storm shield, and eternal warrior, therefore investing in another is wasteful as it is too susceptible to high strength low ap weapons. in addition to this paladins, while being a powerful unit, do not deal as much damage as many of the other units in the codex, therefore taking more than one, while increasing my tanking ability marginally, significantly impacts the damage you can deal.

 

I find, with my play style, having one tank unit as Draigo and his friends, and the rest, damage and support works best.

 

I know this is basically using the MMO holy trinity, and applying it to warhammer, but it works for me.

Bleh running a single squad of 10 will require much more fiddling to make them all unique, but would likely increase their survivability for the simple fact they are all with Draigo. I suppose then I'd have the flexibility to keep them together in something like a KP game, and split them up in a sieze ground game.

It's easy to keep the Paladins fully complex when you combat squad them. If you don't split them into combat squads it's overkill to design them to be fully complex. I like my list because it's a true Draigowing. You start taking non terminator units such as inquisitors and it weakens the central concept in my opinion. I can certainly see a place for the NDK but that's about it. My list is strong in killpoint missions - especially if you don't break the two troops into combat squads.

 

G :)

I think confused_gordy has it mostly right, in that you only take 1x10 unit of paladins for Drago to tank with. After that, depending on your other HQ, you need to look for other options.

 

For example, a 5 man pally squad with 2 pcannons is a great buy at 315. But, you can also take a 10 man strike squad with 2 hammers, 2 pcannons, and a rhino for 280. So the same number of pcannons, but only half the shots when you move. However, here is the real deal with a strike squad as a troop squad. If you give them scouts, then the rhino gets it as well, allowing you a first turn assault within 27.5 inches. Sure, you can do the same thing with purifiers, but they need crowe to be troops to fill your other compulsory slot.

 

As for why you dont give draigo's paladins scout, well if you attach draigo, who does not have scout, to the paladins who do have scout, the paladins lose scout as I understand it--unless I am remembering the rule incorrectly and it applies to attached characters. Since interceptors cost more than strikes with a rhino, I would rather use the strikes. Also keep in mind that when the rhino scouts forward, it can pop smoke! So if you are facing off against a firepower list, going second does not force you into reserve like interceptors or dreadknights do.

You start taking non terminator units such as inquisitors and it weakens the central concept in my opinion.

You can stick Ordo Malleus Inquisitors into TDA; it's another BS4 Relentless Psycannon on the table and it can come with Brain Mines and Servo-skulls on a budget.

Yes, I love having Draigo and a Lib for my HQs. Although, the Lib has limited usefulness vs eldar, as I manage to perils myself a ridiculous amount. Thank goodness for the "while in CC you have a 2+ invuln" loophole, so I can cast willy nilly once in CC, too bad it barely ever happens as massed psycannon fire chews through just about everything.

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