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deathstar paladins


sallyoz

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There are a few big threads kicking around, the most prominent one by Nurglez.

 

Deathstar Paladin denote, generally, a 10 man strong Paladin unit, each with a different weapon configuration, with Kaldor Draigo +1 IC (Librarian in my case) attached. Since each model is unique in the unit, failed wounds get spread around instead of stacking on one model before going on to the next. I.E., the Deathstar type unit suffers 10 unsaved wounds, no models die. Also, Kaldor Draigo benefits from being able to soak S8+ hits that would otherwise Instant Death a Paladin (thanks to Eternal Warrior), in addition to boasting a +3 invulnerable save.

 

If the unit is equipped identically, ie, all with default weaponry, with no ICs attached and suffers the same 10 wounds, 5 paladins die.

 

Deathstar Paladins: still 10 men.

Normal Paladins: 5 men remaining.

 

Edit: Clarification from Thade.

Edit 2: Do'h, Eternal Warrior trumps T5

Basically Paladins geared for wound allocation shenanigans. Sample:

 

Apothecary/Banner

Stormbolter/Mastercrafted halberd

Stormbolter/Falchions

Stormbolter/Halberd

Stormbolter/Sword

Stormbolter/Hammer

Psycannon/Hammer

Psycannon/Sword

Psycannon/Halberd

Psycannon/Falchions

 

Basically, you make each Paladin a unique armor group so that you can allocate wounds in a way to minimize the squad's casualties. They have Feel No Pain from the Apothecary and enough Psycannons to be a big thread at range. They are also a big threat up close with a base of 3 attacks each from the Brotherhood Banner.

 

I just threw the loadout up there as an example; you can make them unique in a number of different ways by making various weapons master crafted.

It should be added that Draigo isn't just attached for the lolz, as it were. He's got Eternal Warrior and a 3++ invulnerable save...so any hits on the Deathstar that would otherwise Instant kill a Paladin can be allocated to Draigo. If he fails his rather-hard-to-fail-save, he only takes one wound (and he has like five) no matter what hit him.

 

It is a very, very, very tough nut to crack.

Deathstar Paladins are the most massive and obese of all the Paladins. They are as wide as they are tall and almost perfectly spherical. Their one weakness is when a farm boy fires a proton torpedo down their exhaust port (the port is how the paladin releases noxious fumes from flatulence). True story.
Deathstar Paladins are the most massive and obese of all the Paladins. They are as wide as they are tall and almost perfectly spherical. Their one weakness is when a farm boy fires a proton torpedo down their exhaust port (the port is how the paladin armor release noxious fumes from flatulence). True story.

 

QFT :D

Deathstar Paladins are the most massive and obese of all the Paladins. They are as wide as they are tall and almost perfectly spherical. Their one weakness is when a farm boy fires a proton torpedo down their exhaust port (the port is how the paladin releases noxious fumes from flatulence). True story.

Suddenly the name "Paladin Nurglez" is no longer ironic.

I play this unit as well, but now its available in fine cast, I will be swapping out my libby for a throne of judgement.

 

reasons:

 

more insta death protection, more anti tank shooting, access to inquisitor unit, and most importantly, uber fearless (which is the paladin death stars major weakness, ive been broken twice and it makes me cry), oh and rad grenades.

Its not really in the codex on how to use them best.

 

Info on draigo is on page38-39 and 82, paladins are page 30 and 89.

Basically, as said above, you arm them all differently, for wound allocation purposes. You take draigo because he makes them troops, and you attach draigo because he has eternal warrior and a storm shield, each instant death wound he takes stops a paladin dying. This unit is good at shooting and good at assault, and also good at surviving (only weakness is high volume of str 8+ and/or ap 2 or less weapons).

 

You now have a unit of 11 models that has 24 wounds, and can suffer 13 wounds and still fight at full effect.

 

If you are interested, check out my thread on it, its in my siggy and also in this forum <_<

you are missing the other fun points. here also what you do.

 

libby casts quicksliver

you charge

draigo cast hammer

libby cast might

( i dunno if you can do this someone double check though ) the libby could also cast hammer hand again.

also. if you are taking draigo you use grand strat you give them hammer of retribution which gives them failed rolled on wounds of a 1

 

so you are str 6 ( or 7 ) with 2dd armor pen at I10 and you have mastercraft on hit plus hammer of retribution. so you wound on 2s and if you fail that REROLL.

 

 

i also call it a points pit squad but im taking this name now lmao

Not trying to be critical because this sort of death star is quite intimitdating to my own competetive list and I know people play it successful, but I did want to ask just how it can be an effective choice at the points cost it has?

 

Was just thinking that even scattering AP2 Ordnance will kill a couple since the size of the unit. A demolisher is a fairly frequent sight on a table, or like a pair of Vindicators or something? Or a torrent of fire from poisoned Dark Eldar?

 

Just seems like it's potentially a paper-rock-scissors, as killing even just 2 a turn will seriously reduce the power of the unit etc.

 

Sure it is pretty good anyway, but just putting it out there.

I have been running a mini deathstar in my 2k list, and a majority of the durability vs high strength, low ap weapons, is coming from the Shrouding boosted cover saves. I suppose taking an Orbital Strike Lance hit or some-such would be supreme cause for concern, but that particular weapon is rather inaccurate. Even with my IG friend packing a gunline bristling with melta and lascannons, hunkering down in 2+ or 3+ cover near midfield makes this unit nearly unshakable.

 

At least, in my experience.

I dunno, seems like spending 700+pts for a unit to sit around in cover midfield just to fire 4 Psycannons. Especially as it seems reliant on there actually being a ruin or wood in the middle of the table.

 

Are objective games not a little bit more difficult?

 

I'm kinda fishing for information so I can plan for facing off against one (got this feeling I will have in both tournaments I'm going to).

You should read that massive thread that Nurglez started. ;)

 

They don't only sit there and pump out sixteen psycannon shots per round. They also soak a ludicrous amount of fire, as well as pose a terror of terrors should they manage to assault anything. How to deal with them...

  • Massed ID/AP2 or AP1 fire (i.e. Dev Squads with four lascannons, Predators with Lascannons all around)...basically if you hit the unit with a single Instant Death/AP hit, the player will allocate it to Draigo and save it on 3+, or just take the hit and bask in the power of Eternal Warrior. If you hit him with two or more wounds, he's got to take a 5+ save on somebody and will likely lose a Paladin.
  • Tank shocking. No, really. Bulldoze through them with your transports and force morale checks until they break and run. That unit is 1200+ with Draigo and another IC on it. It is Ld10, so they'll succeed more often than not. Use empty tanks as they don't get consolidate/free moves for popping them. Meanwhile, PUMP THEM FULL OF BULLETS. Every six shots is a wound (half that if they have an Apothecary), and you've got to do ten. :)
  • If you happen to be Space Wolves, a pair of Lone Wolves with 2+/3++ and chainfists will keep them busy for a while. Lonewolves in this config are nearly as invincible as Draigo.
  • Outnumber them and keep your distance. If you can hold most of the objectives, he'll have a hard time unseating you from them all.

No plan is perfect, but that's the best I have myself.

fishing Captain Idaho?

 

Paladins with draigo are like a nob biker squad with a warboss or 2 attached. only with better ranged weapons, better close combat weapons, the ability to improve their strength and with a libby along the ability to really annoy you.

 

Basically a deathstar that can shoot and assault. combat squading with 4 psycannons is fun, gives options too (and grand strategy works for both parts of the combat squad, win!).

It's the Halberds that get me. I could weaken them with fire and assault for mutual destruction with my Honour Guard if they didn't strike before me, damn them...

 

Yeah will take a look at that thread started by nurglez, seems like a good place to start!

 

fishing Captain Idaho?

 

Guilty I'm afraid! It's got nothing to do with the Call of Kthulla tournment at all, honest...

 

Ok, your smack talk scared me!

Idaho, my man, I would NOT pit an HG against a unit of Paladins. :) Most of them swing first, and they've all got power weapons...I6 and at least S5 if not S6...or more...Librarian, Draigo, and the unit might all throw up Hammerhand if they were confronted with an HG. They'd brush them aside, I fear.

 

Anti-tank fire is my recommendation. ;) And...believe it or not, this is coming from me...a liberal application of Hammernators.

I think the OP wanted to know what why he couldn't find any mention of deathstars in the codex, not what goes into a paladin deathstar.

 

Deathstars is a fanmade term to refer to a unit made to out preform any unit an opponent might field, usually in close combat. The term deathstar of course comes from starwars as the idea of a super weapon/unit.

You won't find any mention about them in any of the GW literature. Same goes for terms like Psyflemen which is a dreadnought with 2x twin linked auto cannon and psybolt ammo.

 

Common features of deathstar:

-Low armor save and/or multiple wounds

-Attached IC's. Usually both the HQ

-Assault vehicle transport if any (for marine based army it will inevitably be one of the landraider variations)

-High points cost (sometimes over half the points of the entire army)

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