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6th Ed Warlord Traits?


adamv6

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Just read this (at the bottom); http://www.games-workshop.com/gws/wnt/blog.jsp?pid=2800010

 

Alternatively you could choose a Personal Trait and make your Warlord even more powerful. The Legendary Fighter ability will certainly make your opponents less willing to fight him in combat, that's for sure.

 

So, Crowe or Draigo with Legendary Fighter could be a hilarious option in CC <_<

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possible scoring is better for him then FnP . besides no man is going to use draigo anymore . without wound allocation paladins are rather weak .

 

I'm not sure I'd say that Paladins are weak as such, and I've been considering using Draigo for a while now (without taking Paladins at all). They are still 2-wound Terminators when all is said and done, and there ARE ways to reduce the effect that Strength 8 weapons have on them. Like mounting them in a transport vehicle.

What, with a 2W Pally armed with a NFS (and backed by FNP) being the closest mini hit (In CC of course, Draigo for Ranged).

 

So that *every* PW atack while the Pallie (or Draigo) is still alive is taken on a 2++/5FNP save (3++/5FNP)?

 

I think Pallies will be even stronger in 6th.

While pallies lose the resilience that would allocation shenanigans provided them, labeling them useless when we haven't even got the rulebook is a bit harsh.

 

I felt that they were too good, and rarely played them anymore due to my friends being unable to beat them.

 

I can imagine Draigo leading from the front of a squad of paladins, and either absorbing all the fire power or letting a paladin dive in front of him (look out sir!).

 

I'm looking forward to having more games with my Draigowing with the new rulebook, and hope that I will still win more then lose, but having fun while playing is way more important when playing among friends.

 

I also look forward to the warlord traits, and seeing what fun can be had when they are given to Draigo :D

Particularly with the addition of an Apothecary. Before he wasn't as needed, throwing on the FNP to the unit will help immensely. A brotherhood banner still ups their output as well. We may see larger Paladin units with those upgrades now as opposed to multiple units more often.
Particularly with the addition of an Apothecary. Before he wasn't as needed, throwing on the FNP to the unit will help immensely. A brotherhood banner still ups their output as well. We may see larger Paladin units with those upgrades now as opposed to multiple units more often.

 

Yes, I think 6e definitely explains why the Apothecary upgrade was so damned expensive - now 75 points seems rather justified.

 

Valerian

While pallies lose the resilience that would allocation shenanigans provided them, labeling them useless when we haven't even got the rulebook is a bit harsh.

why ? terminators due to the weapon change will be spamed in all sm armies. people will have to kill them . this means ap 1-2 weapons which offten also happen to ID stuff . this means a paladin is going to die just as fast as a normal GK termi . Worse due to how focus fire works big termy unit wont be able to conga like they once did , because now people will just focuse on those 2-3 they want to kill . Draigo wing is no where near as good as it was in 5th . that is without stuff we cant be sure of. for example will the ally rule make people buy stuff from other armies which would drive the size of armies up and draigo builds didnt work so well at 2250 or 2500.

Allies work both ways. I'm not saying that paladins will be awesome, I'm just for waiting and reading the whole book and trying them out before writing them off.

 

"The sky is falling" has been said about pretty much everything that comes out. flyers? Necrons? Grey knights? Well, ok gk did "break" 5th a bit so let's hope 6th fixes everything, or at least takes longer to break.

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