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Paladin Unit Discussion


himkano

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I am pretty happy with my list, but I am thinking that I can tweak my Paladin squad a little bit. I was looking for some feedback on a couple of ideas (all of the paladin configurations fill the same roll, but for reference, my base army is Draigo + Paladins (10 Paladins, 4 master crafted psycannons, apothecary), 2 GKSS (SGT with Halberd, 2 hammers, 2 psycannons, psybolt), and 2 Dread Knights (teleporters and Heavy incinerators).

 

I am thinking that 10 Paladins have been effective as they are but, since they are 1000 of my 2000 points, I want to give them a little more versatility.

 

I have come up with 4 ideas that will make them better, and maybe more versatile.

 

1. Drop a Paladin and master craft on psycannons. Use those points to buy a Ordo Malleus Inquisitor in terminator armor, with a psycannon, and psyker 1 (to give myself the reroll to hit power).

Gain - Same number of bodies, twin linked shooting, can still deep strike squad if I need to

Loss- 1 less psycannon, can't combat squad (not that I plan on it)

 

2. Drop Paladin and Master Craft on Psycannons, get coteaz

Gain: Get 2 psyker powers (1 will be re-roll to hit), ability to re-roll steal initiative, and "I've been

expecting you."

Loss: 2 Psycannons, can't combat squad, can't deep-strike

 

3. Drop Apothecary, master crafting on psycannons, and a hammer (from a GKSS), and get the same Ordo Mallues Inquisitor

Gain: 5 Psycannons (twin-linked), deep strike, combat squad

Loss: Feel no Pain

 

4. Drop Apothecary, master crafting on psycannons, and a hammer (from a GKSS), and get Coteaz

Gain:still have 4 Psycannons (Twin linked), can still combat squad, steal initiative, and "I've been expecting you."

Loss: No deep strike, no feel no pain.

 

I am thinking number 3 might be over-kill (I honestly haven't had a problem shooting things to death as is, but I am thinking that a psyker with divination will give me an anti-air boost).

 

I think all 5 of these configurations are pretty solid, and am looking for input from other people.

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3 if you have no henchmen and don't plan to, 4 if you do. Other options make you lose too much IMO.

 

I am curious as to why. Not saying you are wrong, obviously, because I want this to be a discussion, but #1 loses 1 Paladin, and 1 Psycannon, #4 gains a psycannon, but loses "feel no pain".

 

Are 2 Psycannons worth FNP?

 

I don't plan on having henchmen, but Coteaz brings a lot to the table (although he is going to cost me either 2 psycannons or FNP)

FNP is an inherently reactive ability which does not contribute to your offensive power as much as more weapons and Prescience will. Since Paladins have the problem of costing so many points that they need to maintain top efficiency every turn to keep even, having as many guns as possible and making them hit as often as possible seems the only logical way to do it, rather then paying out the rear to acquire an ability that may prolong the unit's combat effectiveness by a small margin.

 

Paladins are not an inherently good unit to begin with. Bogging them down by robbing more of their means of effecting the battlefield seems like folly to me.

Well I'll agree that option 3 might be the better one. But I'll vote for number 1.

Reason being from my game experience last night.

 

I fielded a Draigowing in 2000 pts.

They got shot at a lot. And the Feel no Pain save me a lot. I think I made 7 FNP saves, and I rolled slightly above average. Should have been 4 saves from FNP I think according to statistics.

Now I would have gotten to use the FNP more, but I made a bad move and my Apothecary got killed by my opponents Scout snipers (precision shots and I failed saves!).

Anyhow, I feel that those saves spared me three paladins and a wound. And thats 165 pts saved on models that would have been lost (not counting weapon upgrades and the extra wound on the forth model).

 

Two of these saves where made on Draigo, which actually saved him from dying later on in the game. As I rolled badly in close combat with my saves. And we both know how much Draigo is worth.

 

While option 1 isnt as offensive as option 3, staying power is what I usually go for. Hugging objectives since they are scoring is a possibility.

I have also found that the amount of Psycannon shots the paladins can dish out is enough to cripple or wipe a tactical squad enough with just 2-3 psycannons and bolter shots.

 

But in the end its really up to you. Some people like the chance effect they get from the Apothecary, and others rely more on solid power.

Just take a look at the Brotherhood champion topic. People are basically divided 50/50 there whether he is worth taking or not. So as I said, it comes down to personal play style and what you think is fun to include.

If at all possible, it's probably best to preserve all the paladins' upgrades, as they all play a role in their function. In a situation where there is absolutely nothing else to cut, I'd say the Apothecary is the first to go. That's just the way I prioritize upgrades; offensive upgrades always take priority over defensive ones.

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