Jump to content

Talk to me about draigowing


Roma

Recommended Posts

Hey all, have'nt played 40k since the start of the 6th edition (so I havent actually played a 6th ed game). I wanated to try draigowing, so some questions.

 

1.Still not viable below 2000 points? I plan on playing 1500 mainly.

2.Is there any guide that covers everything to do with draigowing in 6th edition, and grey knights in general, LINKY.

 

3.PLease show me what you consider an "ideal" draigowing list. 1500 points is prefferable. Keep in my I would prefer to focus on paladins, rather than money-expensive storm raven/nemesis dreadnknights.

Still though if you consider a list HAS to run say, dreadnights necessary in  ideal list, show me.

 

4.Do you normally take allies? What do you take.

 

5.I find footslogging idiotic. I would like to deep strike the force. Does this work? What units would you take that have homers? Servo skulls seem the best....

 

Thanks!

Link to comment
https://bolterandchainsword.com/topic/273904-talk-to-me-about-draigowing/
Share on other sites

Unless you're planning a Coteaz Henchman list, with IG allies, I wouldn't really recommend allies at 1,500.  Unless there's something *really* specific / fluffy you want to do.  Like use Belial to represent Mordrak.

 

I wouldn't Deep Strike.  Anything.  Not if you expect to face GK (run either as Primary, or Allies).  If you're the only GK player in your group, I still don't like Deep Strike.  Scout Rhinos or Shunt.  Deep Strike if you play Dark Angels and Deathwing.  Then you get twin linked pew pew and no loss of turn.

 

If you *really* must DS, get a Sotrmraven, and argue with your group about the legitimacy of taking a Locator Beacon with it.  Purchase the expensive (and most likely out of print...) 'Death from the skies' FAQ to show them how GW fail and our Ravens can now purchase Locator Beacons.

 

The potency of Draigowing has taken a hit with the loss of wound allocation.  You can try to replicate it with positioning of Driago and LOOK OUT!, but I wouldn't rely on that, as your opponent has movement, LoS blocking, Precision Shots (well the Vindicare) and Focus Firing to all mess with that.

 

With the ability to purchase so many cheap S3 to S5 (Guard, SB Henchmen, Firewarriors) Rapid Fire shooting, small elite armies aren't great any more.

 

Sure, you can assault Tau.

 

But every unit in range gets to overwatch your single Paladin Squad.  And all their Markerlights increase the BS of thier Snap Shots (even though the BRB FAQ says they don't...).

 

At least you won't have to worry about Helldrakes.  You won't be able to kill them (or any fliers), but at least you can ignore them.

Sure, you can assault Tau.

 

But every unit in range gets to overwatch your single Paladin Squad. And all their Markerlights increase the BS of thier Snap Shots (even though the BRB FAQ says they don't...).

Codex always overrides rule book. Always. Anyways, marker lights disappear at the end of each phase, so unless a unit got some marker lights off with supporting fire, there aren't going to be marker lights to worry about for overwatch. Honestly, even with supporting fire paladins are going to be able to soak fire warrior overwatch.

 

@Roma

Draigowing lists from 5th to 6th has remained largely unchanged, though it's effectiveness has gone down for reasons GL mentioned.

IMHO, "Draigowing" has never been any good. Too much melta and plasma running around to make the Paladin tax for that extra wound worth paying. Nothing about that has changed with 6th edition ... and in some respects it can even be considered to be worse. Overwatch, for starters....

 

Anyway, if you're gonna do it at 1500 pts, this is what I'd suggest.

 

HQ

[275 pts] Draigo

 

Troops

[740 pts] 10 Paladins: 3 master-crafted psycannons, 1 psycannon, 4 hammers, 6 halberds, Apothecary, psybolts

[55 pts] 1 Paladin: hammer

 

Heavy Support

[160 pts] Dreadknight: heavy incinerator

[135 pts] Dreadnought: 2x twin-linked autocannons, psybolts

[135 pts] Dreadnought: 2x twin-linked autocannons, psybolts

 

Total: 1500 pts

 

What you'll do is combat squad your big Pallie unit. Join Draigo to a combat squad with 2 of the master-crafted psycannons, 2 of the hammers, 3 of the halberds, and the Apothecary. Hold the "solodin" in deep strike reserve. Use Draigo's Grand Strategy to make as much of your heavy support Scoring as you can (when you need to score objectives), else use it to Scout at least the Dreadknight (so his heavy incinerator will likely be in range starting on your first turn).

 

This army is all about avoiding instant death. If you can manage it -- and if your opponent simply can't torrent you with AP 2 weaponry -- well, you might stand a chance.

 

Sorry about the footslogging. You're playing Draigowing; Draigowing IS a footslogging army. You have to have your guns at all times. There is no way to play it with a lot of deep striking. If you want deep striking, you don't ever take Draigo or Paladins. You take a bunch of Strike Squads and possibly some Interceptors ... and a MUCH cheaper HQ choice, too!

 

Anyway, always keep Draigo himself to the front -- as much as you can, anyway. You need him to soak as many ID wounds as is possible. Otherwise, you can choose to Look Out Sir when safe to do so, or when you simply can afford to suck up an AP 2 wound or two on his Storm Shield.

 

Good luck.

number6's list is pretty good, and I'd say better than the attempt I'm about to post. That being said, mine doesn't have to be a footslogging list, but I'd recommend playing it as one anyways.

 

Draigo

 

10 Pallys, 4x psycannons, 4x hammers, 6x halberds

 

1 Pally w/ hammer

 

2x Psyfleman

 

LRC w/ psybolt ammo and MM

Certain Tau models within their infantry units can carry marker lights; it's not just the drones we need worry about.

 

Nurglez is our resident Draigowing player; he did very very well with them in 5th, but I've not heard how 6th really treats them nowadays. Without wound allocation shenanigans they are still a tough nut to crack...but they are not invincible anymore. Nurglez used to run 15 Paladins on foot, maxed out on psycannons, with one or two teleporter dreadknights. Not much to it, really. His paladins seldom lost. If you search for nurglez you can maybe find his draigowing batrep thread. :) (I'm on my phone or I'd do so.) Obviously things have changed a lot in 6th, but some of his tactics will still be usable.

 

I'd assert that Overwatch is of little concern, as your paladins wi be on foot and few in number, your oppnents will wisely go to great lengths to avoid a melee confrontation. :)

 

so unless a unit got some marker lights off with supporting fire

 

Aren't there markerlight drones or some such?  I've just seen mention of Markerlight boosted Overwatch as something to lok out for.

Yes, and the shas'ui can take one as well. However, the units cannot take advantage of their own marker lights, so it would have to come from a unit providing supporting fire. It's not impossible, but not probably enough I would really worry about it, especially with paladins.

Aaah cmon - as far as I understand it you don't plan to play that draigowing on tournaments anyway so why not just give them a try? They are not really competitive anymore in a tournament environment but if you like the style and feeling of an army like that then go ahead and get yourselve some paladins ;)

 

It's a cheap starting army and it let's you get some hands on experience with the GK dex. I predict that you will get bored with that type of army anyway - sooner than later. After all - it's not what I call the most flexible and imaginitive list - in fact quite the opposite - but definitely something different to other armies as GKs are so far the only codex that can field that kind of army in a more or less worthwhile way.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.