Jump to content

Draigo and Sanctic Powers


L30n1d4s

Recommended Posts

So, Draigo is still PML(2) and lost Sanctified Flame, Psychic Communion, and automatic access to Hammerhand.

 

Instead, he can now roll for two powers (three including Primaris if you stick with one discipline) from any of the Sanctic, Divination, Telekinesis, and Telepathy tables. While Divination, Telekinesis, and Telepathy offer some great options, I am going to focus here on how to employ him if he rolls exclusively on the Sanctic table. Let's take a look:

 

0 - Banishment -- Rolling exclusively on Sanctic means that he gets Banishment for "free." Obviously, this is only useful against opponents with Daemons in their armies. Given that many armies can now summon Daemons via Malefic powers, this is still a nice insurance policy to have, especially given that ALL other GK units (including vehicles) have it, meaning you can debuff that Screamer star with Grimoire of True Names from a re-rollable 2++ down to a 3++, 4++, or even less fairly easily, taking threats like that down from Deathstar level to merely somewhat dangerous.

 

1 - Gates of Infinity -- This power is AMAZING, especially in its new form, allowing you to deep strike anywhere on the board (vice the old 24" limit) and without the old danger of rolling doubles on a scatter. If Draigo rolls Gates of Infinity, the best units to use it with are either Objective Secured (Strike Squads, GKTs, Paladins that are troops because of Draigo, etc.) to let them seize objectives throughout the game or powerful short ranged shooting units (think Purgation Squads with 4 Incinerators, Purifiers using Cleansing Flame, allied Sternguard with Combi-meltas, allied Sister of Battle squads with 20 Sisters rapid-firing bolters, allied Scions with Plasma/Hotshot lasguns, etc.). Of course, mishaps are still a concern, so allies with Locator Beacons (Drop Pods, Scout Bikers, Blood Angel foot scouts, Storm Raven gunships) or Henchmen Warbands with Mystics or friendly Servo Skulls can help mitigate this risk.

 

2 - Hammerhand -- Perhaps the best Warp Charge 1 power in the game, this power takes so-so melee units and make them into elite close combatants and turns dedicated assault troops into "blenders." Given that pretty much every GK unit has this power "organically," if Draigo rolls Hammerhand then he is best used in conjunction with Henchman Warbands (i.e. Death Cult Assassins with S6 are ridiculous!) or allied close combat units (things like allied Honor Guard, Death Company, Wolf Guard, LC Terminators, IG Blob squads with multiple Power Axes, etc.). Given that allies can ride in each other's transports in 7th edition, Draigo can ride with any of these option in their vehicles or they can join him in a GK Land Raider or Stormraven. Besides all this, for Draigo himself it buffs him up to S7 AP3, meaning he got even better against most MCs (except Riptides and Dreadknights).

 

3 - Sanctuary -- Another tremendously useful power, especially for GK units. Even using it on a Power Armor unit gives a 6++ save in the open and, in conjunction with Nemesis Force Swords, a 5++ in close combat. Where it really shines is with GK Terminators and Paladins... getting a natural 4++ against shooting and a 3++ in close combat (when using NF Swords) is a tremendous buff to their survivability. Another great use of Sanctuary if Draigo rolls it is to attach to a Repentia Squad with Uriah Jacobus attached... between Jacobus' WL trait and Draigo's Sanctuary, the Repentia now have a 4++ save, making them MUCH more survivable. Similarly, combining Draigo/Sanctuary with allied Azrael means that any unit they both attach to can get a natural 3++ save. Finally, attaching Draigo to any unit which already has a 3++ (such as Hammernators, Crusaders, etc.) means you have the potential for the infamous 2++ save. Regardless of what unit he attaches to, if Draigo gets Sanctuary off, he himself will always have a 2++ on his own, making him even more survivable than ever.

 

4 - Purge Soul -- A bit underwhelming compared to the other powers, this is still a useful "snipe" ability, given that it is a Focussed Witchfire with 24" range and only requiring 1 WC to cast. Given Draigo's high Ld, you can use this to pick on lower Ld enemy units, since he is likely to win the Ld contest with them. Particularly, Draigo can use this as a "free" ranged attack against a unit different from what he and his squad shoot at during the Shooting phase, giving him the ability to put out a little more damage. Since this power wounds based on Ld, not Toughness, and ignores armor/cover, it can be a great way to take that last wound off a critical enemy MC, such as Wraithknight or Riptide or Hive Tyrant which no other unit can get to in time to stop it from causing damage to your army.

 

5 - Cleansing Flame -- One of the top-tier anti-horde abilities in the game, if Draigo rolls this power then you want to maximize his high survivability (i.e. T5, 4W, EW, 2+/3++, etc.) in order get right in the thick f enemy units, whether dropping out of a Zooming Storm Raven, Deep Striking in when attached to GM Mordrak for a Turn 1, no scatter arrival, or even catching a ride on an allied Drop Pod and landing right in the middle of his Tau gunline (or Termaguant hordes, or Ork mobs, or IG defensive line, or hordes of Daemon troops, etc.). Any way you slice it, landing in the middle of lots of enemy units and getting this power off early on can be game changing, especially if it causes enemy forces to break and run off the table edge). The beauty of this power is that it doesn't require anyone besides Draigo to work at full power, so you could even have him go "solo" with it and take on masses of enemy troops by himself, as per his fluff, or you could attach him to a squad and still use it just as effectively.

 

6 - Vortex of Doom -- The most difficult to use (requiring 3 WCs and causing automatic Perils if you fail the Psychic Test), if Draigo rolls this power then this can be your "ace in the hole," as required. With "D" strength and the Vortex rule (for remain in play purposes), the only downside to this power (besides the difficulty/danger in casting, as mentioned above) is its 12" range. What this means is that it is best used if Draigo can rapidly close with the target(s), whether by catching a ride on a transport, DSing in, or even using Gates of Infinity (if you have it) to get him across the board. Given scatter and the inherent danger of D weapons to friend and foe alike, I advise only using it if Draigo is 1) solo 2) attached to a cheap "throwaway" squad like a Henchman Warband, or 3) attached to a VERY survivable squad, such as allied Hammernators. Any way you use it, if you manage to get it off and it hits an enemy target, whether it is a vehicle, squad, or MC, that unit is very likely to be destroyed outright, so judicious use of Vortex of Doom can change the game. Again, the fact that Draigo is so tough enables him to take the risk of getting so close to enemy units, since he is very likely to survive any counterattack they throw at him in the following turn.

Link to comment
https://bolterandchainsword.com/topic/292559-draigo-and-sanctic-powers/
Share on other sites

If you're bringing Draigo to the party, my initial thought would be to place him in a unit that already had an ability like Hammerhand or Banishment (that he will automatically benefit from by joining the unit), give Draigo a single roll on a table for a power you might like to have (you mentioned Sanctic, or you could try to get one of the big ones off of the Telepathy table).  

 

But use the 2nd roll to grab a guaranteed power that would be complimentary but different from what the group brings to the table (like Prescience).  In that example, the group gains re-rolled to-hits, Draigo gains +2S.

 

Factor in Halberds for striking before other infantry and Hammers for big stuff and that is pretty impressive - especially on the charge.

I understand the idea of taking other powers but I don't see the point as the sanctic powers are just way too useful to us

I have managed to get the sanctuary power 3 / 5 7th ed games played and I have to say Dragio was a beast before but now is totally worth his points and is totally a must have :)

I'm of the exact opposite opinion. We already get all the useful Sanctic powers by default on our squads and vehicles. Hoping to get 'Vortex' or 'Purge Soul' on chancy rolls is meh. 

 

Divination is by far and away our best lore choice. It has zero useless powers, its Primaris is still one of the most powerful in the game, and it supports what we do so well. 

 

Telepathy would be my other main choice, on Librarians or TDA Inquisitors looking to provide some mind bullet support. Telepathy has some hilarious blow-out powers, but you can't rely on getting them (Mental Fortitude is just about useless in an army of ATSKNF/Fearless dudes). 

im a bit inclined to use Draigo as my go to Grand Master...

 

still brings Grand Strategy

brings you ML2 Psyker, Eternal Warrior, access to 4/5 of the psychic disciplines, S5 T5 BASE, WS 7 Init 5 yeh he only has an AP3 power weapon but throw in osme Hammers to whatever squad he is in covers that part, pair him with something like a Bro Champ and use him for challenges, freeing Draigo to either soak wounds, or deal that dmg he needs with 4 attacks, 2+3++ saves, he is a power house on his own, throw some decent psychic powers in with him and he becomes a GOD (only downside is no access to the grenade cheese)

 

my GM setup atm is ML2, Halberd (init7), and hopefully MCrafted and Psychotroke grenades in a useful assault squad out of a LR...takes him to about 230 already, which is still worth it

^was really agreeing with the above till you mentioned bro champ, if you just want to absorb a challenge use a justicar with halberd, or if he's with paladins tack on a ml1 inquisitor. 100 Pts for a model that keeps them from deepstriking and can't suicide anymore is hard to justify

my GM setup atm is ML2, Halberd (init7), and hopefully MCrafted and Psychotroke grenades in a useful assault squad out of a LR...takes him to about 230 already, which is still worth it

 

 

I'd drop the Mastery 2 upgrade, give him blind grenades as well, and give him digital weapons. Getting hits isn't the issue, but failing to wound can be heartbreaking on such an expensive combat Warlord. 
 
Agreed about Bro Champs, they're a complete waste of points in 7th. Without 'Heroic Sacrifice', there is no reason to take them. 

just saying it would be a good combo with draigo...brochamp is still "decent" at what he does...yeh he cant remove a model via sacrifice, but a 3++ rerollable with Draigo is still pretty good

 

i roll ML 2 on the GM to have a better chance to get the powers i want to buff him and the squad up...wont need blind grenades if im charging out of a LRaider...and digi weapons is alright but he should be St 6 anyway cause the squad casts hammerhand...needing only 2's to wound most and 3's for everything else

Justicars are no longer characters...they removed the reference sectiona and FAQ part that made everything in our dex characters

 

Lol, a temporary issue I'm sure. I'm sure GW intend Justicars and Flame Knights to be characters. It'll be in the next FAQ

 

and the brochamp is still a good tarpitter...rerolls saving throws? sanctuary giving him 3+ invul rerollable?

 

 

Assuming you roll 'Sanctuary' on your Grandmaster or Librarian. The problem with him being a tarpit is that if he fails one save, he dies (he only has 1 wound, one of the many stupid things about his statline and rules). 

 

just saying it would be a good combo with draigo...brochamp is still "decent" at what he does...yeh he cant remove a model via sacrifice, but a 3++ rerollable with Draigo is still pretty good

 

 

Meh. I can think of any number of things I'd rather spend 100 points on. Also, Draigo needs zero help in melee, especially from such a janky melee character ('Perfect Warrior' is the perfect storm of brilliant concept with terrible execution). 
i roll ML 2 on the GM to have a better chance to get the powers i want to buff him and the squad up...wont need blind grenades if im charging out of a LRaider...and digi weapons is alright but he should be St 6 anyway cause the squad casts hammerhand...needing only 2's to wound most and 3's for everything else

 

You do realise all Grey Knights (including in TDA) have frag grenades standard right? Also, blind grenades are not frags, they remove the bonus attacks for charging from enemies charging you. Even with S6 (which can be Denied remember), you can flub to-wound rolls, digital weapons is a cheap and effective way to ensure you get wounds on target. 

tbh he only needs to stop one challenge...although wounds now carry over so it might be a non issue to have Draigo challenged anyway...and im not sure the character overlook will be fixed soon...i think they might wait for our dex to come out...otherwise why did they leave such a simple ruleing out of the first FAQ?


to the best of my knowledge they did it for orcs...as in made them characters in the FAQ

tbh he only needs to stop one challenge...although wounds now carry over so it might be a non issue to have Draigo challenged anyway...and im not sure the character overlook will be fixed soon...i think they might wait for our dex to come out...otherwise why did they leave such a simple ruleing out of the first FAQ?

 

But a Bro Champ won't stop most combat lords. He might delay them, but he's actually pretty bad at killing enemy heroes. Again, why are you spending another 100 points to protect Draigo? He can go toe to toe with most heroes not in 2+ armour and expect to win. 

 

to the best of my knowledge they did it for orcs...as in made them characters in the FAQ

 

 

Yeah but then they took it away for Paladins. GW are a fickle bunch. I'm sure our squad leaders and the Apothecary are meant to be characters though. It's how I'll play it. 

yeh i think they should be as now we have no way to stop those power Klaw nobs...and anyone in their right mind would quote you the rules and not allow you to challenge

 

 

Regular Nobz or Meganobz? Regular Nobz die to halberds and shooting. Meganobz are annoying but they're slow and can be picked apart by plasma servitors. 
Actually, with Sanctuary on, the Brotherhood Champ has a nautural 3++ save and, in close combat, a 2++, due to his Anointed Blade (a Nemesis Force Sword that gives him the Shred USR, basically)... add in his defensive combat stance and you have a rerollable 2++ in close combat, so even with only 1W, he can really absorb some damage... for example, Abaddon, one of the top melee fighters in the game, would require (8/9 to hit with his Hatred Space Marines)*(35/36 to wound with S8, Shred from Talon of Horus)*(1/36 failed Invul save) = 41 attacks to kill the Brotherhood Champ in close combat.

 

 
i roll ML 2 on the GM to have a better chance to get the powers i want to buff him and the squad up...wont need blind grenades if im charging out of a LRaider...and digi weapons is alright but he should be St 6 anyway cause the squad casts hammerhand...needing only 2's to wound most and 3's for everything else

 

You do realise all Grey Knights (including in TDA) have frag grenades standard right? Also, blind grenades are not frags, they remove the bonus attacks for charging from enemies charging you. Even with S6 (which can be Denied remember), you can flub to-wound rolls, digital weapons is a cheap and effective way to ensure you get wounds on target. 

 

***

 

Don't forget you want to use Blind Grenades in the *shooting* phase *before* assualting to get the blind effect.  They are still valuable and a cheap choice.

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.