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Looking at the Vanguard detachment I came up with the idea of the detachment being only one unit made up of a Grand Master, 1 Apothecary, 1 Paladin Ancient and a 3 man Paladin Unit, how do you think an army made up of those detachments would work out.

 

24 StormBolter shots at deep strike range, 22 attacks (+6 more if the Ancient's banner is included, wasn't sure of the wording).

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Does this equal the points you are aiming to play? Yeah you will get 28 attacks, if you give the Grandmaster, Apothecary and the paragon hammers they will all be hitting on 3's which is great. With that set up it's 598 points. If you only give the Grandmaster a hammer, you can drop the Ancient and get another Paladin squad, you lose 2 attacks, but you don't need worry about staying near the banner, also you gain 5 wounds and you can spread your force out more. The only downside is you lose 2 hammers so you'll be less effective against tough units (hammerhand) can lessen this impact, and you still have the Grandmaster to smash anything difficult.

Your post inspired me to come up with a paladin army too! Here is what I came up with:

+Vanguard Detachment+

Draigo

Paladin Ancient, Psilencer, Banner of Refining Flame, Warlard

Paladin Squad, Paragon with sword, 3 Paladins with Halberds, 1 Paladin with Incinerator and Halberd

Paladin Squad, Paragon with sword, 3 Paladins with Halberds, 1 Paladin with Incinerator and Halberd

Land Raider

Land Raider

 

Total 95 PL, 1688 pts, 4 command points.

2 drops with Draigo and the Ancient deep strike when needed.

My group mostly uses power level but if we did points I would switch the incinerators to psilencers, drop the gun on the ancient, and add in 2 doomglaves to bring me to 1996 pts.

That's a nice small, compact 2,000 point army. Not sure how it would stand up against tanks or knights but I'd give it a shot.

I ran this in a tournament my first opponent was 3 knights.

 

I tabled him with Draigo a Brother captain and a squad of paladins left.

At 1000 points of landraider, yeah you'd better have a tactic. It was described to me in 5th ed thusly. If you have more than one big thing, then you have multiple threat vectors and they can't kill them all.

 

In fifth, sixth and seventh I rolled with Draigo, a libby, two five man paladins a pair of landraider and a stormraven as my default list

I do really want to make a triple land raider list, since I just got my third built right at the end of 7th but before I could try it. But I am having trouble figuring out a list with them. Two godhammers and 1 redeemer (cause that's what I have) and 3 terminator squads comes in at like 95 powerlevel 1825 points and I don't even have an HQ in there :(

 

Anyone got some ideas for a triple raider?

I've never used landraiders before but been looking into them. The idea of using a landraider crusader seems kinda cool to me w/ 16 transport spots. Can load it up with a 5-man paladin squad, Apothecary, Ancient and maybe even throw Draigo in with them. Would be pretty scary to me lol. Plus it takes a big chunck out of the required units that must be on the battlefield. It's weapon options seem like they aren't meant to deal with high toughness models though, but at least you can take a melta with it.

What do you guys think of the crusader's weapons options/transport capacity vs the other landraiders for transporting Paladins?

Crusader very well synergizes with GK because of GoI. I feared, GW will change GoI to work only on infantry, but you still can put Crusader in the face of your opponent's army turn 1 and unleash 28 bolter shots which is equal to 7-man strike squad. It is a decent target for Psybolt Ammo, only 8+ man strike/interceptor/paladin/etc. squad is better. Passangers has amost 100% charge chance turn 2, since you can move 9 (8 for termies) inches from transport, which, imho, a solid threat range. Imagine what can do 5-man paladin units with draigo, banner and apothecary. It also can be a distraction carnifex, being priority target for enemy lascannons and MMs, while GMNDKs can do their job safe.

 

Probably, one of a few things that can make purifiers powerful. 3 purifiers squads + crowe combo in LRC to be tested yet, but I bet nobody wants 4d6 mortal wounds in their depoyment zone. It is cheaper than other variants and second best transport in our codex after Raven. 

 

In short, if I'll ever take a Land Raider in my list, it will be Crusader.

I was tempted by lascannon land raider to deal with high toughness and armor, which it seems this army lacks without them. This also might be the cheapest, monetarily, army to build in 8th edition. At least that can compete. Edited by HCMistborn

Gating a Land Raider Crusader filled with any unit boosts their potential, i had recently considered putting an Incinerator Purgation squad in one, turn 2 jump out easily make range due to the 9" available movement and let 4D6 autohits do there thing, followed up by two 5 man strike squads and a brotherhood champion, all of which came in the LRC as well. Not a terrible way to spend just under 770pts.

Add a normal alpha strike group on and you'll have a fun list, maybe not optimal but fun all the same.

I ran Triple Raider lists at 1500 pts from 4th-6th, it's a strategy that guarantees half your games are played with half your army. Use to run either 2 Godhammers and a Crusader, or 2 Redeemers and a Crusader. Either couldn't be killed, or couldn't kill S. eventually went full Shunt Punch in 6th and never looked back. Still have the three magnetized silver Lander Raiders, though.

 

Been iching to put three Purgator units in a Crusader, all with Psilencers. One salvo is all I need to check off that from my bucket list.

 

SJ

Gating a Land Raider Crusader filled with any unit boosts their potential, i had recently considered putting an Incinerator Purgation squad in one, turn 2 jump out easily make range due to the 9" available movement and let 4D6 autohits do there thing, followed up by two 5 man strike squads and a brotherhood champion, all of which came in the LRC as well. Not a terrible way to spend just under 770pts.

Add a normal alpha strike group on and you'll have a fun list, maybe not optimal but fun all the same.

I think that the incenerator purgation squad is too expansive. Psylencer purgation works better imho. 

it is true that you have 4d6 auto hits (average 14 hits and 8,x wound. 4 damage on a PA)  but as you can see the real output is not so high for all that points. 

On the other hand 4 psylencer shot (24 shots, 16 hits, 8 wound and 3 damage on PA) have an output similar to incenerator but an higher range, and against multiwound target the output became 3d3 (average 6 damage) for 1/3 of the points. 

I just thought of it as a fun build, in no way is it meant to be an optimal choice, as the psilencer is the better option especially with the psychic onslaught strategem. The versatility the Psilencer brings is good compared to the other heavy weapons, and is surprisingly effective as anti air if needed in a pinch.

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