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New to GK - I want to make a paladin focused force


momerathe

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I've been looking for a new painting project; I really like the the GKT/Paladin models and found a nice airbrush tutorial that I'm keen to try out.

 

Despite the disappointment of CA I want to give this a go. I'm not into the tournament scene but I do at least want to not suck... too badly ;).

 

So if I wanted to run a paladin focused force, how should I go about it?

* I'm assuming the loyal 32

* Are you totally reliant on beta strike?

* Is there any mileage in having one big (i.e. 10-man) unit to Gate on the first turn? Even without making the charge first turn, 40 psi-bolt shots could do work.

* How much ranged anti-tank do you need, or can you rely on melee to do the job? Apart from astral aim ven. dreads, are there any other good choices, or should I look at allying some in?

* No dreadknights, I'm afraid - their looks are not to my taste (and I'm not really up for a massive conversion job)

* Are heavy weapons on paladins worth it? They seem.. marginal.

  • Yes, you're gonna need CP.

Absolutely? No. It helps, but so does Gate of Infinity or simply moving up the board. You'll never excel at board control with GK, let alone Paladins.

One big squad? Well... assuming you get the power off one time, you get more mileage out of it. If you have two smaller squads, your odds of getting it off double and you still have 20 shots. Plus, if both squads are gated, your odds of getting a charge off improve as well.

Lots. You should not rely on your squad of Paladins being where your opponent has parked his Land Raider. He'll sit 3 turns of movement away sniping your guys while you're footslogging it there and he'll have parked y few units around that Land Raider to make sure you can't Gate or Deep Strike or Teleports unity within 9" of it. Dreads are your best choice besides a Land Raider (which can be gated as well), but you can always ally your favorite tank busters in.

I agree. It might be dumb because they're a solid unit, but GK don't win a lot anyway, so at least we should enjoy the looks of our guys getting tabled.

Difficult. A Strom Bolter with Psybolt hits most things exactly like an unmodified Psycannon. If you have 2 Psycannonys in a Sqad, it might be worth the CP to make them S8 for a turn though. Psilencers boost your horde killing by a few dice. I'd try leaving the big guns at home for now. If you sorely miss horde or tank killing power from the squads, you can always add them in later.

Thanks for the response :)

 

You can only use Gate once per turn, no? That's why I wanted to use a big unit to get the most of it. Then on turn two I can bring in the character support/ second wave. I'm a firm believer in redundancy in lists, so regardless I'm looking at multiple units of paladins.

 

I'll definitely take 1-2 dreads. I was wondering what else to bring.. I could take a knight but then it starts to get the feel of a cookie-cutter net list, which is not what I'm after.

You can only Gate once, you're right, I completely mixed that up, sorry.

One big squad certainly means more oomph going from a to b.

 

Right now, you have two units of Paladins, let's say one of 10 and one of 5. What would you like them to be effective against? For the most wounds dealt against anything up to T4, take Falchions with Halberds on the Paragons, for the most wounds dealt against T5 upwards, take Halberds on anything that has 3A or more.

For the most versatile list, take Halberds on the Paragons and half the Paladins, rounding down, and give Falchions to the rest.

 

Dreads. Dreads are good. Our Dreads can Deep Strike. Keep the Combat Weapon.

 

Now you need HQs and other buffers.

A GM and a Brother Captain are kinda mandatory.

 

I'dd add Ancients with Banners to tag along with any non-Gated Paladin Squads - and since they're your main force, I'd just take another squad of 5 kitted out like the first one.

 

That would bring you to 1702 points, leaving you enough for your Loyal 32 and some Heavy Weapons to give to the Paladins.

Now that's a nice, simple Paladin list that gives you +2CP if you split it into two Vanguard Detachments.

 

Alternate take: Drop one of the squads of 5 with their Ancient and add a Land Raider of your choice. You can gate that on turn 2.

[Edit: That would still leave you at around 1720pts.]

So I enjoy making hypothetical lists and this is one of my super-fluffy, not intended to be at all competitive Paladin lists. It's based around the of the Hall of Champions, so it includes a couple of Venerable Dreadnoughts.

 

Take a look, see what you think.

 

 

 

++ Vanguard Detachment +1CP (Imperium - Grey Knights) [96 PL, 1113pts] ++

+ HQ [9 PL, 131pts] +

Brother-Captain [9 PL, 131pts]: 4: First to the Fray, Gate of Infinity, Nemesis Daemon Hammer [13pts], Psilencer [8pts], Warlord

+ Elites [71 PL, 694pts] +

Paladin Ancient [7 PL, 106pts]: Banner of Refining Flame, Vortex of Doom
. Psilencer [8pts]: Psilencer (Terminator) [8pts]

Paladin Squad [32 PL, 294pts]: Hammerhand
. 5x Paladin (Falchions) [245pts]: 5x Storm Bolter [10pts]
. Paragon [49pts]: Nemesis Force Halberd, Storm Bolter [2pts]

Paladin Squad [32 PL, 294pts]: Hammerhand
. 5x Paladin (Falchions) [245pts]: 5x Storm Bolter [10pts]
. Paragon [49pts]: Nemesis Force Halberd, Storm Bolter [2pts]

+ Heavy Support [16 PL, 288pts] +

Land Raider Crusader [16 PL, 288pts]: 2x Hurricane Bolter [20pts], Multi-melta [22pts], Storm Bolter [2pts], Twin Assault Cannon [44pts]

++ Vanguard Detachment +1CP (Imperium - Grey Knights) [53 PL, 886pts] ++

+ HQ [12 PL, 180pts] +

Lord Kaldor Draigo [12 PL, 180pts]: Gate of Infinity, Hammerhand

+ Elites [25 PL, 420pts] +

Paladin Ancient [7 PL, 106pts]: Vortex of Doom
. Psilencer [8pts]: Psilencer (Terminator) [8pts]

Venerable Dreadnought [9 PL, 157pts]: Astral Aim, Dreadnought Combat Weapon (storm bolter) [32pts], Twin Lascannon [40pts]

Venerable Dreadnought [9 PL, 157pts]: Astral Aim, Dreadnought Combat Weapon (storm bolter) [32pts], Twin Lascannon [40pts]

+ Heavy Support [16 PL, 286pts] +

Land Raider Crusader [16 PL, 286pts]: 2x Hurricane Bolter [20pts], Multi-melta [22pts], Twin Assault Cannon [44pts]

++ Total: [149 PL, 1999pts] ++

Created with BattleScribe (https://battlescribe.net)

Literally every other GK list I run features 3 apothecaries w/ hammers lol. They're the best. This is just a themed, fun list.

 

To fit the Loyal 32, all you'd need to do would be to drop a Land Raider and that also gives you space to add another Paladin per squad.

 

You can only Gate once, you're right, I completely mixed that up, sorry.

One big squad certainly means more oomph going from a to b.

 

Right now, you have two units of Paladins, let's say one of 10 and one of 5. What would you like them to be effective against? For the most wounds dealt against anything up to T4, take Falchions with Halberds on the Paragons, for the most wounds dealt against T5 upwards, take Halberds on anything that has 3A or more.

For the most versatile list, take Halberds on the Paragons and half the Paladins, rounding down, and give Falchions to the rest.

 

Dreads. Dreads are good. Our Dreads can Deep Strike. Keep the Combat Weapon.

 

Now you need HQs and other buffers.

A GM and a Brother Captain are kinda mandatory.

 

I'dd add Ancients with Banners to tag along with any non-Gated Paladin Squads - and since they're your main force, I'd just take another squad of 5 kitted out like the first one.

 

That would bring you to 1702 points, leaving you enough for your Loyal 32 and some Heavy Weapons to give to the Paladins.

Now that's a nice, simple Paladin list that gives you +2CP if you split it into two Vanguard Detachments.

 

Alternate take: Drop one of the squads of 5 with their Ancient and add a Land Raider of your choice. You can gate that on turn 2.

[Edit: That would still leave you at around 1720pts.]

:happy.:

So based on everyone's advice, this is what I'm tinkering with. I still have some points left over for tweaks.

 

+++ Gk (Warhammer 40,000 8th Edition) [135 PL, 1908pts] +++

 

++ Vanguard Detachment +1CP (Imperium - Grey Knights) [83 PL, 1090pts] ++

 

+ HQ +

 

Lord Kaldor Draigo [12 PL, 180pts]: Gate of Infinity, Vortex of Doom

 

+ Elites +

 

Paladin Ancient [7 PL, 100pts]: Sanctuary, Storm Bolter and Falchion

 

Paladin Squad [32 PL, 405pts]: Sanctuary

. 7x Paladin (Halberd): 7x Storm Bolter

. Paragon: Nemesis Daemon Hammer, Storm Bolter

 

Paladin Squad [32 PL, 405pts]: Hammerhand

. 7x Paladin (Falchions): 7x Storm Bolter

. Paragon: Nemesis Daemon Hammer, Storm Bolter

 

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [13 PL, 195pts] ++

 

+ No Force Org Slot +

 

Regimental Doctrine: Astra Millitarum

 

+ HQ +

 

Company Commander [2 PL, 30pts]: Chainsword, Laspistol

 

Company Commander [2 PL, 30pts]: Chainsword, Laspistol

 

+ Troops +

 

Infantry Squad [3 PL, 45pts]

. 7x Guardsman

. Heavy Weapon Team: Mortar

. Sergeant: Laspistol

 

Infantry Squad [3 PL, 45pts]

. 7x Guardsman

. Heavy Weapon Team: Mortar

. Sergeant: Laspistol

 

Infantry Squad [3 PL, 45pts]

. 7x Guardsman

. Heavy Weapon Team: Mortar

. Sergeant: Laspistol

 

++ Vanguard Detachment +1CP (Imperium - Grey Knights) [39 PL, 623pts] ++

 

+ HQ +

 

Brotherhood Champion [6 PL, 92pts]: 4: First to the Fray, Curiass of Sacrifice, Hammerhand, Storm bolter, Warlord

 

Grand Master Voldus [10 PL, 153pts]: Gate of Infinity, Sanctuary, Vortex of Doom

 

+ Elites +

 

Apothecary [5 PL, 88pts]: Gate of Infinity, Nemesis Daemon Hammer

 

Venerable Dreadnought [9 PL, 145pts]: Astral Aim, Missile Launcher, Twin Lascannon

 

Venerable Dreadnought [9 PL, 145pts]: Astral Aim, Missile Launcher, Twin Lascannon

 

Dreads, apothecary, and one unit of pallies start on the ground; the apothecary launches the pallies with gate.

 

Next turn, the other paladins, HQs and ancient DS in for the second wave.

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