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paladins


Starlord242

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ive been playing grey knights for about 4 months now with some success. my favorite unit is paladins i usually run them in deep strike with draigo and a dreadknight. has anyone els had good success with them they are a huge point sink and im excited for them to come to elites. im trying  a 200 point kt game with them on wednesday with my friends at our local store 40k nights hopefully it goes well tell me what yall think 

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I feel like he meant 2000pts. I'm just getting started but Paladins seem to be one lf the more "competitive" units we have, despite being expensive points-wise. Their 3 Wounds make them more resistant to things like Plasma and Autocannon, and high-damage weapons (eg. lascannon) will usually still only get one per shot. 2+/5+ is not bad, considering you can improve the invul with Sanctuary as well. Their 3 base attacks means you can afford to give them Halberds, or even Warding Staves for that extra protection in melee. I run them with an Ancient for morale and extra attack, Draigo for the re-rolls and well, Draigo and I'm considering the Apothecary for the heals/revives plus at 88points he's a fairly cheap beatstick. Make him your warlord with the +1 damage trait for much lols.
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I don't have any experience with Kill Team, but have always had an interest in maybe getting into it with GK. The fact that it was Power armour only made me sad that I couldn't bring in my Terminators or Paladins. But looking at the Contents page for the new Kill Team: Elites,

 

https://www.warhammer-community.com/2019/05/03/kill-team-elites-contents-focusgw-homepage-post-1/

 

There is near Terminators and heavy infantry of every kind! They even have Custodes coming in - who can bring along their own Allarus Terminators! The idea of our Paladins going toe-to-toe with the other faction's big boys - Deathshroud, Scarab Occult, Ogryns, Meganobs, Crisis Suits, Tyrant Guard etc....consider me interested again!

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After 2++ GMNDK not a thing any more, a block of 10 paladins looks like a nice substitute. They are 30 wounds which can be 2+/4++. 3 wounds a model means that weapons with d2 and random damage weapons are less effective against them. With Draigo nearby they pull out 40 bolter shots. Add Psybolt and Bolter Discipline and you will get a descent amount of firepower even if you start on table. Apothecary still can heal them and has a chance to revive fallen ones. Just make sure they can at least reroll 1's to hit - this is a huge damage multiplier.

 

As for Kill Team - I'm afraid, they don't add to what makes us strong - psybolt and bolter drill. Plasma-heavy armies can bring them down as fast as strikes, but they cost twice more. If they survive their turn after teleport strike, however, they can bring some serious punishment in melee. I'd play with defensive specialism to maximize what makes them strong - their staying power. 

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thanks guys im playing a 200 point kill team game on Wednesday and im bringing 3 paladins a termie and a grey knight gunner so it should be interesting. i wanna try them at 2500 points and run a big block of paladins with the ancient a draigo im woking on building an apothecary to run with them  

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