GK new army / paladins

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GK new army / paladins

Post by meecham63 on Fri May 24, 2013 7:26 pm

Hi guys !

I am a new GK player. I played Chaos Space Marines for 14 years, and tyranids for 2. I was really intersted in Grey Knights : the fluff is really good and the figs impressive. I also like the idea of playing terminators as troops choice Very Happy

For the moment, I have and rhino and a Land Raider I have to paint in GK color scheme. I would like to have a playable army for this winter, and I think that a good start would be :

- 1 land raider
- 1 or 2 rhino
- 1 stormraven (why are they so expensives ?)
- 2 dreadnought, for long range shots
- 1 dreadknight
- 15-20 space marines, with various equipement to be able to set different troops choices.
- 10 terminators
- 5 paladins
- 1 grey knight brother captain
- Coteaz with a mix of retenue

I am assembling my paladins, and I must admit I don't know what to give them : helberds for the I+2, Force sword for the +1 inv save, etc...

So brothers, how would you equip a squad of 5 paladins ? with BS5 I would give them a CC role, but I would like to know what do you think of that...

This was my first post on this forum, and my english is not very good pig so do not hesitate if you need details on what I say Wink

Thanks !

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Re: GK new army / paladins

Post by SmokinBrown on Fri May 24, 2013 7:41 pm

Welcome to the forum!

For the paladins most people take a mix of halberds and hammers, some take a sword or two as well. For a squad of 5, a typical load out would be either 3 halberds 2 hammers, or 2 hammers 2 halberds 1 sword, or 3 halberds 1 hammer 1 sword. It mostly depends what you usually face. I use my paladins with Draigo and take 2 halberds 2 hammers and a banner.

For their ranged weapon, if you are using them inside the landraider, then I would recommend incinerators. If they go on foot, then take psycannons.

For the strike squads, only take psycannons, they're by far the best option.

Most people build the dreadnoughts with two sets of twin linked autocannons and equip them with psybolt ammunition for 4 twinlinked S8 shots, they are ridiculously good Smile

Hope I've helped.

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Re: GK new army / paladins

Post by Akoni on Fri May 24, 2013 9:51 pm

I typically like to take halberds for their +2 initiative boost. It's nice to go first Razz But it is advisable to always take at least one hammer in the group and keep him in the back.

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Re: GK new army / paladins

Post by DOMIN4TRIX on Fri May 24, 2013 9:57 pm

3 Halberds / 2 hammers

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Re: GK new army / paladins

Post by Embolden40k on Sat May 25, 2013 12:50 am

I only use Halberds and Hammers for Paladins, +1 Inv save is okay for the swords, but I much prefer the benefits of Hammers and Halberds

Like Dom said, 3Halberds/2Hammers or 6 Halberds/4 Hammers or for variety... 5 Halberds, 4 Hammers, Banner :p

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Re: GK new army / paladins

Post by meecham63 on Sat May 25, 2013 9:16 am

The banner worth the fact of loosing a force weapon ?

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Re: GK new army / paladins

Post by Embolden40k on Sat May 25, 2013 9:35 am

@meecham

Banners in a 10man Paladin squad, YES! +1 attack per squad member and auto pass the force weapon test.. there can be no doubting it's worth.

Banners on 5 man squads, thats debatable as the benefits aren't spread quite so well (4 extra attacks compared to 9)

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Re: GK new army / paladins

Post by meecham63 on Sat May 25, 2013 9:39 am

Ok, thanks for the help !

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Re: GK new army / paladins

Post by SmokinBrown on Sat May 25, 2013 10:53 am

Plus the banners look nice Smile

But yes losing the AP off one members attacks to gain an additional attack for everyone in the squad (including the banner bearer) is definitely worth it. As Embolden says, you get more for your money in larger squads, but I like automatically passing the test, and having an extra attack for Draigo is always nice Smile

SB

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Re: GK new army / paladins

Post by meecham63 on Sat May 25, 2013 11:49 am

It seems that a majority of GK players used the Draigowing, is it ?

I have read about its potential, but its cost is really high too

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Re: GK new army / paladins

Post by SmokinBrown on Sat May 25, 2013 12:18 pm

It's just down to personal choice really, but I wouldn't say the majority play Draigowing. I like playing Draigowing because I like the challenge of being so outnumbered, it makes the wins more satisfying I think, and makes you feel like we have the best troops in 40k Smile but many people just take strike squads because the volume of fire they put out is extremely effective. It's just what suits your own style, but both can certainly be very effective.

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Re: GK new army / paladins

Post by Embolden40k on Sat May 25, 2013 2:41 pm

I enjoy the challenge of playing Draigowing, 1 wrong move and you lose, simple as that, so to win, you to play pretty much the perfect game to win!

When you talk about 'cost' I believe you mean 'points cost'

My current 1850pts list is:
Draigo
Coteaz
10 Paladins - 4 Psycannons, Banner, Psybolt
5 Paladins - 2 MC Psycannons, Psybolt
1 Paladin
Dreadknight - Hvy Incinerator, Hvy Psycannon
Dreadknight - Hvy Incinerator, Hyv Psycannon

The basic plan is that Draigo leads the 10 Paladins, which are joined by Coteaz with 2 Divination psychic powers. Eveything then deep strikes in too support the 10 Paladins and score if possible.

There are a few places that changes could be made..

Dropping the Psycannons on the Dreadknights and Psybolt on the 5 Paladins, this gives you 100pts + the Solodin (single Paladin) this gives you 150 odd pts which could get you a solid scoring unit as these upgrades and the solodin are really just optional extras and to keep the army number at 7 (3 deploy and 4 can reserve/deep strike in)

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Re: GK new army / paladins

Post by meecham63 on Sat May 25, 2013 3:18 pm

Yeah, on a Crusade game with 4-5 objective, sounds very intense to win Smile but the challenge should be really exciting Very Happy

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Re: GK new army / paladins

Post by SmokinBrown on Sat May 25, 2013 3:39 pm

Well in that situation you're probably just better off trying to kill all the enemy!

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Re: GK new army / paladins

Post by Embolden40k on Sat May 25, 2013 4:09 pm

SmokinBrown wrote:Well in that situation you're probably just better off trying to kill all the enemy!

SB

Not all the army, I prioritise anything with multiple shot high strength low AP, then the enemies troops, seen a troops are moving more and more towards Xenos, Dreadknights with there flamers just became awesome! double up against MeQs while Paladins will shoot down both :p

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Re: GK new army / paladins

Post by meecham63 on Sat May 25, 2013 4:12 pm

Yeah, a wekness of GK is the lack of long-ranged weapons, and with a Draigo-army you cannot have enough troops to cover all the battlefield, I think

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Re: GK new army / paladins

Post by SmokinBrown on Sat May 25, 2013 5:28 pm

I take landraiders to get my paladin squads across the table. I don't see that many people doing that though.

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Re: GK new army / paladins

Post by meecham63 on Sat May 25, 2013 5:43 pm

Are stormraven really usefull ? on paper, they seem to be really good to deploy troops deeply in ennemy lines

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Re: GK new army / paladins

Post by SmokinBrown on Sat May 25, 2013 6:53 pm

They're limited by the fact that they can only move 6" while still allowing passengers to disembark. And the fact they have to hover to let your men out. They are good, and bring a lot of firepower, just don't expect them to last very long.

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Re: GK new army / paladins

Post by meecham63 on Sun May 26, 2013 5:27 pm

Ok, thanks for all those advises !

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