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Looking for Experienced Solodin for Help!

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Post by Akoni Wed Jul 31, 2013 8:34 am

Since 6th Edition's release, I have struggled to successfully compete against the small influx of newer codices that have been released. As such, the game has become reliant on well placed gun lines, and close combat is countered with powerful weaponry, overwatch, and kiting.

However, as one who runs a pure Grey Knights army, I'm determined to see that we will not go down without putting up a fight. Recently, I've been seeing Solodins or smaller retinues of Paladins in lists. I even recall in a recent post to them referred to as Dreadkights in training. As I'm still a novice to 40K and the Grey Knights, I  would appreciate tactics and situations in how these Solodins can be used.

Last thought, I'm excited to see what the new Space Marines codex may bring to 6th Edition. (It was rumored for release in October. Is this true?) Maybe we'll get a glimpse in how the Grey Knights will fare later this addition.
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Post by Rion Wed Jul 31, 2013 10:43 am

I agree we are not going down without a fight. I've only one a run Draigowing once or twice but even then I could see that when it was used right it can truly mess with someones day. IMHO the best way to do it is a 10 man squad with 4 Psycannon, combat squad them into 5 man squads with 2 Psycannons each and Deep Strike them as close as you can to your enemy.

Draigo with his Psycic Communion helps with reserve rolls. But Deep Strike Scatter is a pain. It can be alleviated if you field an Inquisitor and/or a Techmarine with 3 Servo Skulls (each if your fielding both). An generic Inquisitor is cheaper though if points are a problem.

Sense it may take time to get Draigo and his boys across the field (if you FUBAR your Deep Strike rolls) an Aegis Line with a Strike Squad behind it is not a bad idea. You stick whatever objectives you have behind it and keep your head down. Plus the gun it can take is one of our only ground based options to deal with flyers other then massed fire.

I asked the manager of my local GW about the Space marine update and he said this month (July) or next.
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Post by first strike Wed Jul 31, 2013 10:21 pm

I have a feeling we did not make the transition from 5th to 6th very well, this is due to several factors, 5th was more balanced then 6th (6th is more about shooting, hand to hand is not dead but it took a hit), we have no solid allies and trying to run a pure grey kinght army is like trying to fight with one arm tied behind your back (we need the cheep inquisitorial units), I like mine pure as well but will normaly take coteaz for a cheep H.Q. , and finaly as we are Grey Knight we do all things well, but excell at nothing, so while we are paying for a good close combat attacks we dont get to use it as much as we would like in 6th.
As for solodins I have tried to play them in 2 ways, first is with Draigo, this is the best because they are scoring (the new edition is now all about scoring), the other is with any other warlord, this in not the way to go. Scoring will make them more of a threat, and if someone has to shoot units into a one man squad to stop it charging into his gun line in the next turn or to stop it holding an objective and costing them the game, then this is a good thing, it means they are not shooting into your bigger units that are coming across the board at them or the units which are shooting at them. The solodin is more about the threat of what it can do then what it can actualy do, it has a S5 ap- large blast. This can be avoided by most units on a roll of a 6, and then they still have an armour save, so most of the time you might get 2 kills out of it, but nobody wants to be hit by it. It is also a 2W terminator so you cannot just shoot a below strength unit at it and have it die on a bad dice roll, it takes 2 1's to do that or a high strength gun which will then not be shooting at other targets, they now come down on a role of 3+ or 2+ if you get psy communion so why not take 3 or 4 of them and saturate the area, dishing out 3 to 4 large blasts a turn. Make the ememy spread out so when you hit them in hand to hand half of his troops cannot make it into contact. I hope this gives you some food for thought.
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Post by Akoni Wed Jul 31, 2013 11:29 pm

Thanks Brother for breaking down the possibilities a Solodin brings to a list. In many ways it seems our play style is reminiscent to the Grey Knights novels.
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Post by Rion Wed Jul 31, 2013 11:51 pm

A small force, out numbered, out gunned, with absolutely no chance yet still prevailing through faith, bolter, and blade? Yeah I say that sounds like our boys. Cool
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Post by first strike Thu Aug 01, 2013 12:30 am

Oh and on the subject of Space Marine I would expect it next month, but I never said that. 90%
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Post by Akoni Thu Aug 01, 2013 7:52 am

Would it be safe to assume to some degree that new Space Marine codex may give us a glimpse into what our shooting capabilities may be? Or how our stat line and point cost might be adjusted? I'm venturing that the Dreadknight stats  and abilities would be at par with the Riptide and Wraithknight. I'm sure our codex will be one of the last updated, but it would be great to see where the Space Marines, supplemental codices, and similar chapters stand in this current edition.
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Post by Rion Thu Aug 01, 2013 9:06 am

I think that is a fair assumption. Given how lore wise we are a chapter of elite space marines. The Vanilla codex would be a nice spring board to see where we're going for 6th. In at least a years time.
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Post by first strike Thu Aug 01, 2013 7:55 pm

Good luck with that, it took them 3 editions to update us last time, so on past perfromance you can expect a new codex in around 10 years time
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Post by Rion Thu Aug 01, 2013 10:01 pm

could be worse. They could just cut us all together. HERSEY
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Post by Enkiel Thu Aug 01, 2013 10:18 pm

Rion wrote:I think that is a fair assumption. Given how lore wise we are a chapter of elite space marines. The Vanilla codex would be a nice spring board to see where we're going for 6th. In at least a years time.
they update book much faster now tho
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Post by Rion Thu Aug 01, 2013 11:11 pm

True I heard mention of at least a supplement a month. I personally think thats a little fast
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Post by Akoni Fri Aug 02, 2013 6:48 am

Another rumor was they were going tho update all the codices in a two year time frame. I suppose we shall see as time progresses.
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Post by SmokinBrown Fri Aug 02, 2013 10:41 am

Well there are 15 codexes counting SOB, at the current rate of one every 2 months (barring the gap for apocalypse) and the fact that several have already been released they should have them all redone in under 2 years.

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Post by SmokinBrown Fri Aug 02, 2013 10:45 am

This has kind of gone off topic though lol

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Post by Rion Fri Aug 02, 2013 10:50 am

lol just a little but it was brought up in the original post so not much by my logic.
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Post by xFallenx Fri Aug 02, 2013 11:03 am

Rion wrote:could be worse. They could just cut us all together. HERSEY
^This. Meaning that both my SoB & Grey Knights could very well be left behind. It was a quick foray into 40K & was fun while it lasted. Smile
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Post by Akoni Fri Aug 02, 2013 11:21 am

So, hop back on topic, what success and failures have you experienced using Solodins?
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Post by Vecuu Fri Aug 02, 2013 8:28 pm

I've done some testing with Solodins in my Coteaz list. The idea is that 2-3 Solodins can use my 3 Elite slots pretty cheaply and provide deepstriking backfield threat to enemy scoring units.

A single Solodin can take out a 6-man Fire Warrior Squad, for instance.
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Post by Enkiel Fri Aug 02, 2013 8:38 pm

Vecuu wrote:I've done some testing with Solodins in my Coteaz list.  The idea is that 2-3 Solodins can use my 3 Elite slots pretty cheaply and provide deepstriking backfield threat to enemy scoring units.

A single Solodin can take out a 6-man Fire Warrior Squad, for instance.
I'd hate to play kill points with 3 of them tho...
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Post by Constantine Sat Aug 03, 2013 11:20 am

Good point Brother. It always comes down to determining if the risk is worth it, and if the pay off will be significant enough.

I like what was said in an earlier post about these builds being like the novels in regards to being out numbered.

I like the strategic possibilities for solo paladins, but it is the fluff that seals the deal for me.
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Post by Akoni Sat Aug 03, 2013 12:09 pm

I've been toying with the idea of a 2000 point list which would field up Crowe, 30 Purifiers, 3 Rhinos, a Dreadnought, and a Dreadknight; plus ADL with quad gun. However excessive, spend the remaining points on Draigo (manning quad gun) and 3 Solodins, for late game objective contesting or harassment. Any thoughts?
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Post by SmokinBrown Sat Aug 03, 2013 2:08 pm

Seems like a lot of points to man a quad gun. I know he is still making paladins score and can provide grand strategy, but if you're not using draigo in combat or tanking for a large paladin squad then I think the points are better spent elsewhere.

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Post by Rion Sun Aug 04, 2013 6:56 am

agreed. Draigo has one mission: Hunt down the biggest baddest IC/Monstrous Creature he can find and slay it in personal combat.
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Post by Akoni Sun Aug 04, 2013 8:03 am

Thanks for the wake up call, Laughing

I suppose Brother Crowe could man the quad gun and I could drop Draigo and Solodins individually around the board supporting units of Purifiers, contesting objectives, and harassing units.
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