Paladin Deathstar 2000 My Version
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Paladin Deathstar 2000 My Version
This is my take on a deathstar list. Others have their takes on one.
First of all you have to decide if you're doing one with Draigo or not. I'm not, cause Draigo is too expensive and doesn't give the deathstar unit enough buff points, so i'll be taking a normal Grandmaster instead.
What else to take from HQ? well Grandmaster gets access to everything a Xenos Inquisitor does grenade-wise, so that's that out. Bro Captain is pointless. Bro Champion doesn't give anything. Librarian............yup. that's it.
What else?
Well Strike Squads in Razorbacks are an option. keeps points down and gets some long range firepower.......but Paladin squad may be left rather on its own....
Terminators would do better.
HQ
Grand Master Mordrak
200
Ghost Knights (2)
80
Librarian
Sanctuary
The Summoning
Teleport Homer
180
ELITES
Paladin Squad (10 man)
x 4 MC Psycannons
x 3 Daemonhammers
x 5 Nemesis Swords
Brotherhood Banner
600
TROOPS
Terminator Squad (10 man)
Justicar Thawn
Psycannons x 2
Daemonhammers x 3
Nemesis Swords x 6
525
Strike Squad (5 man)
100
Strike Squad (10 man)
Psycannons x 2
220
FORTIFICATION
Aegis Defence Line
T-L Quad Gun
100
2000
5 man Strike Squad mans the quad gun, the other Strike Squad remains behind the ADL waiting to be Summoned by Librarian. Mordrak and Ghost Knights and Librarian deep strike in first turn. allowing Paladin squad and terminators to arrive second turn.
First of all you have to decide if you're doing one with Draigo or not. I'm not, cause Draigo is too expensive and doesn't give the deathstar unit enough buff points, so i'll be taking a normal Grandmaster instead.
What else to take from HQ? well Grandmaster gets access to everything a Xenos Inquisitor does grenade-wise, so that's that out. Bro Captain is pointless. Bro Champion doesn't give anything. Librarian............yup. that's it.
What else?
Well Strike Squads in Razorbacks are an option. keeps points down and gets some long range firepower.......but Paladin squad may be left rather on its own....
Terminators would do better.
HQ
Grand Master Mordrak
200
Ghost Knights (2)
80
Librarian
Sanctuary
The Summoning
Teleport Homer
180
ELITES
Paladin Squad (10 man)
x 4 MC Psycannons
x 3 Daemonhammers
x 5 Nemesis Swords
Brotherhood Banner
600
TROOPS
Terminator Squad (10 man)
Justicar Thawn
Psycannons x 2
Daemonhammers x 3
Nemesis Swords x 6
525
Strike Squad (5 man)
100
Strike Squad (10 man)
Psycannons x 2
220
FORTIFICATION
Aegis Defence Line
T-L Quad Gun
100
2000
5 man Strike Squad mans the quad gun, the other Strike Squad remains behind the ADL waiting to be Summoned by Librarian. Mordrak and Ghost Knights and Librarian deep strike in first turn. allowing Paladin squad and terminators to arrive second turn.
Corennus- Justicar
- Number of posts : 664
Age : 45
Location : UK
Army : Ex player from 5th ed.
Registration date : 2011-02-11
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Re: Paladin Deathstar 2000 My Version
I like the list and the strategy. I could see myself playing it.
One comment I do not agree with though is that Grand Master Mordrak is "a normal Grandmaster"
One comment I do not agree with though is that Grand Master Mordrak is "a normal Grandmaster"
Constantine- Adeptus Moderatus
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Age : 49
Location : The British Columbia Sector
Army : Grand Master Mordrak's Brotherhood, Deathwing...Pretty much any first company! I LOVE terminators!!!
Registration date : 2008-05-26
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Re: Paladin Deathstar 2000 My Version
I was going to use a normal Grandmaster, then realised I want the Paladin squad coming in with much more precision, and Servo Skulls can be taken out too easily.
Corennus- Justicar
- Number of posts : 664
Age : 45
Location : UK
Army : Ex player from 5th ed.
Registration date : 2011-02-11
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Re: Paladin Deathstar 2000 My Version
Keep in mind that I haven't been playing in the last few years. But why no Apothecary? It looks tom me that it should be more than just an option for a paladin deathstar. I have seen more than a paladin deathstar list, and none of them included the apothecary.
elugin- Grey Knight
- Number of posts : 368
Age : 49
Location : Decent World (IN)... close to Ferentino (It)
Army : Gray Knights, Orks, Biel-Tan and the Court of the Young King, plus High Elves for Fantasy fans...
Registration date : 2008-10-08
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Re: Paladin Deathstar 2000 My Version
no apothecary because FNP is now a 5+ save, they have 2 wounds already, and a 2+ armour save anyway. Apothecary is 75 points. and for that you lose a Nemesis Weapon.
Corennus- Justicar
- Number of posts : 664
Age : 45
Location : UK
Army : Ex player from 5th ed.
Registration date : 2011-02-11
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Re: Paladin Deathstar 2000 My Version
feel no pain is no save, it is a additional 5+ roll to ignore a wound, and even though it got "nerfed" to 5+ it now works against all sorts of wounds except ones that cause instant death.
Souba- Brother Captain
- Number of posts : 1602
Age : 38
Location : Berlin, Germany
Army : Inquisitorial Army, Necrons, Dark Eldar, Daemons of Chaos
Registration date : 2009-11-07
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Re: Paladin Deathstar 2000 My Version
I understand it has been nerfed, however 5+ still means 1 wound save over 3. It's like 3.6 more paladins in a 10 men squad (survivability wise). Assuming that the other guy is not fielding only instant kill weapons. On the other hand you lose 2/3 NW attacks per turn. So you invest 75 points to be 30% more resilient and 10% less "killy''. Math probably tells me that it is still a bargain (not a great one, indeed). Looking a strategy, I see why I would like to make that 1 or 2 more wounds and end the battle earlier so that the paladins are ready to engage a new enemy sooner rather than later.
At this point the apothecary becomes an option only if you know in advance what army you are going to face (so, not general purpose list) and if that army does not have many instant kill weapons. Did I get it right?
At this point the apothecary becomes an option only if you know in advance what army you are going to face (so, not general purpose list) and if that army does not have many instant kill weapons. Did I get it right?
elugin- Grey Knight
- Number of posts : 368
Age : 49
Location : Decent World (IN)... close to Ferentino (It)
Army : Gray Knights, Orks, Biel-Tan and the Court of the Young King, plus High Elves for Fantasy fans...
Registration date : 2008-10-08
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Re: Paladin Deathstar 2000 My Version
IMO the Apothecary is not useful as he's attached to a unit that already has 2 wounds and a 2+ armour save.
Now, if the apothecary was a chapter-wide option to take.......that would be different.
Now, if the apothecary was a chapter-wide option to take.......that would be different.
Corennus- Justicar
- Number of posts : 664
Age : 45
Location : UK
Army : Ex player from 5th ed.
Registration date : 2011-02-11
Grey knight
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Re: Paladin Deathstar 2000 My Version
while the 2+ armour does not need a feel no pain to be "efficient", a 5+ invulnerable save coupled with a 5+ feel no pain does kick in nicely. especially against shooting. plasma is more common now and grav weapons are gonna be the bane of paladins/terminators in general in wich cases you only got your cover or invulnerable save in addition to the feel no pain. especially after the "alpha strike" on turn 3 of the paladins. they will be very slow moving and can get outmaneuvered easy. wich often leads to the receiving end in terms of shooting, in wich case a apothecary works wonders.
Souba- Brother Captain
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Age : 38
Location : Berlin, Germany
Army : Inquisitorial Army, Necrons, Dark Eldar, Daemons of Chaos
Registration date : 2009-11-07
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Re: Paladin Deathstar 2000 My Version
Very Nice army...
I made this 1850 pts version.
HQ
Mordrak w/ 2 Ghost Knights
Libry w/ 1 servoskull, teleport homer, Smite, Summoning, Quicksilver
Elite
5 Paladins, 2x psycannon
Troops
10x Strike Squad, psy ammo, 2 psycannon
5x Strike Squad, 1 psycannon
5x Termies, 1 psycannon
Heavy
Land Raider Redeemer, estabilisation field
DreadKnight, Personal teleporter, Heavy Incinerator, Daemon Hammer.
So, the idea is the same...
teleport Mordrak and Liby into enemy's face. Then teleport the Land Raider full of paladins. (as first turn, teleport homer won't work, so use the servoskull)
next turn, you can teleport strike squad, and use the teleporter move on Dreadknight.
I made this 1850 pts version.
HQ
Mordrak w/ 2 Ghost Knights
Libry w/ 1 servoskull, teleport homer, Smite, Summoning, Quicksilver
Elite
5 Paladins, 2x psycannon
Troops
10x Strike Squad, psy ammo, 2 psycannon
5x Strike Squad, 1 psycannon
5x Termies, 1 psycannon
Heavy
Land Raider Redeemer, estabilisation field
DreadKnight, Personal teleporter, Heavy Incinerator, Daemon Hammer.
So, the idea is the same...
teleport Mordrak and Liby into enemy's face. Then teleport the Land Raider full of paladins. (as first turn, teleport homer won't work, so use the servoskull)
next turn, you can teleport strike squad, and use the teleporter move on Dreadknight.
rurik- Stormtrooper
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Age : 39
Registration date : 2012-07-13
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