Paladin Deathstar 2000 My Version

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Paladin Deathstar 2000 My Version

Post by Corennus on Wed Feb 19, 2014 3:23 am

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.

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Re: Paladin Deathstar 2000 My Version

Post by Constantine on Wed Feb 19, 2014 11:14 am

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"  Evil or Very Mad Razz Wink 

_________________
+++"There is nothing in the arcane and blasphemous arsenal of the forces of Chaos that can compare to faith. With the power of faith, our weapons become shining instruments of deliverance that can cleave the mightiest daemon in twain. With the power of faith, our minds appear as slivers of pure agony to the daemon, driving into the wretched forms of those who would dare stand before us. With the power of faith, our words become commands that cause the daemon to cower and cringe in terror. I could meet my enemies unarmed without a shred of fear in my chest, for I know that the Emperor watches over me and guides my hand. So let them come. We shall show them what the power of faith can do."+++ (Brother Captain Stern)

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Re: Paladin Deathstar 2000 My Version

Post by Corennus on Thu Feb 20, 2014 3:08 am

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.

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Re: Paladin Deathstar 2000 My Version

Post by elugin on Thu Feb 20, 2014 6:15 pm

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.

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Re: Paladin Deathstar 2000 My Version

Post by Corennus on Fri Feb 21, 2014 2:18 am

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.

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Re: Paladin Deathstar 2000 My Version

Post by Souba on Fri Feb 21, 2014 12:50 pm

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.

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Re: Paladin Deathstar 2000 My Version

Post by elugin on Fri Feb 21, 2014 11:05 pm

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?

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Re: Paladin Deathstar 2000 My Version

Post by Corennus on Wed Mar 05, 2014 3:08 am

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.

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Re: Paladin Deathstar 2000 My Version

Post by Souba on Wed Mar 05, 2014 6:41 am

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.

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Re: Paladin Deathstar 2000 My Version

Post by rurik on Fri Mar 21, 2014 12:38 pm

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.

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Re: Paladin Deathstar 2000 My Version

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