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Six Paladins

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Six Paladins Empty Six Paladins

Post by Thunder Shark Sun Sep 14, 2014 11:39 am



So I played the tau and haven't little experience unlike my opponent lost badly.

After thinking about the battle I've have decided to have only one unit of paladins and focus more one troops.

But I was curious whats a good amount of Paladins to use? I'm considering six or seven and putting them in a land raider.

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Six Paladins Empty Re: Six Paladins

Post by Corennus Wed Oct 01, 2014 3:28 am

If you're putting Paladins in a Land Raider then it's a lot of points in a quite static and (now glancing can destroy) bit more fragile transport.

I'd consider changing a land raider to a Stormraven. Better coverage of the board and gets them into the thick of the fighting faster.

Plus you get anti-air included in the deal.

I agree having only unit of paladins is an idea. Make it a deathstar unit and use it to mop up single hard units or use as an IMMOVABLE OBJECT unit soaking up damage.

Deathstar unit:

6 Paladins
1 Apothecary (FNP)
1 Banner (extra attack and auto force weapons)
2 Psycannons (anti-armour)
3 Nemesis Force Swords (+1 Inv in CC)
1 daemon hammer (HULK SMASH)
470

IMMOVABLE OBJECT unit

10 Paladins
Apothecary
Psyammo
x8 Nemesis Force Swords
x 2 Daemonhammers
x 2 Incinerators
x 2 Psycannons
695

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Six Paladins Empty Re: Six Paladins

Post by Souba Wed Oct 01, 2014 1:12 pm

the problem with the stormraven is: it only arrives on turn 2 at best. if things go wrong it arrives on turn 4.

and dont underestimate AV14. many current meta armys rely on S7-8 shooting that dont even got much melta in there. firing on a landraider with that stuff is only scratching the paintjob most of the time.
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Six Paladins Empty Re: Six Paladins

Post by Thunder Shark Wed Oct 01, 2014 4:48 pm

I like deathstar unit since its more attack friendly. However I think I'll maybe try both LR and SR to see which works better.

Now If I put them in a lander raider would adding Dragio be a bad idea?

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Six Paladins Empty Re: Six Paladins

Post by DonFer Mon Oct 06, 2014 7:30 am

Draigo is never a bad Idea!
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Six Paladins Empty Re: Six Paladins

Post by Corennus Tue Oct 07, 2014 3:44 am

Does Draigo still make paladins troops? If not then I'd consider a normal Grandmaster. Since a fully tooled up Grandmaster (or Bro Captain for cheaper option) gives psychotroke and rad and blind grenades to the unit. Draigo only gives a 3+ inv save and a superpowered sword....
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Post by Thunder Shark Tue Oct 07, 2014 7:10 am

psyhotoke, rad,and blind are gone.

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Post by Corennus Thu Oct 09, 2014 4:34 am

WHAT?? oh that sucks. sorry I'm lagging behind here with the 5th ed edition of the codex.....
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Post by Corennus Thu Oct 09, 2014 4:35 am

in that case I would still say a Grandmaster can bring more to the party than Draigo.....a
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Post by Aubec le noir Thu Oct 09, 2014 11:46 am

In what way ?
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Six Paladins Empty Re: Six Paladins

Post by DonFer Fri Oct 10, 2014 6:57 am

Draigo has Gate of Infinity, which IMHO is something the grand master only longs to have. That power alone makes Draigo the best buy for 245 pts.
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Post by Souba Fri Oct 10, 2014 8:15 am

not only that, the grandmaster only can strike at I1 if he wants to have AP2. draigo however strikes at 7-9 AP2 at I5 all the time.
then there is eternal warrior, the 3++ and as brother donfer mentioned: gate of infinity.
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Post by Thunder Shark Sat Oct 11, 2014 5:05 pm

Corennus wrote:WHAT?? oh that sucks. sorry I'm lagging behind here with the 5th ed edition of the codex.....


Don't feel bad. There were many removals in the new codex bad enough to them to be put on trial for player rights abuses. scratch

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Six Paladins Empty Re: Six Paladins

Post by rurik Sat Oct 25, 2014 12:17 pm

What you all people are talking about...
Few months had passed since the release of the new GK codex.

1- Nemesis banner no longer "auto-activate" force.
2- Force Swords no longer has +1 Inv CC. just ap3
3- No more Psybolt ammo.
4- Draigo doesn't makes paladins troops.
5- Draigo is a Lord of War, so you need a grand master, or whatever mandatory HQ .
6- Draigo Sword is Strength +3, AP2, Master crafted. (Draigo has 4 Attacks)
7- Apothecary is cheaper (no longer an upgrade) (character)

I like the idea of six Paladins, I always put 5, but one more, would make a great difference, since they are 2 wounds each

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Six Paladins Empty Re: Six Paladins

Post by DonFer Tue Oct 28, 2014 6:42 am

Problem is that they start looking like a points sink reducing the number of bodies you have left to field. They are great but at a great cost for the rest of your army.
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Post by rurik Tue Oct 28, 2014 6:48 am

Indeed,
but they are great in all ways...

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Post by azactaylor Tue Oct 28, 2014 9:07 am

Force Halbred is now +1 strength... I mean we took a ton of hits. I can never justify Paladins in a competitive list, but they are fun with Draigo since the apothecary confers FnP to the unit!

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Post by rurik Tue Oct 28, 2014 9:27 am

WS5 is very useful, it can make the difference.

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