Fantome wrote:Yeah was going to have my purifiers rolling in the land raider, kinda takes away my need for razorbacks.
Shame that the stomraven is almost a must include, I was kinda hoping to be able to build a decent army without one, I just don't really like the look of them that much nor their rule in the army. It just feels like an insurance policy. Having said I can totally see and take on board your point.
Other than possibly a flyer then are there any other pointers you have? When I first thought about doing grey knights my initial inspiration was a pimped out 5 man paladin squad rolling in a landraider redeemer. But I just can squeeze it in. Might just give it a try anyway as for me that's what this army should be about, not just relying on (the perhaps necessary) air support.
Paladins, Apothecary, Psycannon, Hammer, 4 pairs of Falchions (341)
Terminators, +4 Terminators, Psycannon, Hammer, 4 pairs of Falchions (343)
Killy-ness:
Paladins have 14 attacks in close combat (2 of those at double Strength)
Terminators have 22 attacks in close combat (2 of those at double Strength)
Paladins have 3 Storm Bolters, and a Psycannon for a total of 10 shots (4 of those at S7)
Terminators have 8 Storm Bolters, and a Psycannon for a total of 20 shots (4 of those at S7)
Survivability:
Paladins have 5 models with 2 Wounds each, for a total of 10 Wounds.
Terminators have 9 models with 1 Wound each, for a total of 9 Wounds.
Paladins have Feel No Pain, giving them an extra 1/3 chance of avoiding a wound that doesn't cause Instant Death.
Terminators only have 1 Wound each, so Instant Death is no scarier to them than any other weapon.
Conclusion:
Terminators are about twice as "killy" as similarly geared Paladins and roughly as survivable, for only 2 extra points (35 more if you want to take a 10th Terminator to allow Combat Squads) So I think they are the clear choice for most games.
Paladins are much better as a juggernaut 10-man unit for large point games (Apocalypse). A couple Librarians with them could give them a 4++ Invulnerable save through Sanctuary (Sanctic), Forwarning (Divination), or Fiery Form (Pyromancy). Sanctic would be the best bet as he has a 2/3 probability of getting it if he's ML3 and takes the Relic book. A second Librarian could take his 3 powers from Telepathy for the 50% chance of Invisibility. So with a 2+, 4++, with a 5+
FNP, and only being hit on 6s, this unit would be almost untouchable, which it should be for a 1,000 point unit of 12 models.