44614
Post by: necron99
Hello fellow dakkanaughts!
I have a friend at my FLGS who plays a 2k Draigo list. Usually two units - Draigo, paladins and a librarian and a unit of ten terminators plus an optional unit like a dreadknight or a vindicare/techmarine. I play Grey Knights, too. Usually a crowe list with purifiers. Is there a 2k army out there that plays well against a Draigo list in your standard 40k missions?
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Post by: thecapn226
I've got a purified list as well. I run msu so I have two options. One, charge his pallies with my entire army dropping his init to 1 with psyk-out nades , and then acctivate force weps. 2, tank shock him off. If you tank shock 5 times he might fail one. Them just gotta try and run him off.
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Post by: rigeld2
... 2 scoring units? Do you only play annihilation? He'd get dominated in an objective game.
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Post by: Massaen
I guess you have never faced a draigo list or seen one in action if your saying that....
The list will have 2+1d3 units that score typically thanks to draigos grand master status.
Also, consider the fact all he needs to do is smash your scoring units and then its a draw if you manage the same.
A fully wound allocated paladin force is very hard to stop.
You basically want to deal with them through S8+ and Ap2 so your killing rather than wounding. Melta guns are great but leave you open to being charged. Paladins damage output is actually not huge so combat is possible but you need the right tools for the job - Thundershield termies are great for this.
I run my draigo win very successfully and the only enemy that has ever given me pause is Dark eldar.
Fast enough that they are hard to catch. Spam S8, Ap2 weapons, tarpit assault force or armed with power weapons.... no good options in there.
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Post by: Panzerboy26
My Mech-Guard would love to fight a Draigo list like that. I've got 9 TL Lascannons, 2 Demolisher Cannons, and 21 Meltas/Multi-Meltas, and that's just the things that pick up whole paladins per shot. 5 Plasma Cannon templates, plus plethora's of Autocannons, Hvy. Bolters, and Multi-Lasers.
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Post by: junk
I've seen tau put the screws to Draigowing enough times to be impressed, as well as drop pod melta lists, especially vulkan lists.
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Post by: Surtur
Demolisher cannon.
Seriously, Draigo wing is the least impressive list that army can run. They only have 5++. Termie armies are fun, but always have the problem of needing to avoid 1s. Any dead termie is always a serious loss.
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Post by: Lukus83
Draigowing is a powerful army. It will no doubt dominate a huge number of opponents where other armies may struggle to do the same. But as a weakness it does have bad matchups. In those cases it is likely to be crushingly defeated. Those matchups are anything that messes with Leadership or can spam S8 AP2 guns (or higher). Typically this includes Guard (lascannons), DE (lances) and Tau (broadsides).
Knowing that you play Purifiers you should have no problems whittling the numbers down with your 5-6 Dreads. You do run 5-6 Dreads don't you?
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Post by: GreyChaos
Falchion squad purifiers  Charge them (because if you don't you're gone) with a full 10, and as long as you defeat the psychic hood then they are gone once those force weapon turn on. Toss in your own Libby to add a couple more STR and it's game over. Emphasis on the charge thing though, GK charging GK is one of the coolest abilities ever, the defender will drop to Int 1 so carrying Halberds is almost useless unless you really think the combat will make it to a second round.(only really happens if someone remembered to bring their Warding Stave)
If you really want to be mean though then run a DL DE army or a TH/ SS termy army. Anytime I joke about starting a draigowing I remind myself of the 30+ DL that will drop on my head, and a 3+ (assuming shrouding) cover save only goes so far :(
Don't forget to let crowe remove Draigo or the Libby from play if at all possible, most opponents keep the Libby close to Draigo to try and hood the ability, but cross your fingers and hope Automatically Appended Next Post: Ah yes forgot to add in the absolute awesomesauce which is a continuation of my Falchion squad comment. Falchion squad terminator squad with Banner. Each member attacks with 4 attacks each and the force weapons turn on automatically. Really you only have to get past the Hood again and they're gone. However, even if you don't activate the ID function they will still take a pounding.
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Post by: Massaen
Surtur wrote:Seriously, Draigo wing is the least impressive list that army can run. They only have 5++.
This is a little ill informed - they should have a 4+ cover or even 3+ most of the time. In combat a couple of swords or a warding stave means a 4++ or 2++ to take some PW hits as well.
I have seen seriously small draigo wings dominate large games due to the silly things you can achieve.
With a pair of storm ravens carrying 5 paladins one with draigo and the other with the librarian they are on you turn 2... and then things get ugly... not to mention shooting the TL multi melta at your demolisher cannong toting tank while keeping the 3++ flat out save
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Post by: apple1988218
Draigo wing don't afraid of single lance/melta/lescannon (for example, 5ASM+1melta)...Draigo will take it.
To kill them , you need 4~5 AP2 weapons together.
The best unit to kill Draigo+paladins is 5 Lance Crypteks(if they have a ghost ark , that will be better) , with the help of the stalker's twin-linked marker.
Automatically Appended Next Post: Another thing is , a good Draigo list has enough support range fire power --- GKSS, dreads, purifiers and vindicare, if you just put all your weapons on the death start, the killing things will be done by these small support units. Automatically Appended Next Post: You are playing a crowe wing, and your friend doesn't have a stormraven or a landraider, that makes the things easier: stay and shoot until they move with 12" of your puriers, and charge them
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Post by: Vasara
MSU GK don't get many Lances afaik
The OP should have at least three psyffle dreads and razorsbacks. Lots of razorbacks with psycannons inside to torrent the paladins to oblivion. Leave all cc equipment home as you are going to lose the combat if you get caught in cc. Never ever charge paladins. That way they can only destry one unit a turn. Keep your units apart from each other so that you don't get multicharged. Block his movement with razors. Kill everything else than paladins first as they are a very expencive unit that can only do one thing a turn. And if all else fails Tank shok might do the trick. LD10 can fail sometimes.
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Post by: azazel the cat
My Necrons would absolutely EAT that list up. The two units of Deathmarks + Despair Cryptek alone would end the game in a hurry, never mind the Heavy/Destroyer wings and Lanceteks.
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Post by: apple1988218
IMO, the easiest way to defeat OP's friend with crowe wing is use 60putifiers with 24 psycannons and full psybolt upgrade.
What you need to do is stay there and shoot....96 S7AP4rending and 72 S5 AP5 will give FNP paladins about 9.8 unsaved wounds per turn
Automatically Appended Next Post:
azazel the cat wrote:My Necrons would absolutely EAT that list up. The two units of Deathmarks + Despair Cryptek alone would end the game in a hurry, never mind the Heavy/Destroyer wings and Lanceteks.
They don't afraid of Deathmarks + Despair Cryptek, S8( LD) AP1 can only give them little damages----cover about 4 or 5 targets, 4 or 5 wounds, 3 or 4 unsaved wounds, and nobody killed.
Mass lanceteks is the true answer I think
Automatically Appended Next Post:
Try this list:
HQ
Crowe 150
Troop
10Purifier, 2hammer, 4 psybolt, psybolt 310
10Purifier, 2hammer, 4 psybolt, psybolt 310
10Purifier, 2hammer, 4 psybolt, psybolt 310
10Purifier, 2hammer, 4 psybolt, psybolt 310
10Purifier, 1hammer, 4 psybolt, psybolt 305
10Purifier, 1hammer, 4 psybolt, psybolt 305
---------------------------------------------------------------------
Very bad list when facing other player, but it can easily defeat OP's friend
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Post by: BronzeJon
Oh yes, how could we forget your S8 AP1 template that deepstrikes every turn? Automatically Appended Next Post: apple1988218 wrote:IMO, the easiest way to defeat OP's friend with crowe wing is use 60putifiers with 24 psycannons and full psybolt upgrade.
What you need to do is stay there and shoot....96 S7AP4rending and 72 S5 AP5 will give FNP paladins about 9.8 unsaved wounds per turn
Automatically Appended Next Post:
azazel the cat wrote:My Necrons would absolutely EAT that list up. The two units of Deathmarks + Despair Cryptek alone would end the game in a hurry, never mind the Heavy/Destroyer wings and Lanceteks.
They don't afraid of Deathmarks + Despair Cryptek, S8(LD) AP1 can only give them little damages----cover about 4 or 5 targets, 4 or 5 wounds, 3 or 4 unsaved wounds, and nobody killed.
Mass lanceteks is the true answer I think
Automatically Appended Next Post:
Try this list:
HQ
Crowe 150
Troop
10Purifier, 2hammer, 4 psybolt, psybolt 310
10Purifier, 2hammer, 4 psybolt, psybolt 310
10Purifier, 2hammer, 4 psybolt, psybolt 310
10Purifier, 2hammer, 4 psybolt, psybolt 310
10Purifier, 1hammer, 4 psybolt, psybolt 305
10Purifier, 1hammer, 4 psybolt, psybolt 305
---------------------------------------------------------------------
Not a good list when facing other player, but it can easily defeat OP's friend 
Uh, wrong. It may wound against LD but unsaved wounds are still instant death due to being S8.
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Post by: apple1988218
nope,based on the latest FAQ, it can only ik some LD 4 things
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Post by: BronzeJon
Fair enough, just checked.
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Post by: necron99
OP here. In last night's game I ran the following 1850 list:
Crowe
2x Storm Ravens, TL MM, TL PC and Mindstrike Missiles
3x Purifiers, 1xhammer, 2xpsycannon, 2xhalbreds, rhino w/sl & db
3x rifledread
1x Termies, Thawn, 2xhalbreds, 1xhammer, 1xsword (deep strikes near the objective)
I've been switching my list around a lot the past couple of weeks seeing what works well, etc. Not always Crowe - never a draigowing. In last nights game I stupidly didn't think to unload my SR's into his draigowing (they were busy blasting his 10 man termie unit). I would think plasma cannons and mindstrike missiles would cause all kinds of pain from across the board.
The other issue I have is my friend won't play less than 2k games because he loves his draigowing. The GW store where we play is only open until 8pm and we don't get started until 6pm so we usually only get two or three full turns in before being told to pack up at 7:45. Normally his Draigowing shows up turn two and chases down one of my 5 man purifier units - then we have to call it for the night.
I like the idea of tank shocking him. I don't think I have enough rhinos to pull it off in the above list. I could drop the SR's and pick up two more rhinos, though. Can skimmers tank shock? I think it would be hilarious to have him fail and escort close to 3/4 of his army off the table with a single rhino.
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Post by: Massaen
Remember the MSM from the SR do very little to GK units, simply causing multiple PotW to one model.
I ran a 1500 draigo wing at an event and went 4-0-0 with it... Draigo, 2x5 paladins, vindicare, storm raven, dread knight - the army works at low levels just fine
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Post by: apple1988218
Massaen wrote:Remember the MSM from the SR do very little to GK units, simply causing multiple PotW to one model.
I ran a 1500 draigo wing at an event and went 4-0-0 with it... Draigo, 2x5 paladins, vindicare, storm raven, dread knight - the army works at low levels just fine
But MSM is still good on Paladins, since there's no a justicar, for every PotW they need to roll to see who take it.
And the most important thing is SR can help you to get the chance of launching a assault----move 12", disembark, charge.
BTW, I think one of the biggest enemy of your list is another semi-Draigo wing list
Draigo,5paladins,vindicare, GKSS,storm raven, 2 psyflemen; the one who lost his storm raven will lost the game XD Automatically Appended Next Post: necron99 wrote:OP here. In last night's game I ran the following 1850 list:
Crowe
2x Storm Ravens, TL MM, TL PC and Mindstrike Missiles
3x Purifiers, 1xhammer, 2xpsycannon, 2xhalbreds, rhino w/sl & db
3x rifledread
1x Termies, Thawn, 2xhalbreds, 1xhammer, 1xsword (deep strikes near the objective)
I've been switching my list around a lot the past couple of weeks seeing what works well, etc. Not always Crowe - never a draigowing. In last nights game I stupidly didn't think to unload my SR's into his draigowing (they were busy blasting his 10 man termie unit). I would think plasma cannons and mindstrike missiles would cause all kinds of pain from across the board.
The other issue I have is my friend won't play less than 2k games because he loves his draigowing. The GW store where we play is only open until 8pm and we don't get started until 6pm so we usually only get two or three full turns in before being told to pack up at 7:45. Normally his Draigowing shows up turn two and chases down one of my 5 man purifier units - then we have to call it for the night.
I like the idea of tank shocking him. I don't think I have enough rhinos to pull it off in the above list. I could drop the SR's and pick up two more rhinos, though. Can skimmers tank shock? I think it would be hilarious to have him fail and escort close to 3/4 of his army off the table with a single rhino.
Skimmer tanks can tanke shock, but SR is not a tank...so you cant tank shock with it.
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Post by: Draigo
First off I have never seen necrons eat anyone up lol The best way to beat draigo is just forcing them to make tons of saves . Put a few wounds on then let cf and psykout help a 10 man squad to finish the job assuming the die are your friends that game. But why would anyone run a purifier spam of 60 purifiers without transport? haha you beggin to die? If you didnt et to shoot first you would take massive casualties before firing a single shot. lol Draigowing is a sturdy army for now but they have issues with massive amounts of shots.. You will eventually began to fail even 2s and with such a low model count you will feel it.
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Post by: Happygrunt
I prefer vindicators to beat paladins, but then again, I always prefer vindicators to beat anything. S10 AP 2 kills them good.
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Post by: mrblacksunshine_1978
Panzerboy26 wrote:My Mech-Guard would love to fight a Draigo list like that. I've got 9 TL Lascannons, 2 Demolisher Cannons, and 21 Meltas/Multi-Meltas, and that's just the things that pick up whole paladins per shot. 5 Plasma Cannon templates, plus plethora's of Autocannons, Hvy. Bolters, and Multi-Lasers.
You best Pray that there isn't any ruins in his or her deployment area.......2+ cover save is hell Automatically Appended Next Post: mrblacksunshine_1978 wrote:Panzerboy26 wrote:My Mech-Guard would love to fight a Draigo list like that. I've got 9 TL Lascannons, 2 Demolisher Cannons, and 21 Meltas/Multi-Meltas, and that's just the things that pick up whole paladins per shot. 5 Plasma Cannon templates, plus plethora's of Autocannons, Hvy. Bolters, and Multi-Lasers.
You best Pray that there isn't any ruins in his or her deployment area.......2+ cover save is hell
I do play GK, but my list is nearly Inquisitor list, DCA, Tech Priest, 2 stromraven and exxxxxxxxxxx. The main way I kill off the Dragio Wing is with the Stormraven and force them to take a Preils of the Warp, plus having 2 units of DCA and handle Paladins squad or Terminators.
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Post by: apple1988218
Draigo wrote:First off I have never seen necrons eat anyone up lol The best way to beat draigo is just forcing them to make tons of saves . Put a few wounds on then let cf and psykout help a 10 man squad to finish the job assuming the die are your friends that game. But why would anyone run a purifier spam of 60 purifiers without transport? haha you beggin to die? If you didnt et to shoot first you would take massive casualties before firing a single shot. lol Draigowing is a sturdy army for now but they have issues with massive amounts of shots.. You will eventually began to fail even 2s and with such a low model count you will feel it.
Q:"But why would anyone run a purifier spam of 60 purifiers without transport?"
A: Just to defeat OP's friend XDXDXDXDXDXD
------------------------------------------------------------------------------
I've seen necrons eat a Draigo wing up.
1750 game
Game 1:
Draigo, libby and 10 paladins DS, killed 1 doomsday ark.
Stalker shoot TL gauss cannon, hit, marked, Draigo passed the save;
doomsday ark shoot the big gun, 10 wounds, Draigo lost 1 wound and 2 paladins killed.(with 3+ cover from the shrouding)
5 lancetek shoots, 5 wounds, Draigo passed the save and 2 paladins killed.
5 lancetek shoots, 5 wounds, Draigo lost 1 wound and 1 paladins killed.
next turn, the whole death star has been killed.
Game 2:
Draigo, libby and 10 paladins deploy on the table, move 6" and run first turn.
Necron player move 6" back and shoot, killed some paladins
repeat
3 turns after, Draigo and paladins gone.
Automatically Appended Next Post:
Happygrunt wrote:I prefer vindicators to beat paladins, but then again, I always prefer vindicators to beat anything. S10 AP 2 kills them good.
If they DS to the map, vindicators are good to kill them.
If they deploy as a line on the map, no.
Draigo-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"...... big blaster= A1 or A2 in this situation, and Draigo will protect them from single S10 AP2 wound.
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Post by: Happygrunt
apple1988218 wrote:
Automatically Appended Next Post:
Happygrunt wrote:I prefer vindicators to beat paladins, but then again, I always prefer vindicators to beat anything. S10 AP 2 kills them good.
If they DS to the map, vindicators are good to kill them.
If they deploy as a line on the map, no.
Draigo-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"...... big blaster= A1 or A2 in this situation, and Draigo will protect them from single S10 AP2 wound.
Yes, but I have 2 large blasts, and I will get to keep firing as I back up because I am out of their charge range,
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Post by: gardeth
I know someone already mentioned DE, but its worth saying again. Any Draigo Wing list without 3+ dreads backing it up is meat to a fully mech, nightshielded DE list. I have only had 1 game go beyond turn 4 against a Draigo Wing list and thats because he reserved everything.
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Post by: apple1988218
Happygrunt wrote:apple1988218 wrote:
Automatically Appended Next Post:
Happygrunt wrote:I prefer vindicators to beat paladins, but then again, I always prefer vindicators to beat anything. S10 AP 2 kills them good.
If they DS to the map, vindicators are good to kill them.
If they deploy as a line on the map, no.
Draigo-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"...... big blaster= A1 or A2 in this situation, and Draigo will protect them from single S10 AP2 wound.
Yes, but I have 2 large blasts, and I will get to keep firing as I back up because I am out of their charge range,
Psycannons have a chance to stop your vindicator since they are all 24" weapons.
But the best strategy is leave the vindicator to vindicare or psyflemen, and give Draigo and friends a stormraven XD
Anyway, with the vindicator Automatically Appended Next Post: gardeth wrote:I know someone already mentioned DE, but its worth saying again. Any Draigo Wing list without 3+ dreads backing it up is meat to a fully mech, nightshielded DE list. I have only had 1 game go beyond turn 4 against a Draigo Wing list and thats because he reserved everything.
Agreed, 24-6=18" psycannons can't hurt DE vehicles.
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Post by: Marthike
I really don't see any problem with purifers vs draigowing.
You can just shoot him with your mass psycannons and then assualt him.
If he is assualting you, you get shoot him more rending hits hurt.
In combat, if you can always keep out of range of his charge range in your tanks.
Also don't forget you have lots of S8 4 shot dreadnoughts, that can instant death many be 1-2 paladins 1 turn.
And there is always crowe to take out his draigo, even though you might not pass your LD you can always tie them up with you rerollable 2+ and 4++, or just distract him with crowe.
purifers should beat draigo wing no problem. You have more shooting, more forceweapons, more attacks, more mech, more fire support, and more "wounds"
he has about "40" wounds if his got 20 paladins and you should have about 40 wounds because you should have about 40 guys.
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Post by: DarthSpader
I don't know why people insist on Draigo wing, or even purifier spam tbh. ... My dark eldar have faced Both lists multiple times when they were the new shiny, and I've had zero issue tabeling them inside of 3 turns. Gk are already handicapped with small model counts, and you limit that MORE? I love it when ANY army fields less then 4 units.... It means I win.
To help with tatics.... Just sit back, and shoot the ever loving horse hair out of Him. You should be packing psy dread, and maybe some razorbacks, so sit back, snipe and whittle him down. Then go claim all but the one objective he's sitting on, and laugh as he auto looses.
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Post by: Draigo
@DarthSpader Ah but with my purifiers and Draigo lists I have tabled plenty of de, sw, ig, orkz etc. So personal exp may very greatly. Need to keep advice generic.
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Post by: Massaen
I agree that DE are the best match up to win with ( i said that earlier). Lots of lance weapons to ID them and speed to keep away...
Poison draigo to death.
Its the only list i have had any serious issues with when using my draigo wing
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Post by: Devil Dog
Here is my list for anti draigo.
Coteaz
10 jokearo weaponsmiths
10 jokearo weaponsmiths
10 jokearo weaponsmiths
10 jokearo weaponsmiths
Vindicare
Vindicare
Vindicare
Ok mainly joking, but that's 40 lascannon/multi melta/ heavy flamers.
And with the Vindicare you can take out three units every turn.
50336
Post by: azazel the cat
Draigo wrote:First off I have never seen necrons eat anyone up lol The best way to beat draigo is just forcing them to make tons of saves.
No, the best way is to spam Str 8 AP 2 shots. Draigowing's strength is its durability, so the counter is to focus heavy fire.
52720
Post by: Hyd
Devil Dog wrote:Vindicare
Vindicare
Vindicare
Not legal.
47462
Post by: rigeld2
So drop 2 and get another 10 man monkey squad.
50 LC shots per turn. 25 hit, that's a lot of dead pallies.
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Post by: Dok
I have the same problem with my purifier lists. Paladins are really hard to deal with in general though. I've found distracting them and avoiding them is generally a good way to deal with them. Unfortunately, if you are in a KP mission they become very important targets. In that case, I would just throw everything you can at them. Automatically Appended Next Post: I've been kicking around servitors with plasma cannons as an idea to at least soften them up... but it seems iffy.
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Post by: ShadarLogoth
Devil Dog wrote:Here is my list for anti draigo.
Coteaz
10 jokearo weaponsmiths
10 jokearo weaponsmiths
10 jokearo weaponsmiths
10 jokearo weaponsmiths
Vindicare
Vindicare
Vindicare
Ok mainly joking, but that's 40 lascannon/multi melta/ heavy flamers.
And with the Vindicare you can take out three units every turn.
So how would this work for the jokearo rolls, +9 so basically there special does nothing  ?
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Post by: NeutronPoison
Assassins are unique. You can't have three Vindicares
52137
Post by: Draigo
Clearly this thread has people who are new or clueless.. 3 vindicares? Only spamming ap2.. lordy lol Even with venom spam making them make 100 +2 saves they will die lol 3 blasterborn venoms will wreck pallys. Silly prob a bunch of the gk are op crowd cause theyre clueless.
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Post by: Panzerboy26
Only one Vindicare would be needed. Only needs a couple of shooting phases to break Draigo's shield, and I promise the GK player will be far less likely to plant AP 1/2 wounds on him once his inv is gone.
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Post by: Lukus83
Draigo wrote:Clearly this thread has people who are new or clueless.. 3 vindicares? Only spamming ap2.. lordy lol Even with venom spam making them make 100 +2 saves they will die lol 3 blasterborn venoms will wreck pallys. Silly prob a bunch of the gk are op crowd cause theyre clueless.
Statistically 9 Venoms firing 12 shots each at a fully wound allocated 10 man unit of Paladins with Apothecary will on average deal 3 wounds. So no, Poison weapons are not the way forward. However Blasterborn combined with Dark Lances are. Bear in mind though that you are probably contending with a 3 + cover save in most cases (thanks to the mandatory Librarian) so it's not necessarily a straightforward tabling. Would be rough on the Paladins though.
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Post by: azazel the cat
Draigo wrote:Clearly this thread has people who are new or clueless. ... Only spamming ap2.. lordy lol ... Silly prob a bunch of the gk are op crowd cause theyre clueless.
Yeah, it's not the AP2 that matters, it's the Str 8+ shots. The AP2 is nice because it'll deny armour saves, but the point is that you can't wound allocate against Str 8+.
52137
Post by: Draigo
Lukus83 wrote:Draigo wrote:Clearly this thread has people who are new or clueless.. 3 vindicares? Only spamming ap2.. lordy lol Even with venom spam making them make 100 +2 saves they will die lol 3 blasterborn venoms will wreck pallys. Silly prob a bunch of the gk are op crowd cause theyre clueless.
Statistically 9 Venoms firing 12 shots each at a fully wound allocated 10 man unit of Paladins with Apothecary will on average deal 3 wounds. So no, Poison weapons are not the way forward. However Blasterborn combined with Dark Lances are. Bear in mind though that you are probably contending with a 3 + cover save in most cases (thanks to the mandatory Librarian) so it's not necessarily a straightforward tabling. Would be rough on the Paladins though.
So your assuming the only way draigo is played is a 10 man squad with apothecary? Look on dakka and find me more then 5 such lists or your analysis is best case scenario for gk not what youd actually face.
527
Post by: Flavius Infernus
Well, if you don't want to go out and buy a DE army, you can just max out your GK cheap vehicles (rhinos) with cheap minsized squads--even take a henchman army if you have the models--and tank shock him over and over again until he breaks and runs.
Others have mentioned it as a last resort, but I use tank shock as my primary offensive tactic with Eldar and IG against paladin units with FNP, especially if Draigo is in there too. It's not worth the trouble of trying to shoot them when you can just chase them off the board.
Before ten people who don't understand the tank shock rules jump in with the usual mistakes, here's the technique:
-Only models you run over can make a death or glory attack, so don't run over anybody with a daemon hammer and you're safe from that.
-If you tank shock a unit that's already falling back, they fall back again immediately automatically with no chance to rally. So you don't have to wait around for them to go off the board--just hit a falling back unit again, and you can chase them all the way off in a single turn.
The odds of a Ld9 unit failing a leadership test are about 9%, about 6% for the Ld10 unit. So throw out five or six tank shocks--or even ten--per turn, and you can table him in a couple of turns without causing a single casualty.
Also tankshocking your opponent off the table a couple times will tend to encourage the Draigowing player to think about a more balanced list.
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Post by: Lukus83
No I'm not assuming anything. When math-hammering anything out I always like to do it based on the worst possible scenario. Isn't it best to assume the worst and be pleasantly surprised, than do the math in your favour and then get disappointed when things don't work out. I don't run Paladins. I was doing the analysis for your benefit.
And besides taking a 10 man unit isn't uncommon. They tend to come as combat squads though. But it's also possible 1 of those will have the apothecary in. Still only going to do 3 wounds with poison if that's the case.
52137
Post by: Draigo
I dont need benfit of your math I play pallys and purifiers. In over 30 games I find using a 10 block is hardly the norm. Since jy2's list came to dakka I always hear bout the dreaded 10 man bollocks but if you paid any mind to tournaments or the list section of dakka youd see 10 man blocks are hardly the norm for tournaments. Its too suseceptable to template and high power shooting.
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Post by: Lukus83
Draigo wrote:I dont need benfit of your math I play pallys and purifiers. In over 30 games I find using a 10 block is hardly the norm. Since jy2's list came to dakka I always hear bout the dreaded 10 man bollocks but if you paid any mind to tournaments or the list section of dakka youd see 10 man blocks are hardly the norm for tournaments. Its too suseceptable to template and high power shooting.
Well you are suggesting that poison weapons do the job...my math proved that it really doesn't. Even if you lose the Apothecary you do 6 wounds...with 9 Venoms. That's pretty much all the transports a DE list can field and comes in at 585pts if they have the extra Splinter cannon. Not very efficient.
Templates vs a decent general are not really worrisome. 40mm bases and 2" coherency means 2 models will be hit on a perfect scatter roll. High Strength shooting does damage whether it's a 5 or 10 man unit. Paladins are Paladins. They will draw the high Strength shots.
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Post by: NoArmorSave
necron99 wrote:Hello fellow dakkanaughts!
I have a friend at my FLGS who plays a 2k Draigo list. Usually two units - Draigo, paladins and a librarian and a unit of ten terminators plus an optional unit like a dreadknight or a vindicare/techmarine. I play Grey Knights, too. Usually a crowe list with purifiers. Is there a 2k army out there that plays well against a Draigo list in your standard 40k missions?
A Purifier Spam army is going to have a tough time against a good Draigo Wing player. If you are playing Objectives, it is winnable. If it is kill points, it is going to be really rough. The main problem is the lack of S8 AP2 weaponry in the army.
I have beaten Draigo Wing everytime I have played it using my Chaos Daemons (Fatecrusher build). Even with a Librarian running Dark Excommunication, it is still not enough.
With Chaos Space Marines, I win about 50% of the time. Lash of Submission + Obliterators + Vindicator + a lot of melta guns do ugly things to Paladins.
There is a Death Wing player at my local venue that usually beats Draigo Wing as well. He has Storm Shields and Thunder Hammers on all of his terminators, and the 3++ save usually tips the balance in his favor.
I could also see a Leafblower IG style army giving Draigo Wing fits; if they spammed Medusa's (ST10 AP2 pie plates).
I would also foresee a Dark Eldar Venom Spam build being very rough on Draigo Wing as well.
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Post by: Lukus83
DE are a tough match up, but I don't think poison has a lot to do with it. Massed blasters and Dark lances are what does the trick. Combined with the fact that these threats are all MSU and move quickly, Draigowing has a hard time eliminating these before they deal critical damage.
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Post by: Scorpionov
your best bet if you play grey knights is to just spam draigo with paladins & purifiers or the devastator equivalent of the grey knights
with my csm army i usually spam him with my raptor squads or havoc's & obliterators depending on the build i bring to the table
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Post by: NoArmorSave
Lukus83 wrote:DE are a tough match up, but I don't think poison has a lot to do with it. Massed blasters and Dark lances are what does the trick. Combined with the fact that these threats are all MSU and move quickly, Draigowing has a hard time eliminating these before they deal critical damage.
Absolutely. My 2,000 point DE Venom Spam build can fire 11 Dark Lances, 15 blasters, and 108 Splinter Cannon shot's per turn. Any failed save on any of the 26 S8 AP2 shots is a dead Paladin (unless Draigo eat's one, which won't matter much), and 108 Splinter Cannon shot's will likely kill a few more in a 5 turn game.
When you are taking 10-15 Paladin's in a typical 2,000 point Draigo Wing build, the odd's are not in the Grey Knight player's favor.
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Post by: apple1988218
That's why we said that a "pure" Draigo wing is not a competitive list. They do need some back up, such as psyflemen, henchmen, gkss or purifiers...and sometimes a vehicle.
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Post by: NoArmorSave
apple1988218 wrote:That's why we said that a "pure" Draigo wing is not a competitive list. They do need some back up, such as psyflemen, henchmen, gkss or purifiers...and sometimes a vehicle.
I have a friend that plays like that. In 2,000 points he runs Draigo, Librarian, 10 Paladins, Purifiers (forget how many), and 2x Psyflemen. It works really well.
I give him absolute fits with my Chaos Daemons (Fatecrusher), but he usually beats my Chaos Space Marines about 50% of the time, and I have been playing 40K since 3rd edition.
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Post by: Draigo
Lukus83 wrote:Draigo wrote:I dont need benfit of your math I play pallys and purifiers. In over 30 games I find using a 10 block is hardly the norm. Since jy2's list came to dakka I always hear bout the dreaded 10 man bollocks but if you paid any mind to tournaments or the list section of dakka youd see 10 man blocks are hardly the norm for tournaments. Its too suseceptable to template and high power shooting.
Well you are suggesting that poison weapons do the job...my math proved that it really doesn't. Even if you lose the Apothecary you do 6 wounds...with 9 Venoms. That's pretty much all the transports a DE list can field and comes in at 585pts if they have the extra Splinter cannon. Not very efficient.
Templates vs a decent general are not really worrisome. 40mm bases and 2" coherency means 2 models will be hit on a perfect scatter roll. High Strength shooting does damage whether it's a 5 or 10 man unit. Paladins are Paladins. They will draw the high Strength shots.
Then I want your math to come tell the die in my games they need to listen to you and I should easily crush that silly venom spam. I do not care what your math says. It does not do anything in the ACTUAL game. Unless you are using an online dice roller there is not math involved. There are dips in the terrain.. the board does not sit flat. The dice can bump into things. There is nothing your formula can do to account for these things. Thats why math uses variable and unknown values.
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Post by: NoArmorSave
apple1988218 wrote:Draigo wrote:First off I have never seen necrons eat anyone up lol The best way to beat draigo is just forcing them to make tons of saves . Put a few wounds on then let cf and psykout help a 10 man squad to finish the job assuming the die are your friends that game. But why would anyone run a purifier spam of 60 purifiers without transport? haha you beggin to die? If you didnt et to shoot first you would take massive casualties before firing a single shot. lol Draigowing is a sturdy army for now but they have issues with massive amounts of shots.. You will eventually began to fail even 2s and with such a low model count you will feel it.
Q:"But why would anyone run a purifier spam of 60 purifiers without transport?"
A: Just to defeat OP's friend XDXDXDXDXDXD
------------------------------------------------------------------------------
I've seen necrons eat a Draigo wing up.
1750 game
Game 1:
Draigo, libby and 10 paladins DS, killed 1 doomsday ark.
Stalker shoot TL gauss cannon, hit, marked, Draigo passed the save;
doomsday ark shoot the big gun, 10 wounds, Draigo lost 1 wound and 2 paladins killed.(with 3+ cover from the shrouding)
5 lancetek shoots, 5 wounds, Draigo passed the save and 2 paladins killed.
5 lancetek shoots, 5 wounds, Draigo lost 1 wound and 1 paladins killed.
next turn, the whole death star has been killed.
Game 2:
Draigo, libby and 10 paladins deploy on the table, move 6" and run first turn.
Necron player move 6" back and shoot, killed some paladins
repeat
3 turns after, Draigo and paladins gone.
Automatically Appended Next Post:
Happygrunt wrote:I prefer vindicators to beat paladins, but then again, I always prefer vindicators to beat anything. S10 AP 2 kills them good.
If they DS to the map, vindicators are good to kill them.
If they deploy as a line on the map, no.
Draigo-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"-Paladin-2"...... big blaster= A1 or A2 in this situation, and Draigo will protect them from single S10 AP2 wound.
"If they deploy as a line on the map, no. "
That is where Lash of Submission comes in. Lash of Submission + Vindicator or Obliterators has won me several games against Draigowing.
Automatically Appended Next Post:
Draigo wrote:Lukus83 wrote:Draigo wrote:I dont need benfit of your math I play pallys and purifiers. In over 30 games I find using a 10 block is hardly the norm. Since jy2's list came to dakka I always hear bout the dreaded 10 man bollocks but if you paid any mind to tournaments or the list section of dakka youd see 10 man blocks are hardly the norm for tournaments. Its too suseceptable to template and high power shooting.
Well you are suggesting that poison weapons do the job...my math proved that it really doesn't. Even if you lose the Apothecary you do 6 wounds...with 9 Venoms. That's pretty much all the transports a DE list can field and comes in at 585pts if they have the extra Splinter cannon. Not very efficient.
Templates vs a decent general are not really worrisome. 40mm bases and 2" coherency means 2 models will be hit on a perfect scatter roll. High Strength shooting does damage whether it's a 5 or 10 man unit. Paladins are Paladins. They will draw the high Strength shots.
Then I want your math to come tell the die in my games they need to listen to you and I should easily crush that silly venom spam. I do not care what your math says. It does not do anything in the ACTUAL game. Unless you are using an online dice roller there is not math involved. There are dips in the terrain.. the board does not sit flat. The dice can bump into things. There is nothing your formula can do to account for these things. Thats why math uses variable and unknown values.
It can do a lot once the Paladins have been whittled down a few models by Dark Lances or Blasters. If you start shooting Splinter Cannons at full 5 man or 10 man Paladin squads, no, it is unlikely to remove the squads by the end of the game.
However, take out 2-3 of those Paladins with ID weapons, and suddenly they can only allocate wounds over a few models. At that point, yes, massive waves of Splinter Cannon fire are a major threat.
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Post by: Blackmoor
As the foremost Draigowing expert I will tell you that a well built Grey Knight army that is centered around 10 paladins is very formidable no matter what you are using against it.
Remember that even though all of these armies that people here are talking about have all these nice tools to kill paladins, they are killing whatever can kill them right back. So do not think that it will be all that easy to get rid of them. Of course if you play against bad players, like most of the people here who are offering insights, you can do almost anything and win.
Now as far at the OP answer goes you have the right tools to beat him. No, the answer is not to go out and buy a Dark Eldar or Necron army, but the hardest army for Paladins to beat is Grey Knights.
If you have stormravens (or land raiders) you are going to be faster than him and you can get the charge. Whoever assaults in a Grey Knight on Grey Knight game wins. The reason why is with psych out grenades you get to strike first. So take your mindstrike missiles and snipe his librarian and take it out with some perils of the warp tests. You do not want a psychic hood around blocking your psychic powers. You then assault him with 10 purifiers and a librarian. Do not use a lot of heavy weapons in your purifier squad because you will need to swing a lot of force weapons. Then your librarian casts Hammerhand and Might of Titans to crank you up to strength 6, and have at it! Then you cast force weapon from the purifier squad to insta-kill them. You are testing on LD8, so you have a good chance at getting it off (if there are any dreadnaughts nearby be sure to take them out or your force weapon test will be on LD5).
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Post by: Draigo
Bad players? So I take it you have played everyone here to make that claim?
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Post by: Blackmoor
Draigo wrote:Bad players? So I take it you have played everyone here to make that claim?
How else could they have won so easily?
And I have played some of the best players in the country (US) with my Draigowing and they did not find it that easy to take out as the people on this thread are claiming.
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Post by: Draigo
Blackmoor wrote:Draigo wrote:Bad players? So I take it you have played everyone here to make that claim?
How else could they have won so easily?
And I have played some of the best players in the country (US) with my Draigowing and they did not find it that easy to take out as the people on this thread are claiming.
I do not know since I do not know the pts used, scenario, board, or any other information. I have never lost or been tabled yet(have tied a de player quite a few times though) but I cant say anyone is bad if I was not witness.
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Post by: apple1988218
Blackmoor wrote:As the foremost Draigowing expert I will tell you that a well built Grey Knight army that is centered around 10 paladins is very formidable no matter what you are using against it.
Remember that even though all of these armies that people here are talking about have all these nice tools to kill paladins, they are killing whatever can kill them right back. So do not think that it will be all that easy to get rid of them. Of course if you play against bad players, like most of the people here who are offering insights, you can do almost anything and win.
Now as far at the OP answer goes you have the right tools to beat him. No, the answer is not to go out and buy a Dark Eldar or Necron army, but the hardest army for Paladins to beat is Grey Knights.
If you have stormravens (or land raiders) you are going to be faster than him and you can get the charge. Whoever assaults in a Grey Knight on Grey Knight game wins. The reason why is with psych out grenades you get to strike first. So take your mindstrike missiles and snipe his librarian and take it out with some perils of the warp tests. You do not want a psychic hood around blocking your psychic powers. You then assault him with 10 purifiers and a librarian. Do not use a lot of heavy weapons in your purifier squad because you will need to swing a lot of force weapons. Then your librarian casts Hammerhand and Might of Titans to crank you up to strength 6, and have at it! Then you cast force weapon from the purifier squad to insta-kill them. You are testing on LD8, so you have a good chance at getting it off (if there are any dreadnaughts nearby be sure to take them out or your force weapon test will be on LD5).
There's only one risk: storm raven/ LR can only give you about 12"+2"(base)+6orD6"(charge) range, that means if you can charge him, your vehicle was in 24" of your enemy last turn.
If he failed to destroy your vehicle, your win; if he destroyed your vehicle, it will become a shooting game----whoever move into 12" range first will be charged by his enemy.
But still, this is one of the best plans, and that's what I do when facing with another Draigo wing player. The only thing different is that I put Draigo and 5 paladins in the raven
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Post by: CountDeath
Dark Eldar eats draigowing for breakfast... if they want a chance against a good DE list, they will need psyfledreads.
I personally think that anymore than 5 paladins at 2k is overkill. Grey knights work better with synergy and not spam.
The only worthwhile units to spam in the GK codex are purifiers and psyfle dreads, spamming either of those is cheese though. I tend to roll with one squad of purifiers and two psyfle dreads. I then mix squads because spamming is crap.
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Post by: Blackmoor
apple1988218 wrote:
There's only one risk: storm raven/ LR can only give you about 12"+2"(base)+6orD6"(charge) range, that means if you can charge him, your vehicle was in 24" of your enemy last turn.
If he failed to destroy your vehicle, your win; if he destroyed your vehicle, it will become a shooting game----whoever move into 12" range first will be charged by his enemy.
But still, this is one of the best plans, and that's what I do when facing with another Draigo wing player. The only thing different is that I put Draigo and 5 paladins in the raven 
Yes, you have to take one turn of shooting. You are moving fast so you get a 3+ save with the librarians shrouding.
With that protection they are pretty hard to kill.
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Post by: apple1988218
Blackmoor wrote:apple1988218 wrote:
There's only one risk: storm raven/ LR can only give you about 12"+2"(base)+6orD6"(charge) range, that means if you can charge him, your vehicle was in 24" of your enemy last turn.
If he failed to destroy your vehicle, your win; if he destroyed your vehicle, it will become a shooting game----whoever move into 12" range first will be charged by his enemy.
But still, this is one of the best plans, and that's what I do when facing with another Draigo wing player. The only thing different is that I put Draigo and 5 paladins in the raven 
Yes, you have to take one turn of shooting. You are moving fast so you get a 3+ save with the librarians shrouding.
With that protection they are pretty hard to kill.
Yep, and the person who use Draigo wing has to do that, to focus all his weapons on the raven, and praying to the dice god : |
-------------------------------------------------------------------------------------
In most case, I don't have a chance to snipe his libby.
I must move 24" from the first turn, otherwise my raven will be killed by my enemy's psyflemen
But still, raven+ cc unit is good.
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Post by: Lukus83
Draigo wrote:Lukus83 wrote:Draigo wrote:I dont need benfit of your math I play pallys and purifiers. In over 30 games I find using a 10 block is hardly the norm. Since jy2's list came to dakka I always hear bout the dreaded 10 man bollocks but if you paid any mind to tournaments or the list section of dakka youd see 10 man blocks are hardly the norm for tournaments. Its too suseceptable to template and high power shooting.
Well you are suggesting that poison weapons do the job...my math proved that it really doesn't. Even if you lose the Apothecary you do 6 wounds...with 9 Venoms. That's pretty much all the transports a DE list can field and comes in at 585pts if they have the extra Splinter cannon. Not very efficient.
Templates vs a decent general are not really worrisome. 40mm bases and 2" coherency means 2 models will be hit on a perfect scatter roll. High Strength shooting does damage whether it's a 5 or 10 man unit. Paladins are Paladins. They will draw the high Strength shots.
Then I want your math to come tell the die in my games they need to listen to you and I should easily crush that silly venom spam. I do not care what your math says. It does not do anything in the ACTUAL game. Unless you are using an online dice roller there is not math involved. There are dips in the terrain.. the board does not sit flat. The dice can bump into things. There is nothing your formula can do to account for these things. Thats why math uses variable and unknown values.
I don't really know what you are getting defensive about. The point of using maths is to determine the average outcome. I can tell you firing 9 Venoms once killed off 10 Paladins in a single shooting phase but that's hardly going to happen all the time. The more the result deviates from the average the less likely it is to happen. More than anything I guess it's used for target priority and list building purposes. Knowing that your Venoms aren't a great counter to Draigowing helps you (as in any General) to put in the things that are great against them and by knowing that there are potentially better targets than the uber-tough Paladins....by doing some maths.
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Post by: Draigo
Im hardly defensive. lol But none of your math matters in the game unless your exact numbers are plugged in. Telling someone venoms etc do not hurt a 10 block so they shouldnt do it is false since again 10 is not the common deal. So unless you know for sure you will even face pallys in such numbers its pointless. You are right it can give you a general idea though but math only holds sway in forums where people can control everything.
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Post by: Lukus83
Draigo wrote:Im hardly defensive. lol But none of your math matters in the game unless your exact numbers are plugged in. Telling someone venoms etc do not hurt a 10 block so they shouldnt do it is false since again 10 is not the common deal. So unless you know for sure you will even face pallys in such numbers its pointless. You are right it can give you a general idea though but math only holds sway in forums where people can control everything.
Math matters in game. You do not need to be a genius to figure out what things are more efficient in game. Going back to the Venom spam idea:
9 Venoms with extra Splinter Cannons = 108 shots
You know they have a ballistic skill of 4 so expected number of hits (overall) is 72
Always wounds on 4's so you would expect to deal 36 wounds
Then with 2+ saves you would expect 6 to fail. 3 if the apothecary is present.
Then taking into consideration that each venom causes less than 1 wound (statistically speaking) you also expect each of these wounds to be spread over multiple models.
Other examples are much more messy, but just to give you an example using percentages:
A Dark Lance has a 66.6% chance to hit
55.5% chance to wound
With a 3+ cover save we can also see it has an 18.5% chance of killing a Paladin with each shot.
With the Venom:
66.6% chance to hit
33.3% chance to wound
5.5% chance to knock off a single wound.
Which is more effective? I never said Venoms couldn't hurt Paladins, what I did was point out that Venoms are an extremely inefficient way of dealing with them (and even pointed out the amount of wounds they were likely to cause).
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Post by: Draigo
But that disregards the common blasterborn, 2-3 ravagers that are typical. Im not against math per se but I dislike vaccum troop comparisions outside of saying this is how well a dl will affect AV 14. Not sure how clear im actually expressing my opinion. lol
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Post by: Lukus83
Well I wasn't really assuming a vacuum. The OP is having trouble with Paladins and asked what armies out there can take it down. A common competitive list is DE Venom Spam. They not only have the tools to take it down, they are also one of the best. That particular match-up looks almost tailor-made for the DE in my opinion. The Venoms aren't great in this match-up, but the sheer amount of lances will put heavy pressure on.
Since the OP doesn't actually play DE this is kind of off-topic though. I would listen to Blackmoor OP since he has successfully run Draigowing at a very competitive level (I was watching out for the video report of your games at the NOVA open and follow your blog when I can).
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Post by: NoArmorSave
Blackmoor wrote:Draigo wrote:Bad players? So I take it you have played everyone here to make that claim?
How else could they have won so easily?
And I have played some of the best players in the country (US) with my Draigowing and they did not find it that easy to take out as the people on this thread are claiming.
I have never been particularly impressed with Draigo Wing. I have beaten the army four times (including a complete table) with my Fatecrusher Daemons, and one of the games was against a local
tournament champion player. Honestly, playing the army with Fatecrusher is kind of a joke, and not much of a challenge (even with Dark Excommunication in the mix).
I have also beaten it with my Chaos Space Marines, which is much more of a challenge.
I think it is a good, solid army, but is not Uber like it it being made out to be. I will happily throw down with any Draigo Wing player, at any time.
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Post by: lord of corn
I have a 2k Draigo wing list and let me tell you it absolutely is not an auto win list like you seem to think. yes its very resilient, and yes it can be very tough to deal with in close combat, but I only have two scoring units! and 4 units in the entire army, it is designed to do very well in killpoint games but objective games are almost won or lost by how smartly my opponent places his objectives. I typically try to place as many objectives as I can within 12" of each other so one 10 man can hold two objectives.
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Post by: apple1988218
......Can some one tell me what is a "real" Draigo wing?
5paladins, 10paladins or 20paladins?
(soladin doesn't count)
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Post by: Roboute
apple1988218 wrote:......Can some one tell me what is a "real" Draigo wing?
5paladins, 10paladins or 20paladins?
(soladin doesn't count)
I don't know if there's any hard-and-fast definition for a "real" Draigowing. I prefer to think of a pure or "real" Draigowing army as an army where the only infantry are Paladins, either 20 Paladins on foot or 10 Paladins in Stormravens or other transports. However, Blackmoor's army is certainly centered around Draigo and Paladins and still includes other infantry like GKSS and Interceptors.
I wouldn't call any army with less than 10 Paladins Draigowing, as the Paladins probably aren't the main focus of the army's battle plan.
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Post by: Blackmoor
NoArmorSave wrote:Blackmoor wrote:Draigo wrote:Bad players? So I take it you have played everyone here to make that claim?
How else could they have won so easily?
And I have played some of the best players in the country (US) with my Draigowing and they did not find it that easy to take out as the people on this thread are claiming.
I have never been particularly impressed with Draigo Wing. I have beaten the army four times (including a complete table) with my Fatecrusher Daemons, and one of the games was against a local
tournament champion player. Honestly, playing the army with Fatecrusher is kind of a joke, and not much of a challenge (even with Dark Excommunication in the mix).
I have also beaten it with my Chaos Space Marines, which is much more of a challenge.
When I say Draigowing I am not talking about an army made up only of paladins, but a grey knight army build around paladins.
So I do not see your fatecrusher list doing that well.
So let’s say that everything is in your favor. The bloodcrushers are not tied up all game in assault with a dreadnaught, that you have not deepstriked a mile away because of warp quake, and that the shooting of the paladins have not killed fateweaver, and that the paladins have not backed up for several turns and kept on shooting, and we will disregard you that you have to get within 12” to charge them so that means the paladins can charge first.
So let us pretend that all of those factors are not in play.
8 Bloodcrushers+2 Heralds of Khorne on Juggernautes+Fateweaver vs. Paladins+Draigo+Librarian
#1. First off Draigo gives the Paladins counter charge with grand strategy since you have no other plan than to charge.
#2. The librarian casts sanctuary so you have to take a dangerous terrain test so let’s assume 1 wound from that. Since you do not have grenades the paladins strike first.
#3. 10 Paladins with the brotherhood banner and counter attack have 40 attacks. With the re-roll from preferred enemy they will hit 30 times (they are both WS5).
#4. After hammerhand from the Librarian, Draigo and the squad they are strength 7 and wounding on 2+. So 30 attacks=25 wounds.
#5. Bloodcrushers have a 5+ inv save so 25 wounds=16.6 unsaved wounds.
#6. Fateweaver lets you re-roll their saves, so 16.6 saves=11.1 wounds+2 unsaved wounds that Draigo does =13 wounds. Plus the wound from dangerous terrain that is 7 bases, but you are wound allocated and let’s say that you only lose 6 bases.
#7. 2 bases swinging back= 8 attacks 4 will hit, 2.65 will wound and the staff eats one, and swords some others so 1.5 wounds.
#8. Each Herald of Khorne will do 1.1 wound against a 5+ inv save.
So you are looking at Paladins doing 13 wounds, and Bloodcrushers doing 3. That does not look too god for you.
So you are losing by a lot of wounds, and that does not include attacks against Draigo, and that all of your wounded models that have to take a leadership check or be insta-kill and all of the fearless wounds you will be taking.
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Post by: apple1988218
Roboute wrote:apple1988218 wrote:......Can some one tell me what is a "real" Draigo wing?
5paladins, 10paladins or 20paladins?
(soladin doesn't count)
I don't know if there's any hard-and-fast definition for a "real" Draigowing. I prefer to think of a pure or "real" Draigowing army as an army where the only infantry are Paladins, either 20 Paladins on foot or 10 Paladins in Stormravens or other transports. However, Blackmoor's army is certainly centered around Draigo and Paladins and still includes other infantry like GKSS and Interceptors.
I wouldn't call any army with less than 10 Paladins Draigowing, as the Paladins probably aren't the main focus of the army's battle plan.
How about Draigo+5paladins and Stormraven in a 1750 list?
795 pts, about 45% of the whole list.
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Post by: Roboute
apple1988218 wrote:How about Draigo+5paladins and Stormraven in a 1750 list?
795 pts, about 45% of the whole list.
I don't know, 5 Paladins just doesn't seem like enough to me. Don't let me stop you from calling it a Draigowing, though. Automatically Appended Next Post: Blackmoor wrote:When I say Draigowing I am not talking about an army made up only of paladins, but a grey knight army build around paladins.
So I do not see your fatecrusher list doing that well.
So let’s say that everything is in your favor. The bloodcrushers are not tied up all game in assault with a dreadnaught, that you have not deepstriked a mile away because of warp quake, and that the shooting of the paladins have not killed fateweaver, and that the paladins have not backed up for several turns and kept on shooting, and we will disregard you that you have to get within 12” to charge them so that means the paladins can charge first.
So let us pretend that all of those factors are not in play.
8 Bloodcrushers+2 Heralds of Khorne on Juggernautes+Fateweaver vs. Paladins+Draigo+Librarian
#1. First off Draigo gives the Paladins counter charge with grand strategy since you have no other plan than to charge.
#2. The librarian casts sanctuary so you have to take a dangerous terrain test so let’s assume 1 wound from that. Since you do not have grenades the paladins strike first.
#3. 10 Paladins with the brotherhood banner and counter attack have 40 attacks. With the re-roll from preferred enemy they will hit 30 times (they are both WS5).
#4. After hammerhand from the Librarian, Draigo and the squad they are strength 7 and wounding on 2+. So 30 attacks=25 wounds.
#5. Bloodcrushers have a 5+ inv save so 25 wounds=16.6 unsaved wounds.
#6. Fateweaver lets you re-roll their saves, so 16.6 saves=11.1 wounds+2 unsaved wounds that Draigo does =13 wounds. Plus the wound from dangerous terrain that is 7 bases, but you are wound allocated and let’s say that you only lose 6 bases.
#7. 2 bases swinging back= 8 attacks 4 will hit, 2.65 will wound and the staff eats one, and swords some others so 1.5 wounds.
#8. Each Herald of Khorne will do 1.1 wound against a 5+ inv save.
So you are looking at Paladins doing 13 wounds, and Bloodcrushers doing 3. That does not look too god for you.
So you are losing by a lot of wounds, and that does not include attacks against Draigo, and that all of your wounded models that have to take a leadership check or be insta-kill and all of the fearless wounds you will be taking.
This analysis is basically accurate. You did fail to mention that Fateweaver has a 28% chance of making you pick up your Librarian before the Assault phase, or a 14% chance of making you pick up Draigo. It's not something I'd rely on as a Daemon player, but it's there. Worst case scenario, the LIbrarian is picked up, which means only the GK halberds will get to strike first, your Strength will be 1 lower, and you'll be facing a lot of return attacks. I don't really feel like doing the math, but I'm guessing this will result in carnage on both sides.
Also, this assumes that all of the Paladins are able to allocate attacks against the Crushers themselves. If the Daemon player is smart, he can use his Heralds with BotBG to soak a substantial number of the Paladins' attacks. Or, as I've seen many Fatecrusher lists do, they take a Bloodthirster as the second HQ. With BotBG, he's a bit more of a handful for a squad of Paladins, with I6 on the charge, T6 and a pile of high WS and S attacks.
So I think if we're talking the absolute worst case scenario for a GK player, there's a good chance the Paladins will lose. However, this requires so many variables to line up that it's not very helpful to the discussion. I think it's safe to say that a skilled Daemon player could pull this off against a less competent Draigowing player, but I doubt a player of Blackmoor's caliber would let this situation develop without taking the countermeasures he described at the beginning of his post, such as tarpitting with dreadnoughts or warp quake bubbles.
51750
Post by: NoArmorSave
Blackmoor wrote:NoArmorSave wrote:Blackmoor wrote:Draigo wrote:Bad players? So I take it you have played everyone here to make that claim?
How else could they have won so easily?
And I have played some of the best players in the country (US) with my Draigowing and they did not find it that easy to take out as the people on this thread are claiming.
I have never been particularly impressed with Draigo Wing. I have beaten the army four times (including a complete table) with my Fatecrusher Daemons, and one of the games was against a local
tournament champion player. Honestly, playing the army with Fatecrusher is kind of a joke, and not much of a challenge (even with Dark Excommunication in the mix).
I have also beaten it with my Chaos Space Marines, which is much more of a challenge.
When I say Draigowing I am not talking about an army made up only of paladins, but a grey knight army build around paladins.
So I do not see your fatecrusher list doing that well.
So let’s say that everything is in your favor. The bloodcrushers are not tied up all game in assault with a dreadnaught, that you have not deepstriked a mile away because of warp quake, and that the shooting of the paladins have not killed fateweaver, and that the paladins have not backed up for several turns and kept on shooting, and we will disregard you that you have to get within 12” to charge them so that means the paladins can charge first.
So let us pretend that all of those factors are not in play.
8 Bloodcrushers+2 Heralds of Khorne on Juggernautes+Fateweaver vs. Paladins+Draigo+Librarian
#1. First off Draigo gives the Paladins counter charge with grand strategy since you have no other plan than to charge.
#2. The librarian casts sanctuary so you have to take a dangerous terrain test so let’s assume 1 wound from that. Since you do not have grenades the paladins strike first.
#3. 10 Paladins with the brotherhood banner and counter attack have 40 attacks. With the re-roll from preferred enemy they will hit 30 times (they are both WS5).
#4. After hammerhand from the Librarian, Draigo and the squad they are strength 7 and wounding on 2+. So 30 attacks=25 wounds.
#5. Bloodcrushers have a 5+ inv save so 25 wounds=16.6 unsaved wounds.
#6. Fateweaver lets you re-roll their saves, so 16.6 saves=11.1 wounds+2 unsaved wounds that Draigo does =13 wounds. Plus the wound from dangerous terrain that is 7 bases, but you are wound allocated and let’s say that you only lose 6 bases.
#7. 2 bases swinging back= 8 attacks 4 will hit, 2.65 will wound and the staff eats one, and swords some others so 1.5 wounds.
#8. Each Herald of Khorne will do 1.1 wound against a 5+ inv save.
So you are looking at Paladins doing 13 wounds, and Bloodcrushers doing 3. That does not look too god for you.
So you are losing by a lot of wounds, and that does not include attacks against Draigo, and that all of your wounded models that have to take a leadership check or be insta-kill and all of the fearless wounds you will be taking.
There are some really significant problems with your example. It is not accurate at all, and doesn't reflect the realities of this nightmare matchup for Draigo Wing.
I know everything about the Fatecrusher\Draigo Wing matchup, and have played it out dozens of times in testing, and in multiple real games.
I run 24 crushers, not 8. All of them are focused on your Paladin deathstar. If you are running 10 Paladins, you don't have much left at 2,000 points that I am worried about. Some Purifiers and Psyriflemen in the background are minor annoyances.
In addition to the Crushers, who are striking at ST6 on the charge with 32 power weapon attacks (wounding you on 2's), there is a Bloodthirster rampaging thru your Paladins as well. He strikes with 6 ST9 attacks on the charge, and has a 2++ Invulnerable save against
Draigo and all of his cronies. Any failed saved against any of his attacks is a dead Paladin, or a dented Draigo.
As an added bonus, you run a very real risk of having your Librarian or other IC sniped by Kairos each turn with Gift of Chaos.
"The bloodcrushers are not tied up all game in assault with a dreadnaught",
Maybe if you are playing a Noob. You are not going to touch my Bloodcrushers with your Psyriflemen, and if you do there are counters.
"that you have not deepstriked a mile away because of warp quake",
If you are running 10+ Paladins, you are not going to have much warp quake in a realistic all comers list. Maybe 1 or 2 instances of it.
"and that the shooting of the paladins have not killed fateweaver"
Unlikely. It can happen, but probably won't.
"and that the paladins have not backed up for several turns and kept on shooting, and we will disregard you that you have to get within 12” to charge them so that means the paladins can charge first."
I would give you about 1 turn of being able to back up and shoot. If I sensed a major loss in positioning I would correct it with my Bloodthirster. He moves 12", and assaults 6", and loves to butcher Paladins.
Game Turn 2 - 2x 8 Strong Crusher Squads + Bloodthirster charge into Paladin Deathstar.
A - Librarian casts Sanctuary (I would even let you have Dark Excommunication for this, it won't matter)
B - Draigo, Librarian, Squad cast Hammerhand
C - Paladins + Librarian Attack - 33 attacks (2 base + brotherhood banner), Draigo attacks- 4 attacks
I will roll it now, you are hitting on 4's: 2,6,2,3,5,5,3,5,3,4,3,3,4,3,1,4,3,1,4,5,3,2,5,6,1,6,1, 1,6,2,1,4 = 14 hits
Reroll 17 hits (preferred enemy): 6,5,2,4,3,3,4,2,6,6,1,1,5,4,4,2,2 = 9 more hits
Draigo: 6,1,5,4 Reroll 1 = 6, Total = 4 more hits
Grand Total = 27 hits
Roll to Wound (need 2's) = 5,3,2,1,1,3,3,5,3,1,4,6,2,6,2,2,3,4,2,6,4,6,2,3,3,1,5,6 = 24 wounds
Bloodcrushers Roll to Save (need 5's) = 5,2,1,2,5,5,2,3,1,3,5,6,6,2,5,6,1,5,2,3,2,4,3,5,2 = 10 Saved
Bloodcrushers Reroll 14 Failed Saves (Kairos) = 6,2,2,5,4,5,4,4,6,2,3,6,3,5 = 6 more Saved
Total = 8 unsaved wounds
Allocate (allocating after saves for both sides, as it is much easier to type) = 1 wound to crusher with fury, 1 wound to crusher with Icon, 1 wound to crusher with Instrument,
5 wound's to normal crushers (2 Crushers removed from unsaved wounds. Daemonbane next)
Daemonbane = 4 crushers need to pass a LD test ( LD 10), or are removed. I will roll now = 6,10,8,7
Result = 2 Crushers are removed (please note I am being intentionally generous here, as in reality, there would have
likely been attacks\wounds going against the other crusher squad and the Bloodthirster.
Bloodthirster Attacks = 1,6,3,6,6,1 = 4 hits
Roll to wound = 5,2,2,5 = Wounds
Roll to save = 4,5,3,4 = (I will be generous and say I positioned him in the charge round so that he is base to base with Draigo and your Librarian. It wouldn't happen in real life). = 2 dead Paladins
Crushers attack back = 52 attacks - WS5, ST6, Power Weapons - hitting on 4's = 4,4,6,3,1,2,6,3,5,6,3,3,5,6,1,1,5,2,6,4,5,1,4,1,1,2,3,6,4,2,5,1,3,1,6,6,2,4,5,4,5,4,4,2,6,2,3,3,3,5,1,5, = 27 hits
Crushers roll to wound (need 2's) = 3,5,1,2,3,4,3,2,4,6,5,6,3,4,1,2,1,6,2,5,5,6,5,6,6,2,5, = 24 power weapon wounds
Roll to save = 1,6,4,2,2,2,1,1,5,4,6,6,6,1,6,2,4,4,2,4,1,1,1,5
(I will be generous, and say you gave your Librarian a Warding Stave) = 3 go on Draigo (1,6,4), 3 go on Librarian (2,2,2), 18 are spread around the other 8 living Paladins = 1,1,5,4,6,6,6,1,6,2,4,4,2,4,1,1,1,5
= 12 unsaved wounds to allocate to the Paladins
Net combat results =
Draigo = 1 wound
Librarian = Unwounded
Paladin 1 = Dead
Paladin 2 = Dead
Paladin 3 = Dead
Paladin 4 = Dead
Paladin 5 = Dead
Paladin 6 = Dead
Paladin 7 = Wounded
Paladin 8 = Wounded
Paladin 9 = Wounded
Paladin 10 = Wounded
You lost combat by 7, and the entire 10 Paladin squad with Draigo+Librarian, will very likely be wiped out next turn.
This is just the first round of combat dude. My 3rd crusher squad hasn't even entered combat yet. I mean we can do this again with Shield of Blades, a Techmarine with Psychotroke Grenades, and I will even let you have Dark Excommunication on your Librarian, which will completely
shut down 1 of the Crusher squads. Bottom line = You are doomed, and deep down inside you know this to be true. Fatecrusher is a really bad matchup for Draigo Wing, even if Draigo Wing is running 20 Paladins.
52137
Post by: Draigo
How exactly does shield of blades make them not scoring?? Theyre troops with Draigo.
51750
Post by: NoArmorSave
Draigo wrote:How exactly does shield of blades make them not scoring?? Theyre troops with Draigo.
My bad, I was looking at the Draigo entry on Pg. 38 of the Codex. It lists Grand Strategy, but not Lord of Titan. Lord of Titan is on Pg. 82.
So, Draigo Wing can take Shield of Blades and still have normal control over objectives. Let's see how this effects the battle, essentially
giving 12 more attacks because of counter charge.
12 more attacks (4's to hit) = 3,6,6,3,4,6,6,4,1,6,2,5
Reroll 4 misses (preferred enemy) = 2,5,2,4
Total = 10 hits
Roll to wound (need 2's) = 5,5,3,5,4,1,1,2,2,3
Total = 8 wounds
Roll to save (Bloodcrushers need 5's) = 1,1,3,6,1,3,4,3
Total = 7 failed saves
Reroll failed saves (Kairos) = 3,3,1,5,5,3,4
Total = 5 unsaved wounds
Not nearly enough to turn the tide, not by a long shot. And these bonus attacks are only for the 1st round of combat.
195
Post by: Blackmoor
What does your full list look like at 2000 points?
51750
Post by: NoArmorSave
Blackmoor wrote:What does your full list look like at 2000 points?
You first.
52137
Post by: Draigo
You discounted the shooting and the fact that the pallys attacks will all attack first lowering your first assault after taking fire so I dont see how your Crushers are as effective. Im not discounting them overall I mean I own the fatecrusher list but Im curious how do you deal with sanctuary, the shooting etc. Can you run your numbers when more then likely you wont be at full strength like the paladins.
52835
Post by: Roboute
Wait, NoArmorSave, if I'm reading this right, you just math hammered out an entire fight using real dice rolls instead of averages? What exactly does that accomplish? It's certainly not useless, but it's only one instance. It's like going through a whole bunch of time and effort for one point on a graph, when instead you could plot a whole curve. To be fair, without standard deviation an average roll is a single point as well, but it seems to me that the average roll would be much more informative than the specific instance. The average roll gives you an instance where luck is nonexistent, letting you adjust up or down to simulate a better or worse roll. Rolling a single test, you can always say, "But what if my luck was different next time?"
Also, while you did point out a few mistakes in Blackmoor's initial analysis (a few of which I mentioned as well), the scenario you've described is mind-bogglingly in favor of you.
So you run 24 Crushers. You've assumed a Turn 2 charge with 2 units of 8 Crushers and a Thirster. Ignoring the Thirster, which will get into CC thanks to wings, what makes you think you'll be able to get a multiassault off with 2 squads of 8 Crushers against his Paladin squad, on Turn 2 no less?
- Your 8-man units have a huge Deep Strike footprint. The more aggressive you get with your deployment, the greater chance that your units will mishap and not show up at all. So to get a turn 2 assault, you'll need to get lucky with both DS and run moves. This is ignoring the fact that (if I'm not mistaken) Blackmoor is still running a 10-man Interceptor squad which can combat squad and cover the pallies with warp quake.
- Paladins can move and shoot to full effectiveness. Crushers can't charge an enemy who starts their turn more than 12" away (not counting the possibility of failing a DT test). Unless he runs out of board, why wouldn't he move out of assault range on his turn? Every turn he kites you is more dead Crushers, Fateweaver or no. Or, more likely, it buys him time to kill the birdy. Every turn of shooting from 10 Pallies with 4 psycannons, psybolts, Draigo and a Libby will put 13-14 wounds on Fateweaver, of which he will fail 1 in 9, or 1.5ish failed saves a turn. That's about 2 turns of shooting, assuming he doesn't fail Ld and fly away.
- "If I sensed a major loss in positioning I would correct it with my Bloodthirster. He moves 12," and assaults 6", and loves to butcher Paladins." Really? Your solution would be to tie them up with a single model, who will die before the Crushers reach combat, probably in a single round? On average, the full squad plus characters would do 24 wounds to him, which is enough to kill him even assuming the 2++.
- If I were Blackmoor, I'd keep myself within charge range of one squad of Crushers, while staying away from the rest. This forces you to either attack him piecemeal, let him charge, or allow him to continue to kite you.
- In a squad that huge, are you realistically getting everyone engaged in that first round of combat against a canny opponent who isn't going to position his models to your advantage?
I haven't even touched on your actual combat numbers yet. I might math hammer it out, but not right now.
34777
Post by: Crusaderobr
Beating the 2k Draigo list is easy. I will just melta them with 3 full man Fire Dragon squads in Wave Serpents. GG. Of course ill support them with the rest of my army, but you get the idea of what will happen, I dont even need to post the list. Whoever plays that list should play a new game, Clay fighters for Sega Genesis would probably be a more constructive and suitable game for his/her skill level.
51750
Post by: NoArmorSave
Roboute wrote:Wait, NoArmorSave, if I'm reading this right, you just math hammered out an entire fight using real dice rolls instead of averages? What exactly does that accomplish? It's certainly not useless, but it's only one instance. It's like going through a whole bunch of time and effort for one point on a graph, when instead you could plot a whole curve. To be fair, without standard deviation an average roll is a single point as well, but it seems to me that the average roll would be much more informative than the specific instance. The average roll gives you an instance where luck is nonexistent, letting you adjust up or down to simulate a better or worse roll. Rolling a single test, you can always say, "But what if my luck was different next time?"
Also, while you did point out a few mistakes in Blackmoor's initial analysis (a few of which I mentioned as well), the scenario you've described is mind-bogglingly in favor of you.
So you run 24 Crushers. You've assumed a Turn 2 charge with 2 units of 8 Crushers and a Thirster. Ignoring the Thirster, which will get into CC thanks to wings, what makes you think you'll be able to get a multiassault off with 2 squads of 8 Crushers against his Paladin squad, on Turn 2 no less?
- Your 8-man units have a huge Deep Strike footprint. The more aggressive you get with your deployment, the greater chance that your units will mishap and not show up at all. So to get a turn 2 assault, you'll need to get lucky with both DS and run moves. This is ignoring the fact that (if I'm not mistaken) Blackmoor is still running a 10-man Interceptor squad which can combat squad and cover the pallies with warp quake.
- Paladins can move and shoot to full effectiveness. Crushers can't charge an enemy who starts their turn more than 12" away (not counting the possibility of failing a DT test). Unless he runs out of board, why wouldn't he move out of assault range on his turn? Every turn he kites you is more dead Crushers, Fateweaver or no. Or, more likely, it buys him time to kill the birdy. Every turn of shooting from 10 Pallies with 4 psycannons, psybolts, Draigo and a Libby will put 13-14 wounds on Fateweaver, of which he will fail 1 in 9, or 1.5ish failed saves a turn. That's about 2 turns of shooting, assuming he doesn't fail Ld and fly away.
- "If I sensed a major loss in positioning I would correct it with my Bloodthirster. He moves 12," and assaults 6", and loves to butcher Paladins." Really? Your solution would be to tie them up with a single model, who will die before the Crushers reach combat, probably in a single round? On average, the full squad plus characters would do 24 wounds to him, which is enough to kill him even assuming the 2++.
- If I were Blackmoor, I'd keep myself within charge range of one squad of Crushers, while staying away from the rest. This forces you to either attack him piecemeal, let him charge, or allow him to continue to kite you.
I haven't even touched on your actual combat numbers yet. I might math hammer it out, but not right now.
Roboute,
Not to be rude, but I just love it when Grey Knight fan boyz are shocked to find out I can usually table their army with my Chaos Daemons. And I sincerely mean that, I have never lost to Grey Knights with my Chaos Daemons, not even close. And I play them all the time.
You would have to specifically tailor your Draigo Wing list to beat my Fatecrusher Daemons. I know, I have been in the trenches with both armies, and I know how it plays out. My sense is you (and Blackmoor) have never faced a skilled Chaos Daemon player running Fatecrusher. You can theory hammer things all you want, but when it ultimately comes down to it, Paladins can not handle large units of Bloodcrushers in close combat, especially when supported by a Blood Thirster with Blessing.
Stating things like I will just back up and shoot big bird, or throw my Psyriflemen at your Bloodcrushers, are mickey mouse tactics that reek of desperation. I know easy counters to all of these things, and when it ultimately comes down to it, the assault results between the Paladins and the Crusher deathstar is going to be the most signficant factor. The Paladins just aren't going to win that battle.
52670
Post by: Massaen
Crusaderobr wrote:Beating the 2k Draigo list is easy. I will just melta them with 3 full man Fire Dragon squads in Wave Serpents. GG. Of course ill support them with the rest of my army, but you get the idea of what will happen, I dont even need to post the list. Whoever plays that list should play a new game, Clay fighters for Sega Genesis would probably be a more constructive and suitable game for his/her skill level.
Thats just rediculous - yes 10 fire dragons hurt paladins but if you think your going to get to shoot all 30 and table the army in 1 volley your sadly mistaken against any half decent player.
Your flame bait comment was not needed either.
I can guarantee your serpents carrying the dragons are target 1 for my storm ravens and once they are on the ground, dragons are so much psybait. Even if you down the SR i get a 3++ cover save thanks to shrouding...
10 shots is only 1.85 wounds after a 3++ save... and i can drop that on draigo and maybe loose a paladin. So after your 30 shots i may loose 3-4 paladins from my 10 plus 2 characters... and your guaranteed within 12"... draigo will kill one unit by himself...
Its by no means a sure thing like you think it is
9345
Post by: Lukus83
I think it would be prudent at this point to let you know Blackmoor is big on the tournament scene and places very well with Paladins at large events. To assume he doesn't come across good Daemon players would probably be a bad assumption.
49995
Post by: -666-
@ NoArmorSave...
No one has mentioned the GK psychic power Dark Excommunication yet which completely nerfs both the greater daemon and Bloodcrushers. You say you have done well versus Draigowing - I believe you but that does not equate to FateCrusher spam > Draigowing. It could for simply be that your wins have come against less experienced players fielding suboptimal lists. I have played both armies extensively winning tournies with both and am of the opinion that a well designed Draigowing army has all of the advantages.
51750
Post by: NoArmorSave
Massaen wrote:Crusaderobr wrote:Beating the 2k Draigo list is easy. I will just melta them with 3 full man Fire Dragon squads in Wave Serpents. GG. Of course ill support them with the rest of my army, but you get the idea of what will happen, I dont even need to post the list. Whoever plays that list should play a new game, Clay fighters for Sega Genesis would probably be a more constructive and suitable game for his/her skill level.
Thats just rediculous - yes 10 fire dragons hurt paladins but if you think your going to get to shoot all 30 and table the army in 1 volley your sadly mistaken against any half decent player.
Your flame bait comment was not needed either.
I can guarantee your serpents carrying the dragons are target 1 for my storm ravens and once they are on the ground, dragons are so much psybait. Even if you down the SR i get a 3++ cover save thanks to shrouding...
10 shots is only 1.85 wounds after a 3++ save... and i can drop that on draigo and maybe loose a paladin. So after your 30 shots i may loose 3-4 paladins from my 10 plus 2 characters... and your guaranteed within 12"... draigo will kill one unit by himself...
Its by no means a sure thing like you think it is
It is definetely not a sure thing. If the Fire Dragons are allowed to unload 30 Melta Shots onto the Paladin squad, there will not be much left of that Paladin squad, even with a 3++ save. There is a good chance it will be completely wiped out along with Draigo and
the Librarian, or just horribly gimped.
With that being said, if the Grey Knight player has a balanced list, it will be really tough for the Eldar player.
2-3 Psyriflemen dreads will likely blow up 2 Waveserpents\turn. Additional Psycannons and Stormbolters will kill the Fire Dragons inside.
It is going to come down to who goes first, positioning, taking advantage of cover, and player experience.
47462
Post by: rigeld2
NoArmorSave wrote:It is definetely not a sure thing. If the Fire Dragons are allowed to unload 30 Melta Shots onto the Paladin squad, there will not be much left of that Paladin squad, even with a 3++ save. There is a good chance it will be completely wiped out along with Draigo and
the Librarian, or just horribly gimped.
You might want to re-think that.
http://www.dakkadakka.com/dakkaforum/posts/list/418342.page
52835
Post by: Roboute
Ok, here we go.
Assumptions:
- 10x Paladins, including stave, banner, 2x swords and 6x halberds. Fully equipped for wound allocation. Draigo gives countercharge.
- Draigo
- Librarian with stave, no Dark Ex
- 2x8 Crushers, with Fury, Icon, Musician and 5x regular BCs
-Thirster with BotBG
Pregame:
- Before combat, libby casts Sanctuary. All Daemon units make their roll to enter CC (if they're all right at 6", not likely).
- Bloodcrushers suffer 1.19 unsaved wounds from dangerous terrain. Thirster has a 4% chance to suffer a wound, we'll ignore that.
- Hammerhand goes off 3 times, everyone is S7.
- Daemon players gets the BC into combat with the squad. Some Crushers are engaged with Draigo and the libby, but they'll be taken out first so we'll assume most of the surviving Crushers will get to smack on the paladins.
Paladins Attack Crushers:
36 NFW attacks, 27 hits, 22.5 wounds, 10 unsaved wounds after Inv re-roll
4 Banner attacks: 3 hits, 2.5 wounds, 0.28 unsaved wounds after armor re-roll
Draigo 4 attacks, 3.3 hits, 2.7 wounds, 1.2 unsaved wounds after Inv re-roll
Libby 2 attacks, 1.5 hits, 1.25 wounds, 0.56 wounds after Inv re-roll
12.04 wounds on the Crushers, 13.23 wounds with the dangerous terrain factored in
Total combat res against Daemons: 12
To be very generous, these are split evenly (6 and 7) between the squads and allocated perfectly. Three crushers are dead (one and two), and seven Crushers are wounded. The Crushers take 7 Daemonbane tests at Ld10, and they have a 58% chance of failing at least one. Since we were so generous before, we'll assume that one more Crusher dies, leaving 12 to attack back, along with the Bloodthirster. We'll be generous again and assume that the dead Crushers were mainly taken from those attacking Draigo and the Libby, leaving only one Crusher each engaged with these two. This leaves 10 Crushers to smack on the Paladins.
Daemons counterattack. Since these are all at Initiative 1, they'll be allocated in one huge batch.
Thirster 6 attacks, 4 hits, 3.33 ID wounds
10 Crushers on Paladins 40 attacks, 20 hits, 16.67 wounds
Allocation time! 20 wounds, including 3 ID wounds, all one batch here.
Stave takes 2 ID wounds, 0.33 unsaved wounds
A Sword takes 1 ID wound and 1 wound, 1.5 unsaved wounds (including the chance for the ID wound to double)
The other sword takes 2 wounds, 1 unsaved wound
Banner takes 2 wounds, 1.33 unsaved wounds
6 paladins remaining take 2 wounds each, 8 unsaved wounds and about 2 dead paladins (each paladin has a 2/3 chance to make at least one save)
1 Crusher on Draigo 4 attacks, 2 hits, 1.33 wounds, 0.44 unsaved wounds
1 Crusher on Libby 4 attacks, 2 hits, 1.67 wounds, 0.28 unsaved wounds
Total combat res against Paladins: 8.72
The Results:
- Paladins win combat by 3, probably. Each Daemon unit takes 3 armor saves, with a 1/3 chance of failing one, with the re-roll. So between all three squads, there will probably be one more wound caused thanks to No Retreat! We'll assume it's on the Thirster since that won't have any effect on the next combat.
- Paladins lost 3-4 models, probably, although this will vary greatly and requires complicated statistics and distributions to chart properly. They'll be attacking back next round with 21-ish attacks, plus Draigo and the Libby. There's a 1/3 chance that the banner died, reducing them to a paltry 14 attacks. there's a 1/3 chance that the stave died, leaving them unable to reliably soak wounds from the Thirster. Regardless, most of their wound allocation is probably used up, meaning further wounds will have a greater effect on them.
- Daemons lost 4 models, conservatively, but all of their wound allocation is used up. Further wounds will have a greater effect on them. They'll be attacking back next round with 36 attacks, plus the Thirster. These are only S5 now, so they won't wound as easily.
- Next turn is the GK player's turn, and he'll be using Quicksilver to once again hit first with everyone. His units will again be S7. I don't feel like doing a whole second round of math, but I'm guessing that the GKs' ability to strike first will result in more Crushers dying and then more Paladins dying. Even lower numbers of Crushers are nasty.
Conclusion:
Yeah, Bloodcrushers are nasty. Fateweaver re-rolls make them way nastier. If you give them optimal conditions (and these are really, truly optimal conditions), then it will be a bloodbath on both sides. The combat will be drawn out, allowing for counter charges on both sides, and creating more room for luck to play into things. What does this mean? No side has a clear statistical advantage in this particular match-up, and it will come down to generalship.
Against Blackmoor, I wouldn't count on these optimal conditions. Without this particular 3-unit combi-charge, the Paladins can really put a hurting on the Daemon player again and again with few casualties. I'd place my money on the Draigowing army in this situation. However, IMO that's because a 24-Crusher army isn't the optimal Fatecrusher list, and is more of a noobhammer that hard counters a bunch of lists than a true TAC list.
Automatically Appended Next Post: NoArmorSave wrote:Roboute,
Not to be rude, but I just love it when Grey Knight fan boyz are shocked to find out I can usually table their army with my Chaos Daemons. And I sincerely mean that, I have never lost to Grey Knights with my Chaos Daemons, not even close. And I play them all the time.
You would have to specifically tailor your Draigo Wing list to beat my Fatecrusher Daemons. I know, I have been in the trenches with both armies, and I know how it plays out. My sense is you (and Blackmoor) have never faced a skilled Chaos Daemon player running Fatecrusher. You can theory hammer things all you want, but when it ultimately comes down to it, Paladins can not handle large units of Bloodcrushers in close combat, especially when supported by a Blood Thirster with Blessing.
Stating things like I will just back up and shoot big bird, or throw my Psyriflemen at your Bloodcrushers, are mickey mouse tactics that reek of desperation. I know easy counters to all of these things, and when it ultimately comes down to it, the assault results between the Paladins and the Crusher deathstar is going to be the most signficant factor. The Paladins just aren't going to win that battle.
NoArmorSave,
Not to be rude, but it's easy to be a big fish in a small pond. There are a lot of Grey Knight fan boyz out there who bring their shiny Paladins and don't know how to play them. I wouldn't be surprised at all to watch you table 9/10ths of Draigowing players out there. But that's because there are a lot of them, and they aren't very good. Grey Knights are a popular army and have a lot of forgiving choices in their list. I'd place myself into that category, because I don't have enough firsthand experience with my Draigowing army to be truly competitive.
Blackmoor is different. He hasn't just played all his local GK scrubs and won a few local tourneys. He plays across the country in the most competitive environments possible. His list also plays to the strength of the entire GK codex, using supporting units like Interceptors to complement his deathstar. Your list might fare differently against an opponent of equal or better caliber generalship.
"Stating things like I will just back up and shoot big bird, or throw my Psyriflemen at your Bloodcrushers, are mickey mouse tactics that reek of desperation. I know easy counters to all of these things, and when it ultimately comes down to it, the assault results between the Paladins and the Crusher deathstar is going to be the most signficant factor. The Paladins just aren't going to win that battle."
And stating things like I will get a turn 2 assault on your Paladins with multiple Crusher units and my Thirster isn't a naive assumption to make against an opponent of Blackmoor's caliber? What are these easy counters you speak of? You're doing a lot of "no, you're wrong" without a lot of "this is why it won't work." Because you really, really need that multiple assault to even survive to strike back against a full paladin deathstar. And this isn't even taking the rest of both armies into account. Your 2 HQs and the 2 Crusher units we've been working with cost about as much as a Draigostar. How do the rest of both armies handle themselves?
I'm not saying that your list will fail against Draigowing. It's a strong list that has massive durability from spamming tough units. I'm just saying it's foolish to dismiss an army like Blackmoor's Draigowing out of hand.
51750
Post by: NoArmorSave
-666- wrote:@ NoArmorSave...
No one has mentioned the GK psychic power Dark Excommunication yet which completely nerfs both the greater daemon and Bloodcrushers. You say you have done well versus Draigowing - I believe you but that does not equate to FateCrusher spam > Draigowing. It could for simply be that your wins have come against less experienced players fielding suboptimal lists. I have played both armies extensively winning tournies with both and am of the opinion that a well designed Draigowing army has all of the advantages.
Yes, I did mention Dark Excommunication. You need to reread my post. I know all about it, exactly what it can do, and how to deal with it.
My friend plays Draigo Wing, and it was so one sided I let him take Dark Excommunication on his Librarian just to make the game more balanced. It is not enough to tip the balance, but it does help. The gimped crusher squad can still soak up wounds, and the other 2 crusher squads and Bloodthirster are more than enough. The only way it would allow Draigo Wing to dominate Fatecrusher, would be if you had 3 or more instances of it in the army. 2 Dreadknights + Librarian, or some other such non sense. That would be list tailoring, and that is not what I am talking about.
Most tournament players running Draigo Wing don't even have Dark Excommunication in their lists. They believe they do not face enough Daemon players to warrant it, or perhaps that don't fully understand it.
And no, I don't play suboptimal players with suboptimal lists; please don't use that excuse or suggest it. It is insulting, and anyone with any deductive reasoning, can easily see the level of mastery I have with both armies based on my writing (and the 40K rules). I have beaten a player that took 2nd place at Ard Boyz with his Draigowing, and I recently placed 3rd for Feast of Blades qualifier with my Fatecrusher Daemons. I will be bringing them to Feast of Blades with the objective to take 1st place.
I would disagree that a well designed Draigowing army has all of the advantages. Each army certainly has pro's and con's, but I believe Fatecrusher is stronger overall (much more so). Some of the reasons:
1 - It is not weak against Melta and S8 AP2 like Draigo Wing is. One of the biggest weaknesses in Draigo Wing are S8+ AP2 weaponry. Melta spam, Vindicators, Demolishers, Medusas, Power Fists, Thunder Hammers, Monstrous Creatures all kill Paladins very quickly.
Fatecrusher is much, much more resilient.
2 - It has better control over the board if you are skilled at using the army.
3 - Many players don't expect to play Chaos Daemons. It is quite a shocker for many folks, and just has a high coolness factor. Everyone and their grandmother is playing Grey Knights.
4 - Fatecrusher is more dominating once it hits the table. It litterally just destroys everything in it's path, and is much more powerful in the assault phase. There are very few builds that can realistically compete with a skilled player running it (Venom Spam and Mechdar are some of the very few).
51750
Post by: NoArmorSave
Roboute wrote:Ok, here we go.
Assumptions:
- 10x Paladins, including stave, banner, 2x swords and 6x halberds. Fully equipped for wound allocation. Draigo gives countercharge.
- Draigo
- Librarian with stave, no Dark Ex
- 2x8 Crushers, with Fury, Icon, Musician and 5x regular BCs
-Thirster with BotBG
Pregame:
- Before combat, libby casts Sanctuary. All Daemon units make their roll to enter CC (if they're all right at 6", not likely).
- Bloodcrushers suffer 1.19 unsaved wounds from dangerous terrain. Thirster has a 4% chance to suffer a wound, we'll ignore that.
- Hammerhand goes off 3 times, everyone is S7.
- Daemon players gets the BC into combat with the squad. Some Crushers are engaged with Draigo and the libby, but they'll be taken out first so we'll assume most of the surviving Crushers will get to smack on the paladins.
Paladins Attack Crushers:
36 NFW attacks, 27 hits, 22.5 wounds, 10 unsaved wounds after Inv re-roll
4 Banner attacks: 3 hits, 2.5 wounds, 0.28 unsaved wounds after armor re-roll
Draigo 4 attacks, 3.3 hits, 2.7 wounds, 1.2 unsaved wounds after Inv re-roll
Libby 2 attacks, 1.5 hits, 1.25 wounds, 0.56 wounds after Inv re-roll
12.04 wounds on the Crushers, 13.23 wounds with the dangerous terrain factored in
Total combat res against Daemons: 12
To be very generous, these are split evenly (6 and 7) between the squads and allocated perfectly. Three crushers are dead (one and two), and seven Crushers are wounded. The Crushers take 7 Daemonbane tests at Ld10, and they have a 58% chance of failing at least one. Since we were so generous before, we'll assume that one more Crusher dies, leaving 12 to attack back, along with the Bloodthirster. We'll be generous again and assume that the dead Crushers were mainly taken from those attacking Draigo and the Libby, leaving only one Crusher each engaged with these two. This leaves 10 Crushers to smack on the Paladins.
Daemons counterattack. Since these are all at Initiative 1, they'll be allocated in one huge batch.
Thirster 6 attacks, 4 hits, 3.33 ID wounds
10 Crushers on Paladins 40 attacks, 20 hits, 16.67 wounds
Allocation time! 20 wounds, including 3 ID wounds, all one batch here.
Stave takes 2 ID wounds, 0.33 unsaved wounds
A Sword takes 1 ID wound and 1 wound, 1.5 unsaved wounds (including the chance for the ID wound to double)
The other sword takes 2 wounds, 1 unsaved wound
Banner takes 2 wounds, 1.33 unsaved wounds
6 paladins remaining take 2 wounds each, 8 unsaved wounds and about 2 dead paladins (each paladin has a 2/3 chance to make at least one save)
1 Crusher on Draigo 4 attacks, 2 hits, 1.33 wounds, 0.44 unsaved wounds
1 Crusher on Libby 4 attacks, 2 hits, 1.67 wounds, 0.28 unsaved wounds
Total combat res against Paladins: 8.72
The Results:
- Paladins win combat by 3, probably. Each Daemon unit takes 3 armor saves, with a 1/3 chance of failing one, with the re-roll. So between all three squads, there will probably be one more wound caused thanks to No Retreat! We'll assume it's on the Thirster since that won't have any effect on the next combat.
- Paladins lost 3-4 models, probably, although this will vary greatly and requires complicated statistics and distributions to chart properly. They'll be attacking back next round with 21-ish attacks, plus Draigo and the Libby. There's a 1/3 chance that the banner died, reducing them to a paltry 14 attacks. there's a 1/3 chance that the stave died, leaving them unable to reliably soak wounds from the Thirster. Regardless, most of their wound allocation is probably used up, meaning further wounds will have a greater effect on them.
- Daemons lost 4 models, conservatively, but all of their wound allocation is used up. Further wounds will have a greater effect on them. They'll be attacking back next round with 36 attacks, plus the Thirster. These are only S5 now, so they won't wound as easily.
- Next turn is the GK player's turn, and he'll be using Quicksilver to once again hit first with everyone. His units will again be S7. I don't feel like doing a whole second round of math, but I'm guessing that the GKs' ability to strike first will result in more Crushers dying and then more Paladins dying. Even lower numbers of Crushers are nasty.
Conclusion:
Yeah, Bloodcrushers are nasty. Fateweaver re-rolls make them way nastier. If you give them optimal conditions (and these are really, truly optimal conditions), then it will be a bloodbath on both sides. The combat will be drawn out, allowing for counter charges on both sides, and creating more room for luck to play into things. What does this mean? No side has a clear statistical advantage in this particular match-up, and it will come down to generalship.
Against Blackmoor, I wouldn't count on these optimal conditions. Without this particular 3-unit combi-charge, the Paladins can really put a hurting on the Daemon player again and again with few casualties. I'd place my money on the Draigowing army in this situation. However, IMO that's because a 24-Crusher army isn't the optimal Fatecrusher list, and is more of a noobhammer that hard counters a bunch of lists than a true TAC list.
Automatically Appended Next Post:
NoArmorSave wrote:Roboute,
Not to be rude, but I just love it when Grey Knight fan boyz are shocked to find out I can usually table their army with my Chaos Daemons. And I sincerely mean that, I have never lost to Grey Knights with my Chaos Daemons, not even close. And I play them all the time.
You would have to specifically tailor your Draigo Wing list to beat my Fatecrusher Daemons. I know, I have been in the trenches with both armies, and I know how it plays out. My sense is you (and Blackmoor) have never faced a skilled Chaos Daemon player running Fatecrusher. You can theory hammer things all you want, but when it ultimately comes down to it, Paladins can not handle large units of Bloodcrushers in close combat, especially when supported by a Blood Thirster with Blessing.
Stating things like I will just back up and shoot big bird, or throw my Psyriflemen at your Bloodcrushers, are mickey mouse tactics that reek of desperation. I know easy counters to all of these things, and when it ultimately comes down to it, the assault results between the Paladins and the Crusher deathstar is going to be the most signficant factor. The Paladins just aren't going to win that battle.
NoArmorSave,
Not to be rude, but it's easy to be a big fish in a small pond. There are a lot of Grey Knight fan boyz out there who bring their shiny Paladins and don't know how to play them. I wouldn't be surprised at all to watch you table 9/10ths of Draigowing players out there. But that's because there are a lot of them, and they aren't very good. Grey Knights are a popular army and have a lot of forgiving choices in their list. I'd place myself into that category, because I don't have enough firsthand experience with my Draigowing army to be truly competitive.
Blackmoor is different. He hasn't just played all his local GK scrubs and won a few local tourneys. He plays across the country in the most competitive environments possible. His list also plays to the strength of the entire GK codex, using supporting units like Interceptors to complement his deathstar. Your list might fare differently against an opponent of equal or better caliber generalship.
"Stating things like I will just back up and shoot big bird, or throw my Psyriflemen at your Bloodcrushers, are mickey mouse tactics that reek of desperation. I know easy counters to all of these things, and when it ultimately comes down to it, the assault results between the Paladins and the Crusher deathstar is going to be the most signficant factor. The Paladins just aren't going to win that battle."
And stating things like I will get a turn 2 assault on your Paladins with multiple Crusher units and my Thirster isn't a naive assumption to make against an opponent of Blackmoor's caliber? What are these easy counters you speak of? You're doing a lot of "no, you're wrong" without a lot of "this is why it won't work." Because you really, really need that multiple assault to even survive to strike back against a full paladin deathstar. And this isn't even taking the rest of both armies into account. Your 2 HQs and the 2 Crusher units we've been working with cost about as much as a Draigostar. How do the rest of both armies handle themselves?
I'm not saying that your list will fail against Draigowing. It's a strong list that has massive durability from spamming tough units. I'm just saying it's foolish to dismiss an army like Blackmoor's Draigowing out of hand.
Roboute,
I don't completely agree with your assault example above. It will be a bloodbath on both sides, but the Crushers will come out on top most of the time if the Chaos Daemon player knows what he is doing.
" However, IMO that's because a 24-Crusher army isn't the optimal Fatecrusher list, and is more of a noobhammer that hard counters a bunch of lists than a true TAC list."
You are mistaken here; it generally makes the opponent feel like a Noob though. The build I use is the best build possible in the current Codex, IMO. Getting into this discussion would take up pages and pages, and I am not going to do it right now. I know what works in the Chaos Daemon Codex, and I know what works\what to take in the current Meta. I believe the list I use is like a finely tuned Mercedes. It purs and is the cream of the crop.
Secondly, I at no time, dismissed Draigo Wing as an army, or said that Blackmoor is a bad player. I think Draigo Wing is a very good army, and I like playing against it. This is a thread about how to beat Draigo Wing, and what it's weaknesses are.
Fatecrusher is a big achilles heal for Draigo Wing; you can choose to accept\believe that or not.
On the subject of Blackmoor; I am sure he is a skilled, competitive, tournament player. I would absolutely love to play against him with my Fatecrusher Daemons. I guarantee you there would be some of the ugliest assaults in the history of the 40K game occurring on the table. I am sure we would both give each other pure hell.
52835
Post by: Roboute
NoArmorSave wrote:Roboute,
I don't completely agree with your assault example above. It will be a bloodbath on both sides, but the Crushers will come out on top most of the time if the Chaos Daemon player knows what he is doing.
Secondly, I at no time, dismissed Draigo Wing as an army, or said that Blackmoor is a bad player. I think Draigo Wing is a very good army, and I like playing against it. This is a thread about how to beat Draigo Wing, and what it's weaknesses are.
Fatecrusher is a big achilles heal for Draigo Wing; you can choose to accept\believe that or not.
On the subject of Blackmoor; I am sure he is a skilled, competitive, tournament player. I would absolutely love to play against him with my Fatecrusher Daemons. I guarantee you there would be some of the ugliest assaults in the history of the 40K game occurring on the table. I am sure we would both give each other pure hell.
I might do some more math tomorrow morning and find out who would win in successive rounds of the assault I math hammered. If you have any specific criticisms on my math hammer (beyond who would win if the combat continued), I'd be happy to hear them. In many ways, there is just too much variability given wound allocation and other factors for my non-math-major skills to handle.
I agree that Fatecrusher is an uphill matchup for Draigowing, but I would hesitate to call it an achilles heel, at least when you compare players and lists of similar strength. You've made a lot of assertions to the tune of "Crushers would definitely win," and I have no doubt this is based on extensive personal experience. It's nice, however, to hear you admit you don't know what would happen against a skilled tournament-honed Draigowing player. It seemed at first that you were being arrogant, and I have a tendency to play devil's advocate when I feel that someone isn't giving the other side of the argument a fair shake. Make no mistake, I would be scared to face your 24-Crusher army no matter what I brought to the table.
51750
Post by: NoArmorSave
rigeld2 wrote:NoArmorSave wrote:It is definetely not a sure thing. If the Fire Dragons are allowed to unload 30 Melta Shots onto the Paladin squad, there will not be much left of that Paladin squad, even with a 3++ save. There is a good chance it will be completely wiped out along with Draigo and
the Librarian, or just horribly gimped.
You might want to re-think that.
http://www.dakkadakka.com/dakkaforum/posts/list/418342.page
This is what determined the entire game:
Eldar turn 2
"Miraculously, my librarian manages to cast Shrouding for the 3+ cover. Even more miraculously, after 20 twin-linked and 10 normal melta shots, I only lose 3 paladins and Draigo takes 1W. "
If the Paladins wouldn't have been in cover, the entire squad would have been wiped out. He also saved really well at the 3++ level.
Automatically Appended Next Post: Roboute wrote:NoArmorSave wrote:Roboute,
I don't completely agree with your assault example above. It will be a bloodbath on both sides, but the Crushers will come out on top most of the time if the Chaos Daemon player knows what he is doing.
Secondly, I at no time, dismissed Draigo Wing as an army, or said that Blackmoor is a bad player. I think Draigo Wing is a very good army, and I like playing against it. This is a thread about how to beat Draigo Wing, and what it's weaknesses are.
Fatecrusher is a big achilles heal for Draigo Wing; you can choose to accept\believe that or not.
On the subject of Blackmoor; I am sure he is a skilled, competitive, tournament player. I would absolutely love to play against him with my Fatecrusher Daemons. I guarantee you there would be some of the ugliest assaults in the history of the 40K game occurring on the table. I am sure we would both give each other pure hell.
I might do some more math tomorrow morning and find out who would win in successive rounds of the assault I math hammered. If you have any specific criticisms on my math hammer (beyond who would win if the combat continued), I'd be happy to hear them. In many ways, there is just too much variability given wound allocation and other factors for my non-math-major skills to handle.
I agree that Fatecrusher is an uphill matchup for Draigowing, but I would hesitate to call it an achilles heel, at least when you compare players and lists of similar strength. You've made a lot of assertions to the tune of "Crushers would definitely win," and I have no doubt this is based on extensive personal experience. It's nice, however, to hear you admit you don't know what would happen against a skilled tournament-honed Draigowing player. It seemed at first that you were being arrogant, and I have a tendency to play devil's advocate when I feel that someone isn't giving the other side of the argument a fair shake. Make no mistake, I would be scared to face your 24-Crusher army no matter what I brought to the table.
You know what we should do:
Blackmoore Vs. NoArmorSave - Vassal Match
Draigo Wing Vs. Fatecrusher - The ugliest 40K assault phases you will ever see.
$5 entrance fee to watch game (procedes donated to charity).
52137
Post by: Draigo
I would think that the rounds of shooting, sanctuary, etc would make the initial bc squad less then optimal and do very little.
Though if 2 could hit at once that could get ugly for the same reason ap 2 spam would be rough(granted lack of cover lol). Prob would be a focused fire effort to fateweaver from such things like vindicare who erases big birds invuln and psyfleman...
If the bird goes down the crushers arent as bad.
Which again you need a lot of things to go well for the fateweaver list to be completely effective. Prefered wave, weather round of shooting before combat can be engaged, etc
195
Post by: Blackmoor
NoArmorSave wrote:Blackmoor wrote:What does your full list look like at 2000 points?
You first.
You can find my lists all over the place. Here is the list I used to win the Wild West Shootout a couple of weeks ago:
http://www.dakkadakka.com/dakkaforum/posts/list/422339.page
My Draigowing List
HQ
Draigo
Librarian w/Warding Staff, Shrouding, Might of Titians, Sanctuary, 2 Servo Skulls
Troops
10 Paladins w/3 Psycannons, Master Crafted Psycannon, Warding Stave, 2 Swords, 2 Demonhammers, 3 Halberds, Master Crafted Halberd, Brotherhood Banner
5 Grey Knight Strike Squad w/Psycannon
Fast Attack
9 Interceptors w/2 Psycannons
Justicar w/ MC Demonhammer
Heavy Support
3 Dreadnaughts w/2 Autocannons, Psybolt ammo
Here is why I wanted to see your list:
24 Bloodcrushers (plus Bloodthirster and Fateweaver) are over 1600 points compared to Draigo, Libby and 10 paladins that are around 1170 points. You do not have much in the way of troops.
So you need to have a bunch of cheap crappy units (plaguebearers?) that my dreads can just gun down.
Also you have to split your army in two. I hope you have enough troops or you will have to leave a unit or 2 of bloodcrushers behind.
Also you have a 33% chance of getting the wrong wave in. If that happens, it is open season on your troops until the heavy hitters trickle on a few units a turn (That would be bad for you). So in essence you have a 33% chance of losing the game right from the beginning.
If you do get your preferred wave, you can scatter all over the place. You have a huge footprint so you have to keep a large distance from your other units. If you have a unit that ends up being outside of fateweavers bubble (and there is a good change that might happen even with your run rolls) I could shoot it and do about 10 wounds with everything except the Strike Squad even with your 3+ save and T5.
If you have a unit that is even close to me that is even slightly misplaced, I will assault it, and your pile in move will pull you out of fateweavers range, and it will be wiped out. Then your can counter aassault and the battle will end up like Roboute's example.
Even in his example. the size and placings of models are going to be so hard that I do not see all of them being able to attack. You have 14 of those giant 60mm bases and your placing will be difficult to get them all in to assault. Also if you slip up and leave a unit out of Fateweaver's range it will be killed. Then while the giant assault is being resolved my interceptors will be either running around killing things (like your tropps or fateweaver) or counter attacking to do a lot more wounds.
It is entertaining to think of what could happen if Fateweaver was there, but what would really happen is that I will have my whole army shoot at Fateweaver the turn he lands. He is critical to your army and it's linchpin.
Paladins shooting vs. Fateweaver=1.5 wounds
Interceptors shooting at Fateweaver= .83 wounds (1.18 wounds stationary)
Each Dread shooting at Fateweaver=.32 wounds
Shooting at Fateweaver the turn he lands I should do 3.29 wounds to him, and then after he is dead I will pick your army apart.
51750
Post by: NoArmorSave
Blackmoor wrote:NoArmorSave wrote:Blackmoor wrote:What does your full list look like at 2000 points?
You first.
You can find my lists all over the place. Here is the list I used to win the Wild West Shootout a couple of weeks ago:
http://www.dakkadakka.com/dakkaforum/posts/list/422339.page
My Draigowing List
HQ
Draigo
Librarian w/Warding Staff, Shrouding, Might of Titians, Sanctuary, 2 Servo Skulls
Troops
10 Paladins w/3 Psycannons, Master Crafted Psycannon, Warding Stave, 2 Swords, 2 Demonhammers, 3 Halberds, Master Crafted Halberd, Brotherhood Banner
5 Grey Knight Strike Squad w/Psycannon
Fast Attack
9 Interceptors w/2 Psycannons
Justicar w/ MC Demonhammer
Heavy Support
3 Dreadnaughts w/2 Autocannons, Psybolt ammo
Here is why I wanted to see your list:
24 Bloodcrushers (plus Bloodthirster and Fateweaver) are over 1600 points compared to Draigo, Libby and 10 paladins that are around 1170 points. You do not have much in the way of troops.
So you need to have a bunch of cheap crappy units (plaguebearers?) that my dreads can just gun down.
Also you have to split your army in two. I hope you have enough troops or you will have to leave a unit or 2 of bloodcrushers behind.
Also you have a 33% chance of getting the wrong wave in. If that happens, it is open season on your troops until the heavy hitters trickle on a few units a turn (That would be bad for you). So in essence you have a 33% chance of losing the game right from the beginning.
If you do get your preferred wave, you can scatter all over the place. You have a huge footprint so you have to keep a large distance from your other units. If you have a unit that ends up being outside of fateweavers bubble (and there is a good change that might happen even with your run rolls) I could shoot it and do about 10 wounds with everything except the Strike Squad even with your 3+ save and T5.
If you have a unit that is even close to me that is even slightly misplaced, I will assault it, and your pile in move will pull you out of fateweavers range, and it will be wiped out. Then your can counter aassault and the battle will end up like Roboute's example.
Even in his example. the size and placings of models are going to be so hard that I do not see all of them being able to attack. You have 14 of those giant 60mm bases and your placing will be difficult to get them all in to assault. Also if you slip up and leave a unit out of Fateweaver's range it will be killed. Then while the giant assault is being resolved my interceptors will be either running around killing things (like your tropps or fateweaver) or counter attacking to do a lot more wounds.
It is entertaining to think of what could happen if Fateweaver was there, but what would really happen is that I will have my whole army shoot at Fateweaver the turn he lands. He is critical to your army and it's linchpin.
Paladins shooting vs. Fateweaver=1.5 wounds
Interceptors shooting at Fateweaver= .83 wounds (1.18 wounds stationary)
Each Dread shooting at Fateweaver=.32 wounds
Shooting at Fateweaver the turn he lands I should do 3.29 wounds to him, and then after he is dead I will pick your army apart.
Blackmoor,
You are wrong on your analysis of Fatecrusher Vs. Draigo Wing on so many levels. Before we go any further, I need to ask: Have you actually played against a Fatecrusher build I am talking about? If so, how many times?
First of all, your dreads aren't going to just gun down Plaguebearers. They are almost always in cover, and they go to ground if shot at. That gives them a 3++, T5, and they still get Feel No Pain against your ST8 autocannons, because their natural toughness is 5.
You can try to catch them with rending psycannons, but you have to get within 24" to do it. And if you are shooting at Plaguebearers, you are not shooting at other threats.
"Also you have to split your army in two. I hope you have enough troops or you will have to leave a unit or 2 of bloodcrushers behind. "
I have 20 troops, and normally dominate objective games. There are going to be Crushers everywhere dude. Trust me, the table is going to
be covered with them, and Draigo and his Paladin's will wish they were back on Titan.
"Also you have a 33% chance of getting the wrong wave in. If that happens, it is open season on your troops until the heavy hitters trickle on a few units a turn (That would be bad for you). So in essence you have a 33% chance of losing the game right from the beginning. "
NO. You don't understand the army. There is no "wrong" wave. There is wave 1 and wave 2. The competent Daemon general will balance each wave so that each one can function on it's own. In the last 2000 point tournament I played at, I got wave 2 in 2 of my 3 games (rolled a 1 or 2). I still easily won each game.
"If you do get your preferred wave, you can scatter all over the place. You have a huge footprint so you have to keep a large distance from your other units. If you have a unit that ends up being outside of fateweavers bubble (and there is a good change that might happen even with your run rolls) I could shoot it and do about 10 wounds with everything except the Strike Squad even with your 3+ save and T5. "
If wave 1 comes in, Fateweaver will always be covering his Oracle of Eternity over the Crusher squads. He will run in the shooting phase, and the crushers will run in the shooting phase after deep strike. I know how to position things, and I know how it goes down with Fateweavers base relative to the massive Crusher footprints. It is unlikely that you will catch a crusher squad outside of the Oracle. Very unlikely.
"If you have a unit that is even close to me that is even slightly misplaced, I will assault it, and your pile in move will pull you out of fateweavers range, and it will be wiped out. Then your can counter aassault and the battle will end up like Roboute's example."
It won't happen; my pile in move will not pull me out of his Oracle. In many cases, it can actually move crushers that were back closer to the Oracle. The unit & bases are so large, it just isn't a factor.
"but what would really happen is that I will have my whole army shoot at Fateweaver the turn he lands. He is critical to your army and it's linchpin. "
This is where you are gravely mistaken my friend. The last time I played Draigo Wing, Fateweaver was killed on turn 2 by lucky, massed Psycannon shots. I still went on to win the game. The army can still easily win with Fateweaver gone, especially when all of my assault is focused on
your 1 unit of Paladins. I have won several games where I got in wave 2 first and Fateweaver died. It isn't the showstopper you think it is.
Dude, I am not trying to be mean or anything, but looking at your list, it wouldn't be a matter of if I can beat you or not. It would be a matter of if I could table you in the process of beating you.
I have absolutely no fear of the list (or tactics) you have posted here. Based on the information you have written, you really don't understand Fatecrusher and it's nuances. Which isn't unexpected,
it's not your army and you probably haven't even played against a build like this before.
I hope we can play a game (or 3) someday, I think it would be a real eye opener for you.
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Post by: Lukus83
1. Blackmoor was pointing out that if your preferred wave was entirely Crushers and the hard hitters then if you get the wrong wave all you have is squishy Troops. That's a turn where there is nothing else to shoot at.
2. If you split the Crushers between waves then you can hardly count on the secondary waves arriving when planned, and even less likely on getting a multicharge with all 3 units.
3. You can't guarantee Fateweaver will be able to cover all the units that need it. Bad scatters happen, as do bad run rolls. By placing too close to each other you run the risk of mishaps. The large bases sizes of Crushers in this instance works against them.
Now I'm no expert on Daemons, but my above 3 points look like something any competent General should be able to see and take advantage of.
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Post by: -666-
@ NAS...
I don't see how Dark Excommunication isn't going to majorly factor into the game plus it's not something you as a player have any say over whether or not your opponent can take... Greater daemon and Crushers no longer ignore armor saves plus it negates BotBG... Bottom line Crushers die quickly to Draigowing in melee when hit with Dark Exommumication... It is a major effect not a minor one. Statements like that just make me have to wonder how realistic is what you're saying. One major weakneses of daemons in general is when the player suffers from poor rseserve rolls which you've ignored. It does happen from time to time.
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Post by: Pyriel-
How to beat a draigo list?
Simple, just wait till 6:ed rules idiocy is out and paladins will be unable to allocate away wounds and the whole list will be so crappy it will become totally unplayable.
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Post by: Clauss
This thread in hilarious.
Blackmoor, just play him on vassal and destroy him. I play daemons competitively, or at least I like to think so. Sadly i have yet to see anyone brave/ingenious/stupid enough to field 24 bloodcrushers/fateweaver/bloodthirster+blessing. Simply because of a few reason, it costs 1668. So lets say its a 2k list. you now have 332 points. 150 at least much be troops. so 2 5 man squads of beares. Thus you have 182 points. Which could be a prince..some seekers for speed, some hounds for blessing plus speed. Or you go more small troops. So we will assume 1-2 more choices in your list.
Thus your list is some iteration of:
fateweaver
bloodthirster
8 crusher+upgrades
8 crusher+upgrades
8 crusher+upgrades
5 plagues
5 plagues
10 seekers/hounds(last 182 points)
8 kps, all hard to get. cool
Now, the reason you dont see this, is because any GT dark eldar player who can copy an internet list, will evade you with skimmers. and pussyfoot around while not getting out of his vehicles. No good DE player will let you catch him. Since DE are popular, you dont have a chance of winning the GT now. Now if you play mechdar, same situation, less shots. You still lose. I am not saying this because of your ability to play, nor your ability to analyze a situation. But I have been there, i have played these games, and seen what an equal general with a better army will do. DE and mechdar are only one example of this.
I played my daemons at the nova invitational. I played a GK player in the 4th round, his army had strike squads, and absurd amounts of str7 and str8 shooting. he warp quaked about half the board with first turn, and moved up. I could barely deep strike on the board, please tell me how you would defeat a warp quaked table full of str7/8 shooting that wiped any squad I had when it went down, IF any squad could go down. yes your squads are larger and tougher, but yours is slower and has a larger footprint. you will lose, you will lose badly. trust me, i want daemons to work as well as anyone else. But it wont against real players like those I faced at the nova invitational.
In all seriousness you most likely are a big fish in a small pond, but trust me. Go face a good grey knights players who has played hundreds of games in GTs like Nick N and blackmoor. you will lose.
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Post by: necron99
Flavius Infernus wrote:Well, if you don't want to go out and buy a DE army, you can just max out your GK cheap vehicles (rhinos) with cheap minsized squads--even take a henchman army if you have the models--and tank shock him over and over again until he breaks and runs.
Others have mentioned it as a last resort, but I use tank shock as my primary offensive tactic with Eldar and IG against paladin units with FNP, especially if Draigo is in there too. It's not worth the trouble of trying to shoot them when you can just chase them off the board.
Before ten people who don't understand the tank shock rules jump in with the usual mistakes, here's the technique:
-Only models you run over can make a death or glory attack, so don't run over anybody with a daemon hammer and you're safe from that.
-If you tank shock a unit that's already falling back, they fall back again immediately automatically with no chance to rally. So you don't have to wait around for them to go off the board--just hit a falling back unit again, and you can chase them all the way off in a single turn.
The odds of a Ld9 unit failing a leadership test are about 9%, about 6% for the Ld10 unit. So throw out five or six tank shocks--or even ten--per turn, and you can table him in a couple of turns without causing a single casualty.
Also tankshocking your opponent off the table a couple times will tend to encourage the Draigowing player to think about a more balanced list.
Ok, I think I like this idea best - mostly because I have what I need to put it together. I was thinking about doing this last night:
HQ: Xenos
Troop: 6x 5man strike squad w/rhino & dozer blade
Elite: 2x 3man accolite w/chimara & dozer blade
Fast: 2x Storm ravens TL PM & TL MM
Heavy: 2x Psyrifle dreads
Elite: 1x Vindicare assasin
That came out to 2k. What if I dropped my 5 man units out of the rhinos and warp quaked the whole board? A spread out 5 man unit can warp quake a 3' x 2' area. Saying, of course he doesn't make his turn 2 reserve roll. That would kinda force him to walk in on his board side. Mean while the 8 tanks can go and tank shock his terminator unit while the everyone else shoots his vindicare assasin & techmarine who usually hole up in a building.
I know - certainly not at all competitive against any other army. I'd just like to see the look on his face...
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Post by: NoArmorSave
-666- wrote:@ NAS...
I don't see how Dark Excommunication isn't going to majorly factor into the game plus it's not something you as a player have any say over whether or not your opponent can take... Greater daemon and Crushers no longer ignore armor saves plus it negates BotBG... Bottom line Crushers die quickly to Draigowing in melee when hit with Dark Exommumication... It is a major effect not a minor one. Statements like that just make me have to wonder how realistic is what you're saying. One major weakneses of daemons in general is when the player suffers from poor rseserve rolls which you've ignored. It does happen from time to time.
Yes, it is a major efffect, but 1 instance of it is not a show stopper. It only shuts down 1 unit, that is not enough to save 10 Paladins.
This is the second time I have asked you to go back and reread what I have written.
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Post by: -666-
A good player is not going to let you multi charge their brick of Paladins with 2-3 units of Bloodcrushers... so really it only has to work versus one unit.
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Post by: Roboute
NoArmorSave wrote:"Also you have a 33% chance of getting the wrong wave in. If that happens, it is open season on your troops until the heavy hitters trickle on a few units a turn (That would be bad for you). So in essence you have a 33% chance of losing the game right from the beginning. "
NO. You don't understand the army. There is no "wrong" wave. There is wave 1 and wave 2. The competent Daemon general will balance each wave so that each one can function on it's own. In the last 2000 point tournament I played at, I got wave 2 in 2 of my 3 games (rolled a 1 or 2). I still easily won each game.
Wait, I'm confused. About a page ago you said you'd be multi-charging on Turn 2 with a Bloodthirster and 2 units of Crushers, all supported by Fateweaver. Now you're saying there's no wrong wave? If you brought in those four units in Wave 1, Wave 2 will by necessity be one unit of Crushers and some Plaguebearers. If you balance your waves, you won't be charging with three units on turn 2, or turn 3 in all likelihood. Warp Quake isn't just a first turn problem - subsequent units of Crushers won't be able to land within 12" of Interceptors or GKSS, and Icons don't make a difference in this respect. Fateweaver is your army's only significant shooting, and he kills a maximum of 4 PAGKs a turn with Breath and Bolt, not enough to wipe even a combat squad.
Furthermore, it's impossible for a Fatecrusher list to have balanced waves, because Fateweaver can only be in one wave. If the wave that drops first doesn't include Fateweaver, whatever drops will be severely weakened in short order. Yes, I know, most armies aren't packing enough firepower to dent even one unit of Bloodcrushers, but an army like Blackmoor's will have an easy time of it.
The reason the Daemon vs. GK match is so poor (in my opinion) is because the Daemon player needs a lot of luck to have a chance. You need first turn (50% chance to fail, otherwise shunt quake makes the game near-autolose). You need your preferred wave (33% chance to fail) unless you gimp your army by balancing the waves. You need to get your other heavy hitters in on Turn 2 (50% chance to fail each roll). If the dice all go your way, it'll be a rough battle, but if they don't, I know where my money is.
Automatically Appended Next Post:
At least you're willing to put up. I'd love to see that Vassal game, or better yet an honest-to-goodness battle report.
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Post by: NoArmorSave
Clauss wrote:This thread in hilarious.
Blackmoor, just play him on vassal and destroy him. I play daemons competitively, or at least I like to think so. Sadly i have yet to see anyone brave/ingenious/stupid enough to field 24 bloodcrushers/fateweaver/bloodthirster+blessing. Simply because of a few reason, it costs 1668. So lets say its a 2k list. you now have 332 points. 150 at least much be troops. so 2 5 man squads of beares. Thus you have 182 points. Which could be a prince..some seekers for speed, some hounds for blessing plus speed. Or you go more small troops. So we will assume 1-2 more choices in your list.
Thus your list is some iteration of:
fateweaver
bloodthirster
8 crusher+upgrades
8 crusher+upgrades
8 crusher+upgrades
5 plagues
5 plagues
10 seekers/hounds(last 182 points)
8 kps, all hard to get. cool
Now, the reason you dont see this, is because any GT dark eldar player who can copy an internet list, will evade you with skimmers. and pussyfoot around while not getting out of his vehicles. No good DE player will let you catch him. Since DE are popular, you dont have a chance of winning the GT now. Now if you play mechdar, same situation, less shots. You still lose. I am not saying this because of your ability to play, nor your ability to analyze a situation. But I have been there, i have played these games, and seen what an equal general with a better army will do. DE and mechdar are only one example of this.
I played my daemons at the nova invitational. I played a GK player in the 4th round, his army had strike squads, and absurd amounts of str7 and str8 shooting. he warp quaked about half the board with first turn, and moved up. I could barely deep strike on the board, please tell me how you would defeat a warp quaked table full of str7/8 shooting that wiped any squad I had when it went down, IF any squad could go down. yes your squads are larger and tougher, but yours is slower and has a larger footprint. you will lose, you will lose badly. trust me, i want daemons to work as well as anyone else. But it wont against real players like those I faced at the nova invitational.
In all seriousness you most likely are a big fish in a small pond, but trust me. Go face a good grey knights players who has played hundreds of games in GTs like Nick N and blackmoor. you will lose.
"any GT dark eldar player"
No, not ANY GT Dark Eldar player. The weakness of the list is against DE Venom Spam. I know all about this matchup, I play Dark Eldar as well. Why are you even mentioning a seperate weakness of Fatecrusher? We are talking about how to beat Draigo Wing
in this thread, don't try to derail it.
"I played my daemons at the nova invitational. I played a GK player in the 4th round, his army had strike squads, and absurd amounts of str7 and str8 shooting. he warp quaked about half the board with first turn, and moved up. I could barely deep strike on the board, please tell me how you would defeat a warp quaked table full of str7/8 shooting that wiped any squad I had when it went down, IF any squad could go down. yes your squads are larger and tougher, but yours is slower and has a larger footprint. you will lose, you will lose badly. trust me, i want daemons to work as well as anyone else. But it wont against real players like those I faced at the nova invitational."
Did you go first during this game? That would have mitigated the warp quake spam situation.
I am sorry you lost to Grey Knights, but don't try to say that the army is gimped and doesn't work against them. Also, we are not talking about warp quake spam here, smart one. We are talking about how to beat Draigo Wing.
"
In all seriousness you most likely are a big fish in a small pond, but trust me. Go face a good grey knights players who has played hundreds of games in GTs like Nick N and blackmoor. you will lose."
In all seriousness, this is a very rude and assholish statement to make. "Go face a good grey knights player". Give me a break. How do you know who I have played isn't a good Grey Knights player?
Just because Blackmoor and this other dude travel to a bunch of tournaments and post battle reports on Dakka, doesn't mean they are better. I play on average 2-3 times\week, and play some very skilled
opponents.
I have made my case, and have shown beyond a shadow of a doubt, that Fatecrusher is a very powerful answer to Draigo Wing. Only the uneducated and ignorant - players you have never actually played the matchup, will continue to talk s hit about something they honestly
aren't qualified to speak on. You are just angry and are derailing the thread, because I have shown (and proven in many games), that Chaos Daemons can and do destroy Grey Knights. It is what it is, and insulting the players I play and running off about how a pure Warpquake Spam list will destroy me (it won't 50% of the time), when we are talking about Draigo Wing specifically, shows utter, fanboy, ignorance. You can continue to vent and dissbelieve, and I will continue to table Grey Knights.
I am not going to derail this thread anymore debating how to beat Draigo Wing with Fatecrusher. I have adequately proven it, and if you have any deductive reasoning, you will realize what I have written is true.
If anyone wants to talk this anymore, please PM me.
Automatically Appended Next Post:
-666- wrote:A good player is not going to let you multi charge their brick of Paladins with 2-3 units of Bloodcrushers... so really it only has to work versus one unit.
He won't have a choice. I will force this in the game thru good positioning, outmaneuvering, and overwhelming the army.
The model count on a 2000 point Draigo Wing list is really small. An extra strike and Interceptor squad isn't going to prevent this.
I can assure you, that 10 man unit of Paladins is going to get assaulted by multiple units.
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Post by: Crusaderobr
Im gonna have to agree with NoArmorSave here, this thread is filled with dumb fanboys who clearly cant believe that their "incredible" Draigo Wing list can be beaten. When they start talking about other armies and your particular armies weakness to them instead of Draigo Wing you know they are not logical poeple, and that they are now just blatantly trolling. This thread is hilarious and has no tactical value and doesn't deserve to be on Dakka except for entertainment value /popcorn.
That Eldar battle report was hilarious. Not only was his list horrible with the exception of Eldrad and the 3 Fire Dragons squads in Waveserpents, but he proved to not be one of the best general's out there. That battle report doesn't prove anything, except what happens when the Dice Gods have blessed a Grey Knight army in a game ( he got really lucky ).
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Post by: -666-
@ NAS
The thing you have not by any means shown that FateCrusher > Draigowing... it is just in your mind... and that is fine... just don't expect all of us to buy it. But do go on.
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Post by: Draigo
Crusaderobr wrote:Im gonna have to agree with NoArmorSave here, this thread is filled with dumb fanboys who clearly cant believe that their "incredible" Draigo Wing list can be beaten. When they start talking about other armies and your particular armies weakness to them instead of Draigo Wing you know they are not logical poeple, and that they are now just blatantly trolling. This thread is hilarious and has no tactical value and doesn't deserve to be on Dakka except for entertainment value /popcorn.
That Eldar battle report was hilarious. Not only was his list horrible with the exception of Eldrad and the 3 Fire Dragons squads in Waveserpents, but he proved to not be one of the best general's out there. That battle report doesn't prove anything, except what happens when the Dice Gods have blessed a Grey Knight army in a game ( he got really lucky ).
Fanboys? So because we disagree with him were now fanboys?Really dude? I would say more of the posts were praising blackmoors ability as a general not the army itself. If people are mad about that well idk what to tell them because there is proof there that he has a clue unlike the fatecrusher is better camp. While I have no real opinion on either side(since I own both armies) I do see that the daemons need more to go their way to be successful. Lots f variables and unknowns could gimp the list be honest. If stuff goes as you say yes the daemons can pull off a win.
As far as beating Draigo in the current edition. Lots of shots or attacks that negate the 2 + are a good start or use your own vindi to nix draigo and the libby's invuln assuming he has the stave.
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Post by: Hyd
Draigo, he was trolling. His two posts on this thread boil down to mere flamebait ; don't fall for it
The idea of the Vindicare with shieldbreaker ammo is wicked. I like it.
123
Post by: Alpharius
Quick reminder:
When discussing theoretical potential maybe army list solutions and stuff involving wargames/toy soldiers, please remain polite and avoid insulting anyone.
Thanks!
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Post by: Roboute
-666- wrote:@ NAS
The thing you have not by any means shown that FateCrusher > Draigowing... it is just in your mind... and that is fine... just don't expect all of us to buy it. But do go on. 
The thing is, it's not just in his mind. I'm sure he's won a ton of games against Draigowing with his Fatecrusher. He just hasn't presented much in the way of substantive reasons beyond his own personal experience and assertions that "no, it wouldn't go that way.." That sort of thing doesn't really work on the Internet, because people don't know each other, so it's only what you post that matters. Perhaps he's reluctant to discuss his tactics in more detail because he doesn't want to give anything away to a potentially dangerous opponent? If the battle will be so one-sided, though, I'm not sure why he can't just go ahead and throw out some theoryhammer for his army's game plan.
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Post by: -666-
I'm reluctant at times to believe people I don't know on the Internet. If he said he won most of the time then to me that would go a lot further towards credibility.
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Post by: Roboute
-666- wrote:I'm reluctant at times to believe people I don't know on the Internet. If he said he won most of the time then to me that would go a lot further towards credibility.
To me, it doesn't really matter whether he won most or all of his games (he very well could have). Without the ability to translate that personal experience into a response that will convince an Internet dweller who doesn't care about how many games you've won, personal experience doesn't mean a whole lot.
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Post by: -666-
That is the main point - he hasn't really convinced anyone. I'll leave it at that.
52835
Post by: Roboute
Aaaaand segue back to on-topic ....
I did enjoy the suggestion of a Vindicare to snipe away Draigo's 3++ save. This would be particularly important for a Purifier list, because damage would be greatly increased if Draigo can't just tank the one or two psycannon rends from each squad.
Also, as I have in other GK threads, I will shamelessly pimp the Stormraven deathstar as the Purifiers' counter to Draigowing deathstars. While perhaps not the best unit in a TAC list, a Stormraven filled with a LIbrarian, Techmarine with nades and 9 Purifiers with halberds will be able to survive incoming fire with a 3+ cover save and then deliver a heaping helping of smackdown into the Paladins' lap. If you can flat-out your SR into the sweet spot (more than 12" but less than 15" away), you'll have a guaranteed assault next turn if the SR stays mobile. Rad grenades make the Paladins T3 against the Purifiers' S6 or S7, which means they can ID them with impunity. The Purifiers will probably die horribly to the return attacks of Draigo, the Libby and the stave wielder, of course, but they can alpha strike the heck out of the Paladins first, and your deathstar costs half as much as his does.
If you wanted to stray into Henchmen territory, that same Stormraven can be just as effective for even fewer points by filling it with a mix of DCAs and Crusaders. Supported by a Techmarine and Librarian (or Inquisitor if you're feeling cheap), this squad can also achieve ID with S6 vs. T3. Paladins don't like ID. With an Inquisitor, you can get this unit down to just a little over 500 points, giving you enough room to fill the rest of your army out to counter his support units.
Come to think of it, this one unit works far more efficiently than Bloodcrushers against a Draigo deathstar. GKs all have assault grenades, so Sanctuary won't impede them, and they have the nade cheese to ID the Paladins, which is huge. It does suffer from the "eggs in one basket" syndrome, but the eggs are in a fairly tough basket in this case.
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Post by: Hyd
If you're fielding a Stormraven, you can also throw them a few Mindstrike missiles before going for the kill, ideally aiming at the libby. With him gone you'll have disabled their psychic defense, which will be instrumental in ensuring your own Hammerhands pass.
52835
Post by: Roboute
Hyd wrote:If you're fielding a Stormraven, you can also throw them a few Mindstrike missiles before going for the kill, ideally aiming at the libby. With him gone you'll have disabled their psychic defense, which will be instrumental in ensuring your own Hammerhands pass.
An excellent point. They're defensive weapons, so you'll be able to fire them all as a matter of course in any turn you're disgorging passengers.
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Post by: ShadarLogoth
Question:
Do army lists really have fanboys?
I'll hang up and listen.
49995
Post by: -666-
There are only two armies that can field Stormravens-only gk get the msm... Mirror match advice I don't think is that helpful since typically getting the charge and activating NFW gets the job done.
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Post by: Roboute
-666- wrote:There are only two armies that can field Stormravens-only gk get the msm... Mirror match advice I don't think is that helpful since typically getting the charge and activating NFW gets the job done.
Except the OP said he runs a Purifier list. Unless he wants to go out and buy 2000 points of DE or Daemons, GK are what he has.
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Post by: necron99
Hyd wrote:If you're fielding a Stormraven, you can also throw them a few Mindstrike missiles before going for the kill, ideally aiming at the libby. With him gone you'll have disabled their psychic defense, which will be instrumental in ensuring your own Hammerhands pass. Yep, yep, yep...I tried this on Mephiston Lord of Cheese last week. 4 missiles from two storm ravens causing perils do the trick (I don't recall how many it actually took - I know I had some scattering going on but the way I fly my storm chickens, flat out, they only get to fire one weapon per turn anyway). @Roboute: oh my god you're right! I didn't think they were considered defensive! Ha!
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Post by: NoArmorSave
Roboute wrote:Aaaaand segue back to on-topic ....
I did enjoy the suggestion of a Vindicare to snipe away Draigo's 3++ save. This would be particularly important for a Purifier list, because damage would be greatly increased if Draigo can't just tank the one or two psycannon rends from each squad.
Also, as I have in other GK threads, I will shamelessly pimp the Stormraven deathstar as the Purifiers' counter to Draigowing deathstars. While perhaps not the best unit in a TAC list, a Stormraven filled with a LIbrarian, Techmarine with nades and 9 Purifiers with halberds will be able to survive incoming fire with a 3+ cover save and then deliver a heaping helping of smackdown into the Paladins' lap. If you can flat-out your SR into the sweet spot (more than 12" but less than 15" away), you'll have a guaranteed assault next turn if the SR stays mobile. Rad grenades make the Paladins T3 against the Purifiers' S6 or S7, which means they can ID them with impunity. The Purifiers will probably die horribly to the return attacks of Draigo, the Libby and the stave wielder, of course, but they can alpha strike the heck out of the Paladins first, and your deathstar costs half as much as his does.
If you wanted to stray into Henchmen territory, that same Stormraven can be just as effective for even fewer points by filling it with a mix of DCAs and Crusaders. Supported by a Techmarine and Librarian (or Inquisitor if you're feeling cheap), this squad can also achieve ID with S6 vs. T3. Paladins don't like ID. With an Inquisitor, you can get this unit down to just a little over 500 points, giving you enough room to fill the rest of your army out to counter his support units.
Come to think of it, this one unit works far more efficiently than Bloodcrushers against a Draigo deathstar. GKs all have assault grenades, so Sanctuary won't impede them, and they have the nade cheese to ID the Paladins, which is huge. It does suffer from the "eggs in one basket" syndrome, but the eggs are in a fairly tough basket in this case.
"Come to think of it, this one unit works far more efficiently than Bloodcrushers against a Draigo deathstar."
Your Purifiers will likely kill 5-6 Paladins on the Alpha strike, after that, they are going to disintegrate. They will not survive the return blows, and have no staying power. If they kill 6 Paladins, that still leaves Draigo,Librarian, and 4 other Paladins
to roll you up with. You would need 2 of these death stars to ensure the demise of Draigo\Other IC\10 Paladin death star.
Huge units of Bloodcrushers can do a similar amount of damage on their initial charge, especially when supported by a Bloodthister. They will not evaporate and fold like paper machete when the Paladins swing at them. They will most likely
completely overpower the Paladins in assault, and have enough models left to bring on more pain.
Additionally, you are list tailoring here. This build would be mediocre at best, as an all comers list. What really adds a lot of value to this discussion, are balanced all comer's lists that can compete with Draigo Wing.
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Post by: Roboute
necron99 wrote:Yep, yep, yep...I tried this on Mephiston Lord of Cheese last week. 4 missiles from two storm ravens causing perils do the trick (I don't recall how many it actually took - I know I had some scattering going on but the way I fly my storm chickens, flat out, they only get to fire one weapon per turn anyway).
A question came up at that game though. I can fire all four missiles in one turn right? I didn't think I would ever want to do that until Meph came along...he was the only psyker threat in a blood angel army I played against.
You certainly can fire all four missiles in one turn. They are four separate one-shot weapons, and they happen to be defensive weapons as well. Thus, you can move 12" and fire them all, in addition to both of your primary weapons (one primary weapon plus PotMS).
Mephiston is the perfect target for mindstrikes too - he's a dangerous psyker with 2+ armor and no Invuln save, who can't be ID'd with high strength and is probably getting a cover save against your AP2 shots. Mindstrikes were built to make Mephiston wet his pants.
21312
Post by: BeRzErKeR
NoArmorSave wrote:
"Come to think of it, this one unit works far more efficiently than Bloodcrushers against a Draigo deathstar."
Your Purifiers will likely kill 5-6 Paladins on the Alpha strike, after that, they are going to disintegrate. They will not survive the return blows, and have no staying power. If they kill 6 Paladins, that still leaves Draigo,Librarian, and 4 other Paladins
to roll you up with. You would need 2 of these death stars to ensure the demise of Draigo\Other IC\10 Paladin death star.
Huge units of Bloodcrushers can do a similar amount of damage on their initial charge, especially when supported by a Bloodthister. They will not evaporate and fold like paper machete when the Paladins swing at them. They will most likely
completely overpower the Paladins in assault, and have enough models left to bring on more pain.
Additionally, you are list tailoring here. This build would be mediocre at best, as an all comers list. What really adds a lot of value to this discussion, are balanced all comer's lists that can compete with Draigo Wing.
I've never played as GK, but I'm curious; why would the unit be mediocre? It's a unit with Initiative 6 NFW attacks for MEQs and multi-wound models, Cleansing Flame for hordes, GK Librarian Psychic powers, and rad grenades, in a tough, Fast transport. What makes it bad? It might not be QUITE as scary as Paladins are, but it doesn't sound like a particularly weak unit by any means. I can't think of an Ork unit that I would toss at it confident of winning, besides Ghazghkull.
52835
Post by: Roboute
NoArmorSave wrote:"Come to think of it, this one unit works far more efficiently than Bloodcrushers against a Draigo deathstar."
Your Purifiers will likely kill 5-6 Paladins on the Alpha strike, after that, they are going to disintegrate. They will not survive the return blows, and have no staying power. If they kill 6 Paladins, that still leaves Draigo,Librarian, and 4 other Paladins
to roll you up with. You would need 2 of these death stars to ensure the demise of Draigo\Other IC\10 Paladin death star.
Huge units of Bloodcrushers can do a similar amount of damage on their initial charge, especially when supported by a Bloodthister. They will not evaporate and fold like paper machete when the Paladins swing at them. They will most likely
completely overpower the Paladins in assault, and have enough models left to bring on more pain.
Additionally, you are list tailoring here. This build would be mediocre at best, as an all comers list. What really adds a lot of value to this discussion, are balanced all comer's lists that can compete with Draigo Wing.
Oookay. So you're going to ignore the last couple posts I sent your way in favor of picking on this particular bit.
Firstly, I am indeed list tailoring here, because the OP runs a GK list and asked how to beat Draigowing. I did qualify the SR deathstar as not a good choice for a TAC list, not sure what you're trying to do by pointing it out again.
Your statement that the Purifiers will likely kill 5-6 Paladins on the Alpha strike then die tells me one of two things: either you didn't read my post, or you aren't very familiar with the GK codex. If all you do is stomp on them, I could understand not being too familiar with their intricacies, so I'll assume it's the latter and give you a step by step.
Math Hammer!
9 Purifiers (halberds, 1 stave), Librarian (stave) and Techmarine charge Draigo, Librarian and 10 Paladins kitted out for allocation
Mindstrikes kill the Paladins' Librarian (as long as 2 missiles hit, he has a 22% chance to pass at least one re-rolled 5++).
3 Hammerhands go off for the Purifiers (they only need 2).
One Hammerhand goes off for the Paladins (psychic hood will probably block one Hammerhand)
Psychotroke grenades have a variable, possibly devastating effect - I'll ignore these for now
Rad grenades reduce the Paladins to T3
Psyk-out grenades reduce the Paladins to I1
Purifiers attack first with 9 halberds plus the librarian's stave and the techmarine's p-wep, 32 attacks, 16 hits, 13.3 wounds. Let's assume they take 13 - to be generous, 2 on Draigo, 2 on stave, 2 on a sword, 1 on everyone else.
Draigo takes a wound, maybe.
The stave has a 33% chance to suffer Instant Death.
One sword has a 75% chance to suffer ID against two wounds
One sword has a 50% chance to suffer ID against one wound
7 other Paladins each have a 67% chance to suffer ID
On average, about 6 Paladins will die. There's a 67% chance that the banner is gone, reducing the Paladins to 12 attacks back with counter-charge. Draigo might be wounded. Paladins are only S5.
Draigo - 4 attacks, 3.34 hits, 2.78 wounds
Paladins - 12 attacks, 8 hits, 5.33 wounds
Total of 8.11 wounds. One is allocated to the stave, he will probably live, one is allocated to the Librarian, he will live, one is allocated to the Techmarine, he dies, five more Purifiers die.
The Techmarine strikes simultaneously with the Paladins, using his two servo-arms. 2 attacks, 1 hit, 0.83 wounds, probably allocated on the stave, giving the stave paladin a total 50%-ish chance of dying. We'll assume he lives.
Combat Res: 6 to 12 or 13, in favor of the Purifiers. Paladins make a Ld check against Ld4 (assuming difference of 6), failing 83% of the time. The Purifiers have a Libby, so they can't sweeping advance. The Paladins flee and depending on the distance and the Purifiers' consolidation, might not regroup next turn.
All this doesn't include the overpowered crazy-nades! The Paladins could be sitting on their asses with 1 attack each, the Purifiers could all get re-rolls (mostly wiping the Paladins on the alpha strike), or the Paladins could attack each other. That's a 50% chance of getting a result that makes the combat one-sided.
Aftermath: Librarian, the Purifier stave and 3 halberds live.
Draigo, 4 Paladins live but are probably falling back.
Result (Combat Continues): The Paladin squad will emerge victorious, with Draigo and 1-3 Paladins remaining.
Result (Paladins Don't Regroup): The Paladin squad flees some more and is chased off the table like common Guardsmen.
Result (Paladins Regroup): The Paladin squad finishes off the Purifiers, either through shooting or charging. They still only have 1-3 Paladins left.
So the Paladin squad has been gutted by a total investment of about 650 points by the Purifier player. This leaves another 1350 points to counter 700-ish points of Draigowing support units. Bloodcrushers can't beat that as far as point efficiency goes. You're looking at a minimum investment of Fateweaver + 8 Crushers + (Thirster or another 8 Crushers). Fateweaver and 8 Crushers alone outstrip the SR anti-deathstar.
It's not because Purifiers are so much better than Crushers. They're not. They just have the right tools for the job - mindstrike missiles to snipe the Librarian, assault grenades and psyk-out grenades, rad and crazy-nades, and lots of hammerhand. Crushers have pure mean combat power, which in this case doesn't get them as far.
Edit: Forgot about the servo arm attacks.
Automatically Appended Next Post:
BeRzErKeR wrote:I've never played as GK, but I'm curious; why would the unit be mediocre? It's a unit with Initiative 6 NFW attacks for MEQs and multi-wound models, Cleansing Flame for hordes, GK Librarian Psychic powers, and rad grenades, in a tough, Fast transport. What makes it bad? It might not be QUITE as scary as Paladins are, but it doesn't sound like a particularly weak unit by any means. I can't think of an Ork unit that I would toss at it confident of winning, besides Ghazghkull.
It is indeed very scary in assault, but that can be a downside. It has a high probability of wiping most units in one turn, leaving the squad very exposed to ranged attacks. It also isn't nearly as tough against return attacks - they're just Space Marines, as far as durability goes. The Stormraven is a very tough vehicle with AV12 and a 3+ flat-out cover save, but all it takes is one lucky shot to down the bird. There are armies that can deal with this unit at range, and there are armies that don't have a deathstar for this unit to hunt, which means you're wasting a lot of points. All in all, it's a very strong unit, but its limited applications make it a poor choice for super-competitive TAC lists.
49995
Post by: -666-
I just don't see Purifiers having a good chance versus Paladins to be honest. Sure you can try to tweak the list with henchmen but they have their own problems as well versus Paladins.
51750
Post by: NoArmorSave
Roboute wrote:NoArmorSave wrote:"Come to think of it, this one unit works far more efficiently than Bloodcrushers against a Draigo deathstar."
Your Purifiers will likely kill 5-6 Paladins on the Alpha strike, after that, they are going to disintegrate. They will not survive the return blows, and have no staying power. If they kill 6 Paladins, that still leaves Draigo,Librarian, and 4 other Paladins
to roll you up with. You would need 2 of these death stars to ensure the demise of Draigo\Other IC\10 Paladin death star.
Huge units of Bloodcrushers can do a similar amount of damage on their initial charge, especially when supported by a Bloodthister. They will not evaporate and fold like paper machete when the Paladins swing at them. They will most likely
completely overpower the Paladins in assault, and have enough models left to bring on more pain.
Additionally, you are list tailoring here. This build would be mediocre at best, as an all comers list. What really adds a lot of value to this discussion, are balanced all comer's lists that can compete with Draigo Wing.
Oookay. So you're going to ignore the last couple posts I sent your way in favor of picking on this particular bit.
Firstly, I am indeed list tailoring here, because the OP runs a GK list and asked how to beat Draigowing. I did qualify the SR deathstar as not a good choice for a TAC list, not sure what you're trying to do by pointing it out again.
Your statement that the Purifiers will likely kill 5-6 Paladins on the Alpha strike then die tells me one of two things: either you didn't read my post, or you aren't very familiar with the GK codex. If all you do is stomp on them, I could understand not being too familiar with their intricacies, so I'll assume it's the latter and give you a step by step.
Math Hammer!
9 Purifiers (halberds, 1 stave), Librarian (stave) and Techmarine charge Draigo, Librarian and 10 Paladins kitted out for allocation
Mindstrikes kill the Paladins' Librarian (as long as 2 missiles hit, he has a 22% chance to pass at least one re-rolled 5++).
3 Hammerhands go off for the Purifiers (they only need 2).
One Hammerhand goes off for the Paladins (psychic hood will probably block one Hammerhand)
Psychotroke grenades have a variable, possibly devastating effect - I'll ignore these for now
Rad grenades reduce the Paladins to T3
Psyk-out grenades reduce the Paladins to I1
Purifiers attack first with 9 halberds plus the librarian's stave and the techmarine's p-wep, 32 attacks, 16 hits, 13.3 wounds. Let's assume they take 13 - to be generous, 2 on Draigo, 2 on stave, 2 on a sword, 1 on everyone else.
Draigo takes a wound, maybe.
The stave has a 33% chance to suffer Instant Death.
One sword has a 75% chance to suffer ID against two wounds
One sword has a 50% chance to suffer ID against one wound
7 other Paladins each have a 67% chance to suffer ID
On average, about 6 Paladins will die. There's a 67% chance that the banner is gone, reducing the Paladins to 12 attacks back with counter-charge. Draigo might be wounded. Paladins are only S5.
Draigo - 4 attacks, 3.34 hits, 2.78 wounds
Paladins - 12 attacks, 8 hits, 5.33 wounds
Total of 8.11 wounds. One is allocated to the stave, he will probably live, one is allocated to the Librarian, he will live, one is allocated to the Techmarine, he dies, five more Purifiers die.
Combat Res: 6 to 12 or 13, in favor of the Purifiers. Paladins make a Ld check against Ld4, failing 83% of the time. The Purifiers have a Libby, so they can't sweeping advance. The Paladins flee and depending on the distance and the Purifiers' consolidation, might not regroup next turn.
All this doesn't include the overpowered crazy-nades! The Paladins could be sitting on their asses with 1 attack each, the Purifiers could all get re-rolls (mostly wiping the Paladins on the alpha strike), or the Paladins could attack each other. That's a 50% chance of getting a result that makes the combat one-sided.
Aftermath: Librarian, the Purifier stave and 3 halberds live.
Draigo, 4 Paladins live but are probably falling back.
Result (Combat Continues): The Paladin squad will emerge victorious, with Draigo and 1-3 Paladins remaining.
Result (Paladins Don't Regroup): The Paladin squad flees some more and is chased off the table like common Guardsmen.
Result (Paladins Regroup): The Paladin squad finishes off the Purifiers, either through shooting or charging. They still only have 1-3 Paladins left.
So the Paladin squad has been gutted by a total investment of about 650 points by the Purifier player. This leaves another 1350 points to counter 700-ish points of Draigowing support units. Bloodcrushers can't beat that as far as point efficiency goes. You're looking at a minimum investment of Fateweaver + 8 Crushers + (Thirster or another 8 Crushers). Fateweaver and 8 Crushers alone outstrip the SR anti-deathstar.
It's not because Purifiers are so much better than Crushers. They're not. They just have the right tools for the job - mindstrike missiles to snipe the Librarian, assault grenades and psyk-out grenades, rad and crazy-nades, and lots of hammerhand. Crushers have pure mean combat power, which in this case doesn't get them as far.
Automatically Appended Next Post:
BeRzErKeR wrote:I've never played as GK, but I'm curious; why would the unit be mediocre? It's a unit with Initiative 6 NFW attacks for MEQs and multi-wound models, Cleansing Flame for hordes, GK Librarian Psychic powers, and rad grenades, in a tough, Fast transport. What makes it bad? It might not be QUITE as scary as Paladins are, but it doesn't sound like a particularly weak unit by any means. I can't think of an Ork unit that I would toss at it confident of winning, besides Ghazghkull.
It is indeed very scary in assault, but that can be a downside. It has a high probability of wiping most units in one turn, leaving the squad very exposed to ranged attacks. It also isn't nearly as tough against return attacks - they're just Space Marines, as far as durability goes. The Stormraven is a very tough vehicle with AV12 and a 3+ flat-out cover save, but all it takes is one lucky shot to down the bird. There are armies that can deal with this unit at range, and there are armies that don't have a deathstar for this unit to hunt, which means you're wasting a lot of points. All in all, it's a very strong unit, but its limited applications make it a poor choice for super-competitive TAC lists.
"Oookay. So you're going to ignore the last couple posts I sent your way in favor of picking on this particular bit. "
No, I didn't ignore you. I told you, no more Fatecrusher Vs. Draigo Wing discussion in this thread. You choose to continue down that path, and I consider it rude and a waste of the OP's contribution at this point.
"Your statement that the Purifiers will likely kill 5-6 Paladins on the Alpha strike then die tells me one of two things: either you didn't read my post, or you aren't very familiar with the GK codex. If all you do is stomp on them, I could understand not being too familiar with their intricacies, so I'll assume it's the latter and give you a step by step."
"On average, about 6 Paladins will die. "
 Isn't that what I said? You are probably going to kill 5-6 Paladins on your initial assault, IF the Paladin Librarian does not have Quicksilver. If the Paladin Librarian has Quicksilver, this whole strategy goes straight into the toilet.
I think it is a nasty Deathstar (not nearly in the same tier as a Paladin Death Star). My main problem with the list is the Stormraven. I just question it's value and point cost, and believe there are much better ways to play Purifiers.
IMO; the best Purifier focused GK lists, run Purifiers in Rhinos and Razorbacks. Think MSU spam.
If your local Meta has a bunch of Draigo Wing players, it may be worth testing to see how it goes. I think the list could be very effective in a lot of cases, but is not optimal for Purifiers.
Besides the Purifier\Techmarine\Stormraven Death Star, what would the rest of the list look like @ 2000 points?
47462
Post by: rigeld2
NoArmorSave wrote:  Isn't that what I said? You are probably going to kill 5-6 Paladins on your initial assault, IF the Paladin Librarian does not have Quicksilver. If the Paladin Librarian has Quicksilver, this whole strategy goes straight into the toilet.
The librarian gets sniped by the Mindstrike missiles, so him having Quicksilver is kinda worthless.
You did also say,
NoArmorSave wrote:after that, they are going to disintegrate. They will not survive the return blows, and have no staying power.
Which, according to that mathhammer, would be false.
52835
Post by: Roboute
NoArmorSave wrote:It is indeed very scary in assault, but that can be a downside. It has a high probability of wiping most units in one turn, leaving the squad very exposed to ranged attacks. It also isn't nearly as tough against return attacks - they're just Space Marines, as far as durability goes. The Stormraven is a very tough vehicle with AV12 and a 3+ flat-out cover save, but all it takes is one lucky shot to down the bird. There are armies that can deal with this unit at range, and there are armies that don't have a deathstar for this unit to hunt, which means you're wasting a lot of points. All in all, it's a very strong unit, but its limited applications make it a poor choice for super-competitive TAC lists.
"Oookay. So you're going to ignore the last couple posts I sent your way in favor of picking on this particular bit. "
No, I didn't ignore you. I told you, no more Fatecrusher Vs. Draigo Wing discussion in this thread. You choose to continue down that path, and I consider it rude and a waste of the OP's contribution at this point.
"Your statement that the Purifiers will likely kill 5-6 Paladins on the Alpha strike then die tells me one of two things: either you didn't read my post, or you aren't very familiar with the GK codex. If all you do is stomp on them, I could understand not being too familiar with their intricacies, so I'll assume it's the latter and give you a step by step."
"On average, about 6 Paladins will die. "
 Isn't that what I said? You are probably going to kill 5-6 Paladins on your initial assault, IF the Paladin Librarian does not have Quicksilver. If the Paladin Librarian has Quicksilver, this whole strategy goes straight into the toilet.
I think it is a nasty Deathstar (not nearly in the same tier as a Paladin Death Star). My main problem with the list is the Stormraven. I just question it's value and point cost, and believe there are much better ways to play Purifiers.
IMO; the best Purifier focused GK lists, run Purifiers in Rhinos and Razorbacks. Think MSU spam.
If your local Meta has a bunch of Draigo Wing players, it may be worth testing to see how it goes. I think the list could be very effective in a lot of cases, but is not optimal for Purifiers.
Besides the Purifier\Techmarine\Stormraven Death Star, what would the rest of the list look like @ 2000 points?
No, that's not what you said. You said that they would kill 5-6 Paladins, and then die. That is definitely not what would happen. They would kill 6 Paladins, then lose half the squad, then the Paladins would take a Ld test at a huge penalty and run away, possibly off the board if that SR is still functioning next turn. There is a giant difference between those two outcomes.
Your comment about Quicksilver - firstly, the Librarian will be sniped by mindstrike missiles, secondly, Quicksilver only works on the owning player's turn. So it doesn't make any difference whatsoever.
We agree that it's a nasty deathstar, and the whole point that it can take on Paladins without being in the same tier as them. We also agree that the SR isn't a super-optimal choice for Purifiers, although I tend to give the SR more credit because I enjoy the mobility and threat range it provides.
As far as the rest of the list, it would probably contain all the staples of an MSU Purifier build - Purifiers in Rhinos or Psybacks, Psyfleman Dreads, Crowe (a bonus for taking the SR is you can still take a transport for the Purifier squad in it, and Crowe can hop in that Rhino or Psyback). Interceptors would also probably feature, sprinkle to taste with stuff like a Vindicare, depending on how competitive you want to get. The key would be to stuff as much firepower as possible into the rest of the list, so that they can clean up everyone but the Paladins in short order. In all honesty, even if Draigo is still kicking around after you've thrown the SR-star at him, you can just toss Crowe in there and watch them both get picked right up off the table.
51750
Post by: NoArmorSave
Roboute wrote:NoArmorSave wrote:It is indeed very scary in assault, but that can be a downside. It has a high probability of wiping most units in one turn, leaving the squad very exposed to ranged attacks. It also isn't nearly as tough against return attacks - they're just Space Marines, as far as durability goes. The Stormraven is a very tough vehicle with AV12 and a 3+ flat-out cover save, but all it takes is one lucky shot to down the bird. There are armies that can deal with this unit at range, and there are armies that don't have a deathstar for this unit to hunt, which means you're wasting a lot of points. All in all, it's a very strong unit, but its limited applications make it a poor choice for super-competitive TAC lists.
"Oookay. So you're going to ignore the last couple posts I sent your way in favor of picking on this particular bit. "
No, I didn't ignore you. I told you, no more Fatecrusher Vs. Draigo Wing discussion in this thread. You choose to continue down that path, and I consider it rude and a waste of the OP's contribution at this point.
"Your statement that the Purifiers will likely kill 5-6 Paladins on the Alpha strike then die tells me one of two things: either you didn't read my post, or you aren't very familiar with the GK codex. If all you do is stomp on them, I could understand not being too familiar with their intricacies, so I'll assume it's the latter and give you a step by step."
"On average, about 6 Paladins will die. "
 Isn't that what I said? You are probably going to kill 5-6 Paladins on your initial assault, IF the Paladin Librarian does not have Quicksilver. If the Paladin Librarian has Quicksilver, this whole strategy goes straight into the toilet.
I think it is a nasty Deathstar (not nearly in the same tier as a Paladin Death Star). My main problem with the list is the Stormraven. I just question it's value and point cost, and believe there are much better ways to play Purifiers.
IMO; the best Purifier focused GK lists, run Purifiers in Rhinos and Razorbacks. Think MSU spam.
If your local Meta has a bunch of Draigo Wing players, it may be worth testing to see how it goes. I think the list could be very effective in a lot of cases, but is not optimal for Purifiers.
Besides the Purifier\Techmarine\Stormraven Death Star, what would the rest of the list look like @ 2000 points?
No, that's not what you said. You said that they would kill 5-6 Paladins, and then die. That is definitely not what would happen. They would kill 6 Paladins, then lose half the squad, then the Paladins would take a Ld test at a huge penalty and run away, possibly off the board if that SR is still functioning next turn. There is a giant difference between those two outcomes.
Your comment about Quicksilver - firstly, the Librarian will be sniped by mindstrike missiles, secondly, Quicksilver only works on the owning player's turn. So it doesn't make any difference whatsoever.
We agree that it's a nasty deathstar, and the whole point that it can take on Paladins without being in the same tier as them. We also agree that the SR isn't a super-optimal choice for Purifiers, although I tend to give the SR more credit because I enjoy the mobility and threat range it provides.
As far as the rest of the list, it would probably contain all the staples of an MSU Purifier build - Purifiers in Rhinos or Psybacks, Psyfleman Dreads, Crowe (a bonus for taking the SR is you can still take a transport for the Purifier squad in it, and Crowe can hop in that Rhino or Psyback). Interceptors would also probably feature, sprinkle to taste with stuff like a Vindicare, depending on how competitive you want to get. The key would be to stuff as much firepower as possible into the rest of the list, so that they can clean up everyone but the Paladins in short order. In all honesty, even if Draigo is still kicking around after you've thrown the SR-star at him, you can just toss Crowe in there and watch them both get picked right up off the table.
"No, that's not what you said. You said that they would kill 5-6 Paladins, and then die. That is definitely not what would happen. They would kill 6 Paladins, then lose half the squad, then the Paladins would take a Ld test at a huge penalty and run away, possibly off the board if that SR is still functioning next turn. There is a giant difference between those two outcomes."
Fair enough, but don't count those Paladins as out just because they lost that initial assault. If they are able to recover, likely due to other supporting units nearby, they will be a major problem.
" firstly, the Librarian will be sniped by mindstrike missiles, secondly, Quicksilver only works on the owning player's turn. So it doesn't make any difference whatsoever."
How are you going to deal with Shrouding? Unless this has been FAQ'd in some way, Perils of the Warp from the Mindstrikes will each cause a power weapon wound. The Librarian would still be able to take his 3++, and will likely suffer 1 wound after
he re-rolls it (if all 4 hit). You may snipe him, but it is far from certain.
"As far as the rest of the list, it would probably contain all the staples of an MSU Purifier build - Purifiers in Rhinos or Psybacks, Psyfleman Dreads, Crowe (a bonus for taking the SR is you can still take a transport for the Purifier squad in it, and Crowe can hop in that Rhino or Psyback). Interceptors would also probably feature, sprinkle to taste with stuff like a Vindicare, depending on how competitive you want to get. The key would be to stuff as much firepower as possible into the rest of the list, so that they can clean up everyone but the Paladins in short order. In all honesty, even if Draigo is still kicking around after you've thrown the SR-star at him, you can just toss Crowe in there and watch them both get picked right up off the table."
I would actually like to see a final proposed list. A play with a few people that have large collections of Grey Knights. I may just do some playtesting on my own.
49995
Post by: -666-
I have never lost to any Crowe list with my Draigowing. I have definitely had some close games but seeing Crowe is automatic deficit that right there is usually enough of a margin to win by outright.
52137
Post by: Draigo
Quicksilver is moot in the discussion between purifiers vs draigo.. Its done in the movement phase and psyk out says buh bye power if a libby doesnt shut it down of course. Sheesh experts think they know everything lol
Also why are people mentioning TAC lists? lol He said hes tailoring.
52835
Post by: Roboute
NoArmorSave wrote:Fair enough, but don't count those Paladins as out just because they lost that initial assault. If they are able to recover, likely due to other supporting units nearby, they will be a major problem.
" firstly, the Librarian will be sniped by mindstrike missiles, secondly, Quicksilver only works on the owning player's turn. So it doesn't make any difference whatsoever."
How are you going to deal with Shrouding? Unless this has been FAQ'd in some way, Perils of the Warp from the Mindstrikes will each cause a power weapon wound. The Librarian would still be able to take his 3++, and will likely suffer 1 wound after
he re-rolls it (if all 4 hit). You may snipe him, but it is far from certain.
I would actually like to see a final proposed list. A play with a few people that have large collections of Grey Knights. I may just do some playtesting on my own.
Perils of the Warp aren't just power weapon wounds. They don't count as shooting attacks (So the Librarian couldn't use Shrouding or cover), and the only save possibly is Invuln, which must be re-rolled if successful. Read up in the BRB again - Perils is downright nasty. A 5++ that needs to re-roll successes gives just a 1/9 chance of saving the wound.
I'll see if I can pull a list up sometime in the next day or so.
51750
Post by: NoArmorSave
Draigo wrote:Quicksilver is moot in the discussion between purifiers vs draigo.. Its done in the movement phase and psyk out says buh bye power if a libby doesnt shut it down of course. Sheesh experts think they know everything lol
Also why are people mentioning TAC lists? lol He said hes tailoring.
No, Quicksilver is not a moot point. If the Purifiers fail to snipe the Librarian, and fail to assault first (more possible than you think), it will become a very big point.
Also, Psyk-out grenades only work when launching an assault. I know the Purifiers are counting on being able to use the Storm Raven for an Alpha Strike, but things
don't always go as planned. 3x Psyriflemen Dreads focused on the single Storm Raven will get thru the 3++ much easier than you think. Once that aspect of this build
is neutralized, the army is done.
"Sheesh experts think they know everything lol"
Sheesh, Warhammer Fantasy players think they know how to play 40K. I have said it for a long time; playing Fantasy degrades the skill level of 40K players.
46527
Post by: apple1988218
NoArmorSave wrote:Draigo wrote:Quicksilver is moot in the discussion between purifiers vs draigo.. Its done in the movement phase and psyk out says buh bye power if a libby doesnt shut it down of course. Sheesh experts think they know everything lol
Also why are people mentioning TAC lists? lol He said hes tailoring.
No, Quicksilver is not a moot point. If the Purifiers fail to snipe the Librarian, and fail to assault first (more possible than you think), it will become a very big point.
Also, Psyk-out grenades only work when launching an assault. I know the Purifiers are counting on being able to use the Storm Raven for an Alpha Strike, but things
don't always go as planned. 3x Psyriflemen Dreads focused on the single Storm Raven will get thru the 3++ much easier than you think. Once that aspect of this build
is neutralized, the army is done.
"Sheesh experts think they know everything lol"
Sheesh, Warhammer Fantasy players think they know how to play 40K. I have said it for a long time; playing Fantasy degrades the skill level of 40K players.
Quicksilver can only be used at the start of Librarian's movement phase.
So....useless in GK vs GK.
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Post by: apple1988218
Roboute wrote:NoArmorSave wrote:"Come to think of it, this one unit works far more efficiently than Bloodcrushers against a Draigo deathstar."
Your Purifiers will likely kill 5-6 Paladins on the Alpha strike, after that, they are going to disintegrate. They will not survive the return blows, and have no staying power. If they kill 6 Paladins, that still leaves Draigo,Librarian, and 4 other Paladins
to roll you up with. You would need 2 of these death stars to ensure the demise of Draigo\Other IC\10 Paladin death star.
Huge units of Bloodcrushers can do a similar amount of damage on their initial charge, especially when supported by a Bloodthister. They will not evaporate and fold like paper machete when the Paladins swing at them. They will most likely
completely overpower the Paladins in assault, and have enough models left to bring on more pain.
Additionally, you are list tailoring here. This build would be mediocre at best, as an all comers list. What really adds a lot of value to this discussion, are balanced all comer's lists that can compete with Draigo Wing.
Oookay. So you're going to ignore the last couple posts I sent your way in favor of picking on this particular bit.
Firstly, I am indeed list tailoring here, because the OP runs a GK list and asked how to beat Draigowing. I did qualify the SR deathstar as not a good choice for a TAC list, not sure what you're trying to do by pointing it out again.
Your statement that the Purifiers will likely kill 5-6 Paladins on the Alpha strike then die tells me one of two things: either you didn't read my post, or you aren't very familiar with the GK codex. If all you do is stomp on them, I could understand not being too familiar with their intricacies, so I'll assume it's the latter and give you a step by step.
Math Hammer!
9 Purifiers (halberds, 1 stave), Librarian (stave) and Techmarine charge Draigo, Librarian and 10 Paladins kitted out for allocation
Mindstrikes kill the Paladins' Librarian (as long as 2 missiles hit, he has a 22% chance to pass at least one re-rolled 5++).
3 Hammerhands go off for the Purifiers (they only need 2).
One Hammerhand goes off for the Paladins (psychic hood will probably block one Hammerhand)
Psychotroke grenades have a variable, possibly devastating effect - I'll ignore these for now
Rad grenades reduce the Paladins to T3
Psyk-out grenades reduce the Paladins to I1
Purifiers attack first with 9 halberds plus the librarian's stave and the techmarine's p-wep, 32 attacks, 16 hits, 13.3 wounds. Let's assume they take 13 - to be generous, 2 on Draigo, 2 on stave, 2 on a sword, 1 on everyone else.
Draigo takes a wound, maybe.
The stave has a 33% chance to suffer Instant Death.
One sword has a 75% chance to suffer ID against two wounds
One sword has a 50% chance to suffer ID against one wound
7 other Paladins each have a 67% chance to suffer ID
On average, about 6 Paladins will die. There's a 67% chance that the banner is gone, reducing the Paladins to 12 attacks back with counter-charge. Draigo might be wounded. Paladins are only S5.
Draigo - 4 attacks, 3.34 hits, 2.78 wounds
Paladins - 12 attacks, 8 hits, 5.33 wounds
Total of 8.11 wounds. One is allocated to the stave, he will probably live, one is allocated to the Librarian, he will live, one is allocated to the Techmarine, he dies, five more Purifiers die.
The Techmarine strikes simultaneously with the Paladins, using his two servo-arms. 2 attacks, 1 hit, 0.83 wounds, probably allocated on the stave, giving the stave paladin a total 50%-ish chance of dying. We'll assume he lives.
Combat Res: 6 to 12 or 13, in favor of the Purifiers. Paladins make a Ld check against Ld4 (assuming difference of 6), failing 83% of the time. The Purifiers have a Libby, so they can't sweeping advance. The Paladins flee and depending on the distance and the Purifiers' consolidation, might not regroup next turn.
All this doesn't include the overpowered crazy-nades! The Paladins could be sitting on their asses with 1 attack each, the Purifiers could all get re-rolls (mostly wiping the Paladins on the alpha strike), or the Paladins could attack each other. That's a 50% chance of getting a result that makes the combat one-sided.
Aftermath: Librarian, the Purifier stave and 3 halberds live.
Draigo, 4 Paladins live but are probably falling back.
Result (Combat Continues): The Paladin squad will emerge victorious, with Draigo and 1-3 Paladins remaining.
Result (Paladins Don't Regroup): The Paladin squad flees some more and is chased off the table like common Guardsmen.
Result (Paladins Regroup): The Paladin squad finishes off the Purifiers, either through shooting or charging. They still only have 1-3 Paladins left.
So the Paladin squad has been gutted by a total investment of about 650 points by the Purifier player. This leaves another 1350 points to counter 700-ish points of Draigowing support units. Bloodcrushers can't beat that as far as point efficiency goes. You're looking at a minimum investment of Fateweaver + 8 Crushers + (Thirster or another 8 Crushers). Fateweaver and 8 Crushers alone outstrip the SR anti-deathstar.
It's not because Purifiers are so much better than Crushers. They're not. They just have the right tools for the job - mindstrike missiles to snipe the Librarian, assault grenades and psyk-out grenades, rad and crazy-nades, and lots of hammerhand. Crushers have pure mean combat power, which in this case doesn't get them as far.
Edit: Forgot about the servo arm attacks.
Automatically Appended Next Post:
BeRzErKeR wrote:I've never played as GK, but I'm curious; why would the unit be mediocre? It's a unit with Initiative 6 NFW attacks for MEQs and multi-wound models, Cleansing Flame for hordes, GK Librarian Psychic powers, and rad grenades, in a tough, Fast transport. What makes it bad? It might not be QUITE as scary as Paladins are, but it doesn't sound like a particularly weak unit by any means. I can't think of an Ork unit that I would toss at it confident of winning, besides Ghazghkull.
It is indeed very scary in assault, but that can be a downside. It has a high probability of wiping most units in one turn, leaving the squad very exposed to ranged attacks. It also isn't nearly as tough against return attacks - they're just Space Marines, as far as durability goes. The Stormraven is a very tough vehicle with AV12 and a 3+ flat-out cover save, but all it takes is one lucky shot to down the bird. There are armies that can deal with this unit at range, and there are armies that don't have a deathstar for this unit to hunt, which means you're wasting a lot of points. All in all, it's a very strong unit, but its limited applications make it a poor choice for super-competitive TAC lists.
1: weaken enemy's team (snipe his libby with missiles, shield break his Draigo or the stave guy, shoot them with your paycannons and storm bolters or something else)
2: charge them first
3: ignor his Draigo if he still has his shield, kill as many paladins as you can to force them fall back
4: make sure that your unit can stay alive after the combat
that can be done if you put some "right" units in the SR, libby+puridiers+techmarine is one of these kind of unit.
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Post by: Jihallah
NoArmorSave wrote:Sheesh, Warhammer Fantasy players think they know how to play 40K. I have said it for a long time; playing Fantasy degrades the skill level of 40K players.
Whilst I agree with what NAS is saying, things like this do not help. Try toning down the mightier-than-thou rude attitude and there might be a whole lot less flamebaiting/borderline trolloling here
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Post by: -666-
A mod has already posted here... A word to the wise as they say.
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Post by: NoArmorSave
Jihallah wrote:NoArmorSave wrote:Sheesh, Warhammer Fantasy players think they know how to play 40K. I have said it for a long time; playing Fantasy degrades the skill level of 40K players.
Whilst I agree with what NAS is saying, things like this do not help. Try toning down the mightier-than-thou rude attitude and there might be a whole lot less flamebaiting/borderline trolloling here

Agreed. That comment was out of line; I shouldn't have snapped back.
My apologies.
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Post by: Jihallah
You are the man lifting his hat
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Post by: Draigo
haha actually I have noticed recently since starting back into fantasy it doesnt always mess up tactics and playing but it certainly makes forgetting rules an absolute issue. lol But in truth Im a 40k player playing fantasy not the other way around.  Though I desrved the jab. My joke wasnt meant to insult. Sarcasm doesnt translate well. Sorry if I myself offended.
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Post by: DarthSpader
anytime you have a 2000 pt army with 1 death star and maybe 2 other units..... an army that can field more units will and should win, simply because of attrition and objectives. just cause you have 10 palladins with wound allocation and FNP, does not make them invincable, and they will go down to pretty much an entire army worth of shooting....since thats what your doing. draigo wing says "I bet my deathstar can take your entire army shooting, live, and win the game".... with a 24" range, limited mobility options... (what take smaller squad and SR/LR?) deepstrike, wich really.... as far as any army is concerened...."please come closer to my plasma/melta/lazcannon/lance etc gun line". there is SO many things out there that are str 8 or bigger, and at the same time have 36" range or bigger. while the pallys have to either hug cover and pray, brave the open and pray, or trim squad sizes down to fit in transports, and then pray. there is absloutly no reason why 2000 pts of shooting at a single unit will not wipe out that unit. i dont know the extent of a purifier list, but i imagine it features at least 3 psy dreads. thats 12 twin linked str 8 shots at 48. yea 2+ armor... but no fnp and insta kills failed checks. razor backs with lazcannons and so on. plus. the downside to having 1 big unit IT CAN ONLY SHOOT AT ONE THING!! so my entire army unloads at draigo and co, in return he hits back (if hes in range even) and bangs up one unit. and really... 3 psycannons and 7 storm bolters will not do much.
my DE laugh at draigo wing.
- transport with 2-3 units of pallys (6 strong (5+ char) in a SR or LRC) shoot down transport with lances, then the rest pretty much wipe out the squishy bits inside. next turn, do the same thing to the other unit. once your death stars are done, its mop up duty. if you go big 10 man + 2 chars (10 pallys inc apothicary, draigo and libby) then that unit takes no less then 9 lances and 108 splinter shots. plus blasters if i need them (another 18 of those)
- the ravagers will hit 6 times, and insta kill 4 of them. (accounting for bad dice here) even if you do wound allocation from each ravager, each one should hit twice and kill on avg twice, (needing 2+) draigo can only take 1 per round, so your loosing 1 pally per ravager - thats 3 down. your 12 man unit is now 9 men. (with a possibly wounded draigo) then the splinter fire... using the same thing (allocate specfic wounds onto draigo - but why would you? its not ID or bypass armor) using the whole thing, 108 shots hit, 2/3 hit so 72 hits, and half wound = 36 wounds. 1/6 fails = 6 wounds inflicted, and 3 of those are FNP away. so now 3 of your pallys are wounded, assuming you have full wound allocation shenanigans. if the blasters come in as well, 4 shots from 3 squads so draigo can take 3...hope he hasent taken any yet... but generally 4 other pallys are toast. lets be nice and say 2 actually die from the TB. warrior blasters again... 6 of them each is single unit shot so you COULD take all of them on draigo... but a 3++ wont stop everything. chances are he either avoids the shots, and you loose 2 more pallys, or draigo drops to failed saves. so thats 7 palladins down that turn, and the other 3 wounded. draigo might be alive, as well the libby but chances are good that draigo has taken a beating and is rocking 1 maybe 2 wounds left. - GK turn, that single unit shoots, and drops a venom. your other 2 units do the same, and perhaps ill get unlucky and all 3 of those will be TB venoms, and ill loose 2 from each squad in the explosions. (explosions not gaurenteed, might just be wreck, but could also loose 3 of 4 in explosion. avg to 2 each). next turn, my entire army resumes shooting as above - minus 36 splinter shots and 6 blasters. but im shooting at a 5 man unit sporting probally nothing better then 7-8 wounds left. that unit SHOULD die this round. now your left with 2 smaller units of termies or whatever, facing the entire army again, so you really can at best damage/drop 2 units a round while im pumping an entire army worth of shooting into a single unit. - not to mention objectives claiming and so on. (this is also assuming im getting within 24" to make use of blaster fire)
if pallys or something get into CC with one of my units....that unit is dead, but its also dirt cheap, and will die that round. (5 DE warrirors fighting pallys? yeaaaaa *squish*) leaving them nice and open for return fire. plus, im more then happy if you cower in cover. it means i can stay back at 30" and snipe away with lance and splinter weapons with no worry of return fire. - thus making your expensive deathstar 100% useless.
in conclusion - dont fear the draigo wing. its got all its eggs in a single basket - and that basket really can't take a whole army shooting at it, AND actually do something in game. i mean your best load out for shooting is 4 psycannons (2 per 5) giving you 16 shots. and 6 storm bolters for another 12. all at 24" range. how is that going to kill anything? maybe a light transport... but at BEST youll kill 4 of them in a game (assuming no shots turn 1 and a 5 turn match). doing nothing about the guys inside. all while weathering the entire army shooting at you. splitting the squad down to fit in transport allows some flexability in target priority, but your effectivness is down. plus, storm ravens and land raiders are expensive, and either slow, or not much better then rhinos. (a 10 man pally unit with draigo, a libby with 2 powers, 4 psycannons, apothicary, banner and psybolt = 1185) for a SINGLE unit. this costs more for more libby powers, gear, and more wargear on pallys for wound allocation) whats the other 700 pts going towards? another smaller pally unit? maybe some psy dreads? not very efficent if you ask me. certainly wont win any objective games
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Post by: Clauss
So to counter Draigowing..has anyone considered IG psyker squads+ tank shock...I feel that like would be auto win. Even just 2 squads of them would ensure you would get the cast off with the superior range. use chimeras to tank shock..reduce leadership.
GG? weaken resolve seems super powerful right about now
Or did i miss this earlier in the thread...
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Post by: Draigo
So you discount grand strategy making more things scoring and other tricks employed by the army. Plus I tend to laugh at the paper boats and have yet to lose to a de player objctive or otherwise. Running draigo or purifier the paper loses most its luster after turn 2 if that. While lance spam can be tough matchup I dont think you have much to laugh at. Even if you win You wont have much left.
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Post by: -666-
A smart gk player will have a dread close by to shut down the PSB with its reinforced Aegis. If you can pop the dread first then cast WR that will help a lot.
52137
Post by: Draigo
Not to mention many draigowing lists run a libby with hood.. Aside from Eldrad/farseer its hard to have a psy advantage per se. Tank shock is an option but I dont think its a solid first plan since if you fail you are right next to squads that have access to usin hhx2, might of titan and hammers.. thats a lot of dead tank..
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Post by: DarthSpader
by all means - please place one of your 3 units inside my deployment zone all by itself. it will *maybe* kill one thing before its slag or dust or both.
(also i own and do play 4000 pts of GK. including, 25 termie models. i have tried "draigo wing" or termie spam, and it generally always dies to armies that have more units, more targeting options, and more target saturation. not to mention more scoring units.)
23113
Post by: jy2
Clauss wrote:So to counter Draigowing..has anyone considered IG psyker squads+ tank shock...I feel that like would be auto win. Even just 2 squads of them would ensure you would get the cast off with the superior range. use chimeras to tank shock..reduce leadership.
GG? weaken resolve seems super powerful right about now
Or did i miss this earlier in the thread...
No, it doesn't work. Tank-shock is done during Movement. Weaken Resolve in Shooting after tanks have already moved....
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Post by: Blackmoor
Roboute wrote:
Math Hammer!
9 Purifiers (halberds, 1 stave), Librarian (stave) and Techmarine charge Draigo, Librarian and 10 Paladins kitted out for allocation
Mindstrikes kill the Paladins' Librarian (as long as 2 missiles hit, he has a 22% chance to pass at least one re-rolled 5++).
3 Hammerhands go off for the Purifiers (they only need 2).
One Hammerhand goes off for the Paladins (psychic hood will probably block one Hammerhand)
Psychotroke grenades have a variable, possibly devastating effect - I'll ignore these for now
Rad grenades reduce the Paladins to T3
Psyk-out grenades reduce the Paladins to I1
Purifiers attack first with 9 halberds plus the librarian's stave and the techmarine's p-wep, 32 attacks, 16 hits, 13.3 wounds. Let's assume they take 13 - to be generous, 2 on Draigo, 2 on stave, 2 on a sword, 1 on everyone else.
Draigo takes a wound, maybe.
The stave has a 33% chance to suffer Instant Death.
One sword has a 75% chance to suffer ID against two wounds
One sword has a 50% chance to suffer ID against one wound
7 other Paladins each have a 67% chance to suffer ID
On average, about 6 Paladins will die. There's a 67% chance that the banner is gone, reducing the Paladins to 12 attacks back with counter-charge. Draigo might be wounded. Paladins are only S5.
Draigo - 4 attacks, 3.34 hits, 2.78 wounds
Paladins - 12 attacks, 8 hits, 5.33 wounds
Total of 8.11 wounds. One is allocated to the stave, he will probably live, one is allocated to the Librarian, he will live, one is allocated to the Techmarine, he dies, five more Purifiers die.
The Techmarine strikes simultaneously with the Paladins, using his two servo-arms. 2 attacks, 1 hit, 0.83 wounds, probably allocated on the stave, giving the stave paladin a total 50%-ish chance of dying. We'll assume he lives.
Combat Res: 6 to 12 or 13, in favor of the Purifiers. Paladins make a Ld check against Ld4 (assuming difference of 6), failing 83% of the time. The Purifiers have a Libby, so they can't sweeping advance. The Paladins flee and depending on the distance and the Purifiers' consolidation, might not regroup next turn.
All this doesn't include the overpowered crazy-nades! The Paladins could be sitting on their asses with 1 attack each, the Purifiers could all get re-rolls (mostly wiping the Paladins on the alpha strike), or the Paladins could attack each other. That's a 50% chance of getting a result that makes the combat one-sided.
Aftermath: Librarian, the Purifier stave and 3 halberds live.
Draigo, 4 Paladins live but are probably falling back.
Result (Combat Continues): The Paladin squad will emerge victorious, with Draigo and 1-3 Paladins remaining.
Result (Paladins Don't Regroup): The Paladin squad flees some more and is chased off the table like common Guardsmen.
Result (Paladins Regroup): The Paladin squad finishes off the Purifiers, either through shooting or charging. They still only have 1-3 Paladins left.
So the Paladin squad has been gutted by a total investment of about 650 points by the Purifier player. This leaves another 1350 points to counter 700-ish points of Draigowing support units. Bloodcrushers can't beat that as far as point efficiency goes. You're looking at a minimum investment of Fateweaver + 8 Crushers + (Thirster or another 8 Crushers). Fateweaver and 8 Crushers alone outstrip the SR anti-deathstar.
It's not because Purifiers are so much better than Crushers. They're not. They just have the right tools for the job - mindstrike missiles to snipe the Librarian, assault grenades and psyk-out grenades, rad and crazy-nades, and lots of hammerhand. Crushers have pure mean combat power, which in this case doesn't get them as far.
This is exactly what happened to me in the last game that I was beaten with my Draigowng at 2000 points (I lost to Tony Kopack at the Nova Open but that was because I forgot t make my Interceptors scoring). I was playing back in July at the 4th round of Wargames Con and the winner of my game would go on to the Championship round, and the loser would would be in the consolidation bracket. Hank Edley charged me with a Stormraven filled with Purifiers kitted out for assault and they ended up doing a lot more wounds to me than I did to them and I broke and ran and I was never able to regroup. So the next day I crushed 3 guys in the consolidation bracket and won best general.
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Post by: Clauss
wow jy2 I got carried away. I guess weaken resolve then force morale and stuff...nowhere close to as scary though.
51750
Post by: NoArmorSave
jy2 wrote:Clauss wrote:So to counter Draigowing..has anyone considered IG psyker squads+ tank shock...I feel that like would be auto win. Even just 2 squads of them would ensure you would get the cast off with the superior range. use chimeras to tank shock..reduce leadership.
GG? weaken resolve seems super powerful right about now
Or did i miss this earlier in the thread...
No, it doesn't work. Tank-shock is done during Movement. Weaken Resolve in Shooting after tanks have already moved....
When playing IG Vs. Draigo Wing, Medusa's will cause a major problem. Especially if the IG player is fielding 3+ of them.
3x ST10 AP2 pie plates, supported by lots of Melta in Chimeras. Add a dash of Lascannon on the side (Vendettas), and you
may very well have a bunch of tabled Paladins.
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Post by: jy2
NoArmorSave wrote:
When playing IG Vs. Draigo Wing, Medusa's will cause a major problem. Especially if the IG player is fielding 3+ of them.
3x ST10 AP2 pie plates, supported by lots of Melta in Chimeras. Add a dash of Lascannon on the side (Vendettas), and you
may very well have a bunch of tabled Paladins.
You're probably right, though for some strange reason, I fear 3 manticores more. Death by volume, don't need LOS and makes for a better Take-All-comer's list.
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Post by: Roboute
jy2 wrote:NoArmorSave wrote:
When playing IG Vs. Draigo Wing, Medusa's will cause a major problem. Especially if the IG player is fielding 3+ of them.
3x ST10 AP2 pie plates, supported by lots of Melta in Chimeras. Add a dash of Lascannon on the side (Vendettas), and you
may very well have a bunch of tabled Paladins.
You're probably right, though for some strange reason, I fear 3 manticores more. Death by volume, don't need LOS and makes for a better Take-All-comer's list.
The issue with Manticores is they can't be squadroned. So if you take 3, that's all your precious HS slots.
The issue with Medusas is their armor is made of paper and they aren't strong TAC choices.
Against Paladins, I would be more inclined to run LR Demolishers. Same S10 AP2 pie plate, on an AV 14 chassis. Side benefits include a lascannon and possibly 2 multi-meltas if you're feeling cheeky. Demolishers are one of the stronger LRBT loadouts, too, so they'll perform against just about anyone.
Leafblower IG lists are definitely one of the toughest matchups for Draigowing, though. Too much double-T, AP2 shooting to handle, particularly from Vendettas that can avoid allowing the Paladins a cover save, for the most part.
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Post by: -666-
They drop d3 pieplates though - IG only needs one. I play against a guy who brings two Manticores and two PSB... Always a fun game.
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Post by: NoArmorSave
Roboute wrote:jy2 wrote:NoArmorSave wrote:
When playing IG Vs. Draigo Wing, Medusa's will cause a major problem. Especially if the IG player is fielding 3+ of them.
3x ST10 AP2 pie plates, supported by lots of Melta in Chimeras. Add a dash of Lascannon on the side (Vendettas), and you
may very well have a bunch of tabled Paladins.
You're probably right, though for some strange reason, I fear 3 manticores more. Death by volume, don't need LOS and makes for a better Take-All-comer's list.
The issue with Manticores is they can't be squadroned. So if you take 3, that's all your precious HS slots.
The issue with Medusas is their armor is made of paper and they aren't strong TAC choices.
Against Paladins, I would be more inclined to run LR Demolishers. Same S10 AP2 pie plate, on an AV 14 chassis. Side benefits include a lascannon and possibly 2 multi-meltas if you're feeling cheeky. Demolishers are one of the stronger LRBT loadouts, too, so they'll perform against just about anyone.
Leafblower IG lists are definitely one of the toughest matchups for Draigowing, though. Too much double-T, AP2 shooting to handle, particularly from Vendettas that can avoid allowing the Paladins a cover save, for the most part.
I would actually be inclined to choose a squadron of 3 Medusa's over a Leman Russ Demolisher. The Medusa's have a 36" range on their pie plates, as opposed to 24" on the Demolisher, and can be fielded in squadrons of 3 for 1 HS slot.
Also, they can be upgraded with Bastion Breacher Shells for 5 Pts each. These are 48" ST10 AP1 small blasts that always get a bonus die for armor pen; perfect for taking out any armor in the game or killing any type of GK beyond 36".
52835
Post by: Roboute
NoArmorSave wrote:I would actually be inclined to choose a squadron of 3 Medusa's over a Leman Russ Demolisher. The Medusa's have a 36" range on their pie plates, as opposed to 24" on the Demolisher, and can be fielded in squadrons of 3 for 1 HS slot.
Also, they can be upgraded with Bastion Breacher Shells for 5 Pts each. These are 48" ST10 AP1 small blasts that always get a bonus die for armor pen; perfect for taking out any armor in the game or killing any type of GK beyond 36".
Leman Russes can also be taken in squadrons of up to 3. The Medusas have a 36" range, but most ranged anti-tank is at least 36" anyways. They have to fire direct, unlike all other artillery, so they can't hide as well. And squadrons of open-topped AV12 are ridiculously easy to suppress, as multiple glancing or penetrating hits must be distributed amongst the squadron.
Bastion-breacher shells are actually a poor choice, because they replace the Medusa's normal ammo. They would be a great upgrade if they allowed a choice every turn, but instead they become ranged anti-tank in an army filled with great ranged anti-tank, and losing the pie-plate which is vital for taking out Paladins and other big units of tough infantry.
Leman Russes are more expensive, to be sure, but you're definitely making the points back in its durability. There are just other, better choices when it comes to artillery.
51750
Post by: NoArmorSave
Roboute wrote:NoArmorSave wrote:I would actually be inclined to choose a squadron of 3 Medusa's over a Leman Russ Demolisher. The Medusa's have a 36" range on their pie plates, as opposed to 24" on the Demolisher, and can be fielded in squadrons of 3 for 1 HS slot.
Also, they can be upgraded with Bastion Breacher Shells for 5 Pts each. These are 48" ST10 AP1 small blasts that always get a bonus die for armor pen; perfect for taking out any armor in the game or killing any type of GK beyond 36".
Leman Russes can also be taken in squadrons of up to 3. The Medusas have a 36" range, but most ranged anti-tank is at least 36" anyways. They have to fire direct, unlike all other artillery, so they can't hide as well. And squadrons of open-topped AV12 are ridiculously easy to suppress, as multiple glancing or penetrating hits must be distributed amongst the squadron.
Bastion-breacher shells are actually a poor choice, because they replace the Medusa's normal ammo. They would be a great upgrade if they allowed a choice every turn, but instead they become ranged anti-tank in an army filled with great ranged anti-tank, and losing the pie-plate which is vital for taking out Paladins and other big units of tough infantry.
Leman Russes are more expensive, to be sure, but you're definitely making the points back in its durability. There are just other, better choices when it comes to artillery.
When talking about IG Vs. Draigo Wing, the difference between 24" and 36" is quite significant when you are facing Psycannon spam. A bunch of Psycannons can blow up AV14 if they rend. Beyond 24", the only thing threatening the Medusa's would be
Psyriflemen, or occasionally a Vindicare. When facing Paladins, using AP3+ weaponry, even Pie Plates, is largely futile.
Camo Netting is also a really good upgrade for Medusa's. If you position things correctly, you can ensure they always have a 3+ cover save.
Bastion Breacher Shells: Could actually be really useful if there is a lot of Mech in your local meta. 3 ST10 AP1 48" blasts that roll an extra dice for armor penetration is nothing to sneeze at. One volley of these (3 blasts) will put a lot of pain on a Paladin squad as well, even if they aren't pie plates. In addition, if you did go the Bastion Breacher route, you still have 2 other HS slots for different Pie Plate options.
I wouldn't spam Medusa's, but I certainly think you can run 3 in 1 HS slot in a competitive list. Especially with all of the GK players out there.
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Post by: necron99
Blackmoor wrote:As the foremost Draigowing expert I will tell you that a well built Grey Knight army that is centered around 10 paladins is very formidable no matter what you are using against it. Remember that even though all of these armies that people here are talking about have all these nice tools to kill paladins, they are killing whatever can kill them right back. So do not think that it will be all that easy to get rid of them. Of course if you play against bad players, like most of the people here who are offering insights, you can do almost anything and win. Now as far at the OP answer goes you have the right tools to beat him. No, the answer is not to go out and buy a Dark Eldar or Necron army, but the hardest army for Paladins to beat is Grey Knights. If you have stormravens (or land raiders) you are going to be faster than him and you can get the charge. Whoever assaults in a Grey Knight on Grey Knight game wins. The reason why is with psych out grenades you get to strike first. So take your mindstrike missiles and snipe his librarian and take it out with some perils of the warp tests. You do not want a psychic hood around blocking your psychic powers. You then assault him with 10 purifiers and a librarian. Do not use a lot of heavy weapons in your purifier squad because you will need to swing a lot of force weapons. Then your librarian casts Hammerhand and Might of Titans to crank you up to strength 6, and have at it! Then you cast force weapon from the purifier squad to insta-kill them. You are testing on LD8, so you have a good chance at getting it off (if there are any dreadnaughts nearby be sure to take them out or your force weapon test will be on LD5). I usually do run two stormravens in my list. How can you snipe the libby with the MSM? I've only been playing heavily for a couple of months now. My understanding is that if the libby is part of a unit of termies even if you hit the libby dead on your opponent can allocate the POTW to the termie unit. If I'm mistaken about the mechanics here please tell me what section/page in the rule book spells that out as I'm sure to get some questions on it when I try it - and I will try it! (unless they already know it and I'm just unfamiliar with the rule).
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Post by: Hyd
Well, the Mindstrike Missile entry is pretty straightforward : any psyker hit is subject to perils. You allocate wounds, not hits, so that's out of the way.
About perils of the warp, the rulebook is also clear : p.50 "The psyker suffers one wound", which would indicate it skips any hypothetical allocation phase. And anyway, it's not caused by shooting or melee attacks, which are the only ones you are explicitly allowed to allocate.
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Post by: Roboute
necron99 wrote:I usually do run two stormravens in my list. How can you snipe the libby with the MSM? I've only been playing heavily for a couple of months now. My understanding is that if the libby is part of a unit of termies even if you hit the libby dead on your opponent can allocate the POTW to the termie unit. If I'm mistaken about the mechanics here please tell me what section/page in the rule book spells that out as I'm sure to get some questions on it when I try it - and I will try it! (unless they already know it and I'm just unfamiliar with the rule).
The wording under mindstrike missiles states that "any psyker hit by a mindstrike missile suffers the Perils of the Warp in addition to any other effects." So when you center the blast marker on the librarian and it doesn't scatter, the librarian is hit by Perils. Perils is not a shooting attack, so it isn't allocated like a shooting attack (although any wounds caused by the S4 blast can be allocated to the squad normally). The librarian was the one hit by it, so the librarian takes the Perils. If you can get it so that the librarian and a squad member are both under the template, all the better, as the paladin squad will be taking Perils too.
If the wording was "any psyker wounded by a mindstrike missile" or something similar, then the Perils would be determined after wounds are allocated and thus they could be distributed to the squad. As it stands, whoever is under the template takes the Perils.
One point I'm not clear on is what happens to a Paladin squad hit by multiple mindstrikes. Since the squad has no leader, the Perils are distributed randomly. Is each Perils distributed to a random squad member, or is one squad member randomly chosen to receive all the Perils?
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Post by: Draigo
For the sake of arguements the entire squad is considered a psyker so thats a lot of perils. lol
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Post by: Roboute
NoArmorSave wrote:When talking about IG Vs. Draigo Wing, the difference between 24" and 36" is quite significant when you are facing Psycannon spam. A bunch of Psycannons can blow up AV14 if they rend. Beyond 24", the only thing threatening the Medusa's would be Psyriflemen. When facing Paladins, using AP3+ weaponry, even Pie Plates, is largely futile.
Camo Netting is also a really good upgrade for Medusa's. If you position things correctly, you can ensure they always have a 3+ cover save.
Bastion Breacher Shells: Could actually be really useful if there is a lot of Mech in your local meta. 3 ST10 AP1 48" blasts that roll an extra dice for armor penetration is nothing to sneeze at. One volley of these (3 blasts) will put a lot of pain on a Paladin squad as well, even if they aren't pie plates. In addition, if you did go the Bastion Breacher route, you still have 2 other HS slots for different Pie Plate options.
I wouldn't spam Medusa's, but I certainly think you can run 3 in 1 HS slot in a competitive list. Especially with all of the GK players out there.
Fair points. I was referring to LR Demolishers when talking about squadroning up, and you may have misunderstood that given your comment about AP3+ weaponry.
As far as range vs. durability goes, Medusas are indeed less vulnerable to psycannons. They are much more vulnerable to psyflemen, though, despite probably having a cover save. Psyfleman don't pose a credible threat to Demolishers, because they can only glance AV14 on a 6. I see it as a trade-off.
As far as Bastion-breacher shells go, if you're playing against a Paladin deathstar and he doesn't space his models out so you can only hit one with the small blast ... he deserves what he gets. You've brought up some good points about the viability of Medusas with camo netting vs. Paladins, but I would still take them without bastion-breachers. S10 ordnance is strong enough vs. vehicles, and 36" range is ok when your cover is a wall of Chimeras full of meltavets (as I assume we're talking about a mech list here). Automatically Appended Next Post: Draigo wrote:For the sake of arguements the entire squad is considered a psyker so thats a lot of perils. lol
Since the whole squad combined counts as a psyker, any Perils suffered are allocated to a random member of the squad if there is no Justicar or Knight of the Flame present, as per the Brotherhood of Psykers rule. So each Paladin under the template will result in one Perils for a random squad member. There's really no room for argument there.
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Post by: Draigo
I know how the rule works. I just mentioned it because in your initial point you did not mention that and it has been made apparent not everyone knows the rule.
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Post by: necron99
Wow, thanks for the clarification on POTW vs assaults vs shooting for wound allocation. That's the information I need to be able to produce as most people I play aren't used to having something other than bad rolls causing POTW - even another GK player.
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Post by: NoArmorSave
Roboute wrote:NoArmorSave wrote:When talking about IG Vs. Draigo Wing, the difference between 24" and 36" is quite significant when you are facing Psycannon spam. A bunch of Psycannons can blow up AV14 if they rend. Beyond 24", the only thing threatening the Medusa's would be Psyriflemen. When facing Paladins, using AP3+ weaponry, even Pie Plates, is largely futile.
Camo Netting is also a really good upgrade for Medusa's. If you position things correctly, you can ensure they always have a 3+ cover save.
Bastion Breacher Shells: Could actually be really useful if there is a lot of Mech in your local meta. 3 ST10 AP1 48" blasts that roll an extra dice for armor penetration is nothing to sneeze at. One volley of these (3 blasts) will put a lot of pain on a Paladin squad as well, even if they aren't pie plates. In addition, if you did go the Bastion Breacher route, you still have 2 other HS slots for different Pie Plate options.
I wouldn't spam Medusa's, but I certainly think you can run 3 in 1 HS slot in a competitive list. Especially with all of the GK players out there.
Fair points. I was referring to LR Demolishers when talking about squadroning up, and you may have misunderstood that given your comment about AP3+ weaponry.
As far as range vs. durability goes, Medusas are indeed less vulnerable to psycannons. They are much more vulnerable to psyflemen, though, despite probably having a cover save. Psyfleman don't pose a credible threat to Demolishers, because they can only glance AV14 on a 6. I see it as a trade-off.
As far as Bastion-breacher shells go, if you're playing against a Paladin deathstar and he doesn't space his models out so you can only hit one with the small blast ... he deserves what he gets. You've brought up some good points about the viability of Medusas with camo netting vs. Paladins, but I would still take them without bastion-breachers. S10 ordnance is strong enough vs. vehicles, and 36" range is ok when your cover is a wall of Chimeras full of meltavets (as I assume we're talking about a mech list here).
Automatically Appended Next Post:
]For the sake of arguements the entire squad is considered a psyker so thats a lot of perils. lol
"As far as Bastion-breacher shells go, if you're playing against a Paladin deathstar and he doesn't space his models out so you can only hit one with the small blast ... he deserves what he gets."
The small blast marker is 3". The Paladin's can not be more than 2" apart because of coherency. Each small blast will likely hit 2-3 Paladins. I think a volley of Bastion-breacher shells is very nasty, it really depends on your local
meta as far as what is best. I would agree that the default ST10 AP2 pie plate is best in most circumstances, but it sure is nice being able to go to an essentially 48" ST10 meltagun for 5pts.
I am thinking Chimeras filled with Meltavets for cover. A bunch of meltaguns firing at Paladins can do nasty things.
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Post by: BeRzErKeR
NoArmorSave wrote:
The small blast marker is 3". The Paladin's can not be more than 2" apart because of coherency. Each small blast will likely hit 2-3 Paladins. I think a volley of Bastion-breacher shells is very nasty, it really depends on your local
meta as far as what is best. I would agree that the default ST10 AP2 pie plate is best in most circumstances, but it sure is nice being able to go to an essentially 48" ST10 meltagun for 5pts.
The small blast marker is 3" in DIAMETER. Since it has to be centered on a model, you can only get a maximum of 1.5" (radius) on each side, which means that any unit in maximum coherence distance will only ever have one model hit by a small blast marker if you don't scatter. You might hit two if you scatter in between two models.
A large blast, by contrast, is 5" in diameter, so if you aim for a Paladin who's flanked on both sides, you're guaranteed a minimum of three hits without scatter, and almost certain to get two even if you do scatter.
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Post by: -666-
Terminators due to their large bases you can't fit as many under a template. If they are all spaced out 2" apart at most you can get one with the small blast.
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Post by: NoArmorSave
BeRzErKeR wrote:NoArmorSave wrote:
The small blast marker is 3". The Paladin's can not be more than 2" apart because of coherency. Each small blast will likely hit 2-3 Paladins. I think a volley of Bastion-breacher shells is very nasty, it really depends on your local
meta as far as what is best. I would agree that the default ST10 AP2 pie plate is best in most circumstances, but it sure is nice being able to go to an essentially 48" ST10 meltagun for 5pts.
The small blast marker is 3" in DIAMETER. Since it has to be centered on a model, you can only get a maximum of 1.5" (radius) on each side, which means that any unit in maximum coherence distance will only ever have one model hit by a small blast marker if you don't scatter. You might hit two if you scatter in between two models.
A large blast, by contrast, is 5" in diameter, so if you aim for a Paladin who's flanked on both sides, you're guaranteed a minimum of three hits without scatter, and almost certain to get two even if you do scatter.
Dude, a small blast that lands on target is going to hit more than 1 Paladin. Paladin's are on 40mm bases. Take a small blast template right now, and put it over the center of a 40mm base. Do you see the massive area it threatens outside of the base? If they are close together (for a myriad of reasons), you could potentially hit seven (7) of them with 1 small blast. My experience in actual gameplay, are that very few generals keep their units at maximum coherency all game. There is so much going on, it is a very easy thing to overlook, even for a tournament player. Addtionally, terrain and other models on the table can prevent the entire squad from being at maximum coherency.
Blackmoor has declared himself "the foremost Draigowing expert" in this thread. Let's study the formation and coherency that a Draigowing expert keeps his Paladins in during a game. These pictures are taken from a tournament battle report that Blackmoor posted here:
http://www.dakkadakka.com/dakkaforum/posts/list/422339.page
He deepstrikes his Paladins in by several objectives on turn 3 to contest them. You can go back and fourth on "I would have done this, he would have done that, etc". For the purposes of this exercise, let's pretend and see how vulnerable the Paladins would have been to the 3 ST10 AP1 blasts coming from the Medusa's (instead of Cyclone Terminators).
At the top of turn 4 (his opponents turn), this is what his Paladin formation looked like. Notice he is not in cover, and most of the opponents army has unrestricted LOS to his Paladin deathstar. His Paladins are certainly not 2" apart, they are all clumped together!
If I was targeting this unit with Medusa's using Bastion-breacher shells (instead of Cyclone Terminators), and all of the small blasts landed on target (or even scattered 1-2" in this case), each blast would hit 7 Paladins.
Let's roll it out real quick just for fun. We will say we got hits on the 3 blasts (or slight scatters).
Roll to wound (21); need 2's: 2,1,5,1,2,2,6,5,5,3,6,6,2,5,1,1,6,4,2,1,6 = 16 Wounds
Allocate: 2 to Draigo, 1 to Librarian, 13 to various other Paladins
Roll to save: Draigo = 4,6 Librarian= 2 (Dead), Paladins = 2,6,4,1,1,5,1,2,5,6,3,6,1 (8 Dead)
Net Result = dead Librarian, 8 Dead Paladins
This is what his Paladin formation looks like at the top of turn 5 (his opponents turn). I would easily be able to catch 3 Paladins per small blast, by targeting the models on the far left:
Opponent turn 6. I can catch 2 per small blast, no problem:
End of turn 7. I can catch 2 per small blast, by targeting the pair on the far bottom left hand side:
Final Obervation & Analysis: As I have stated many times in this thread (and so have several others), Paladin's are extremely vulnerable to S8+ AP2 weaponry. S8+ AP2 small & large blasts are utterly devastating.
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Post by: Blackmoor
I did not realize that I was facing a colossus in that game. If I was I might have deployed differently and spread out a little bit.
I could show you the game I played 3 rounds earlier against IG and because of his demolisher I might not have been as carefree with my spacing.
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Post by: Lukus83
As a keen tournament player myself I can tell you when I play vs armies with blast capabilities I always spread out. It's the kind of mistake you make once, because once is enough to lose you a game.
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Post by: Draigo
I think when blackmoor declared himself the expert he was gonna get some less then flattering comments by some. It's the nature of the beast and you will get scrutinized for it.
But any who I agree with lukus.
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Post by: NoArmorSave
Blackmoor wrote:I did not realize that I was facing a colossus in that game. If I was I might have deployed differently and spread out a little bit.
I could show you the game I played 3 rounds earlier against IG and because of his demolisher I might not have been as carefree with my spacing.
Might not have been, woulda, coulda, shoulda. All it would take is one spacing screw up, and we have ourselves a bunch of blown up Paladins and chunks
of Terminator armor all over the place.
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Post by: Lukus83
You pointing out he didn't space out in a game where there were no blasts doesn't really prove your point NAS.
They woulda, coulda, shoulda had templates and blasts in their list...
but they didn't.
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Post by: Roboute
NoArmorSave wrote:Blackmoor wrote:I did not realize that I was facing a colossus in that game. If I was I might have deployed differently and spread out a little bit.
I could show you the game I played 3 rounds earlier against IG and because of his demolisher I might not have been as carefree with my spacing.
Might not have been, woulda, coulda, shoulda. All it would take is one spacing screw up, and we have ourselves a bunch of blown up Paladins and chunks
of Terminator armor all over the place.
If all I was facing in that game was one Colossus, I wouldn't space out either. It doesn't have sufficient strength to ID Paladins, and doesn't pierce their armor.
With regard to small blasts and spacing, you do realize that the center hole of the blast marker has to be over the base of the model you target, right? The small blast template is 3" diameter, so if the center hole is over the base that means the template can only reach 1.5" off the target's base, maximum. Maximum range: 1.5". Maximum unit coherency: 2". Maximum number of models hit at maximum coherency: One. It's exceedingly simple math.
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Post by: -666-
If terminators are spaced out all 2" apart the most the small blast can cover is one 40 mm base.
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Post by: NoArmorSave
Roboute wrote:NoArmorSave wrote:Blackmoor wrote:I did not realize that I was facing a colossus in that game. If I was I might have deployed differently and spread out a little bit.
I could show you the game I played 3 rounds earlier against IG and because of his demolisher I might not have been as carefree with my spacing.
Might not have been, woulda, coulda, shoulda. All it would take is one spacing screw up, and we have ourselves a bunch of blown up Paladins and chunks
of Terminator armor all over the place.
If all I was facing in that game was one Colossus, I wouldn't space out either. It doesn't have sufficient strength to ID Paladins, and doesn't pierce their armor.
With regard to small blasts and spacing, you do realize that the center hole of the blast marker has to be over the base of the model you target, right? The small blast template is 3" diameter, so if the center hole is over the base that means the template can only reach 1.5" off the target's base, maximum. Maximum range: 1.5". Maximum unit coherency: 2". Maximum number of models hit at maximum coherency: One. It's exceedingly simple math.
Dude....... Now we are just desperately grasping at straws.
"If all I was facing in that game was one Colossus, I wouldn't space out either. It doesn't have sufficient strength to ID Paladins, and doesn't pierce their armor."
A - It is still sloppy playing. The extra Paladins hit could potentially suffer more wounds over it. Blackmoor calls himself "the foremost Draigo Wing expert". If that is the case, he should be displaying a perfect and impeccable play style at all times.
B - It develops bad habits to be sloppy with coherency in one game, and than claim you will suddenly have mastery over coherency in another because the blasts are stronger.
C - There was also an additional reason for him to have better coherency in this game. His Paladins were between 2 different objectives. They would have had better control over the situation if they were spaced the maximum 2" toward each
objective. It was a tactical mistake for them to be in this type of coherency & formation relative to the objectives.
"With regard to small blasts and spacing, you do realize that the center hole of the blast marker has to be over the base of the model you target, right? The small blast template is 3" diameter, so if the center hole is over the base that means the template can only reach 1.5" off the target's base, maximum. Maximum range: 1.5". Maximum unit coherency: 2". Maximum number of models hit at maximum coherency: One. It's exceedingly simple math."
You are repeating yourself here. We just wen't over this very clearly in my above post. If the template is over the center of the 40mm based model, and if it does not scatter, and if all of the models surrounding are at maximum coherency, it will hit 1 model.
However, if the template is over the center of the 40mm based model, and if it does not scatter, it can hit up to 6 additional surrounding models that are not in maximum coherency. So, the # of model's hit will range between 1 and 7.
As clearly demonstrated, even "the foremost Draigo Wing expert" rarely keeps all of his models at maximum coherency. There wasn't a turn in the game where I couldn't hit at least 2 models with a small blast, and could usually hit at least 3 per small blast.
I don't believe there is anything more to be said on this. You can try to defend your man because I caught him with his pants down, but it is not going to change anything.
Learnings:
1 - Both small and large blasts rated at S8+ AP2 & AP1 are absolutely deadly to Paladins.
2 - Even seasoned tournament players don't maintain perfect unit coherency and formation at all times.
P.S. - 40K is largely a game of dice, and is also not exceptionally balanced from a rules & codex perspective. Let's not take ourselves to seriously and act like it is a matter of life and death. It should be a fun and relaxing hobby, and people should still be friends when talking tactics and after trying to destroy each other's toy soldiers on the table.
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Post by: Blackmoor
NoArmorSave wrote:
A - It is still sloppy playing. The extra Paladins hit could potentially suffer more wounds over it. Blackmoor calls himself "the foremost Draigo Wing expert". If that is the case, he sould be displaying a perfect and impeccable play style at all times.
B - It develops bad habits to be sloppy with coherency in one game, and than claim you will suddenly have mastery over coherency in another because the blasts are stronger.
C - There was also an additional reason for him to have better coherency in this game. His Paladins were between 2 different objectives. They would have had better control over the situation if they were spaced the maximum 2" toward each
objective. It was a minor tactical mistake for them to be in this type of coherency & formation relative to the objectives.
As clearly demonstrated, even "the foremost Draigo Wing expert" rarely keeps all of his models at maximum coherency. There wasn't a turn in the game where I couldn't hit at least 2 models with a small blast, and could usually hit at least 3 per small blast.
I don't believe there is anything more to be said on this. You can try to defend your man because I caught him with his pants down, but it is not going to change anything.
Learnings:
1 - Both small and large blasts rated at S8+ AP2 & AP1 are absolutely deadly to Paladins.
2 - Even seasoned tournament players don't maintain perfect unit coherency and formation at all times.
Really? So what you are saying is that you do not change tactics or strategy depending on your opponent?
Against Black Templar you want to be clumped together.
#1. You want him to shoot frag shots at you so you have to make a tempting target.
#2, I have to be very careful of assaults. He has 15 termintaors with powerfists and preferred enemy. I can't have my guys spread out all over the place and get assaulted and have models that can't attack back.
#3. There were no threats to me being clumped up.
If you think that you should always space your units out not matter what army you are facing, that explains why I am the foremost Draigowing expert and you do not understand how they should be played.
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Post by: NoArmorSave
Blackmoor wrote:NoArmorSave wrote:
A - It is still sloppy playing. The extra Paladins hit could potentially suffer more wounds over it. Blackmoor calls himself "the foremost Draigo Wing expert". If that is the case, he sould be displaying a perfect and impeccable play style at all times.
B - It develops bad habits to be sloppy with coherency in one game, and than claim you will suddenly have mastery over coherency in another because the blasts are stronger.
C - There was also an additional reason for him to have better coherency in this game. His Paladins were between 2 different objectives. They would have had better control over the situation if they were spaced the maximum 2" toward each
objective. It was a minor tactical mistake for them to be in this type of coherency & formation relative to the objectives.
As clearly demonstrated, even "the foremost Draigo Wing expert" rarely keeps all of his models at maximum coherency. There wasn't a turn in the game where I couldn't hit at least 2 models with a small blast, and could usually hit at least 3 per small blast.
I don't believe there is anything more to be said on this. You can try to defend your man because I caught him with his pants down, but it is not going to change anything.
Learnings:
1 - Both small and large blasts rated at S8+ AP2 & AP1 are absolutely deadly to Paladins.
2 - Even seasoned tournament players don't maintain perfect unit coherency and formation at all times.
Really? So what you are saying is that you do not change tactics or strategy depending on your opponent?
Against Black Templar you want to be clumped together.
#1. You want him to shoot frag shots at you so you have to make a tempting target.
#2, I have to be very careful of assaults. He has 15 termintaors with powerfists and preferred enemy. I can't have my guys spread out all over the place and get assaulted and have models that can't attack back.
#3. There were no threats to me being clumped up.
If you think that you should always space your units out not matter what army you are facing, that explains why I am the foremost Draigowing expert and you do not understand how they should be played.
Allan,
A post like this really makes me loose all respect for you. First of all, you call yourself "the foremost Draigo Wing expert". I point out several tactical mistakes you have made, and you are not even reasonable & man enough to admit it wasn't a perfectly
played game on your part.
"You want him to shoot frag shots at you so you have to make a tempting target."
Are you serious? You are seriously using this as an excuse as to why you clumped your Paladins? Your opponent is supposedly a high level player that has beat you in the past. He isn't going to shoot frags at your Paladins and you know it.
"I have to be very careful of assaults. He has 15 termintaors with powerfists and preferred enemy. I can't have my guys spread out all over the place and get assaulted and have models that can't attack back. "
Dude......First it was " I did not realize that I was facing a colossus", and now it is "I didn't want to get assaulted" from angles where it wouldn't have even been possible. The Paladins that were clumped could have easily been spread out to the sides. His largest threats were coming from the North & North West sections of the table
"There were no threats to me being clumped up."
Please don't work around the swear filter, it's there for good reason. Thanks.
Reds8n
There were blasts in his list, that is a threat no matter how you spin it. It was also suboptimal playing & displayed bad habits; if you want to be the world's best Grey Knight player.
"If you think that you should always space your units out not matter what army you are facing, that explains why I am the foremost Draigowing expert and you do not understand how they should be played."
In this particular situation, they should have been spread out in coherency; and if you were being honest you would agree. There are very good reasons for doing so, and by not doing it in this appropriate situation, it displayed
a weakness in your playstyle.
I am not trying to be an ass dude. But don't call yourself the world's #1 expert at something unless you can walk the walk. Being humble and letting other people talk about what a tactical genious you are at 40K goes much further.
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Post by: Blackmoor
You used those pictures to illustrate that a colossus would be devastating to me.
There was no colossus in that game, and there was absolutely no downside to being clumped up. Automatically Appended Next Post: NoArmorSave wrote:
"You want him to shoot frag shots at you so you have to make a tempting target."
Are you serious? You are seriously using this as an excuse as to why you clumped your Paladins? Your opponent is supposedly a high level player that has beat you in the past. He isn't going to shoot frags at your Paladins and you know it.
"There were no threats to me being clumped up."
Bulls hit. There were blasts in his list, that is a threat no matter how you spin it. It was also suboptimal playing & displayed bad habits; if you want to be the world's best Grey Knight player
Didn't you just contradict yourself? Should I be worried about Frags or shouldn't I?
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Post by: androcles138
I don't know if this has been talked over or not, TLTR, but my footguard would bend OP's friends list over and make 'em squeal like a pig. The problem with lists like that is that you put a hell of a lot of eggs in one basket, a basket still vulnerable to things like massive quantities of TL Lascannons
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Post by: DarthSpader
like i been saying.... taking less then 4 units in a game, no matter how BAMF you think those units are, are going to face serious trouble against an army that has more units. plain and simple. weapons dont matter....shooting vrs assault does not matter. what matters is: you can only kill 3-4 MAX of his units, while his entire army can focus on your deathstar or support, wipe it out and reduce your army effectivness by 25% or more. not to mention the 2/3 games that objectives come into play.
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Post by: Mannahnin
If the army is sufficiently durable, and you can use terrain and/or refused flank maneuvers to limit how much of the opponent's army can actually focus on you, then that's not necesssarily the case. As Blackmoor's battle reports with Draigowing show.
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Post by: Roboute
Blackmoor's already responded to your points, NAS, but I'll throw my own two cents in.
I didn't even put two and two together that you can't have Terminators and Colossi in the same army lol. So when you brought up that point about the Colossus you were just making a hyperbolic statement (trolling?)
Why would Blackmoor worry about coherency if his opponent has nothing to take advantage of it with? Particularly when clumping up has its advantages in this particular match up?
Surely, as a good player yourself, you understand the importance of modifying your tactics to fit the opponent you're playing? You're honestly going to call Blackmoor lazy instead of a flexible general because he didn't space out to avoid nonexistent blasts?
It doesn't take a player of Blackmoor's caliber to say, "Hmm. My opponent's running a squadron of 3 Medusas with bastion-breachers. Perhaps I should space my expensive deathstar out so he can hit as few as possible. Y'know, this might be a great idea anyways so I can multi-assault more of his vehicles at once."
And calling people out on bad manners when you're the only person in this thread who has needed to rein them in thus far is just poor form. Particularly when you treat this debate like politics, taking an example that doesn't support your point (the battle report of Blackmoor clumping up), pulling it out of context, and using it to both support your failing argument and bad-mouth another person's playing style.
It's ok to be wrong on the Internet. When you first mentioned Medusas, I was pretty down on them. I altered my opinion as the result of what you posted, like a rational human being. I'm not going to keep debating a point with someone who is too belligerent to do the same.
29222
Post by: Bloodfrenzy187
Run two bloodthirsters and 80 Bloodletters into them.
51750
Post by: NoArmorSave
Roboute wrote:Blackmoor's already responded to your points, NAS, but I'll throw my own two cents in.
I didn't even put two and two together that you can't have Terminators and Colossi in the same army lol. So when you brought up that point about the Colossus you were just making a hyperbolic statement (trolling?)
Why would Blackmoor worry about coherency if his opponent has nothing to take advantage of it with? Particularly when clumping up has its advantages in this particular match up?
Surely, as a good player yourself, you understand the importance of modifying your tactics to fit the opponent you're playing? You're honestly going to call Blackmoor lazy instead of a flexible general because he didn't space out to avoid nonexistent blasts?
It doesn't take a player of Blackmoor's caliber to say, "Hmm. My opponent's running a squadron of 3 Medusas with bastion-breachers. Perhaps I should space my expensive deathstar out so he can hit as few as possible. Y'know, this might be a great idea anyways so I can multi-assault more of his vehicles at once."
And calling people out on bad manners when you're the only person in this thread who has needed to rein them in thus far is just poor form. Particularly when you treat this debate like politics, taking an example that doesn't support your point (the battle report of Blackmoor clumping up), pulling it out of context, and using it to both support your failing argument and bad-mouth another person's playing style.
It's ok to be wrong on the Internet. When you first mentioned Medusas, I was pretty down on them. I altered my opinion as the result of what you posted, like a rational human being. I'm not going to keep debating a point with someone who is too belligerent to do the same.
I am not trying to be belligerent dude. I hope you don't feel that way about me. I just call shenanigans on self proclaiming yourself the wordl's #1 expert, when you clearly are not.
There are very good reasons for not clumping Paladins in most (but not all) tactical situations, the least of which is not developing & displaying bad habits. In this particular game, there were actual technical reasons his Paladins should not have been clumped.
It is kind of a petty thing, and I don't want to keep going over it. My main point was to demonstrate that it is very easy for a small blast marker to hit multiple Paladins.
17671
Post by: PipeAlley
To the OP:
Borrow an Ork army!
1. Orks are awesome. Once you feel the power and see the looks on the opponents face when you announce, it's so worth it.
2. If you can beat GK in a Kill Point match, using any other army will be a cake walk. Trying to win against a great GK player with an all-comers Ork list is probably one of the toughest challenges you'll face in 40K.
3. If somehow you win, you'll be able to gloat about that for years.
Disclaimer: I hate anything Space Marine, despise Terminators, and absolutely abhor Grey Knights. Of course, most of my favorite opponents play Marines so i have nothing against People who choose a Marine army. Everytime a Slugga Boyz mob shoots a Paladin off the board I sing a victory song in my head.
Also, just because a lot of new players choose GK does not make it an easy army with which to win. In fact, Ork armies are incredibly simply to play, the only strategy is list building and deployment. Once the game starts, Orks run on auto-pilot. I have a lot of respect for GK players, they have many more decisions to make, each one potentially costing them large parts of their armies or even the game.
Orks? What you just killed 20 of my boyz in a shooting phase? Good, less models I have to move next turn. Playing with an Ork army is a mind expanding experience. If nothing else, you learn to accept loses with humility.
49995
Post by: -666-
NoArmorSave wrote:Roboute wrote:Blackmoor's already responded to your points, NAS, but I'll throw my own two cents in.
I didn't even put two and two together that you can't have Terminators and Colossi in the same army lol. So when you brought up that point about the Colossus you were just making a hyperbolic statement (trolling?)
Why would Blackmoor worry about coherency if his opponent has nothing to take advantage of it with? Particularly when clumping up has its advantages in this particular match up?
Surely, as a good player yourself, you understand the importance of modifying your tactics to fit the opponent you're playing? You're honestly going to call Blackmoor lazy instead of a flexible general because he didn't space out to avoid nonexistent blasts?
It doesn't take a player of Blackmoor's caliber to say, "Hmm. My opponent's running a squadron of 3 Medusas with bastion-breachers. Perhaps I should space my expensive deathstar out so he can hit as few as possible. Y'know, this might be a great idea anyways so I can multi-assault more of his vehicles at once."
And calling people out on bad manners when you're the only person in this thread who has needed to rein them in thus far is just poor form. Particularly when you treat this debate like politics, taking an example that doesn't support your point (the battle report of Blackmoor clumping up), pulling it out of context, and using it to both support your failing argument and bad-mouth another person's playing style.
It's ok to be wrong on the Internet. When you first mentioned Medusas, I was pretty down on them. I altered my opinion as the result of what you posted, like a rational human being. I'm not going to keep debating a point with someone who is too belligerent to do the same.
I am not trying to be belligerent dude. I hope you don't feel that way about me. I just call shenanigans on self proclaiming yourself the wordl's #1 expert, when you clearly are not.
There are very good reasons for not clumping Paladins in most (but not all) tactical situations, the least of which is not developing & displaying bad habits. In this particular game, there were actual technical reasons his Paladins should not have been clumped.
It is kind of a petty thing, and I don't want to keep going over it. My main point was to demonstrate that it is very easy for a small blast marker to hit multiple Paladins.
I don't think Blackmoor literally meant he is the best Draigowing player. If you have met him you will know he is a pretty humble guy for the most part.
52835
Post by: Roboute
NoArmorSave wrote:I am not trying to be belligerent dude. I hope you don't feel that way about me. I just call shenanigans on self proclaiming yourself the wordl's #1 expert, when you clearly are not.
While I understand that mindset, it seems as though you've let your desire to take Blackmoor down a peg get you into a sticky situation. You've taken some ( IMO) very strange positions, and don't seem to want to back down from them even as you claim to not be belligerent.
NoArmorSave wrote:There are very good reasons for not clumping Paladins in most (but not all) tactical situations, the least of which is not developing & displaying bad habits. In this particular game, there were actual technical reasons his Paladins should not have been clumped.
This is the part that baffles me. In this particular game, there were actual technical reasons clumping his Paladins was a good idea. As you yourself pointed out, his opponent would have to be an idiot to shoot frags over kraks at the Paladins, and his opponent didn't have any other blast weapons. You haven't shown any reasons why he shouldn't clump Paladins in that particular situation aside from "developing bad habits," which is a confusing criticism to make based on Blackmoor's behavior in a single game. It seems like you picked that batrep just to criticize Blackmoor, because it certainly didn't support your point about small blasts.
NoArmorSave wrote:It is kind of a petty thing, and I don't want to keep going over it. My main point was to demonstrate that it is very easy for a small blast marker to hit multiple Paladins.
See, that's exactly what I'm talking about! Your main point is indeed kind of a petty thing, but you refuse to admit that you might have been partially incorrect about it!
Let me rephrase what I've been trying to say. As you say, it is indeed very easy for a small blast marker to hit multiple Paladins, if your opponent allows it. Unfortunately, this occurrence is 100% determined by your opponent's behavior, specifically whether he spaces his models at maximum coherency. Thus, while completely possible in theory, against an intelligent opponent it is a given that in a standard situation (Paladins marching across the board), the models will be spaced so you can only hit one with a small blast, particularly if your blasts are as scary as Medusas with BB shells. The exception to the rule is the example you've cited, because there are no credible blast threats in that batrep. However, this batrep is the exception to the rule, and you're acting like it proves the rule's opposite.
In fact, didn't this whole conversation start because I said something like:
"You know what, Medusas do sound like a good counter to Paladins. But I'd probably stick with regular shells, because the BB shells will only hit a single Paladin at a time."
and you proceeded to defend your statement about BB shells by launching a long and ( IMO, bizarre) argument for small blast templates. Perhaps you were just incorrect about BB shells being more effective against a Draigowing than regular shells? If you think about it, even assuming that the Paladin player has mistakenly clumped enough to be hit multiple times by a small blast, that just means the large blast will get even more Paladins. Both shell types have a longer range than psycannons and both can still be hit by Psyflemen. It seems that, against Paladins (as well as in a TAC list), Medusas with BB shells just aren't the stronger option.
That was also the point when we were still on topic, so I think returning there is more productive anyways.
7308
Post by: Marshal_Gus
I'm not sure how well it would work on Palladins, but I pulled off a tactic that worked very well on a unit of 10 GK Terminators with 8 Halbreds and 2 Hammers. I organized an assault so that my BA Assault Squad would get into BtB with almost every model in the unit, and then I used my Stormraven to get my DC just within range to assault just 1-2 models. He had to direct most of his attacks against the Assault Squad (7-9 died), but then my DC hit him with 4 power weapons that killed all but 1 Hammer...who died the next round.
If I went up against Palladins, I'd probably try to set up a similar assault to minimize losses against my most offensive unit(s) by using another unit to tie up the majority of his swings, thereby diminishing his combat effectiveness. Of course I would aim every MM and LC at the unit, but I'd most likely be forced to assault them at some point.
49995
Post by: -666-
It wont work vs Pallies due to the 2W each unless you can generate 20+ power weapon wounds.
7308
Post by: Marshal_Gus
The unit I run now has a DC unit with 5 power weapons (not counting the Reclusiarch) and their Stormraven also carries a DC Dreadnought. If I'm able to coordinate the ideal assault, then I could probably generate 20+ power weapon wounds.
49995
Post by: -666-
Sweet ! I'd try to work a dread into the mix.
52835
Post by: Roboute
Marshal_Gus wrote:The unit I run now has a DC unit with 5 power weapons (not counting the Reclusiarch) and their Stormraven also carries a DC Dreadnought. If I'm able to coordinate the ideal assault, then I could probably generate 20+ power weapon wounds.
Under ideal circumstances, this could work very well. If you got as many Assault Marines in BtB as possible, you could tie up the squad and let the DC do their work. Power fists would be much more effective than power weapons, although since they're striking last he'd probably allocate those wounds to wounded models anyways. This would be an all-or-nothing gambit, though, as everything you assaulted with would be dead in the following Assault phase should the Paladins fail to break.
Why? Quickening and Might of Titans. They can only be cast in the GK player's turn, but they make his paladins strike first with 2d6 armor penetration. Combined with last round's pile-in, they would probably have the attacks to kill the DC and the Dreadnought. The Librarian is one of the few models that are most likely to stick around, due to being an IC and having a 2++ in CC with the mandatory stave.
That said, this tactic could work because the most reliable way to defeat a big Paladin deathstar in CC is to hit them hard in one Assault phase and force a Morale check with a big modifier. If they break, they will on average not regroup (average 7" fall back distance minus average 3.5" consolidation). Then you chase them off the board.
51750
Post by: NoArmorSave
Marshal_Gus wrote:The unit I run now has a DC unit with 5 power weapons (not counting the Reclusiarch) and their Stormraven also carries a DC Dreadnought. If I'm able to coordinate the ideal assault, then I could probably generate 20+ power weapon wounds.
It won't be effective at taking out a 10 man strong unit of Paladins. You do understand that they can allocate their wounds across the entire squad, and 3 of the wounds will likely be a moot point? They will put 1 on Draigo who has a 3++ save, 1 on the Librarian who has a 2++ save (warding stave), and another one on a Paladin that has a 2++ save (warding stave). These wounds will most likely not get thru, and you will have to cause somewhere around 13 unsaved wounds before the Paladins remove a single model. You need instant death weapons to realistically deal with Paladins. You might, and it is a big might, cause enough wounds to win combat and force them to break. But it is a huge gamble, and not in your favor.
A single 8 strong Bloodcrusher squad coming in with 32 S6 power weapon attacks will most likely not take out a 10 man Paladin deathstar. It takes 2 of these (64 S6 power weapon attacks) to significantly neuter the Paladins. Bloodcrushers are the strongest assault unit in the game, right next to Paladins. If you are going to try to assault Paladins with BA, you need lots of Power Fists and\or Thunderhammers. Even then, it is going to be dicey, because 3 of those wounds are out the window immediately, and the Paladins will all be striking first and most likely wounding on 2's with 20-30 (maybe even more depending on circumstances) power weapon attacks of their own.
49995
Post by: -666-
20+ saves that bypass armor is going to really hurt the Paladins... this something the Crushers can't do. Assume that all of these attacks are allocated to the 10 Paladins - they have a stave and four swords
Stave - 2 saves - assume passes both
1st sword - one pass and one fail
2nd sword - both pass
3rd sword - both fail
4th sword - one pass and one fail
#6 - both fail
#7 - one pass and one fail
#8 - both fail
#9 - one pass and one fail
#10 both fail
It does not outright kill the unit but now everyone except stave has one wound left. Toss in a draed with talons and they are toast.
52835
Post by: Roboute
NoArmorSave wrote:It won't be effective at taking out a 10 man strong unit of Paladins. You do understand that they can allocate their wounds across the entire squad, and 3 of the wounds will likely be a moot point? They will put 1 on Draigo who has a 3++ save, 1 on the Librarian who has a 2++ save (warding stave), and another one on a Paladin that has a 2++ save (warding stave). These wounds will most likely not get thru, and you will have to cause somewhere around 13 unsaved wounds before the Paladins remove a single model. You need instant death weapons to realistically deal with Paladins.
Remember, he can't allocate to Draigo or the Librarian in CC, they are separate units. In our previous math hammer examples, we assumed Draigo and the Librarian would take some wounds because they would be in BtB with at least one enemy. In this situation, Draigo and the Librarian are tied up by an Assault Squad, so they are soaking a bunch of crap attacks instead of the DC's power weapon wounds. Part of the strength of this strategy is that it takes Draigo and the Librarian out of the equation temporarily. Only the first out of every 10 attacks will be soaked by the 2++ stave.
To ensure the paladins lose, a larger squad of DC with more power fists would be advisable. Also, a Dread with a DCCW would probably work better than blood talons in this case, as it causes ID. Otherwise you'd be left with a bunch of wounded Pallies and the fists would be no different from power weapons. All power weapons and blood talons on the dread is another way to go, but IMO not as reliable.
NoArmorSave wrote:A single 8 strong Bloodcrusher squad coming in with 32 S6 power weapon attacks will most likely not take out a 10 man Paladin deathstar. It takes 2 of these (64 S6 power weapon attacks) to significantly neuter the Paladins. Bloodcrushers are the strongest assault unit in the game, right next to Paladins. If you are going to try to assault Paladins with BA, you need lots of Power Fists and\or Thunderhammers. Even then, it is going to be dicey, because 3 of those wounds are out the window immediately, and the Paladins will all be striking first and most likely wounding on 2's with 20-30 (maybe even more depending on circumstances) power weapon attacks of their own.
This situation is much different than a combat against 2 squads of Bloodcrushers. Against 16 Bloodcrushers, every wound the Paladins cause will have an impact on the Crushers' subsequent attacks, reducing the damage they take in return. In this BA example, the Paladins' huge number of strong attacks is wasted on wiping out a sacrificial Assault squad (which doesn't do crap anyways), while the DC stay hale and hearty to swing back at the Paladins.
A better analogy would be charging a unit of Paladins with a unit of Daemonettes, tying up most of the Paladins, and charging 8 Bloodcrushers in to only one or two Paladins. The Daemonettes would die, of course, but the Crushers would all live and make their attacks on the Paladins unmolested for that assault phase. I think BA pull this particular strategy off better because they are faster than Crushers and because the DC concentrate their killing power into a much smaller footprint.
It's also worth pointing out that this type of strategy (using a sacrificial unit to draw attacks) is a way to achieve damage that is less than but comparable to a 16-crusher charge, but for a much lower point investment (at least for a Daemon player - an Assault Squad and tricked out DC aren't exactly cheap).
51750
Post by: NoArmorSave
Roboute wrote:NoArmorSave wrote:I am not trying to be belligerent dude. I hope you don't feel that way about me. I just call shenanigans on self proclaiming yourself the wordl's #1 expert, when you clearly are not.
While I understand that mindset, it seems as though you've let your desire to take Blackmoor down a peg get you into a sticky situation. You've taken some ( IMO) very strange positions, and don't seem to want to back down from them even as you claim to not be belligerent.
NoArmorSave wrote:There are very good reasons for not clumping Paladins in most (but not all) tactical situations, the least of which is not developing & displaying bad habits. In this particular game, there were actual technical reasons his Paladins should not have been clumped.
This is the part that baffles me. In this particular game, there were actual technical reasons clumping his Paladins was a good idea. As you yourself pointed out, his opponent would have to be an idiot to shoot frags over kraks at the Paladins, and his opponent didn't have any other blast weapons. You haven't shown any reasons why he shouldn't clump Paladins in that particular situation aside from "developing bad habits," which is a confusing criticism to make based on Blackmoor's behavior in a single game. It seems like you picked that batrep just to criticize Blackmoor, because it certainly didn't support your point about small blasts.
NoArmorSave wrote:It is kind of a petty thing, and I don't want to keep going over it. My main point was to demonstrate that it is very easy for a small blast marker to hit multiple Paladins.
See, that's exactly what I'm talking about! Your main point is indeed kind of a petty thing, but you refuse to admit that you might have been partially incorrect about it!
Let me rephrase what I've been trying to say. As you say, it is indeed very easy for a small blast marker to hit multiple Paladins, if your opponent allows it. Unfortunately, this occurrence is 100% determined by your opponent's behavior, specifically whether he spaces his models at maximum coherency. Thus, while completely possible in theory, against an intelligent opponent it is a given that in a standard situation (Paladins marching across the board), the models will be spaced so you can only hit one with a small blast, particularly if your blasts are as scary as Medusas with BB shells. The exception to the rule is the example you've cited, because there are no credible blast threats in that batrep. However, this batrep is the exception to the rule, and you're acting like it proves the rule's opposite.
In fact, didn't this whole conversation start because I said something like:
"You know what, Medusas do sound like a good counter to Paladins. But I'd probably stick with regular shells, because the BB shells will only hit a single Paladin at a time."
and you proceeded to defend your statement about BB shells by launching a long and ( IMO, bizarre) argument for small blast templates. Perhaps you were just incorrect about BB shells being more effective against a Draigowing than regular shells? If you think about it, even assuming that the Paladin player has mistakenly clumped enough to be hit multiple times by a small blast, that just means the large blast will get even more Paladins. Both shell types have a longer range than psycannons and both can still be hit by Psyflemen. It seems that, against Paladins (as well as in a TAC list), Medusas with BB shells just aren't the stronger option.
That was also the point when we were still on topic, so I think returning there is more productive anyways.
" Perhaps you were just incorrect about BB shells being more effective against a Draigowing than regular shells? "
I never said they were more effective. At first, I thought you could switch your ammo type each time you shoot, which you corrected me on (I don't actually own an IG army, I just play against them).
You went on and said they were a poor choice, and I tried to demonstrate they are a viable option in a TAC list. Against Draigo Wing specifically, yes, normal shells are more effective. As far as which choice I would include in my TAC list; it would depend on the meta\environment I am playing at.
I am telling you, a barrage of 3x 48" ST10 AP1 small blasts that get an extra D6 for armor penetration and are rolling at +1 on the vehicle damage chart is really nasty. It has the potential to do truly gross things.
That is all I am going to respond to. There is no reason to keep beating a dead horse.
52835
Post by: Roboute
NoArmorSave wrote:You went on and said they were a poor choice, and I tried to demonstrate they are a viable option in a TAC list. Against Draigo Wing specifically, yes, normal shells are more effective. As far as which choice I would include in my TAC list; it would depend on the meta\environment I am playing at.
I am telling you, a barrage of 3x 48" ST10 AP1 small blasts that get an extra D6 for armor penetration and are rolling at +1 on the vehicle damage chart is really nasty. It has the potential to do truly gross things.
For sure, S10 AP1 2d6 pen blasts are nasty as hell. They are quite possibly the overall deadliest long range anti-tank in the 40K game right now. They maximize both penetration odds and damage odds. They do gross things, but how often are you going to need that overkill? The reason that I, as an IG player, would avoid them in a TAC list is because our army list is already chock-full of powerful anti-tank weapons (Vendettas, melta spam, etc. etc.). I would take Medusas for the pie plates, because other things do the BB's job, albeit with results that are probably less ball-bustingly devastating.
51750
Post by: NoArmorSave
necron99 wrote:Wow, thanks for the clarification on POTW vs assaults vs shooting for wound allocation. That's the information I need to be able to produce as most people I play aren't used to having something other than bad rolls causing POTW - even another GK player.
I just read the Grey Knight 1.2 FAQ today (latest one). They actually specifically address this situation:
"Q: How do you work out whether a psyker is affected
by the Psi-shock special rule on a mindstrike missile or
a psyk-out bomb? (57, 58)
A: Any psyker under the template will be effected by
Psi-shock."
FAQ's can be downloaded here:
http://www.games-workshop.com/gws/content/article.jsp?categoryId=1000018&pIndex=1&aId=3400019&multiPageMode=true&start=2&_requestid=829843
What they need to do, is FAQ the stupid Mordrak+Librarian+The Summoning shenanigans. I play with a guy that likes to put Land Raiders filled with GK directly in my deployment zone. I can get around it, but for some armies it is beyond broken, and is one of the cheesiest things I have ever seen in 40K.
963
Post by: Mannahnin
Small blasts are tough to get multiple hits with, unless your opponent is piling out of a transport, crammed into a crater from being blown out of their transport, or tank-shocked or Lashed into tight formation. I concur that Blackmoor or another good player fielding an expensive unit against high-strength, low-AP blasts will reliably spread out and you're fooling yourself if you expect to get multiple hits without forcing him to do so somehow.
Blackmoor is the "foremost" Draigowing player in the country, in that he's the only guy I'm aware of taking it to major GTs and placing at or very near the top. He took 2nd at the NOVA Open with it last year, and I don't know of any other Draigowing players who've had any top five or even top 10 GT finishes, particularly at one of the really big events like NOVA, Adepticon or WargamesCon. He might not be the best player using it in the US, but that's really impossible to determine. He's certainly the most successful so far on the national tournament scene.
Anyway, glad to see the discussion came to a peaceable point and has moved on.
43561
Post by: Mechanized Space Corps
Best way to deal with grey knights Draigowing - massed meltaguns/lascannons. Take as many high str/low AP weapons as possible. Space marine vindicators scare me when im using my grey knights. Basically you want to inflict more than one high str/lowAP shot at a time, to ensure Draigo doesnt soak it all up. Remember kids, Paladins tend to get expensive fast, so every one you kill is a sizeable chunk of his army gone
52835
Post by: Roboute
NoArmorSave wrote:
I just read the Grey Knight 1.2 FAQ today (latest one). They actually specifically address this situation:
"Q: How do you work out whether a psyker is affected
by the Psi-shock special rule on a mindstrike missile or
a psyk-out bomb? (57, 58)
A: Any psyker under the template will be effected by
Psi-shock."
Precisely. If it's a Paladin, the hit will be randomly distributed via Brotherhood of Psykers, but that's because the whole squad counts as a single psyker. A Librarian under the template will get sniped.
195
Post by: Blackmoor
Mannahnin wrote:
Blackmoor is the "foremost" Draigowing player in the country, in that he's the only guy I'm aware of taking it to major GTs and placing at or very near the top. He took 2nd at the NOVA Open with it last year, and I don't know of any other Draigowing players who've had any top five or even top 10 GT finishes, particularly at one of the really big events like NOVA, Adepticon or WargamesCon. He might not be the best player using it in the US, but that's really impossible to determine. He's certainly the most successful so far on the national tournament scene.
I just threw "Foremost Draigowing expert" out there as a joke.
I did not think anyone would catch it...it took 2 pages, but there it was!
963
Post by: Mannahnin
I expected that you did mean it ironically, but it's still true, even if a funny thing to say.
1943
Post by: labmouse42
I am building a guard list now, and I've been thinking of putting 3 LRBT's in the army.
Would 3 battle cannon shots a turn be enough to dent draigowing to death?
52835
Post by: Roboute
labmouse42 wrote:I am building a guard list now, and I've been thinking of putting 3 LRBT's in the army.
Would 3 battle cannon shots a turn be enough to dent draigowing to death?
Probably not. It also relies on your opponent failing saves, which isn't as reliable as denying him those saves in the first place.
Any source of multiple S8+ AP2 shots will help - Vendettas, CCS and Vet squads with plasma/melta, HWS, Demolishers, Medusas. Longer range is generally better.
51750
Post by: NoArmorSave
labmouse42 wrote:I am building a guard list now, and I've been thinking of putting 3 LRBT's in the army.
Would 3 battle cannon shots a turn be enough to dent draigowing to death?
No, it would no be sufficient for Paladin's. LRBT is AP3, so they are saving on 2's. You might be able to kill a few, but it
won't matter once they reach your lines.
You need S8+ AP2 or AP1 in your Heavy Slots. That is why I like the Medusa, and as Roboute mentioned, a Demolisher
is Paladin death as well.
1943
Post by: labmouse42
Thats a good point on the AP2 issue. My worry with demos is they must be within 24", which happens to be psycannon range, and a rending shot will at least shake a demo.
51750
Post by: NoArmorSave
labmouse42 wrote:Thats a good point on the AP2 issue. My worry with demos is they must be within 24", which happens to be psycannon range, and a rending shot will at least shake a demo.
That is why I like Medusas. They have a 36" range (48" with Bastion Shells), ST10 AP2. You can field 3 in a squad.
You would need to give them cammo netting and use other vehicles (Chimeras) to control line of site to them. If they are ever exposed to the Psyrflemen, they are
done. However, they only need 1 turn of shooting to do massive damage.
52835
Post by: Roboute
NoArmorSave wrote:labmouse42 wrote:Thats a good point on the AP2 issue. My worry with demos is they must be within 24", which happens to be psycannon range, and a rending shot will at least shake a demo.
That is why I like Medusas. They have a 36" range (48" with Bastion Shells), ST10 AP2. You can field 3 in a squad.
You would need to give them cammo netting and use other vehicles (Chimeras) to control line of site to them. If they are ever exposed to the Psyrflemen, they are
done. However, they only need 1 turn of shooting to do massive damage.
Yes, demos have to get in to psycannon range, but they're front AV14, and even four Paladin psycannons will average only 1.18 pens on them in a turn. That's soaking a lot of firepower (including psybolts that he probably paid for), for a 1 in 3 chance of destroying one tank. A squadron of 3 Demolishers will still be firing off at least one and probably two shots next turn. And Psyflemen? They can barely scratch Demolishers.
You can also position your Demolisher between 30" and 36" away to ensure the alpha strike. The Paladins move forward (so they're over 24" and under 30"), then you move forward into range and blast them. It takes some eyeballin, but it can work.
A hidden benefit of using Medusas is that they are not barrage weapons, and so they roll for multiple blasts like normal. This means that if the first shot scatters far away, the whole squadron's shooting isn't compromised. It also goes without saying that AV12 is just as good as AV14 when the enemy can't hit you at all.
In the end, it depends on your army composition. I would probably take Demolishers in a foot list and Medusas in a mech list.
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Post by: -666-
I love to use an outflanking NDK to trash enemy IDF.
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Post by: Devil Dog
"the foremost Draigo Wing expert"..this is hilarious.. almost all these hate posts have degenerated into this kinda stuff. Glad I'm a dakka nerd. Nice to get a good laugh here and there. A sense if humour, and these posts are great comedy relief.
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Post by: Local Necron Menace 78729
Kill it with Gauss works all the time 64% of the time.
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Post by: GoDz BuZzSaW
MSU won't really work so you'll need to beef up the squads a bit or charge them in together, otherwise you're done for!
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Post by: LValx
NAS sounds far too confident in his own abilities vs. the Grey Knights for someone who cannot offer up any real credentials. I recently played Clauss, who is a high caliber tournament player, with my version of Draigowing. The entire matchup was an uphill battle for him as I was able to shoot down most of the threats before they were able to get a charge. Any smart player is going to kite the Blood Crushers as best as he can whilst shooting down the Fateweaver and then whittling down the strength of the other threats. How on earth are you ever going to get a second turn charge? Seriously? I would love to see NAS and Blackmoor play a Vassal game. I am pretty sure NAS would suffer his "first" defeat at the hands of Grey Knights. Hell, I don't even think it'd be close. That Fatecrusher list is absolutely terrible. Why would anyone run a list that has such terrible matchups (DE, Eldar). Please, please, set up a game with Blackmoor NAS. I would love to be entertained.
Best way to beat Draigo, IMO, would be to either overwhelm with Tank Shocks or to knock out all supporting elements and kite the Deathstar unit. Don't try to out hammer the hammer, just play the missions and you should be fine. I've played against Draigo a few times with my Space Wolves, both in tournaments and in a casual setting. If you play the mission and don't attempt to destroy the Deathstar you can often times pull out a close win. Granted, if the player is someone like Blackmoor it'll probably take a bit more skill.
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Post by: Draigo
Hhhmm and here I thought this thread was dead a nd buried.. :/ The problem with most draigowing lists is they do not have enough on the board. No one questions it's toughness. Draigo, Libby and 10 paladins is over 1k pts.
Of course it is hard to kill but that also leaves very little else they can have below 2k pts. In a pitched battled c&c theyre going to be hard pressed to win vs a good opponent. As you will see many draigowing lists are gimmicky and their main strength is kp denial not objective based games.
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Post by: LValx
Draigo wrote:Hhhmm and here I thought this thread was dead a nd buried.. :/ The problem with most draigowing lists is they do not have enough on the board. No one questions it's toughness. Draigo, Libby and 10 paladins is over 1k pts.
Of course it is hard to kill but that also leaves very little else they can have below 2k pts. In a pitched battled c&c theyre going to be hard pressed to win vs a good opponent. As you will see many draigowing lists are gimmicky and their main strength is kp denial not objective based games.
Do you follow competitive 40k? Doesn't sound like you do. Blackmoor plays a Paladin list and does very very well with it. Hell, he did really well at the NOVA which plays objective based missions that favor troop-heavy armies AND he still did very well. Draigo offers flexibility in his ability to make almost every unit in the list a scoring threat.
Is Draigowing perfect? No. Is it the most rock solid TAC list? No. But out of the major "hammer" lists it seems to have the most flexibility and durability, thus making it a good choice.
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Post by: GoDz BuZzSaW
L Valx wrote: Do you follow competitive 40k? Doesn't sound like you do. Blackmoor plays a Paladin list and does very very well with it. Hell, he did really well at the NOVA which plays objective based missions that favor troop-heavy armies AND he still did very well. Draigo offers flexibility in his ability to make almost every unit in the list a scoring threat.
Is Draigowing perfect? No. Is it the most rock solid TAC list? No. But out of the major "hammer" lists it seems to have the most flexibility and durability, thus making it a good choice.
This is true, it'll be very hard to nab a win against this list even in objective games, There is only really 1 game type which will give you the best chance and that is Seize ground, with the durability of the Grey Knights i'd say capture and control would be out of the question and annhialate isn't really where you want to be unless you have A LOT of AP2 fire, just hope you get lots of objectives and try and stay out of range while pounding them from afar. Dark Eldar are a good example of this as on a 6x4 table moving 12" and then firing 36" to stay out of range of their guns is pivotal.
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Post by: Roboute
While I appreciate LVaix's sentiments, this thread was dead ...
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Post by: -666-
Oh well sometimes they have a way of coming back to life.
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Post by: Draigo
LValx wrote:Draigo wrote:Hhhmm and here I thought this thread was dead a nd buried.. :/ The problem with most draigowing lists is they do not have enough on the board. No one questions it's toughness. Draigo, Libby and 10 paladins is over 1k pts.
Of course it is hard to kill but that also leaves very little else they can have below 2k pts. In a pitched battled c&c theyre going to be hard pressed to win vs a good opponent. As you will see many draigowing lists are gimmicky and their main strength is kp denial not objective based games.
Do you follow competitive 40k? Doesn't sound like you do. Blackmoor plays a Paladin list and does very very well with it. Hell, he did really well at the NOVA which plays objective based missions that favor troop-heavy armies AND he still did very well. Draigo offers flexibility in his ability to make almost every unit in the list a scoring threat.
Is Draigowing perfect? No. Is it the most rock solid TAC list? No. But out of the major "hammer" lists it seems to have the most flexibility and durability, thus making it a good choice.
Oh I hear about that one guy backmoor. Didn't you hear he's the foremost draigowing player? Whoop di do one guy and suddenly the list matters? He also has strikes, and other stuff AT 2000. Did you not read my post? I said below 2k. Good god people..
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Post by: junk
Draigo wrote:LValx wrote:Draigo wrote:Hhhmm and here I thought this thread was dead a nd buried.. :/ The problem with most draigowing lists is they do not have enough on the board. No one questions it's toughness. Draigo, Libby and 10 paladins is over 1k pts.
Of course it is hard to kill but that also leaves very little else they can have below 2k pts. In a pitched battled c&c theyre going to be hard pressed to win vs a good opponent. As you will see many draigowing lists are gimmicky and their main strength is kp denial not objective based games.
Do you follow competitive 40k? Doesn't sound like you do. Blackmoor plays a Paladin list and does very very well with it. Hell, he did really well at the NOVA which plays objective based missions that favor troop-heavy armies AND he still did very well. Draigo offers flexibility in his ability to make almost every unit in the list a scoring threat.
Is Draigowing perfect? No. Is it the most rock solid TAC list? No. But out of the major "hammer" lists it seems to have the most flexibility and durability, thus making it a good choice.
Oh I hear about that one guy backmoor. Didn't you hear he's the foremost draigowing player? Whoop di do one guy and suddenly the list matters? He also has strikes, and other stuff AT 2000. Did you not read my post? I said below 2k. Good god people..
Draigo, when you beat Blackmoor in a tournament is when you'll have license to gak-talk him. Yes the list matters. It's a popular build because it's fun, financially affordable to new players, and provides an interesting challenge in competitive play for advanced players. Regarding your 'below 2k' complaint; the nova invitational 2011 was a 1,750 point tournament, and blackmoor finished with his draigowing, just behind Tony Kopach.
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Post by: Draigo
Actually I can say whatever I like junk. It was his own declaration of being number 1 junk so reciting that take it for what it is. I do not need to anyones permission. No one has needed permission on this site to bad mouth me on other boards so I don't think the others on this site got the memo of your proposed rules.
I also hardly find one guy placing well with the gimmickly list hardly proof its all that good. I mean matchups also could play a factor. But I'm not going to debate his games since wasn't there.
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Post by: -666-
Chill out man. Blackmoor was kidding around when he said it. It's a great army.
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Post by: GoDz BuZzSaW
Draigo wrote:Actually I can say whatever I like junk. It was his own declaration of being number 1 junk so reciting that take it for what it is. I do not need to anyones permission. No one has needed permission on this site to bad mouth me on other boards so I don't think the others on this site got the memo of your proposed rules.
I also hardly find one guy placing well with the gimmickly list hardly proof its all that good. I mean matchups also could play a factor. But I'm not going to debate his games since wasn't there.
Dude Just Chill Out, It's a fun list and it's quite effective.
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Post by: LValx
The list, IMO, is definitely not the strongest grey knight build. But it seems to me that with a good build and competent play it can be very dangerous. It is also attractive just for the fact that it is one of the few hammers that can be played in the current meta.
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Post by: Roboute
I can say whatever I want! You can't stop me because it's the internet! Don't tread on me!
Waaaaaah!
In all seriousness, the list is far from gimmicky, and the complaint that Blackmoor's list contains other stuff is silly, because that's what makes it a real army list and not a gimmick. His support units are carefully chosen to complement the paladin deathstar, and don't rely on spam to do their job.
It's certainly not the strongest GK build, and the reason Blackmoor's list runs so well is because it doesn't depend on the paladins 100%, even if they are the lynchpin of the army. As was brought up in another thread, the list depends on synergy, which I have a great deal of respect for. And as Junk said, running Draigowing is a fun and interesting challenge.
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Post by: Draigo
Roboute wrote:I can say whatever I want! You can't stop me because it's the internet! Don't tread on me!
Waaaaaah!
In all seriousness, the list is far from gimmicky, and the complaint that Blackmoor's list contains other stuff is silly, because that's what makes it a real army list and not a gimmick. His support units are carefully chosen to complement the paladin deathstar, and don't rely on spam to do their job.
It's certainly not the strongest GK build, and the reason Blackmoor's list runs so well is because it doesn't depend on the paladins 100%, even if they are the lynchpin of the army. As was brought up in another thread, the list depends on synergy, which I have a great deal of respect for. And as Junk said, running Draigowing is a fun and interesting challenge.
^case in point.
I also mentioned draigowing below 2k was not very good but most failed to notice that as well because they wanted to latch onto the blackmoor thing. But carry on as you were with no actual points of how draigowing is any good below 2k and come be knights in the defense of an arrogant post.
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Post by: DarthSpader
i still think draigowing is not as competetive as other builds. too few units, with not enough long range AT fire. armies that have more troops, more units, speed, longer range weapons all have an edge.
i played a draigowing player yesterday with my DE venomspam list and had him done top of turn 4. simply because forcing all those saves on a single unit turn after turn whittled him down, and he couldnt put up enough firepower to remove a significant portion of my army in a single turn. he had 2 units of pallys, draigo, libby and some psyflemen, and in the end he had 4 pallys and draigo with a single wound left standing. i had lost 3 of my 5 warrior venoms, a ravager had a gun knocked off, and 2 of my 5 man warrior teams were removed. (one died in blast, the other was in process of running away with 1 guy left) my blasterborn all untouched, wyches took 4 of 9 in casaulaties, .and the beasts unit took some fire.
cant speak to the level of skill the guy had, since it was my first game against him, but he seemed competant enough, and knew his rules so i assume he was at least avg.
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Post by: Roboute
Draigo wrote:^case in point.
I also mentioned draigowing below 2k was not very good but most failed to notice that as well because they wanted to latch onto the blackmoor thing. But carry on as you were with no actual points of how draigowing is any good below 2k and come be knights in the defense of an arrogant post.
It's been mentioned at least twice that Blackmoor was being tongue in cheek about the foremost Draigowing expert thing.
It's also been pointed out that his Draigowing has performed well at 1750, in a very competitive environment.
I don't think anyone's expecting Draigowing to be good at 1500 or below, at least not in the 10-man-draigo-libby deathstar sense. I don't think that's a flaw in the list, because it's pretty obvious and I don't think anyone aims to play a Draigowing at 1000 points.
So what was your point, exactly? Automatically Appended Next Post: DarthSpader wrote:i still think draigowing is not as competetive as other builds. too few units, with not enough long range AT fire. armies that have more troops, more units, speed, longer range weapons all have an edge.
i played a draigowing player yesterday with my DE venomspam list and had him done top of turn 4. simply because forcing all those saves on a single unit turn after turn whittled him down, and he couldnt put up enough firepower to remove a significant portion of my army in a single turn. he had 2 units of pallys, draigo, libby and some psyflemen, and in the end he had 4 pallys and draigo with a single wound left standing. i had lost 3 of my 5 warrior venoms, a ravager had a gun knocked off, and 2 of my 5 man warrior teams were removed. (one died in blast, the other was in process of running away with 1 guy left) my blasterborn all untouched, wyches took 4 of 9 in casaulaties, .and the beasts unit took some fire.
cant speak to the level of skill the guy had, since it was my first game against him, but he seemed competant enough, and knew his rules so i assume he was at least avg.
How many points were you playing? DE is a bad match-up for Draigowing, particularly at lower points.
This guy's list sounds like exactly what I was talking about earlier. Two 5 man paladin units, draigo, a libby and some psyflemen aren't a well-rounded army, and a DE army could run circles around them. I assume that his psyflemen did most of the work against you. The librarian isn't nearly as effective in a 5-man squad as a 10-man squad, and that army is slow with little synergy.
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Post by: DarthSpader
2000 pts. i dont have his exact list but he ran 2 untis of pallys with about 7-9 in each squad, then attached characters. he had 3 psyflemen dreads.
and yea the psyflemen did the majority of damage, but i managed to drop 1 first turn and knock a gun off the 2nd, second turn finished off the damaged one (via 2 wep destroyed and an immob result) i also stunned the ever loving bejesus out of the 3rd. - wich passed the check of course, but next turn it went down after it knocked one of my ravagers guns off and stunned it into next week) meanwhile blasters and splinter fire into a single pally unit with libby and they go down over 2 turns, start of 3rd blaster and splinter fire direct to draigo and to his credit the unit lasted much longer due to draigo absoarbing blaster hits, but sheer mass of firepower took its toll. each venom was doing about 5 wounds, with about 1 unsaved wound each. although a lucky venom (wich gets a shiney badge now) managed 10 hits, 8 wounds and put 5 unsaved wounds on the squad... GK not happy about all the 1's on that batch of saves... lol. so dice kind of had a major impact on the game in that i was doing rather significant damage to his units and getting nice damage rolls on vehicles, whereas he was having trouble even getting past armor, and was failing alot of saves. but still, the only thing that really fired all game was his dreads, and then when i got close with blasters he was able to shoot at some venoms.
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Post by: Blackmoor
DE are going to be a tough match-up. I did play the winner of the west coast 'Ard Boyz finals in the semi- finals and I ended up tying his dark Eldar. If you check my blog in my signature my last post was some tips on playing against DE.
Draigowing does lose a little power under 2000 points, and I have the Bay Area Open and Adepticon coming up at 1750 and 1850 points respectively do we will see how I do.
Draigowing is not invincible, I played a guy who plays my Nova Open Draigowing with my foot Eldar last weekend and beat him (it was my old tournament army against my new one). That being said, Draigowing is a very good army and presents a lot of hard matchups.
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Post by: yorkskargrimironklaw
Draigo wrote:First off I have never seen necrons eat anyone up lol The best way to beat draigo is just forcing them to make tons of saves . Put a few wounds on then let cf and psykout help a 10 man squad to finish the job assuming the die are your friends that game. But why would anyone run a purifier spam of 60 purifiers without transport? haha you beggin to die? If you didnt et to shoot first you would take massive casualties before firing a single shot. lol Draigowing is a sturdy army for now but they have issues with massive amounts of shots.. You will eventually began to fail even 2s and with such a low model count you will feel it.
/ lol no they don't it takes 792 lasgun shots to kill 1 paladin so about 1980pts to kill a single 55pts model
 Playing  Draigowing  is like setting 40k to easy or playing a '  '  Blood Deathknight in WOW
i think you should just play space hulk since terminators in that are Invincible also and you opponent stands no chance of winning
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Post by: Isseyfaran
junk wrote:
Draigo, when you beat Blackmoor in a tournament is when you'll have license to gak-talk him. Yes the list matters. It's a popular build because it's fun, financially affordable to new players, and provides an interesting challenge in competitive play for advanced players. Regarding your 'below 2k' complaint; the nova invitational 2011 was a 1,750 point tournament, and blackmoor finished with his draigowing, just behind Tony Kopach.
I think it's junk too. Blackmoor's one win don't prove anything. He also said footdar is competitive; I say it's crap.
Come back to me when he wins tournaments consistently with it.
Now if you tell me Tony Kopach is a talented player, I ll agree with you. He places well in competitive tournaments consistently.
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Post by: -666-
Blackmoor has placed consistently in major tournaments for over ten years now. Is this thread about Draigowing as a competitive army or is it about personal attacks? I prefer the former for discussion.
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Post by: Isseyfaran
-666- wrote:Blackmoor has placed consistently in major tournaments for over ten years now. Is this thread about Draigowing as a competitive army or is it about personal attacks? I prefer the former for discussion.
I AM talking about the list, in case you didnt already realize.
Blackmoor placed consistently in major tournaments for over 10 years with draigo wing? REALLY?
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Post by: GoDz BuZzSaW
Isseyfaran wrote:-666- wrote:Blackmoor has placed consistently in major tournaments for over ten years now. Is this thread about Draigowing as a competitive army or is it about personal attacks? I prefer the former for discussion.
I AM talking about the list, in case you didnt already realize.
Blackmoor placed consistently in major tournaments for over 10 years with draigo wing? REALLY?
Now this is just trolling, You obviously know that he can't have played with the Draigo wing for 10 years as the GK Codex has only been out for around a year now, so why say that?
The Draigowing is quite a competitive army, it depends on the person that is using it and his choices on supporting it are vital. A person who is new to 40k may be unable to make it competitive but Blackmoor's Draigowing list is really quite effective.
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Post by: Isseyfaran
GoDz BuZzSaW wrote:Now this is just trolling, You obviously know that he can't have played with the Draigo wing for 10 years as the GK Codex has only been out for around a year now, so why say that?
The Draigowing is quite a competitive army, it depends on the person that is using it and his choices on supporting it are vital. A person who is new to 40k may be unable to make it competitive but Blackmoor's Draigowing list is really quite effective.
Then it is 666 who have just trolled.
And if a player is able to make a list competitive, then it's because of the player, not the list.
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Post by: Hyd
DarthSpader wrote:but sheer mass of firepower took its toll.
Makes me wonder once more why the Apothecary seems to be so commonly overlooked.
Overpriced ? In a classic list I'd agree, but since a Draigowing is putting a lot of eggs in one basket anyway, mitigating one of the basket's three weaknesses looks like an option at least worth considering.
(By three weaknesses I mean weight of fire, anti-tank weapons, and Demolisher Cannons  )
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Post by: Tiarna Fuilteach
Hyd wrote:DarthSpader wrote:but sheer mass of firepower took its toll.
Makes me wonder once more why the Apothecary seems to be so commonly overlooked.
Overpriced ? In a classic list I'd agree, but since a Draigowing is putting a lot of eggs in one basket anyway, mitigating one of the basket's three weaknesses looks like an option at least worth considering.
(By three weaknesses I mean weight of fire, anti-tank weapons, and Demolisher Cannons  )
I agree with this, apothecary's make perfect sense for draigowing, played against one recently, and while understandably I lost I still destroyed the death star due to mass of fire (the rest of his army which I completely ignored finished me off)
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Post by: GoDz BuZzSaW
Isseyfaran wrote:GoDz BuZzSaW wrote:Now this is just trolling, You obviously know that he can't have played with the Draigo wing for 10 years as the GK Codex has only been out for around a year now, so why say that?
The Draigowing is quite a competitive army, it depends on the person that is using it and his choices on supporting it are vital. A person who is new to 40k may be unable to make it competitive but Blackmoor's Draigowing list is really quite effective.
Then it is 666 who have just trolled.
And if a player is able to make a list competitive, then it's because of the player, not the list.
No, No and No, 666 Did not just troll, he said that Blackmoor has been playing in tournaments well for 10 years, you then questioned whether it was with a Draigowing list, in no way did 666 say that Blackmoor has been using a Draigo list for 10 years.
The player does not make the list competitive, the list can be competitive but the Player may not have experience in playing the list, this does not make the list less competitive. If a player is good enough he will beat a competitive list with a casual list, this does not make the casual list competitive. The list may be competitive but there are more factors involved such a player skill and dice roll etc. And you cannot doubt that Blackmoor is a skilled player.
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Post by: Blackmoor
Isseyfaran wrote:junk wrote:
Draigo, when you beat Blackmoor in a tournament is when you'll have license to gak-talk him. Yes the list matters. It's a popular build because it's fun, financially affordable to new players, and provides an interesting challenge in competitive play for advanced players. Regarding your 'below 2k' complaint; the nova invitational 2011 was a 1,750 point tournament, and blackmoor finished with his draigowing, just behind Tony Kopach.
I think it's junk too. Blackmoor's one win don't prove anything. He also said footdar is competitive; I say it's crap.
Come back to me when he wins tournaments consistently with it.
Now if you tell me Tony Kopach is a talented player, I ll agree with you. He places well in competitive tournaments consistently.
To your foot Eldar comment I refer you to Greg Sparks on the US ETC team who did better with his foot Eldar than your hero Tony did with his space wolves.
If you wanted to know my tournament record with Draigowing all you had to do is ask!
These are only GT (5+ games) and 50+ players.
Wargames Con: Best General (consolidation bracket)
Bay Area Open: 3rd place
Nova Open: 2nd place
Empire Games GT: 1st place
Battlefoams Wild West Shootout II: 1st place
So those are my results in the last 6 months at the biggest tournaments.
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Post by: -666-
Can't say that is not an impressive record... he will probably still try to dis it with some childish comment.
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Post by: Blackmoor
Its about what you would expect from the foremost Draigowing expert.
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Post by: -666-
Of course!
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Post by: Roboute
Blackmoor wrote:Its about what you would expect from the foremost Draigowing expert. 
Please refrain from such arrogant comments, sir.
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Post by: GoDz BuZzSaW
Roboute wrote:Blackmoor wrote:Its about what you would expect from the foremost Draigowing expert. 
Please refrain from such arrogant comments, sir.
1
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Post by: Roboute
Disclaimer: As anyone who has read the previous page should realize, my above statement was sarcasm.
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Post by: Blackmoor
Don't hate the playa, hate the game.
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Post by: -666-
Roboute wrote:Disclaimer: As anyone who has read the previous page should realize, my above statement was sarcasm.
It was funny! : )
Probably was a good idea to post the disclaimer to help prevent more nerdrage.
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Post by: Isseyfaran
Post deleted for rudeness. If you are incapable of debating politely and without making needless personal attacks then don't post.
Reds8n
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Post by: junk
Should change the title of this thread to
"Subject: How do you beat a 2k Draigo list player into the ground"
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Post by: Draigo
Eh the threads been fairly useless since the necromancer raised it.
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Post by: Roboute
Isseyfaran wrote:No actually. You are the childish kid who can't accept alternative views. Don't put me into the same basket as yourself. Unlike you, I think on my own feet, play my own games, read other people's batrep with an open mind, and don't follow loudmouth celebrities blindly, instead of doing this - 666 : " Wow Blackmoor, you are sooo awesome. You placed 2nd in the Nova Open, so anything you touch must be awesome. I can even close 2 eyes and play the game with your list and still win  "
Okay, now I'm just really not sure what kind of point you're trying to get at. Are you trying to say that Draigowing sucks and/or is not competitive? Are you trying to say that Blackmoor is an anomaly among Draigowing players?
If you're trying to refute the point that Draigowing is super awesome and that Blackmoor is a super awesome player, I don't know who you're arguing with. Nobody has said that Draigowing is the best list evar, or that Blackmoor with his Draigowing is unbeatable. It can be a strong list, and it has some good and bad match-ups. In the hands of a skilled general, it can place with the top competitive lists. Blackmoor usually gets brought up here because he is the most well-known player who has been successful with Draigowing at a tournament level, much like DE discussions inevitably result in DashofPepper being brought up at some point.
If your "alternative view" is simply that Draigowing sucks, you're certainly welcome to that opinion. There are a multitude of Draigo fanboys around the world lending credence to that view by playing Draigowing without a real clue how to use it.
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Post by: Isseyfaran
Roboute wrote:Okay, now I'm just really not sure what kind of point you're trying to get at. Are you trying to say that Draigowing sucks and/or is not competitive?
That's what i said. You don't have to repeat. People can read.
Roboute wrote:If your "alternative view" is simply that Draigowing sucks, you're certainly welcome to that opinion.
You are right. I AM presenting my opinion, attacking the list, not anyone. If I am welcome to my opinion like you have just said, then what's your problem now. Or because you just can't help it? :-)
Roboute wrote:There are a multitude of Draigo fanboys around the world lending credence to that view by playing Draigowing without a real clue how to use it.
The fanbois - negative connotation*, according to what you have just describe are pathetic amateurs who ll never make it no matter what they use, because they just follow blindly.
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Post by: junk
Okay cool, Draigowing sucks. I don't know why I've been using it for so long. Glad thats settled. Anyone else have something to contribute or can we let this thread die?
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Post by: Isseyfaran
junk wrote:Okay cool, Draigowing sucks. I don't know why I've been using it for so long. Glad thats settled. Anyone else have something to contribute or can we let this thread die?
I guess that's settled.
Just let this thread die since it was useless in the first place.
On a side note, I find "the foremost Draigo Wing expert" pretty hilarious. People call me "the foremost Tau expert" too.
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Post by: GoDz BuZzSaW
Isseyfaran wrote:junk wrote:Okay cool, Draigowing sucks. I don't know why I've been using it for so long. Glad thats settled. Anyone else have something to contribute or can we let this thread die?
I guess that's settled.
Just let this thread die since it was useless in the first place.
On a side note, I find "the foremost Draigo Wing expert" pretty hilarious. People call me "the foremost Tau expert" too. 
I guess that's because no one else plays with Tau 'coz we suck so bad eh?
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Post by: Isseyfaran
GoDz BuZzSaW wrote:Isseyfaran wrote:junk wrote:Okay cool, Draigowing sucks. I don't know why I've been using it for so long. Glad thats settled. Anyone else have something to contribute or can we let this thread die?
I guess that's settled.
Just let this thread die since it was useless in the first place.
On a side note, I find "the foremost Draigo Wing expert" pretty hilarious. People call me "the foremost Tau expert" too. 
I guess that's because no one else plays with Tau 'coz we suck so bad eh?
I think so too  So suck less :-)
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Post by: apple1988218
I think this thread has been ....flameballed?
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Post by: -666-
Troll is obvious troll.
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Post by: Isseyfaran
-666- wrote:Troll is obvious troll.
We can tell. Trolls are easily identifiable because they tend to resort to short phrases (they have no substance and therefore nothing to back up their own claim). This is what make them so obvious
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Post by: GoDz BuZzSaW
Isseyfaran wrote:-666- wrote:Troll is obvious troll.
We can tell. Trolls are easily identifiable because they tend to resort to short phrases (they have no substance and therefore nothing to back up their own claim). This is what make them so obvious 
That 'We Can Tell.' Was too much of a short sentance for my liking
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Post by: dnanoodle
I know this thread is supposed to be dead and all, but I'd like to hear from someone what happens on the table to make Draigowing not competitive. Anecdotes would be great for now. I know they're supposed to be bad in objectives and all, but if you read good Draigowing players' batreps, they're not doing anything insanely special. It tends to be generally good play an intricate understanding of the rules. Particularly for ICs and what options there are for them, like adjusting their movement for certain effects on assaults for example. If the army works for these people, why isn't it working for your or your opponents, or basically for the "sheeple" that follow the Internet blindly that someone mentioned before.
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Post by: Isseyfaran
GoDz BuZzSaW wrote:Isseyfaran wrote:-666- wrote:Troll is obvious troll.
We can tell. Trolls are easily identifiable because they tend to resort to short phrases (they have no substance and therefore nothing to back up their own claim). This is what make them so obvious 
That 'We Can Tell.' Was too much of a short sentance for my liking 
Of course. "Troll is obvious troll." - 4 words. I would say that's short too
And yours wasn't too long either?
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Post by: Nemesor Dave
If 2k Draigo is such a bad list, or a good one doesn't matter. How do you beat a 2k Draigo list? Perhaps one of the people saying it sucks know the secret to always beating it?
Oh and sorry, but I just wanted to post in Epic Blackmoore trollolol flame thread!
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Post by: Blackmoor
Nemesor Dave wrote:If 2k Draigo is such a bad list, or a good one doesn't matter. How do you beat a 2k Draigo list? Perhaps one of the people saying it sucks know the secret to always beating it?
Oh and sorry, but I just wanted to post in Epic Blackmoore trollolol flame thread!
The people who say that it is a bad list have no proof of it. It is easier to dismiss it and just say it is bad. The fact is that anyone who faces it knows just how hard it is to kill them.
There are no armies that can beat Draigowing easily, but there are a few that are ok at beating them ( IG, DE). The rest of the armies need to use every tool in there toolbox an hope that they Draigowing player makes a mistake.
Automatically Appended Next Post:
Isseyfaran wrote:Blackmoor wrote:To your foot Eldar comment I refer you to Greg Sparks on the US ETC team who did better with his foot Eldar than your hero Tony did with his space wolves.
I am ignorant, never heard of Greg Sparks. Give me the name of his tournament you are referring to, and his battle reports. I won't comment on anything i don't know.
The ETC stands for the European Team Championship. If you do not know what is, then you do not know tournament 40k. It is something that the foremost expert on Tau should know.
I will overlook you not knowing who Greg Sparks is because it looks like you are not from the US.
Wargames Con is a crap tournament. I ve said that in my previous post in other threads.
Bay Area Open is alright.
Nova Open is competitive.
Don't know much about Empire Games and Battlefoams. Give me the link to the batreps and I ll read the batrep before I say anything stupid.
I read batreps on DraigoWing games, I analysis the list, i play tons of games, i join tournaments. I am not convince it is a good list.
As for some sacarsm. I remember how you got trumped by DashofPepper in a game. Shall I say how lousy you are as a player?  . Or shall we blame the dice? OK, let's blame the dice, because you are the most AWEEEEsome draigowing player, remember?
And yes Dash of Pepper did beat me. We played in a mission where the person with the most kill points left alive at the end of the game wins. I had a chaos army with about 9 kill points and he had a Dark Eldar army with about 28 kill points so I knew that I was not going to win that game. See, I am not blaming the dice, and I was not playing Draigowing.
I did not know that tournaments that I played in needed you stamp of approval to be relevant. The funny thing is that Wargames Con is much more competitive than the Nova Open because the best players in the country are there. Again, if you make your claim as the foremost Tau expert you should not make statements without being able to back it up. I know you are just quote He Who Shall Not Be Named, but you have to do better then that.
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Post by: Isseyfaran
Blackmoor wrote:The ETC stands for the European Team Championship. If you do not know what is, then you do not know tournament 40k. It is something that the foremost expert on Tau should know.
I will overlook you not knowing who Greg Sparks is because it looks like you are not from the US.
And yes Dash of Pepper did beat me. We played in a mission where the person with the most kill points left alive at the end of the game wins. I had a chaos army with about 9 kill points and he had a Dark Eldar army with about 28 kill points so I knew that I was not going to win that game. See, I am not blaming the dice, and I was not playing Draigowing.
I did not know that tournaments that I played in needed you stamp of approval to be relevant. The funny thing is that Wargames Con is much more competitive than the Nova Open because the best players in the country are there. Again, if you make your claim as the foremost Tau expert you should not make statements without being able to back it up. I know you are just quote He Who Shall Not Be Named, but you have to do better then that.
i wasnt talking abt etc but rather.the tournament which you think greg did well. But seems llike you Were talking abt the etc. In that case, batrep please.
I read about wgc, and its battles, and hold the view that it is not a competitive event. U are free to hold on to your own opinion though.
The dash example was an attempt at sarcasm. It simply illustrated that 1 or 2 placings and a few others at crappy tournaments dont prove anything about the list. I can always blame it on the missions or format like the way you did.
I didnt claim myself as the tau veteran, people did, just like how hilarious pple call you the draigowing player. So much for your comprehension skill.
I didnt say you or the tournaments you attend needed my approval, did i. Did i force my OWN opinion into you? I dont think so. Such a pity a grown up like you cannot accept differing opinions
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Post by: Hyd
Okay people, stop replying to Isseyfaran already. Some attempts were laudable but now that's just feeding the troll. It just brings more fruitless "discussion" because he's not seeking discussion. His posts are a succession of stupid taunts intended to make you react for his amusement, and I think you'll agree that this endeavour doesn't deserve one second of your time.
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Post by: -666-
Yes that is the best advice. I have added him to my IGNORE list.
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Post by: Roboute
-666- wrote:Yes that is the best advice. I have added him to my IGNORE list.
How does one go about doing that?
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Post by: Draigo
Roboute wrote:-666- wrote:Yes that is the best advice. I have added him to my IGNORE list.
How does one go about doing that?
Look at the bottom right of the post for the ignore button.
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Post by: Roboute
Perfect. Thank you.
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Post by: GoDz BuZzSaW
Draigo wrote:Roboute wrote:-666- wrote:Yes that is the best advice. I have added him to my IGNORE list.
How does one go about doing that?
Look at the bottom right of the post for the ignore button.
Draigo I tried to 'Ignore' you but you're still showing up?
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Post by: Alpharius
Hello everyone!
There's a link to the rules of the site in my signature - feel free to read them and refresh your memories...
Specifically - if there is a problem, please use the Mod Alert Button (the exclamation point in the yellow triangle).
Otherwise, stay on topic.
And stay polite.
"Attack" the argument, not the poster.
Thanks!
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