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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Tools needed

-Any Deepstriking unit
-Librarian
-10 Man Paladin Squad

Plan is

-Librarian drops down with Interceptor Squad, Termies, Mordrak, or whoever.
-Librarian uses Summoning on Paladins, Sanctuary to defend against assault.
-Paladins are in your face.

Obviously the weakness of the plan falls on the situational effects of needing the librarian to live and pass the tests...as well as the paladins having a stand and shoot for a turn.

but if and when possible...I thought it was cool

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Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

Or put them in Stormravens and you can assault anything within 32 inches without getting shot for a turn first?

7K Points of Black Legion and Daemons
5K Points of Grey Knights and Red Hunters  
   
Made in us
Arch Magos w/ 4 Meg of RAM






BladeWalker wrote:Or put them in Stormravens and you can assault anything within 32 inches without getting shot for a turn first?

Or outflank the stormraven, with GK reserve control it cant be hard to make sure you get to assault off the board edge.

I like the storm raven as a delivery boat, you aren't paying 200 extra points to get your paladins into combat, your paying 200 points for them to get into combat and then have a ton of (fragile) firepower on the board

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Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

I'm looking forward to Psybolts in Hurricanes for extra double Dakka... as well as PoTMS on Str. 7 Assault Cannons after moving 24".

7K Points of Black Legion and Daemons
5K Points of Grey Knights and Red Hunters  
   
Made in us
Arch Magos w/ 4 Meg of RAM






just remember that psybolts make the hurricane bolters non-defensive :(

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Made in us
Impassive Inquisitorial Interrogator





Anywhere worth being

ductvader wrote:Tools needed

-Any Deepstriking unit
-Librarian
-10 Man Paladin Squad

Plan is

-Librarian drops down with Interceptor Squad, Termies, Mordrak, or whoever.
-Librarian uses Summoning on Paladins, Sanctuary to defend against assault.
-Paladins are in your face.

Obviously the weakness of the plan falls on the situational effects of needing the librarian to live and pass the tests...as well as the paladins having a stand and shoot for a turn.

but if and when possible...I thought it was cool


Librarian (Summoning/Sanctuary) + Mordrak w/ 5 Ghost Knights is 560 points... with no upgrades.

5 Paladins w/ Apothecary and some upgrades is 410.

Total cost is pushing 1000 points.

Summoning is used at the beginning of the Movement phase, which means you can't use it if Deep Striking.

Mordrak+unit comes down, weathers one round of shooting with Terminators that are not a bit more survivable than normal Terminators.

Next turn, summon Paladins, who Deep Struck so cannot Assault.

By this time, your opponents Mech army has driven 12-24" away from you, and begins shooting at your 1000 points. You need 2-4 turns of walking to catch them... if they stay still.

The rest of your army (the small, small bit remaining) is off doing something, but if this is 1500-1750.... not doing much.

"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."

In the grim darkness of the 41st millenium... there is only brand loyalty
   
Made in us
Dakka Veteran





Can't a Librarian with a beacon join Mordrak, thereby allowing all future deep strikes from reserve to not scatter (assuming they survive)?
   
Made in us
Impassive Inquisitorial Interrogator





Anywhere worth being

Yes, you can, although Mordrak does have The Grand Strategy, so you would be better off just 30" Scouting some Interceptor Squads or Dreadknights.

I like the idea of small Ghost Knight Squads deep striking into cover (no scatter), and generally just being a turn 1 fire magnet (as you get more Terminators as Mordrak takes wounds) to allow your fast moving Dreadknights or Interceptors to get into position.

"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."

In the grim darkness of the 41st millenium... there is only brand loyalty
   
Made in us
Longtime Dakkanaut




I don't like paladins, but if you must use them, then I think the mordrak+lib bomb is the best way to get the paladins into the enemy's face. I would probably put teleporting Dreadknights and interceptors in the list as well for a first turn shunt, lining you up for a turn 2 assault. You summon the paladins on turn 2, and they can assault on turn 3.

If your army can survive the enemy's turn of shooting you should be able to out-assault them on turn 2. Troops would probably just be 2 naked strike squads.
   
Made in se
Ferocious Black Templar Castellan






Sweden

jcd386 wrote:I don't like paladins, but if you must use them, then I think the mordrak+lib bomb is the best way to get the paladins into the enemy's face. I would probably put teleporting Dreadknights and interceptors in the list as well for a first turn shunt, lining you up for a turn 2 assault. You summon the paladins on turn 2, and they can assault on turn 3.

If your army can survive the enemy's turn of shooting you should be able to out-assault them on turn 2. Troops would probably just be 2 naked strike squads.


You get a turn 1 charge if you scout-shunt the DKs and/or interceptors...

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in ie
Stealthy Grot Snipa




AlmightyWalrus wrote:
jcd386 wrote:I don't like paladins, but if you must use them, then I think the mordrak+lib bomb is the best way to get the paladins into the enemy's face. I would probably put teleporting Dreadknights and interceptors in the list as well for a first turn shunt, lining you up for a turn 2 assault. You summon the paladins on turn 2, and they can assault on turn 3.

If your army can survive the enemy's turn of shooting you should be able to out-assault them on turn 2. Troops would probably just be 2 naked strike squads.


You get a turn 1 charge if you scout-shunt the DKs and/or interceptors...


Fairly sure it was FAQ'd that you couldn't use the scout shunt move to charge turn 1 which seriously cut down the effectiveness of that build which looked promising at the initial release

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Chaos Dwarfs 8/5/1 
   
Made in cn
Shunting Grey Knight Interceptor




Fuzhou, China

Tiarna Fuilteach wrote:
AlmightyWalrus wrote:
jcd386 wrote:I don't like paladins, but if you must use them, then I think the mordrak+lib bomb is the best way to get the paladins into the enemy's face. I would probably put teleporting Dreadknights and interceptors in the list as well for a first turn shunt, lining you up for a turn 2 assault. You summon the paladins on turn 2, and they can assault on turn 3.

If your army can survive the enemy's turn of shooting you should be able to out-assault them on turn 2. Troops would probably just be 2 naked strike squads.


You get a turn 1 charge if you scout-shunt the DKs and/or interceptors...


Fairly sure it was FAQ'd that you couldn't use the scout shunt move to charge turn 1 which seriously cut down the effectiveness of that build which looked promising at the initial release


[2011] /3/15

what are you doing.............XD

Don't worry, Draigo will protect you guys!

1850
(W32-D7-L8) 
   
Made in gb
Excited Doom Diver






Shrewsbury

Or outflank the stormraven, with GK reserve control it cant be hard to make sure you get to assault off the board edge.

I like the storm raven as a delivery boat, you aren't paying 200 extra points to get your paladins into combat, your paying 200 points for them to get into combat and then have a ton of (fragile) firepower on the board


You can't give Stromravens Outflank. Giving Paladins Outflank does not allow them to Outflank in a Stormraven.

The best way of getting paladins up the board is to put ten of them in two stormravens with Draigo and a Librarian. It's not foolproof but it's surprising to many players how often they do not get shot down. Guard with Hydras make the plan worthless but it's actually pretty good against most opponents no matter how much S8+ shooting they're bringing along. A shrouding-boosed 3+ flat out cover save lets a raven move 24" shoot its melta, survive (more often than not), then next turn move 12", unload the paladins and shoot all its weapons. the paladins may then charge. So you've moved a total of 36" plus charge distance.

It's great in Dawn of War where you can be sure your 'ravens will come on together and works in any game where you'll get the first turn or where the're enough los blocking terrain to hide at least half of each raven - which of course is fairly rare but not vanishingly so. In the other (just over) 1/3 of games - Spearhead and Pitched Battle where you go second or are seized on and there's no los blocking terrain available then you probably have to reserve but even that's not too bad as a worst case scenario would be one raven with Draigo, 5 paladins and a dreadnought coming on by itself, which is still a reasonable force on the table. And in Capture and Control and sometimes Seize Ground you can often run your ravens empty anyway depending on objective placement and specific opponent.

it's obviously imperfect but it works miles better than deepstriking.

Follow these two simple rules to ensure a happy Dakka experience:

Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.

Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s.  
   
 
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