Switch Theme:

How do you keep Paladins from dying?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut






The 5e tactic for using terminators has been storm shields. In 3e and 4e, terminators were a serious liability and hard to use without getting slaughtered (in 2e they were unstoppable killing machines, but 2e was so different from subsequent editions it might as well be parcheesi).

So without storm shields how do you keep paladins alive?

Stormravens and Land Raiders seem really, really expensive and your model count will be so low that nothing in your army will stay alive.

Teleporting seems great, but once they arrive what then?

I'm thinking keeping them in cc will help a ton since they have better invulnerables in cc.

Any other thoughts?
Made in us
Regular Dakkanaut






MikeMcSomething wrote:They are too expensive to be used competitively in a TAC environment.


This is what is starting to get me unendingly frustrated with GW's products. Without fail, every model I want to buy and paint or think looks good, ends up being a liability on the table. Maybe I'm cursed because the models I happen to like, aren't the ones GW wants to make over powered. It seems to me that there are just far better options for GK's than any terminator armored model without a stormshield in the GK army (which leaves you with Draigo). But here I am with two boxes of terminators raring to go. I have done this before, and all that ends up happening is I get frustrated with 40k and quit it for two years. I've spent too much money on this stuff these days to have this happen again, but I also know I will be pissed beyond recognition if my $100 worth of models gets me tabled every game.

Okay rant over... these suggestions are actually quite helpful. Seems something like teleporting them behind chimeras will be a great tactic. I like the idea of flanking with them, keeping them on the opposite side of the table from your opponent (which could also make them heavy points denial as well). Having a librarian smokescreen them seems like the best option. Use them as a shrouded shooting platform until you can get close enough for a charge.

Edit:
Actually looks like the librarian suggestion has some problems.

1) Paladins seem only worth taking if you have Draigo. Draigo seems like he will make a group of Paladins totally own if he's with them due to his storm shield.
2) Librarians are 150 points for basically the same stat line as a paladin. I know they can do all kinds of wicked shananigans, but with only two wounds, and a crappy save (unless you spend even more points and get them a staff or something), librarians seem like they'll be a heavy liability.

This message was edited 2 times. Last update was at 2011/04/13 01:24:45


 
Made in us
Regular Dakkanaut






Shep wrote:

Well, you do have to take an HQ and what HQ were you thinking about taking?

1) Paladins just aren't really worth taking, unless your opponent and yourself are playing under the banner of 'fluffy'. Draigo doesn't change that.
2) Those wicked shenanigans can be absolutely backbreaking to your opponent. Shrouding on a psyfleman dread that is standing behind a smoked rhino is uberfrustrating. Stacking a psychic hood with reinforced aegis can really just lock down enemy psychic powers. You've got a template jaws of the world wolf... and access to servo-skulls

It should probably be stated again that grey knights are not an 'assault' army. Every model has a storm bolter, storm shields are essentially non-existent. Every unit has access to a dynamic, flexible, master-key type of gun (the psycannon) they now can mech up....

I'm not saying they are terrible at CC, but their CC is what they use after they have shaped the battlefield with their shooting. Looking at the librarian and lamenting that he isn't a crap-kicking assault beast means that you are missing what the GK are going to be doing successfully... beating up on units that have been critically weakened by dreadnought, psycannon and storm bolter fire.


I never thought about playing GK's as a shoot first and ask questions with my sword later army. MY view of them was get them into CC as fast as possible so they don't die. It seems like a retreating storm bolter/psycannon curtain could work well too. Throw in some henchmen with meltas and your're good to go...

Giving me lots to think about... this has been a great thread.
 
Forum Index » 40K General Discussion
Go to: