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I was actually going to mention the same thing with the dreadknight, the big use of him in this army is if you can have him shunt to enemies and lock an enemy unit into cc and make their firepower weaker, seeing him without a teleporter makes that a little hard to do >.<
in regards to the rest of the list I find it interesting yes, I particularly like the third build, seems to be the best imo.
I say this because yes psyfle dreads are sported everywhere right now, for good reason!!! they can help carve out the path you need to close the distance to lock your men into close combat, and with your GM you can assuredly give either one of the dreads the ability to hold your objective or your advancing paladin squad the ability to secure an objective.
I am assuming if you take the skulls you will deep strike your paladins / terminators in, correct? if so then definately go with that set-up, otherwise the rad grenades are better suited for ya.
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