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Los Angeles, CA

I run a purifier list backed by psyriflemen and dreadknights. I am having a tough time dealing with pallies when I come up against them in tourny play. I generally try to kite them away from objectives and kill anything else the player has.

What kinds of shenanigans have you pulled against Pallies in games of GK on GK?


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I think you mentioned the best move. 10 man Paladins squads are very hard to kill when you have very little S8 firepower, and nothing that is AP 1 or 2. Even if you have that they are annoying to kill.

Stay away and blast the rest of his stuff.

The only other "trick" I can think of is tank shocking them repeatedly until they fail and run. Then follow them off the board.
   
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Few things
1. Librarian
2. Null Rod
3.brain mines+pysk out = int tes at 1 int or cant participate in cc lol
4. Mindstrike Missiles
5. Plasma Canon either on rb or sr
6. Warp quake vs ds
7. Santuary vs their assaults
8. countered with own paladins
9. Vindicare shield breaker on stave or draigo
10. Tank Shock
Theres other ways but these are the ones used on me or i used on others a few weekends ago.

This message was edited 1 time. Last update was at 2011/12/13 00:31:55


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Shouldn't the Paladin player be more worried about assaults than the Purifier player? If you hit him with Halberds and Activate NFWs on him he's going to lost points by the hundred. Am I missing something here?

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dnanoodle wrote:Shouldn't the Paladin player be more worried about assaults than the Purifier player? If you hit him with Halberds and Activate NFWs on him he's going to lost points by the hundred. Am I missing something here?


Depends how many wounds you deal really because if you only do one they can allocate it to draigo and hes eternal warrior. Though thats speculative at best since draigo or a libby could change the combat a lot. Hhmm though I suppose psy out grenades negate halberds and quicksilver.. So then it depends who assaulted who..

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dnanoodle wrote:Shouldn't the Paladin player be more worried about assaults than the Purifier player? If you hit him with Halberds and Activate NFWs on him he's going to lost points by the hundred. Am I missing something here?


This is probably the quickest way to do it. Despite being messy, and despite the fact that any unit that assaults the Paladins is likely to go down, they'll probably take down more than their worth before they do. Assuming you get the charge, each purifier you throw at them will cause .75 wounds. If you don't get the charge, you're looking at .5. Assuming you put on enough wounds to get around the ward stave, you have a good chance of taking some paladins down with you.

A squad of 10 purifiers with halberds charges a unit of 10 paladins. They inflict 7.5 wounds, one of which is negated by the ward stave. We'll assume that 3 Paladins have swords, and the rest have weapons that do not enhance their invulnerable save. So that's 1 save against 2++, 3 saves against 4++, and 3.5 saves against 5++. In total, you're looking at around 4.7 wounds. Activate the force weapons, and then you're looking at 4.7 dead Paladins. Assuming the average cost of a Paladin is 70 points, you'll have killed 329 points for 10 halberd purifiers. So, 260 points to kill 329.


Automatically Appended Next Post:
Draigo wrote:
dnanoodle wrote:Shouldn't the Paladin player be more worried about assaults than the Purifier player? If you hit him with Halberds and Activate NFWs on him he's going to lost points by the hundred. Am I missing something here?


Depends how many wounds you deal really because if you only do one they can allocate it to draigo and hes eternal warrior. Though thats speculative at best since draigo or a libby could change the combat a lot. Hhmm though I suppose psy out grenades negate halberds and quicksilver.. So then it depends who assaulted who..


Draigo can't allocate gak. He's an independent character.

This message was edited 1 time. Last update was at 2011/12/13 03:02:02


 
   
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Here's a question that may be relevant; Do Psyk-out grenades lower the entire paladin squad's initiative to a 1, or is it resolved like brotherhood of psykers?

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If purifiers charge pallys they dont need halberds due to psy out grenades.. they get reduced to 1. Well depends who they attack but your right the wound cant be "allocted."

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Forgot about the psyk out grenades. Always do.

yeah, Purifiers would absolutely have to get the charge to remain profitable against Paladins. However, one good charge (AVOID MAKING CONTACT WITH INDEPENDENT CHARACTERS) would go a long way in crippling the unit.
   
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Thought Eternal Warrior doesn't stop force weapon deaths?

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Eternal Warrior stops anything that causes 'Instant Death!' as described in the 40k rulebook.

Force weapons inflict 'Instant Death!'
   
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Purifier Falchion squad + Libby = mulched paladins I've kept this squad in everyone one of my TAC lists and the two GK players at my local store who run draigo lists call me a cheeser and don't want to play my GKs :(

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GreyChaos wrote:Purifier Falchion squad + Libby = mulched paladins I've kept this squad in everyone one of my TAC lists and the two GK players at my local store who run draigo lists call me a cheeser and don't want to play my GKs :(
Tell em to assault you then.. Then its munched purifiers

The enemy of my enemy is a bastard so lets kill him too.


 
   
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Draigo wrote:
GreyChaos wrote:Purifier Falchion squad + Libby = mulched paladins I've kept this squad in everyone one of my TAC lists and the two GK players at my local store who run draigo lists call me a cheeser and don't want to play my GKs :(
Tell em to assault you then.. Then its munched purifiers


Hehe, it probably wouldn't be too hard for them if I didn't have SRs or LRs in each list sucking up shots with 3+ cover saves But in my opinion it's not a cheese squad at all, it's weak against a multitude of counters and strategies, these two gents just don't seem to understand that.

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draigo can have a sr or lr too not like its only in purifiers lists lol he charges you then psy out grenades make you I 1 and you get humped. It's not a cheese squad. It's a glass canon. If it hits first it's devastating but if their ride is ruined or they are assaulted. Not so much..

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Draigo wrote:
dnanoodle wrote:Shouldn't the Paladin player be more worried about assaults than the Purifier player? If you hit him with Halberds and Activate NFWs on him he's going to lost points by the hundred. Am I missing something here?


Depends how many wounds you deal really because if you only do one they can allocate it to draigo and hes eternal warrior. Though thats speculative at best since draigo or a libby could change the combat a lot. Hhmm though I suppose psy out grenades negate halberds and quicksilver.. So then it depends who assaulted who..


Paladins aren't a retinue to GK HQs. So your opponent can't allocate them to draigo in CC.


 
   
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ivangterrace wrote:
Draigo wrote:
dnanoodle wrote:Shouldn't the Paladin player be more worried about assaults than the Purifier player? If you hit him with Halberds and Activate NFWs on him he's going to lost points by the hundred. Am I missing something here?


Depends how many wounds you deal really because if you only do one they can allocate it to draigo and hes eternal warrior. Though thats speculative at best since draigo or a libby could change the combat a lot. Hhmm though I suppose psy out grenades negate halberds and quicksilver.. So then it depends who assaulted who..


Paladins aren't a retinue to GK HQs. So your opponent can't allocate them to draigo in CC.


Thats already been handled thanx

The enemy of my enemy is a bastard so lets kill him too.


 
   
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Oh yeah, Psykout Grenades! If you can get the charge on them you've almost definitely won combat. If you're charging 5 Pallies they're probably all going to die before they swing. If it's 10 they're likely to lose combat if they can't wipe you out (though they probably can hehe). I'd just try to stagger my units so I can ensure that I get the charge. If one unit get charged first, they're going to die in that combat round so just be ready with a counter-charge.

But still the price difference in the two units is substantial enough that I think this is what I'd be aiming to do. Although I'm saying this as a Paladin player. I've never run Purifiers.

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dnanoodle wrote:Oh yeah, Psykout Grenades! If you can get the charge on them you've almost definitely won combat. If you're charging 5 Pallies they're probably all going to die before they swing. If it's 10 they're likely to lose combat if they can't wipe you out (though they probably can hehe). I'd just try to stagger my units so I can ensure that I get the charge. If one unit get charged first, they're going to die in that combat round so just be ready with a counter-charge.

But still the price difference in the two units is substantial enough that I think this is what I'd be aiming to do. Although I'm saying this as a Paladin player. I've never run Purifiers.


Well 2 other factors to consider even if the pallys are 10 deep is a gm using gs to give a squad rerolls and the purifiers cleansing flame since its done before blows are struck even if their I is reduced.


Automatically Appended Next Post:
Almost said the wrong thing mixing logan and the gk gm sheesh.. im tired

This message was edited 2 times. Last update was at 2011/12/13 06:35:01


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Fafnir wrote:Eternal Warrior stops anything that causes 'Instant Death!' as described in the 40k rulebook.

Force weapons inflict 'Instant Death!'


ahh you are right, I misread that part. Thanks!

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So in a list without stormravens or land raiders, how do you get close enough to that squad of pallies to pull off an effective assault? A round of shooting from a squad of pallies will wipe any unit caught in the open.
And then there's sanctuary, like I said. If the opponent casts sanctuary and you miss one of your assaults, then you are absolutely boned.


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Psyffle dreads with S8 shots. 1 in 6 wounding hits kills a pally. So three dreads kill almost 1,5 paladins a turn. Aid that with "small arms fire" from psycannons, stormbolters and haevy bolters with pysbolt. You have much more firepower than Draigowing player and he should not be able to kill a significant number of your units in one turn.
   
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Well, all of your units have force weapons, so just ID them in assault?

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DCAs will shred paladins at 1/4 of the cost.
   
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DooDoo wrote:DCAs will shred paladins at 1/4 of the cost.


This is true in theory but in practice I'm not sure it holds water. How are your DCAs getting into combat with the Paladins, for instance? In practice I think it's hard to actually get the charge, especially considering the shooting prowess that Paladins bring to the table. Fragile infantry are going to have trouble getting the charge off without being shot to pieces. This can be somewhat mitigated with a Stormraven, but that then becomes a big target for enemy support shooting. Outside of a Land Raider, I don't see DCAs getting much done against Paladins when you consider the practical elements of engaging them.

One factor many people fail to consider is that Paladins are a lethal shooting as well as CC unit. If you're composing a plan to deal with them in CC, you need to make sure you have an adequate delivery mechanism to ensure that your Paladin killers actually make it to combat.
   
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an inquisitor with psiocculim is a cheap, effective choice for sticking with any squad and bring down the pain on another GK player. (fi you have the free hq slot) You may not be able to kill those paladins with 4 bs10 psycanons and some stormbolters or 3 bs10 plasma cannons on servitors, but you can sure remove all the other models from his army

assassins can get the job done if they reach combat

GK's have a variety of anti psyker options, they are all effective against other gk players, really, go nuts.

This message was edited 1 time. Last update was at 2011/12/13 14:03:56


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DCA's lose to sanctuary. Hard core.

Getting the charge on the pallies is what I'm having trouble with. I suppose I could charge my entire army forward and try to get into cc with them, but then I'm losing at least one squad a turn until I get there. Unfortunately razorbacks/rhinos aren't as fast as I'd like them to be.

Shooting my dreads at pallies is generally an exercise in futility. Everytime I've played someone with paladins they are playing support choices as well that my dreadnought shots would be better spent on. And hoping to kill one a turn is not worth almost 400 points.

I like the psyocculum idea. Maybe I will try to fit in an inquisitor with Plasma cannon servitors to fill in that gap.


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Draigo wrote:Few things
1. Librarian
2. Null Rod
3.brain mines+pysk out = int tes at 1 int or cant participate in cc lol
4. Mindstrike Missiles
5. Plasma Canon either on rb or sr
6. Warp quake vs ds
7. Santuary vs their assaults
8. countered with own paladins
9. Vindicare shield breaker on stave or draigo
10. Tank Shock
Theres other ways but these are the ones used on me or i used on others a few weekends ago.


Only thing here is that you always take stat tests on unmodified stats per the BRB

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The way I feel about killing Paladins is basically go big or go home. I really think it's best to smash them with ID that goes through their 2+. If youre only shooting 1 S8+ Ap2/1 at them, don't bother (unless there is literally nowhere else to shoot it) because Draigo will eat it. If your shots are S8+ but not AP2/1, again I think it's (mostly) a waste of time. Same goes for S7 AP2. I feel there are some exceptions to this like Mindstrike missiles, assuming you get perils on each model and not one model for brotherhood of psykers. Small arms is even more hilariously futile. I'd rather run to get better positioning for assault.

If you're playing GK vs GK I think the best option is assault with NFWs. I can't say for sure but it seems to me that DCAs wouldn't do enough after wound allocation and will be pricey with a delivery system. If they can't do it then you still need something more and if it's more DCAs you're spending a fortune and perhaps unbalancing the list.

Personally I would look to regular Termies or Purifiers, in either LRs or SRs. If playing foot I'd try rushing them with 3 units staggered enough to prevet being multi-assaulted. Id expect to lose about one to shooting and assault with two the next turn. I'd look to running options to ensure I get my charge. If running Interceptors I'd consider them for charge support too despite their unimpressive attack profile. I'm not saying this would work, but just thinking about it this is what I'd try. Id reevaluate the strategy after seeing how I goes.

For shooting I'd say Psyocculum Henchmen with 2Plasma Cannons, 1 Multi-melta, 2 monkeys and 3 Meltalytes. This makes them useful as a TAC unit and has enough ID to sweat the Pallies. Other options could be orbital lance strikes, warp rift and vortex of doom, but I dont expect great results from those

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