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Made in us
Powerful Chaos Warrior





Portland, OR

So far, I have:

-Crusader
-Vanquisher
-Repenter
-Revenger
-(another Crusader/Vanq/Templar [heavy jack kit])

-1x full Choir
-1x full Cinerators

-Vassal
-Dartan Vilmon

I have $100 to spend. I will eventually pick up an Avatar and the new plastic heavy kit (Sanctifier-Reckoner-Castigator) when it comes out. For right now, I feel like I have enough jacks. So, what should I buy of the following:

1. 2x Paladin / Full unit of Zealots / Zealot UA
2. 2x Paladin / Full unit of Exemplar Errants / Errant UA
3. 2x Paladin / Full unit of Temple Flameguard (minus the UA; this goes over my budget)

What do you think? I'm not sure I need full units of the above stuff, so any advice on that would be nice (I'm new to the game, and have only played one 15 point game). For what it's worth, I'm leaning toward the Zealots, because: cool.

Thanks!
   
Made in us
Regular Dakkanaut




Ohio

I just picked up the new examplar errants box last week and I really like them. The models look nice and are much easier to put together than the UA was (shoulderpads...). They are a good multi-purpose unit as well.
   
Made in us
Battlefield Professional





St.Joseph MO

All three of those selections depend on what Warcaster you are using.

-Warmahordes-
Mercenaries


Menoth 
   
Made in gb
Kabalite Conscript




Northern Ireland

Paladins and Errants are good all around units for almost all casters so I would go with them. I am also basing this on the assumption you run PKreoss since you own a Crusader, Repenter and Revenger (starterbox contents) and EEs and Kreoss work well together.

Cheese Elemental wrote:Being a gynaecologist/doctor for the Sisters of Battle would be more dangerous than playing 'patty-cake, patty-cake, Baker's man' with a Carnifex.
 
   
Made in us
Longtime Dakkanaut





I'd go with the flame guard. Between the Paladins & Cinerators you've got plenty of heavy infantry punch. You need some cheap bodies, Flameguard and Zealots both provide that. Flameguard are easier to use and function as a great Tarpit/Speedbump unit. I'm guessing you've at least got pKreoss, just slap defenders ward on the Flameguard and they'll be able to stand in the way of a surprising number of threats.

In low point games especially 15/19 dudes with set defense can be annoying to dislodge:
-They're effectively immune to blasts as most are going to be 2d6+7 to 2d6+10. Meaning even the strongest blasts are going to need 10+ to land the kill, POW 7s can't even kill them on max damage.
-DEF 17 against charges. Short of boosted MAT 7+s they're not going be reliably hit on the charge. This means you either need multiple attacks, or need to walk in can be tough to position without leaving yourself exposed.
-They shrug off ranged small arms pretty easily. They're not in auto-hit territory off most basic infantry using 2-man CRAs and POW 12s fail to kill on average rolls.

They're far from invincible, but they often require either specific tools rid of easily or your opponent will have to commit more to killing them than a 0.6 point model is a worth. They can't just be ignored because they clog field and can actually do some damage with combined attacks if left at full strength.

(NOTE: They are very afraid of continuous effects and anatomical precision/sniper, these get around their disproportionally high ARM and are often attached to high to-hit scores or auto-hits)

You also won't miss the UA too badly on flameguard, unlike Zealots or Errants where the UA is very important. I'd actually take Rhupert Carvolo as a 2-point edition to the unit over the UA in most cases and he is cheaper (maybe you can afford him).

This message was edited 5 times. Last update was at 2012/05/01 17:09:21


 
   
Made in us
Steady Dwarf Warrior




Arkansas

+1 for Errants. Such a great unit, especially with the Officer and Standard Bearer.
   
Made in us
Powerful Chaos Warrior





Portland, OR

I think I'm going to go with Zealots. Like Chongara said, I have plenty of heavy punch (with those 2 Paladins). I'll probably eventually get the TFG and Errants.
   
Made in us
Steady Dwarf Warrior




Arkansas

Hans Chung-Otterson wrote:I think I'm going to go with Zealots. Like Chongara said, I have plenty of heavy punch (with those 2 Paladins). I'll probably eventually get the TFG and Errants.


You have no front line tarpit unit, though. Zealots are glass cannons and get chewed through very quickly. Do what you feel is best but be warned that without either TFG or KEE the alpha strike is going to be brutal.
   
Made in us
Powerful Chaos Warrior





Portland, OR

Arg! I dunno, it doesn't matter too much. I'm not playing in tournaments or anything. But looking at what Errants do (esp. with their UA), I'm leaning more towards this. Putting in an order at the store tomorrow; I'll have to decide soon!
   
Made in us
Crafty Bray Shaman




NOVA

I wouldn't worry too much about the alpha strike against your zealots. Just use your mini-feat, then blow stuff up the next turn. Alpha strike? Alpha schmrike.

 
   
Made in us
Steady Dwarf Warrior




Arkansas

spyguyyoda wrote:I wouldn't worry too much about the alpha strike against your zealots. Just use your mini-feat, then blow stuff up the next turn. Alpha strike? Alpha schmrike.

I suppose I'm thinking in context of going second against fast factions like Legion. One scythian charge is likely to kill 3-5 zealots first turn. Bombs are fun, though. I just find much more utility with the Errants, which may just come down to different playstyles.
   
Made in us
Master Tormentor





St. Louis

If your opponent can get a Scythean to move 28" in one turn, I think you've got bigger issues than whether or not it's going to kill some zealots.
   
Made in us
Steady Dwarf Warrior




Arkansas

Laughing Man wrote:If your opponent can get a Scythean to move 28" in one turn, I think you've got bigger issues than whether or not it's going to kill some zealots.
LOL, yeah I suppose I should mention I play a lot of friendly games with smaller battlefield dimensions. I'm also forgetting zealots don't have advanced deployment so should be safe.
   
Made in nl
Preceptor






I have al 3 units, so heres what I think
(Doesn't mean its the right way, hahahaha)

1. 2x Paladin / Full unit of Zealots / Zealot UA
Zealots are great and really fun to play, find a nice big unit (no High DEF/ARM) target run up and start throwing like 10 templates on it. Who cares if they scatter if the target is a big unit....
Keep Kreoss +2 arm/def (Defenders Ward) on them to keep them in the game a little longer. Keep praying Warding till close enough then do the Fervor...

2. 2x Paladin / Full unit of Exemplar Errants / Errant UA
If they make it in combat they are ok, till now never had the real use of there Self Sacrifice rule
I don't use them a lot, use my Knights Exemplar unit instead.

3. 2x Paladin / Full unit of Temple Flameguard (minus the UA; this goes over my budget)
TFL are just great, with the Kreoss spell and in Shield Wall Formation they get a whooping Def 15 and a Arm 19 and a -2 on charges....
Don't forget they have Combined melee attack, they have a 2" reach so swarm a Warjack with 10 TFL, choose one to make the attack a MAT 2D6 + 6+10 with a Damage of 2D6 + P+S 10+10!!!!
So the To Hit is no problem (except on snake eyes) with a min damage of 22!!!

So my chooice is always at least a small TGF unit and if the points allow a Zealots unit.

You already have Dartan so I would only take 1 Paladin, make them do everything together, they are Jack killers.
Open up a lane to go for the Caster kill....
   
Made in us
Powerful Chaos Warrior





Portland, OR

Cool, thanks Method!

I ended up ordering:

-Full Unit of Zealots (Box + 4 Grunts)
-Monolith Bearer
-2x Paladins

and, since my FLGS gives 15% on pre-paid orders, I had enough to get...

-The Harbinger

Sweet. I'll probably go for the Avatar next, and then look again TFG & KEE (probably in that order).
   
 
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