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Made in us
Regular Dakkanaut




With the changes to Wound Allocation in 6th edition, I am beginning to think that GK Terminators may be superior to Paladins. Without playing games myself, I can't be 100% sure, but I would like to gauge the community's thoughts in this regard. Thinking about dusting them off soon...

Paul
   
Made in us
Gore-Soaked Lunatic Witchhunter







Paladins have several advantages over normal Terminators:

WS 5
W 2
Option for Apothecary
Option for additional heavy weapon per 5
Option for more master-crafted weapons

For all this, we pay an extra 15pts/model. Without 5e wound-allocation, you're probably right; Paladins are fine and dandy if you want to play really high-points and/or more casual games, but they're fairly overpriced for serious games at this point.

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 AnomanderRake wrote:
Paladins have several advantages over normal Terminators:

WS 5
W 2
Option for Apothecary
Option for additional heavy weapon per 5
Option for more master-crafted weapons

For all this, we pay an extra 15pts/model. Without 5e wound-allocation, you're probably right; Paladins are fine and dandy if you want to play really high-points and/or more casual games, but they're fairly overpriced for serious games at this point.


Yeah I must agree power fist and thunder hammers are more prevalent and they rather invalidate paladins.

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3000 High Elves
4000 Kel'shan Ta'u
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Drone without a Controller




First, amusing sig there Collius. It's actually my favorite song of thiers.

On Topic, I agree with the above. Palladins just don't cut it anymore. Yeah, you can rotate them around but it isn't the same as just moving damage around all willy nilly. Thunder Hammers do make Palls cry. At this point I'd rather have purifiers or even strikes. Give me more bodies please(and weapons!)

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New Jersey

Gifblaur wrote:
First, amusing sig there Collius. It's actually my favorite song of thiers.

On Topic, I agree with the above. Palladins just don't cut it anymore. Yeah, you can rotate them around but it isn't the same as just moving damage around all willy nilly. Thunder Hammers do make Palls cry. At this point I'd rather have purifiers or even strikes. Give me more bodies please(and weapons!)


I reserve paladins for casual games not srs bznz ones. My tourny lists have consisted of purifiers, strikers, and dreadknights with a GKGM and coteaz at the lead.

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Made in us
Fireknife Shas'el





 Goat wrote:
Gifblaur wrote:
First, amusing sig there Collius. It's actually my favorite song of thiers.

On Topic, I agree with the above. Palladins just don't cut it anymore. Yeah, you can rotate them around but it isn't the same as just moving damage around all willy nilly. Thunder Hammers do make Palls cry. At this point I'd rather have purifiers or even strikes. Give me more bodies please(and weapons!)


I reserve paladins for casual games not srs bznz ones. My tourny lists have consisted of purifiers, strikers, and dreadknights with a GKGM and coteaz at the lead.


Yeah strikes with prescience inquisitors hit hard.

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10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
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Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

Paladins are still perfectly viable units. Just because you can't play wound allocation gimmicks with them anymore doesn't make them bad, and not every opponent is going to be wielding tons of thunder hammers and powerfists, and the Paladins, for their cost as long as you don't load them with huge numbers of upgrades (don't bother paying 75pts for FNP or giving each of them unique loadouts, just take a couple psycannons and a couple hammers and call it good), are going to still weather more firepower on average than their 40pt cousins as long as it's not all lascannons and powerfists.

Quite often, you can also nick the powerfist out before it gets to hit by challenging the squad leader and cutting him down with higher init weapon making use of the pallies WS5 and Hammerhand, hitting on 3's and killing on 3's against any non 2+sv/multiwound opponent.

This message was edited 1 time. Last update was at 2013/02/08 17:07:24


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New Jersey

 Vaktathi wrote:
Paladins are still perfectly viable units. Just because you can't play wound allocation gimmicks with them anymore doesn't make them bad, and not every opponent is going to be wielding tons of thunder hammers and powerfists, and the Paladins, for their cost as long as you don't load them with huge numbers of upgrades (don't bother paying 75pts for FNP or giving each of them unique loadouts, just take a couple psycannons and a couple hammers and call it good), are going to still weather more firepower on average than their 40pt cousins as long as it's not all lascannons and powerfists.

Quite often, you can also nick the powerfist out before it gets to hit by challenging the squad leader and cutting him down with higher init weapon making use of the pallies WS5 and Hammerhand, hitting on 3's and killing on 3's against any non 2+sv/multiwound opponent.


I don't want to burst your bubble here, everything you've said sounds on point but Paladins do not have a character in their squad. No Justicar. And them all being characters has been FAQed away.

This message was edited 1 time. Last update was at 2013/02/08 17:11:58


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Made in us
Regular Dakkanaut






From what I have read the current strategy for paladins is to have Draigo in front and have the Paladins do Lookout Sir. Still finishing my first squad for my army so I have not tried it out yet. I do get the feeling that they are not as impressive as other options now. I may do just one squad with Draigo and take other units for the rest of the army.


 
   
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On moon miranda.

 Goat wrote:
 Vaktathi wrote:
Paladins are still perfectly viable units. Just because you can't play wound allocation gimmicks with them anymore doesn't make them bad, and not every opponent is going to be wielding tons of thunder hammers and powerfists, and the Paladins, for their cost as long as you don't load them with huge numbers of upgrades (don't bother paying 75pts for FNP or giving each of them unique loadouts, just take a couple psycannons and a couple hammers and call it good), are going to still weather more firepower on average than their 40pt cousins as long as it's not all lascannons and powerfists.

Quite often, you can also nick the powerfist out before it gets to hit by challenging the squad leader and cutting him down with higher init weapon making use of the pallies WS5 and Hammerhand, hitting on 3's and killing on 3's against any non 2+sv/multiwound opponent.


I don't want to burst your bubble here, everything you've said sounds on point but Paladins do not have a character in their squad. No Justicar. And them all being characters has been FAQed away.
Was it? I haven't been as up on my FAQ's in 6th as I was in 4th and 5th, so I may have missed that. That would indeed make challenging out the powerfist impossible then

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The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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New Jersey

 Condas wrote:
From what I have read the current strategy for paladins is to have Draigo in front and have the Paladins do Lookout Sir. Still finishing my first squad for my army so I have not tried it out yet. I do get the feeling that they are not as impressive as other options now. I may do just one squad with Draigo and take other units for the rest of the army.


You can save yourself 100pts if you plan on takeing only 1 squad of paladins. Just bring a generic GKGM to make them scoring with GS. Now you have another squad with the points you saved on draigo!

I need to return some video tapes.
Skulls for the Skull Throne 
   
Made in us
Regular Dakkanaut






 Goat wrote:
 Condas wrote:
From what I have read the current strategy for paladins is to have Draigo in front and have the Paladins do Lookout Sir. Still finishing my first squad for my army so I have not tried it out yet. I do get the feeling that they are not as impressive as other options now. I may do just one squad with Draigo and take other units for the rest of the army.


You can save yourself 100pts if you plan on takeing only 1 squad of paladins. Just bring a generic GKGM to make them scoring with GS. Now you have another squad with the points you saved on draigo!


I will look into that. I am however reluctant to not field him as I had him done at L7 by Blue Table. Well, maybe once I find other players to do matches with they will allow me to proxy him. That or I will just go with more paladins. Either way I am hungry for more models. I think Draigo would have more pulling power with an AP2/no unwieldy weapon for his cost.


 
   
Made in gb
Hardened Veteran Guardsman





Catachan

 Condas wrote:
 Goat wrote:
 Condas wrote:
From what I have read the current strategy for paladins is to have Draigo in front and have the Paladins do Lookout Sir. Still finishing my first squad for my army so I have not tried it out yet. I do get the feeling that they are not as impressive as other options now. I may do just one squad with Draigo and take other units for the rest of the army.


You can save yourself 100pts if you plan on takeing only 1 squad of paladins. Just bring a generic GKGM to make them scoring with GS. Now you have another squad with the points you saved on draigo!


I will look into that. I am however reluctant to not field him as I had him done at L7 by Blue Table. Well, maybe once I find other players to do matches with they will allow me to proxy him. That or I will just go with more paladins. Either way I am hungry for more models. I think Draigo would have more pulling power with an AP2/no unwieldy weapon for his cost.


Draigo's sword is Ap3, as with most GK force weapons now

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Im taking my paladin army to a tournament next month, I know it well and play it well. I will probably have no chance of winning, but it can still cause most armies problems, and if I can finish top 10 or so, I will be happy.

You cant play just paladins anymore, you have to support them with other things.
   
Made in us
Regular Dakkanaut






 macc92 wrote:
 Condas wrote:
 Goat wrote:
 Condas wrote:
From what I have read the current strategy for paladins is to have Draigo in front and have the Paladins do Lookout Sir. Still finishing my first squad for my army so I have not tried it out yet. I do get the feeling that they are not as impressive as other options now. I may do just one squad with Draigo and take other units for the rest of the army.


You can save yourself 100pts if you plan on takeing only 1 squad of paladins. Just bring a generic GKGM to make them scoring with GS. Now you have another squad with the points you saved on draigo!


I will look into that. I am however reluctant to not field him as I had him done at L7 by Blue Table. Well, maybe once I find other players to do matches with they will allow me to proxy him. That or I will just go with more paladins. Either way I am hungry for more models. I think Draigo would have more pulling power with an AP2/no unwieldy weapon for his cost.


Draigo's sword is Ap3, as with most GK force weapons now


I was saying he would be more viable with an AP2 weapon. That AP3 change was a big downfall with Draigo in 6th edition.


 
   
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Gifblaur wrote:
At this point I'd rather have purifiers or even strikes.


Purifiers were always far better than Paladins.

As for using Paladins themselves? They're not terrible, but they're not particularly worth using. W2 is pretty cool and all, and their weapon loadouts are second to none. That said, Paladins have always been best off as a shooting unit, and purifiers have always done that far better, point for point. It's just now you have absolutely no reason to use Paladins over Purifiers, where you used to have some (essentially, the idea of a centralized, high power firebase that had immovable control over a single, large area of the table).

Granted, Purifiers are better than pretty much every other unit in the damn codex, and 6th edition only made this disparity even more apparent, but Paladins take the hit pretty hard, probably harder than most other units in the book.
   
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Shunting Grey Knight Interceptor




Technically, Terminators are better than Paladins now for most applications (the GM+10 Paladins deathstar being a rare exception).

However, I would argue that Strike Squads are better than both of them. They're so underpriced it's not even funny.

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I've found that if I want to make my units generalists at all, Purifiers end up at about the same price as Strikes anyways because of their weapon discounts. The only think I end up feeling like I'm missing with Purifiers is the ability to warp quake...
   
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Batmarine wrote:
I've found that if I want to make my units generalists at all, Purifiers end up at about the same price as Strikes anyways because of their weapon discounts. The only think I end up feeling like I'm missing with Purifiers is the ability to warp quake...


That's why I never run "pure" lists. They enhance some shortcomings, mixing purifiers and strikes together is a really tough nut in 6th IMO. I've been having a boatload of success leaving the TEQ and mech on the shelf for now.

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So maybe something like 2 strikes 2 purifiers and some DKs?
   
 
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