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Monday, March 28, 2011

Guest Article: Draigowing Take 2


<- From Ron at FTW.

Recently Saramoff tried his hand at making a Draigowing list and explaining his thought processes and now Abortedsoul would like to have a whack with a different twist. In the end both lists are quite similar but this list has a lot more paladins and utilises different support around the Paladins. Let's check out the thought process!

Hey Kirbs! I saw Saramoff's post on Draigowing and figured I could improve it. It suffered from a very low hull count (3 Rhinos 5 vehicles) and a relatively small amount of long ranged fire support. Also, the foot-slogging Paladins mean they are vulnerable to lascannons and the like. Paladins aren't fearless, so the chances of them running poses another slight weakness. Let's see if we can't solve or at least mitigate these issues.

The only way to take care of the lack of hulls is, honestly, to remove them. When you yank the hulls out, the Grey Knight Strike Squads and Purifiers are no longer viable, but they are prime targets for any anti-infantry fire, so it's alright if they go too. Ok, that leaves us with Draigo, and Paladins as a core to start with.

The HQ slot is the sweetest spot in this codex, and it would be a shame to let it go to waste. We need someone who works well with Paladins, so Inquisitors seem like a good option. Any of the Inquisitors also give you access to cheap Servo-Skulls, which is always a good thing. Terminator armour on an Ordo Malleus Inquisitor gives you access to another cheap lascannon. As an added bonus, you can also grab a squad of Paladins a ride for a mere 55 points. Didn't I just say hulls were a no-no? Yes, but the Chimera can hold a squad of pallies, which can buy them 12" of movement and a bit of protection on the first turn at least. Sure, it will get wrecked, but it's not like the explosion is going to hurt your super-termies anyways, so no worries. It might even be a good idea to, after your 12" move, turn the back of the Chimera and dare them to blow it up. On a destroyed result, it would give you an extra 2" of movement, but this would be more situational.

Ordo Malleus Inquisitor-25
Terminator Armour-40
Psycannon-15
Servo-skulls-2
Warrior Acolytes-12
Chimera-55

With such a low model count, and an all but non-existent hull count, we could use some serious suppression in this list. Seeing as Psyfledreads are the best thing since sliced bread, we'll take 3. I wish we could take more, but we only get 3 heavy support slots. With any leftover points, we'll see if we can't grab a Venerable Dread.

When setting up the Paladin units you want each and every model to be unique so that you can allocate wounds as you see fit. We also need these guys to do most of the heavy lifting, so that means they will each be getting 2 Mastercrafted psycannons in each 5 man squad, minimum. Pallies can be worked up to taste, but here is what I got:

x5 Paladins-275
2 MC'd Psycannons-50
2 Halberds (one of these will be getting a psycannon)
1 Daemonhammer
1 MC'd Daemonhammer-5
1 Pair of Falchions (that both go into 1 hand for a Paladin, interestingly enough he keeps his Storm Bolter)- 5

This leaves us with 5 unique models, 2 MC'd psycannons and plenty of attacks at various initiative and strength. When in combat, this allows us to dump the dangerous hits on the guys who have already swung, thus further abusing our unique model paradigm. This is a bit pricey, and each squad comes out to a whopping 335 points. Outside of the MC'd psycannons we pay only 10 points to give ourselves wound allocation shenanigans. Good deal, we'll take 3.

The list so far:

Draigo-275
Ordo Malleus Inquisitor-86
Inquisitor Warband-67
x3 decked-out Paladin squads- 1005
x3 Psyfledreads- 405

This brings us to 1838. To square it away to 2k pick up x2 Single Paladins with Daemonhammers for last turn contesting shenanigans. This still leaves the list at 1960 points assuming the written points are correct.

The final list:

DRAIGO-275

Ordo Malleus Inquisitor-86
Terminator Armour, x2 Servo Skulls, Psycannon

Inquisitorial Warband-79
x6 Warrior Acolytes, Chimera (ML/HF)

x3 Dreadnought-405
x2 TLAC, Psybolt

x2x1 Paladin - 110
x3 Paladin Squads-1005
x2 MC'd Psycannons, Daemonhammer, MC Daemonhammer, x2 Halberds, Falchion

That leaves us with a fairly workable Draigowing at 2k points. To pull it down to 1850 you just have to drop the single Paladins and add a couple of upgrades or acolytes. Another option for the Warriors is to drop a couple and grab them a bit of gear to make them vaguely threatening (stormbolters or plasma guns) since they aren't scoring. I plan to just run them across the table in front of one Paladin squad to provide a bit of cover, but salt to taste.

How should I use this list?

Hang back with the 3 Dreads and pound out Str8 shots, advancing with the Paladins. Run 1 squad of the Paladins with the inquisitor in the vehicle, walk a squad with Draigo, and walk the third squad behind it.

Comments (6)

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Considering the main criticism against Saramoff's list is lack of hulls, there's only 4 in this one (compared to 5). The single Chimera is neh. It's a nice option to be able to carry around the Paladins but only one? Why bother. It just raises the target priority of that squad and sends you in waves. You're also limited to 6" if you want to shoot the psycannons and then aren't gaining any movement bonus. You can move and shoot as is so why bother? This makes the whole Inq + hench unit pretty much useless. There's no melta or servitors in the unit and if you add them they are a solo unit unless you double up the Inq. Otherwise just taking 2x Inq gives you two more psycannons. Or you could trade all of those in for a Libby and have a 3++* cover against shooting. ...more defenses or 2x more psycannons? both have merits but the overall utility of the Libby wins out for me IMO.

Then rest of your list then boils down to Paladins + Dreadnoughts which can create some target priority issues in terms of where S8+ shots go and gives you a decent amount of shooting power and combat power but not a whole lot of anti-infantry firepower. For this I prefer Saramoff's list when the GKSS are turned into a 2nd Purifier squad (and Draigo makes them scoring).

It's a different type of list certainly but there are a couple of quips with it and I wouldn't say it's a clear cut better list than Saramoff's linked list.
Devilfish's avatar

Devilfish · 731 weeks ago

I would drop the single paladins, it would make 2 extra kill points thats unessacery. Loose the stupid expensive inquisitor, why have a toughness 3 terminator in a terminator army, take a cheapy inquisitor with your skulls and take some jokerao (excuse misspelled names) for back field high str fire that can help add to the distructive power the dreads are bringing and add some crusaders to compensate for the jokeraos lack of armor saves and close combat potential, 3 of each would probably be good. And lastly take a vindicare assassin to pop land raiders and power fists. So with 3 psy-autocannon dreads, 3 jokerao, and a vindicare your antitank is more than covered. So loose hammers on paladins and tool them more for generic close combat maybe take a squad with incinerators. So with 12 str 8, 3 str 9, 3 multimeltas ( that could potentially be 36" range), a exitus special round, 3 heavy flamer and 2 incinerator, 16 str 7, and 20 str 4 shots you have a more rounded amount of shooting that can tackle all armor values and monstrous creatures of all toughness, but also enough shots to tackle hordes of str 3 gaunts and guardsmen. But then this is all hypothetical speculation and it's rarely that way on the table. Just some ideas.
1 reply · active 731 weeks ago
Auretious Taak's avatar

Auretious Taak · 731 weeks ago

12 KP's at 2000pts isn't a lot though, indeed it is in the area of the enemy needs to be careful how they approach it especially if they have MSU. The single Paladins so need an MC Hammer, but otherwise are ace. If the opponent is shooting them, then they aren't shooting the big units. The extra Holocausts for hordes and freedoms to target other units/vehicles makes them a viable choice. Plus there's always cover.

To loosing hammers on the paladins as a whole, you miss the point - In an army that can deal with 3-5 vehicles in it's opening turn if it is lucky, it will need the cc suppression abilities. Further, being able to instant death TWC as str 10 hammers on single guys or in a unit of wounds abusing allocation fun, is awesome. Then of course, when your ranged anti-tank fails (and it will with such a small force - simply because your opponent isn't a seal and your support dies asap) what are you left with? The hammers are free on the Paladins and add an extra level of flexibility and duality to the army as a whole. You need to remember that at 2000pts you are regularly facing a minimum of 12+ vehicles of various armour values, and every unit, if possible in such a small army needs the ability to deal with such threats easily.
If your running draigo and dont want vehicles take a few DK's with teleporters and use Grand strategy scout to apply pressure that way. Jump infantry DK's blend quite nicley with terminator heavy lists, im not too sure about taking just 3 dreads in said list.
I agree with Dan here, personally. You said you were worried about the amount of hulls, then immediately added a Chim. I know it's just there to die, but... what? Personally, I'd want to try to take full advantage of Draigo, along with cutting out your hull count. Also, 86 points to add a psycannon is... really meh.

Maybe something like this...?

The Pimp Master-275
x3 Paladin Squads-1005 (x2 MC'd Psycannons, Daemonhammer, MC Daemonhammer, x2 Halberds, Falchion)
x2x1 Paladin - 110
x3 Dreadknights w/personal Teleporters - 615
2005 (5 points over, so drop a Falchion or MC or something.)

Keeps the core of Draigo plus pallies, keeps the fun of two single DSing scoring dudes, and adds in the fun of potentially scouting shunting DKs for first turn, in your lines style suppression.

Also... wouldn't the falchion paladin... just hold the falchions in his hands? His storm bolter is attached to his wrist, so both hands are free. *laugh*
Keep a force sword for the +1 inv save.

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