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Sunday, March 20, 2011

Knights of the Realm - New Paladins

"Bond.... James Bond."
So Paladins, the terminator elite of the GK codex. The very grimmest of the Grim Dark Marines of the Grim Dark future (angry marines not withstanding). 2 Wounds, 55 pts per model, 2+/5++ save, armed with storm bolter, a little psychic might, and a big shiny weapon of close combat orientation.

Not going to lie, I love paladins. More than purifiers, in fact. Paladins to me sound like they belong in the codex, purifiers seem to be shoehorned in, as an alternative to paladins- but considering that the elite of the GK army wear TDA, why do we still have little PA guys? (Oh right, cause tactically, and for the purposes of MSU, they are awesome :D )

Lets look at why Paladins are good.

Relentless - Move and fire cannons. Yes, you can get 5 Fryers (Purifiers, geddit?) with 2 cannons, and put them in a metal box for 100 pts less. But they can still only move 6", and fire 4 shots. The double cannon squad of 5 dudes can move 6", fire 8 shots, 2 of which are master crafted. And then you can assault.

Wound abuse - first and foremost reason. Ask any competent Tau player, why he puts that crappy 5pt upgrade on his Team leader - its so you can manage the death of your minis in the order that you see fit. This allows you to maintain the combat viability of your unit, while weathering an incoming storm of fire. How does this help paladins? You get to keep what you want to keep on the table, unlike TH/SS termis and the like. This means someone literally has to remove every wound your squad has, to stop it doing what you would like it to do (usually moving and shooting psycannons).

Apothecary - Not my favoured option, but not a -terrible- option. Grants FNP to the squad. Wound abusing models with a 2+ and a 5++... Sounds great! Ask Nobs why they are so hard to kill! Has the same weakness though - if your opponents hitting you with AP2, you don't get your feel no pain anyways. Or instant death (ie template weapons, such as battle cannons) So the stuff that your opponent is likely to hit you with, is going to kill you regardless of your feel no pain. 75pts is a steep price to simply ward off small arms fire (Ward off! VT2's head might explode if i say that word/name enough :D )

Master Crafted Weaponry - on, you know, everyone. Including those Psycannons. So now your moving, and firing 8 shots a turn, and rerolling 1 of those misses per cannon. So effectively you get 2 riflemen dreads in your squad, except now they have rending. Oh, and unlike a riflemen, the terminators will still punch the crap out of you in CC, and they don't get stunned. (NB - I know, fortitude, but I'm a firm believer that canny players with psychic defense will hurt this.)

Why are they bad? Expensive cost. Yeah, they aren't cheap. But your paying for some very versatile elites, here, my man. Your paying for Holocaust, Hammerhand, Deep strike, TDA, relentless MC cannons, and 2 attacks base. 

So what to take on your awesome dudes of awesome? Lets look at some builds.

Base-din's - 5 dudes, 2 master crafted psycannons, mixed weapons for wound abuse. Exceptional suppression, some CC punch, and resilient. Also cost about 1.5 x what a normal terminator squad does, but with improved damage output.

Versatile - 10 dudes, 4 cannons, 3 falcions, 2 stave's, swords. The combat squad option. You can either field 2 strong 5 man units, each capable of dishing out solid midfield damage. You can also pick a firepower unit, and a CC unit, and use them accordingly. Mix and match psycannons per squad as the opponent's force requires.

Shooty - 10 guys, no falchions, MC cannons by 4, and psybolts. Again, split them as the situation requires, unloading 10 str5 shots from a combat squad is quite tasty, as is 16 from the squad behind it.


Things to watch out for - upgrades. You can really go to town on spending on your paladins, but like all 40k units, its not a great idea. MC'ing every weapon is inefficient, its best saved for hammers and psycannons. (The stuff you need to hit with). Psybolts are only worthwhile if you are taking a max squad, ie 4 cannons and 6 stormbolters, and apothecaries are hardly ever worth it, unless you have a spare 75 pts laying around.
Shrouding. I can't stress this enough - cornerstone ability of the GK army, regardless of mech or foot. Being able to get your paladins a 3+ cover save is pure awesome, and should be aimed for wherever possible.

Hopefully this throws out some insight on to why I believe paladins are viable. They are a good solid elites choice, with plenty of opportunity. Combined with Librarians shrouding, summoning, or GM's Grand Strategy scoring, they have lots of tactical options and resilience.

Cheers.

SneakyDan

PS. Sean Connery is a Knight of the Realm, hence the reference to the man with the most awesome accent ever. For those kids playing at home.

Comments (23)

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What happened to your singularity article? I found it interesting.
2 replies · active less than 1 minute ago
Blogger apparently isn't a happy camper this weekend so when I was re-scheduling it for Dan I clicked delete :O; he'll re-post it properly tonight or tomorrow hopefully.

My bad :P.
Do you have a link for that?
Paladins are problematic because they're T4, which makes them extremely vulnerable to melta-fire (melta over-rides everything but their 5++). Say what you will of TWC, but they're ultimately more survivable.
4 replies · active 733 weeks ago
abortedsoul's avatar

abortedsoul · 733 weeks ago

Respect the Pallies. Sure they are T4, but what- do you want them to be completely limitless? T4 is really their only weakness. Melta also *doesn't* override a 3+ cover save. That save doesn't work in melee, you might say, but then- no worries, they pretty much kill -everything- in melee.

Saying pallies are a problem because of their T4 is like saying a plaserback is a problem because it is vulnerable to melta. Yes, it can be destroyed. If they were T5, they would be so unbalanced that they would never fit into a list at the points value they would require. You are sporting a squad of basically independent-character caliber strength, instant death weapons on guys who can up their own strength, bring a ridiculously awesome array of weaponry, Are you really asking more from this unit? lol.
TWC die to torrent. Actually, why are we even comparing the 2? Completely different units in a different codex.

The question you gotta ask yourself is: How relevant is being vulnerable to S8? Certain 'people' (whineseers and the like) said the same about the T4 3W creatures in the Nid dex. Thing is: How much S8 can you spend on them while they aren't the only thing on the board? More: The squad doesn't become useless when it loses a few bodies. 3+ cover saves means you can actually soak up quite some stuff before it's getting really painfull.

In the end I like them as a unit at themselves, but the question is if there can be made competitive builds with them? And if yes, at what points ranges?
Echoing Zjoekov and aborted here and furthering Zjoekov's point.

Multi-wound T4 creatures provide a lot of target priority issues with other types of models such as MC or AV based. The same principle is often applied in Tyranids and can be applied here. Pally + DK or Pally + Mech is going to mean those meltaguns have a lot of juicy targets and more often than not, there aren't enough meltaguns.

Yes in terms of S8+ weaponry, Pallies die just as easily as normal Terminators and less so than TH/SS unless in cover w/Shrouding. Yes Pallies shouldn't aren't the be all and end all of rocks because TH/SS still giggle at them with S8 and 3++. Guess what? TH/SS will most likely be the premier assault unit....for a very long time because that's a selling point for SM (and BA) and not every army needs a 'I great than thou' rock unit. Pallies screw up pretty much everything else in the game 1 on 1 and if you can fit them into a list where their target priority isn't easy, they'll do well.

Anyway, more food for thought.
Roland Durendal's avatar

Roland Durendal · 733 weeks ago

yeah I learned that the hard way this weekend during my NOVA warm up match. I lost more wounds on my TWC to stupid boltgun and stormbolter fire than to any of the high strength shots directed their way.
abortedsoul's avatar

abortedsoul · 733 weeks ago

This article needed to happen, IMO. Too many people are spoiled. They want their cake, to eat it to, and even more to have it spoon-fed to them by a supermodel that is made of magical diamonds.

They are incredible. They have *a* weakness? Expect that. Everything has weaknesses, and these guys are a tough-as-nails unit with wound abuse, crazy melee, crazy shooting, and they are *cheap* for what they do.

Are they as easy to fit into a list as meltavets? Would you really want them to be?
You didn't mention the shenanigans that ensue when you link a GM with rad and blind nades up to them... hitting at init 6 with 3s and wounding with 2s is pretty game breaking vs marine dexs.

And you can make all those init 6 attacks MELTA attacks with a libby... pure shenanigans
Fred Johnson's avatar

Fred Johnson · 733 weeks ago

Only the Justicar can mastercraft, and he can't take Psycannons.
2 replies · active less than 1 minute ago
abortedsoul's avatar

abortedsoul · 733 weeks ago

"Any model may make any of his weapons mastercrafted. 5 points"

Right hand side of the page under Elites- Paladins. Right most column, last wargear option entry.
Waaagh! i'm and Ork's avatar

Waaagh! i'm and Ork · 733 weeks ago

KA-boom
Fred Johnson's avatar

Fred Johnson · 733 weeks ago

Whoops that restriction is only for terminators. Nevermind.
1 reply · active less than 1 minute ago
abortedsoul's avatar

abortedsoul · 733 weeks ago

lol I didn't see this entry until I already replied- sorry. :D
SneakyDan's avatar

SneakyDan · 733 weeks ago

Glad people are enjoying the article. Regards to melta smashing them- melta smashes -EVERYTHING-. a 3+ cover save is enough for me, thank you. They are a totally differnet force to TWC - TWC can be dodged, or you can simply stand on the second level of a building, and negate them entirely. Paladins bring serious fire power to the table - TWC do not. It's not even a reasonabl paralell to draw, in my opinion.
10 man squads and no brotherhood banner? What, is +8 net attacks and auto-passing force weapon tests not worth 25 points?
2 replies · active 733 weeks ago
SneakyDan's avatar

SneakyDan · 733 weeks ago

TY Biscuit, valid point. For 10 man squads, brotherhood banner is worth a mint. mine has the text blurred out, so I hadn't really looked into it.
abortedsoul's avatar

abortedsoul · 733 weeks ago

It would be valid if you were rocking a full 10 man squad. I would think the paladins would function better when combat-squadding, allowing you to gain more board control and a wider melee threat bubble with them. In that case, they get +4 attacks from the banner, but give up 4 force weapon attacks to get it. Instantly passing the test could be good, but it doesn't remove your vulnerability to hood, although I could see it's limited usefulness against Eldar and Shadows in the Warp when trying to drop ID onto something like a Tervigon. I'm just not sold on it, but then again it seems so bad that I haven't even used it yet.
You forgot another ace benefit of paladins. You only swap out your stormbolter for psycannons. Thus every guy in your squad carries his nemesis force weapon, giving them a big edge in both shooting and combat.

Then again, terminators do this. I guess it's a general benefit.
"Versatile - 10 dudes, 4 cannons, 3 falcions, 2 stave's, swords. The combat squad option."

You can't take 2 staves in a single squad.
1 reply · active 733 weeks ago
No mention of including free Halberd/Hammer swaps to help make a 5x2 or 10-man all unique squad? Just a thought as I've been trying to figure out wtf kind of list I want to make.

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