So, being bored of Space Wolves he's thinking of another army. Originally, it was gonna be Dark Eldar. But he's got something much more... fun... in mind. At the suggestion of Mike Brandt, I'm gonna run Draigowing. But I'm gonna run it well. ;)
How, you ask? Well, first off, I'm gonna run Karamazov. This is something I think everyone agrees on when you're running Draigowing (I mean, it's common fucking sense), because he brings 2 very important things to your army. One, he is another T5 body you can put in your Paladin squad, which means that units need to ping 3 wounds through before you have to put one on your Paladins. This is big. Why is this big? Well it means that you need to (usually) have 4 S8 shots to scare the unit. Second, and most importantly, he brings you the ability to automatically pass a LD test. That's huge. Means you can't be tank shocked/weaken resolve'd off the table. It rocks. He's also a relentless MM, and has a funny orbital strike.
Also, I'm bringing long range firepower, so people don't just kite me. So, this means our list is gonna look like the following:
Draigo
Karamazov
Venerable Psyfledread
Techmarine w/Blind Grenades + Psychotroke Grenades
10 Paladins w/3 Hammers, 2 Psycannons, 2 Master Crafted Psycannons, Apothecary, Banner and Halberd.
1 Paladin with Hammer
3 Psyfledreads
2000
Ok, so now guys, the real reason I put this thread up. I have decided how I'm going to paint this army (bone coloured, red secondary colour, metal and gold). However, I have not decided on how I'm gonna do ol' Uncle Karamazov. See, I hate finecast. Only had bad experiences with it. And a model that old and that big, it's gonna be a disaster. So, I need conversion ideas.
...
Well?
I promise progress shots as the army evolves.[=
***Not worth creating a second article about, but I've now had some test games with the army (proxied of course) and can talk a little bit about how it runs. Now, the main point of the article was to let you know you can expect some hobby posts from me in the future, and also to hopefully get the community adding some ideas in regards to Karamazov conversions, however, I'm gonna talk about how the army plays on the table here, if you're interested, because an awful lot of people doubt the Draigowing. So, barring one seal-clubbing experience (team game where 2 players just fed the deathstar), the games I've had with the army have been pretty good. So far I haven't played Table Quarters (we play NOVA format at our local) just Objectives (Sieze Ground + NOVA format) and Kill Points, but on Objectives what tends to happen is my techmarine will reinforce a home ruin if he can, inside which a scoring vendread will stand, usually close to/on the objective. Then, the paladins will go for the middle objective (even if it's not technically in the "middle", there is almost always a "middle" objective) whilst any other scoring dreads I have will go for ones nearer my table edge. Occasionally the lone paladin deep strikes down onto an objective to cap it (he's taken 2 so far!). So, let's get a little bit more specific.

GK Turn One: I move Draigo and his 12 cronies up to the centre piece of terrain, so they have LoS to a pair of dreadnoughts, but nothing else can see them (psycannons peeking round a corner). They open up on a dread and explode it, and my Psyfle opens up on the other one, immobilizing it (this will become a theme) and stunning it.
Imperial Fist Turn One: Stuff moves up, the crusader moves round the central terrain piece to obtain LoS to the Paladins. The 10 man unit in the drop pod comes down on the objective on my board edge, that's not in my quarter. Otherwise the rhinos move up to the other side of the big bit of terrain in the middle (outwith 12" of my Paladins). The Crusader takes a few potshots at the Paladins, doing nothing.
GK Turn 2: A scoring dread and the non scoring one came on (with help from communion) and solodin came down (heedless of communion, he has yet to roll lower than a 5 for reserves). My deathstar shimmied around to the other side of the central terrain (avoiding mass melta fire from rhinos and a charge from the terminators), so that they could just see the raiders, and the rhinos would need to move >6" to get LoS to them. My dreads came on so they could get flank shots at the rhinos. Solodin deep struck down next to an objective and run 1", just inside area terrain. Opening up I exploded a rhino (pinning the unit!) and immobilized another (2). The Land Raider got immobilized and stunned. .
Imperial Fist Turn 2: The terminators decided not to waste time, and made for the central terrain piece, staying outwith 12", and within counter-assault range of the tactical squads. Generally, he shimmied out of LoS with as much stuff as possible. His combined shooting resulted in I think a wound or 2 on the paladins, generally not much happened though. The dreadnought tried to kill off the solodin on the objective (easy KP, right?) but did no wounds. The immobilized rhino repaired itself.
Grey Knight Turn 3: Well, my other dread came in. The paladins walked closer to the raider. My dreads shimmied a little. Then Karamazov blew up the land raider (within 12"). The psyfledreads opened up with the least effective barrage I ever did see. 2 of them managed to re-immobilize the rhino they could see (argh! I immobilized so much stuff this game), and blew off it's stormbolter. The other one blew up the drop pod (the squad that had come out of it was miles from anything).
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In a foight, these Dark Elder' 'av bin known 't kick with ther' legs |
So basically, the army plays very cagily. Realistically it's not exactly bad in the firepower department (whatever the paladins open up on they will kill, and there's 4 psyfledreads), I'm just scared of armies with things like 3 manticores/demolishers etc. The army is very fun to play though, and turns take about 5 minutes!
----->>>>So anyway, back to something resembling relevance, if you could please leave suggestions for a Karamazov conversion in the comments, I will love you long time <3
carldooley · 710 weeks ago
Archnomad · 710 weeks ago
That'd be far too large. I'd like to be able to hide the unit behind some terrain every once and a while. :P
However, when I go back to Cygnar, I do entirely plan on getting a pair of Striders. ;)
Someone · 710 weeks ago
RevTibe · 710 weeks ago
RevTibe · 710 weeks ago
Kabbala · 710 weeks ago
I_and_I · 710 weeks ago
TyRaide · 710 weeks ago
For conversion ideas, I'm thinking start with either a Venerable Dreadnought and build the throne thingy at the front, or start with a Nemesis Dreadknight. Maybe the NDK might be too big though? Too easy to draw LoS to.
darkstarr88 · 710 weeks ago
RevTibe · 710 weeks ago
tzeentchling 76p · 710 weeks ago
Lumiere · 710 weeks ago
Lumiere · 710 weeks ago
chumbalaya 79p · 710 weeks ago
magilerski · 710 weeks ago
abusepuppy 121p · 710 weeks ago
Running Karamazov is bad because he can only soak three wounds before being effectively useless- a Librarian is cheaper and will allow you to shrug off more wounds. Hell, even just bringing four more Paladins is better. His pass-or-fail ability is nice, but you'd be better served not concentrating absolutely all your resources into a single unit; Tank Shocks will be annoying, but with Ld10 it won't be a major issue. Weaken Resolve has to go through Reinforced Aegis (so testing on Ld5) AND survive your Hood, making it effectively a non-concern. Grey Knights do not lack for psychic defenses.
I think the Techmarine only exacerbates your problem- what is it you're running into that a squad of Paladins + Draigo/Libby can't handle? You don't need a win-more button, you need additional options for movement, deployment, and threatening the enemy.
(If you're not looking for critique... umm, sorry. I think there is a lot to be improved about the list, though.)
Archnomad 70p · 710 weeks ago
Archnomad 70p · 710 weeks ago
Archnomad 70p · 710 weeks ago
abusepuppy 121p · 710 weeks ago
T5 is nice, but again: you're paying 200pts for the privilege, and he only soaks three extra hits. Three Paladins would do the same and add more CC/firepower.
If an IG is able to hold 36" away from your Pallystar, you will lose, Weaken Resolve or not. Aegis still works, so get that ass into midfield and bust their ride.
You also seriously need some Halberds in there. I6 is one of the things that make them scary, because at I4 you can be overwhelmed by a number of things.
Archnomad 70p · 710 weeks ago
Yes this is true, sadly I can't have a 13 man squad >: :P
Yup, but I meant just the Psyker unit, not the whole army.
What'll overwhelm them without halberds?
*Annoyingly, looks like I'm going to have to test the Librarian first, as I can't find a nice Kara model. *sigh* If I ever fail a LD test I'm running straight to the big K though.
Bro_Lo 82p · 710 weeks ago
If I'm honest.. I prefer MVB's erlier variant with 2 x psyfledreads, 2 x MM dreads.
In objective missions you need to table your opponent or you're done for. Also... against anything fast and not made of paper... you may struggle.
Antebellum · 710 weeks ago
Terrain was horrible and I set up badly with a Dawn of War, capture and control. The game was only fun because the opponent was nice. Playing against the army is a pain in the ass and boring. Even with better mobility, some luck on his part had me all but destroyed by turn 5 with no chance to get near his objective.
He eventually won the tournament.