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tweaked my other list to fit some paladins into the mix see what you think???
with rad gren
this guy goes with the termie unit using psy communion to tweak reserve rolls
with stave, teleport homer, summoning, shrouding, sanctuary and might of titan
this guy goes with the termie unit using teleport homer to guide in deep strikers and summoned units
6x gk terms
1x psy cannon, 1x daemonhammer, 5x halberd
to deploy at start in cover with both HQs an good ol' shrouding then advance to middle of board
10x gk ss
2x psy cannon, MC daemon hammer on justicar, psyammo
to stay in reserve and deepstrike in to capture objectives late on
5x paladins (hmm tempted to free up 10pts so can replace the swords with falchions, thoughts where???):
MC psy cannon and halberd
MC psy cannon and sword
MC daemon hammer and SB
Halberd and SB
Sword and SB
to deploy in stormraven in reserve so can deepstrike/flatout in and unload the paladins into the thick of the action
with MM, TL PC and warp stabilisation field
in reserve deepstrike in next to lib then hopefully shrouding may see it last (or may move flat out so get 3+ cover from shroud while unload palas as the scatter for unloading while flat out will be cancelled out by the lib's teleport homer)
1x nemesis dreadknight
with H incinerator, great sw and teleporter
to deploy at start to give oppo something to think about and support term unit
2x psy rifle deads
with auto cannons and psy ammo
can openers to bust open transports and demech as fast as poss
That is alot of points off the board. the points your paying for the pallies i would want to get them on the board faster. But that would require a Land Raider and a heavy slot. If your paladins come in on turn 5 and the game ends they will have been useless since the most they can do is shoot for 1 turn, same with your stormraven. True with Communion it has less of a chance to happen but it has heppened to me... lots and lots of 1s... and a failed leadership on turn 4...
Anyway paladin delivery is what needs to be fixed, either deepstrike them and give the SR to the GKSS, or find room for a Land Raider.
There is also debate about the use of a Teleport Homer and the Summoning, being that the tele homer does not help with deepstrike when casting the summoning, as it specifically states that the tele homer can only be used with units that are "teleporting" and the summoning power states "summoned" to the psykers side.
taking both sets of comments on board, will drop warp stabilisation field on the storm raven for a 1x skull to help give another deep strike scatter free option (will check up front with oppo's understanding of rule to see how they interpret it deathpoke ;p rather than argue about it on the day)
then a slight change of tactics to take sykodman comments on board, if i have first turn will keep pala's in the raven and move onto the board flat out, then use shrouding to help soak up fire, or can disembark them whilst flatout and use the libbys tele homer so they don't scatter
if get second turn will still put paladins in reserve and either deepstrike them by themselves and give raven to Strikers or keep palas in the raven as regadless of having them in raven or not am still depending on psy communion doing its thing for reserve rolls
just checked the rule book and you are right deathpoke, is very clear that teleport homer only works on units that TELEPORT, specifically strikers, terms and interceptor only........so will NOT work with summoning at all........bit of a bummer
however summoning will work fine with skulls as they apply to friendly deepstrike units and summoning uses deepstrike rules, so will revise the list by dropping the homer for 3x Skulls on the librarian ;p