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Vanguard-Palladors


Louzi

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Hey,

anyone have played with the Vanguard-Palladors? They look weaker on paper than Fulminators. On the other hand I rly like the models and with the Lord Aquilor they are not too shaby? I would like to use 6 and a Lord Aquilor. What do you think?

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I've had some modest success with them.  I envisioned them being lightning quick cavalry that can get in range of juicy targets of opportunity and shoot/charge them off.

In units of three, it seems like the best they can do is harass and annoy.  They're definitely also good for moving halfway across the table and grabbing a late game objective. And, a unit of six would be a lot more punchy for sure.  I'm just not sure how many Stormcast lists can fit in 440 points worth of these guys.

I'm afraid, as awesome as these models are, they are too pricey for what they bring.

 

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Javelins.   100%.

The extra ranged shot is a wonderful addition. 

I just picked up 9 Pallador and an Aquilor  this weekend,  myself.

I like them,  on paper, in minimum sized units.  I like the option to work 2 different parts of the battlefield, and I like the option of the double charge.  Some people wouldn't agree, as the enemy unit will get to fight before the 2nd unit of Pallador... but with 5 wounds a piece, and a 4+ Save, the versatility is worth the risk to me.  Also, an enemy can be hit from multiple sides to mitigate number of enemy attacks anyway.

Of course, I'm also going to be supporting mine with 3 units of 3 javelin Prosecutors with a trident... so I'll be operating with the "extreme application of force to one spot" mentality.

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The Gryph chargers are the real heores from the unit. 3 Attks, 3+ 3+ with -2 rend. With 6's pushing through mortal wounds. Not terrible. Already have 3 built and painted and going to get another 3. I feel like they will be good knocking large groups of lightly armoured units off of objectives.

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I found them effective , even at 1000pts. Blinked to a hero, charged, one shot next turn pulled them away with aquillor. Lost the game due to too many expensive units but a blast to play with and I'll try shoe horn them into my aetherstrike 2k list 

Not to knit-pick but the Palladors can't charge after they ride the winds, which is a shame.

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Not to knit-pick but the Palladors can't charge after they ride the winds, which is a shame.

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Ah yes you are right, they are great for baiting heroes though. Your opponent must engage them or get charged next round. Either way, whatever survives can be pulled away by aquilor. There's defo a place for them and it's defo harassment/distraction


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On 10.04.2017 at 9:42 PM, CountryMou3e said:


Ah yes you are right, they are great for baiting heroes though. Your opponent must engage them or get charged next round. Either way, whatever survives can be pulled away by aquilor. There's defo a place for them and it's defo harassment/distraction


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but u can just drop tempest in 9 inch with same effect,  and have 2+ reroll, -1 to hit on 1 enemy unit  and generate 2-12 mortal wound.

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but u can just drop tempest in 9 inch with same effect,  and have 2+ reroll, -1 to hit on 1 enemy unit  and generate 2-12 mortal wound.

Can drop them once , palladors with aquilor can be pulled away and repositioned each turn. As long as he's in ranged. I'm not disagreeing with what your saying but again. It's about unpredictability with these


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My experience with them comes from playing against them and I think they are unit that does better in small games. Movement abilities really shine when you have a lot of room to operate and its harder to bubble wrap units in smaller games.  

It doesn't help that in bigger games the battalions start to almost feel mandatory, and I haven't seen them listed the popular options.

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