Louzi Posted March 29, 2017 Share Posted March 29, 2017 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? Link to comment Share on other sites More sharing options...
Let's 'ere it for da boyz! Posted March 29, 2017 Share Posted March 29, 2017 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. Link to comment Share on other sites More sharing options...
eduboy Posted April 3, 2017 Share Posted April 3, 2017 Which weapon you guys prefer for Palladors? Link to comment Share on other sites More sharing options...
Criti Posted April 3, 2017 Share Posted April 3, 2017 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. Link to comment Share on other sites More sharing options...
Let's 'ere it for da boyz! Posted April 3, 2017 Share Posted April 3, 2017 Agree with @Criti for sure. I can't see any reason to ever choose the handaxe over the javelins. Most (read: almost all) of the damage these models do in melee will come from the mounts anyway. So the extra ranged attack is a no-brainer. Link to comment Share on other sites More sharing options...
Barimbino Posted April 4, 2017 Share Posted April 4, 2017 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. Link to comment Share on other sites More sharing options...
CountryMou3e Posted April 9, 2017 Share Posted April 9, 2017 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 Link to comment Share on other sites More sharing options...
Snoe Posted April 10, 2017 Share Posted April 10, 2017 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.Skickat från min SM-J510FN via Tapatalk Link to comment Share on other sites More sharing options...
CountryMou3e Posted April 10, 2017 Share Posted April 10, 2017 Not to knit-pick but the Palladors can't charge after they ride the winds, which is a shame.Skickat från min SM-J510FN via TapatalkAh 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 Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
azmar Posted April 13, 2017 Share Posted April 13, 2017 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 Sent from my iPhone using Tapatalk 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. Link to comment Share on other sites More sharing options...
CountryMou3e Posted April 13, 2017 Share Posted April 13, 2017 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 Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
the Fel-hand Posted April 14, 2017 Share Posted April 14, 2017 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. Link to comment Share on other sites More sharing options...
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