Tuesday, April 16, 2019

Horus Heresy Review: Crimson Paladins


Background.
These men are the guardians of the halls of the Primarch, also known as the Keruvin. Like others in the first sphere, they give up their identities and adopt new names. In battle, they are the "anvil" (not my words, I emphasise, but their role is not dissimilar).

Strengths. 
As cataphractii terminators, they are already very strong. However, they really excel in close combat. Their special rules give them feel no pain in close combat when outnumbered which improves by one pip when outnumbered by a factor of two. For the purposes of being outnumbered, each paladin counts as two models. Hence they have some amazing staying power - perhaps some of the best in the game. But this relies on being locked in melee. 

Further, in close combat their power shields reduces the strength of incoming attacks by one as well. This means that they will usually get feel no pain saves against weapons that they ordinarily will not (think here about power fists and similar). Armed with sunset blades and the sergeant taking a perdition blade makes this a formidable unit. 

Combined with the Blood Angels legion rules, they are a force to be reckoned with when played well. Which is to say if they're outside combat, they are not being played well. 

I'm not sure this is a strength, but the models are simply wonderful too. [Well painted, and beautiful models survive longer on the battlefield, do they not???!!!]

Weaknesses.
Fundamentally, the crimson paladins have only one wound each (except for the Exemplar). I had hoped that they would have two each like some of the other legions, but alas they do not. 

They also need to be in combat. All the time. 

Strictly then, terminators from other legions provide a better "anvil" role better to the crimson paladins. That said, I've no problem in thinking of them as escorts, or as bodyguards for Sanguinius himself. It seems like a very reasonable and prudent role for them. Alternatively, fielded in conjunction with other dedicated "hammer" units, they will shine. Finally, the other obvious use for them is as (expensive) tar-pit units to snare up others. 

Builds.
3 Paladins, Exemplar with perdition blade. (170 points).
I regard this as the baseline build. Probably best used with a character or as a sneaky tar-pit.
Feel free to add extra bodies if you're confident of not losing the feel no pain rule. 

5 Paladins, Exemplar with perdition blade, 1 with heavy flamer, 2 with sunset blades, 2 with power fists (295 points).
Getting expensive here, but this is a close combat squad effectively. Take grenade harness to taste, or replace the heavy flamer with a plasma blaster if preferred. 

5 Paladins, Exemplar with perdition blade and assault harness, 1 with assault cannon, 2 with sunset blades, 2 with power fists (310 points).
Slightly shooty with still excellent close combat possibilities here. More expensive than necessary though, as a regular legion terminator squad is arguably better for this role. 

4 comments:

da emprah said...

You've made a slight mistake. Crimson Paladins only gain feel no pain when outnumbered, improving when they are outnumbered 2-1

jabberjabber said...

Yes. I have tweaked the wording to make this clear in the text.
Thank you!

WestRider said...

"[Well painted, and beautiful models survive longer on the battlefield, do they not???!!!]"

Most of the time. The main exception is the first time you field them, when they will be destroyed ignominiously by something they should have easily shrugged off, while accomplishing absolutely nothing ;)

Kraggi said...

First time models never do well. Its some form of immutable gaming law.

Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries