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Which weapons are best?


Tech-Priest

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I run my Purifiers the same way every game;

 

Flame Knight w/nemesis halberd, Purifier w/nemesis hammer, 4 x Purifiers w/nemesis halberds, 4 x Purifiers w/psycannon, Rhino

(335 points)

 

Running through the different phases;

 

- Movement: I haz 12" movement, hooray! Mobility issue (as they don't have Deepstrike) solved. Rhino is also fairly tough to glancing damage with 'Fortitude', and can self-repair those annoying dangerous terrain or enemy immobilises.

- Shooting: Watch your opponents jaw drop when you disembark. I don't care what tank you have, I'm fairly confident of causing at least a couple of damage results. Infantry probably won't have time to scream before they get so many forced saves/Rending headshots cutting them down to zero. Remnants have the option of impaling themselves on my halberds for a merciful death.

- Close-combat: Yes please. I cast 'Cleansing Flame', then I hack you to death with halberds. Alternatively, if you've got power armour, 'Hammerhand' if you're not multi-wound. If you're a big monster or Ogryns/Tyranid Warriors without lash whip etc, I cast brain fry instead. Oh, and a S10 hammer vs armour should have you worried.

 

So much flexibility, and the weaponry/roles of two squads in one (the Strike squads cheap psycannon spam but even more concentrated win, and the Terminators halberd beat in close-combat). The best part is in objective games, you can both clear and then hold objectives so well with them. Backed up with 'Shrouding' and 'Sanctuary' from a Librarian, they're really formidable in a fortified position. I've had two games now where 'Sanctuary' has left an enemy unit stranded in from of them, and I've fired psycannon in heavy mode B)

 

Crowe is Captain McFail, but so long as you put him in Reserve and hide him when he arrives, most people ignore him. He is irritating (I could get a Vindicare, or with a bit of points shuffling a Grandmaster, in the same slot with the same points), but a neccessary evil in games smaller than 2,000. In games at 2k or larger, you can field the requisite pair of Terminator squads in Troops, then just 'Grand Strategy' the Purifiers to be scoring (or just Outflank them for extra lulz).

I don't know about Crowe being captain Mcfail he isn't that bad if you can get him up to a big nasty and suicide him but then again I used to play black Templars so I was always forced to grab the EC anyways

 

I wouldn't mind another PA HQ option tho making the libraian or GM slightly cheap to fit into a list

I don't know why you say 'forced'. Emperor's Champion has a god-like statline, I'm prepared to say he's better than our Brotherhood Champion vs most things. WS6, S6 and I6 is huge, plus his vow that makes everyone 'Preferred Enemy' (including himself) at the dubious drawback of having to assault if in range (lol as if your Crusaders are going to bother shooting).

 

Crowe is fail, but you can reduce his uselessness by running him at Deathstars and tying them up for a while with his defensive stance.

Granted, I've only played 1 game with the new 'dex, but if it turns out to be anything like the old 'dex, you'll need all 3 of those slots for anti-tank stuff. Psycannons are nice and all, especially now that they're S7, but they're still useless against AV 13 and 14, and at long range. What you need are Dreadnoughts for anti-tank (ranged or close, depending on loadout), Dreadknights for anti-anything big and tough, and/or Land Raiders for transport as well as anti-tank at range.

The new Psycannon gets double the shots when stationary, but more importantly becomes rending.

 

Psycannon is always Rending, not just when stationary. Only difference between moving or standing still is number of shots.

 

Valerian

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