StormTAG Posted April 6, 2011 Share Posted April 6, 2011 Correct me if I'm wrong, but MC only lets you reroll one miss, right? Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2714649 Share on other sites More sharing options...
number6 Posted April 6, 2011 Share Posted April 6, 2011 Correct me if I'm wrong, but MC only lets you reroll one miss, right? Correct. @Wildfire: I agree with your analysis 100%. :cuss Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2714695 Share on other sites More sharing options...
StormTAG Posted April 6, 2011 Share Posted April 6, 2011 A single extra 2/3 of a hit has negligible extra effect on the Psilencer vs. a non Master Crafted Psycannon. It basically boils down to the Psycannon wounding almost everything on 2s and denying Armor saves to most of the things that get taken in mobs (Guardsmen, Orks, Nids, etc.) The two extra shots just don't justify a Difference between S4 and S7. Plus, the Psycannon has an assault option making it more maneuverable AND rending, which allows it to punk anything with a 3+ save or better (Which is pretty damn common.) Psilencer will do well against Daemons, since that's what it's there to do. Greater Daemons with their retardedly high toughness but negligible saves do no care for things that wound it on a 2+ regardless. If it was Assault 6, then it would probably be a much more interesting place. Or AP5, and make it a Heavy 6, Daemon killing Bolter. *shurg* Again, if your dice are on fire, you'll kill more with a Psilencer. However, statistically speaking, Psycannon will kill more in every case except shooting at big Daemons w/o Armor Saves. Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2714732 Share on other sites More sharing options...
GreaterDragon Posted April 6, 2011 Share Posted April 6, 2011 The main advantage Purgation Squads have over Purifiers, is the justicar's abillity to take a Teleport Homer. A 5 man purgation squad with 4 incinerators in a razorback zooms forward to fry stuff and provides a safe deep strike zone if you are intent on deep striking your terminators. Other than that, I think everybody's covered the rest. :D Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2714851 Share on other sites More sharing options...
Prathios Posted April 6, 2011 Share Posted April 6, 2011 I got a huge frown when I read it gives the enemy the 4+ save, I felt this was a terrible price to pay. Then I simply asked myself, "Self, when was the last time you shot anything in this game without it getting a cover save?" It was at this moment I realized the potential the new Purgation squads have. I say, take them if you have a heavy support slot. Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2714962 Share on other sites More sharing options...
Valerian Posted April 6, 2011 Share Posted April 6, 2011 I got a huge frown when I read it gives the enemy the 4+ save, I felt this was a terrible price to pay. Then I simply asked myself, "Self, when was the last time you shot anything in this game without it getting a cover save?" It was at this moment I realized the potential the new Purgation squads have. I say, take them if you have a heavy support slot. Yeah, I'm not at all bothered by the Cover Save. The issue I have with them is that I can already spam Psycannons throughout the army, and will take them where I can, so I don't care about or need a unit that gives me greater Psycannon density. Also, Psycannon range is only 24", so I can't even hide them in the backfield; they've got to be forward of the deployment zone to be effective in many cases. They are a Heavy Support choice that doesn't actually give you any significant "heavy support". These are not the Knights' version of Long Fangs. I just don't see where I would ever use them. Maybe if their psychic power allowed them to extend ranges of their weapons to 36", then they might be worthwhile in that slot, but as it is, I'd rather just take more Strike Squad troopers. Valerian Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2714998 Share on other sites More sharing options...
StormTAG Posted April 6, 2011 Share Posted April 6, 2011 They are a Heavy Support choice that doesn't actually give you any significant "heavy support". These are not the Knights' version of Long Fangs. I just don't see where I would ever use them. Give 'em a Razorback and 4 incinerators. Go to town. :D Alternatively, change their Astral Aim power to an ability that lets them ignore cover saves. Must have LOS but you get to ignore coversaves with Psycannons. :D Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2715020 Share on other sites More sharing options...
Entilzha Posted April 6, 2011 Share Posted April 6, 2011 Here is something of a quick thought for using Astral Aim. Firing from within a transport. Imagine a 5man squad in a rhino/razorback with 4 psycannons as a mobile fire support. Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2715055 Share on other sites More sharing options...
Mortis909 Posted April 6, 2011 Author Share Posted April 6, 2011 the reason for me starting this topic was to decide what to take in my 1000pt doubles tournie army (lists can be found here http://www.bolterandchainsword.com/index.p...owtopic=226669) is taking Purgation Squad w/4 Psycannon's Purgation Squad w/4 Incinerators and Razorback a good or bad idea??? probably have the psy's sit back and shoot while the razorback squad rushes forward with my strike squad and terminators and gives them close range support. Link to comment https://bolterandchainsword.com/topic/226497-purgation-squads/page/2/#findComment-2715113 Share on other sites More sharing options...
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