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Interceptor/strike/purgation squad sizes


Capt. Kenaz

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I am in the process of building and planning my new GK army.

 

 

I was wondering what your best results were with Strike squad and also Purgation squad construction?

 

Is it worth taking a 10 man Purgation squad? Then be able to break them up into two combat suqads?

 

 

I was thinking of running an Interceptor squad, with a psilencer, as it is a free squad upgrade.

 

Then I was going to also have a D. Hammer and two extra men in the squad, to bring the total to 7 Knights:

 

 

Do you think the incinerator special weapon squad upgrades, such as for the Strike Squads, and for the Interceptor squads the way to go?? or do you run psilencers??

 

Thanks!

why take a purgation squad its better to take a Purifier squad with heavey weapons ( cheaper and if you combat squad better at cc )

 

im not a big fan of the Psylincer i must say i do prefer the incinerator and the Psycannon

 

but it depends on what you want to do with it i suppose

why take a purgation squad its better to take a Purifier squad with heavey weapons ( cheaper and if you combat squad better at cc )

The units serve different functions. Purge squads can fire *through* cover and enforce an absolute 4+ cover save on the target; they will both ruin Stealth units days and disregard hard cover as transports and heavy armor approach.

 

Purifiers are CC monsters; you want them carrying NFWs, not two-handed guns.

 

im not a big fan of the Psylincer i must say i do prefer the incinerator and the Psycannon

I likewise don't understand the real value behind the Psilincer; it's anti-horde, but then so is an incinerator. The balance is range, I suppose.

they will both ruin Stealth units days and disregard hard cover as transports and heavy armor approach.

 

Unfortunately they won't do this. :)

 

If the unit has multiple different covers saves, they get to choose the best one to use.

 

So Pathfinders in cover with a 2+ Cover Save will still get that versus any Astral Aim shots. :)

 

Now if AA gave Relentless or even increased Weapon Range, then Purgations squads might actually be worth considering when you're not trying to run a 16 unit MSU PA list.

On all your questions your not going to go far wrong with one exception.

 

Psilencers... Don't use em. For a few points more you get a Psycannon which is, in many ways, arguably the best shooting weapon for any army. Infantry die, MCs take wounds and Tanks are not safe. You can always fire it on the move too. The psilencer isn't awful for a free upgrade but the main worry for me is that it restricts your mobility.

My Interceptor squad is 10 Knights, 2 Psycannons, Hammer. Psybolts if I have 20 spare points. Works great at clearing out backfield devastator types and then shooting rear armor of tanks.

 

+1

 

This is what I do. Although there may be some debate as to whom the hammer should be given too, I decided its worth risking the justicar having the hammer for 2 attacks and 5 point mastercraft. 2 str 10 MC hammer hits will wreck things. I do give them psybolts since I think strike squads are great for fire support while there are others who are better tooled for assaults. A good dacka squad with CC ability that does not fear walkers.

 

I run the same setup for my interceptors. I feel it is a well balanced approach, although I'm on the fence on whether to give them 2 psycannons or a psycannon/incinerator mix.

 

I would consider magnetizing the backbacks with 1/8" by 1/16" cylinder magnets so you can run either strike squads or interceptor squads without having to buy more boxes. it works quite well

10 purifiers: 5 halberds, 1 hammer, 4 psycannons. Put them in cover and just start chuckling. 16 psycannon shots is just hilarious. toss in those 12 stormbolters just for thinning out the guys leftover. that would be my main reason for not taking a purgation squad. i like strike squads with 2 psycannons only, add the psybolts if you have the points but id say keep em light. id rather add them to interceptors for the tank glancing
why take a purgation squad its better to take a Purifier squad with heavey weapons ( cheaper and if you combat squad better at cc )

 

Purifiers are CC monsters; you want them carrying NFWs, not two-handed guns.

 

I giggled when I read this. Purifiers are far from CC monsters. More often then not you'll be hitting on 4's and wounding on 4's maybe 3's. Even a full squad with halberds only will wound on average 5 to 7 times out of 20. Most people dont run full squads either so theres usually a lot less than 20 attacks. 2A and cheap melee weapon upgrades does not a CC monster make. Use them as a strong gunline with the ability to repel a charge and you will see a lot more mileage from Purifiers than using them as a CC unit.

why take a purgation squad its better to take a Purifier squad with heavey weapons ( cheaper and if you combat squad better at cc )

 

Purifiers are CC monsters; you want them carrying NFWs, not two-handed guns.

 

I giggled when I read this. Purifiers are far from CC monsters. More often then not you'll be hitting on 4's and wounding on 4's maybe 3's. Even a full squad with halberds only will wound on average 5 to 7 times out of 20. Most people dont run full squads either so theres usually a lot less than 20 attacks. 2A and cheap melee weapon upgrades does not a CC monster make. Use them as a strong gunline with the ability to repel a charge and you will see a lot more mileage from Purifiers than using them as a CC unit.

Not saying I disagree (I haven't fielded them, personally) but the battle reps I've been reading seem to imply they are in fact scary in Assault. I'll acquiesce for now.

they can be scary in assault, but they are def not monster. normally the way ive been running (as typed above) is focused for dominating the shooting phase. its just a ton and a half of S7 shooting that can rend. They are more than capable at receiving the charge, and with the halberds giving them the chance to thin out the incoming attacks and possibly a cleansing flame if the numbers are really stacked against you, they can def hold their own. still wouldnt call them monsters. id say DCA are the monsters of the codex, pound for point :P

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