Gab Posted October 27, 2011 Share Posted October 27, 2011 I've had a box each of the new GKs in power armour and TDA plus a dreadknight since the the release of the new codex. I finally feel the itch to start building them but just wanted to get some opinions on the most effective weapon loadouts. Halberds and psy weapons seem to be the general consensus on various forums, but I think I would prefer a more varied and interesting approach. I will be adding to these at a later date, but for the moment will just be using them with my BTs in games of Apoc. Thanks in advance for your comments. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/ Share on other sites More sharing options...
thecapn226 Posted October 28, 2011 Share Posted October 28, 2011 I would suggest first thinking about if the will be GKSS or Purifiers. That will change how you arm them, since usually it's not worth 5pts to put a halberd on a SS guy. If you want to be really different go for falchions :lol: Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2910812 Share on other sites More sharing options...
Reclusiarch Darius Posted October 28, 2011 Share Posted October 28, 2011 I've had a box each of the new GKs in power armour and TDA plus a dreadknight since the the release of the new codex. I finally feel the itch to start building them but just wanted to get some opinions on the most effective weapon loadouts. Halberds and psy weapons seem to be the general consensus on various forums, but I think I would prefer a more varied and interesting approach. I will be adding to these at a later date, but for the moment will just be using them with my BTs in games of Apoc. Hmmm ok... Depending on whether you make them Strikers, Interceptors or Purifiers (Purgators are terribad), here are some decent basic builds; Option 1: Justicar w/sword, 2 x Knights w/psycannons, 7 x Knights w/swords (220 points) Not overly expensive, best point-for-dude ratio in the entire army, has 'Warp Quake' for objective denial against Deepstrikers, and they can take a transport if need be. Option 2: Flame Knight w/sword, Purifier w/hammer, 4 x Purifiers w/halberds, 4 x Purifiers w/psycannons (295 points) Just count the psilencer bits as psycannon, I'm sure people won't mind. You can see the premium you pay here for the Purifiers abilities, but they're very much worth it. Double the psycannon, 'Cleansing Flame', cheap close-combat upgrades, and 'Fearless' so they're very reliable. I'd try to mount them in a Rhino, unlike Strikers they can't Deepstrike so it's worth mechanising such an important unit. Option 3: Justicar w/master-crafted hammer, 2 x Knights w/psycannons, 7 x Knights w/swords (295 points) Interceptors are an interesting unit, they're usually used to pounce on flank or backfield shooty units that aren't geared for close-combat. Like the Dreadknight, the idea here is to pick on people weaker than you :) . Very mobile psycannon lets you employ it against rear armour, and that MC hammer is great for breaking tanks and killing some more dudes to swing combats your way. With the TDA, until you get another box (regular Terminators don't work as 5-man, you need 10-strong to be a real threat), I'd count them as Paladins. This build has served me well so far; 2 x Paladins w/halberd+psycannon, Paladin w/hammer, 2 x Paladins w/halberds (315 points) Attach Librarian, go to town. Add a Bro Banner if you have the points spare, it's not entirely required though. Like with Interceptors, avoid large enemy units or ones geared for close-combat. Paladins are best employed against lone models or units weak in close-combat. With a Dreadknight, there is really only one build, which you can attach guns to at your leisure (ie in larger games chuck a heavy incinerator or psycannon on him) Dreadknight w/greatsword, teleporter (230 points) Fast, utterly lethal, but his I4 prevents him from taking on characters reliably. Best used as a tank hunter actually, his re-rolls to hit and damage are brutal. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2911019 Share on other sites More sharing options...
Something Wycked Posted October 28, 2011 Share Posted October 28, 2011 I'm with Darius' builds on everything but leaving out Psybolts on the Stormbolters of units that are 10 strong (and not taking more than 2 Psycannons). Even MEQ can fall reliably to a fistful of S5 shooting dice. Also, the "Purgators are terribad" comment... :) 1 Justicar, 4 Knights with Psycannons: 180 points. They're the cheapest way to get 4 Psycannons in a unit, and their psychic power is nothing to scoff at either, especially if you play on tables with a fair bit of terrain on them. They're really only "bad" when you compare them to the other Heavy choices in the GK codex; if you don't have your Heavy slots filled with other things, Purgators are just fine. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2911200 Share on other sites More sharing options...
breng77 Posted October 28, 2011 Share Posted October 28, 2011 Purgators can also be quite good with incinerators (100 points for 4 S6 templates is pretty nice.) I have also looked at fielding them in Rhinos with 2 Psycannons and 2 Incinerators. I agree with Wycked, the reason you don't really see them is Dreads. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2911239 Share on other sites More sharing options...
*Furyou Miko Posted October 28, 2011 Share Posted October 28, 2011 Something to bear in mind: we'll be getting a Necron influx in the next few weeks from the Monthly Flavours, so Halberds are going to be suboptimal for a little while. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2911405 Share on other sites More sharing options...
Gab Posted October 28, 2011 Author Share Posted October 28, 2011 Thanks everyone for the comments so far. I had been leaning towards the falchions previously simply because I love the look of them, but I think the extra initiative of the halberds is more beneficial. If I did go the falchions with the TDA I would be inclined to include a brotherhood banner just for the extra initiative. Whether SS or TDA I was thinking along the lines of the folowing for every five GKs: — 3x halberd & stormbolter — 1x daemonhammer & stormbolter — 1x halberd & psycannon Also in terms of best "bang for my buck", do you consider Draigo or Crowe a better HQ? Comments please? Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2911422 Share on other sites More sharing options...
Freman Bloodglaive Posted October 29, 2011 Share Posted October 29, 2011 Bang for the buck Draigo is much better. Crowe is simply a tax you pay in order to get Purifiers as troops, and if you're not taking at least 4 squads of Purifiers don't take Crowe. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2911692 Share on other sites More sharing options...
Chengar Qordath Posted October 29, 2011 Share Posted October 29, 2011 Bang for the buck Draigo is much better. Crowe is simply a tax you pay in order to get Purifiers as troops, and if you're not taking at least 4 squads of Purifiers don't take Crowe. Seconding there. Crowe is really only worth taking if you want to go heavy on Purifiers, while Draigo is just devastating (and seriously boosts the longevity of your Paladins since he can soak ID wounds). Also, I would generally advise against halberds on strike squads; with only one attack per model, you just don't get bang for your buck. If you want halberds on power armor, take purifiers. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2911710 Share on other sites More sharing options...
Valerian Posted October 29, 2011 Share Posted October 29, 2011 Thanks everyone for the comments so far. I had been leaning towards the falchions previously simply because I love the look of them, but I think the extra initiative of the halberds is more beneficial. If I did go the falchions with the TDA I would be inclined to include a brotherhood banner just for the extra initiative. Banners do not help with Initiative, but they are still useful with the extra attacks. Valerian Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2911984 Share on other sites More sharing options...
Reclusiarch Darius Posted November 10, 2011 Share Posted November 10, 2011 I'm with Darius' builds on everything but leaving out Psybolts on the Stormbolters of units that are 10 strong (and not taking more than 2 Psycannons). Even MEQ can fall reliably to a fistful of S5 shooting dice. Psybolts are a personal choice in my book. They are good, but that 20pts can add up fast across an army. And honestly, storm bolters don't worry most armies, it's our special weapons and support units that are dangerous. Also, the "Purgators are terribad" comment... 1 Justicar, 4 Knights with Psycannons: 180 points. 5 Marines are pretty easy to kill off, especially when they're as bad in close-combat as Strikes or Purgators are. Additionally, they eat up a Heavy Support slot. Dreadknights and PsyDreads are so ridiculously good, and they bring things found nowhere else in the army. You can psycannon spam with Purifiers just fine, and their special power is actually useful (shooting through walls is amusing but granting 4+ cover to the enemy for free isn't). In fact, 10-man of both squads with no upgrades, Purifiers are identical in price. For another 15pts, you can equip the non-psycannon dudes in the Purifier unit with halberds and a hammer. For 15pts, you can't even buy two of the Purgator non-psycannon dudes a halberd. I simply don't see why people like Purgators at all. 'Astral Aim' is so badly executed, they pay so much for psycannon, and they live in Heavy Support, where our two best support units go (if you don't have two PsyDreads at minimum, you're either playing at 1,500pts or less, or you're doing it wrong). For the third Heavy slot, are you really going to take Purgators over the Dreadknight? Purgators can also be quite good with incinerators (100 points for 4 S6 templates is pretty nice.) I have also looked at fielding them in Rhinos with 2 Psycannons and 2 Incinerators. Incinerators aren't that good, but if you are keen for them, again Purifiers do it better. 'Astral Aim' is at least slightly useful with psycannon, with incinerator its close to utterly useless. Also, being in flamer range means you have to charge (unless you enjoy getting charged, or getting rapid-fired). Purifiers are better by default in close-combat, and the larger you make either unit the better the comparison gets. Something to bear in mind: we'll be getting a Necron influx in the next few weeks from the Monthly Flavours, so Halberds are going to be suboptimal for a little while. See mah thread on the topic man ;) , I wouldn't ditch halberds necessarily, there are a vanishing small number of Necron units that ignore armour saves in close-combat. Also, halberds are useful versus every other army in 40k, whereas swords are bad or subpar against everyone (even Crons). I had been leaning towards the falchions previously simply because I love the look of them, but I think the extra initiative of the halberds is more beneficial. If I did go the falchions with the TDA I would be inclined to include a brotherhood banner just for the extra initiative. Extra attacks you mean? Yeah, and this is why falchions are so bad. On any unit we would wanna risk in close-combat (Purifiers are more counter-chargers, their power armour makes them less effective against true close-combat units), we have the Bro Banner handing out free force weapon activation and additional attacks. Whether SS or TDA I was thinking along the lines of the folowing for every five GKs: — 3x halberd & stormbolter — 1x daemonhammer & stormbolter — 1x halberd & psycannon Don't do it on Strike Knights, and on Purifiers you can't have a halberd and psycannon. For Terminators or Paladins however, thats a perfectly good weapon mix. Remember on Paladins and Purifiers, you can double up on psycannon. Also in terms of best "bang for my buck", do you consider Draigo or Crowe a better HQ? Draigo by a million billion light years. Crowe is the albatross Purifier armies must wear around their neck, to remind them they don't deserve a good hero to lead them. I would caution against using Draigo without planning. He's a hugely expensive character, and unless you're taking Paladins, his bonuses can be replicated by a much-cheaper Grandmaster. Additionally, the cheaper Grandmaster can take rad and blind grenades to buff his attached unit (psychostroke are lulzy but random). Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2920608 Share on other sites More sharing options...
Something Wycked Posted November 10, 2011 Share Posted November 10, 2011 Psybolts are a personal choice in my book. They are good, but that 20pts can add up fast across an army. And honestly, storm bolters don't worry most armies, it's our special weapons and support units that are dangerous. I can certainly agree with them being a personal choice; what amuses me is that you can't see anything else that goes against your opinions as someone else's personal choice :P Most armies do fear S5 Stormbolters. 2.37 Marines will fall to 8 GKs with S5 Stormbolters- or 1.185 Terminators. There's a very small list of things that don't fear them: Draigowing Blood Angels with FnP Plague Marines (who do slightly fear it in that its more wounds to roll against than the usual S4 shooting they're used to) Vehicles of AV12+ Thats it. Everything else is reliably hurt by S5 Stormbolters. 5 Marines are pretty easy to kill off, especially when they're as bad in close-combat as Strikes or Purgators are. Additionally, they eat up a Heavy Support slot. I can conduct an "argument" with this sort of "reasoning" too- 10 Marines are pretty easy to kill off, especially when you get them up close and personal to the enemy army like Purifiers want to be. Additionally, they eat up an Elite slot. It cuts both ways :) Dreadknights and PsyDreads are so ridiculously good, and they bring things found nowhere else in the army. I agree that they are very useful and bring unique things to the army list, but they are not the end-all, be-all of every GK list that you and others make them out to be. You can psycannon spam with Purifiers just fine, and their special power is actually useful (shooting through walls is amusing but granting 4+ cover to the enemy for free isn't). "Just fine" is distinctly your opinion, as is your assertion that Purgators' power is not useful and Purifier's power is useful. ;) 280 points for 4 Psycannons in a Purifier unit versus 180 points for 4 Psycannons in a Purgator unit. 100 points difference, Darius. One hundred points. Purifiers are therefore not identical in price as you assert. :) We struggle to grab every point we can in GK lists, and if you don't need your Psycannon-toting squad to assault then the extra cost for Purifiers is not worth it. I simply don't see why people like Purgators at all. Obviously. 'Astral Aim' is so badly executed, Astral Aim is just fine. You can sit the Purgators behind a vehicle or a LoS blocking piece of terrain and they can fire on enemy units without fear of taking fire in return. Ergo, that point you raised about 5 Marines being easy to kill off loses some of its validity. 5 Marines in the open? Of course, very easy to kill. 5 Marines that you do not have LoS to? Impossible to kill. ;) they pay so much for psycannon, They pay so much that they can bring 4 Psycannons for 100 points less than the same amount of Psycannons in a unit of Purifiers... ;) and they live in Heavy Support, where our two best support units go (if you don't have two PsyDreads at minimum, you're either playing at 1,500pts or less, or you're doing it wrong). I guess we're all just plain wrong, then. I guess I should go tell my friends that the GK list I've been stomping them with isn't good enough, and I need to bring the ubar-MOAR POWA! units that all the cool kids put in their lists because the internet says so. For the third Heavy slot, are you really going to take Purgators over the Dreadknight? In some lists, hell yes. My personal style revolves around absolute mobility, so my normal list is Strikes-Interceptors-PTDreadknights... But when I play a more traditional list, Purgators are very near the top of the list. :P Purgators can also be quite good with incinerators (100 points for 4 S6 templates is pretty nice.) I have also looked at fielding them in Rhinos with 2 Psycannons and 2 Incinerators. Incinerators aren't that good, but if you are keen for them, again Purifiers do it better. 'Astral Aim' is at least slightly useful with psycannon, with incinerator its close to utterly useless. Also, being in flamer range means you have to charge (unless you enjoy getting charged, or getting rapid-fired). Purifiers are better by default in close-combat, and the larger you make either unit the better the comparison gets. Define "do it better." Wait, no, I'll do it for you: "In my list, where I like to get up close and personal and assault people, Purifiers do everything Purgators do- and they do it better." If you take one thing away from this thread (and I hope you do) I hope its this: Not everyone runs your style of list and not everyone wants to, either. What fits your playstyle and is therefore the perfect unit for you may not be valued the same in someone else's list. :) Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2921074 Share on other sites More sharing options...
breng77 Posted November 10, 2011 Share Posted November 10, 2011 QUOTE (Reclusiarch Darius @ Nov 9 2011, 04:05 PM) Purgators can also be quite good with incinerators (100 points for 4 S6 templates is pretty nice.) I have also looked at fielding them in Rhinos with 2 Psycannons and 2 Incinerators. Incinerators aren't that good, but if you are keen for them, again Purifiers do it better. 'Astral Aim' is at least slightly useful with psycannon, with incinerator its close to utterly useless. Also, being in flamer range means you have to charge (unless you enjoy getting charged, or getting rapid-fired). Purifiers are better by default in close-combat, and the larger you make either unit the better the comparison gets. Define "do it better." Wait, no, I'll do it for you: "In my list, where I like to get up close and personal and assault people, Purifiers do everything Purgators do- and they do it better." If you take one thing away from this thread (and I hope you do) I hope its this: Not everyone runs your style of list and not everyone wants to, either. What fits your playstyle and is therefore the perfect unit for you may not be valued the same in someone else's list. Pretty much if by Do it better you mean 140 points more expensive for 4 incinerators then yes they do it better. The ability to drive up Leap out of a Psyback and Drop 4 S6 templates on a squad should not be under rated. Sure purifiers are better in CC, but if those templates catch say a squad of 5 marines then there won't be a close combat after they die to taking 17ish wounds. I'm not saying that this is the best unit ever, but IMO it can be very effective. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2921088 Share on other sites More sharing options...
Reclusiarch Darius Posted November 17, 2011 Share Posted November 17, 2011 I can certainly agree with them being a personal choice; what amuses me is that you can't see anything else that goes against your opinions as someone else's personal choice :huh: I never said you couldn't use Purgators or whatever. If you find they do well locally, I'm happy for you. My experience simply differs, so I'm making the suggestion you don't take sub-par units. Knights do not have the breathing room of armies like Guard or Orks for crazy-fun units thrown in with a core of obvious choices. We have maybe 20-30 infantry models in a typical army (even Henchmen lists typically don't break the 40 infantry dudes barrier), with a handful of vehicles or MC's as backup. Therefore, those handful of models need to be as deadly and efficient as possible, otherwise you will get swamped and murdered by weaker but more numerous stuff. Most armies do fear S5 Stormbolters. 2.37 Marines will fall to 8 GKs with S5 Stormbolters- or 1.185 Terminators. There's a very small list of things that don't fear them: Draigowing Blood Angels with FnP Plague Marines (who do slightly fear it in that its more wounds to roll against than the usual S4 shooting they're used to) Vehicles of AV12+ Thats it. Everything else is reliably hurt by S5 Stormbolters. I wouldn't call 5's against AV10 or 6's against AV11 reliable, especially when cover saves get factored in. Also, there are plenty of other armies and units you didn't list that can comfortably ignore 24" shooting at S5. As I said, it's not a bad upgrade necessarily, but I'd rather allocate the 20pts per squad elsewhere, preferably into real anti-tank (which we lack). It's like buying extra armour on transports, 'Fortitude' does the job but its not foolproof and can be blocked by psy-defense. Psybolts make our anti-infantry shooting better, but thats already something we do well across the army. It's anti-tank thats the real gaping hole in the army (for balance reasons), and PsyDreads can't be our only answer. FYI I take it on my Terminator blob, and sometimes I cut the grenades on my Grandmaster and take it on a Strike squad. I can conduct an "argument" with this sort of "reasoning" too- 10 Marines are pretty easy to kill off, especially when you get them up close and personal to the enemy army like Purifiers want to be. Additionally, they eat up an Elite slot. It cuts both ways ...... Define "do it better." Wait, no, I'll do it for you: "In my list, where I like to get up close and personal and assault people, Purifiers do everything Purgators do- and they do it better." Well, first of all, it was you who made the argument for a 5-man Purgator squad with 4 psycannons. I would never field a unit like that, because 5 dudes are so easily killed off by enemy shooting (same reason I don't field anything except Paladins at 5-man). Secondly, 10 Marines are not easy to kill off, and they provide plenty of ablative wounds to the all-important psycannon dudes. You're making an unrealistic assumption that I want to charge headlong at the enemy with Purifiers. Purifiers are not a true close-combat unit, they are a fire support unit with counter-charge abilities. Terminators and Paladins are the true close-combat punch of our forces. Purifiers sit at 24" with the rest of the phalanx, and dare the enemy to come to them. They intercept and destroy enemy attempts to get at the scoring and more vulnerable Strike squads behind them. As I pointed out before, eating an Elite slot is far less of a burden than eating a Heavy Support slot. In Elite, Purifiers are competing with Paladins, Vindicare, Tech-Marines and Ven Dreads. All of those units are largely optional/personal preference. Heavy Support, at bare minimum, has to be double PsyDread, purely and simply because no other investment in the entire army matches the damage output and efficiency those two Dreadnoughts bring in the anti-tank department. Dreadknights are a personal choice (I love mine, others find a third PsyDread more useful), but I would argue a Dreadknight offers more to your army than a pale imitation of the Purifier squad in Elite. I agree that they are very useful and bring unique things to the army list, but they are not the end-all, be-all of every GK list that you and others make them out to be. Ok, so explain to me why they're so prevalent. Or why the only alternative that seems to crop up in the mix is double Dreadknight, or in the case of Henchman lists they spam las/plas Razors or Jokaero in Chimeras. I would suggest that no one has found any other viable alternatives to such cheap and reliable S8 dakka. "Just fine" is distinctly your opinion, as is your assertion that Purgators' power is not useful and Purifier's power is useful. I wish it were dude. It was always my hope that 'Astral Aim' wouldn't be gimped, and we would have a reason to field our pseudo-Devastators for once. Alas, they went the path of 'overpriced psycannon' and 'uneccessary gimp to signature ability', so hence you don't see them fielded. Rather like how Devastators are barely ever seen, because they suffer from much the same malady. I can't tell if you're actually just winding me up (in which case, good work sir, I'm up to my 90th paragraph :P ;) ), but how could you ever argue 'Cleansing Flame' isn't useful? Ork and Tyranid players shudder every time they deploy opposite a Purifier squad, because they know that one unit is going to take so much effort to eliminate. Even other Marines don't like having to take automatic wounds before they can swing, because the more wounds they take, the more chances for the ceramite to fail. Also, because it's every model in the squad, wound allocation shenanigans can't be performed, so it's equally likely that Joe Bolter is facemelted as is Powerfist Sarge or Jimmy Meltagun. 280 points for 4 Psycannons in a Purifier unit versus 180 points for 4 Psycannons in a Purgator unit. 100 points difference, Darius. One hundred points. Purifiers are therefore not identical in price as you assert. :rolleyes: Haha oh wow. No, that isn't a fair comparison, because you can't compare 10 men to 5 men. You compare full squad to full squad, and thats when you see what I mean. We struggle to grab every point we can in GK lists, and if you don't need your Psycannon-toting squad to assault then the extra cost for Purifiers is not worth it. Extra cost? A ten-man squad with quad psycannon costs exactly the same for both units, but the Purifiers can cheaply upgrade their close-combat ability AND by default have more lethality in close-combat. Again, not my opinion, it's a cold hard fact of the codex. Read the statlines and unit abilities if you don't believe me. I don't make the rules, I merely interpret the best use of them. Astral Aim is just fine. You can sit the Purgators behind a vehicle or a LoS blocking piece of terrain and they can fire on enemy units without fear of taking fire in return. Ergo, that point you raised about 5 Marines being easy to kill off loses some of its validity. 5 Marines in the open? Of course, very easy to kill. 5 Marines that you do not have LoS to? Impossible to kill. No, it really doesn't, because of two things; A: The enemy will simply move until they do have LOS, and possibly charge angles on you, then proceed to wipe you out. Some armies do this better than others, but it has never been easier to achieve. Outflank, jump infantry/jetbikes/skimmers, Deepstrike etc all could care less about the terrain you plan to hide behind, because they can get behind it and see you anyway. It's simply unrealistic to assume you'll be hidden all game (for a couple of turns at most I would wager). And if you move to counter this, you lose dakka output and potentially range on target (depending on where the enemy is forcing you to move to remain hidden). True LOS is a cruel mistress, and if they can see so much as a toe out in the open, you're fair game for shooting. B: Weapons that don't require LOS equally don't care about you being hidden. Guard are the prime example of this, but other armies possess barrage weapons or indirect fire of some kind (again, some better than others). Then there are psychic powers, unit abilities etc...it's safer to do army metrics making the assumption you will be shot and/or assaulted at some point, because that way when you are, it's not a shock. I guess we're all just plain wrong, then. I guess I should go tell my friends that the GK list I've been stomping them with isn't good enough, and I need to bring the ubar-MOAR POWA! units that all the cool kids put in their lists because the internet says so. Haha, ok dude. Again, I have already given ample evidence as to why my opinion is true. If you believe otherwise, please show why. If you don't want to argue about it, stop posting. In some lists, hell yes. My personal style revolves around absolute mobility, so my normal list is Strikes-Interceptors-PTDreadknights... But when I play a more traditional list, Purgators are very near the top of the list. But why is that? What elevates Purgators above PsyDreads, or your more usual style of double Dreadknight? If you take one thing away from this thread (and I hope you do) I hope its this: Not everyone runs your style of list and not everyone wants to, either. What fits your playstyle and is therefore the perfect unit for you may not be valued the same in someone else's list. Ok Dad. I'm so glad you're here to grant me your boundless wisdom. :D :lol: Pretty much if by Do it better you mean 140 points more expensive for 4 incinerators then yes they do it better. The ability to drive up Leap out of a Psyback and Drop 4 S6 templates on a squad should not be under rated. Sure purifiers are better in CC, but if those templates catch say a squad of 5 marines then there won't be a close combat after they die to taking 17ish wounds. I'm not saying that this is the best unit ever, but IMO it can be very effective. Yeah incinerator spam isn't bad actually. I've been sorta tempted to run one, because my regular opponents are going more infantry-heavy (as my PsyDreads wreck their transports reliably, but don't do well against massed power armour). Might drop a PsyDread next game and give it a go. If nothing else, it's dirt-cheap and completely expendable, so I don't have to worry about husbanding it. Could make a good bro to roll with my Dreadknight, as he often needs backup against large units (even with re-rolls, I sometimes only kill 1-2 dudes). Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2925516 Share on other sites More sharing options...
number6 Posted November 17, 2011 Share Posted November 17, 2011 @RD: Purgators are not factually terribad. They are not factually sub-par. They are just fine. They don't work for you, I suspect, because you don't employ an army list design that can reasonably accomodate them. Qualitatively, purgators have their own distinct and useful qualities. They can be a reasonable heavy support choice ... in the right army list. Just because you don't employ them well doesn't mean they stink. It's a disservice to new players to insist that your assessment on purgators is anything other than your opinion. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2925860 Share on other sites More sharing options...
Freman Bloodglaive Posted November 20, 2011 Share Posted November 20, 2011 The biggest problem with Purgators is that in a Grey Knight list they're just more of the same 24 inch firepower you get in every other slot. Heavy support is where you find your real long ranged weapons (venerable dreadnoughts are not an economical source of ranged firepower and compete with the Paladins/Purifiers that Grey Knights use for melee). Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2927529 Share on other sites More sharing options...
breng77 Posted November 20, 2011 Share Posted November 20, 2011 I really depends on the list, in Cotaez builds you will sometimes see venerables and use of DCA for assault units, at which point Purgation squads can find some use. I have also been looking into a psycannon spam list at which point they are more economical than anything other than purifiers. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2927600 Share on other sites More sharing options...
the jeske Posted November 20, 2011 Share Posted November 20, 2011 Purgators are not factually terribad. They are not factually sub-par. They are just fine. They don't work for you, I suspect, because you don't employ an army list design that can reasonably accomodate them. could you post an example of a viable list using purgators where using dreads wouldnt make it better ? Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2927637 Share on other sites More sharing options...
Freman Bloodglaive Posted November 20, 2011 Share Posted November 20, 2011 For myself, my Coteaz and some Imperial Guard models army will have Purgators, but that's just so I can use all my second edition heavy bolter devastator marines. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2927786 Share on other sites More sharing options...
breng77 Posted November 21, 2011 Share Posted November 21, 2011 I've seen them used (w/ 4 incinerators) in a cotaez list that already had 5 dreads. Arguably that squad would be better than a 6th dread. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2928168 Share on other sites More sharing options...
number6 Posted November 21, 2011 Share Posted November 21, 2011 Purgators are not factually terribad. They are not factually sub-par. They are just fine. They don't work for you, I suspect, because you don't employ an army list design that can reasonably accomodate them. could you post an example of a viable list using purgators where using dreads wouldnt make it better ? HQ [150 pts] Crowe Troop [145 pts] 5 Purifiers, 2x psycannon, hammer [50 pts] Razorback, psybolts [145 pts] 5 Purifiers, 2x psycannon, hammer [50 pts] Razorback, psybolts [145 pts] 5 Purifiers, 2x psycannon, hammer [50 pts] Razorback, psybolts [145 pts] 5 Purifiers, 2x psycannon, hammer [50 pts] Razorback, psybolts [145 pts] 5 Purifiers, 2x psycannon, hammer [50 pts] Razorback, psybolts Heavy Support [165 pts] 5 Purgators, 3x psycannon, justicar w/hammer [50 pts] Razorback, psybolts [165 pts] 5 Purgators, 3x psycannon, justicar w/hammer [50 pts] Razorback, psybolts [145 pts] 5 Purgators, 2x psycannon, justicar w/hammer [50 pts] Razorback, psybolts Total: 1750 pts Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2928394 Share on other sites More sharing options...
Something Wycked Posted November 21, 2011 Share Posted November 21, 2011 I've seen them used (w/ 4 incinerators) in a cotaez list that already had 5 dreads. Arguably that squad would be better than a 6th dread. I wouldn't even say "arguably." Why add 20% more of the same when it can bring a different unit to add flexibility to the army? Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2928461 Share on other sites More sharing options...
breng77 Posted November 21, 2011 Share Posted November 21, 2011 And that unit + transport costs about the same as the dread (15 points more) Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2928477 Share on other sites More sharing options...
Reclusiarch Darius Posted December 7, 2011 Share Posted December 7, 2011 @RD: Purgators are not factually terribad. They are not factually sub-par. They are just fine. They don't work for you, I suspect, because you don't employ an army list design that can reasonably accomodate them. Qualitatively, purgators have their own distinct and useful qualities. They can be a reasonable heavy support choice ... in the right army list. Just because you don't employ them well doesn't mean they stink. It's a disservice to new players to insist that your assessment on purgators is anything other than your opinion. Its got nothing to do with me, or indeed any Knight player. Ward wrote the rules, the points costs and the army slot Purgators occupy. They weren't a favoured unit, so they didn't get anything but an afterthought (copypaste Strike squad entry, add quad special weapon option at 5-man, add subpar power instead of 'Quake'). In any army list you write, Purgators simply aren't a good choice over anything else. As I said before, I'm going to try out the Trogdor Rhino squad, but it's going to cost me options elsewhere (most likely another squad), and I literally cannot do it below 2k (there just isn't points available). Then again, setting things on fire is always fun, and they're sacrificial (insofar as any Knight unit is). The real disservice to new players to suggest all units are equally useful. They're not, in every codex there are must-haves, decent and subpar. Purgators are subpar in every measurable way. Incinerator spam is just about the only worthwhile usage you're going to get out of them, and even having said that, do you really need massed flamer templates? Storm bolter already handles hordes just fine, and 'Cleansing Flame' is even better. I've seen them used (w/ 4 incinerators) in a cotaez list that already had 5 dreads. Arguably that squad would be better than a 6th dread.I wouldn't even say "arguably." Why add 20% more of the same when it can bring a different unit to add flexibility to the army? Because you can never have enough S8 dakka. Between failed armour penetration rolls, hull donw/smoke bouncing it off, glances that do little, or penetrations that roll low, you need a lot of firepower to do real damage in 40k, on average. Hence why I mentioned before that two PsyDreads is so neccessary, because one is nowhere near enough, and two is decent. Six is insane, but even then, it may not be enough against certain lists (everyone mechs or hordes nowadays, so multiple shots at long range is ideal). Having said that, I'd take a Dreadknight, because he's fun and still pretty killy. Also, Venerable Dreads are pretty expensive and take away your options in Elite, if you're that keen on long-range anti-tank spam Coteaz has his monkeys ready to go as Troops. Trogdor Purgators don't add 'flexibility', they add an easily removable kill-point (or two, if you mech them), and if they actually reach an enemy infantry unit, they'll cause carnage for one shooting phase then get shot/assaulted to death. Exact same price as a PsyDread though, so it's an easy swap. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2939191 Share on other sites More sharing options...
Something Wycked Posted December 7, 2011 Share Posted December 7, 2011 Its got nothing to do with me, or indeed any Knight player. Ward wrote the rules, the points costs and the army slot Purgators occupy. It has everything to do with you, RD. You just claimed that "any Knight player" will see Purgators as factually terribad, and immediately afterwards shifted the blame to Ward bashing. Think about that for a moment. I'll make a hypothetical claim that unit X is universally awesome, and every Knight player ever, of all income levels, skill levels, local meta variations, and personal styles should use as much of unit X as possible. Conversely, unit Y is universally terribad, and every knight player ever, of all income levels, skill levels, local meta variations, and personal styles should never use unit Y. Doesn't that strike you as wrong, or at the very least, inaccurate? What if most of my opponents are horde Orks, IG, and Nids? 4xIncinerator Purgators would chew up their mobs like nobody's business. What if, instead, my play style supports MSU and my opponents bring MC's or lots of vehicles? The 4xPC Purgators put out 8xS7AP4Rending shots on the move and 16 shots when stationary: twice as much and four times as much as a Psyfleman, for less than twice the price, with better armor penetration statistics due to rending. add subpar power instead of 'Quake'). Opinion, not fact. In any army list you write, Purgators simply aren't a good choice over anything else. Opinion, not fact. I literally cannot do it below 2k (there just isn't points available). Yes, you can; it is not an impossibility, it is a self-imposed limitation. It therefore is not a "cannot" but instead a "will not." The real disservice to new players to suggest all units are equally useful. No one, not one person, has suggested that all units are "equally useful." What we've all been trying to tell you is that in the context of certain army lists, Purgators will outperform your personal choice of Purifiers and Psyflemen. They're not, in every codex there are must-haves, decent and subpar. Opinion, not fact. Purgators are subpar in every measurable way. Provably false. Don't make me get my math hammer out. :P do you really need massed flamer templates? Storm bolter already handles hordes just fine, and 'Cleansing Flame' is even better. They can be very handy in some situations, so, yes, sometimes I really do need massed flamer templates. Storm Bolters do a number on hordes, yes; about 7 wounds to the GEQ/Nid horde, or about 5 to the Ork horde, assuming 2 models in the 10 man squad have a weapon other than Storm Bolter (for 44% and 31% wounding rates). Cleansing Flame is arguably better on larger hordes due to the 50% wound rate on every model present, but Incinerators will typically have a 83% wound rate- making them superior to both, when fielded in quantity. Because you can never have enough S8 dakka. In your local meta, this is probably true. In my local meta, and probably in many others' local meta, this is untrue. Hence why I mentioned before that two PsyDreads is so neccessary, because one is nowhere near enough, and two is decent. Six is insane, but even then, it may not be enough against certain lists (everyone mechs or hordes nowadays, so multiple shots at long range is ideal). In your local meta, and in your opinion. Trogdor Purgators don't add 'flexibility', they add an easily removable kill-point (or two, if you mech them) As viewed through the lens of your local meta. In comparison to spamming 6 Psyflemen, which are great can openers for light vehicles and shooting down MC's, having a unit of 4xIncinerator Purifiers adds a lot of anti-infantry and anti-horde flexibility. if they actually reach an enemy infantry unit, they'll cause carnage for one shooting phase then get shot/assaulted to death. Opinion, not fact. If you have saturated the opponent with targets and they must pick and choose which of your units to deal with, the Purgators may be ignored. Or they may not be ignored- maybe the Purgators will get one shooting phase and die. And then all of that damage that was directed at them was not done to one or more of your other units, who are now free to continue to damage the opponent. You have valid points, RD, you're clearly an experienced player, but please, please, please remember that Your Mileage May Vary. Just because the US Government tested the fuel efficiency of a particular car doesn't mean you'll get that kind of fuel efficiency out of it- if you drive more conservatively, you'll achieve better fuel efficiency, but if you stomp your foot into the gas tank every time you press the pedal, your efficiency is going to hit rock bottom. Similarly, road conditions can affect your efficiency. Wild variations in results, all in the same car. Wild variations in results, all with the same unit. Isn't the real disservice to new players feeding them information as absolutes when they're really subjective truths? What if a new player follows all of your advice to the letter, only to find that the more experienced players already know how to deal with a list like that and demolish him? Now what does he think? "I'm using the best list EVAR because RD on B&C told me it was so, and I'm getting pwned. I paid out all this money for what I thought was going to be a winning army and its performing terribly! I must really suck at this..." It's a disservice to new players to insist that your assessment on purgators is anything other than your opinion. Link to comment https://bolterandchainsword.com/topic/241026-how-to-arm-my-new-gks/#findComment-2939321 Share on other sites More sharing options...
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