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Can't decide...


Selleck

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Hi ...

 

...need some inputs:

 

I'm playing for fun, and have a ghost-wing Grey Knight army:

 

- Mordrak + a handful of ghosts

- Librarian

- Two terminator squads

- Dreadknight

- Psyfleman dreadnought

 

but I would like to have a group of "ordinary" Grey Knights, but I can not decide whether it should be a 5-man Purifiers squad with 2 psycannons (in Razorback) or a 5-man Purgation squad, with 4 Incinerators (in Razorback)?

 

Please put in your 5-cents (of opinion) - thanks in advance!

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What would the point of a Purgation Squad equipped with Incinerators be? If you're "playing for fun", then try out a unit with 4 Psilencers. It's relatively cheap for a bit of shots (24) and can still take advantage of Astral Aim by being able to hide completely out of LoS while applying their craft.
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Damn, sounds like I diddled the SM player :huh:

 

As an old player coming back to WM40K after <cough> years, I must say, some of the new rules and Codex's really could do with some clarification.

 

BTW,

A purgation squad can have up to 10 members

 

Am I missing something, but why would you make a purg squad 10 men if only 4 can have the heavy blat blat stuff?

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Am I missing something, but why would you make a purg squad 10 men if only 4 can have the heavy blat blat stuff?

 

Does it matter? You have the option, its up to you to make the most of it. One way could be to maximize your investment in psy-bolts :huh:

 

Believe it or not, but there alternate ways to play GK than just spamming psycannons ;)

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Believe it or not, but there alternate ways to play GK than just spamming psycannons

 

Really? :huh:

 

My strikes haven't got a psycannon, only ones in my squad is on my Paladins. I normally rely on my VenDread to sort out the armour, just thought the Purg squad would give me options.

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Hi ...

 

...need some inputs:

 

I'm playing for fun, and have a ghost-wing Grey Knight army:

 

- Mordrak + a handful of ghosts

- Librarian

- Two terminator squads

- Dreadknight

- Psyfleman dreadnought

 

but I would like to have a group of "ordinary" Grey Knights, but I can not decide whether it should be a 5-man Purifiers squad with 2 psycannons (in Razorback) or a 5-man Purgation squad, with 4 Incinerators (in Razorback)?

 

Please put in your 5-cents (of opinion) - thanks in advance!

 

I faced almost exactly this build a couple of weeks ago in a tournament with my Tyranids. (It didn't go well for the 'nids -- no surprise -- so I was pleased to pull out a draw.) He had a unit of purgators with an attached techmarine with a conversion beamer. The techmarine didn't do much, but the purgators were brutal.

 

I'd take them. You have enough assaulty, in your face units. You don't need purifiers, therefore. More shooting is what you need!

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I faced almost exactly this build a couple of weeks ago in a tournament with my Tyranids. (It didn't go well for the 'nids -- no surprise -- so I was pleased to pull out a draw.) He had a unit of purgators with an attached techmarine with a conversion beamer. The techmarine didn't do much, but the purgators were brutal.

 

I'd take them. You have enough assaulty, in your face units. You don't need purifiers, therefore. More shooting is what you need!

 

Thanks for the input! :wacko:

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Oh, so you know :D

 

Next. The primary reason for taking extra men in a purgation squad is; ablative wounds. So your psycannons can keep on firing - its rarely done though :)

I'm not specifically recommending this build, but for Tyranids, you know what is especially brutal? Mordrak + 5 Ghosts (4 halberds, 1 banner) + Libby w/Warp Rift and warding stave. Drops in your rear. Passes psychic test despite Shadows in the Warp. Warp Rifts two big Init 1 monstrous creatures. (Namely, one of my Tervigons and my Tyrannofex.) OOOOUUUUUUCCCCHHHH!!!! :lol: It took me four turns to assault those guys dead, and I absolutely relied on SitW working to keep my big heavy hitters alive long enough to get the job done.

 

Meanwhile, termies and dreadknight advanced while purgators and dreadnought shot, easily slaughtering everything else I had. Not a pretty game for the Great Devourer! :lol:

 

It reminded me of something. The GKs have always been the premier anti-Xenos army. Even better than fighting daemons, they can slaughter Xenos better than any other army. Thus it was for me in the days of 4th -- and even early 5th -- edition with the Daemonhunters. And thus it remains this day with the latest GK codex. None of the current pack of Xenos can give GKs a decent fight. :(

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You could even use 2 Pyscannon and 2 Incinerator inside a Rhino, atleast thats what I'd do playing aggressively.

 

I have pondered 10 Purgation Knights with Pysbolts and Halberds.

 

Number 6 you've got it spot on there, I hope 6th edition makes these Super Human Space marines under a little more pressure from hordes of aliens ;)

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Damn, sounds like I diddled the SM player :huh:

 

As an old player coming back to WM40K after <cough> years, I must say, some of the new rules and Codex's really could do with some clarification.

 

Not in this case, the rules for what weapons you can upgrade are very clearly annotated in the Psybolt entry in the Armoury section. No further clarification at all is necessary.

 

BTW,
A purgation squad can have up to 10 members

 

Am I missing something, but why would you make a purg squad 10 men if only 4 can have the heavy blat blat stuff?

 

Because just 5 Marines aren't that hard to kill, and every wound taken removes an important model thereby significantly reducing their output. The extra models at ablative wounds, and add extra firepower via storm Bolters, which can even be made Strength 5, with the appropriate use of Psybolts.

 

Valerian

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