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Grand Master + Purgator Squad Combo


Rurik the blessed

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Well, i am looking a way to play those "baned" units on this new codex.

 

I feel some love to the Purgation Squad, who, in the previous edition, i used to play because of their "Astral Aim" psychic power.

 

Well, i was reading the Soul Glaive, and i found interesting to maximize his effect. So, The purgation Squad comes to my mind.

 

 

Brother Captain or Grand Master with Psilencer + 4x Purtators with psilencer and justicar. Soul Glaive allow the bearer to re-roll failed acivation, this would give more chance to activate Force to all the unit.

This is 30 FORCE shoots from a cheap unit.

 

This would be even better if you play Tigurius + Paladins or whatever in your army... cast Endurance on Purgators and they will gain Relentless.

 

Cross your fingers to get GOI.

 

 

what do you think?, do not think on this as a torunament combo.

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The problem is that psilencers are such a situationally useful weapon that you'll never see a good return on the points you're investing into that unit. Then of course any army that would be afraid of them, would just bring that unit down first.

Grav Cents lite?

 

Use Draigo for GoI and Tiggy for Endurance.

 

Giving them Relentless is mandatory.

 

Then bounce them around throwing out a hail of shots.  Bucket 'o Dice FTW!

 

If cost is no issue, then wouldn't Purifiers be better?  What specifically do Purgation Knights bring to the table (bar the cheaper 4 special for 5 dudes)?

I was thinking of something similar the other day and I think that it could work very well. It IS situational, but you most certainly could throw other things at your opponent to worry about, allowing you to move your purgation squad into position. It would either succeed strongly or fail miserably and that would change from opponent to opponent and from game to game and there are many players who would like to see more predictability in regards to potential for success from their units. 

You've got several issues with the combo;

 

Firstly, you need Draigo. This isn't negotiable, you're just too slow and easily picked off otherwise. Guranteed 'Gate' is crucial. 

 

Secondly, you need a successful 'Force' test. Seeing as you only get two tries, and the enemy can just throw all their dispel at it, if you don't get it off the psilencers are just glorified bolters. 

 

Thirdly, you need to give the Purgators Relentless somehow. 'Endurance' is an option, but randomly relying on it is bad. You probably need Sevrin Loth. 

 

Provided you got all the above working, you still need to keep them alive long enough to 'Gate' up the field into a good position. You then probably want 'Prescience' to offset the S4 and AP-, the more saves you force the more likely one will go through. 

 

 

I'd also point out that this combo doesn't help us one iota against our traditional problem, which is medium and high AV targets. 

Well, i played it past weekend... the in-game result was so Fantastic!.

 

I played a unit of 5 purgators with 4 psilencers, and a Grand Master with psilencer and soul glaive.

The grand master got, GOI and Precognition (luckily).

 

Purgators only cost 150 pts, and the main threat was two NDK. so most fire was concentrated on the NDK.

 

The Purgator Squad kills two riptides easily, saturated with 30 shoots each turn. (and a bunch of Fire Warriors and kroots).

 

I found this combo, very useful, and there was no need to expend so many points on them, just keep them cheaper.

Well, i played it past weekend... the in-game result was so Fantastic!.

 

I played a unit of 5 purgators with 4 psilencers, and a Grand Master with psilencer and soul glaive.

The grand master got, GOI and Precognition (luckily).

 

Purgators only cost 150 pts, and the main threat was two NDK. so most fire was concentrated on the NDK.

 

The Purgator Squad kills two riptides easily, saturated with 30 shoots each turn. (and a bunch of Fire Warriors and kroots).

 

I found this combo, very useful, and there was no need to expend so many points on them, just keep them cheaper.

So your little 6 man squad gated 24" away from a tau player and didn't get shot to bits!? Maaaaan that's rather lucky haha

 

Well, i played it past weekend... the in-game result was so Fantastic!.

 

I played a unit of 5 purgators with 4 psilencers, and a Grand Master with psilencer and soul glaive.

The grand master got, GOI and Precognition (luckily).

 

Purgators only cost 150 pts, and the main threat was two NDK. so most fire was concentrated on the NDK.

 

The Purgator Squad kills two riptides easily, saturated with 30 shoots each turn. (and a bunch of Fire Warriors and kroots).

 

I found this combo, very useful, and there was no need to expend so many points on them, just keep them cheaper.

So your little 6 man squad gated 24" away from a tau player and didn't get shot to bits!? Maaaaan that's rather lucky haha

 

 

As i says , this unit was not the main threat. Fire was concentrated on other units (as a lot of units that deep strike with incinerators, or NDKs), when i kill the first riptide, he realizes the true power of them, so next turn Grand Master did his job, absorbing a lot of damage. 

 

Today i will try this against marines armies, like Space wolfs and Imperial fists.

I will report it later.

 

 

Well, i played it past weekend... the in-game result was so Fantastic!.

 

I played a unit of 5 purgators with 4 psilencers, and a Grand Master with psilencer and soul glaive.

The grand master got, GOI and Precognition (luckily).

 

Purgators only cost 150 pts, and the main threat was two NDK. so most fire was concentrated on the NDK.

 

The Purgator Squad kills two riptides easily, saturated with 30 shoots each turn. (and a bunch of Fire Warriors and kroots).

 

I found this combo, very useful, and there was no need to expend so many points on them, just keep them cheaper.

So your little 6 man squad gated 24" away from a tau player and didn't get shot to bits!? Maaaaan that's rather lucky haha

 

 

As i says , this unit was not the main threat. Fire was concentrated on other units (as a lot of units that deep strike with incinerators, or NDKs), when i kill the first riptide, he realizes the true power of them, so next turn Grand Master did his job, absorbing a lot of damage. 

 

Today i will try this against marines armies, like Space wolfs and Imperial fists.

I will report it later.

 

I'm honestly impressed you got within 24" of a Riptide, and then a second after he saw what happened to the first.

I'm honestly impressed you got within 24" of a Riptide, and then a second after he saw what happened to the first.

Sounds like the Tau player failed his Target Priority check msn-wink.gif
It's a pretty cool combo though. You force them to nuke your Purgators, or deal with the DK's. Bad decisions either way. Losing your Warlord is a bit of a drawback though.

Well i played against Imperial fist... very baddass army BTW.

 

I'd swap the Grand Master for a Brother Captain,

and allied with Inquisition, the entire formation was on a Chimera (whose was in the very forward edge of Deployment Zone)

Two more vehicles where in the zone, Rhinos filled with 10x man Purifiers combat squaded.

 

The enemy had an Imperial Knight, and had the initiative.

Imperial Knight moves up, close enough of my formation. (and far enough from the charge of two of my NDKs). but didn't kills them... I found the Chimera a very good way to protect them. Then two drop pods lands in my back. Enough fire power to wreck the Chimera, but none of my formation member where harmed.

(BTW, in that formation i place an Inquisitor with a Hellrifle, What a good piece of weaponry!!! i loved it!)

 

Ok, continuing with the report, next turn those foolish marines (20 in total from two drop pods) where vaporized by the psilencers rain, and a combination of Cleansing flame (4), Incinerators(4) and bolters from the Purifiers.

 

While my NDK, teleports at the back of the Knight... fool, he thought the shield would protect him. Taking 4 HP from it. (Later the Knight assaulted my NDK, both died in the battle).

 

So in conclusion, This combo against marines is not as impressive as it is against MCs, or Multi wound units. But, they do a very good job anyway, the amount of shoots makes any salvation worthless.

 

Next week i would try this against Wolves.

  • 1 month later...

Pretty cool. But why give the justicar a CC boost when the rest of the squad are essentially useless in combat? I know it's only 2pts,but every little saving counts! :-P

 

Oh don't worry, i usually swap justicar between squads. I didn't have one with halberd so i assembled this way, Perhaps is not too bad to give the justicar a little boost, specially if enemy get close to him.

Is the soul glaive re-rolls of failed to hit/wound effect apply only on the bearer or all unit?

Also i was thinking that with missfortune from Divination this might be awesome

 

Indeed, it activates "Force" to all the unit. as it stated in the BrB

 

"Force is a blessing psychic power that targets the Psyker and his unit. All of

the targets’ weapons that have the Force special rule gain the Instant Death

special rule until the start of your next Psychic phase."

 

And yes... you're right, divination would be very useful

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