Jump to content

purifier special weapons


Lil_Tiki_Boy

Recommended Posts

Been thinking about making a 10 man squad of purifiers to try and change it up from the usual GKT/NDK spam and I'm curious about what special weapons to take with them if any?

 

Also if I combat squad them would I put 2 special weapons in each squad or do you put them all in one squad and have 1 melee and 1 ranged squad?

Link to comment
https://bolterandchainsword.com/topic/298280-purifier-special-weapons/
Share on other sites

My advice is build it around your battlefield role. Incinerators will take on hoarded. Psycannons for bigger things. Psilencers is you want a list that is trying to take on MCs or multi wound stuff but really consider what your upto if your considering psilencers. Could incinerators or psycannons do it better? Keep it uniform, don't mix, it dilutes you're capabilities rather than diversifies them.

 

Combat squadding? You choose how they're divided. I usually get 4 heavy weapons in one group with the sarge with 5 ordinary GK purgators off on their own.

Been thinking about making a 10 man squad of purifiers to try and change it up from the usual GKT/NDK spam and I'm curious about what special weapons to take with them if any?

Also if I combat squad them would I put 2 special weapons in each squad or do you put them all in one squad and have 1 melee and 1 ranged squad?

It depends, how will you deliver them? Stormraven, land raider, rhino, razorback, gate of infinity, escape hatch, allied drop pod etc. Each will have its nuances.

I love purifiers. They were always the main part of my lists last edition... But to actually 'effectively' deliver them anywhere is going to cost at least 200pts. Sure you could put them in a rhino... But c'mon.. What's the point in putting a nearly 300pts squad in crappy little 35pts rhino that will die before you want it too.

 

But anyway. I always have 2 hammers per 10, maybe melta bombs on the justicar of you have 5pts to spare. I don't give them any other upgrades because they're expensive enough as it is in my opinion. And as they're a combat orientated unit, and the nerf to psycannons, I don't give them any heavy guns, incinerators are good for the points but not needed because of cleansing flame + all CC attacks having soul blaze.

But whatever you do. Always combat squad them. Fearless is amazing on small squads + 4 warp charges!

For now their delivery system is limited to rhinos but eventually I'd like to get my hands on a stormraven. As for their role, I figured that would be decided by the weapons they take but I'm not 100% on which ones would be most effective.

 

Probably not incinerators because I already have that on my NDK and if I need more "fire power" (pun intended teehee) I have a 10 man squad of interceptors with them.

 

So it's basically down to psycannons, psilencers, or melee weapons. At most I might face 1 MC be it a riptide or an avatar and a lot of the armies I face have troops in transports like dark eldar skimmers or ork trucks. So I'm leaning a bit more toward psycannons, I'm just not sure I can justify the point costs now that they're salvo weapons. Thinking it might be better to run them as a pure assault unit.

For now their delivery system is limited to rhinos but eventually I'd like to get my hands on a stormraven. As for their role, I figured that would be decided by the weapons they take but I'm not 100% on which ones would be most effective.

 

Probably not incinerators because I already have that on my NDK and if I need more "fire power" (pun intended teehee) I have a 10 man squad of interceptors with them.

 

So it's basically down to psycannons, psilencers, or melee weapons. At most I might face 1 MC be it a riptide or an avatar and a lot of the armies I face have troops in transports like dark eldar skimmers or ork trucks. So I'm leaning a bit more toward psycannons, I'm just not sure I can justify the point costs now that they're salvo weapons. Thinking it might be better to run them as a pure assault unit.

 

Purifiers in a Rhino aren't terrible, per say. Not ideal, sure. But not terrible. If you can swing a Bastion or Bunker to put them in you can go 4x Psycannons and combat squad, but your best bet if you're going to be moving is Incinerators or nothing. I've had decent success with nude squads - 'just' 125 points in a Rhino - because your threat range with Cleansing Flame is 21" - you can 'fire' it out the top of the Rhino even if it moves full speed in the movement phase, and the larger base gives you good coverage. If you play aggressive with Dreadknights you can keep Rhinos alive for longer, as well.

Based on what you've given us I'd consider multiple rhinos with combat squads with psycans or bare. Bare is zoom full throttle forward to get within cleansing flame range. They can still pop those transports with flames and stormbolters do work. If you have pts an incin is still a good idea because of overwatch.

 

If you have more pts to play with and need the anti tank (which there's a good chance you do) then take psycans. Goes against their assault potential and possibly their cleansing flame potential too at times.I In return they become versatile and if their ride gets popped early they can retaliate with full 4 shots each at 24" so they aren't taken out of the fight quite as easily. This load out also allows them to go defensive in those rare times when your not reduced to being the aggressor.

Psycannon if you plan to camp in a bunker (the 75pt Wall of Martyrs one suits them very well, as they can fire all their specials out of it due to its expanded fire points). 

Incinerator is useless because you already curb-stomp nearly everything in melee and you have 'Cleansing Flame' anyway (which can hit things out of LoS, Flyers/FMC's etc)

Psilencer is terrible because its functionally worse than the psycannon in every measurable way. 

 

On your DK's I'd highly recommend swapping those heavy incinerators for heavy psycannon. Its a much more flexible weapon and adds sorely-needed anti-tank on a mobile platform. 

I personally prefer to use just two incinerators.

Most of time, what you are flaming will die on the assault, so, you need more CC weapons.

 

If your intention is to get into melee, the issue is that ranged attacks can actually cost you your charge. Randumb charge range is annoying in that regard. I'd adovcate combat squadding so the psycannons can camp, and then forgoing shooting when you charge in (you'll eviscerate most things on the  charge anyway, Purifiers are brutal). 

 

I personally prefer to use just two incinerators.

Most of time, what you are flaming will die on the assault, so, you need more CC weapons.

 

If your intention is to get into melee, the issue is that ranged attacks can actually cost you your charge. Randumb charge range is annoying in that regard. I'd adovcate combat squadding so the psycannons can camp, and then forgoing shooting when you charge in (you'll eviscerate most things on the  charge anyway, Purifiers are brutal). 

 

 

I think you're right... even more with the cleansing flame nova....

Combat squading would be a better choice.  then you max half unit with melee weapons and other half with some range weapons, pop out from a land raider or raven, then assault with the assault unit, and stay behind shooting other units. I like it

Seems like the best answer is 4 psycannons combat squaded into a ranged unit and an assault unit is the way to go. Too bad I can only stick em in a rhino for the time being.

 

One day I'll get me a lovely little stormraven to play momma bird to my wee little purifiers.

Seems like the best answer is 4 psycannons combat squaded into a ranged unit and an assault unit is the way to go. Too bad I can only stick em in a rhino for the time being.

 

One day I'll get me a lovely little stormraven to play momma bird to my wee little purifiers.

Until you get a quality transport I would take a FA rhino so the combat squads have a transport each. The more cheap hull points you put around your expensive purifiers the better.

Until you get a quality transport I would take a FA rhino so the combat squads have a transport each. The more cheap hull points you put around your expensive purifiers the better. 

 

Or spend 35pts elsewhere on something better ;) First Blood to the enemy sucks

 

Until you get a quality transport I would take a FA rhino so the combat squads have a transport each. The more cheap hull points you put around your expensive purifiers the better.

 

Or spend 35pts elsewhere on something better ;) First Blood to the enemy sucks

If you take one they already get First Blood, so may as well take lots if you take any.

 

It's better than foot-slogging :/

If you take one they already get First Blood, so may as well take lots if you take any.

 

It's better than foot-slogging :/ 

 

No a Raven is better than footslogging. So is an Aegis Line or Bunker. And for the rest of our army, Deepstrike is the answer (sorta). Fighting on foot without a teleporter will just see you table wiped. The new wave of xenos just have too much firepower and too much range on us. We have to get into their face ASAP, or have something to put between us and their insane damage output. Stacking void shields is another way. 

Did't think about combat squadding them and using Psyifiers as long range camping somewhere.

Maybe my Bastion does have a use! biggrin.png

Yeah back with our old 'dex people were experimenting with Purgators camping in a Bastion deployed on the front edge of the DZ. That was back when they could use 'Astral Aim' of course.

Did't think about combat squadding them and using Psyifiers as long range camping somewhere.

Maybe my Bastion does have a use! biggrin.png

Yeah back with our old 'dex people were experimenting with Purgators camping in a Bastion deployed on the front edge of the DZ. That was back when they could use 'Astral Aim' of course.

Sounds neat!

It's a shame 24" is quite lackluster though. Otherwise it would be a solid idea.

I've been running 10 with 2 incinerators and a librarian in a storm raven for ages when they show up on time (curse flatter the dice gods) they tend to mess up game plans

 

 

Yeah it's a real pain. I honestly feel that combo, whilst powerful, is kinda better in larger games, where having 300+ points off-table is doable. In smaller games you risk getting tabled early. Plus unlike 'Rites', the Raven can only ever come on Turn 2, so you have to endure an entire enemy turn before the Purifiers can come on. 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.