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Purifiers vs Interceptors


Zyphax

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Hey everyone!  Im new to the forums here and wanted yalls opinion on purifiers and interceptors.

 

I currently like to run purifiers in rhinos and they get their job done but mid and late game they are always stuck out in BFE with no reliable ride.  The rhino is either blown up or on its last leg.  I feel like they are just wasted points marching to the next unit or objective being out of range of assault or cleansing flame.

My NDK are always my workhorse bouncing from target to target with ease and snagging objectives as need be, but I only have 2.  I was wondering if any of yall had luck with the interceptors.  Does having multiple 12" movement units really help the flow of battle and board control or are they a waste of space like the strike squads?

 

And if it helps I run my purifiers in squads of 5 all with falchions, no heavy weapons.  And if I do go interceptors it would probably be 4 falchions and 1 incinerator. 

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Interceptors are fun. Incinerators are good, but I'd also add a hammer. If you lack mobility, they can help with that. The shunt move can really put some pressure on an opponent.

 

Purifiers probably shouldn't be in rhinos. If you're dead set on staying pure GK, then five in a stormraven, or possibly even using Gate of Infinity, is a more reliable option.

Yea im not the biggest fan of rhinos especially when they get popped turn 1, but thats why I run 4 of them.

 

Can units without the deep strike rule use gate of infinity?  Ive never thought of it or even bothered to ask people but that would be a game changer for me.

Well if I have the points, I put falchions on everything. But falchion welding interceptors will have 1 less attack, warp charge and will cost more (34pts a model).

That's more expensive than our terminators who can just deepstriking where they need to be.

And the only efficient wielders for a hammer in strike squads or Interceptors are the justicars, which isn't ideal because of initiative 1 challenges. Where as purifiers are all the same, and have double the attacks, so they make better hammer users and it means your knight of the flame (justicar) won't lose challenges before he swings 70% of the time.

 

Interceptors are fun though, but everytime I use them, they simply die faster because they get closer faster

Yea im not the biggest fan of rhinos especially when they get popped turn 1, but thats why I run 4 of them.

 

Can units without the deep strike rule use gate of infinity?  Ive never thought of it or even bothered to ask people but that would be a game changer for me.

Yes. At least that seems to be the consensus. I've never seen anyone successfully argue otherwise.

In my opinion, Interceptors are the only PAGK worth fielding. Yes, Purifiers can burn everything and are Warp Charge batteries, but they require a transport to be useful. Interceptors are their own transport, and are functionally mini-DKs in their battlefield role. All they need is max Incinerators, 1 Hammer per 5 models (not on the Justicar), and that's it. I prefer to have Melta Bombs on the Justicar, and a Teleport Homer, but those are bling that aren't actually necessary. Falchions are great if you have the points, while Swords are still free. I avoid Halberds, because they are under-performers.

 

SJ

Can units without the deep strike rule use gate of infinity?  I've never thought of it or even bothered to ask people but that would be a game changer for me.

Of course they can, why wouldn't they?

 

That's also what the cent-star with draigo is based on, isn't it?

In my opinion, Interceptors are the only PAGK worth fielding. Yes, Purifiers can burn everything and are Warp Charge batteries, but they require a transport to be useful. Interceptors are their own transport, and are functionally mini-DKs in their battlefield role. All they need is max Incinerators, 1 Hammer per 5 models (not on the Justicar), and that's it. I prefer to have Melta Bombs on the Justicar, and a Teleport Homer, but those are bling that aren't actually necessary. Falchions are great if you have the points, while Swords are still free. I avoid Halberds, because they are under-performers.

 

SJ

 

 

Do you like to keep them as a mobile firing squad or are you charging them into guys?  Also you keeping them as a 10 man squad or combat them into 5?

 

 

 

Can units without the deep strike rule use gate of infinity?  I've never thought of it or even bothered to ask people but that would be a game changer for me.

Of course they can, why wouldn't they?

 

That's also what the cent-star with draigo is based on, isn't it?

 

 

 

Never looked into the cent-star other than it can erase a unit per turn.  But yea I guess yall are right.  Im going to have to try this next game.  

I currently like to run purifiers in rhinos and they get their job done but mid and late game they are always stuck out in BFE with no reliable ride.  The rhino is either blown up or on its last leg.  I feel like they are just wasted points marching to the next unit or objective being out of range of assault or cleansing flame.

 

You need to get a Raven instead. Solves a lot of those issues, plus it's a potent gunship and our only real Skyfire. 

My NDK are always my workhorse bouncing from target to target with ease and snagging objectives as need be, but I only have 2.  I was wondering if any of yall had luck with the interceptors.  Does having multiple 12" movement units really help the flow of battle and board control or are they a waste of space like the strike squads?

 

Nah Interceptors are much better than Strikes. Their biggest problem is that DK's do the same thing but cheaper and with more firepower/melee. But they're a perfectly good assault unit in their own right, and not overly expensive. Falchions+incinerator does a good job harassing backfield stuff, plus a hammer on the Justicar. 

 

They're both our best PA options, it just depends on what your list needs and how you use them. 

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