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1750 Ultimate Purifying Force 1750

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Post by Corennus Wed Jul 20, 2011 6:21 am

Next incarnation will be ultimate mega super Purifying Force with cherries on top...

Nothing difficult here.

Crowe goes with Xenos Inquisitor footslogging behind the Rhinos. They're vulnerable to incoming fire, so will be hugging the rhinos, but if a unit charges Crowe then they have to contend with effects of psychotroke.

2 Vindicares deployed in cover taking out whatever they can through the game (go go Turbo Penetrator rounds!) and Shieldbreakers for anything annoying like DE Raider Flickerfields, and Iron Halos, Storm Shields, Shadow Field, Clone Field......

5 five man Purifier squads with psycannons in rhinos. may seem like small numbers, but when you have 40 psycannons shots going out ANY squad targeted by it will DIE (unless it has a kriffing KFF). The Purifiers can also take out way more than their number due to Cleansing Flame in CC.

Finally cause I couldn't resist. 2 Dreadknights.
2 Monstrous Creatures with Heavy Incinerators (you're not in power armour? you're dead!) and Daemonhammers (finally realised what they're for. Str 10 goodness!). I was seriously considering Dreadnoughts with psyautocannons (worked really well so far) but the dreadknights are 4 wound ultra monsters

So the list:


HQ

Castellan Crowe
150

Inquisitor (Xenos)
Power Armour
Psychotroke Grenades
48

ELITES

Vindicare Assassin
145

Vindicare Assassin
145

TROOPS

Purifier Squad (5 man)
X 2 Psycannons
X 3 Halberds
DT: Rhino
186

Purifier Squad (5 man)
X 2 Psycannons
X 2 Halberds
DT: Rhino
184

Purifier Squad (5 man)
X 2 Psycannons
X 2 Halberds
DT: Rhino
184

Purifier Squad (5 man)
X 2 Psycannons
X 2 Halberds
DT: Rhino
184

Purifier Squad (5 man)
X 2 Psycannons
X 2 Halberds
DT: Rhino
184

HEAVY SUPPORT

Dreadknight
Heavy Incinerator
Nemesis Daemonhammer
170

Dreadknight
Heavy Incinerator
Nemesis Daemonhammer
170





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Post by Souba Wed Jul 20, 2011 9:44 am

first. independent cahracters can not join units that consist of single models if they are not independend charaters themselves. its on page 48 in the BRB so that inquisitor/crowe combo does not work. wich was already said in your last thread.

every assassin of the 4 temples are characters. as of the brb page 49 characters are always unique. you cant choose 2 of the same cults assassins so 2 vindicare assassins do not work. 2 different assassins, vindicare and culexus for example however do work.

the rest of the unit works pretty well. while one NDK may be targeted too early 2 NDK will become pretty nasty for the enemy.
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Post by Corennus Thu Jul 21, 2011 4:48 am

redone list now legal and even deadlier NDKs!

HQ

Castellan Crowe
150

ELITES

Callidus Assassin
145

Vindicare Assassin
145

TROOPS

Purifier Squad (5 man)
X 2 Psycannons
X 3 Halberds
DT: Rhino
186

Purifier Squad (5 man)
X 2 Psycannons
X 3
DT: Rhino
186

Purifier Squad (5 man)
X 2 Psycannons
X 3 Halberds
DT: Rhino
186

Purifier Squad (5 man)
X 2 Psycannons
X 3 Halberds
DT: Rhino
186

Purifier Squad (5 man)
X 2 Psycannons
X 3 Halberds
DT: Rhino
186

HEAVY SUPPORT

Dreadknight
Heavy Incinerator
Nemesis Greatsword
185

Dreadknight
Heavy Incinerator
Nemesis Greatsword
185



Callidus can deep strike into any squad I think needs disrupting. Vindicare is in cover sniping anything and everything.
Crowe is being Crowe
5 Purifier squads of psycannon goodness.
And 2 NDKs that will be a pain in the ass to kill...
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Post by Zealadin Thu Jul 21, 2011 6:06 am

ACtually quite an interesting list.
If you get could get another man or two into each of the purifier squads and a hammer would be perfect.
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Post by Corennus Thu Jul 21, 2011 6:56 am

In my (admittedly limited) experience in the few games i've used GK hammers really didn't bring much to the table, especially with Purifiers.

My main mistake in the last 2 games was actually getting my infantry out of their transports and not using psycannons to the utmost end.

against anything with multi-wounds you have Nemesis Force Weapons. Against Vehicles you have psycannons. Against infantry you have Cleansing Flame and stormbolters. IMO Daemonhammer not needed.
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Post by DonFer Thu Jul 21, 2011 12:27 pm

Against Monstrous creatures you have....? Against AV14 you have...? Against high toughness characters you have..? DH is the answer to all of the above.

DH allows your unit to cope with almost everything out there, attacking at different initiative values is also a plus, and of course some wound allocation shenannigans is always welcome when it comes to different models. What's not to like?
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Post by Souba Thu Jul 21, 2011 12:34 pm

against MC he got psycans. wounding most of them on a 3+. against av 14 he got psycans, one of the best AT we got and the nemesis dreadknight (2d6 arpen). against high toughness characters he got psycans. his purifiers act as firebase, only counter assaulting with halberds i guess.
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Post by DonFer Thu Jul 21, 2011 12:48 pm

Not arguing that psycannons aren't capable of doing all that, but putting so much pressure on psycannons isn't really a good play. Sure you could penetrate AV 14 with psycans but you either need one lucky shot or lots of unlucky ones to penetrate AV14 reliably. So you either focus fire or try to penetrate with 2 shots each turn. Focus firing completely eliminates his ability to deal with all threats on the table, thus making assault the stance where you need to finish off what you didn't deal with in shooting.
Sure Psycans are great for everything, but don't put your whole money on them, a couple of DH would certainly not hurt any army. Saturation is always necessary in WH40k. Consider the stance where any of his units are locked in combat with a Dreadnought... that sure isn't going to go well.
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Post by TheCrimsonGlass Thu Jul 21, 2011 2:06 pm

In my experience, don't bank on your psycannons to rend to pop AV14. You need at least something else capable of doing that, and I'm not talking about psyflemen... Granted, with purifiers, you can probably ignore hammers as long as you have them in other places.
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Post by shadow Thu Jul 21, 2011 2:50 pm

I agree, a hammer in each would be good, u could run 4 units of 6 purifiers or drop an assassin to get extra bod in each unit. What are u doing with NDK? Deepstrike? Or walking, because if walking it'll take a while to get flamer in range, might be best with a heavy range weapon
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Post by Corennus Fri Jul 22, 2011 5:22 am

Dreadknights will PROBABLY be deepstriking.

Against AV 14 I have 10 psycannons. a vindicare, and 2 dreadknights with Greatswords.

Can somebody please explain the love affair people are having with small squads of GK taking a Daemonhammer? Purifiers aren't vehicle killers in CC, they're infantry killers!!!
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Post by Souba Fri Jul 22, 2011 5:39 am

brother corennus, our brothers here are simply giving you tips for gearing up your units against allcomers. we dont know what enemys you will face with that list since you dont explain it. so we have to give you tips for any type of enemy.

in your last list threads you also didnt took any tips into consideration, you simply posted your list, justified it and started another one in another thread. thats why my questions comes now : why do you even post your lists if you are not interested in tips for improving your list?
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Post by Corennus Fri Jul 22, 2011 5:59 am

putting a daemonhammer on a unit that is anti-infantry is not improving a list, it is wasting points.

By all means offer advice, I welcome opinions. But don't be put out if that advice is considered and rejected.
Anything somebody says that I agree with I will put into practice.
If i don't agree with it and can't see a reason for it then I thank the person for the advice and move on.

Please don't think this arrogant cause I am not trying to be.
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Post by Valten Fri Jul 22, 2011 6:09 am

Brother Corennus, I understand where you are coming from. Let me explain why so many of us put a single hammer on even small units.

What would happen if your opponent put a walker into combat with your Purifiers? Even using Hammerhand you can't hope to penetrate AV12. For five points you can mitigate this problem. On a similar note, a hammer in each unit ensures that you've got something that can instant death most Independent Characters, and even if you do ID something you'll be wounding it on 2s anyway.

This is the general thoughts of most of our fellow Brothers, mainly due to the meta that we play in. However, like with everything else on this forum (and the internet in general) this is subjective and you can take our advice or leave it if you wish.
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Post by Souba Fri Jul 22, 2011 6:24 am

Corennus wrote:putting a daemonhammer on a unit that is anti-infantry is not improving a list, it is wasting points.

By all means offer advice, I welcome opinions. But don't be put out if that advice is considered and rejected.
Anything somebody says that I agree with I will put into practice.
If i don't agree with it and can't see a reason for it then I thank the person for the advice and move on.

Please don't think this arrogant cause I am not trying to be.


the problem with your list is : you got massses of those "anti infantry" units. and only got 3 units really capable of busting high armored targets. sure your purifiers can bust open a transport but do you think after you busted up the transport the enemy will plant his units that sat inside right next to your purifiers to charge it? no he will most likely place them further away from you, busting your units in his following turn.

you got 3 anti tank units. 2 NDK and the vindicare assassin.

the vindicare wich is there from turn 1 as your only anti tank unit. do you think your vindicare will be able to hold out long beeing your only threat to the enemys tanks? even with stealth and cover that thing will have a 3+ save. shooting that one unit down will be done quick. a single 10 man tacitcal squad will bolter your vindicare down and be done with your AT.

that leaves us with the NDK. you want to deepstrike those NDK? that means you have a 50% chance of them arriving at turn 2. so that means 1 NDK at turn 2 and one at turn 3. thanks to the deepstrike rules, your NDK's will only be able to move & assault the enemys vehicle at the following turn to use their awesome 2d6 arpen. meaning : they only become a real threat at turn 3 and 4, when the game is most of the time decided already. do you think the enemy will keep his vehicles at the location you just deepstriked next to? probably not, he will move them. thanks to the missing personal teleporters your NDK will just walk 6" and shoot the flamer, unable to assault anything in its range. getting yourself kited out and shot down pretty quick.

i dont even count in characters.. walkers that just mash you in close combat without you scratching them and all those other nasty things that can come over at your 24" psycannon wall and bust it.

sure you got all those psycannons to shoot down your enemys & vehicles. thats it if you dont count cover, line of sight (terrain or simply other units) and maneuvering of the enemy. i dont know what enemys you play but giving your arguments your enemys simply dont move, are placed everywhere scattered on the board(of couse not in cover), stand there& shoot and thats it. not even assaulting.


now thats the reason our brothers tell you to grab some hammers. because you cant rely on 3 sources of AT, scattered over all turns. im not saying your arrogant, i think more you are ignorant right now. i dont mean it bad really but our mates here really got some points.





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Post by Corennus Fri Jul 22, 2011 6:43 am

ok i've considered it..........and considered it...........and considered it..............

and i;'ve come to the conclusion that while 90% of the time Purifiers a) will stay in their rhinos as long as possible b) Psycannons, vindicare and 2 dreadknights should take care of armour, and c) Purifiers should stick to infantry..........

I'm taking Daemonhammers on 4 squads.
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Post by DonFer Fri Jul 22, 2011 7:41 am

Be aware though, that unless your NDKs have Personal Teleporters, they won't be able to deep strike.
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Post by TheCrimsonGlass Fri Jul 22, 2011 7:44 am

DonFer, I thought the same thing at one point, but then I think I read that they actually have the "deep strike" special rule. You may want to double-check that though. Crennus, another good reason to take hammers is because you don't often get to choose what you're fighting and whether or not it's in close combat. An opponent could bust open your AV11 rhino and assault you with a walker, then you'll be pretty happy to have your S10 hammer to dish out penetrating hits. Not that this will happen every game, but it's common enough to make it be important to prepare for.
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Post by Souba Fri Jul 22, 2011 7:45 am

the NDK can deepstike even without personal teleporters, his armor allows it on his own. its standing in his unit entry.
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Post by DonFer Fri Jul 22, 2011 7:50 am

That's what i get for only reading the scanned copy I have in my playbook (bad scan from my part). It is true it can deep strike, so please ignore my ignorant comment. Embarassed
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Post by TheCrimsonGlass Fri Jul 22, 2011 7:51 am

And that's why they should really put "deep strike" on the special rules entry of anything that can deep strike, even if its armor allows it. For a brief time, I thought terminators couldn't deep strike...

Having to check every nook and cranny for every different unit for the words "deep strike" is kind of a pain.
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Post by Corennus Fri Jul 22, 2011 7:54 am

Yup Nemesis Dreadknights will deepstrike. Most armies can be taken out by heavy incinerators. Where I've found dreadknights fall down is against power armour, and also mass bolters and poisoned weapons.
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Post by DonFer Fri Jul 22, 2011 7:55 am

Excatly, I just checked the Heavy support entry under special rues. Oh well, guess I'll have to scan the whole book again...
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Post by Souba Fri Jul 22, 2011 7:57 am

yeah i agree with you brother BrentK. i wrrote my unit entrys with different setups on cards so i always have them in handy.
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Post by TheCrimsonGlass Fri Jul 22, 2011 8:00 am

Hah! I'm glad I'm not the only one who did something like this! I made a "quick-reference" sheet for all the units in my army. It lists everything associated with the units in my list to help speed up gameplay. Definitely a good idea for anyone who hasn't memorized every little detail of the codex yet.
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