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Purgation Squad, Incinerators, and Astral Aim

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Post by volvoe Sat May 18, 2013 1:22 am

So it just occurred to me that a Purgation Squad can use Incinerators to ignore the 4+ cover an enemy unit will gain from you using Astral Aim. But how would that actually work? You technically don't need line of sight by using Astral Aim but where do you place the template? Is the template still measured from the base of the model? Does anyone use Purgation squads to any effect? I feel like they would compliment Terminators since they are the only infantry that carries a teleport homer.
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Post by SmokinBrown Sat May 18, 2013 4:37 am

Yes you still measure from the model, they fire normally in all respects really the only thing that changes is you don't need line of sight. I don't use them, only psyfledreads or landraiders, they're both much better choices IMO.

SB
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Post by DOMIN4TRIX Sat May 18, 2013 10:41 am

Of the support choices they are the worst IMO. You don't need line of sight but you still need range.

If you want teleporter homers look at Mystics
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Post by Rion Sat May 18, 2013 11:54 am

I have to agree that they are not my first choice for Heavy Support, for less points I can take a Grey Knight Mortis Pattern Dread (I found out that the DA have a Riflemen variant called the Mortis, sounds cooler and is easier to type), and the GK Mortis gives me longer range more power, and good chances to hit a flyer.

Plus if I''m just craving 4 Psycannons a squad, Purifiers or Paladins.
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Post by SmokinBrown Sat May 18, 2013 12:12 pm

Page 6 of the FAQ, end of first column and beginning of second, OSR does require line of sight. Sorry brothers Sad

EDIT: I posted this in e wrong thread haha

SB


Last edited by SmokinBrown on Sat May 18, 2013 1:05 pm; edited 1 time in total
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Post by Vecuu Sat May 18, 2013 12:46 pm

Buying 4 Psycannons for Purgations is really expensive, but a basic 5-man squad is relatively cheap. They also get free Incinerators, unlike GKSS.

If you take a 5-man Purgation, you essentially get another 5man GKSS who can't score. This works in the favor of the Purgations, since, if you buy the Teleport Homer for the Justicar, you're going to be close to enemy lines anyway.

This sets up a situation that's beneficial for you twice. Once, because you can safely deepstrike Terminators. Twice, because your opponent will need to react to the threat of Incinerators in front of his face, which takes a round of shooting away from your scoring units.

If I ran Purgations, I'd probably take a 5man in a Rhino, buying the Teleport Homer and 2-4 Incinerators. 2 Can shoot out of the Rhino while moving. If you keep 2 guns as Storm Bolters, you get the additional benefit of keeping the Rhino 24'' away and getting 6 S4 shots (the two guys inside and the Rhino itself).

If you have a desire to run Incinerators, and you already have enough scoring units, the Purgations are a decent choice for a bargain price.

5-man GKSS, 1-Incinerator, Rhino: 160pts
5-man Purifier squad, 2-Incinerators, Rhino: 160pts
5-man Interceptor Squad, 1-Incinerator, no Rhino: 150pts
5-man Purgation Squad, 2-4 Incinerators, Rhino, Teleport Homer: 145pts

The GKSS score.
The Purifiers get bonus attacks and Cleansing Flame.
The Interceptors lose the Rhino, but can Jump and Shunt.
The Purgations get a Teleport Homer and up to 4 Incinerators, while being the cheapest unit.

It just depends on what you want.
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Post by DOMIN4TRIX Sun May 19, 2013 9:30 am

2 Acolyte's, 2 flamers, Mystic, Rhino 78pts

In isolation it looks much weaker but this is what you can do with it because you have the support slots free:

2 x 2 Acolyte's, 2 flamers, Mystic, Rhino

2 x Dreadknight's, heavy incinerator

476pts

3 x 5-man Purgation Squad, 2-4 Incinerators, Rhino, Teleport Homer

435pts

And it's scoring to boot
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Post by SmokinBrown Sun May 19, 2013 9:37 am

Nice idea, I was trying to work something along the lines of several warbands with mystics and then some deepstriking grey knights so they could deploy where needed.

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Post by DonFer Sun May 19, 2013 9:21 pm

Purgators and Purifiers for mass psycannon spam. Nothing that moves can ever survive to 16-20 psycannons a turn. Twisted Evil
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Post by Rion Mon May 20, 2013 3:09 pm

DonFer wrote:Purgators and Purifiers for mass psycannon spam. Nothing that moves can ever survive to 16-20 psycannons a turn. Twisted Evil

And that dear Brothers is the TRUE Imperial Truth. Twisted Evil lol!
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Post by Rocket launcher Sun Jun 30, 2013 7:27 am

I run both purgation types.

I cast prescience on the 4xpsycannon to shoot down flyers and flying monsters. The look on my opponents face when I pick up 16 dice and reroll misses is not to be missed. Also they are great for killing tanks too, rend rend rend and bye bye land raider!!!

The 4x incinerators are ace for when I face nids/tau/guard. ST6 flamer shots, killing on 2's. These bad boys are great in cities/ruins when you are facing 2+ cover saves or those pesky tau stealth suits!

I never leave home without them.

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Post by Rocket launcher Mon Jul 22, 2013 12:33 pm

I also now have Coteaz.

Attach this bad boy to your purgie squad with 4x psycannons and watch them nail anything that ends up 12" away!!!

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Post by Corennus Wed Jul 24, 2013 9:47 am

I find the best use of incinerators is in conjunction with a purifier rhino list.

6 purifier squads in rhinos w/ double psycannons
3 purgator squads in rhinos w/ double psycannons and double incinerators
crowe
inq w/prescience
ADL w/ t-l quad gun
3 jokaero weaponsmiths.

Incinerators mean if the rhinos are charged they fire on overwatch.
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Post by CrisLander Sat Jul 27, 2013 6:04 pm

I also use a 5-man purifier squad with 4 psycannons. I normally just park them somewhere well hidden and it's 16 rending shots per round. And as the enemies are busy dealing with other GKs that are in their face, it means I can keep spanning 16 shots per round for several rounds.
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