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2K Purifier and Inquisition all comers

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Post by Corennus Mon Aug 12, 2013 3:00 am

Thoughts on this list? I think it could truly take on just about anything.....

HQ

Inquisitor Coteaz
100

Inquisitor
Servo Skulls x 3
31

ELITES

Purifier Squad (5 man) x 3
Halberd on Justicar
Psycannons x 2
DT: Rhino
540

TROOPS

Henchmen Squad (3 man) x 6
Jokaero Weaponsmiths x 2
Acolyte
684

HEAVY SUPPORT

Purgator Squad (5 man)
Psycannons x 2
Incinerators x 2
DT: Rhino
540

FORTIFICATION

ADL
T-L Quad Gun
100


Coteaz goes on the T-L Quad Gun. The Purgators and Purifiers rhinos can form a rhino column and move towards the enemy (popping smoke and changing places as needed so front rhinos ALWAYS get a cover save), or stay back and form a 24" line of psycannon death.

The 6 Jokaero squads can deal out lascannon death at 48", multi-melta death at 24" and if infantry does manage to get close enough? 12 heavy flamers and 6 incinerators await them!
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Post by Akoni Mon Aug 12, 2013 7:53 am

Thumbs up brother! Please tell us how this list works out for you.
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Post by Corennus Mon Aug 12, 2013 8:28 am

it's a theoretical list at this point. but I think the fact (as long as you get first turn) you could take out 6 tanks/transports AND get your purifiers/purgators in position to open up with 48 psycannon shots next turn very nasty.

Also tanks really don't want to trundle closer to the jokaero lines cause psycannon fire gets heavier and also multi-meltas come into affect.

And if....IF a transport does get through, or some deepstriking shenanigans happen (servo skulls keep scouts away on deployment) then lots of heavy flamers await......
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Post by Corennus Mon Aug 12, 2013 8:32 am

what are your thoughts?
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Post by DonFer Tue Aug 13, 2013 10:06 am

I'm missing transports on your acolites, but I really like the Psycannon spam part of the army. Crack the transports open and get ready for some serious shooting. Nice!
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Post by Corennus Tue Aug 13, 2013 10:13 am

oh sorry. the acolytes and jokaeros have rhinos.
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Post by Rion Tue Aug 13, 2013 12:50 pm

An alternative (a little more expensive one) is put the warbands in Chimera. It allows 5 models to shoot out of it and has it's own built in guns.
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Post by DOMIN4TRIX Tue Aug 13, 2013 10:10 pm

I guess it comes down to:

12 Rhino's - do you like the model that much? I try to write lists without any. Our basic marines are masters of the warp - deepstrike specialists - you want to make them take the bus?

What is the role of the second Inq (no prescience, no DS-ing or blast weapons to utilise the servo skulls - just an infiltrate deterrent. Stubborn on a 3 man unit?

18 T3 / 5+ sv scoring models?

The cost of Jokaero's includes their ability to augment a squad by improving save and/or shooting - you have lost a substantial amount of the value they add to an army by sitting them with a single Acolyte. A cheaper option may be TLLC Razorback's with 3 Acolyte's if your not using customisation anyway. 92 points per squad rather than 114.

All said, the strength of this list is in the large number of hull points you force your opponent to strip from many different targets. Morale is a worry, scoring unreliable, offensive output terrifying but only from your elite and support sections - your troops will miss as much as they hit (BS3) and die the first round they are shot at.

Interestingly this list alludes to an army comprising only of troops. In Jokaero we have devastators in the troops slot which has the potential to make us the most shooty codex and all scoring.

I might be tempted to:

- Flesh out the Jokaero squads to make use of their customisation (rending 36" range bolters anyone?)

- Change the secong Inq for someone who adds to the army

- look to make more than 18 models scoring

Cortaez

Grand Master

10 Palladins / 4 psycannon / 4 hammer / 6 halberd

6 x Warbands (all identical save for Cortaez replacing one bolter acolyte in one unit)

- 2 Jokaero / 1 Mystic / 7 Bolter Acolyte's / Rhino

2 x Vengeance Weapon Batteries / Battle Cannon

2000pts

Or you could remove the GM / Palladin's / Mystic's / 1 Bolter Acolyte, and replace with:

Inquisitor / Power Armour / Psyker / 3 Servo Skulls

Spiritseer

2 x 5 Wraithguard / D-scythe's  / Waveserpent / Holo-field / Scatter Laser
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Post by Corennus Thu Aug 15, 2013 2:07 am

The Problem with Deepstrike:

In Rhinos your men are protected from small arms fire, while they can still deal out an impressive amount of firepower from the hatches.
Masters of Deepstrike? no. Blood Angels have that honour due to Descent of Angels. And now that reserves come in on a 3+ on turn 2 Psychic Communion has lost some of its potency (yes 2+ is very nice but it's an expensive luxury at 30 points!).
Also with deepstrike lists you're tied down by an inability to move fast. With rhinos you can go flat out 12" and then fire in shooting phase.. The max a squad on foot can manage is 12" (if you're lucky), but you can't shoot and can't assault.

The idea of Grey Knights deepstriking is great I admit. nothing like a whole load of terminators arriving in the middle of an enemy army. But the fact GK got no special rules regarding Deep Strike (OR STORM SHIELDS) means that it's a dangerous way to arrive for them
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Post by DOMIN4TRIX Thu Aug 15, 2013 11:09 am

I know where your coming from on the deepstrike - in fact in a Jokaero list it probably would be counter productive as to get the best position for the non scattering DS the Mystics offer you would have to move the Jokaero into midfield when all they want to do is sit and shoot lascannon's until someone comes close then melta or flamer their faces off.

I suggest playtesting the army - don't get me wrong i'd hate to face it but for me playing a parking lot of 12 Rhino's wouldn't be fun. A few wrecks at the front of the convoy can bottleneck such a high mech army even on sparse terrain.
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Post by Corennus Fri Aug 16, 2013 2:18 am

well the thing is with that list you don't HAVE to convoy the purifiers and purgators. you can hang back and just create a 24" killing zone. after the jokaeros have taken out the tanks and transports opponent has no choice but to enter it.
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Post by Corennus Fri Aug 16, 2013 2:28 am

oh I don't agree that playing spam armies can't be fun. I'd rather play a really cohesive army that makes use of one unit more than others, rather than a hodgepodge army trying to use the entire FOC in one list and not having a real focus. Being flexible is not the same as having a random interceptor unit in one's army. or having deepstrike elements when your army is mostly ground based.
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Post by DOMIN4TRIX Fri Aug 16, 2013 8:45 am

You wouldn't believe how many times a random interceptor squad has won me a game!

I don't think you need to use the whole FOC - in fact I suggest that with the allies rules and our GM's abilities it's now possible for a GK army to take 8 troops choices and a further 1-3 scoring units from elsewhere in the codex. I'm saying kick it with the troops - there is almost no need taking a unit that doesn't score, we have 3 FOC changing HQ's.

As I said before i'd be interested to see how it plays - I think we are both speculating about something neither of us have tried. I'll be back in the UK next month and get my hands back on my GK army that's been in storage - I might even give it a test run to see if the psycannon's are scary enough to distract your opponent from killing the 3 man henchman squads. That's if I have enough of my friends Ultramarine Rhino's to proxy!

Things I like about the list:

- 12 Rhino's makes target priority for the opposition very difficult

- 12 mobile psycannon's in the army which is devastating

- lascannon / melta / flamer in abundance

Things I don't like about the list:

- 12 Rhino's a parking lot makes, and that will be a pig to maneuver - thus use effectively (on average I normally run about 5 tanks of various types and I can find this a challenge)

- none of the marines are scoring , you're relying on 18 T3 5+ Sv scoring units

- The second Inq is a dead weight, his points could be used better elsewhere

- The Jokaero are underused as they can do some really cool stuff to their units, and for only 36 points more per squad. It's 216 points to improve your scoring 3 fold by adding in a full complement of bolter Aco's and each of those units will either have 36" range, rending, 4+ Sv, a 5++, or 2 of the above.

I'll post here again when I've run the list.....
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