Purifiers 2000

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Purifiers 2000

Post by Corennus on Wed Apr 23, 2014 2:30 am

Just an idea to utilise if you're a defensive player like me.

Mass psycannons and canny use of ruins and ADL.

HQ

Castellan Crowe
150

ELITES

Techmarine
x 3 Servo Skulls
99


TROOPS

Purifier Squad (10 man)
Psycannons x 3
Incinerator
DT: Razorback w/ T-L Plasma Gun & Lascannon
345

Purifier Squad (10 man)
Psycannons x 3
Incinerator
DT: Razorback w/ T-L Plasma Gun & Lascannon
345

Purifier Squad (10 man)
Psycannons x 3
Incinerator
DT: Razorback w/ T-L Plasma Gun & Lascannon
345

Purifier Squad (10 man)
Psycannons x 3
Incinerator
DT: Razorback w/ T-L Plasma Gun & Lascannon
345

HEAVY SUPPORT

Dreadnought
T-L Autocannons
Psyammo
135

Dreadnought
T-L Autocannons
Psyammo
135

FORTIFICATION

ADL
T-L Quad Gun
100


Crowe mans the Quad gun.
The ADL is positioned near a ruin which the Techmarine reinforces. The Dreadnoughts deploy behind the ADL and the COMBAT SQUADDED (3 Psycannons in one half, incinerator and swords in other) pyscannon wielders deploy in the ruin. The rest of the Purifiers deploy in their Razorbacks in best position and will be responsible for taking objectives.

Servo Skulls are deployed in nearby ruins to prevent enemies from setting up in them

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Re: Purifiers 2000

Post by Souba on Wed Apr 23, 2014 2:36 pm

the biggest weakness in this list is crowe by far. since he has to run alone he becomes a quick firstblood and warlord secondary objective. there are so many cover ignoring shooting weapons now in the game and abilitys that grant ignore cover that you give up more than you gain with this list, sadly.

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Re: Purifiers 2000

Post by Corennus on Fri Apr 25, 2014 2:19 am

Crowe would be at the back of the field manning the Quad Gun behind the ADL.....

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Re: Purifiers 2000

Post by Souba on Fri Apr 25, 2014 9:48 am

Corennus wrote:Crowe would be at the back of the field manning the Quad Gun behind the ADL.....

wich brings nothing just because he stands behind that quad gun does not make him T7 either. so he sits around with T4 behind soft/hard cover in a game that is currently massed with cover ignoring fire. that means he only got a 2+ armour save, wich is nice. but long range fire is mostly with good ap aswell in addition to a high strength of 8 or even higher. t hat leaves us with a 4+ invulnerable save against shooting that more than likely causes instant death due to double strength. thats basically a single landraider with the ignores cover psychic power cast on him, that screws crowes day.

cover ignoring weapons are no longer just flamer templates. tau riptides fire 72". ally them with eldar (wich is common) and they have easy access to ignore cover. and yeah... the riptide is just one entry of many in that army that can cause you headache.

other than that there are:

Eldar Lances/wraithknight weapons with ignore cover psychic powers wich eldar have pretty easy acess to thanks to the high amount of high level psykers.
even a single round of fire from the more than common waveserpent spam 60" shieldweapon will cause easily enough wounds to force 2 failed save throws of 1.

imperial guard. i do believe i do not even have to start. they now have even more cheap high level psykers than eldar wich also got acess to divination. they even got orders that grant ignore cover... and that long range firepower of them will ruin crowe's day.

space marines, tigurius alone will ruin your day. he is almost guaranteed to get 3 psychic powers the player wants. couple that with lascannons or anything else with long range, high strength, good ap and yeah. dead crowe. same goes with dark angels wich also have easy acess to divination.

daemons: as my primary army i can say... either i play my most played list : 5 flying monstrous creatures at 1850 pts or i swarm you with a pack of dogs acompanied by heralds of khorne on juggs that have 2 wounds each and that whole unit will most likely have a 4+ or 3+ invulnerable save wich are beasts and also scout. in any case. starting turn 2 both of those lists are at crowes neck, no matter what you do or where you place him. and i didnt even mentioned the current redicilous overpowered screamerstar.

i think i do not have to mention other codices. if you do wish however i can do tell you some of them.

so that leaves us with 2 options: either crowe stands, like you mentioned, in the back line with his quad gun and has pretty limited impact with his weapon (because flyers/reserves can just come in out of range of your gun or out of line of sight and start doing their job) making those points spent pretty worthless in addition of still beeing vulnerable to high strength, high range, high AP and cover ignoring fire. or he hides behind some line of sight blocking cover and can do nothing all game. in both cases, those points are better spend elsewhere because crowe grants your army nothing else besides standing behind that quadgun (and the troops purifiers of course)

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Re: Purifiers 2000

Post by Corennus on Mon Apr 28, 2014 4:31 am

The problem with Crowe:

He can't be attached to a Purifier or any other squad, which makes him a prime target.

You can hide him behind something that blocks LOS and denies enemy victory points by taking him out, but this means he's 150 points of doing absolutely nothing.

You can put him on an objective to protect it, but again this risks him being lost to firepower or in CC....and gaining the opponent either First Blood or Kill the Warlord.

I have heard of setups where Crowe is put on a Stormraven and used as a suicide unit......each to their own.

Personally I see his best use as the one I have prescribed.

and the Quad Gun has a 48" range. so anything dropping stuff beyond that is near the back of the board (in a normal game)...


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Re: Purifiers 2000

Post by Souba on Mon Apr 28, 2014 5:07 am

glad that you sum it up what i have written Smile so you understand my concern.

thats the thing, 48" range isnt "much". many weapons of high calibre got this much firepower. so his "high range" isnt that of a advantage as you might think.

same goes with all those razorbacks. they are also (sadly) just a given up first blood victory point in the 6th edition.

your lists look good on the paper, i think you might lack the insight of having them seen move/act on the board.

on a sidenote. i think 2nd objectives are way to dominant currently. they are easily game winning for a smart player or a player that has first turn.

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Re: Purifiers 2000

Post by Corennus on Mon Apr 28, 2014 5:55 am

I will admit I have not played THAT many games of 6th ed yet. I was more into the 5th ed rules.

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Re: Purifiers 2000

Post by Andarius the Red on Fri May 02, 2014 5:30 pm

I find that Purifiers are designed not as defensive units but offensive Grey Knight forces, the point cost to their equipment is a good notice to that. For them specialized nemesis force weapons are half the cost and incinerators are for free. That and their psychic powers are geared towards assault and counter-assault fighting. As for Crowe he's still a tough cookie but he's totally devoted to close combat situations, with his combat stances and unique melee rules having him in the background is kind of counter-productive.

HOWEVER!

Purifiers and Crowe can still be used in defensive situations, the purifier's psychic power can be used in either player's assault phase and flame weapons are just nasty in over-watch. Geared properly they could hold a position indefinitely so long as they aren't pulverized by bombardment weapons.

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Re: Purifiers 2000

Post by Corennus on Tue May 06, 2014 4:53 am

Purifiers are great I agree.

One slight problem with them which is why in assault i'd mostly take terminators or deathcults over them is:

3+ armour save

yeah, they get the Cleansing Flame and cheap nemesis weapons and 2 attacks, but when I used them in assault I always found the same thing:

They're still space marines, with all the weaknesses of a space marine against a concerted lot of shooting or CC attacks.

With terminators that is nullified a bit by the 2+ armour save, and 4++ save in CC with swords..

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Re: Purifiers 2000

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