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Purgators and Coteaz

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Post by Reckling Sun Jul 27, 2014 7:30 pm

My sincerest apologies for the derail. Was indeed meant for draigowing thread.
But for the OP: New rules only allow casting witchfires while embarked. Unless i have misinterpreted.


Last edited by Reckling on Mon Jul 28, 2014 12:06 am; edited 2 times in total

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Post by Akoni Sun Jul 27, 2014 8:40 pm

Reckling wrote:Not sure what you guys usually play against, but when i lose a pally its usualy due to something thats AP1 or 2, which usually is strength 8 or more, meaning my two wounds just became 0 and the apothecary i paid 75pts+ranged weapon for is redundant, anyone else have that problem?

Brother Reckling, I think you may have meant to reply to this post: Dragonwing Overhaul.

Please refer to the aforementioned link for my feedback.
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Post by rurik Sat Oct 25, 2014 1:48 pm

I have a little formation wih purgators, it worked FANTASTIC last game against Tau

Grand Master, Psilencer, Soul Glaive.
5x purgators, 4x psilencer.

The idea was to cast FORCE, and reroll if it fails (due to Soul Glaive special rule). So, this way you ensure the activation of all the weapons (Soul glaive and the five psilencers).

This way you have 30! Force shoots.

You can combine it with some divination power from Grand Master, or any other psy power you like.

You can swap the Grand Master for a cheaper Brother Captain... and play two detechments, one with two of this units, and the other with two NDK.

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Post by Souba Sat Oct 25, 2014 4:17 pm

you only got 30 psilencer shots when your unit is standing still. as soon as it moves it only has 6 shots at 24" while the 4 purgators only fire 12 shots at 12"

aint that impressive it you ask me Sad
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Post by rurik Sun Oct 26, 2014 7:58 am

Souba wrote:you only got 30 psilencer shots when your unit is standing still. as soon as it moves it only has 6 shots at 24" while the 4 purgators only fire 12 shots at 12"

aint that impressive it you ask me Sad

What?
I think you are confused, Psilencers are Heavy 6, not Salvo. (I am not talking about psy-cannons)
so, with the help of divination, they can rerroll to hit those "Snap shots" if you moved.

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Post by Souba Sun Oct 26, 2014 1:12 pm

ah yeah you are right, got it mixed up with the psycannon. Very Happy

but yeah. the results arent great with that unit either. consider only one model can fire his psilencer at full bs when moving (including reroll due to divination):
6 bs 5 with reroll shots + 24 bs 1 with reroll shots against a marine unit:
9.8 hits
S4 against T4:
4.9 wounds
no ap against AS 3+:
3.3 saved wounds. 1.6 unsaved wounds.

that really isnt that impressive. now the main reason to take those weapons in the first place is the force effect to make use of the weapons abilitys: multi wound models. for instance monstrous creatures. here you got the same shots against a typical monstrous creature with T6 and a 3+ armour save:

6 bs 5 with reroll shots + 24 bs 1 with reroll shots against a marine unit:
9.8 hits
S4 against T6:
1.6 wounds
no ap against AS 3+:
1 saved wound. 0.6 unsaved wounds.

to be honest. as someone who plays monstrous creatures alot. this is nothing i would be scared of in the slightest.
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Post by DonFer Tue Oct 28, 2014 6:37 am

Have to agree with Souba. Psylencers are not that impressive... sadly.
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Post by Corennus Thu Nov 13, 2014 5:16 am

I have to disagree about psilencers (hello topic again!)

In a game long ago against Orks (yes I know it was a turkey shoot) I had 2 dreadknights armed with heavy incinerators and heavy psilencers.

Now I will admit the heavy incinerators accounted for a LOT of the boyz dying, but there was a boyz unit of about 15 boyz lined up on a ridge. the heavy incinerator accounted for 8 of them. and the psilencer managed to take the rest down.

Against anything in better than flak armour the psilencer falls down. Especially against a psycannon. but if you haven't got the points for a psycannon in a world where weight of fire is always better than nothing, go for it.
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Post by DonFer Thu Nov 13, 2014 5:51 am

I would completely agree with you brother, if not for the fact that the heavy psycannon has received a new shooting profile which completely nulifies the use of the heavy psylencer, IMHO. Having the H. Psycannon with only one shooting profile was terrible, so I would have gone to the psylencer in that case. But the new profile actually makes the psycannon superior since it gives the versatility our army and the NDKs need.

I think purgators can make the most of psylencers, with some cheap librarian and divination. i've been toying around the idea of using them, but that would mean not using the NSF detachement. Infantry spam has always been a dream of me to field.
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Post by Corennus Thu Nov 13, 2014 6:44 am

oh? what is the new profile for the heavy psycannon? have they finally thought up something useful like a 4 shot moving and 8 shot stationery Str 7 AP3 gun?
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Post by elugin Thu Nov 13, 2014 3:08 pm

No. Now it's 24", St. 7 Ap 4, Rending

You can either use as salvo 3/6 or (Heavy 1) Large blast.
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Post by Corennus Fri Nov 14, 2014 6:18 am

MUCH MORE SENSIBLE!!! so 3 shots at 12" or 6 at 24".....that's quite cool. or a good old large blast template at 24"...

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Post by Souba Fri Nov 14, 2014 11:45 am

the ndk is a monstrous creature and got relentless. he always fires the 6 shots if he uses the salvo version.
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Post by Corennus Mon Nov 17, 2014 5:40 am

only time to use the large blast is crowd control
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Post by rurik Mon Jan 19, 2015 1:35 pm

This is my Purgation Squad

Purgators and Coteaz  - Page 2 14%2B-%2B5

and the JusticarPurgators and Coteaz  - Page 2 14%2B-%2B6

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