Purifiers Squad Transport
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Sai
Rion
Aubec le noir
Constantine
Akoni
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Purifiers Squad Transport
I've been debating internally how to transport my 10-man Purifier Squad. My initial gut feeling is to place them in a Land Raider Redeemer. If I add a multi-melta, then cost is equivalent to its Land Raider cousins. The other advantage would be armor 14 all around and benefit from it being an assault vehicle. However, would you suggest using a Rhino or Stormraven too? Is it worth spending close to 550 points for Purifier/Redeemer combo?
Akoni- Justicar
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Re: Purifiers Squad Transport
That is a lot of points, but if it is how you want to play and is effective in your area then go for it! That is a lot of fiery death to the enemy!!!!
Constantine- Adeptus Moderatus
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Re: Purifiers Squad Transport
how do you intent to use your Purifiers ?
If you want them in cc and charging then the redeemer is the way to go ... if not then think twice spending 250+ points for a LR.
Then again i'm a HUGE LR fan ... and that would be the transport i would choose !
Aubec
If you want them in cc and charging then the redeemer is the way to go ... if not then think twice spending 250+ points for a LR.
Then again i'm a HUGE LR fan ... and that would be the transport i would choose !
Aubec
Aubec le noir- Adeptus Moderatus
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Re: Purifiers Squad Transport
My intention is to keep them alive long enough to assault an enemy unit. My Purifier squad is made up of 4 incinerators and 6 falchions. Fiery death is my intent!
Akoni- Justicar
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Re: Purifiers Squad Transport
Land Raider/Storm Raven I personally think are both excellent options for what you want to do. I think it depends on where ya want to start with them. On board turn one giving them something to worry about early. Or a mobile flyer that will be hard to shoot down?
Rion- Justicar
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Re: Purifiers Squad Transport
I typically include a Stormraven in every list I run. I've considered running them inside de one because I can get get around the board quicker. Can Purifiers use Skies of Fury to exit a Stormraven?
Akoni- Justicar
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Re: Purifiers Squad Transport
Yes they can
Rion- Justicar
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Re: Purifiers Squad Transport
Two very cool options! LR or SR!? Which will it be???!!!
Tough decision.
Tough decision.
Constantine- Adeptus Moderatus
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Re: Purifiers Squad Transport
Stormraven with a dreadnought
On the bright side the purifiers and dreadnought cover each other's weaknesses and combined with the cover fire from the raven should be able to gut a couple of tanks/units at least. On the downside it only take one interceptor to bring the whole lot down.
On the bright side the purifiers and dreadnought cover each other's weaknesses and combined with the cover fire from the raven should be able to gut a couple of tanks/units at least. On the downside it only take one interceptor to bring the whole lot down.
Sai- Justicar
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Re: Purifiers Squad Transport
Sai wrote:Stormraven with a dreadnought
On the bright side the purifiers and dreadnought cover each other's weaknesses and combined with the cover fire from the raven should be able to gut a couple of tanks/units at least. On the downside it only take one interceptor to bring the whole lot down.
How would you equip your Dreadnougt?
Akoni- Justicar
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Re: Purifiers Squad Transport
It's task dependent. If I need to damage armour I'd take a multimelta with underslung heavy flamer. Combined with the raven's weapons it should be able to reliably take out most tanks and can use it's fist if that fails.
It would be handy for popping transports so the purifiers can burn and kill the passengers though only 1 shot is a gamble. Better to use the raven first and have the dreadnought as a back-up shot. If the raven destroys the transport the dreadnought can wade into assault with the purifiers.
On the other hand, twin flamers with an additional underslung flamer would give you 6 templates in the strike package along with S10 attacks at initiative.
I can't remember what the forgeworld one does, but I remember thinking it was pretty good.
One advantage of the dreadnought is most small arms bounce off. Declare a charge with the dreadnought first and absorb the overwatch fire that would otherwise endanger the purifiers.
By keeping the dreadnought inside the squad you can also force the enemy to multi-charge if you're careful which helps blunt counterattacks.
It would be handy for popping transports so the purifiers can burn and kill the passengers though only 1 shot is a gamble. Better to use the raven first and have the dreadnought as a back-up shot. If the raven destroys the transport the dreadnought can wade into assault with the purifiers.
On the other hand, twin flamers with an additional underslung flamer would give you 6 templates in the strike package along with S10 attacks at initiative.
I can't remember what the forgeworld one does, but I remember thinking it was pretty good.
One advantage of the dreadnought is most small arms bounce off. Declare a charge with the dreadnought first and absorb the overwatch fire that would otherwise endanger the purifiers.
By keeping the dreadnought inside the squad you can also force the enemy to multi-charge if you're careful which helps blunt counterattacks.
Sai- Justicar
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Re: Purifiers Squad Transport
if you want to play a dread that does his job in close range shooting and close combat there is always the nemesis doomglaive. he is from IA2 2nd edition.
he costs almost 200 points but:
he is venerable, has +1 BS and WS and comes with the psycannon and a nemesis doomglaive with inbuilt incinerator.
the doomglaive is a Sx2 AP 2 force weapon with a very neat special rule. instead of attacking normally with the weapon you can chose to attack at initiative 1. if you do so you gain a additional D6 attacks. which lets him attack with 4-9 attacks on the charge. couple that with the psycannon + incinerator which he comes with aswell and he has a pretty well rounded setup
he costs almost 200 points but:
he is venerable, has +1 BS and WS and comes with the psycannon and a nemesis doomglaive with inbuilt incinerator.
the doomglaive is a Sx2 AP 2 force weapon with a very neat special rule. instead of attacking normally with the weapon you can chose to attack at initiative 1. if you do so you gain a additional D6 attacks. which lets him attack with 4-9 attacks on the charge. couple that with the psycannon + incinerator which he comes with aswell and he has a pretty well rounded setup
Souba- Brother Captain
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Re: Purifiers Squad Transport
Can units assault after disembarking a Stormraven via Skies of Fury?
Akoni- Justicar
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Re: Purifiers Squad Transport
Nineteen73 wrote:Can units assault after disembarking a Stormraven via Skies of Fury?
hmmm not sure. It says they arrive as if from deep strike but it is an assault vehicle.....
Rion- Justicar
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Re: Purifiers Squad Transport
I didn't think so but I can't find the FAQ now. Its a trade off between speed and safety or a proper assault I think.
Sai- Justicar
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Re: Purifiers Squad Transport
I don't think they can either but I thought I'd ask.
On another note, the euro has dropped so much that the prices on Forgeworld are reasonable. Also, their shipping went down too. I just bought a heavy flamer and close combat arm with heavy flamer for my Dreadnought.
On another note, the euro has dropped so much that the prices on Forgeworld are reasonable. Also, their shipping went down too. I just bought a heavy flamer and close combat arm with heavy flamer for my Dreadnought.
Akoni- Justicar
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Re: Purifiers Squad Transport
Nineteen73 wrote:Can units assault after disembarking a Stormraven via Skies of Fury?
No they can't. It's in the Skies of Fury rule.
DonFer- Terminator
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Rion- Justicar
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Re: Purifiers Squad Transport
A bit late on the answer, but the coolest option is easily an Arvus lighter.
While it doesn't make sense, or is not a very prectical vehicle per se, or even legal to take....
It looks damn cool!
And your foe will not expect you purifiers in it.
-"What tha he....???? What is that???"
*Deploys 10 grey knights from it.*
-"DAFUQ???!"
*Flies away.*
Arvus lighter. Transport your goods with style!
While it doesn't make sense, or is not a very prectical vehicle per se, or even legal to take....
It looks damn cool!
And your foe will not expect you purifiers in it.
-"What tha he....???? What is that???"
*Deploys 10 grey knights from it.*
-"DAFUQ???!"
*Flies away.*
Arvus lighter. Transport your goods with style!
Klomster- Adeptus Administratum
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Re: Purifiers Squad Transport
It's looks so Star Warsy! I love it!
Akoni- Justicar
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Re: Purifiers Squad Transport
The problem has been bothering me too - one of the few really good units in the codex is unusable because of it's transport options.
A ten man unit can have 4 incinerators and spit into two on deployment for a whopping four warp charges and two separate cleansing flames. In an edition where flamers and nova's are powerful we need to get this working.
- Landraider, an assault vehicle and an obvious choice but some big draw backs
1. Cost - about 540 points to get combo how you want it and then you consider adding a character.
2. A heavy slot - the Dreadknight is so good you don't want to drop one
- Stormraven
1. Starts in reserve so you miss a turn (at least) of shooting. You're also keeping warp charges you could be harnessing elsewhere off of the table.
2. Only four missiles - you have two good rounds of shooting with a Raven, not enough for the points.
3. Has to enter hover mode to utilise assault vehicle status
- Rhino / Razors
Paper thin but actually start sounding like reasonable options on the balance of things.
1. Not sure I would always charge my Purifiers - why not wait to get charged and overwatch your flamers instead....
2. Ten men can still combat squad for WC4 from a Rhino
3. 75 points for a Las variant Razor that adds some much needed range / anti tank / AP2 and the flamer unit to end all flamer units jumping out if anyone gets too close
4. So Vanilla and unbecoming of Grey Knights that my eyes burn with tears of the warp
- Drop Pod
1. We don't have any! The fastest, best armoured alpha strike army of the imperium don't do drops.
2. Can take a locator beacon as wargear. I could write a whole thread on this and how it interacts with Gate of Infinity, the key passage is deep strike or deep strike reserve I believe (this is from memory so bare with me if I'm slightly off):
- Marine locator beacon, deep strike (Draigo likes but GK's can't take)
- Blood Angel locator beacon, deep strike reserve (Draigo doesn't like but GK's can take from FA slot)
- Space Wolf, not got the codex - perhaps someone could inform... this may be the one
A single pod delivers all 4 warp charges on from T1 exactly where you want it with 4 incin's and 2 cleansing flames - your Dreadknights will be supporting as well as any T1 Terminators you have + if we can find the pod then Draigo will get a non scattering DS next to it on T2 - So what's the crack with Space Wolves!?
- Draigo and Gate of Infinity
1. Can only split and gain warp charges when disembarking so only WC2
2. Deepstike is unreliable without homers in place for a turn
I'm sure theres a list here for drop pod Purifiers and Draigo Gate action but need to know the ruling on Space Wolf locator beacons....
A ten man unit can have 4 incinerators and spit into two on deployment for a whopping four warp charges and two separate cleansing flames. In an edition where flamers and nova's are powerful we need to get this working.
- Landraider, an assault vehicle and an obvious choice but some big draw backs
1. Cost - about 540 points to get combo how you want it and then you consider adding a character.
2. A heavy slot - the Dreadknight is so good you don't want to drop one
- Stormraven
1. Starts in reserve so you miss a turn (at least) of shooting. You're also keeping warp charges you could be harnessing elsewhere off of the table.
2. Only four missiles - you have two good rounds of shooting with a Raven, not enough for the points.
3. Has to enter hover mode to utilise assault vehicle status
- Rhino / Razors
Paper thin but actually start sounding like reasonable options on the balance of things.
1. Not sure I would always charge my Purifiers - why not wait to get charged and overwatch your flamers instead....
2. Ten men can still combat squad for WC4 from a Rhino
3. 75 points for a Las variant Razor that adds some much needed range / anti tank / AP2 and the flamer unit to end all flamer units jumping out if anyone gets too close
4. So Vanilla and unbecoming of Grey Knights that my eyes burn with tears of the warp
- Drop Pod
1. We don't have any! The fastest, best armoured alpha strike army of the imperium don't do drops.
2. Can take a locator beacon as wargear. I could write a whole thread on this and how it interacts with Gate of Infinity, the key passage is deep strike or deep strike reserve I believe (this is from memory so bare with me if I'm slightly off):
- Marine locator beacon, deep strike (Draigo likes but GK's can't take)
- Blood Angel locator beacon, deep strike reserve (Draigo doesn't like but GK's can take from FA slot)
- Space Wolf, not got the codex - perhaps someone could inform... this may be the one
A single pod delivers all 4 warp charges on from T1 exactly where you want it with 4 incin's and 2 cleansing flames - your Dreadknights will be supporting as well as any T1 Terminators you have + if we can find the pod then Draigo will get a non scattering DS next to it on T2 - So what's the crack with Space Wolves!?
- Draigo and Gate of Infinity
1. Can only split and gain warp charges when disembarking so only WC2
2. Deepstike is unreliable without homers in place for a turn
I'm sure theres a list here for drop pod Purifiers and Draigo Gate action but need to know the ruling on Space Wolf locator beacons....
DOMIN4TRIX- Justicar
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Re: Purifiers Squad Transport
The fastest, best armoured alpha strike army of the imperium don't do drops.
Well these are the problems you get from using poncy purer than pure purifiers.
If you use proper Grey Knights everyone teleports, runs and then incinerates. They're pretty quick
In all seriousness, I would take either the raider or the raven but make sure they can multi-task- normally in long range, high strength firepower.
I think a lot of people misuse basic landraiders and get a bad impression of them. They're based on the concept of an infantry tank- it isn't intended to go charging after the front line, it's going to advance 6" per turn with the infantry and use the cannons to take on enemy armour at any range. The tank hits what the infantry can't hurt while providing cover and the infantry keep it safe from enemy infantry. It's an infantry tank that can double as an assault vehicle, not an IFV/APC.
The other versions with the short range weapons are forced to close quickly which make them predictable, close to melta weapons and often dead, but that's what they're designed for- shock. The standard raider is patient and methodical, not fast.
So basically the standard raider isn't what you need for dumping purifiers in the heart of the enemy.
Sai- Justicar
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