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Purgation Squads


Jegind

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So, is anyone using these? I barely read anything about them.

 

Im thinking about reying out a psilencer squad with 4x psilencers, and use Astral Aim. No idea how effective it will be, but it sounds fun (if you ask me)

 

If anyone have any expirence using Purgation squads, feel free to share :D

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hvy weapons cost too much for the effect they have on the field. if you want hvy fire power you would be taking something else, if you want to take infantry, then strikes are better as a cheap option and paladin as the more elite one.They sit on the  same shelf as purifires, right now.

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I'm using a 5 man squad with 4 Psilencers as a backfield objective camper. So far they have worked well. They are reasonably durable with a 2+ (in cover) and have enough shots to make charging them more of a gamble than charging a 5 man squad should be. For only 8 points more than a bare bones Strike Squad I think they're well worth it. I have a tournament at Element Games coming up in October, I'll see how they fare there. Edited by Holier Than Thou
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24" range isn't really long enough.

 

Purgators with psilencers sound good.

 

But when you realise that your strikes are going to always be in rapid fire range, the only small thing Purgators have going for them evaporates.

 

Plus you lose objective secured and a unit that could have unlocked a battalion for extra cp.

 

If GK actually had other heavy slot units we take (no one takes heavy ndk, and most usually take the raven over the raider) then you might squeeze one in to fill that heavy detachment.

 

But we don't.

 

And no one is taking 3 purgators.

 

So just take strikes, and play to rapid fire.

 

Mobility is also far better than being forced to be stationary. Or hit on 4's...

 

Edit. Also Overwatch is always in rapid fire range. Purgators get 8 extra shots on overwatch over strikes.

 

Take the extra CP. It will serve you better.

Edited by Gentlemanloser
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24" range isn't really long enough.

Purgators with psilencers sound good.

But when you realise that your strikes are going to always be in rapid fire range, the only small thing Purgators have going for them evaporates.

Plus you lose objective secured and a unit that could have unlocked a battalion for extra cp.

If GK actually had other heavy slot units we take (no one takes heavy ndk, and most usually take the raven over the raider) then you might squeeze one in to fill that heavy detachment.

But we don't.

And no one is taking 3 purgators.

So just take strikes, and play to rapid fire.

Mobility is also far better than being forced to be stationary. Or hit on 4's...

Edit. Also Overwatch is always in rapid fire range. Purgators get 8 extra shots on overwatch over strikes.

Take the extra CP. It will serve you better.

Like I said, they are sat in the backfield. There's not always a target within rapid fire range but there usually is something within 24". Plus, 24 of my shots do d3 damage when they get through.

 

So more often than not, I'm getting 24 shots at d3 damage and 2 at 1 damage as opposed to 10 shots at 1 damage. If someone does choose to charge them, most of the shots that get through can potentially kill a multi-wound model. They are definitely a deterrant.

 

I've tried a Battalion detachment with 3 minimum sized Strike Squads and wasn't happy with them.

 

At the end of the day, I'm not the kind of person that just ruthlessly takes the current power list, I build a list I like that is also reasonably competitive and quite often take opponents by surprise because they are facing something they weren't expecting to see.

 

Edit: That last paragraph possibly comes across a bit snarky, it's not intended to. I only mean that, sometimes having the most obvious list actually puts you at a disadvantage because people have experienced it and know how to get round it.

Edited by Holier Than Thou
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Here I saw only 10 men PAGK and everyone is happy about them. Maybe 3x5 PAGK are not enough. They die easy and do not offer enough damage output. 10 people (also divided in 2x5 squads thank to combat squad for the extra mortal damage) are really better than 5.

 

About purgation squad they are nice but no more. I agree with gentlemanloser analysis. 

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I've been using them for cheap backfield drops, they're only marginally more expensive than a Strike squad (113 for 5 with 4 psilencer, 105 for a Strike squad). I was initially skeptical and had a bad first game with them. My two subsequent games they have performed quite admirably at chewing up enemy infantry of all kinds.

 

The big weakness GK can have is a lack of on-table presence. Our alpha strike potential is huge, but at best its only half our units. As such, you need cheap stuff to deny Deepstrike in your backline so you don't get flanked. I routinely measure 9" bubbles around my units and zone out my DZ now. 

 

As an example of a clutch play, I had all my Strikes stabbing Terminators to death, but then my opponent had Cultists and CSM lurking on table corners capping objectives. I 'Gated' one Purgator squad into a perfect flank, activated 'Astral Aim' to shoot through the wall and mowed down half the traitor Marines. He then chose to disengage, but due to my positioning couldn't Advance them out of weapon range, so I ended up cleaning them out. The turn thereafter, he used his respawn Strat to bring Cultists onto my table edge to cap an objective. I 'Gated' my other Purgator squad into a nice sniping position on them, and even on 4's to hit, they wiped out the entire squad after a bit of storm bolter from a nearby Strike squad whittled them down. 

 

I think the optimum number of Strikes is probably 20 at most. If you want cheap backfield infantry to bring anti-infantry dakka and board denial, bring Purgators. If you're lucky enough to get them stationary on an enemy unit with 24", pop 'Psychic Onslaught' and bring the pain. Most of the time though, you're hitting on 4's due to teleporting or moving, so focus on weaker enemy infantry. 

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Twin AC Razorbacks are cheaper for on board presence.

 

Plus you can 'cheese' deployment with embarked units.

 

Downsides are no psychic power and doesn't help unlock cp.

 

RD if you're gating purgators you might just as well have another strike squad. You're moving into rapid fire range and still hitting on 3's. Plus you'd still have a hard hitting unit to charge with.

Edited by Gentlemanloser
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They only fire twelve shots and don't really synergise with the rest of the army at all. I'm probably going to sell my Razorbacks, Marine players want them more.

 

You can, but I prefer spreading out what units I do have to deny alpha striking. I find transports are generally unnecessary for GK, we're either already in the enemy's face or deployed in support. My ranged units rarely move, and my melee units are all Teleport Striking. 

 

The D3 damage helps more against Primaris (which are quite common locally) and I feel like sitting Strikes in your backfield is a waste of their capability. Whereas with Purgators, it actually makes a lot more sense.

 

I'm still playing mostly 2k games locally, but many people would like to do 3k once we've built up enough (2k definitely feels quite baseline for many armies). In that context, I'd rather have 3x Purgator squads for unlocking Brigade detachment. Same reason I'm assembling 15x Interceptors. Even in smaller games, Purgators feel quite useful. They don't have to be 12" from the enemy to be maximal firepower, 24" is fine and 'Astral Aim' is quite nice for denying cover bonus and removing Line of Sight restrictions.

 

Same results I've had with Venerable Dreads kitted out with las and missile. They probably are not as good as Paladins, but so far having a strong anti-tank ranged option has proven quite useful (I've been able to snipe enemy tanks quite well).

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