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Made in gb
Decrepit Dakkanaut




It's use is to kill hordes, which often come with a 5+ or worse save. Given you can CS one purifier into two, if both make it to combat that is two instances of it going off, enough to have a fair shot of killing a PK Nob, a commiisar in a blob squad, and similar.
   
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Mekboy Hammerin' Somethin'





To the above, if 2 Cleansing flames go off:

(Assuming it is a squad of 30 orks)

60 Cleansing flame hits, 30 wounds, 25 Orks die, then attacks strike, in that case, odds are that the GK squad will beat the rest of the squad down in CC, where they will be striking first.

Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.

Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
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Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.


 
   
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Decrepit Dakkanaut




And a (1/2x1/2x5/6=) 5/42 chance of the PK nob getting it - with that many wounds, and especially if the ork player has done the usual trick of placing a wound on the nob earlier to save a boy.
   
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Longtime Dakkanaut





Gothenburg

There is absolutely nothing in there that restricts it to one turn. nothing.

Once per game turn yes, not once per player turn. The GK can only cast one psychic power per game turn.

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Made in gb
Ultramarine Chaplain with Hate to Spare





Yes 10 Purifiers split into 2 combat squads will beat down 30 Ork boyz if they charge and most likely without taking a casualty. They'll do much the same to 30 Hormagaunts (depending on whether they've got falchions or Halberds).

It is why so many list for the new GKs include purifiers and why Crowe isn't an IC (otherwise that would be broken as hell).

Guess what they've still got next to no melta certainly not in troops choices (unless you take another special character and totally change how the army looks) and they still lack cheap AT (Psyfleman Dread is the best option). And they will still be out numbered by everyone.

This power helps them against hordes but just like the DE codex they are not going to be top tier straight off the press and will require intelegence to use but will give opponents new challenges and new threats to deal with. Interestingly DE have got a great peice of kit for dealing with GK as the CoM will effect every unit in a GK army and instantly kill any GK vehicles...

People need to stop overreacting to new codexes.

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Decrepit Dakkanaut




Pyriel- wrote:
There is absolutely nothing in there that restricts it to one turn. nothing.

Once per game turn yes, not once per player turn. The GK can only cast one psychic power per game turn.


No, sorry, thats just wrong.

Turn == player turn unless otherwise specified. The rules for psykers in general (page 50) and for Brotherhood of Psykers (page 21, GK codex) States "one psychic power per turn"

So, tht would be two player Game turn then.
   
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Phalanx

I thought I read that the squad powers are used through the Justicar. If combat squaded, could the squad without the Justicar in it still use the ability?

I only got a brief look at the full codex so I'm not really sure.

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Fixture of Dakka





That's only if he's in the squad. If not it's a random guy.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Phalanx

Oh OK. He must just grant a higher leadership for test then. Thanks for clarification.

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Son 0f Dorn wrote:Oh OK. He must just grant a higher leadership for test then. Thanks for clarification.


Nope they're all Leadership 9, The Knight of the Flame as an identical statline to a normal dude.

This message was edited 1 time. Last update was at 2011/03/24 16:42:13


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Phalanx

So its for fluff purposes then?

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Son 0f Dorn wrote:So its for fluff purposes then?


they can master craft weapons that they carry

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Phalanx

So you have Justicars in squads because they can make the squads weapons mastercrafted? Without that, I don't really see a purpose (outside of fluff).

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Rynn's World

Is it not just Master crafting 1 or both of his ( the Justicar ) weapons ?

: 3000+
: 2000+
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Hardened Veteran Guardsman






Lost in the Warp

Justicars can only make their own weapons master crafted not all of the squads. Only paladins can all have mastercrafted.

This message was edited 2 times. Last update was at 2011/03/24 18:00:08


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Son 0f Dorn wrote:So you have Justicars in squads because they can make the squads weapons mastercrafted? Without that, I don't really see a purpose (outside of fluff).


pretty much, and IIRC the judicar is the first one to go down from perils of the warp if it happens, so it is slightly more dangerous to give the judi a master crafted psycannon or whatever.

"normal" judicars have 2 attacks, so they are better, but purifier and other 2 attack squads have nothing special on their sarges.

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Valdosta, Georgia

Cleansing Flame states that it happen during your turn and your opponent's turn assualt phase. Plus it does states anything about being in B2B.

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Phalanx

Grundz wrote:
Son 0f Dorn wrote:So you have Justicars in squads because they can make the squads weapons mastercrafted? Without that, I don't really see a purpose (outside of fluff).


pretty much, and IIRC the judicar is the first one to go down from perils of the warp if it happens, so it is slightly more dangerous to give the judi a master crafted psycannon or whatever.

"normal" judicars have 2 attacks, so they are better, but purifier and other 2 attack squads have nothing special on their sarges.


I just would have thought there would have been a drawback to CS'ing the purifiers because of him, but it seems that may be the best way to go against hordes.

"The one hand: a Fist. The other hand: held out to your brother."

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Mekboy Hammerin' Somethin'





Right now, i'm considering just burying the GKs in a lot of dice, rather than getting up in their face and eating flames.

And I mean more dice than usual with that warding staff.

Looks like its time to invest in more shoota boyz and d6s.
   
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Fixture of Dakka





That's a refreshing viewpoint.

Not many problems Orks can't solve by throwing more Orks at it.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Yep, Purifiers are broken.
   
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Sneaky Kommando





London

It is BOTH players turns.....

It affects ALL in the ASSAULT.........

This means if you have multiple enemies its just the ONE psychic test for them all!!!

Combat squad and have them near each other, gives you double the chance to inflict pain, with a possible double effect!
   
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Thinking of Joining a Davinite Loge





Somewhere in the dark...

The codex says you can cast it during the assault phase in EITHER player's turn.

I take this to mean that once per game turn, you can use it in assault once. Either when you assault or when you are assaulted. You could, therefore, attack first and then use cleansing flame or the other way around.

All depends on who gets the charge, who has the highest initiative and what models are in a squad.



 
   
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Zealous Sin-Eater



Chico, CA

gpfunk wrote:Right now, i'm considering just burying the GKs in a lot of dice, rather than getting up in their face and eating flames.

And I mean more dice than usual with that warding staff.

Looks like its time to invest in more shoota boyz and d6s.


No, it takes the EXACT same amount of fire power to drop a PAGK as a PASM. Warding Staff is only CC.

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Florida

This will hurt bad if there is a multi-assault done by the purifiers.

Moral of the story: Shoot them

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Decrepit Dakkanaut




ColdSadHungry wrote:The codex says you can cast it during the assault phase in EITHER player's turn.

I take this to mean that once per game turn, you can use it in assault once. Either when you assault or when you are assaulted. You could, therefore, attack first and then use cleansing flame or the other way around.

All depends on who gets the charge, who has the highest initiative and what models are in a squad.


No, you can use it in either turn. "Either" meaning 0, 1 or both turn
   
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Huge Bone Giant





Oakland, CA -- U.S.A.

nosferatu1001 wrote:No, you can use it in either turn. "Either" meaning 0, 1 or both turn
So choosing either side means you can be on both sides?

Editing to add:
Or perhaps more relevant to the game, if I can choose either option for a unit can I take both?

This message was edited 2 times. Last update was at 2011/03/25 03:14:21


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Horrific Howling Banshee




It's Either turn as opposed to your turn, or your opponents turn referring to the fact you can do it in 'either' players turn. It's not an exclusive statement that it has to be one turn or the other. As with all rules you have to read the whole rule to get the context not pull out a single word and try to alter it's meaning to fit a different way.

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Sneaky Kommando





London

kirsanth wrote:
nosferatu1001 wrote:No, you can use it in either turn. "Either" meaning 0, 1 or both turn
So choosing either side means you can be on both sides?

Editing to add:
Or perhaps more relevant to the game, if I can choose either option for a unit can I take both?


Now thats true, I was thinking this can be used in both players turns ie twice in a game turn......

But not now.
Definition of "Either" is....

1. used before the first of two (or occasionally more ) given alternatives (the other being introduced by ‘or’):

"Either I accompany you to your room or I wait here"
"Available in either black or white"


We say "either / or" not "Either and", if we wanted to mean "Either and" we would say "Both"
"Either I accompany you to your room and I wait here"
"Available in either black and white"
These two statements now do not make sense.

Cleansing Flame can be used in "either players turn" hence once per game turn.

   
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Huge Bone Giant





Oakland, CA -- U.S.A.

Aramoro wrote:It's Either turn as opposed to your turn, or your opponents turn referring to the fact you can do it in 'either' players turn. It's not an exclusive statement that it has to be one turn or the other. As with all rules you have to read the whole rule to get the context not pull out a single word and try to alter it's meaning to fit a different way.
So they meant to write "once per turn" instead, like the other rules that can be used in each player's turn?

/shrug

Editing to add:

That is indeed how I read it, f74.

This message was edited 1 time. Last update was at 2011/03/25 10:14:29


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