Playing Purgation**
Many people believe purgation are a weak unit but they are truly a great unit it just comes down to play style.
Generally there are 3 other units in which to consider when it comes to thinking about fielding purgation.
- strikes
- interceptors
- purifiers
If you run them down the stand out features of each unit are...
strikes- warpquake, deepstrike
interceptors- warpquake, deepstrike, shunt/ jump troops
purifiers- cleansing flame, cheap halberds and hammers, free incinerators, +1 A, Fearless
purgation- astral aim, cheap halberds and hammers, free incinerators, teleport homer
So after having breaken these units down you see that strikes- interceptors and purifiers- purgation.
So really compare purgation and purifiers and what they bring to the table. Purifiers bring assault and purgation bring increased fire power.
When playing each unit I find it best to make both squads 10 man units and combat squad them. 1 half primarily shooting based, the other half close combat based.
Ex. 10 Purifiers, 2 psycannons 4 halberds 1 hammer 1 sword 2 incinerators for 273 in a rhino for 313.
This makes for a great 10 man unit which breaks down into 2 5 man squads. Generally I like to get 1 squad with 2 psycannons 1 incinerator 1 halberd and sword, 1 squad with 3 halberds 1 incinerator and 1 hammer.
Each unit has their perks in that of how they play out but most importantly both units get incinerators. Incinerators have been proving to be great editions to grey knight armies in my trials and even against other sm when you add on the wound count they're bound to fail a few 3+ so vs plasma I find them to actually be better because incinerators are useful in so many situations to flaming multiple units/vehicles. The psycannon squad is great for handing down supporting fire down range and in the case you need both squads in the fray they each have flamers, and each have cleansing flame allowing for serious close combat superiority. I just played out a great game today with Brothererekose to which he had killed a purifier unit down to 1 guy, to which my guy proceeded to flame his 10 man unit, get stuck in after 2-3 turns break the squad on his turn, flame them on mine and wipe the whole squad in the following combat. It was truly hilarious and Aww dropping and their were moments back and forth making for a great game, but not to get side tracked... incinerators are very good. and purifiers with cleansing flame make for great units.
Next on would be that of 10 man Purgation unit to which
Ex. 10 Pugrations, 2 psycannons, 2 incinerators, 4 force halberds 1 hammer and 1 sword alongside using a teleport homer make for a great squad at 302pts makes for a great unit.
Something about going 1 squad 2 psycannons 1 incinerator 1 halberd and sword, 3 halberds 1 hammer 1 incinerator once again, really seems to work for this unit as well. The difference in this play style is that the psycannons in support can do that which the other psycannons couldn't. hide behind a piece of terrain and become an absolute monster unit blowing up vehicles within 24" range with psycannons without taking return fire. While that happens you can keep the purgation squad with hlaberds and hammers outside the rhino and use the rhino as a screen to which they can shoot all of their shots without needing line of sight and enable units from reservers to come wihthin 6" wihtout deepstrike scatter. Astral aim is great for taking out stragglers that are trying to benefit from being out of
LOS. taking out loota sqad members that you would never be able to see is a huge benefit.
So that's what I have to say on puriifers on purgaiton. Just a little something I've found and taken up on both of them