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Made in au
Boom! Leman Russ Commander





Brisbane, Australia

So, I've lately been thinking of a way to get rid of my extra weight strike squads. I settled on this

HQ
Crowe
- 150 points

Inquisitor – Xenos
- Rad, Psychotroke grenades
- Psyker – Divination
- Power armour
- 3x Servo skulls
- 102 points

Elites

Vindicare assassin
- 145 points

Techmarine
- Rad, Psychotroke Grenades
- Force Weapon
- 120 points

Troops

2x Purifiers
- 10 man
- 4x Psycannons
- 5x halberds
- MC hammer (KotF)
- 600 points

2x Razorbacks
- Psybolt Ammunition
- 100 points

Fast Attack

2x Storm Raven
- Psybolt Ammunition
- Hurricane bolters
- 510 points

Heavy Support

2x Dreadnoughts
- 2x TLAC
- Psybolt ammunition
- 270 points


It means I don't need 3 HQ slots and I get that extra flamer and plasma pistol if I need to overwatch.

This message was edited 1 time. Last update was at 2012/10/04 14:21:03


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Sorry, but hard to read. A row oriented description would be easier to digest.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Hurr! Ogryn Bone 'Ead!




For 2k points I think your going to have a very hard time with most armies simply because you have so few units. I'm guessing normaly you spilt the purifiers put hallf in Razerbacks and the other half in the Storm Ravens and you deploy the Dread, Meaning at most you have 5 units on the table at the beggining of the game that are light armor. Better hope you go first or your walking a long way and with your purifiers combat squaded down you will quickly lose effectiveness. As they are no harder to kill with guns than space marines.

With this style list I see you hoping for assault based armies but that won't always happen. Sure your going to destroy anything you assault with a large unit but thats only 2 units a turn.


 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

Drop the Vindicare for another small Purifier unit, change the Razorbacks to Rhinos so you have more options, and give the Ravens Multi-Meltas, and you will be all set.

Good list.

Read Bloghammer!

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Sorry, the Multi-meltas are the stock standard option for me, I forgot to include them because there's no time when you would take a heavy bolter.

Surely if I drop the vindicare I'll have much less reliable anti-tank?

This message was edited 1 time. Last update was at 2012/10/05 02:59:28


 
   
Made in ca
Judgemental Grey Knight Justicar





Ontario, Canada

Scipio Africanus wrote:

HQ
Crowe
- 150 points
kinda need him lol!

Inquisitor – Xenos
- Rad, Psychotroke grenades
- Psyker – Divination
- Power armour
- 3x Servo skulls
- 102 points
I'd drop rad nades, not really need with hammerhand and all that IMHO but you could keep them depending what armies you face. also I dont see the skulls helping that much so I'd drop them

Elites

Vindicare assassin
- 145 points
good, IMHO he's good help vs raiders and such

Techmarine
- Rad, Psychotroke Grenades
- Force Weapon
- 120 points
drop the rad nades to lower his price, he costs too much for a one wound model, and I say give him a halberd so incase of challenges/other combats he can usually get his attacks in

Troops

2x Purifiers
- 10 man
- 4x Psycannons
- 5x halberds
- MC hammer (KotF)
- 600 points
take the hammer off the KotF, challenges will hurt ALOT, give him a (non- MC) halberd, and maybe drop a cannon for an incin to throw with the psyback half and save pts

2x Razorbacks
- Psybolt Ammunition
- 100 points
good stuff, MAYBE get TL AC if you can but either or works IMHO

Fast Attack

2x Storm Raven
- Psybolt Ammunition
- Hurricane bolters
- 510 points
I dont like gunships but I'm starting to hear good things, lemme know how they work for you, also I hope the top gun is TL AC and front gun is TL MM!!

Heavy Support

2x Dreadnoughts
- 2x TLAC
- Psybolt ammunition
- 270 points
good stuff
/quote]

I have half a mind to kill you, and the other half agrees 
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Why would I be using Hammerhand with Purifiers?

I'll Give the Techmarine a Halberd, but I'm definitiely not going to accept challanges with a techmarine. You're spot on though - he's worth too much to throw into a fight.

Once he's used his grenades, he sits at the back and waits for it to be over.

I don't honestly think dropping rads would be that useful. I mean, if you can give me a situation outside of facing a tank where Cleansing flame will not be sufficient. (I suppose you could say 'terminators'), but if I'm facing terminators I'm staying the hell away.

Should I be putting the Thunderhammer on a different guy then? I mean, Sure, I'll take it off the Sergeant especially since he has the same statline as a normal purifier, but is leaving the squad without a Daemon hammer wise in this AP3 force weapon climate?


Automatically Appended Next Post:
Also, why should I be deploying the squads as combats? I don't see where people get this. I mean, sure, they'll be able to crunch less and hold less, but ten purifiers is still ten purifiers.

I have enough that I can deploy 6 choices in reserves while leaving the dreads, crowe, vindicare and razorbacks on field without too much danger. Surely deploying half my infantry as well is a bad idea?

This message was edited 1 time. Last update was at 2012/10/05 05:09:40


 
   
Made in us
Ravager






Okinawa, Japan

Scipio Africanus wrote:
Why would I be using Hammerhand with Purifiers?


TBH, I tend to use Hammerhand more than my Forceweapons. Purifiers murder in CC, especially decked out. I usually run 4 Halberds and 2 Hammers, had great success!

Also, why should I be deploying the squads as combats? I don't see where people get this. I mean, sure, they'll be able to crunch less and hold less, but ten purifiers is still ten purifiers.

I have enough that I can deploy 6 choices in reserves while leaving the dreads, crowe, vindicare and razorbacks on field without too much danger. Surely deploying half my infantry as well is a bad idea?


Running Purifiers as Combats is great because they're fearless. Allows you to cover more of the field, claim more objectives, and fire at more units than you normally would. Careful about VP though!

Solid list, imho. Though I'm retiscent to use Gunships(not sure if they're worth it just yet...), but I will probably proxy them as Rhinos in a few game and see how they work out =P Definitely keep the Vindecare, he's too useful to cut!

Dreadnaughts = WIN!

I don't know about the Techmarine. He's cool, and useful, but a huge investment for a) a W1 model, and b) he'll have a hard time being able to repair vehicles if he gets left in the dust. How did you plan to use him?

This message was edited 1 time. Last update was at 2012/10/05 05:18:30


That which is unknown and unseen always commands the greatest fear. - Culexus Temple, Officio Assassinorum
Circle Orboros 35 pts
*Shelved*1850 Pts
*Shelved* 1000 Pts  
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Grenade belt in place of a second inquisitor. He just sits in a squad to pop off rad and psychotrokes, and use his servo arms if attacking tanks.



Automatically Appended Next Post:
And as for the Gunships, I'm using them because I built my GK list on the rule that I could take stormravens

If I cut out what made my army so pointed in the first place, what's left for me to be?

This message was edited 2 times. Last update was at 2012/10/05 07:52:04


 
   
Made in au
Mighty Chosen Warrior of Chaos





Australia

Good list, I think people are exaggerating the need to make cuts. For example: Of course you would take rad grenades on both the Techmarine and Inquisitor, it would be crazy not to.
I love the Vindicare, but I think your list needs him less than most GK lists. With the melta on your Ravens, heavy armour isn't too much of a problem. That said, I'd still take him. He's a cool guy. He also synergizes well with the Bolster Defenses from the Techmarine.
Definitely put the Daemonhammers on a squad member instead of the KotF. It's an obvious choice in 6th. As you said, keep the hammers.

I would consider dropping the Hurricane Bolters on the Ravens if you're using them as transports. Then again, if you don't have somewhere else to put the points you free up, it isn't a big deal.
I'd also consider a power axe on the tech marine, just because it's slightly cheaper and he ends up with a lot of AP2 attacks. Not a big deal either way though.

Harry, I'm going to let you in on a little secret. Every day, once a day, give yourself a present. Don't plan it. Don't wait for it. Just let it happen. It could be a new shirt at the men's store, a catnap in your office chair, or two cups of good, hot black coffee.  
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

 Dunwich wrote:

I love the Vindicare, but I think your list needs him less than most GK lists. With the melta on your Ravens, heavy armour isn't too much of a problem. That said, I'd still take him. He's a cool guy. He also synergizes well with the Bolster Defenses from the Techmarine.

I would consider dropping the Hurricane Bolters on the Ravens if you're using them as transports. Then again, if you don't have somewhere else to put the points you free up, it isn't a big deal.
I'd also consider a power axe on the tech marine, just because it's slightly cheaper and he ends up with a lot of AP2 attacks. Not a big deal either way though.


That was the thinking. Stick him behind a tree and suddenly he has a 2+ coversave.

What would you suggest I remove hurricane bolters for? Bearing in mind they can tear through light armour at S5 and they will deal out a bit of damage to infantry. (But, it's 60 points, if it can go elsewhere, I'll put it elsewhere.)

Can he take a power axe though? Why not a daemon hammer so then he can at least activate force weapons?

 
   
Made in au
Mighty Chosen Warrior of Chaos





Australia

The Dreads also make a great candidate for sitting in bolstered ruins.

My thinking behind removing the hurricane bolters is you're using them as transports, so as soon as they deliver their cargo, they are likely to get shot out of the sky. So you're paying for an (expensive) upgrade you might not get to use much. If you find they're staying alive and the bolters are being effective, by all means keep them.

The techmarine starts with a "power weapon" and the model itself comes with a power axe. It'd rather have the techmarine casting hammerhand than activating his force weapon, although doing either is risky on a 1wound model. Power axe is just the cheaper option. The DH is superior in every way, but you could also be spending those points on blind grenades and melta bombs or empyrean brain mines or even more servo skulls. Just some options for you, although I'm inclined to agree that DH would be best.

edit: the tech marine http://i.imgur.com/mXqKt.jpg
He's not in the GK section of the GW website, you have to look in the SM section.

This message was edited 1 time. Last update was at 2012/10/06 00:46:04


Harry, I'm going to let you in on a little secret. Every day, once a day, give yourself a present. Don't plan it. Don't wait for it. Just let it happen. It could be a new shirt at the men's store, a catnap in your office chair, or two cups of good, hot black coffee.  
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

I know, I have used space marines for longer than GK...

Anyway, you make a good point.

I'll try running without hurricane bolters, and it isn't really a big deal if I decide I like them anyway, I mean, they're magnetized.

 
   
 
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