Civviewarrior20 wrote:Solis Luna Astrum wrote:No anti air? Even needing 6's to hit my purgation squad shreds flyers. Psifleman Dreads can knock hull points off also, being twin linked and S8.
No actual efficient
AA. Like I said, I would not rather have to rely on the "bucket of dice and hope" method.
Ohhh 24" Purge squads....If the 4 Psycannons stand still 16 shots...that's (on average) 2/3 hits, needing 5's to glance armour 12, throw in a jink save (or the 4+ from Astral Aim if you are using it)...and this is all dependant on your opponent being nice enough to fly into your 24" bubble and not just pick you off from range. Not to mention the fact that there are much more deserving units vying for
HS slots.
Psyriflemen while effective still suffer from being an inefficient use of their abilities. Yes you have the re-roll, but while you fill the sky with lead praying you'll hit something, other models on your opponents army (which would be a lot easier to hit and effect) are going unpunished.
Fact is, if you are using non-
AA units to try and bring down fliers, you either have nothing else to shot at it (in which case you are in the wrong position and should be moving to be more effective on the battlefield) or your out of options and his fliers are destroying you and you have nothing else you can throw at them.
Comparison time: Purge Squad versus
SM Dev Squad. Give the
Dev squad
ML with Flakk. The
Dev squad is 10 points cheaper, has double the range and an extra point of
Str (8). Oh and will be hitting on 3's.
Wow, so much wrong here. First, a 24" range weapon has a 48" bubble, not a 24" inch one. Place a Purgation Squad at the front center of your deployment zone and it covers quite a lot of the board surface and if you opponent does not fly into it you have limited his flyers to the board edges, negating much of their effectiveness.
Next, Missile Launchers are Heavy weapons and can only be fired at
BS if they do not move. Move Devastators and they're hitting on 6's with only 4 shots. A moving Purgation Squad gets 8 shots hitting on 6's. Who's more effective when moving? Sure
MLs get to fire Flakk Missiles at BS3 but it's only 4 shots, that's 3 hits on average. A Purgation Squad throws 16 dice with an average of 3 hits (2.66 hits rounded up). However with only throwing four dice a Devestator Squad has a much greater chance of wiffing on a bad roll, and a great roll can only get you four hits. throwing 16 dice greatly reduces the likelyhood of a bad roll and it's really hard to roll less than two 6's with 16 dice. On the other hand rolling four or five 6's is not uncommon with 16 dice.
Flakk missiles are S7 not S8. Psycannons have rending but that doesn't really matter since S7 and an Armour Pen roll of 6 equalls 13 and as far as I know there are no AV13 flyers.
A Grey Knights list with a Storm Raven and a Purgation Squad in it has nothing to fear from flyers.
On a 4X6 board a Purgation Squad placed as mentioned above covers all of the area inside the red circle.