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Made in be
Monstrous Master Moulder






Just a quick question: why not consider psilencers?

You can technically slap all of them into a single combat squad with 4 psilencers to put the hurt on multi-wound infantry/cavalry/beasts. With that number of shots, you might even make heavier monsterous creatures break a sweat
Made in be
Monstrous Master Moulder






Are they though? 2 incinerators is great if you can get really close... But with the changes to template weapons only being able to kill models within their range, they did take a bit of a hit.... They are still really good for purifiers, but I would prefer those weapons on interceptors.

People keep saying psilencers are very situational, but they are pretty good vs lightly armoured hordes (plenty of those around) and multi-wound units such as TWC (especially with TH/SS, they'll be a hard counter to most of our termies), summoned doggies, tau battlesuits (not riptides, that's just hopeing for the best if you shoot them), IG heavy weapon teams,...

I would say the psycannon is way worse than psilencers ever could be on PAGK. First thing people think about when they see psilencer, is shooting big, high T, high save MCs. But that would be about as dumb as shooting missile launchers at land raiders. Just don't do that...
Made in be
Monstrous Master Moulder






No, but you can put 10 in a drop pod and combat squad them from that point on.

So you'd get 4 dice out of 1 unit and the ability to cast it twice out of a 10 man squad with 1 droppod.
Made in be
Monstrous Master Moulder






That's one of the reasons why I'm considering psilencers in that. Combat squatting them so 4 are in a single unit, they still have a healthy 24" range along with 24 shots (good against anything really), along with a possible force on it... and you won't be cramped for space as much.

Template range is a huge factor that prevents spamming incinerators from being too viable. I'm just not a fan on the salvo psycannon, although 4 of them in a combat squad could work on turn 2.
Made in be
Monstrous Master Moulder






It's exactly that reason why I think combat squatting 4 psilencers in one unit isn't necesarily a bad thing.

First off, like you already pointed out... getting full use out of ALL those 4 incinerators would be very hard under 7th edition rules. The range of the template screws them over. Extra casualties from your cleansing flames won't help there either, like TompiQ pointed out.

Secondly, it's very unlikely that you can keep casting 4 cleansing flames every single turn. Aiming to cast 3 reliably is probably a better bet, especially with dice not being as endless a resource as they once were.

Thirdly, losing AP3 attacks isn't as much of an issue if you split them so that there's a more dedicated CC squad and a more dedicated "shooty" squad afterwards. I think that may just be efficient. The alpha strike capacity of a psilencer is considerably less, but you can play them a lot more conservatively than just tossing everything withing 1-3" of your enemy.

I've not tested it out yet, but I think you'll be able to get more out of a "pseudo purgation" squad that way.
Made in be
Monstrous Master Moulder






When you combat squad, you can split up a unit of 10 man into 5 man units. You decide what models go where before the game starts. It doesn't say anywhere that the special weapons have to be split evenly.

"You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord Traits."

Seeing how purifiers are 2 specials per 5 man, you can just decide to slap all 4 of them into a single squad, and let the other run off freely to do as they please. That's how we've always been playing it at least, are we missing something?
Made in be
Monstrous Master Moulder






 troa wrote:


Nope, you are absolutely correct. I could have swore that it capped at 2 specials(you know, to not make purgation squads pointless). Double checked the rules and you're absolutely right about the numbers, that was my bad. And combat squadding is entirely up to you, my confusion came from my mis-remembering of the rules. I learn something new every day on these forums!


Hehe, you are welcome. You can have some fun stuff with combat squads. Especially with heavy weapons. It gets really close to "split fire" that way. You double up on your WC generation and you can get some funky small units, like interceptors with 2 incinerators in one unit, while the other runs off with a combination of hammers and halberds to put the beat down on enemy armor for instance.
 
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