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Re: Purgation Squad
Posted: Thu 16 Jan, 2014 4:51 am
by Tex
Yeah like I said, I still need to put in some more time before final judgement, but I think you've pretty much got it there Cael. They draw so much agro because they truly need to be frontline to do their work, and also their damage drop-off really hinders their use against shooty blob play from T2 onward.
Re: Purgation Squad
Posted: Thu 16 Jan, 2014 8:33 am
by appiah4
2x Purgation with Incinirators (?) tend to really mess up my T1/T2 SM and Ork gameplay..
Re: Purgation Squad
Posted: Thu 16 Jan, 2014 9:20 am
by Torpid
Just go 2x ASM as TM or melee upgrades + ASM as apo/fc. Melee upgrades on WB/Knob alongside stormboyz or stormboyz+painboy+battery pack on mek? Very easy to counter compared to GKI vs SM and triple IST + purgs + wargear on BC vs orks.
Re: Purgation Squad
Posted: Thu 16 Jan, 2014 11:37 pm
by Forestradio
appiah4 wrote:2x Purgation with Incinirators (?) tend to really mess up my T1/T2 SM and Ork gameplay..
Both devastators and ASM hard counter purgation, not sure what the problem is?
If orks, just get painboy and angry bits, then laugh.
Re: Purgation Squad
Posted: Fri 17 Jan, 2014 12:46 am
by Lag
"Just invest something that costs power into countering something that kills all of your power if you fail in shooing off once". Theorycrafting at it's best.
Re: Purgation Squad
Posted: Fri 17 Jan, 2014 3:01 pm
by Forestradio
Lag wrote:"Just invest something that costs power into countering something that kills all of your power if you fail in shooing off once". Theorycrafting at it's best.
angry bits costs 20 power, so you should have this wargear long before any fourth GK squad hits the field.
It makes kiting the boss impossible with stormtroopers, because with the damage buff it gives after charging he kills a model with every hit.
And you should have to spend power to counter a 300/30 squad, right?