Hey all. So like I mentioned yesterday, after a lot of playtesting, there are some things I want to experiment with in my Purifier list. Yesterday I made a list of the particular units I thought preformed well, and those that didn't. Today, before I get to the list, I'd like to talk about some tactical limitations in the old list and how I want to address them.
|You aren't going anywhere.|
First, the list was constructed with only 4 scoring units. That's on the low side for a 5th Edition 2k list. Additionally, the scoring units were all large units of Purifiers. Those are designed to push to the midfield, or enemy backfield, aggressively. They were not good at sitting back on my backfield objectives. It's a lot of points to invest in a large Purifier unit to sit back on an objective contributing nothing offensively. And if you DO hold one back, the offense of units pushing forward was drastically weakened. To sum up, it wasn't enough scoring units and it wasn't the proper construction of scoring units. I won most of the games I played, but against top opponents with top lists, like I will face at NOVA, I would get punished.
Second, the large units of Purifiers were run in an 8 man configuration. I liked the large units of Fearless units pushing to the midfield/backline objectives. Though just T4/3+ bodies, being Fearless, good at shooting and good at CC made them very tough to shift. But there were times it was very close. Like 1 or 2 guys left sitting on an objective close. I'd feel much more comfortable in their resiliency (and combat ability) to buff them to 10 man units. I don't care what anyone says, 10 is not overkill. If they had WS 5, 8 might be enough. But put them against gritty opposing Troops units like Plague Marines or Grey Hunters and you'll see that even 10 Purifiers isn't overkill.
So how do I reconcile these two ideas? Well, since I want to cut the VenMelta Dreads, I have some points to play with. Here is what I came up with for the 2.0 version of the list and my rationale...
3x10 Purifiers w/ 2x Hammer, 2x Psycannon, 6x Halberd, Psybolt Ammo in Rhino with Dozer Blade
[So this is my offensive core. These units push to the midfield or enemy backlines as the situation merits. They can outshoot nearly anyone with 8 Str5 Stormbolters and 2 Psycannons. 6 Halberds and 2 Hammers makes them a legit combat threat to anyone who isn't a TH/SS Terminator or Incubus. They are a lot of points per unit, and far from the MSU concept, but they are just damn efficient. There isn't much you can't ask them to do and have them do it well.]
2x5 Purifiers w/ 2x Psycannons, 3x Halberds in Razorback with Psybolt Ammo and Dozer Blade
[These are my objective sitters. They can shoot pretty well at anything closer than 36". Anything pushing towards my backlines will be shot at, pretty roughly. These guys fill a pretty good tactical role, in that they aren't ultra expensive, are good at baby sitting my home objectives, and most of all: they protect my Psyflemen. Losing the melta-dreads mean more heat will be coming at the Psyflemen, so these units will have a bit more synergy. The 1.0 version of the army felt like two separate forces: one that pushed forward and one that stood static and shot. These two squads should do a good job of blending it into a cohesive force that has some synergy.]
So I lose two Melta Dreads. I gain an extra scoring unit, and I make the scoring units I have a bit more specialized at their battlefield roles. I should get some test games in this weekend, and I'm definitely nervous about the lack of AP1, so we'll see how it goes.
Thoughts on the list?