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Hi everyone! Now I haven't been able to take a look upon the codex myself.. just the rumours floating around at the internet.. but I know some guys have.. Could someone please clarify how the psyker battle squad works.. especially their 'Weaken Resolve', because this thing seems utterly broken in my eyes..
I'd like to know whether it counts as a ranged attack (ie. you can for instance shoot it from inside their chimera) or not (could you use it on models already engaged in CC) both ways unlocks new ways of abuse.. Also how long does it last..? Is it just a modifier when the enemy targeted have to take morale checks or also pinning (the guard have access to a lot of barrages and snipers to help enforce those test)? or does it change their Ld totally while they're under the spell.. If so I sense Callidus pwnage (poor nobbikers would then die instantly on 2+ to a template ignoring all but their 5+ invulnerable save).. Also does the squad count as one psyker as a while (ala Grey Knights) or are each and every individual a psyker itself (I sense assault 12 Animus Speculum ..). Finally is the leader of the squad counted for number of psykers aswell?
Either way there's just too many ways to abuse them.. So I hope the rumours aren't true or there's something like max -3 to it.. I love psykers and looked forward to being able to field a squad of them, however I wouldn't want to if everyone would be yelling 'cheeseee' and taking pictures every time I do so.. so yea..
Last edited by LastDinosaur; April 13th, 2009 at 16:04.
Yes, it is a very powerful unit, and I expect it to be on the same par as "Lash Prince".
Their first ability is rather straight forward, S# apD6 assault1 36". They enemy gets a cover save and you can use it like any other shooting attack (ie from inside a transport with firepoints).
The second ability is a -LD# assault1 36". The enemy would NOT get a cover save, and you can use it from inside a transport with firepoints (chimera). It lasts till the end of your turn (would have to say "game turn" for it to last through opponents turn as per BR, and like the other ability (and any shooting attack) you can not use it against units in melee (or if the unit is in melee).
As for combos, there is already talk of combining this with both a Callidus Assassin (a template that wounds on a 2+ and is ap1), and a Culexus Assassin (S5 ap1 assault11 12" at BS5).
Both require an Inq Lord (probably with 3 mystics or shooting at DS units).
Then there is the simple combination of Pinning weapons (ie Ordnance Barrage, Snipers) and even causing 25% shooting losses.
For Pinning weapons, you would have to hit the unit with the Psykers' first, because you take pinning checks right away.
But the cool thing about 25% losses, is that since they take the test at the end of the shooting phase, you can wait till near the end of your shooting to pick the units that took 25% losses and hit them with the Psykers
Regardless of how people use them, they're going to really mix things up and make IG a much strong army!
Thanks a lot for the quick and very thorough answer.. it was however not quite what I'd hoped for.. another lash.. great..
If I may ask a few more questions though?
I assume the ranges are measured from the leader? Is he a psyker (as you only say assault11 on the Animus that'd indicate 9 psykers close by)? if he's taken out is the squad rendered useless or what happens?
Also is it a 0-1 limit? and do you have to field a primaris psyker or something?
The leader of the squad is more like a comissar figure that executes d3 members of the squad for each Peril of the Warp occurrence. What I've gathered from the rumors (haven't had a chance to actually have the codex in hand) is that both psychic powers/shooting attacks are resolved as one model shooting, while the rest sorta contribute. No particular member is required to make this attack, so the only way to stop them from using their psychic powers is to kill all the psykers. 9 psykers is the max effect size since its a 10-man squad and the mentor doesn't count. So no strength 10 large blasts for instant killing Nob Bikerz.
No 0-1 limits on anything in the 'dex aside from Special Characters. Primaris Psyker isn't required to field Battle Psyker Squads, he's just an independant HQ character. Yes, the Psyker Squads can be VERY cheesy. Roll them around in a Chimera to give them a nice armored shield and have them either selectively demolish enemy leadership (forcing pinning, retreat, or neutralizing a Chaos Lash sorcerer by destroying his leadership value) or dropping large blasts with high strength and random AP values. Other fun combination would be pairing a Chimera full of psykers with one of Storm Troopers with the Special Ops rule that gives their first round of shooting the pinning attribute. Decent number of hellgun shots combined with their AP of 3 means they have great odds to inflict even one casualty, and then become pinned. Good way to blunt an enemy assault without having to worry about the unreliability of barrage weapons or including hobbits in your army.
Definitely a great tool for competitive play.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
The only way to rally play them is in a Chimera unless the game is quite small. But with Chimeras this cheap, I'll be dusting off all seven of mine!
Like Sokhar said, the leader is NOT a Psyker, but instead kills d3 psykers if your roll a Perils of the Warp. However, if the unit looses the leader, and then suffers a Perils of the Warp, ALL members of the squad take the test...
As for "who" does the actual shooting, it's any member of the squad (apart from the leader) that the player chooses.
Personally, I don't plan on using them with any =][= stuff, too expensive.
I plan on taking units of 7 (6 Psykers). 80pts, not to expensive, the blast wounds MEQ on a 2+, and -6 is enough to have good chance of causing a unit to fail their test.
Slap them in a chimera and you're good to go.
Last edited by BoxANT; April 13th, 2009 at 23:52.
My only concern with this unit is the amount of fearless troops in enemy armies
Most CSM and Tyranids will be fearless, so -6 Ld will have very limited use.
At least they can still use there nasty shooting to hurt them.
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
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'Dark Angel Green' Dark Elves in need of fluff
Psykers are great. Ld destruction or massive pie plate is all good. I am concerned by Ld9 though, it means psychic hoods and Runes of Warding can effectively shut them down. Good thing they're so cheap.
Psykers will destroy Nob Bikers and Fateweaver lists. Bring the Nobs to 10 models and they're running at the first tank shock with Ld2, hit Fateweaver once and he implodes.
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Yeah, believe it or not, the squad is versatile since they have a really nice shooting attack as well.
Assault 1, 36" range, AP d6, S=# of psykers. So half the time the pie plate drops it ignores power armor. 1/3 of the time it bypasses Feel No Pain.
Last edited by kevin vanrooyen; April 14th, 2009 at 19:37.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11