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Was wondering if there was any particular good tactica written for this new unit yet? Search didn't turn up anything useful (my search-fu is weak though).
I wouldnt rely on tacticas if I were you, you should only pay attention to those that dont involve bias which filters 95% of them out.
People have a tendency of writting 10 pages about every unit in the codex, and what they think of them and then call it "tactica". I dont know what about you but instead of reading those 10 pages about what that person thinks of a particular unit, I would much rather just open the codex.
Anyway, even though there are very few good tacticas nowadays dont give up searching. If I remember correctly Cheradine has a pretty good one in the tactica section, maybe a few more by other people.
Every Tactica has bias because every person has bias.
Best use of a PBS is sitting in a Chimera zapping or spooking people.
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Spooking needs something to work in conjunction with them though, anything other than obvious things like Barrages, Snipers, and Tank Shocks to force rolls on the modified LD?
i've been debating dropping a couple squads for a couple squads of PBS to my list so i'll muse a little here. though i'm doing this purely from a Weaken Resolve perspective.
first, tank shocks wouldn't work as they occur in the movement phase and weaken resolve isn't used until the shooting phase so their test wouldn't have the penalty at that time.
i plan on fielding my PBS's on foot, so someone else can cover advice with using a chimera. (in order to keep with my all-infantry theme and avoid the silhouette of a couple lone tanks amongst a bunch of footsloggers)
anyways, with their 36" range and being able to fire from any member of the squad, the best plan here is to hide them all around the corner of a ruin out of sight, and expose only one to have los towards your intended target, basically you're trying to minimize how many other enemy units can see that one exposed psyker. with their 36" range, they can safely sit in your backfield most always and just pick off enemy units trying to get across the middle.
also, it's best to save your PBS's casting until after you've already caused enough casualties on your target units to force a leadership check, even better if you can get those units to below 50%, which should be a goal as it'll prevent them from regrouping (exempting space marines).
this way, when you do fire the PBS, you'll know which squads are ready to run away.
it's also advisable to try to hold your pinning weapons near the end of your shooting phase, after the PBS fires, as an 'in case' for if you failed to cause any morale checks, pinning a 'weaken resolve'd enemy unit in place to at least keep them stunned.
lastly, when you do take a casualty in the enemy's shooting phase, the first casualty you take should always remove that one exposed psyker, and hopefully thus remove any and all los the enemy had at that PBS. limiting them to only be able to hit you with one unit each of their turns, in addition to that 36" range buffer to help cut down on small arms fire being even being within range to shoot. afterwards on your next turn, simply move another psyker into position and resume casting.
you could technically tie it into charges during the assault phase, but keep in mind, you'll still have to inflict more casualties than sustained to win combat and force that morale check, and that's not that easy of a feat against most opponents you'll come across... but, i don't know anything about that, so i'll leave that for someone else as well.
anyways, all i got for now.
As for the chimera the uses and target priorities are all the same as the ones Certs stated.
You might want to add that it's not always better to make the enemy flee, the blast can be tremendously useful aswell.
Whether to take a transport or hiding them as Certs explained is really up to you and how your army works. Every single model lost will affect how the psykers perform, thus keeping them alive is critical. In a chimera you won't lose models for a while, but once it pops they're easy targets (you can of course hide them behind the wreck though) with more armored targets in your force it'll usually take longer before this happens.
If taking a chimera, keep it moving at all times, there's no penalty when moving up to 6", use this to maximize the amount of units visible to you in the shooting phase or to keep you out of harms way.
I have been running a single ( 8 strong ) PBS mounted in a chimera since the new codex came out, and have had a *great* deal of success with it.
1. Keep them in the chimera, in cover. Your opponent may not focus on the PBS at first, but once he realizes how extremely powerful they are, he will be throwing a LOT of firepower at them.
2. Weaken Resolve is the main power of the PBS. Soulstorm is nice, but only use it if there is no viable targets for WR.
3. For optimal performance, save your PBS for the *end* of your shooting phase. After you have done all your shooting damage, pick a enemy squad in range who took 25% shooting looses (and ideally under 50% strength) and nail them with WR. Obviously, targets that are in threatening positions (read: in assault range of your troops) should have greatest priority (also enemy units on objectives).
4. If you have snipers/barrage weapons in your list, great. But I wouldn't add those weapons in your list just because of PBS.
5. Remember, Fearless, Stubborn, and Ork mobs w/ 11+ models, are immune to WR (apart from Stubborn + Pinning).
It's a great unit, and can be absolutely devastating if used correctly
I was playing a mounted SM/Vulkan list. Turn 1 I destroyed one of his Rhinos w/ Vulkan and a 8strong squad of Sternguards. I then hit them w/ a Battlecannon (killing 3 ), hit them w/ WR and they promptly ran off the table (however, i let him keep them in play because i'm a nice guy).
However, the metagame is changing. More and more players are switching to a mechanized force and that limits the effect of PBS. So I wouldn't go all out and take 3 of them. Personally I find that 1 PBS is enough to do the damage without hindering your ability to simply kill the enemy.
well, the only difference between the overseer being there or not is Perils of the Warp tests, you can either him simply executing d3 psykers or have every psyker in the squad suffer a wound and die... up to you.
as for orders, there really isn't much in the way that benefits them, and those that do, aren't or shouldn't be needed most of the time. and if in a chimera, they can't recieve them anyways.
the only neat option would be al'rahem's 'like the wind' order used in conjunction with soulstorm, allowing you to bounce just into sight in your move phase, cast your psychic shooting attack (soulstorm), and bounce back around the corner in the shooting phase. sadly, weaken resolve cannot be combined with the order as it is not a shooting attack. besides, you'd have to deal with al'rahem coming off the flank and getting to where the PBS was anyways.