Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
"One of the more dangerous, closely monitored aspects of your force will be the psychic contingent. Expect your commissar to pay these gentlemen, or women, an inconspicuous visit regularly and often. For whilst their bodies are often frail and weak, their minds are able to access and channel the energies of the great warp in ways mimicing the great and mighty emperor.
Whilst fighting alongside you, expect the lesser psykers to form up into groups so that they may better channel their energies at the unsuspecting foe. Oftenm they will harness the energy as a group, sending dark clouds of gloom over the enemy to weaken their morale or acting aggressively to channel lightning from the warp straight at the heart of the foe. Alas, the warp is a fickle thing, and often psykers will have to be terminated to prevent possession by the warp's many horrors.
More experienced, stable Primaris psykers will often go into battle alone and are able focus their energies almost as effectively as the larger groups. They can block enemy units from seeing them by creating a warp field around them and their squad or will often lend their powers to a squads shooting to concentrate damage on one unit. The Primaris also weild a force weapon as a symbol of their office, allowing them to take down all manner of xeno atrocities with but one sweep."
Psykers are one of the more popular elites choices in the IG army, behind Marbo that is. The primaris is also a cheap, useful HQ choice who can be aggressive and dangerous in CC, albeit at a low I value. How do you use psychic units? Have you built an army based around them? What troops do you use in conjunction with them?
Please share any and all opinions (on topic please, none on your neighbours new chihuahua, Leonard) below.
P.S. 2,000th post. w00p w00p.
http://www.armyroster.com Check out my ToP WIP in the projects section!
I think the Psychic options IG can take were a flash in the pan. You really have to put a Battle Squad in a Chimera to do anything but Chimeras aren't exactly well armored. Just it blowing up could kill quite a few of the models, making the template very weak. The Ld power isn't that good, Ld isn't a big issue in 40k and many armies are just Fearless or Marines.
The Primaris is better. I'd stick him in a Chimera with a mobile gun squad, maybe some Vets with grenades or something of that anture. The problem is, CCS are much better. Orders are a huge huge boon to IG and a Primaris can't issue any. Now you can run a CCS and a Primaris but with all the shiny things IG can take in tanks and big guns, 70 points isn't as cheap as it seems.
As for a psychic army, that'd be best using 2 Battle Squads and the anti-psyker assassin inducted. This takes advantage of several tricks that people don't expect. It does eat up points though so it's not a competitive choice.
Overall I feel there's better things to spend points on, but psykers are really really fun for friendly games.
Check my Blog for Battle Reports, useless ranting and more! Comments appreciated.
Like to talk Warhammer or want some advice on Armies or Tactics? Drop me a PM!
I'm personally a fan of the PBS. Weaken Resolve is a great ability, it's great when you only have to kill 2 terminators or 3 necron warriors to get the whole squad to flee.
Primaris, I take in small games when I can't afford an infantry platoon and take mechanized veterans instead. That way, I can attach him to a Vet squad for a bit of firepower and save points on having to buy another chimera (which I'd do if I got a CCS), and thus maybe be able to squeeze in a heavier vehicle.
In larger games, the Primaris is dropped in favor of a CCS on foot with regimental standard and vox to support an infantry horde.
My avatar is from when I tried to draw myself in MSpaint a year or so ago.
"Weaken Resolve", (if used in conjunction with Ordinance Barrage weapons), is excellent for forcing pinning on scoring units. "Soul-Storm" is a good ability too, however it would be nice if the AP was set because as it stands sometimes it's dead killy and sometimes it's useless.
Many people max out their Psyker Battle Squads at 10 models and I'm not sure why. I would say a squad size of 6 is the maximum anyone should take because, as with all things Guard, kit them out to do their job, nothing more. A leadership reduction of 6 is devastating to any unit in the game, ( even Ld10 ), anything more than that is overkill and S6 allows "Soul-Storm" to kill T3 reliably; (for T4 and up count on LRBTs, Demolishers, and low AP weapons).
Nonetheless, at the end of the day, PBSs are fire magnets and I don't see them lasting past turn 2.
I dig Primaris Psykers, I don't see them in too many lists, but I would say they're definitely worth their points and are a solid HQ. Sure you lose orders, but pretty much every Guard army is Veteran spam nowadays so no one seems to care about orders in the first place. However, just like Psyker Battle Squads, Primaris Psykers are a little too unreliable for my tastes, sometimes their pumping out 8+ shots per turn and sometimes it's only around 4.
Night-Shroud could be cool, but isn't. It's one of those "Ha! Ha! Ha! I can't believe that worked" occurrences that players make jokes about over beers.
As for making a Psyker army, if it gets your creative juices flowing do it up and get an inducted Inquisitor w/ Culexus Assassin to match. A Psyker army would be an awesome painting/modeling project.
Last edited by counterwavecounter; October 21st, 2009 at 18:57.
"The man in the bowler hat is Mr. Average in his anonymity. I, too, wear one; I have no great desire to stand out from the masses." - Rene Magritte
The Primaris Psyker is the ideal HQ for a mechanized regiment in my opinion. I frequently see him left out, however, because players want an astropath for faster Valkyrie outflanking and/or yet another Chimelta torpedo. The battle squads might see more use if they had official models but, mostly, I think that their trademark ability is simply not useful thanks to recent Codex Creeps. Half the armies I face don't use their Leadership stat for anything, and many others are now stubborn and/or fully mechanized.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I've gotten lucky once in a small game against Tau, I had my primaris psyker and his vet squad run out of an immobilized chimera to get on top of a mid field objective (in the open no less) and cast nightshroud. a firewarrior unit and a HAMMERHEAD failed their leadership check and didn't shoot that turn. Should you rely on that? no. But he was out of range for his lightning arc (which helped killed a crisis team) and it did end up turning a bad situation into a manageable one.
Psyker battle squads, I like the full 10 because a S9 template is still deadly for vehicles, and at the beginning of the game its nice to be able to pop some transports.
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
the LD characteristic is almost useless in 40k so many psyker abilities seem almost useless. Which armies aren't fearless/ have ld 10?
Necron: pretty sure fearless
these are my main opponents so my opinion may be biased, but it is sadening to think that an ENTIRE army can be fearless... just takes alot away from a game
I guess you could build an army around psykers using the Assassin's souless ability... seems pretty complicated and risky though. Might as well just spam veterans.
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"
necron arent fearless, its only the pariahs who nobody uses cause they are to expensive. and the swams.
Beer! Helping ugly people have sex since 1862.
I believe that necrons are Ld10 for the most part.
IMHO I am very fond of the Psykers Battle Squads and is one of the things that delighted me with the new Codex, though primarily for fluff reasons.
I am working hard and combining miniatures to form a PBS. Though I wonder what an ideal number is for such a squad, reading carefuly to the opinions of fellow Guard Commanders as well as playtesting will help.
Weaken resolve is a strong skill and can be well combined with Snipers and Mortars and Soulstorm...well its is named after a Dawn of War Expansion and vise versa...so our enemies should be feared even at hearing it.
The Emperor Protects...