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As the topic implies what do you all think about psycannon bolts. I undersandt the ap4 and no invuln save is cool, but mostlikely you dont much use out of them especially for 10pts a pop. Any thoughts on it?
Secondly I thought about tag teaming psybolts with the crusader(Hurricane Boltesr=Ouchy) but reading the infantry and vehicle version differ just a wee bit. In the the troop section it says anything with bolter in its name, and the vehicle says secondary weaopns of specifiallly listed HB and SB. Any Ideas?
For the first question, I don't think they really don't help that much. There isn't a guy that can take them that it would help him too much because it involves taking a bolter too. Now, it is cheap compared to psycannon, but I would probably rather take the psycannon if at all possible than a bolter or bolt pistol with psycannon bolts.
I don't think it works with the hurricane bolters because of the specific wording. If it did, it would be so awesome. I mean, that would be able to make the hurricane bolter a very scary potent weapon to many things like tau, heavier nids, storm troopers and others.
Originally Posted by The Paint Monkey
I have to preface this with I would never take them. Bodies are so important to a GK list, and anything you are spending not on more bodies needs to make your bodies more resiliant because earning more than double its points back wont win you the game.
However an arguement for them and their cost is easy to make. If you put them on a justicar and are fighting Tau you just doubled his killing effcientcy when firing that storm bolter. The problem is that even though you will likely kill an extra firewarrior or two, it doesn't add to your ability to get to the enemies lines with enough troops to wipe out their whole army (3), and two or three kills here and their aren't going to win you any games, even if you make back three times the points you spent to get those kills.
They do look good on paper against the right army, but are easily sabotaged by things like cover. Plus they only make you more effcient against one type of unit...the 4+ saves that don't hug cover. Not worth it because your are paying points for something your opponent can nullify.
I've been known to take them from time to time, and they've never really been a bad choice, honestly.
If you're going after Guard or Orks, it's little use - odds are there's just no need. (although Grenadier Guard has great potential!) Tau and Eldar are usually the best applications here, and you can really start to appreciate an extra pair of nearly guaranteed kills per turn if you can get a clear line of fire. (even forcing them to use an inferior cover save is a plus)
Another interesting thought is that like their big brother, the Psycannon, these little guys are potentially a bike-heavy Marine army's worst nightmare. (Ravenwing, anybody??:shifty: ) Any Turbo-boosting bikers get nothing but cover saves against them due to the wonderful wording of the T-B rule, and cover can be a real danger to fast moving bikes even without enemy fire coming at them. They'll kill back their points really fast this way.
And don't forget about Daemon-heavy Chaos forces! No invulnerable saves is a good thing!
So, yeah, they're a very limited option, and simple enough to counter. Still, though, they accomplish one of two things:
A] force your opponent to hug cover or risk taking extra losses. Restricting enemy movement is a big point in your favour.
B] if your opponent decides to leave cover to move where he wants to, Psycannon bolts can add easy kills to any other casualties your GK's would cause anyways. Remember, just one Storm Bolter burst with Psy bolts can fairly easily cut down a pair of (stormtroopers/fire warriors/guardians), making back its points cost and then some in just one turn.
Consider taking them if you've got some points left over (against the right army).
Psybolts do have their uses as Wraith pointed out but I always have a hard time finding 10pts that would not be spent better else where.
I am constantly searching for those last 10pts to equip a squad with a teleport homer to safely land my FA/HQ. I like to put bionics on my HQ on occasion too... the poor mans IotJ.
So yeah, take them if you can spare the points, but see where you can spend those points a little more effectively first.
Oh, and if you do take them... dont forget to use them. I always seem to forget to use my extra wargear.
It's worth a krak!
Like Plasma Catcher said, there are so many other places to put those "spare" 10 pts to use that psybolts never make it into my list. I'd rather have melta bombs on a couple of Justicars, for example. Buying both psybolts and melta bombs costs you another GK model, and suddenly neither of the wargear purchases makes any sense.
For the DH, there is no such thing as "spare" or "leftover" points. Psybolts just don't make the grade. If you really want to threaten those armies that would suffer from high-strength, AP 4 and invulnerable-save-ignoring weaponry, you're really better off investing in full psycannons on proper psycannon-toting platforms. Namely, GK Terminators and shooty inquisitors.
Wishy-washy, so-so options like psycannon bolts -- and it's just one example among many in the DH codex -- should be avoided at all costs.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Adding psycannon bolts to a storm bolter is a lower cost alternative to a psycannon for someone like a shooty inquisitor...
Just out of curiousity, whats next? Maybe you can make an issue about the fact that GW didn't define the action of 'rolling' a D6 to actually mean dropping it in such a manner as to produce a random result; thus making it perfectly acceptable to just put them down with the face up of your choice?