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Friday, March 18, 2011

Guest Article: Psychic Battle Squads: To mech (or not)?


By Jasconc

Psyker Battle Squads regularly appear in my army, and they are fantastic to use. Both of their abilities are great, but there are a number of additional applications that are worthwhile considering. I recently went to Cancon which was heavily comp’d, and the regular comments criticising my army were that the PBS were too hard to take out when fielding them in Chimeras. So at Cancon, I only had one Chimera in my army (carrying my veterans) and I ran all my PBS on foot. However, I realised they were arguably *more* effective on foot then in the Chimera’s themselves, with a few neat tricks. With some of these in mind, it can thus be very worthwhile not to mechanise your PBS’, though there are advantages to both. Firstly, the powers themselves.

Soulstorm – large blast, str +1 per psyker, AP d6. Soulstorm is probably the most efficient use of psykers, as the ability to put out a 36 inch range battle cannon shell significantly adds to your firepower. The range allows you to move outside of most psyker defence such as Nids and P. Hoods (particularly when placed on your army’s flanks). This is significant since the psykers are only Ld 9, thus a hood more easily stops your powers.

Weaken Resolve – subtracts leadership of enemy unit for the rest of the turn per psyker in unit. Great secondary power, giving you the ability to easily pin enemy units, make them fall back from your lines out of assault range, or even fall off the board. I particularly like this in my army when I can pop an enemy transport carrying troops that are guarding a home objective – being so close to the board edge, this power typically kills the troop as well.



Important note which I think was missed. The whole squad isn't lost on perils which makes a full ten-strong squad quite happy to cast through things like Runes of Warding/Shadow in the Warp. They have the wounds to suck it up.

Psykers inside Chimeras. This is probably the most common; having 6-10 psykers in a chimera for the added protection and ability to move 12 inches to better firing lines (moving to where your opponent doesn’t receive cover). It gives you another chimera on the table (and we all love mech). Your opponent can’t shoot your psykers without blowing up the chimera, and the chimera is on the back of your table edge. Your opponent won’t fire at your chimera generally as they’ll be focusing on your vendettas and what not. So why not put them in a Chimera?

Psykers outside of a Chimera. Consider a few things – psykers don’t really need to move forward at all; at 36 inch range, they are virtually always in range of what you need to hit (particularly when you have multiple units). But conversely, your opponent will have a lot of trouble hitting your psykers from such a long range away – and anything short of rapid fire the Psykers can generally shrug off (particularly when they go to ground). In fact, I believe the only 2 things that killed a psyker squad at Cancon (in 8 games, with 2 squads in my army) were a deepstriking/rapid firing dark elder unit, and a long fang squad maxed out with heavy bolters firing for several turns. So the defence granted by a chimera is nothing special - in fact your chimera, on the other hand, is not too hard for your opponent to hit/explode, which is probably the easiest way to hurt your psykers from range.

A note here as well. The easiest way to hurt infantry on foot at range is ord barrage which no transport makes these guys very vulnerable to. The added protection of the Chimera is certainly there and whilst an explosion hurts, not as badly as some other weapon options. Also remember if the Chimera is shaken/stunned, the Psykers have the option of jumping out and still shooting unlike many heavy weapon based fire point units.

Now consider orders. Psykers are great with a senior command. Being Leadership 9, they regularly pass these tests. You can make your str 10 ap d6 blast twinlinked vs vehicles. Your psykers can go to ground and be ordered to stand back up (further increasing survivability and giving your opponent something else to shoot at). You can make your str 6-10 ap 1-6 blast force your opponent to reroll cover saves; considering that you have a 50/50 chance of ignoring marine armour, how cool is that? Let alone hitting bunched up guard squads, kroot, nids, orcs, etc. And you can’t give orders to a squad that is in a chimera.

At Cancon, my psykers killed probably more enemy models than anything else in my army, and orders made that happen. And I got an awesome Comp score because I didn’t bring Chimeras.

One other small point - psykers all have CCW and Pistols; in a pinch, being leadership 9, they can hold something up for a turn or so, or even kill something tiny. I successfully killed a single terminator with TH/SS because I was able to charge him with a PBS giving me 30 attacks before he could strike (30 = 15 hits = 5 saves). Not terrible! And even if he would get to hit/wound, I'd probably only go to leadership 7, which you will pass on average. On a similar vein, I charged an enemy dreadnought, which regularly did 1-2 wounds to me in combat per turn, but took 4-5 rounds of combat to go through my PBS due to their high leadership. This helped greatly with deep striking dreadnoughts and the like when my meltas failed miserably.

Comments (22)

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Do not forget that you only have 9 sanctioned psykers in the unit. So S9 is the highest strength soulstorm can have. The 10th man is the overseer.

Also weaken resolve is not a psychic shooting attack and can be used when your chimera is moving 12". I consider weaken resolve to their primary power, and only use soulstorm when nothing else can be effected.
This is true - I only generally run them at 6, so I forget that they can't get to 10. I also meant to add in that you can drop leadership + still run, which allows you to poke your head out/do something/duck back into cover.

Re. Kirby's point, even when you lose say 2-3 models from either perils or enemy shooting, reverting back to weaken resolve is still awesome (minus 3-4 from your leadership? sure).
Don't get too enamored of their chance to actually wound things - remember the psykers are actually only Str 2 - so you needed 6s to wound those Termies (5 out of 15 6s, hot dice!)
He seems to have played them wrong.. aka cheated. Too many contradictions in the article.

And yes, you buy them for Weaken Resolve first of all, the large blast is just a bonus.
2 replies · active 735 weeks ago
If i mis-read str 2 as str 3, that hardly makes the article worthwhile. It certainly doesn't invalidate any of the main points.
*not worthwhile
I don't see how Kirby's second point is all that relevant. If these guys are spread out in some area terrain they are just as tough as marines against a basilisk or battle cannon shot.
About the only barrage weapons they have to fear are the thunderfire, whirlwind, colossus and Deathstrike. Of these everyone gets wiped out by the thunderfire and you can call out 'BINGO!' when you see one of the others fielded.
Besides at 110pts for a full squad it is hardly a big risk to have them on foot.
2 replies · active 735 weeks ago
Or in ruin/multiple floors. I don't think they are terribly vulnerable, and if they are, my opponent would probably be blasting my troops.
Thunderfire isnt barrage. Has no indirect.
Well, the optimal way to run them (in my experience) would be in a transport- there's no real reason not too.
3 replies · active 735 weeks ago
You don't think orders make transports not ness. the optimal? There are plenty of reasons to (see above lol)
Orders a bonus, not a plannable Good Thing.
I'd rather my orders go on multiple autocannons TBH.
You glossed over the fact that a Heavy Bolter is actually just a BAD weapon. It has neither the RoF to worry the Infantry it's meant to kill, nor the S to harm vehicles with any
2 replies · active less than 1 minute ago
Oops. Anyway - the article is too anecdotal to be of much use, I'm afraid. Yes, this worked for you. However, there is no reason to assume it will again, and Comped Events are dumb.

Not saying "don't discuss what's good for crap events" - but put it in the title or something, so readers don't waste valuable time on articles that are invalid in their local gaming scene.
willydstyle's avatar

willydstyle · 735 weeks ago

Any time I read "and I got an awesome comp score!" it just means "invalid sample" to me.
These things are just silly awesome....one of (many) really great units in the IG codex.

I think the are best in a chimera, for many obvious reasons; everything good armor, to mobility.

And yes, the blast is nice, but these guys exist for weaken resolve.
philoclass's avatar

philoclass · 735 weeks ago

To be honest I do not see a reason to not put them in a chimera. You seem to think that target saturation will protect them, but in my experience it doesnt work like that. Its much much easier to kill the guys out of the chimera then in because basic infantry weapons can kill them, but the chimera isnt nearly as vunlerable to Str3-5 weapons (especially its front arc). lets not forget most armies have alot of basic infantry weapons, and if you have a choice between guardsmen and PBS with bolters who will get shot first (heck many people would shoot these over stormtroopers)? Also the further you are away from front lines the less targets you have to choose from. So while you may be in range of 1 unit, and can psy storm it that unit may not be a unit thats scary or giving you alot of trouble. In short I believe chimera is still way better for protection and mobility.
1 reply · active less than 1 minute ago
At 36 inch range, plus movement, you can reach almost any unit on the field. Close range anti-infantry guns generally can't reach you at that range; and they need to go through the rest of the army. I've generally found staying out of rapid fire keeps them safe enough. I never said target saturation keeps them safe - but rather your opponent doesn't bring to bear the weapons to hit these squads.

Re. the post being anectodotal, apologies if it seems this way - but logically, if something works, it works. Forcing your opponent to reroll saves vs a large blast is awesome. This kills marines very effectively, let alone other units. And you can't do it from inside a chimera. You can not easily kill the pskers outside the chimera, and they have the mobility (+ range) to hit most anything anyway.
Charlie_W's avatar

Charlie_W · 735 weeks ago

"I recently went to Cancon which was heavily comp’d, and the regular comments criticising my army were that the PBS were too hard to take out when fielding them in Chimeras." Urgh, typical whiny comp players. "My army is too weak to hurt yours, you should be ashamed!". This is the fundamental reason why comp is bad: people stop taking personal responsibility for the choices they make and start trying to blame others for their failing.

More on topic: for 55 pts you're buying mobility, protection from small-arms, a multilaser and a heavy flamer. You also get another AV12 hull to provide target saturation. The PBS are safe whilst inside their box and if it does pop they can camp in the crater or behind the wreck to get a cover save and they're just as durable as they would have been if you'd run them on foot. While orders do make them more effective, as Kirby said you're better off giving those orders to the four autocannons in your bubble-wrap blob.
Off topic, but as you are behind the area terrain wrecked Chimera, but not between two "features" within the area terrain, you wont get the cover save whilst you are behind it? Im thinking of that picture of three space marines near a forest in the main rule book....

Unless you build some customer Chimera wreckage with sticky up bits on the left and right?

I hate that rule : (

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