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View Full Version : GK Psilencer & Sharing Transports



Blood Shadow
08-23-2014, 04:36 AM
Quick first look through the codex gave me a couple of ideas so just putting this out there:

1) Psilencers are Heavy 6 Str4 AP- but come with the force special rule. Now normally this would look like a horde/ swarm killing weapon, but I don't think that's what they'll be best at.... Shooting 6 snap shots should give you a fair chance of hitting a flying MC, 2x Psilencers better still, but a purgation squad with four...24x Str4 AP- Force. Only a single wound needs to get through.

2) GK Rhinos can be selected as fast attack, so why not buy 3 extra rhinos as rides for Allied Tempestus save investing in Taurox Primes or Inquisition Chimeras.....

This then gave me the idea of swapping transports, putting GK purgation Psilencers in a 5 fire point (pending nerf) Chimera from inquisition or putting them in a Taurox prime with the mini-punisher cannon for serious volume shooting.

Personally I wouldn't put GK in a Taurox, that's kind of offensive to the fluff, but putting my stormtroopers back in Rhinos, I'll take two or three

YorkNecromancer
08-23-2014, 07:14 AM
Are there any FMC that have a low enough toughness to make this viable? Because it's only a S4 shot, and you'll only get one hit per Psilencer. That means with a standard Purgation squad of 4 Psilencers, you won't have enough hits to score a wound, rendering Force moot. You'd need 6 Psilencers to give yourself a solid chance of hitting AND wounding.

Or are you relying on the grounding impact to kill them?

Blood Shadow
08-23-2014, 07:52 AM
The thought was 24 dice is enough to score at least two consecutive 6s, however factoring in saves, you're probably right

Charon
08-23-2014, 08:00 AM
Would not discard it as GK still generate a huge amount of WC and Librarians are extremely cheap and potent supporters.

YorkNecromancer
08-23-2014, 08:30 AM
The thought was 24 dice is enough to score at least two consecutive 6s

24 dice to hit, hitting on sixes. 24 divided by 6 = 4 hits.
These 4 hits wound on 6 (because most FMC are T6). 4 divided by 6 = less than 1. (It's actually 0.6 recurring, but that's still not a reliable wound.)
Given that most FMCs have 3+ armour, that leaves you with only a 33.3% chance your less than one wound actually goes through.

Even if you upped the accuracy to more than BS1, you've still got the issue that it's S4 AP-, which is turd for killing FMCs. I mean, sure, Psilencers are pretty sound against hordes, and with Force, they will absolutely thrash things like Ogryns, Tyranid Warriors and the like, but then, that's what they seem to be for - killing light multi-wound creatures and hordes. All the stuff that was already pretty damn vulnerable to begin with.

Halollet
08-23-2014, 09:51 AM
I think Psilencers have a place shooting at things with a FNP save. Since it negates it, I think that's where it gets an AP value as such.

So things like Death Company and Plague Marines comes to mind first.

Blood Shadow
08-24-2014, 04:59 PM
I'm now thinking stuff with multi wound + invulnerable save but T4 and under like assassins, wraiths, daemons...

Mad Cat
08-24-2014, 06:09 PM
The main use for Psylencers is to mow down T4 multi-wound units like Tyranid warriors, Blood crushers, Flesh hounds etc. You can try for a lucky shot against MCs or to negate FNP as a secondary use I suppose.

Katharon
08-24-2014, 11:04 PM
They wouldn't nerf the Chimera firepoint access just because of this. Ever since the update/FAQ that allowed Allies to get into each other's transports, I've had several friends putting Devastator and Longfang squads inside of Chimeras. They are move pill-boxes for them as much as they ever were for me.

ResinJunkie
08-25-2014, 03:17 PM
I'm looking forward to using my psylincers on Scarabs... This 3 wounds won't help you now you armouring eating little bugs! Mwhahahahaha.