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vinny t
27-04-2009, 01:31
In the new guard codex, (which my store doesn't have yet), I keep hearing about this unit called the psyker battle squad. They seem really cool, but I have some questions about them.

1. Can you take 2 of them, or do you need an officer of some sort?

2. Are there new models for them, or any models for them?

3. What do they do?

Thanks a lot for any replies.

Mannimarco
27-04-2009, 01:52
1 who knows, theyre an elites choice so probably (i think they are anyway) and have a commisar handler

2 probably will be

3 use psyker powers, if the fail perils of the warp the commisar wipes out d3 of them IIRC

freddieyu
27-04-2009, 01:56
In the new guard codex, (which my store doesn't have yet), I keep hearing about this unit called the psyker battle squad. They seem really cool, but I have some questions about them.

1. Can you take 2 of them, or do you need an officer of some sort?

2. Are there new models for them, or any models for them?

3. What do they do?

Thanks a lot for any replies.

1. Yes you can take more than 1 unit, with an option to be in a chimera to boot..
2. They have 2 powers: the first lowers a target's leadership by the number of psykers in the squad (down to a leadership of 2!!!), the second is a shooting attack at range 36" where you have a large blast template with a S = number of psykers in a squad....and it's an assault "weapon"

So far new models, you can use the sanctioned psyker models for them....1 squad is at max 9 psykers and 1 overseer, who shoots 1d3 of them instead of a "perils of the warp" attack..if there is no more overseer, then EVERY psyker suffers a perils in the warp attack in instances when they roll poorly for the psychic test..

They are a VERY nice addition to the IG army, and I will definitely use them (once I get more psyker models)...

Bunnahabhain
27-04-2009, 01:59
In the new guard codex, (which my store doesn't have yet), I keep hearing about this unit called the psyker battle squad. They seem really cool, but I have some questions about them.

1. Can you take 2 of them, or do you need an officer of some sort?

2. Are there new models for them, or any models for them?

3. What do they do?

Thanks a lot for any replies.
1: No, you can take three of them if you really want, they are an elites choice

2: Not that we know about. There is this real shortage of Guard models, and human models in general to convert though....

3. They can either throw a very variable blast ( D6 AP, can't remember the rest) or use a power that lowers the targets Ld by the number of psykers left in the squad.
Yes, there are all sorts of evil things you can do to Ld 2 units. Pinning, break tests, inquisitors powers,<strike>tank shock</Strike> ( Pedants everywhere!!), assassins- the list goes on.

Johnnyfrej
27-04-2009, 02:01
1. Can you take 2 of them, or do you need an officer of some sort?

2. Are there new models for them, or any models for them?

3. What do they do?

1.) They are an Elite choice. You can have up to three.
2.) You can use the Sanctioned Psyker models. They come in packs of three.
3.) They have two powers, both have a 36'' range and require LoS. First is "Weaken Resolve." This lowers the target's Ldr by the number of Psykers still alive. Second is "Soulstorm." This is a Large Blast with S=# of Psykers still alive and with an AP of D6.

Mosedeke
27-04-2009, 02:53
In the new guard codex, (which my store doesn't have yet), I keep hearing about this unit called the psyker battle squad. They seem really cool, but I have some questions about them.

1. Can you take 2 of them, or do you need an officer of some sort?

2. Are there new models for them, or any models for them?

3. What do they do?

Thanks a lot for any replies.

2. Their equipment is a close combat weapon and pistol, so I used normal Cadian bodies with the Sgt. and the more angry heads (and the one with the strap off), gave them all pistol and Holy Hand Grenades, painted them up with purple to warn every other trooper to stay away lest their head explode, and called them done. I'm also using one of the older Commissar models as the overseer, since I thought it fit.

Mannimarco
27-04-2009, 02:55
worst case scenario you could always just ebay some psykers to add bit of variety

SPYDER68
27-04-2009, 04:19
Yes, there are all sorts of evil things you can do to Ld 2 units. Pinning, break tests, inquisitors powers, tank shocks, assassins- the list goes on.

You can't tank shock them when they have LD 2 from Weakened Resolve :P

Johnnyfrej
27-04-2009, 04:28
Yes, there are all sorts of evil things you can do to Ld 2 units. Pinning, break tests, inquisitors powers, tank shocks, assassins- the list goes on.
While I agree one the other parts, especially with Assassins (Assault 20 Culexus / Callidus AP1 no cover Neural Shredder that wounds on 2+ / Vindicator pinning checks at Ldr2 / Eversor winning combat against Ldr2 w/ I5 for sweeping advance), unfortunatly Tank Shocking is out of the question. First because Tanks can only Ram/Shock in the Movement phase and the Psyker's powers can only be used in the shooting phase and ends at the end of your player turn.

Born Again
27-04-2009, 10:02
I never played guard before but am thinking about it with the new book, and have to say these guys sound very cool :D

RCgothic
27-04-2009, 10:24
I'll be sticking at least 2 nine-psyker squads in chimeras. I intend to make 2 units per turn run away.

Talos
27-04-2009, 11:19
I thought they had 3 powers.
Soulstorm, the LD one and one that makes it harder for the enemy to hit them.

RCgothic
27-04-2009, 11:44
You're confusing the 3rd one with the Primaris Psyker's Nightshroud. PBS's only have 2 (excellent) powers.

SPYDER68
27-04-2009, 13:58
I'll be sticking at least 2 nine-psyker squads in chimeras. I intend to make 2 units per turn run away.

Until you play marine's and they just auto regroup.

Mannimarco
27-04-2009, 14:02
true but even with auto regroup theyre still out of position, it will really stagger a marine battleforce, spliiting them up and letting you target them a piece at a time

genestealer_baldric
27-04-2009, 14:02
At last a reason to take shadow of the warp for my tyrant for the 1st time ever:)

RCgothic
27-04-2009, 14:03
Just chase them off the board in the chimera the psykers came in.

SPYDER68
27-04-2009, 14:06
Just chase them off the board in the chimera the psykers came in.

Not as easy as it sounds due to you move before they fall back, and if they fall back enough they will just auto regroup and you just lose that chimera to the squad.

That or your exposing side armor if you stick it out there to run them off the table.

Honestly i only see weeken resolve good against things like Nob bikers and units like it.. (except seer council which you will probly never get any of their powers off in the first place)

CyberC1
27-04-2009, 14:09
The psykers can get eaten up in close combat. Be careful about that as their WS is rather low. I played against a squad at a GW where we were able muck around with the codex (~1250 pt game)

Monospot
27-04-2009, 14:22
1 - As an elites choice, you can take up to three, but you really should leave one elites choice open for the Culexis assassin that will feed on their souls
2 - There are a lot of old Imperial psycher models out there.
3 - They feel the Culexis.

EVIL INC
27-04-2009, 14:30
That brings up another question, are the gaurd now able to take assassins or do they still need to use allies for that?

SPYDER68
27-04-2009, 14:35
Must take allies to get them still.

Arbedark
27-04-2009, 16:08
1 - As an elites choice, you can take up to three, but you really should leave one elites choice open for the Culexis assassin that will feed on their souls
2 - There are a lot of old Imperial psycher models out there.
3 - They feel the Culexis.

Only problem with the Culexus is that in order to get that lovely S5, AP1, Assault 20 weapon, you need to reduce your Psykers to Ld7, which means it's getting rather risky for them to do anything BUT power the Culexus. Ergo you have a nice 300 point combo (ignoring the points you'll pay for a DH Inq + Mystics since they'll be useful elsewhere), that is ridiculously vulnerable.

SPYDER68
27-04-2009, 16:22
Only problem with the Culexus is that in order to get that lovely S5, AP1, Assault 20 weapon, you need to reduce your Psykers to Ld7, which means it's getting rather risky for them to do anything BUT power the Culexus. Ergo you have a nice 300 point combo (ignoring the points you'll pay for a DH Inq + Mystics since they'll be useful elsewhere), that is ridiculously vulnerable.

Dont forget your psykers must make a LD test every turn on 7 or run away :P

RCgothic
27-04-2009, 16:24
Cricumvented by putting psykers in a chimera.

Arbedark
27-04-2009, 16:30
Dont forget your psykers must make a LD test every turn on 7 or run away :P

Not if they're within the 6"-12" range.


Cricumvented by putting psykers in a chimera.

Page references to back this up please?

Also still doesn't circumvent the fact that to nullify this combo you only need to kill one T4, W2, 4++ model, which has a 12" range.

decker_cky
27-04-2009, 16:42
And to have an assault 20 gun, you'd need 2 units of psykers within range. It's assault 2 + X, not assault 2X.

Arbedark
27-04-2009, 16:43
And to have an assault 20 gun, you'd need 2 units of psykers within range. It's assault 2 + X, not assault 2X.

Which is why we're talking about assault 20 (2+18), as opposed to assault 36...
.
Hence my comment about a 300 point combo, for the Assassin and 2 Battle Psyker Squads.

decker_cky
27-04-2009, 16:47
Ahhhh. You can boost it to assault 22 btw, by keeping your inquisitor and a primaris psyker within range too.

But I think that'd be a little inflexible to your manoeuvrability trying to get that to work.

Arbedark
27-04-2009, 16:49
Ahhhh. You can boost it to assault 22 btw, by keeping your inquisitor and a primaris psyker within range too.

But I think that'd be a little inflexible to your manoeuvrability trying to get that to work.

And recieving very small returns to scale for it.

Mannimarco
27-04-2009, 17:02
have to say, ive never considered using a psyker squad to boost an assassin, i do believe we in the guard are about to discover our own unit which draws the vitriol of our opponents...............lash prince and obliterator spam? we want the title of most annoying combo! if the emperor wills it

Monospot
27-04-2009, 18:17
Actually, I think one of the more practical uses for the psycher squads will be with a Witchhunter Inquisitor Lord with the psychic power that makes a single unit withing 18" take a leadership test or start falling back. With the leadership-draining power of the pyschers, that could be a nasty combo. Put both the Inquisitor and the psychers in a Valkyrie, move them up together, deploy, psychic-slam an expensive yet not-fearless unit (Nob Bikers comes to mind), and escort them off the board with the Valkyrie.

As long as you aren't facing an all-fearless army (chaos daemons, marked chaos marines, etc), that should be a nasty little tactic.

Lyinar
28-04-2009, 03:15
You might want to consider converting them from the slightly less insane options for the WHFB Empire Flagellants (i.e., no Brazier Hats) and Cadians or Catachans.

vinny t
29-04-2009, 02:10
Now, my plan for a final army is a "inquisition" army with an inquisitor lord, primaris psyker, 3 pysker squads, and guys in chimeras, maybe a leman russ if I have points.

What do you guys think, and is it still an option to do this?

freddieyu
29-04-2009, 02:23
Legally it can be done..seems to be a fun list then, but I would put the psykers in chimeras too, as they can use their powers mounted, as their shooting is an assault weapon...

Thornz
29-04-2009, 04:40
As a guard player I will say, PBSquad is the one unit in teh new codex I will never use, ever!

Not because of Fluff
Not because of points
Not because of rules
Not because of models.

Because they are the single most broken thing in the Guard Codex.

They are at least twice as broken as the Vendetta.

Johnnyfrej
29-04-2009, 04:53
As a guard player I will say, PBSquad is the one unit in teh new codex I will never use, ever!

Not because of Fluff
Not because of points
Not because of rules
Not because of models.

Because they are the single most broken thing in the Guard Codex.

They are at least twice as broken as the Vendetta.
Oh yes, they are very broken. I mean really, how can anyone expect to kill off T3 5+ save Guardsmen who only have a 2/3 chance of their power going off in the first place (not to mention Perils of the Warp killing D3, D6 if the Overseer is dead).

Marneus Calgar
29-04-2009, 05:19
Too bad my opponent plays Eldar and uses his Farseer with Runes of Witnessing. This means that none of my powers are going to go off if that Farseer is still alive. :cries:

decker_cky
29-04-2009, 05:44
I'm surprised there hasn't been more comments about their biggest weakness. Anyone who takes a counter to psykers (hood or RoW) will for the most part shut down a psyker battle squad. They're only Ld9 in a game where most every psyker has Ld10, so they fail on their own twice as much as other psykers. If you shoot them, their powers get worse. If they roll perils of the warp, their powers get worse. They're a good unit for sure, but they'll get attention because of it, and they're the type of unit that'll suffer under pressure.

I think I'm going to take the radical witchhunter army too.

JustTony
29-04-2009, 06:23
Sounds like a nasty unit. I think I'll feed them to the Deathgaunts. With 32 Hormagaunts charging at least 19" (move 6", fleet at least 1" and 12" charge) the psykers should simply go poof. I'll need to make sure the gaunts are in synapse at the start and that at least two synapse units are available to avoid the psyker LD2 attack, feed the gaunts, then pull them back into synapse.

And yeah time to give the Tyrant "Shadow in the Warp".

Peace: through well fed gaunts.

zombied00d
29-04-2009, 07:10
Aside from the fact that it makes the Culexis combo even cheaper, this was doable in the last IG codex with the Last Chancers all Psyker squad. Though that unit could infiltrate for extra lolz.

Tomalock
29-04-2009, 07:26
Anyone pondering a doubles tourney with IG/Eldar? Lets see, Culexus+psyker battle squadx2+seer council+..... it may be a one-trick pony, but what a trick when it works hehe. How many psykers can you cram into a 12" radius? :eek:

Brucopeloso
29-04-2009, 08:55
While I agree one the other parts, especially with Assassins (Assault 20 Culexus / Callidus AP1 no cover Neural Shredder that wounds on 2+ / Vindicator pinning checks at Ldr2 / Eversor winning combat against Ldr2 w/ I5 for sweeping advance), unfortunatly Tank Shocking is out of the question. First because Tanks can only Ram/Shock in the Movement phase and the Psyker's powers can only be used in the shooting phase and ends at the end of your player turn.

All well and good against MEQ but pretty overpriced and not that effective against nids within synapse or large mobs of orks! :)
Plus if relying on the assassin, the assassin must be able to shhot, ergo it can be shot back. Once the assassin is dead the combo is pretty useless.

Pink Horror
29-04-2009, 09:15
I'm surprised there hasn't been more comments about their biggest weakness. Anyone who takes a counter to psykers (hood or RoW) will for the most part shut down a psyker battle squad. They're only Ld9 in a game where most every psyker has Ld10, so they fail on their own twice as much as other psykers. If you shoot them, their powers get worse. If they roll perils of the warp, their powers get worse. They're a good unit for sure, but they'll get attention because of it, and they're the type of unit that'll suffer under pressure.

Isn't their biggest weakness that they have no defense? If something can shoot back at them, they get weaker really fast. If they are in a Chimera, shake or stun it. Then they have to get out to use the power, right?. And if it explodes, that'll wipe out plenty of them.