So I got a game of 40k in this weekend against a friend of mine who plays Orks. He wanted to get a 1k game going, so I pulled out my 1k list from BoLScon and tried it out again, with a couple of tweaks. Instead of a Valkyrie, one of the Veteran squads had a Ministorum Priest, and rode around in a Chimera. However, despite winning that game, I’ve discovered why I like and don’t like my Psykers in the Guard Codex. Lets approach this just like the Ogryn post.
- A Force Weapons means any squad he’s attached to can really do some damage!
- His Lightning Arc ability means your enemy is going to take an average of 7 S6 shots to the face!
- Ld9 means that he won’t be running very often, or staring down the muzzle of a Bolt Pistol, for that matter!
- Refractor Fields means that he can possibly negate the Perils of the Warp when it comes up!
- T3 means anything more than a Heavy Bolter will turn him into a nice squishy pile on the ground.
- Its a Refractor Field, not a Rosarius.
- Does anyone actually use Nightshroud? With Fearless units and so many MEQ running around, its pretty much useless…
- Flak armour? Really? Give him Carapace!
- He’s 70 Points, switch him out for a Company Command or, hell, even a Lord Commissar!
Everytime I run him, he somehow manages to get himself with Perils of the Warp. I don’t think I’ve EVER gotten through a game where I didn’t suffer it at least once…and rolling a 2 or 12 is pretty hard in its own right. While I did pass my 5++, its still frustrating to watch my guy’s head nearly blow up…The only real benefit to the Primaris Psyker is his Lightning Arc ability. Sure its ap5, but as I said in my last post, S6 weapons are truly powerful in today’s metagame, especially as its dominated by MEQ and tons of tanks. Your Primaris Psyker will be laughing at the Rhino and the Marines inside after he’s pumped that many S6 shots into it.
Now to everyone’s favorite unit in the Guard…
Psyker Battle Squad
- Soulstorm can be the bane of nearly any unit in the game, as long as you roll low enough on AP roll.
- Weakened Resolve can break units like Lysander or Abbadon just before you drop a Battle Cannon on their asses….
- Psychic Choir means only one model is truly using the Large Blast shot out of the top, allowing for a couple extra Las-shot if needed.
- They can take an armoured Bunker in the form of a Chimera and still stay reasonably cheap.
- Ld 9 on an entire squad rocks!
- You’re S2…..really?
- Your trigger-happy Overseer will probably pick off a couple of Psykers every game…
- Once again, t3 means almost any weapon will turn them gooey quickly….
- A 5+ armour save? I’ll pay another 5 points per model for Carapace!
- No Invulnerable Save means Perils of the Warp will eat their face if the Overseer is killed…
When the codex came out, everyone jumped on these guys for their Soulstorm ability. While the ability to drop a S9 ap1 large template is tempting, it never seems to come up; I’m always rolling 5s and 6s for AP, meaning even Guardsmen are getting their saves in most cases. In most of my games, these guys don’t survive; the enemy is expecting the horrors they can unleash and really unload their firepower into them. I’ve actually seen another Guard player unload 3 Earthshaker shots into the squad and decimate them utterly by turn 2. As I also said, I almost ALWAYS get a Perils of the Warp, so not only is my own guy killing them off, but they’re only getting the power off two or three times a game!
Despite all my criticisms, I really like the Psykers in the Guard book. Sure they aren’t quite as good as the tanks and men running around, but they usually draw fire, and the Primaris Psyker adds a Power Weapon and a ton of shots to any infantry unit.
Lets hear your comments then! Do you run these squads? How do they do for you?