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Made in us
Longtime Dakkanaut





Psyker henchmen are one of the options for inquisitional war bands. They are 10 points, ml 1 and can roll on the brb tables of Santic, Divination, Pyromancy, Telekinesis and Telpathy. They no longer have their codex blast power.

Ideas:
A- Minimum henchman squad is 3. Take 2 space fillers (acolytes) and 1 psyker henchman. 18 points and they generate a warp charge! Maybe stick them in a vehicle or just keep them out of sight. The warp charge they generate will be used by another psykers to pull off a fancy spell. This unit can be spammed for warp charge generation.

B- Spam them within other bigger squads. Use them to cast psychics shriek or some other low level offensive power.

C- Spam them to help ensure your list will hit one of the big spells you need. Coteaz missed his roll for invisibility? Well maybe the psyker henchman will have better luck rolling for powers

   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

I like idea A. It's even nice and Narrative Forging to have an Inquisitor bring along a psyker with two gun-toting thugs to watch over him for the sole purpose of boosting his own psychic powers.
   
Made in us
Legendary Master of the Chapter






Well it is codex mana battery.

you can also get some additional charges off a GK Rhino or Razor back which is much nicer now with the new Vehicle charts.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Longtime Dakkanaut





Good point desubot. A vehicle could increase their survivability. Also Razorback with psy ammo plus the tiny squad from A is 68 points and gives the player two warp charges (and a decent enough gun in game)
   
Made in us
Legendary Master of the Chapter






It is cheaper than a ml2 Ig psyker as well

Other notes so far.

As a solo codex, a lot of those powers and charges are kinda wasted on nothing. (unless you are fishing vortex of doom which is funny as heck)

However one thing id love to give a shot a mix of crusaders and assassins, a psyker for the charge, and a priest. fish out sanctuary, so you can walk around pwning people with a big unit of 2++ in the front.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Regular Dakkanaut




Use Coteaz and you could have 6 units of henchmen at 18 pts each for 6 extra warp charges. Coteaz removes the restrictions on the number of henchmen units you can have and removes the 1 for 1 requirement.
   
Made in us
Dakka Veteran






Let's see. With an unbound army list you can easily get 55 warp charges per 1000 points.

With a "normal" army, you can get more like 40(Forgot exactly how Inq works)

i imagine you'll go fishing for the Vortex power, which if it has a long range limit basically lets you litter the field with Vortexes and hope that they kill the enemy before you kill yourself.

EDIT forgot 1 for 1 rule

This message was edited 1 time. Last update was at 2014/05/27 20:41:57


 
   
Made in us
Longtime Dakkanaut




Indiana

Also now vehicles from grey knights get banishment and sactuary as default!!

Some good combos there me thinks

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Judgemental Grey Knight Justicar






All I know is I'm crying like a little girl over the loss of Psychic Barrage. I loved my S10 AP1 large blast shooting on the move. Oh well, now I'll just take 1 per squad to get some cheap warp charges, lol.


 
   
Made in us
Judgemental Grey Knight Justicar





New Orleans

1 With 2 Monkeys in a Rhino they can Div the las cannons now.

01001000 01101001 00100000 01110100 01101000 01100101 01110010 01100101 00101110  
   
Made in us
Longtime Dakkanaut





 Homeskillet wrote:
All I know is I'm crying like a little girl over the loss of Psychic Barrage. I loved my S10 AP1 large blast shooting on the move. Oh well, now I'll just take 1 per squad to get some cheap warp charges, lol.


Yeah, I would've preferred keeping the blast. :( I liked the idea of more psykers creating a stronger and stronger blast. Oh well. Now I'm going to use them as warp charge batteries and/or to spam psychic shrieks lol.

However with the new casting rules, these henchmen would have been a million times better though eh, if they had their old blast power? Almost too good? Their weakness was their low LD which made their blast not go off enough. With the new rules and two dice it would've succeeded 75% of the time with two measly warp dice.






Automatically Appended Next Post:
 Mythra wrote:
1 With 2 Monkeys in a Rhino they can Div the las cannons now.


Psykers can only cast witchfire powers when they are embarked on a transport. So while a psyker henchmen can get divination as a power, they can't use it if they are inside a vehicle.

This message was edited 1 time. Last update was at 2014/05/28 00:12:43


 
   
 
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