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Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

Reading the gk codex (I'm allying in some gk with my admech) and was looking at Gatling psilencer. Noticed it had the force special rule. How does that work with ranged attacks? The DK is a psyker mastery 1 .. So does he have to use a dice to activate the weapons force ability? So:
Psy phase: DK uses a dice to activate force on 4+
Shooting phase: now the Gatling psi has ID special rule?

Thanks!

This message was edited 1 time. Last update was at 2016/07/08 13:31:30


Something ...... something .... Dark side.... 
   
Made in us
Primered White





Caedes wrote:

Psy phase: DK uses a dice to activate force on 4+
Shooting phase: now the Gatling psi has ID special rule?


Yes, that's right. The Dreadknight has to successfully cast Force in the Psychic phase, and then Force applies to the Psilencer.
   
Made in gb
Frenzied Berserker Terminator




Southampton, UK

I did so enjoy it when one of these guys teleported the length of the battlefield and killed my daemon prince on turn 1. Literally nothing I could do about it.
   
Made in gb
Land Raider Pilot on Cruise Control





Englandia

Crispy78 wrote:
I did so enjoy it when one of these guys teleported the length of the battlefield and killed my daemon prince on turn 1. Literally nothing I could do about it.


Cry. That is all you can do. Or, y'know, pray to your Chaos God of choice to smite your enemy. Either/or.

If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in ca
Deadshot Weapon Moderati




Or don't leave your Daemon Prince out where enemy Dreadknights can hunt them down?
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Nomeny wrote:
Or don't leave your Daemon Prince out where enemy Dreadknights can hunt them down?


It is almost impossible to completely hide a Daemon Prince from an enemy that can shunt 30 inches...

This message was edited 1 time. Last update was at 2016/07/08 17:55:54


"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Krazed Killa Kan





Denver, Colorado

Crispy78 wrote:
I did so enjoy it when one of these guys teleported the length of the battlefield and killed my daemon prince on turn 1. Literally nothing I could do about it.


To be fair, those were pretty long odds if it was killed by a psylincer. Wound on 6s, 3+ save. Then again, it does get like 12 shots. There's probably a reason ID ranged weapons are pretty rare.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

So how does a knight with the Gatling, a heavy psycannon and a great sword, +teleporter stack up vrs tau? I'm hoping it'll be a solid punch and help out my knight Titan in regards to dealing with riptides, storm surge and ghost keels.

Something ...... something .... Dark side.... 
   
Made in us
Locked in the Tower of Amareo




You get your one shot before they D-missile and hymp your DK off the table.
   
Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

How do high yield missile pods one turn him off the table? Defensively the DK is still a 4 wound toughness 6 mc with a 2+/5+ That can be a 4++.

Correct if I'm wrong, but the hymp is a ap 4 weapon. Yea it wounds on 3+ but I get the 2+ save.

D missile is a threat to anything. If it gets that lucky 6 it'll take down pretty much anything short of a reaver on a average roll. So .... Yea. The thing is my army has an imperial knight, I figure if I'm getting D missiles shot at me - i would rather they head towards the dread knight.

My question (second part) is weather the DK with psi/pay/sword/jump could be a threat to a suit heavy tau army. Or if it would pretty much fail and not even scratch the paint.

Something ...... something .... Dark side.... 
   
Made in us
Krazed Killa Kan





Denver, Colorado

Caedes wrote:
So how does a knight with the Gatling, a heavy psycannon and a great sword, +teleporter stack up vrs tau? I'm hoping it'll be a solid punch and help out my knight Titan in regards to dealing with riptides, storm surge and ghost keels.


Same thing as MCs. You've got 12 shots, hit on 3s, wound on 5s or 6s, and your target gets 3+ / 2+s (dpeneding on ghostkeels/riptides). Your odds are long, but if you do even one little unsaved wound, the MC goes away. It's a long shot for a big payoff.

V. GMCs (stormsurges) ID weapons do D3 wounds instead.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Locked in the Tower of Amareo




Caedes wrote:
How do high yield missile pods one turn him off the table? Defensively the DK is still a 4 wound toughness 6 mc with a 2+/5+ That can be a 4++.

Correct if I'm wrong, but the hymp is a ap 4 weapon. Yea it wounds on 3+ but I get the 2+ save.

D missile is a threat to anything. If it gets that lucky 6 it'll take down pretty much anything short of a reaver on a average roll. So .... Yea. The thing is my army has an imperial knight, I figure if I'm getting D missiles shot at me - i would rather they head towards the dread knight.

My question (second part) is weather the DK with psi/pay/sword/jump could be a threat to a suit heavy tau army. Or if it would pretty much fail and not even scratch the paint.


DK only gets a single save. You spam him with S7 vs T6, and inflict mass wounds and force him to roll "1"s. It works for my BA with weaker weapons, so I know it will work for Tau. Having only one save is one reason the DK is reasonable compared to the Stimtide.

This message was edited 1 time. Last update was at 2016/07/08 19:51:36


 
   
Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

Ah ok. I have done the same thing, against stuff like terminators and whatnot. Just force a ton of saves and with enough dice those magical 1s add up.

It just sounded like the impression was a DK would get totally owned by a single hymp unit. More Likley it will absorb multiple units fire, drawing a significant amount. Hopefully away from my more ... Valuable units or at least give me a turn to reach combat and relative safety. Target saturation theory and all that.

Thanks for the help!

Something ...... something .... Dark side.... 
   
Made in us
Locked in the Tower of Amareo




Realize fire warriors wound DK on a "5" as well. That's double the wounds that marines would deal. So between the HYMP and pulse rifles, you can bring them down quickly.

I don't consider the gatling silencer a big threat to anything other than daemons and nids.
   
Made in us
Legendary Master of the Chapter






Martel732 wrote:
Realize fire warriors wound DK on a "5" as well. That's double the wounds that marines would deal. So between the HYMP and pulse rifles, you can bring them down quickly.

I don't consider the gatling silencer a big threat to anything other than daemons and nids.


AKA Weight of volume.

DK has an ok chance to survive with that 2+ armor saves. and iv seen people get lucky with those.

on the up side it gives the rest of your army a chance to move up and try a thing. otherwise take more than 1 baby carrier.

 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 ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

I don't actually own a second one. But I was planning on supporting it with a sizable admech/skittari force, an imperial knight, and my gk Contignant is a Libby, some termies and a LRC. Hopefully lots of choices for things to shoot at, and most should be pretty durable. I *hope*

For loadout, the sword seems like a good choice, and the heavy psycannon is awsome. For its second weapon tho... I like the 12 shots from the psilencer ... But maybe the flamer is a better buy?

Something ...... something .... Dark side.... 
   
Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

Update: game went well. Managed a win against the tau (which included 2 riptides a ghost keel, 4 broadside and a stormsurge.)

The DK did a decent job taking out some early marker support with the incinerator, drew some solid fire for a few rounds then lost its last wound in combat with a riptide. But it allowed my knight to get into combat almost unscathed and wreck apart the tau lines. It Got both riptides, a broad side unit, crisis unit, and was about to charge the stormsurge when we called the game due to time, with the tau admitting defeat.
When all said and done: I had lost my gk termies and DK, 1 unit of vanguard, about half my electro priests, and both units of destroyers. However I'd taken out his marker drones, pathfinders, both riptides, 2 units of firewarriors, a unit of stealth, a Crisis team, broadside team. All he had left was a few units of fire warriors, a badley wounded broadside squad, the ghostkeel (locked in combat) and a stormsurge about to get charged. So pretty solid game! Thanks to everyone who helped with the above questions.

Something ...... something .... Dark side.... 
   
Made in ca
Deadshot Weapon Moderati




 DeathReaper wrote:
Nomeny wrote:
Or don't leave your Daemon Prince out where enemy Dreadknights can hunt them down?


It is almost impossible to completely hide a Daemon Prince from an enemy that can shunt 30 inches...


Just leave it in reserves.
   
Made in us
Decrepit Dakkanaut





The Golden Throne

Nomeny wrote:
 DeathReaper wrote:
Nomeny wrote:
Or don't leave your Daemon Prince out where enemy Dreadknights can hunt them down?


It is almost impossible to completely hide a Daemon Prince from an enemy that can shunt 30 inches...


Just leave it in reserves.


Ok, so just save the shunt for when it comes in...

Or if it deep strikes, ID intercept it.
   
 
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