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Made in us
Been Around the Block





So I've been reading more about different psykers for AM, but are any of them worth adding to your army? Or would it be cheaper to just ally in a psyker from another army? I just can't figure out the best way to fully utilize their potential. Any advice?
   
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Auspicious Daemonic Herald





Primaris Psykers are the cheapest imperial psyker in the game and they get to roll on divination.
   
Made in hu
Dakka Veteran




AM psykers are pretty cheap warp charge boosts, they also have a really nice range of disciplines. Primaris is IC, so you can LD boost your troops too. Astropath is really cheap, and the psychic shriek can help a lot in offensive CCS. Also you may get lucky and roll a Shroud/Invisibility.

For more cheap warp charges, ally inquisition, Inquisitors can be psykers too, but bare henchman units with a single psyker are likely the cheapest dice you can get.
   
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Regular Dakkanaut





Inquisitors bring some interesting other options to the table along with being a psyker. The better armor extra stats and wound point are useful in certain situations as well as the items like rad, psycho grenades, and servo skulls. The only thing the Primaris has base over them is the invul save and the ability to go to Psy 2.

I like to take one Primaris and one Inqusitor plus Coteaz (he is simply too good) and an astropath.
   
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Powerful Pegasus Knight





ALWAYS get an Astropath. He is a 25 point upgrade that automatically has psychic shreik, AND can generate from the telepathy table that means you could get shrouded, or invisibility. They are the only psyker in the IG that can generate on the telepathy chart (unless wyrdvane psykers can, but they suck).

Primaris psykers are also super good for their points, but they are squishy. I generally generate on the biomancy, and divination charts with them.

Biomancy is decent all around. Hemorrhage is good against blobs with low toughness, and terminators. Smite is good against armor 2 enemies.Enfeeble can let your guardsmen bring up the hurt on enemy units, and it makes the enemy take dangerous terrain tests (good against hoards). Endurance allow you to keep your guys alive and move them if they have heavy weapons.

Divination is useful for prescience, foreboding (great against hoard melee armies), and the maldiction that allows all hits against them to be rending (i forgot the name).

i have as of yet to use any of the other psychic disciplines

This message was edited 2 times. Last update was at 2014/09/23 13:47:14


 
   
Made in us
Longtime Dakkanaut





West Chester, PA

Astropaths are beastly. When my 25 point psyker takes down a blood thirster with 2 wounds left...it's awesome.

Primaris are good in blobs and mech lists. Unleash smite in the psychic phase out top of the chimera, then two plasma guns in the shooting phase. A commissar + power weapon would be 40 points, for 10 more points you get a 2 wound IC psyker.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Sinewy Scourge




 CrownAxe wrote:
Primaris Psykers are the cheapest imperial psyker in the game and they get to roll on divination.


Aren't Inquistorial Psykers chepaer? And also get Div? Not sure how much the AM psykers are though.

10 pts for the Psyker, 8 pts for his mandatory babysittrs= 18pts for a ML 1 Psyker with Div. Three of these plus a Psychic inquisitor is 109 pts for four Mastery Levels and 4 rolls on Div. IF you only want the 3 ML then its a steal at 79pts including the Inquisitor.
   
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Drager wrote:
 CrownAxe wrote:
Primaris Psykers are the cheapest imperial psyker in the game and they get to roll on divination.


Aren't Inquistorial Psykers chepaer? And also get Div? Not sure how much the AM psykers are though.

10 pts for the Psyker, 8 pts for his mandatory babysittrs= 18pts for a ML 1 Psyker with Div. Three of these plus a Psychic inquisitor is 109 pts for four Mastery Levels and 4 rolls on Div. IF you only want the 3 ML then its a steal at 79pts including the Inquisitor.


Primaris costs 50 +25 for level2, have divination, and the main point, it's an independent character.
   
Made in us
Douglas Bader






It all depends on how common psychic-heavy armies are in your metagame. If you're playing against a "normal" army with 0-2 psykers the IG psykers can be useful. If you're playing against an army with 20+ WC every turn they're going to very frequently deny your powers and turn those psykers into useless paperweights. Since IG have awesome command squads that give out similar firepower buffs it's IMO hard to justify spending points on a unit that can vary so much in usefulness unless you're sure you won't be facing many deny dice.

This message was edited 1 time. Last update was at 2014/09/24 06:11:54


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Dakka Veteran




 Peregrine wrote:
It all depends on how common psychic-heavy armies are in your metagame. If you're playing against a "normal" army with 0-2 psykers the IG psykers can be useful. If you're playing against an army with 20+ WC every turn they're going to very frequently deny your powers and turn those psykers into useless paperweights. Since IG have awesome command squads that give out similar firepower buffs it's IMO hard to justify spending points on a unit that can vary so much in usefulness unless you're sure you won't be facing many deny dice.


IMO what IG needs the most is prescience, as BS3 means half your shots will miss. You just don't have a command for that.
   
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!!Goffik Rocker!!






Rending curse + lazguns = dead anything other than av 13-14. But hey, glancing av 12 to death with lazguns is allready more than anyone could ask. Wraithknights? 72 shots with rending are statistically enough to bring an unharmed wraithknight down. That's just 36 guardsmen with frfsrf. And even less at double-tap range. Really depends on what you need and you can pick every game. Either telepathy or biomancy - each of them can be situationally outstanding.

But i agree with Peregrine here - warpcharge spam armies are gona deny your 1-2 psychers quite often. But also don't forget - you get +1 to deny witchfires and curses for the attached squads which is nice and forces the opponent to dump more charges and increasing his chances to peril.

This message was edited 2 times. Last update was at 2014/09/25 08:15:15


 
   
Made in hu
Dakka Veteran




 koooaei wrote:
Rending curse + lazguns = dead anything other than av 14. But hey, glancing a predator to death with lazguns is allready more than anyone could ask. Wraithknights? 72 shots with rending are statistically enough to bring an unharmed wraithknight down. That's just 36 guardsmen with frfsrf. And even less at double-tap range. Really depends on what you need and you can pick every game. Either telepathy or biomancy - each of them can be situationally outstanding.

But i agree with Peregrine here - warpcharge spam armies are gona deny your 1-2 psychers quite often. But also don't forget - you get +1 to deny witchfires and curses for the attached squads which is nice and forces the opponent to dump more charges and increasing his chances to peril.


FRFSRF in rapid fire rang means 4 shots or 3 shots? You get 2 for the weapon, the command gives you another whole shot with the weapon, with it's full profile, or just a single shot?
   
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Auspicious Daemonic Herald





Zsolt wrote:
FRFSRF in rapid fire rang means 4 shots or 3 shots? You get 2 for the weapon, the command gives you another whole shot with the weapon, with it's full profile, or just a single shot?

3. Its a single shot not shoot the weapon again

This message was edited 1 time. Last update was at 2014/09/24 10:32:22


 
   
Made in us
Longtime Dakkanaut





West Chester, PA

 koooaei wrote:
Rending curse + lazguns = dead anything other than av 14. But hey, glancing a predator to death with lazguns is allready more than anyone could ask. Wraithknights? 72 shots with rending are statistically enough to bring an unharmed wraithknight down. That's just 36 guardsmen with frfsrf. And even less at double-tap range. Really depends on what you need and you can pick every game. Either telepathy or biomancy - each of them can be situationally outstanding.

But i agree with Peregrine here - warpcharge spam armies are gona deny your 1-2 psychers quite often. But also don't forget - you get +1 to deny witchfires and curses for the attached squads which is nice and forces the opponent to dump more charges and increasing his chances to peril.


[deleted cause I'm dumb]

This message was edited 1 time. Last update was at 2014/09/24 15:45:17


"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Auspicious Daemonic Herald





Wraithknights are T8 and are MCs
   
Made in us
Longtime Dakkanaut





West Chester, PA

 CrownAxe wrote:
Wraithknights are T8 and are MCs

Touché.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Dakka Veteran




 TheSilo wrote:
 koooaei wrote:
Rending curse + lazguns = dead anything other than av 14. But hey, glancing a predator to death with lazguns is allready more than anyone could ask. Wraithknights? 72 shots with rending are statistically enough to bring an unharmed wraithknight down. That's just 36 guardsmen with frfsrf. And even less at double-tap range. Really depends on what you need and you can pick every game. Either telepathy or biomancy - each of them can be situationally outstanding.

But i agree with Peregrine here - warpcharge spam armies are gona deny your 1-2 psychers quite often. But also don't forget - you get +1 to deny witchfires and curses for the attached squads which is nice and forces the opponent to dump more charges and increasing his chances to peril.


[deleted cause I'm dumb]


Apart from that the wraithknight is not AV12 the math there may have been useful for some other situations.
   
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Wyrdwane psykers can be pretty tough if they roll off Biomancy. Bunch of guys with S6 T6? Yes please

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West Chester, PA

 Sir Arun wrote:
Wyrdwane psykers can be pretty tough if they roll off Biomancy. Bunch of guys with S6 T6? Yes please


I have considered running them as assault squads. But they're base S2, being weaklings.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Olympia, WA

 Bomb Squig wrote:
So I've been reading more about different psykers for AM, but are any of them worth adding to your army? Or would it be cheaper to just ally in a psyker from another army? I just can't figure out the best way to fully utilize their potential. Any advice?


My Astra Militarum Psykers are pivotal to the way I am playign right now. The Advisor for the Command Squad gives you an extra die if you want it, also cool.

I am using a combination fo the Psyker and Priest to REALLY buff my units.

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 Sir Arun wrote:
Wyrdwane psykers can be pretty tough if they roll off Biomancy. Bunch of guys with S6 T6? Yes please


So for brotherhood of psyker unit (like the wyrdvane) if the spell says "the psyker gains whatever", all the models in the unit gain it?
   
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Auspicious Daemonic Herald





Zsolt wrote:
 Sir Arun wrote:
Wyrdwane psykers can be pretty tough if they roll off Biomancy. Bunch of guys with S6 T6? Yes please


So for brotherhood of psyker unit (like the wyrdvane) if the spell says "the psyker gains whatever", all the models in the unit gain it?

The unit is the psyker
   
Made in us
Douglas Bader






Zsolt wrote:
IMO what IG needs the most is prescience, as BS3 means half your shots will miss. You just don't have a command for that.


Chance to hit doesn't matter, only the final chance of inflicting damage/wounds. So ignoring a 4+ cover save is actually better than twin-linking a BS 3 gun, and doesn't depend on your opponent not having 9999999 deny dice.

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 Peregrine wrote:
Zsolt wrote:
IMO what IG needs the most is prescience, as BS3 means half your shots will miss. You just don't have a command for that.


Chance to hit doesn't matter, only the final chance of inflicting damage/wounds. So ignoring a 4+ cover save is actually better than twin-linking a BS 3 gun, and doesn't depend on your opponent not having 9999999 deny dice.


It's part of the end result, so it does matter. Like cover save can be part of the end result, so that matters too. Not all opponents will have infinite deny dice, and not all enemy units will be behind cover, but all your regular troops will have bs3.
   
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!!Goffik Rocker!!






Zsolt wrote:
 TheSilo wrote:
 koooaei wrote:
Rending curse + lazguns = dead anything other than av 14. But hey, glancing a predator to death with lazguns is allready more than anyone could ask. Wraithknights? 72 shots with rending are statistically enough to bring an unharmed wraithknight down. That's just 36 guardsmen with frfsrf. And even less at double-tap range. Really depends on what you need and you can pick every game. Either telepathy or biomancy - each of them can be situationally outstanding.

But i agree with Peregrine here - warpcharge spam armies are gona deny your 1-2 psychers quite often. But also don't forget - you get +1 to deny witchfires and curses for the attached squads which is nice and forces the opponent to dump more charges and increasing his chances to peril.


[deleted cause I'm dumb]


Apart from that the wraithknight is not AV12 the math there may have been useful for some other situations.


Yep and he has toughness. Rending wounds regardless of toughness, thus on a roll of 6 you both wound and ignore armor - means you need 6*6 hits. With guard's BS it's 6*6*2 = 72 shots.

And i've noticed i've mistakenly listed glancing predators to death - s3+rending can only hurt av12. So, that's gona work only when firing on the side.
   
 
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