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Made in gb
Dakka Veteran





hi guys,

Played a few games with this assassin and he really does destroy psykers. Played a game where my opponent brought a librarian formation where he had about 10 psykers in 1 squad which gave him about 30 warp charge points. I infiltrated the assassin 18 inches away. I got 1st turn and moved to within 12 inches and then in my psychic phase I got to shoot at the psykers with my str 5 ap1 weapon which uses the opponents warp charge against them so I had 31 shots (including using my own pool) and completely destroyed the squad. 31 shots hitting on 2's with preferred enemy so re rolling 1's to hit and then 3's to wound re-rolling 1's when wounding all at ap1.
   
Made in cn
Steadfast Ultramarine Sergeant




All those 10 Librarians must have to be Tigirius to offer 30 WC points

But anyway, against any footsloging Librarians (and any psykers that can only move 6 inches, basically that is just Harliquin Shawdow Seer maybe? and most psykers of the Imperium except biker Librarians), a Culexus Assassin is surely a death sentence. However, against psykers on Jetbikes like Eldar Farseers / Tzeentch Heralds on a Disc, and FMC psykers, the Culexus is far less a threat because they can easily move away and the Culexus cannot catch them up, and even cannot stop their blessing type powers. In which case, the Assassin would have to operated more in a defensive mode, like creating a "No Entering Zoing" against enemy psykers, and protect your own important units like the Tau Riptide, Stormsurge; Space Marine Grav Centurions from nasty enemy psychic powers like Tzeentch Treasion and such. It is gonna to cause trouble and significantly reduce the efficiency of enemy psychic heavy list, but are far from capable in "destroy them". Thus, playing smart is a must, because you need to 1. place the slow-moving Assassin in optimal location to shield the enemy high mobility psyker from your major forces, and 2. try your best to avoid him being killed in the early game, especially that some armies (i.e. Eldar with massed Scatter Bike under blessing of Guide power, or Chaos with Fleshhounds, Maulerfiend, (or Forgefiend under Precisence power buff and shoot from afar)) just have no problem in killing it quick in conventional way, even though at BS1 / WS1.
   
Made in gb
Dakka Veteran





Neophyte2012 wrote:
All those 10 Librarians must have to be Tigirius to offer 30 WC points

But anyway, against any footsloging Librarians (and any psykers that can only move 6 inches, basically that is just Harliquin Shawdow Seer maybe? and most psykers of the Imperium except biker Librarians), a Culexus Assassin is surely a death sentence. However, against psykers on Jetbikes like Eldar Farseers / Tzeentch Heralds on a Disc, and FMC psykers, the Culexus is far less a threat because they can easily move away and the Culexus cannot catch them up, and even cannot stop their blessing type powers. In which case, the Assassin would have to operated more in a defensive mode, like creating a "No Entering Zoing" against enemy psykers, and protect your own important units like the Tau Riptide, Stormsurge; Space Marine Grav Centurions from nasty enemy psychic powers like Tzeentch Treasion and such. It is gonna to cause trouble and significantly reduce the efficiency of enemy psychic heavy list, but are far from capable in "destroy them". Thus, playing smart is a must, because you need to 1. place the slow-moving Assassin in optimal location to shield the enemy high mobility psyker from your major forces, and 2. try your best to avoid him being killed in the early game, especially that some armies (i.e. Eldar with massed Scatter Bike under blessing of Guide power, or Chaos with Fleshhounds, Maulerfiend, (or Forgefiend under Precisence power buff and shoot from afar)) just have no problem in killing it quick in conventional way, even though at BS1 / WS1.


it was a thousand sons unit of psykers not sure its name.

but yes you are right, against a psyker that can onl move 6 inches then for the first turn that psyker will be shut down as he will be in the cullexus range of nulling psykers. but yes if you are going against fmc psykers or psykers on bikes etc then yes you need to use the cullexus differently, so like you said keep him back to create a no buffer zone etc
   
Made in ie
Deranged Necron Destroyer





If against FMC or Magnus it is better to use Sister of Silence w/ the null-madien formation. Your anti-payk field is a small bit bigger and you can move faster as well so you can catch up to anything flying and with pysk powers. I recommend 2 null-madiend because of how many Warp dice Tzeench armies can get.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

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Made in gb
Dakka Veteran





Odrankt wrote:
If against FMC or Magnus it is better to use Sister of Silence w/ the null-madien formation. Your anti-payk field is a small bit bigger and you can move faster as well so you can catch up to anything flying and with pysk powers. I recommend 2 null-madiend because of how many Warp dice Tzeench armies can get.


sorry how do the sisters of silence move faster?
   
Made in ie
Deranged Necron Destroyer





sorry how do the sisters of silence move faster?


The Sister of Silence can use their own Rhino; Null-Madien Rhino. If you use the Null-Madiend task force detachment you are able to add an extra 3 inches to the NMR anti-pysk zone for every unit of SoS in the NMR that are apart of this detachment.

The Rhinos have Psychic Abomination and Bane of Psykers zone of 12-18" (Im not to sure on the exact distance) even if the SoS is in the Rhino.

So, the SoS don't move faster but they have a transport that moves them faster and still has the Psychic Abomination and Bane of Psykers rules.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

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Made in gb
Dakka Veteran





Odrankt wrote:
sorry how do the sisters of silence move faster?


The Sister of Silence can use their own Rhino; Null-Madien Rhino. If you use the Null-Madiend task force detachment you are able to add an extra 3 inches to the NMR anti-pysk zone for every unit of SoS in the NMR that are apart of this detachment.

The Rhinos have Psychic Abomination and Bane of Psykers zone of 12-18" (Im not to sure on the exact distance) even if the SoS is in the Rhino.

So, the SoS don't move faster but they have a transport that moves them faster and still has the Psychic Abomination and Bane of Psykers rules.


ok got ya. if the rhinos have psychic abomination could you just bring a rhino? or does it have to be a dedicated transport for a unit of sos? also if you do have to bring a unit of sos to get the rhino it would make tactical sense to not have the sos in the rhino and have them deploy else where as you then get 2 units with psychic abomination etc. sounds good tho and I will look into it.
   
Made in ie
Deranged Necron Destroyer





I think the SoS need to be used if you want the NMR. I am not sure if other units can go into them but i say they could as long as you bring SoS as an allied detachment or as the Null-Madien Detachment.

Yeah running these on their own cost 45 pts and you can add upgrades to make them better. I say if you had 3-4 NMR on a table against any army with heavy pysk powes you would easily stop them from succesing half their powers and damage they can do to you.

I would run them as an allied detachment with armies that are not capable of using pysk powers (Necrons, Tau etc). If you can't join them you might as well screw up their main phase.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

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Made in gb
Stealthy Kroot Stalker





I am curious how you managed to get within 12" of all 10 psykers after deploying 18" away and stealing the initiative. I smell bollocks there.
   
Made in gb
Dakka Veteran





 rawne2510 wrote:
I am curious how you managed to get within 12" of all 10 psykers after deploying 18" away and stealing the initiative. I smell bollocks there.


why do you smell bollocks? Its pretty easy to get within 12 inches of the unit in my first turn. and I never mentioned anything about stealing the initative (not that it makes a difference)

you can deploy 12 inches away if you are out of LOS. so without even having to move I am 12 inches away. then in my movement phase I can move a further 6 inches so I will be 6 inches away.

But I don't have to be 12 inches away from ALL the psykers the rule states: Absorbed Warp Charge – Add all the mastery levels of all the Psyker UNITS, friend or foe, within 12″ of the Culexus. Then you can add up to 3 more dice from your own Warp Charge Pool. The combination of the mastery levels and Warp Charge Pool will equal the number of shots.

So it is just the unit I have to be 12 inches away from and then I get all the ML from that whole unit to use as a shooting attack against them.
   
Made in us
Frightening Flamer of Tzeentch





Somewhere

Wow, I did not know Culexus was that strong.

Not trying to start a passionate debate though do any communities think that is OP?

I am not sure how squishy they are or hard to hit, maybe the 1k Sons took him out next round?

2500
2000
2250
1750 
   
Made in gb
Stealthy Kroot Stalker





champagne_socialist wrote:
 rawne2510 wrote:
I am curious how you managed to get within 12" of all 10 psykers after deploying 18" away and stealing the initiative. I smell bollocks there.


why do you smell bollocks? Its pretty easy to get within 12 inches of the unit in my first turn. and I never mentioned anything about stealing the initative (not that it makes a difference)

you can deploy 12 inches away if you are out of LOS. so without even having to move I am 12 inches away. then in my movement phase I can move a further 6 inches so I will be 6 inches away.

But I don't have to be 12 inches away from ALL the psykers the rule states: Absorbed Warp Charge – Add all the mastery levels of all the Psyker UNITS, friend or foe, within 12″ of the Culexus. Then you can add up to 3 more dice from your own Warp Charge Pool. The combination of the mastery levels and Warp Charge Pool will equal the number of shots.

So it is just the unit I have to be 12 inches away from and then I get all the ML from that whole unit to use as a shooting attack against them.


I wasn´t saying it couldn´t be done. But your OP says you were 18" away. I miss read getting 1st turn, thought you said stole first turn.

A unit of psykers aren´t a brotherhood of psykers so you would only get the WC of the models within 12" of you. You have been playing the rule wrong.
   
Made in gb
Dakka Veteran





 rawne2510 wrote:
champagne_socialist wrote:
 rawne2510 wrote:
I am curious how you managed to get within 12" of all 10 psykers after deploying 18" away and stealing the initiative. I smell bollocks there.


why do you smell bollocks? Its pretty easy to get within 12 inches of the unit in my first turn. and I never mentioned anything about stealing the initative (not that it makes a difference)

you can deploy 12 inches away if you are out of LOS. so without even having to move I am 12 inches away. then in my movement phase I can move a further 6 inches so I will be 6 inches away.

But I don't have to be 12 inches away from ALL the psykers the rule states: Absorbed Warp Charge – Add all the mastery levels of all the Psyker UNITS, friend or foe, within 12″ of the Culexus. Then you can add up to 3 more dice from your own Warp Charge Pool. The combination of the mastery levels and Warp Charge Pool will equal the number of shots.

So it is just the unit I have to be 12 inches away from and then I get all the ML from that whole unit to use as a shooting attack against them.


I wasn´t saying it couldn´t be done. But your OP says you were 18" away. I miss read getting 1st turn, thought you said stole first turn.

A unit of psykers aren´t a brotherhood of psykers so you would only get the WC of the models within 12" of you. You have been playing the rule wrong.


Where does the rule state only brotherhood of psykers? The rule states that I get the ML of all the psyker units within 12 inches which to me is pretty clear. The thousand sons psykers formed 1 big unit and thus as long as I was within 12 of that unit I took all the ml from the unit.

It states add all the mastery levels of all the psyker UNITS. Nothing about brotherhood of psykers etc


Automatically Appended Next Post:
 Skerr wrote:
Wow, I did not know Culexus was that strong.

Not trying to start a passionate debate though do any communities think that is OP?

I am not sure how squishy they are or hard to hit, maybe the 1k Sons took him out next round?


very squishy. Basically its 140pts to deny the enemy a psychic phase for 1 maybe 2 turns max before they kill him. If you are up against demons or elder tho denying the enemy a psychic phase can be a big game changer

This message was edited 1 time. Last update was at 2017/04/05 15:43:49


 
   
Made in gb
Been Around the Block




The Culexus is great, but he's a tactical deployer. All blessings and maledictions that get within 12 inches of him end immediately.

Like Invisibility.

No doubt that the Sisters of Silence and the Rhino are better at shutting down psychic phases, but the Culexus does exactly what you expect it to do.
   
Made in gb
Dakka Veteran





Ghorros wrote:
The Culexus is great, but he's a tactical deployer. All blessings and maledictions that get within 12 inches of him end immediately.

Like Invisibility.

No doubt that the Sisters of Silence and the Rhino are better at shutting down psychic phases, but the Culexus does exactly what you expect it to do.


can the sisters of silence infiltrate? because that is a big thing for the culexus as you can potentially infiltrate 12' from the enemy meaning you are right there next to the psyker especially after moving your 6' as well.

Also the culexus is a bit more survivable I am guessing than a unit of SoS due to units being BS1 when shooting at him and he has an invun save and higher toughness.

   
Made in us
Regular Dakkanaut





Salt Lake City

The sisters don't infiltrate, however if you are taking them to shut down psychic armies the +3 inches per unit formation can get up to 30 inches if you add rhinos. All for similar cost.

 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






The Assassin is good for messing with Psykers.
Very powerful but a big lump of situational if you wind up facing off with an army like Tau or Necrons.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

I guess your enemy will learn how to bubble wrap his psykers with cheap troops.

I use 3pts. a piece renegades for that

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
 
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