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		<title><![CDATA[Latest posts for the thread "Psyker Battle Squad?"]]></title>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ Does anyone have any suggestions on how to use a 10 man <span class="glossaryitem" onmouseover='gp(449);'>PBS</span>, more specifically, on how to use the weaken resolve power? Any advise would be welcome. Thanks in advance]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 14:51:32]]> GMT</pubDate>
				<author><![CDATA[ mebobsayhi9]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ <blockquote><div><cite>mebobsayhi9 wrote:</cite>Does anyone have any suggestions on how to use a 10 man <span class="glossaryitem" onmouseover='gp(449);'>PBS</span>, more specifically, on how to use the weaken resolve power? Any advise would be welcome. Thanks in advance</div></blockquote><br /> <br /> What do you want to use it against? <br /> <br /> Assuming the target is fearless, your other concerns are, <br /> <br /> 1) Does the target have <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>? <br /> 2) If 1 = no, is the target below 50%? <br /> <br /> If the target has <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span> or is above 50%, then it will need to be "escorted" off the board once it fails the morale check. So ideally, in your movement phase you put one or more of your own units in its fallback path to its table edge, use the power on the unit, shoot it in your shooting phase to force a morale test, then watch it run. It should run around 7" give or take. If it's within 6" of your unit, it CAN NOT regroup, and so must fall back again. Like this you can escort a unit off the board completely. <br /> <br /> If it's below 50% and doesn't have <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, then you can just watch it run away. ]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 15:17:18]]> GMT</pubDate>
				<author><![CDATA[ NuggzTheNinja]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ I have used this and then fired at the offending squad with a squad of 2 hydras and it worked really well though if they have <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span> its a lot harder to keep them running.]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 15:34:34]]> GMT</pubDate>
				<author><![CDATA[ DeJolly]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ They won't be making Marine armies run that often. <br /> <br /> And their is a lot of Fearless stuff running around, so you often won't have more than 1 or 2 targets.<br /> <br /> That said, they are a great utility unit and I am very pleased with their performance so far.<br /> <br /> although squads of 9 are a bit much; I run mine with 6 psykers each. Soulstorm still sounds on a 2+ against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and LD10 is reduced to 4 before modifiers. It's just a more efficient choice <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 15:58:33]]> GMT</pubDate>
				<author><![CDATA[ odorofdeath]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ "weaken resolve" is the PBSs secondary power. With SO much fearless and stubborn out there, not to mention <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, you're going to have a tough time on relying on this against all armies. Really, you're bringing the <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> for the S10 blast template it puts out, with the sneaky ace in the hole of being able to pick off targets of opportunity with weaken resolve.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 16:23:14]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ i used them a little but found them to be mostly worthless. the only time they ever really work on marines is when they are right on the table edge and then they run away. There are so few instances when the <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> can be used they really arent worth taking. Im not sure why people think they get a S10 blast the max it can be is 9.]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 19:37:32]]> GMT</pubDate>
				<author><![CDATA[ General Ian]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ EDIT: Ninja'd<br /> <br /> True about the fearless bit. Soulstorm hasn't been anything to write home about though.<br /> <br /> for 135 points, they add a lot of utility, and nothing else in the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> elites section is remotely as good as them. Rarely I take Stormtroopers, but never in a serious list.]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 21:53:11]]> GMT</pubDate>
				<author><![CDATA[ odorofdeath]]></author>
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				<title>Re:Psyker Battle Squad?</title>
				<description><![CDATA[ One idea is to decrease a non-fearless unit's <span class="glossaryitem" onmouseover='gp(82);'>LD</span> to 2 and then pin it with Ratlings.<br /> <br />  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 22:03:04]]> GMT</pubDate>
				<author><![CDATA[ CommissarCandlestick]]></author>
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				<title>Re:Psyker Battle Squad?</title>
				<description><![CDATA[ i've been wondering if a maximised <span class="glossaryitem" onmouseover='gp(449);'>PBS</span>'s ordinance weapon is s9 or s10. when capped, only 9 psykers are present. does the overseer count as a psyker?]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 22:29:51]]> GMT</pubDate>
				<author><![CDATA[ Vincent305]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ Nope, strength 9 is the maximum. Sorry.]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 22:47:46]]> GMT</pubDate>
				<author><![CDATA[ odorofdeath]]></author>
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				<title>Re:Psyker Battle Squad?</title>
				<description><![CDATA[ <blockquote><div><cite>CommissarCandlestick wrote:</cite>One idea is to decrease a non-fearless unit's <span class="glossaryitem" onmouseover='gp(82);'>LD</span> to 2 and then pin it with Ratlings.</div></blockquote><br /> Who have to hit, wound, and fail armor saves. You generally need a fair number of ratlings to accomplish this, which not only wastes points, but competes for the <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> over slots.<br /> <br /> Plus, your opponent is still only pinned. They still score, and they can still get back up next turn (or right away if it's another guard player).<br /> <br /> Really, it seems to me like PBSs are a way of taking russes while still taking infantry.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Feb 2011 23:24:24]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Re:Psyker Battle Squad?</title>
				<description><![CDATA[ :-)  On paper at least it looks like it would work well with a gunline/artillery list as just another way to keep something big in place to get hit again, etc...  Not sure I'd try to pin with Ratlings/snipers, Barrage weapons seem the better choice...  Just seems like it's a really situational thing...  The whole lack of a psychic defense there hurts them a lot...]]></description>
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				<pubDate><![CDATA[Sun, 27 Feb 2011 05:19:00]]> GMT</pubDate>
				<author><![CDATA[ pchappel]]></author>
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				<title>Re:Psyker Battle Squad?</title>
				<description><![CDATA[ I've found them useful in conjunction with basilisks to pin units, or to help run pesky devastator squads near the board edge.  Also, considering that a pinned unit doesn't get back up till the end of their turn <span class="glossaryitem" onmouseover='gp(70);'>iirc</span>, that means one turn they can't do much, which gives you another turn to deal with them.]]></description>
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				<pubDate><![CDATA[Sun, 27 Feb 2011 05:49:53]]> GMT</pubDate>
				<author><![CDATA[ Shivan Reaper]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ how is it only S 9 instead of S 10.  The overseer is a psyker himself.  He can even help prevent heavy damage for powers of the warp.]]></description>
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				<pubDate><![CDATA[Sun, 27 Feb 2011 08:39:06]]> GMT</pubDate>
				<author><![CDATA[ Tomb King]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ No the Overseer is like a unit specific commissar designated to relieve psykers who become overwhelmed by the warp. He is not a psyker, just their watchdog. <br /> Psykers are a pretty flexible unit as they can use their power against light vehicles if taken as a larger squad or well against infantry or they can act as a debuffer in conjunction with pinning weapons or even witch hunter Inquisitors. The power that causes a moral test works pretty well with weaken resolve. Heck a Mortar <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> is a cheap addition if you have a platoon in the list that can work well with the <span class="glossaryitem" onmouseover='gp(449);'>PBS</span>. And the combo with the calidus assassin is pretty fun if your target doesn't have eternal warrior.<br /> Cheers,<br /> ~Volkan]]></description>
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				<pubDate><![CDATA[Sun, 27 Feb 2011 08:53:23]]> GMT</pubDate>
				<author><![CDATA[ Volkan]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ the codex states in the <span class="glossaryitem" onmouseover='gp(449);'>pbs</span> entry that the psyker rule is only conferred to the sanctioned psykers, not the overseer himself <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> in theory, wouldn't it work to have the psyker squad reduce a squad's leadership, then have a heavy flamer get rid of half the squad, and then have a chimera escort them off the board?]]></description>
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				<pubDate><![CDATA[Sun, 27 Feb 2011 20:14:18]]> GMT</pubDate>
				<author><![CDATA[ mebobsayhi9]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ <blockquote><div><cite>Ailaros wrote:</cite>"weaken resolve" is the PBSs secondary power. With SO much fearless and stubborn out there, not to mention <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, you're going to have a tough time on relying on this against all armies. Really, you're bringing the <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> for the S10 blast template it puts out, with the sneaky ace in the hole of being able to pick off targets of opportunity with weaken resolve.<br /> <br /> </div></blockquote><br /> <br /> You actually have it completely reversed.  Their main utility is for Weaken Resolve, if you don't have any good targets, <i>then</i> you use the blast power.  Even against marines with <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, there's still a lot you can do.  Move a unit out of assault, rapidfire, or melta range by making them fall back, making a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> or <span class="glossaryitem" onmouseover='gp(450);'>LF</span> squad in a building fall back behind the building and maybe out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, making that hard as nails terminator squad or <span class="glossaryitem" onmouseover='gp(504);'>TWC</span> fall back and then escorting them off with a hellhound or Valkyrie/Vendetta, or getting a unit off of an objective late in the game.  If, and only if, there are no good targets for Weaken Resolve do you use the blast power.<br /> <br /> I think they are incredibly useful for their points and an auto-include in my guard force.]]></description>
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				<pubDate><![CDATA[Sun, 27 Feb 2011 22:50:41]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ I would field a <span class="glossaryitem" onmouseover='gp(449);'>PBS</span> probably against <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, Tau, and Orks. Against Marines (all flavors) they are generally ineffective due to the fact that most marine armies are now lead by a Librarian of some variation, especially <span class="glossaryitem" onmouseover='gp(124);'>SW</span> (Rune Priests are scary!). With that said, Orks generally run in big numbers, so Weaken Resolve against fearless is useless, although I do find it effective against Lootas, and a must for any <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player against a Loota heavy Ork list!]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 00:02:32]]> GMT</pubDate>
				<author><![CDATA[ MadMaverick76]]></author>
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				<title>Psyker Battle Squad?</title>
				<description><![CDATA[ It's good to bear in mind that modern psychic hoods have a range of only 24", whereas the <span class="glossaryitem" onmouseover='gp(449);'>PBS</span>' powers are 36" and can be used on the move. ]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 01:18:54]]> GMT</pubDate>
				<author><![CDATA[ Terminus]]></author>
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