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		<title><![CDATA[Latest posts for the thread "Fixing Psilencers"]]></title>
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				<title>Fixing Psilencers</title>
				<description><![CDATA[ Ok, everyone knows these guys just suck. For a weapon with suck a cool name <span class="glossaryitem" onmouseover='gp(50);'>GW</span> really dropped the ball on making it a viable weapon.<br /> <br /> <br /> Psilencer Range: 24" StrX <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- assault 6 psilence*<br /> <br /> Gatling Psilencer Range: 36" StrX <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- assault 12 psilence*<br /> <br /> <br /> Psilence: Psilencers always wound on a 4+ regardless of the targets toughness, Invuln saves may not be taken against wounds caused by a Psilencer.]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 05:37:17]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Fixing Psilencers</title>
				<description><![CDATA[ Maybe just 4+ against units which are psykers, to stop it trashing units which it wouldn't have any reason to be good against (Tyrgons/Mawlocs/Fex's) while helping against a wider variety of units than the current 'just daemons'. Gives it more of a reason to be taken.<br /> <br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 otherwise or something, 6 on the gatling psilencer maybe]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 05:54:28]]> GMT</pubDate>
				<author><![CDATA[ motyak]]></author>
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				<title>Fixing Psilencers</title>
				<description><![CDATA[ To be honest, psylencers don't need fixing, it's psycannons that do<br /> Why take anything else when you got such an impressive and relatively cheap weapon ?]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 08:09:11]]> GMT</pubDate>
				<author><![CDATA[ TanKoL]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ If you play against daemons as you should with <span class="glossaryitem" onmouseover='gp(305);'>GK</span> the psilencers are great as you can cut down swathes through lesser daemons, or any other horde unit, and take multiple wounds of Greater ones at a good range so acording to me it doesn't need fixing, at least not the gatling psilencer. And 24 S4 shots that ignores line of sight for 140 points is pretty good.]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 11:07:47]]> GMT</pubDate>
				<author><![CDATA[ Dantioch]]></author>
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				<title>Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/513945/5388206.page"><b>TanKoL wrote:</b></a><br/>To be honest, psylencers don't need fixing, it's psycannons that do<br /> Why take anything else when you got such an impressive and relatively cheap weapon ?</div></blockquote><br /> <br /> For a moment I thought you were going to say Psycannons need to be better.<br /> <br /> Moreover, can you IMAGINE if Incinerators had AP3? They'd be the equivalent of LAND RAIDER weaponry. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 11:51:42]]> GMT</pubDate>
				<author><![CDATA[ Scipio Africanus]]></author>
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				<title>Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fcc9ed598dc90ee8428a04ff4f63936e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/513945/5387966.page"><b>motyak wrote:</b></a><br/>Maybe just 4+ against units which are psykers, to stop it trashing units which it wouldn't have any reason to be good against (Tyrgons/Mawlocs/Fex's) while helping against a wider variety of units than the current 'just daemons'. Gives it more of a reason to be taken.<br /> <br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 otherwise or something, 6 on the gatling psilencer maybe</div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> X.<br /> 3+ against psykers, 5+ against not psykers, useless against vehicles]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 13:45:25]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ We had a <a href="http://www.dakkadakka.com/dakkaforum/posts/list/394728.page" target="_new" rel="nofollow">thread</a> about this during 5th. The one idea I liked the most was making it AP2 and upping the cost by quite a bit, at least on Terminators and Paladins. The Psycannon already has everything else pretty much covered.]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 15:24:42]]> GMT</pubDate>
				<author><![CDATA[ AlmightyWalrus]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/575ffce66362a1ecf2871615a09b801d.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/513945/5389198.page"><b>AlmightyWalrus wrote:</b></a><br/>We had a <a href="http://www.dakkadakka.com/dakkaforum/posts/list/394728.page" target="_new" rel="nofollow">thread</a> about this during 5th. The one idea I liked the most was making it AP2 and upping the cost by quite a bit, at least on Terminators and Paladins. The Psycannon already has everything else pretty much covered.</div></blockquote><br /> <br /> that really is the problem, psycannons are just too good.  They deal with everything, and everythign well and are cheap.  Their only really issue is AV14(not much actually) and 24" range.  The psilenser would be pretty dumb to be long ranged.  ]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 15:33:11]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Fixing Psilencers</title>
				<description><![CDATA[ Just for the record, I do not approve of Psilencers being turned into what is basically a 24" range, assault 6, sniper rifle. That's just ... no. Sorry.<br /> <br /> Although psilencers are really kind of on the bad side, I do agree with others here that boosting them to match the psycannons greatness is not the answer.]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 15:46:17]]> GMT</pubDate>
				<author><![CDATA[ Fire_for_effect]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ How about making them salvo3/6 range 30" ?]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 16:00:15]]> GMT</pubDate>
				<author><![CDATA[ Dantioch]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ Here's a thought: Keep it as it is, but make it Heavy 18. It's still only something like 4 dead Orks (or 1.5 Space Marines), but at least it'd almost sorta do something.]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 16:01:26]]> GMT</pubDate>
				<author><![CDATA[ AlmightyWalrus]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/575ffce66362a1ecf2871615a09b801d.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/513945/5389345.page"><b>AlmightyWalrus wrote:</b></a><br/>Here's a thought: Keep it as it is, but make it Heavy 18. It's still only something like 4 dead Orks (or 1.5 Space Marines), but at least it'd almost sorta do something.</div></blockquote><br /> <br /> I think actually 5 dead orks. It'd give a reason to take purgation squads, as they would be able to clear out an entire ork mob in one shooting phase, but it just feels a little silly. I like the <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2 idea.]]></description>
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				<pubDate><![CDATA[Fri, 15 Mar 2013 01:03:23]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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				<title>Fixing Psilencers</title>
				<description><![CDATA[ Personally, looking at my codex and a lot of <span class="glossaryitem" onmouseover='gp(305);'>GK</span> armies...<br /> <br /> Psilencers don't need to be made stronger, Psycannons need to be made a bit weaker. At the moment, there is no real reason to take anything but a Psycannon. Instead of making weapons stronger (because <span class="glossaryitem" onmouseover='gp(305);'>GK</span> need more strong things), lets dim the Psycannon a bit to a point where I actually may need to think about what special weapon to use<br /> <br /> EDIT: Or, do both. Make Psilencers a bit stronger (note: just a bit), while making Psycannons a tad weaker. At the moment I will agree with this: Psilencers are a bit weak, Psycannons are a bit strong. ]]></description>
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				<pubDate><![CDATA[Fri, 15 Mar 2013 01:20:28]]> GMT</pubDate>
				<author><![CDATA[ washout77]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ Psycannons are strong because they have to be. Its literally the only thing <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> have to take out tanks outside of melee or the odd lascannon.]]></description>
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				<pubDate><![CDATA[Fri, 15 Mar 2013 04:49:03]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fd773213115fe4000f0e1f3ad76512f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/513945/5391548.page"><b>Grey Templar wrote:</b></a><br/>Psycannons are strong because they have to be. Its literally the only thing <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> have to take out tanks outside of melee or the odd lascannon.</div></blockquote><br /> <br /> or the odd Multi Melta]]></description>
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				<pubDate><![CDATA[Fri, 15 Mar 2013 05:22:56]]> GMT</pubDate>
				<author><![CDATA[ Scipio Africanus]]></author>
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				<title>Fixing Psilencers</title>
				<description><![CDATA[ S5 AP5<br /> that would make a world of difference, wounding spacemarines on a 3+ would be a lot better]]></description>
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				<pubDate><![CDATA[Fri, 15 Mar 2013 06:45:59]]> GMT</pubDate>
				<author><![CDATA[ KonTheory]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/513945/5388462.page"><b>Dantioch wrote:</b></a><br/>If you play against daemons as you should with <span class="glossaryitem" onmouseover='gp(305);'>GK</span> the psilencers are great as you can cut down swathes through lesser daemons, or any other horde unit, and take multiple wounds of Greater ones at a good range so acording to me it doesn't need fixing, at least not the gatling psilencer. And 24 S4 shots that ignores line of sight for 140 points is pretty good.</div></blockquote><br /> <br /> This does seem like a opponent specific weapon and reasonable. If it needs an upgrade, then it should be upgraded to make it more effective against daemons, such as  reduce their invunrable save, or even elimnate it.  But it shouldn't be better against regular, or even psychic, opponents. ]]></description>
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				<pubDate><![CDATA[Fri, 15 Mar 2013 16:58:10]]> GMT</pubDate>
				<author><![CDATA[ Rumbleguts]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/513945/5393046.page"><b>Rumbleguts wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/513945/5388462.page"><b>Dantioch wrote:</b></a><br/>If you play against daemons as you should with <span class="glossaryitem" onmouseover='gp(305);'>GK</span> the psilencers are great as you can cut down swathes through lesser daemons, or any other horde unit, and take multiple wounds of Greater ones at a good range so acording to me it doesn't need fixing, at least not the gatling psilencer. And 24 S4 shots that ignores line of sight for 140 points is pretty good.</div></blockquote><br /> <br /> This does seem like a opponent specific weapon and reasonable. If it needs an upgrade, then it should be upgraded to make it more effective against daemons, such as  reduce their invunrable save, or even elimnate it.  But it shouldn't be better against regular, or even psychic, opponents. </div></blockquote>In a tournament where you don't actually know who you'll be playing, it's not a good investment. If you schedule a game a day in advance and you know you'll be fighting daemons, go for it, but other than that it has no place on a <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> list.]]></description>
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				<pubDate><![CDATA[Tue, 19 Mar 2013 01:18:37]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ I think the simplest fix would be to either make it an assault weapon or give it more range.  It's statline is pretty good (6 S4 shots), the issue is that it doesn't mesh well with the mid-range move-shoot-assault units in the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex.  The couple times I've taken psilencers just for fun, the main issue was that I rarely got to shoot with them because I was either out of range or had to move them forward (because when everyone else has a storm bolter...)<br /> <br /> I think they should remain as an optimized Daemon-killing weapon though, because that's fluffy.]]></description>
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				<pubDate><![CDATA[Tue, 19 Mar 2013 03:01:16]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/01ac54e704f7682743a0bad6a9bab3e2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/513945/5404413.page"><b>McNinja wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/513945/5393046.page"><b>Rumbleguts wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/513945/5388462.page"><b>Dantioch wrote:</b></a><br/>If you play against daemons as you should with <span class="glossaryitem" onmouseover='gp(305);'>GK</span> the psilencers are great as you can cut down swathes through lesser daemons, or any other horde unit, and take multiple wounds of Greater ones at a good range so acording to me it doesn't need fixing, at least not the gatling psilencer. And 24 S4 shots that ignores line of sight for 140 points is pretty good.</div></blockquote><br /> <br /> This does seem like a opponent specific weapon and reasonable. If it needs an upgrade, then it should be upgraded to make it more effective against daemons, such as  reduce their invunrable save, or even elimnate it.  But it shouldn't be better against regular, or even psychic, opponents. </div></blockquote>In a tournament where you don't actually know who you'll be playing, it's not a good investment. If you schedule a game a day in advance and you know you'll be fighting daemons, go for it, but other than that it has no place on a <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> list.</div></blockquote><br /> <br /> Then don't field them for a tournament. Tyranids have a ton of weapons/units that are almost as situational. And considering how good overall the Grey Knights are, having one weapon designed to affect one specific army, an army that is one of the primary concerns of the Grey Knights, isn't something to be too upset about. ]]></description>
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				<pubDate><![CDATA[Tue, 19 Mar 2013 08:29:09]]> GMT</pubDate>
				<author><![CDATA[ Rumbleguts]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fd773213115fe4000f0e1f3ad76512f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/513945/5391548.page"><b>Grey Templar wrote:</b></a><br/>Psycannons are strong because they have to be. Its literally the only thing <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> have to take out tanks outside of melee or the odd lascannon.</div></blockquote><br /> <br /> well yes, the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> book is broken.  The psycannon is great anti <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, anti Infantry, and anti Tank at medium and short ranges.  Why take anything else.  <br /> <br /> In a perfect world different special weapons would have different roles, and they would all be good at their role while being not so good at other roles.  ]]></description>
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				<pubDate><![CDATA[Tue, 19 Mar 2013 16:04:22]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ That doesn't make it broken.<br /> <br /> It just means they are slightly one dimensional. <br /> <br /> But the Psycannon is appropriatly priced for what it does.]]></description>
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				<pubDate><![CDATA[Tue, 19 Mar 2013 16:06:05]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fd773213115fe4000f0e1f3ad76512f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/513945/5406494.page"><b>Grey Templar wrote:</b></a><br/>That doesn't make it broken.<br /> <br /> It just means they are slightly one dimensional. <br /> <br /> But the Psycannon is appropriatly priced for what it does.</div></blockquote><br /> <br /> where they are cheaper and better than assault cannons on similar troops?]]></description>
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				<pubDate><![CDATA[Tue, 19 Mar 2013 16:19:29]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Re:Fixing Psilencers</title>
				<description><![CDATA[ Consider, the Grey Knights have no other real anti-tank weapons.<br /> <br /> So they get Psycannons at a discount. <br /> <br /> Also, on non-relentless units they arn't as good so thats why they are slightly cheaper.<br /> <br /> <br /> Opprotunity Cost is an important factor in pricing an upgrade.<br /> <br /> And assault cannons on regular terminators are overpriced anyway.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/513945/5406553.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/513945/5406553.page</link>
				<pubDate><![CDATA[Tue, 19 Mar 2013 16:22:36]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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