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Incinerators, Psycannons or nothing?


Magnus Thane

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Probably discussed over and over but what do you guys prefer? Incinerators or Psycannons and in what builds/purposes? Or do you prefer to ignore these weapons and put down more 'bodies' in a pure GK build?

 

Also I saw some people give a Psycannon to their Termie Squad, does this have to be modelled on?

Obviously very situational, but here are the basic rules I go by.

 

Regular grey knights: nothing but vanilla. They are expensive enough. Plus, you lose 1 attack when carrying psy or incinerator.

 

I have tried the 5 GK unit DS with 2 flamers, but have lost them so many times to bad rolls that it is completely not worth it (plus seraphim witchunters do the same job much better).

 

GKT: A mix is good. Out of 5 termies, If your termies are not transported/deepstriked, then put a psyc on your HQ and 1 more for the road. These guys will move around the table and shoot everything to pieces.

 

If they are DS or transported, then you want them to be equipped for close combat: 1 incinerator is mandatory then, if not 2 and a thunder hammer/shield.

 

You should try to model the psycannon if possible, as most player prefer WYSIWYG. magnets are your best friends here.

 

There is always of course the BC with psyc, 4 elites with BC with psyc and 1 more psyc. This packs a ridiculous amount of S6 ignore vulnerable saves shots, but your HQ loses the retinue rule.

Psycannons:

Str 6

AP 4

No invulnerable

3 Shots

36" Range so provides high Shrouding Survivability

Potentialy Pop Armour

BUT

Removes NFW

18" range if moved

Costs the same as another GK

Only 2 GK can use the 36" Range

 

Incinerators

Heavy Flamer Stats, better S and AP

No Invulnerable OR Cover Save

Template

Move and Shoot Max range

BUT

Removes NFW

Most likely will require delivery

Under 12" Range means Assault is nearly always imminent

Cost extra but not as much as Psycannons

 

Storm Bolters

Cheapest, no extra cost

Consistent throughout unit

24" Move and Shoot Range

2 Shots each regardles of Range

Keeps NFW

BUT

Range below average Shrouding role

Lower Strength

Allows Invulnerable Save

Weaker AP

 

There is no right answer, just your playstyle.

 

Also terminators like psycannons because they can move AND shoot max range. Also being a cheaper cost ratio. You can buy single termi's with a psycannon. Or you can order a set of Six arms from the GW site.

 

 

edit: Added NFW pros and cons

 

 

-Gib-

Here are my rules of thumb for PAGK equipment.

 

Footslogging: 8+ models, no special weapons. You want ultimate flexibility and mobility. Special weapons on this kind of unit hurt all aspects of this unit's required capabilities, so leave them off.

Exception: 5-6 models, 2x psycannon. This "mini-purgation" squad is a home objective holder and is a static firebase. Truly excellent support unit that is even better if you can stuff them in an inducted IG chimera.

 

Mounted: 6+ models, 1-2 incinerators. And by "mounted" I mean in a land raider. Not really worth it even if you have an allied IG chimera to use. Psycannons and stormbolters are better in that situation. Your Chimera should have a hull heavy flamer for burninating purposes.

 

For GKTs, you can make an excellent footslogging, mobile firebase by taking a minimal unit (maybe up to 5 models) and maximizing psycannons in it. Walk 'em at max range and their TDA and shrouding will keep them alive and kicking for most games.

 

Otherwise, GKTs should always be getting a ride in a land raider. In which case I would usually recommend keeping them cheap. This is an assault unit, you don't really need any other gear to help them out. They're the game's best terminator unit, even better than Vulkan TH/SS termies, so don't waste points trying to make them even killier. Maybe include a single incinerator, but seriously, it's just not necessary. If you need incinerators to help this unit out, you're playing them wrong. Remember that you have an entire army that is supposed to be mutually supporting. Don't ever strand your terminators just because they're that awesome. Even GKTs need support.

Pretty much my take on things, Number things. For me, if they ride, they get the burners. If they sit, they get the 'cannons. If they walk, they get the best range per bang I give 'em, which in PA is just the Stormbolters they are normally equipped with while in TDA is as many 'cannons as I can fit in.

 

SJ

I agree with number6 as well, with one difference on emphasis: If I'm taking Grey Knights in a Land Raider, I always give them as many Incinerators as they can carry, even if it means cutting the squad size down by one to do it. The killing power to point ratio is just to great when they're used properly.

 

Tank Shock + Disembark + Incinerator Templates = The single most destructive turn that a Grey Knight army can put out

 

I know a lot of people have a knee-jerk reaction to blanch at the idea of cutting down your squad size, even by just one, but the incredible difference in power really is just that important to me. Yes, it's higher risk, but it's also much greater reward, and is one of the few things we can do to make a pure Grey Knight army dramatically more competitive.

I run 3 9-man squads, one with 2 psycannons, one with 2 incinerators, and one with both. All three work great. One camps back, the other two go forward, but the mix squad gives me some middle ground between the two extremes. Then the Termies have a Psycannon, but i keep the stormbolter on the GM.

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