ChaosPhoenix Posted March 15, 2011 Share Posted March 15, 2011 Hi there, I want to discuss Psybolt Ammunition. For those, who don't know the rules, I'll describe it first. Since I don't want to cause a copyright infringement, it'll be a little vague :cuss. Basically you get +1 str to projectile weapons like storm bolters or autocannons. For most of the units it costs as much as an additional PAGK. As vehicle equipment you pay 50% of a hunterkiller missle for most vehicles. For vehicles it's easy, I think. If you've got points, spent it. This is a little more complicated, if a weapon looses it's defensive status. As infantry equipment it's not so easy. It's pretty expensive. The bigger the unit, the cheaper it gets, because you always pay for the whole unit. I bought the upgrade for a match vs. Black Templars, because I thought wounding on 3's would be nice. But in the end, it didn't seem to have a big impact. Yes I've caused more wounds, but the Marines 3+ armorsave absorbed it all. I'm not a friend of mathhammer, but sometimes it's good to analyze "feelings". Attackers PAGK Shots: 20 Hit Chance: 66.67% Hits: 13.333 Wound Chance: 50% Wounds: 6.667 Saved Wounds: 4.444 Unsaved Wounds: 2.222 Models Killed: 2.222 ----------------------------- Defenders Basic Marine Hits: 13.333 Wounds: 6.667 Saves: 4.444 Wounds Lost: 2.222 Models Lost: 2.222 / 10 (22.2%) Attackers PAGK with Psybolts Shots: 20 Hit Chance: 66.67% Hits: 13.333 Wound Chance: 66.67% Wounds: 8.889 Saved Wounds: 5.926 Unsaved Wounds: 2.963 Models Killed: 2.963 ----------------------------- Defenders Basic Marine Hits: 13.333 Wounds: 8.889 Saves: 5.926 Wounds Lost: 2.963 Models Lost: 2.963 / 10 (29.6%) So it's only 0,7 more dead marines, which can mean 1 more or none at all. On the other hand you gain a higher chance to penetrate light armor and high toughness modells. So what do you think? Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/ Share on other sites More sharing options...
BrotherWasted Posted March 15, 2011 Share Posted March 15, 2011 Psybolt Ammo is excellent for a squad that is going to bunker down and fire their Stormbolters every turn. Otherwise, yeah, the 20 points is better served elsewhere. Of course, it's also awesome for anything packing Assault Cannons (Razorbacks, LRCs or Dreads). Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689298 Share on other sites More sharing options...
ChaosPhoenix Posted March 15, 2011 Author Share Posted March 15, 2011 Psybolt Ammo is excellent for a squad that is going to bunker down and fire their Stormbolters every turn. Otherwise, yeah, the 20 points is better served elsewhere. Of course, it's also awesome for anything packing Assault Cannons (Razorbacks, LRCs or Dreads). I think for defensive squads, the psycannons do all the work. But then again the codex isn't even released and we have a lot of playtesting to do :cuss Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689300 Share on other sites More sharing options...
BrotherWasted Posted March 15, 2011 Share Posted March 15, 2011 You get 8 Psycannon shots, and 16 Stormbolter shots in a Strike Squad - having those 16 at S5 is still nice to have. Don't forget that that MEQ also shrug off Psycannon shots as well, unless they're rending. The point of Psybolt Ammunition is to help you flood the opponent with wounds. Against lighter armored armies like Nids/Guard/DE/Tau, Psybolt Ammo is brilliant. Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689302 Share on other sites More sharing options...
gil galed Posted March 15, 2011 Share Posted March 15, 2011 Well if it costs 20pts on a squad and you manage to kill one extra MEQ you've almost regained you're points, and you should probably get more than one round of shooting, I think it's advantage will be against stronger models and also killing transports. ~Gil :tu: Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689309 Share on other sites More sharing options...
ChaosPhoenix Posted March 15, 2011 Author Share Posted March 15, 2011 Well if it costs 20pts on a squad and you manage to kill one extra MEQ you've almost regained you're points, and you should probably get more than one round of shooting, I think it's advantage will be against stronger models and also killing transports. ~Gil :tu: Wow. I forgot to think about how much a marine costs. Thanks a lot :D Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689311 Share on other sites More sharing options...
BrotherWasted Posted March 15, 2011 Share Posted March 15, 2011 And even so, considering your averages calculated above, you're actually making nearly twice your points back in a turn anyway (2 Marines = anywhere from 30pts upwards depending on the opposing Codex used) Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689317 Share on other sites More sharing options...
gil galed Posted March 15, 2011 Share Posted March 15, 2011 Well if it costs 20pts on a squad and you manage to kill one extra MEQ you've almost regained you're points, and you should probably get more than one round of shooting, I think it's advantage will be against stronger models and also killing transports. ~Gil :tu: Wow. I forgot to think about how much a marine costs. Thanks a lot ;) Can't tell if this is sarcasm of not :), but seriously I think it will shine for taking down transports. It's really great when rhinos get within rapid fire range of my fire warriors and then get decimated. ~Gil :D Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689339 Share on other sites More sharing options...
ChaosPhoenix Posted March 15, 2011 Author Share Posted March 15, 2011 Well if it costs 20pts on a squad and you manage to kill one extra MEQ you've almost regained you're points, and you should probably get more than one round of shooting, I think it's advantage will be against stronger models and also killing transports. ~Gil :D Wow. I forgot to think about how much a marine costs. Thanks a lot ;) Can't tell if this is sarcasm of not :), but seriously I think it will shine for taking down transports. It's really great when rhinos get within rapid fire range of my fire warriors and then get decimated. ~Gil ^_^ No sarcasm, sorry ^^. Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689461 Share on other sites More sharing options...
Brom MKIV Posted March 15, 2011 Share Posted March 15, 2011 For 1 pt/shot I think psybolt ammo is great on infantry, especially interceptors. These guys can shunt to hit rear armour pretty much at will so directing an extra 16 S5 shots in addition to psycannons almost guarantees a tank is dead. Link to comment https://bolterandchainsword.com/topic/224831-psybolt-ammunition/#findComment-2689517 Share on other sites More sharing options...
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