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Psybolt Ammunition


ChaosPhoenix

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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?

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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).

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

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.

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:

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

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

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 ^^.

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