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Psybolts on Land Raider Crusaders


Chengar Qordath

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When I first noticed that you could buy psybolts for the Crusader (and for a really low point cost) it seemed like one of the most obvious upgrades ever; who wouldn't want to boost up almost every weapon on the vehicle? However, a few seconds later, I realized the hidden downside; if the hurricane bolters go up to strength 5, then they're no longer defensive weapons, which is one of the best thing they have going for them. Not being able to move 6" and fire everything is a definite loss.

 

So, with that in mind, are psybolts still worth taking on the Crusader? Does the added strength offset the loss of mobile firepower?

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I you are always going the full distance they would be worth it, how ever, if you intend on only moving up to " per turn, it is not worth it.

I actually just realized that Psybolts work on Assault Cannons. Might be worth it then for that very sexy very heavy Assault Cannon....

I you are always going the full distance they would be worth it, how ever, if you intend on only moving up to " per turn, it is not worth it.

I actually just realized that Psybolts work on Assault Cannons. Might be worth it then for that very sexy very heavy Assault Cannon....

Indeed; that's why I was so eager to get them at first; bumping up the hurricane bolters and the assault cannon at the same time sounds very tempting. The Rifleman Dread is also going to be even more popular than usual for GKs, since psybolts also boost up autocannons.

I had the exact same thought process, except in between "Oh wow, that's awesome" and "Oh wait, there's a drawback" I started a game of 40k. :P Luckily, everything worked out. The Crusader moves 12" turn 1 and popped smoke, then 12" again turn 2 and deposited the GKTs inside, while gunning down some IG with a Hurricane Bolter. The following 2 turns afterward, it merely pivoted in place and fired all its weapons at the side armour of Chimerae my opponent had advanced as counter-punch to my assault. In that sense, the increased Str all-'round didn't hurt the first two turns, and then really helped the second two turns. On the other hand, because I was merely swiveling in place, the veterans that came from the second Chimera simply walked over, planted 10 meltabombs, and utterly annihilated my precious tank.

 

The point is, it's not all good and it's not all bad. Unless you definitely plan to move around at 6" per turn, the psybolt ammo is still well worth considering, though definitely not a must-have.

Moving 6" in a Land Raider Cursader with pybolt ammunition and power of the machin spirit, could you not fire the assault cannon with now S7 at BS3 and then use machine spirit to fire the twin linked bolters at BS5. They are twin linked after all?

 

Seem like it would be a good trade off for +1S for 5 points.

 

Also, before getting close to a disembarked enemy, when would you even normally fire the TL Bolter mounts? So, what do you lose?

 

BDS

Moving 6" in a Land Raider Cursader with pybolt ammunition and power of the machin spirit, could you not fire the assault cannon with now S7 at BS3 and then use machine spirit to fire the twin linked bolters at BS5. They are twin linked after all?

 

Seem like it would be a good trade off for +1S for 5 points.

 

Also, before getting close to a disembarked enemy, when would you even normally fire the TL Bolter mounts? So, what do you lose?

 

BDS

 

It doesn't have twin linked bolters, it has two sponsons of hurricane bolters. Although yes each 'hurricane' bolter is fired as three twin linked bolters. Unless i've got the wrong end of the stick and you're not infact saying both hurricanes fire with a single profile...

 

~Gil :lol:

Moving 6" in a Land Raider Cursader with pybolt ammunition and power of the machin spirit, could you not fire the assault cannon with now S7 at BS3 and then use machine spirit to fire the twin linked bolters at BS5. They are twin linked after all?

 

Seem like it would be a good trade off for +1S for 5 points.

 

Also, before getting close to a disembarked enemy, when would you even normally fire the TL Bolter mounts? So, what do you lose?

 

BDS

 

It doesn't have twin linked bolters, it has two sponsons of hurricane bolters. Although yes each 'hurricane' bolter is fired as three twin linked bolters. Unless i've got the wrong end of the stick and you're not infact saying both hurricanes fire with a single profile...

 

~Gil :lol:

 

Yes, I meant the Hurrican bolters, just forgot the exact term for them...So could they not (on both sides) be fired with machine spirit? Or at least one side...which probably happens frequently anyway?

 

BDS

Each Hurricane Bolter is a single weapon, which happens to fire exactly like 3 twin-linked bolters. Therefore, if you take psybolts, you can indeed move 6", fire the assault cannon normally, and machine spirit a single Hurricane Bolter sponson.

 

This was what I meant, only one of them can be fired, they aren't linked :)

 

~Gil :)

Moving 6" in a Land Raider Cursader with pybolt ammunition and power of the machin spirit, could you not fire the assault cannon with now S7 at BS3 and then use machine spirit to fire the twin linked bolters at BS5.

Power of the Machine Spirit doesn't change the Ballistic Skill of your shooting; everything is at BS 4.

 

20pts is too expensive considering the loss of defensive weapons

 

However 5pts to make the Assault Cannon on a Redeemer St7 makes it a very versatile mid field fire support vehicle!

Psybolts on the Crusader are only five points in the final version of the codex.

Moving 6" in a Land Raider Cursader with pybolt ammunition and power of the machin spirit, could you not fire the assault cannon with now S7 at BS3 and then use machine spirit to fire the twin linked bolters at BS5.

Power of the Machine Spirit doesn't change the Ballistic Skill of your shooting; everything is at BS 4.

 

 

Ah, flash back to the old rules on PoTM, sorry.

 

BDS

I had the same rection when I noticed the +1 str to all guns essensially on the crusader, and the initial enthusiasm was again ruined almost instantly by remembering defensive weapons are str4 or less.

 

The way I've used a Crusader in the past, I dont think this matters. Although I do quite like move 6, fire assault cannons and bolters at infantry, then machine spirit multimelta at a tank (since you can split fire with the machine spirit). Seemed to get maximum use out of all the guns. In order to get the most out of the bolters, and the fact that essensially the crusader is more of a transport than anything as a primary role, mine tend to move 12" and fire one weapon by machine spirit depending on whats relevant. Once it does get close enough to have its troops disembark however, its will generally sit still or at least within 12" and blaze away with everything, most importantly here rapid firing the bolters.

 

Even if you are moving the tank 6" most of the time, there will come a point where it can rapid fire and probably end up stationary, and I think 5pts for 12 strength 5 bolters is pretty awesome. It will pretty much always make a huge difference to the number of wounds you actually manage to cause. Generally meaning 3+ to wound or 2+ to wound/kill instead of 4s or 3s... 1/6th more likely for 5pts... bargain. The assault cannon dosen't benefit as hugely, but as a sort of utility knife for taking out tanks, it definitely gains an edge, as well as hurting monsterous creatures.

 

I would allways take psybolt ammunition on a crusader, and because it amuses me, the flamer equivilent on a redeemer. Whether I'd use either tank is an eniterly differnet question, what with points being tight, and quite probably having a want for lascannons greater than that of the alternative loadouts.

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