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Psilencers


Irbis

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With everyone going about Psycannons, can we hear in which cases Psilencer would be a better option? :P

 

On GK SS squads, maybe? Terminators? Any ideas? It just seems strange so nice gun has so poor rules...

 

Or maybe we'll start discussion about uses of all three special GK shooting weapons, while we're at it?

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On non-Relentless models (i.e. not terminators) the Psilencer can't be fired on the move. With 24" range, that kills its utility quite dead.

 

On Relentless models it might be worth taking if it were free. Maybe. The problem is, the Psycannon is only 10pts more expensive, and FAR better. Sacrifice 1/3 of the shots for +3 Str and 3 better AP? Yes please!

 

Therefore, there is just really no good place to put a Psilencer.

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On non-Relentless models (i.e. not terminators) the Psilencer can't be fired on the move. With 24" range, that kills its utility quite dead.

 

On Relentless models it might be worth taking if it were free. Maybe. The problem is, the Psycannon is only 10pts more expensive, and FAR better. Sacrifice 1/3 of the shots for +3 Str and 3 better AP? Yes please!

 

Not even 2 free psilencers on GK SS quad in Rhino to maximize firepower?

 

They also wound even T10 Daemons on 4+, though that's situational...

 

So, what would be use of these? Can they be used as 'counts as' something, or is that bit useless?

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I would use them as Count-As Psycannons, because IMO they look better than the new psycannon. In fact, at first glance I thought they were the redesigned psycannon.

 

Honestly, there are almost no situations in which a psilencer would be better. Aside from T7+ daemons, which is Apocalypse territory AFAIK, there is absolutely no case in which the psilencer can beat the psycannon for usefulness.

 

Against hordes, like GEQ, you want the mobility of the psycannon so that you can either close to melee and break them or if necessary back away while laying down fire. AP- on the psilencer also cancels out the advantage of extra shots against GEQ.

 

Against MEQ and TEQ rending and wounding on a 2+ is much more beneficial than 2 extra shots.

 

Against vehicles, the psilencer can't do anything. 6 to glance and AP-, your storm bolters will actually be more effective. Even without psybolt ammo.

 

Against monstrous creatures, S7 is enough to wound on a 3+ with a few exceptions, so 'always wound on a 4+' would be nearly useless even if it were universal. Monstrous creatures often also have good armor saves, for which rending is invaluable.

 

I may have missed some scenarios, but in general the situations in which a psilencer would be preferable to a psycannon seem unlikely to ever occur in normal play. Considering that you not only give up the mobility afforded by a storm bolter, but also have to give up your nemesis force weapon, the psilencer simply isn't worth it. If you're going to give up your force weapon, you might as well get the weapon that will improve your squad and expand its options.

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Psilencers probably had additional rules during playtest that got taken out. I remember reading a rumor that psilencers got to shoot at psychic hoods used against you, for example, making them much more useful. But as it stands, with psilencers not even benefiting from psy ammo, a storm bolter is better--its move and shoot, and for the cost of the psilencers you can buy psy ammo for the most part, giving you s5 ap5 2 shots for everyone instead of s4 ap crap 6 shots for one model.

 

Heck, if psilencers were pinning it would make sense.

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oh crap, why did i not realize before that psilencers are heavy and not assault? well this would only be useful on terminators then (relentless and all), and then you can only get 4 in a unit with paladins, and that's just too damn many points.

 

darn, i'm gonna have to say no to psilencers except for on dreaknights.

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You know, I was thinking about it... and the fix is rather simple: either make them all assault guns, or allow all your SS squad guys take one for free, instead of just one. To make a true ranged gun squad, though a bit weak in CC. It would even fit the fluff, as they're new, mass produced gun, not a relic, and they don't use any ammo.
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I must agree with most others in this forum. The Psilencer is a gun with soooo much potential and a VERY nice model to boot, but the rules are just wrong, wrong, wrong!. There is absolutely no application for it, unless you want to play a very fluffy demon-killer-list.

 

It is actually so useless, that you wonder if it is a typo, that will get faq'ed.

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I must agree with most others in this forum. The Psilencer is a gun with soooo much potential and a VERY nice model to boot, but the rules are just wrong, wrong, wrong!. There is absolutely no application for it, unless you want to play a very fluffy demon-killer-list.

 

It is actually so useless, that you wonder if it is a typo, that will get faq'ed.

 

Here's a heretical idea: 10-man GKSS squad in Rhino, 2 Psylencers constantly moving 6" a turn and firing 12 S4 shots a turn.

Only useful against horde armies, but a cool idea at least.

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yes indeed you have to not be moving to fire it, even in a transport.

 

i've tried running all possible applications, but the only one i have that works is an anti demon stand and shoot list. it's not even available on vehicles, which is where it would be awesome!!! our own specialized "Baal" pred variant with a heavy psilencer in the turrent and 2 regulars on the sponsons. or option to swap them out on the storm ranven instead of the hurricane bolters. or even side sponsons on a regular land raider.

 

those would work.... but alas, no.... it will be totally unused except for the minority super fluffy list users.

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I haven't got my dex yet and I am gutted to hear that the Psilencer is such a waste when I first heard the name I thought it was going to be a lance weopen for tank hunting. so if it's got a really bad range low strength and bad AP but with a high rate of fire I guess it's only use is objective holding against horde armies
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I haven't got my dex yet and I am gutted to hear that the Psilencer is such a waste when I first heard the name I thought it was going to be a lance weopen for tank hunting. so if it's got a really bad range low strength and bad AP but with a high rate of fire I guess it's only use is objective holding against horde armies

 

I thought the same thing. I assumed psycannons would keep their range and remain improved heavy bolters for infantry suppression, and the mysterious psilencer would be some kind of analogue to the melta and lance weapons other races use when they need to tackle tanks with basic infantry. But then I thought the warding staff would act less like an old style storm shield on steroids and more like the space wolf rune staff, and i thought we would still have storm shield terminators, and in general didn't expect quite as many changes as we got.

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I must agree with most others in this forum. The Psilencer is a gun with soooo much potential and a VERY nice model to boot, but the rules are just wrong, wrong, wrong!. There is absolutely no application for it, unless you want to play a very fluffy demon-killer-list.

It has the right idea in some ways, trying to make up for the lack guns a GK army will have. But with the incinerator, the psycannon and stormbolters galore the Grey Knights already have anti-infantry firepower well covered. It's just massing that power in any way that's the problem and always will be. What the Psilencer really should have been was an anti-mech weapon of sorts. Of course, GW seem adamant not to give the GKs that kind of punch. Don't understand why, it's not like the fluff ever says they're more poor against vehicles than everyone else.

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