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shutting down psychic killers


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well unfortunately my gk have had problems due to runes of warding, shadow in the warp and so many more. so i have been trying to think how can i take those b*****ds down, in my arsanall my main defence is killing with superior fire power and very limited cc (long story) and a vindicare assasin. they have served me well but i wanted to hear about what some of the others have used to destroy these guys and ignore them is not a viable anwser
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The Stormraven's Mindstrike missiles can be quite handy for dealing with farseers and/or Tyranid Psykers; Inflicting multiple Perils of the Warp results on a single psyker is nasty.

 

Another thing to consider is running a squad of Terminators/Paladins with a Brotherhood Banner; in addition to the extra attack, it lets you activate your force weapons without needing to make a psychic test, so Shadow/Runes has no effect. Combine that with Psyk-out grenades, and you can ruin just about any Psyker's day in close combat, even the big nasty Tyranid MC's.

The best solution is to build your list so that it functions without psyker powers.

 

You need to be killy in close combat even if you can never activate Hammerhand or your Force Weapons.

 

You cannot rely on a Librarian to save your bacon or make your squad "good". Your unit must already be good. Your use of a librarian's psyker powers -- no matter what they are -- can only be used as a "wildly effective trump card", NOT as something you depend upon.

 

I've built my army lists so that I never need to use any psyker powers to get what I want out of my units. Spread capability around your force organization chart. Be sure your army list is balanced. That means you play a strong game in all of Movement, Shooting, and Assault phases. I'm seeing too many players building GK lists with very weak Movement and Shooting phases and banking most of their wins on a good Assault phase. And since assault is where most GK psyker powers get used, the OP's problem implies too high a dependence on Assault at the cost of Movement and Shooting. Time to rebalance the list!

The combination of Psyk-out grenades and Empyrian Brain Mines is fearsome. Reduce them to Init 1 then make them have to pass an Init test to do anything for a whole round. Pair that with a bunch of angry Grey Knight Nemesis Force Weapons and you get results.

 

Shooting wise a Hereticus Inquisitor would be quite effective in addition to the previously mentioned Vindicare, as the Psy-Occulum is a bit different now. I've always found torrents of firepower to be effective, similar to the following quote from a real cheesy B rated monster movie I saw on TV once...

 

"There is no problem that cannot be solved by the proper application of explosives!"

My main method is praying that in the new Eldar 'dex, Runes of Warding gets hit hard with the nerfbat. :D

 

Or it may get worse. I'd bank on that.

Worse? It can't get much worse 'Players cannot use psychic powers while a Farseer with Runes of Warding is on the board'. I mean I guess you could have if you fail you perils instead of get 12 or more, or maybe a modifier to your LD.

 

Hopefully it will be given a radius and be similar to Shadow in the Warp. I think a 24 inch Shadow in the Warp seems fair enough. Runes of Witnessing needs bringing down a notch though. A 98% chance of passing the test???

My last game against them I charged my inquisitor with grenades + her deathcult assassins into them when they got abit too close... got auto him on them with psyhotroke= 18 power weapon wound got through, stuff died. stuff ran. stuff got run over with sweeping advance... (using only 6 deathcult assassins + inquisitor)

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