L30n1d4s Posted September 27, 2013 Share Posted September 27, 2013 In 5th Edition, Psyfleman Dreads were all the rage, with their 4 x S8 AP4 shots, firing at BS4 TLed and backed by Fortitude to ignore Shaken/Stunned. Since 6th began, many people have moved away from them, citing their fragility given AV12 and the introduction of HPs/opposing units being able to quite plausibly glance them to death in a single turn. Taking into account these issues, I think Psyflemen can acutally still be an effective "mainstay" of a GK army. For a little less than 500 points you can take 3 Psyflemen and a Skyshield Landing Pad (SSLP). Putting the Dreads on a a SSLP gives them good elevation/LOS and, most importantly, provides that 4++ save, basically doubling their survivability. For example, say you have a pair of Wave Serpents firing at a Psyfleman from 36". Normally, each Wave Serpent would get 4 TLed S6 shots with its Scatter Laser, no Shurikan Cannon shots (out of range), and 5 (on average) TLed S7 shots from its Serpent Shield. Doing the Mathammer, that yields on average 2 stripped hull points each, meaning that two Wave Serpents could potentially wreck a Psyfleman in a single volley of shooting. However, putting the Pysfleman on a SSLP, that 4++ Invul kicks in and now you average only 2 HPs stripped by the two Eldar Wave Serpents, meaning that Dread can keep shooting for at least another turn. On the flip side of the coin, a Psyfleman put out 4 TLed S8 shots, which on average strip about 1 HP a turn from a Wave Serpent (given a 4++ Jink save for the Wave Serpent). However, using the Psyfleman in mass (i.e. 2-3 per army) and taking advantage of its strong range (48") , you have a very real possiblity of wrecking an enemy Wave Serpent each turn, not only removing a large source of Eldar firepower, but also taking out critical mobility for his troops (also, a fully decked out Wave Serpent is a significant points investment to lose). Now, I use the example of a Wave Serpent because it is one of the most difficult, competitive adversary units out their (some would even say overpowered for its points cost) right now. Against units with less fire power (such as Razorbacks and Devilfish) and/or less survivability (i.e. Chimeras, which have no Jink save, or DE Raiders, etc.), the Psyfleman matches up even better. Significantly, 2-3 Psyfleman also provide a very strong "secondary" role as air defense units. With their long range, high-strength attacks, and TLed shooting (basically BS2 when firing Snap Shots at flyers), Psyflemen in "gangs" can knock down enemy Storm Talons, Vendettas, Crimson Hunters, Night Scythes, and even, with a bit of luck, Heldrakes if required (or if they have no other targets to focus on). I do think that Psyfleman are only really effective/competitive if employed in pairs (or more) and that they truly come into their own with some form of heightened survivability, either a SSLP as mentioned above, terrain/cover to get a save against enemy shooting, and/or a Techmarine to regenerate their HPs as required. I also think that Psyfleman benefit from the trends in 6th edition, namely less melta, more S7 spam (for example, on average, 3 Broadsides with HYMPs would only inflict 1.5 lost HPs a turn on a single Psyfleman protected by a SSLP 4++ save), and perhaps most significantly, a lower target priority for enemy armies. Sitting at the back of the board on a SSLP, I can see many opposing players ignoring or only putting a few token shots at the Psyflemen Dreads for at least the first few turns. This could dramatically enhance the Psyflemen's lifespan, allowing them to contribute their shooting for an entire 5-6 turns of th game, potentially being a decisive influence for GK pulling off a victory. Finally, while this is well known, I don't want to forget to mention the "force-multipliers" for Psyflemen: 1 - GM's Grand Strategy --- Making the Psyflemen scoring can help a ton with backfield objectives, re-rolling 1s To Wound can make them measurably better at damaging non-vehicle units, and Scout can get them in position or allow them come in from the flank for those great side armor (read AV10/11) shots which makes them even more effective vehicle hunters. 2 - GK Librarians and Shrouding --- Given the focus on Divination, I think many GK players have gotten away from the "base" powers in the book. Putting 2-3 Psyflemen behind strong cover or an ADL and then casting Shrouding with the Librarian means you could potentially have all of your Dreads protected by a 3+ cover save... even better than SSLP scenario described at the beginning of this post. This doesn't even touch on bolstering a Ruin with a Techmarine and then use Shrouding to get the fabled 2+ cover save for your Psyflemen. No effect in close combat, of course, but a tremendous boon for shooting matches. 3 - Integration with Allies --- Combine the Psyflemen/Skyshield Landing Pad with an allied long-range fire support unit, such as SM Centurion Squad, Tau Riptides, SOB Exorcists, Eldar Wraithknights, SW Long Fangs, BA LC Preds, or a squadron of IG Leman Russes creates complimentary fire support options (i.e. you can use Psyflemen to take out lighter targets and/or clean up from the heavy firepower of their more potent ranged allies, making the allied units more effective overall as a support by fire element) and also causes target priority issues for your adversary. Given that your opponent likely only has a limited amount of long-ranged (i.e. 36-72" range) firepower, for the first few turns at least he will have to choose whether to focus on the allied units, the Psyflemen, or try and divvy up his shooting between them. Anyhow, these are simply some of my thoughts on the viability of Psyflemen Dreads in 6th Edition with the current meta, now that we have a legitimate 6 Codexes under our belts. Link to comment https://bolterandchainsword.com/topic/281058-psyflemen-and-the-skyshield-landing-pad/ Share on other sites More sharing options...
BloodTzar Posted September 30, 2013 Share Posted September 30, 2013 Did playtested (proxied; as I do not have GK dakka dreads) GK+DA, it works even better with DA libby with force field gen. as it is 3" 4++, it was nice durable fire support. Link to comment https://bolterandchainsword.com/topic/281058-psyflemen-and-the-skyshield-landing-pad/#findComment-3480303 Share on other sites More sharing options...
Reclusiarch Darius Posted October 9, 2013 Share Posted October 9, 2013 The Skyshield is a ridiculous unit, but in this age of Heldrakes and Riptides, I'm inclined to agree. 4++ on our PsyDreads does make them a lot tougher, and I have downed Flyers with a pair of them, so three would work even better. 1 - GM's Grand Strategy --- Making the Psyflemen scoring can help a ton with backfield objectives, re-rolling 1s To Wound can make them measurably better at damaging non-vehicle units, and Scout can get them in position or allow them come in from the flank for those great side armor (read AV10/11) shots which makes them even more effective vehicle hunters. Scout will just get them killed. Keeping them back as much as possible is how PsyDreads stay alive. Making them scoring is hilarious though, especially if you plant the objective on the Skyfield and thus force the enemy to come to you though a fortification. 2 - GK Librarians and Shrouding --- Given the focus on Divination, I think many GK players have gotten away from the "base" powers in the book. Putting 2-3 Psyflemen behind strong cover or an ADL and then casting Shrouding with the Librarian means you could potentially have all of your Dreads protected by a 3+ cover save... even better than SSLP scenario described at the beginning of this post. This doesn't even touch on bolstering a Ruin with a Techmarine and then use Shrouding to get the fabled 2+ cover save for your Psyflemen. No effect in close combat, of course, but a tremendous boon for shooting matches. Heldrakes, Riptides and markerlights all make 'Shrouding' irrelevant in 6th edition. IMO Librarians just aren't as cost-effective as Coteaz or cheap 'Prescience' Inquisitors. Also, taking Techmarines is a very bad idea. If they could repair HP, I'd see a point, but they don't so they're just overpriced 1-wound characters. 3 - Integration with Allies --- Combine the Psyflemen/Skyshield Landing Pad with an allied long-range fire support unit, such as SM Centurion Squad, Tau Riptides, SOB Exorcists, Eldar Wraithknights, SW Long Fangs, BA LC Preds, or a squadron of IG Leman Russes creates complimentary fire support options (i.e. you can use Psyflemen to take out lighter targets and/or clean up from the heavy firepower of their more potent ranged allies, making the allied units more effective overall as a support by fire element) and also causes target priority issues for your adversary. Given that your opponent likely only has a limited amount of long-ranged (i.e. 36-72" range) firepower, for the first few turns at least he will have to choose whether to focus on the allied units, the Psyflemen, or try and divvy up his shooting between them. You're just listing better Heavy Support from other codicies. PsyDreads are good in their own right. On that note, bringing Allied Centurions is an amusing prospect, as you can have six of them on a Skyshield potentially. That's an absurd amount of krak missiles and lascannon each turn, with twelve T5 2+/4++ wounds to chew through. Link to comment https://bolterandchainsword.com/topic/281058-psyflemen-and-the-skyshield-landing-pad/#findComment-3490158 Share on other sites More sharing options...
Gentlemanloser Posted October 9, 2013 Share Posted October 9, 2013 Just for reference, 6 ML/TLLC are 550 points. 6 (if you had the slots for them! :P) GK ML/TLLC Dreads would cost 900 points! 6 Dual TL Autocannon dreads cost 810... Cheap at almost half the cost. ;) Link to comment https://bolterandchainsword.com/topic/281058-psyflemen-and-the-skyshield-landing-pad/#findComment-3490173 Share on other sites More sharing options...
Reclusiarch Darius Posted October 10, 2013 Share Posted October 10, 2013 Just for reference, 6 ML/TLLC are 550 points. 6 (if you had the slots for them! ) GK ML/TLLC Dreads would cost 900 points! 6 Dual TL Autocannon dreads cost 810... Cheap at almost half the cost. Centurions are absurd. I think the only reason they're so stupidly underpriced is because GW made the Riptide, then couldn't take it back. So, Marines needed a Heavy shooty option that didn't melt to Riptides in one shooting phase (ie not Devastators). Same reason Tiggy is cheap I think, so he can hand out 'Precognition' reliably. Link to comment https://bolterandchainsword.com/topic/281058-psyflemen-and-the-skyshield-landing-pad/#findComment-3491258 Share on other sites More sharing options...
Gentlemanloser Posted October 10, 2013 Share Posted October 10, 2013 I'm glad others are starting to see how stupid the Centurion are! :) Link to comment https://bolterandchainsword.com/topic/281058-psyflemen-and-the-skyshield-landing-pad/#findComment-3491605 Share on other sites More sharing options...
Grand Master Caloth Posted October 10, 2013 Share Posted October 10, 2013 I do believe Techmarines can repair hull points. Link to comment https://bolterandchainsword.com/topic/281058-psyflemen-and-the-skyshield-landing-pad/#findComment-3491666 Share on other sites More sharing options...
Reclusiarch Darius Posted October 10, 2013 Share Posted October 10, 2013 Ah, it was in the latest FAQ. My bad. I still reckon he's not going to give you value though. The enemy will typically focus down a PsyDread at a time, to prevent your repair ability ever being relevant. If Tech-Marines were 50pts base, I'd see the point. Link to comment https://bolterandchainsword.com/topic/281058-psyflemen-and-the-skyshield-landing-pad/#findComment-3491972 Share on other sites More sharing options...
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