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Question about henchmen

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Post by SmokinBrown Fri Mar 23, 2012 8:01 pm

Hi brothers, I was thinking of running a chimera with some psykers for a large blast weapon. My question is, what happens if the psykers suffer a perils of the warp when shooting from the firing point of the chimera? How would this be resolved?
Any help you could provide with this issue would be greatly appreciated.
Thanks,
SB
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Post by madbakery Fri Mar 23, 2012 8:10 pm

I believe they would all take a wound and die just as if they were on foot!
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Post by SmokinBrown Fri Mar 23, 2012 8:17 pm

Thanks for the speedy response.
Ouch Sad thats quite bad. Was hoping it might be resolved as a glancing hit against the vehicle, much like with the psychic pilot rule, but owel.
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Post by Zealadin Sat Mar 24, 2012 7:41 am

Psykers are basically speaking, bad.
Like many choices in various books there is a chance in the right circumstances with lots of luck, and an opponent who doesn't know what they can do or how to make sure they don't get the chance that they will do something amazing.

From a more averaged perspective however they aren't worth it sadly.
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Post by stormknight Sat Mar 24, 2012 11:17 am

However a single pysker could be cost effective.
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Post by madbakery Sat Mar 24, 2012 7:27 pm

Zealadin wrote:Psykers are basically speaking, bad.
Like many choices in various books there is a chance in the right circumstances with lots of luck, and an opponent who doesn't know what they can do or how to make sure they don't get the chance that they will do something amazing.

From a more averaged perspective however they aren't worth it sadly.

I disagree. I think a unit of 6 psykers work wonders against any army without psychic defence. It's like having a leman russ for 60points! Very Happy
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Post by Zealadin Sat Mar 24, 2012 11:48 pm

Psychic defence makes them terrible.
Even with no psychic defence the chance of getting the power off isn't reliable, and they can all die on a perils.
Plus you realistically need a transport which adds more points.
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Post by stormknight Sun Mar 25, 2012 3:54 am

Zealadin wrote:Psychic defence makes them terrible.
Even with no psychic defence the chance of getting the power off isn't reliable, and they can all die on a perils.
Plus you realistically need a transport which adds more points.
While I agree they are unreliable almost like servitors without an Inquisitor, but why do they need a transport?
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Post by SmokinBrown Sun Mar 25, 2012 6:29 am

stormknight wrote:
Zealadin wrote:Psychic defence makes them terrible.
Even with no psychic defence the chance of getting the power off isn't reliable, and they can all die on a perils.
Plus you realistically need a transport which adds more points.
While I agree they are unreliable almost like servitors without an Inquisitor, but why do they need a transport?

Cause they're squishy Smile
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Post by Souba Sun Mar 25, 2012 9:23 am

imperial guardsmen are also squishy. if you however have a 10 man unit sitting in cover things look quiet different.

i personally dont like psykers but who wants to use them and does good with them, congratulations.
i never play games against enemy that dont have psychic defences so i cant really use them that often. orks are the only exception.
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Post by nevek Sun Mar 25, 2012 10:41 am

i havent tried them myself...they look cool but the idea of perils is bad...and the dice gods hate me sometimes...(libby suicided himself in 1 round with 2 perils)

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Post by Zealadin Mon Mar 26, 2012 2:22 am

Because they can sit in a rhino and not be directly targetted, and shoot even if it moves 6".
Having an Inq makes no real difference, they always use their own Ld for tests.
An Inq taken to open them up as a choice is probably best put with another unit that may be more combat orientated with Rads, or some other setup.

As Souba said its a rare day you won't face psychic defences, especially playing GK.

I mean as a super cheap choice I guess they could be used as a throwaway threat unit that may do ok, but equally may not.
However if you take Coteaz to make them troops they waste a valuable slot, and otherwise you need a Inq which adds more expense.
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Post by stormknight Sun Apr 29, 2012 6:38 am

I don't believe coteaz is a waste of a valuable slot, he opens up a more diverse army to include different units which generally are shooty or assaulty unlike most grey knight units which do both.

36“ range is still good even without a transport.
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Post by Zealadin Mon Apr 30, 2012 5:29 am

I didn't say Coteaz was a wasted slot, I said 'they' - the psykers are. You only get 6 troops and since henchmen are cheap you can often afford to take all 6.

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Post by Ols Wed Aug 29, 2012 2:18 am

Ill make my first post in this forum here.

It says under inquisitorial henchmen warband that they doesnt take up a force organisation slot, with Coatez as hq it looks like you can take "unlimited" number of units. So then 10 untis of 4 psykers running around with a S 6 AP 2 large blast for only 400p is quite mean. Correct me if Im wrong.

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Post by bigbri Wed Aug 29, 2012 4:02 am

Ols wrote:Ill make my first post in this forum here.

It says under inquisitorial henchmen warband that they doesnt take up a force organisation slot, with Coatez as hq it looks like you can take "unlimited" number of units. So then 10 untis of 4 psykers running around with a S 6 AP 2 large blast for only 400p is quite mean. Correct me if Im wrong.
Sorry but this was covered in the FAQ ages ago, taking Coteaz means they now take up FOC slots.

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Post by Aubec le noir Wed Aug 29, 2012 4:05 am

welcome on board brother Ols
This assertion get FAQed and nerfed : in the FAQ Coteaz can only have 6 henchmen troops... Crying or Very sad
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Post by Ols Wed Aug 29, 2012 4:20 pm

Thanks, I read the FaQ but must've missed it.

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Post by Overlord Thu Aug 30, 2012 1:14 pm

Brother Ols,
Welcome to the Forums.
We are very glad you decided to join us. cheers
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