Post by Julian Sharps on Jan 13, 2014 2:20:58 GMT -5
Psyker Battle Squads, like most of Imperial Guard Elites choices, have often been overlooked. A gimmicky, over-priced unit that cannot kill its target and cannot hold objectives. Additionally, in the light of the changes in 6th edition's morale and psychic casting mechanics, they might seem even less useful than before. I believe that this is the completely wrong approach to this unit, and I have (courtesy of some articles on 3++ that have convinced me otherwise) devised a doctrine that could potentially turn this oft-ignored asset into a game-changer.
See, it's all about the synergy.
A PBS can't inflict much damage on its own. It's not supposed to. That's what the other hundred guys and their tanks are for.
Now, the only power that the PBS has that's worth using, Weaken Resolve, has debatably gotten worse with the release of 6th edition. Units can now regroup with a successful Leadership test down to 25% casualties, and even if they're dropped below that, they still have a 1/36 chance of regrouping. Units can't simply be escorted off the table anymore, and units targeted by a psychic power get a 6+ save on top of any other defenses they may have.
However, units that regroup may only fire snap shots when shooting, they may not assault, and they may only move the d3" consolidation move they get on the turn they regroup. This is the side of the new Morale rules that can be turned against your opponent to devastating effect.
Consider this: An 8-man strong PBS targets an enemy infantry unit, perhaps dismounted by weapons fire from your firebase, perhaps slogging towards your lines, perhaps hanging back to provide supporting fire as the rest of his forces advance. With a 75% chance of success, that unit is reduced to at best Ld3. Then, a Leman Russ or artillery unit turns its attention to the same unit and inflicts about 25% casualties. The stricken unit, with a 1/12 chance (at best) of passing its Morale test, is likely to fail and flee towards its controller's table edge. This unit is interfering with its controller's movement, as models cannot move through each other, its shooting capability is all but eliminated, and it cannot assault until the turn after it regroups. All this was made possible by a 100-point unit, supporting a classic Imperial Guard firebase. If you want to infuriate your opponent even more, plink at them with a small unit of Ratlings; you might force a Pinning test, to boot.
Scoring units on objectives, command squads, heavy weapons squads, Tau Pathfinders, Monstrous Creatures, Bikes and Jetbikes, aura buff units, Tyranid Synapse Creatures, assault units; all these and more are ripe targets for the above procedure; weaken, then blast.
Additionally, because it doesn't count as shooting, you can have your PBS run back out of sight after Weakening its target, allowing you to play hide-and-seek with your opponent.
For best results, use a unit with at least 36" reach that is ideally suited to taking out its target; a vanilla Russ will do against most, but it's tough to beat a triple bolter Leman Russ Eradicator when it comes to splashing GEQs.
See, it's all about the synergy.
A PBS can't inflict much damage on its own. It's not supposed to. That's what the other hundred guys and their tanks are for.
Now, the only power that the PBS has that's worth using, Weaken Resolve, has debatably gotten worse with the release of 6th edition. Units can now regroup with a successful Leadership test down to 25% casualties, and even if they're dropped below that, they still have a 1/36 chance of regrouping. Units can't simply be escorted off the table anymore, and units targeted by a psychic power get a 6+ save on top of any other defenses they may have.
However, units that regroup may only fire snap shots when shooting, they may not assault, and they may only move the d3" consolidation move they get on the turn they regroup. This is the side of the new Morale rules that can be turned against your opponent to devastating effect.
Consider this: An 8-man strong PBS targets an enemy infantry unit, perhaps dismounted by weapons fire from your firebase, perhaps slogging towards your lines, perhaps hanging back to provide supporting fire as the rest of his forces advance. With a 75% chance of success, that unit is reduced to at best Ld3. Then, a Leman Russ or artillery unit turns its attention to the same unit and inflicts about 25% casualties. The stricken unit, with a 1/12 chance (at best) of passing its Morale test, is likely to fail and flee towards its controller's table edge. This unit is interfering with its controller's movement, as models cannot move through each other, its shooting capability is all but eliminated, and it cannot assault until the turn after it regroups. All this was made possible by a 100-point unit, supporting a classic Imperial Guard firebase. If you want to infuriate your opponent even more, plink at them with a small unit of Ratlings; you might force a Pinning test, to boot.
Scoring units on objectives, command squads, heavy weapons squads, Tau Pathfinders, Monstrous Creatures, Bikes and Jetbikes, aura buff units, Tyranid Synapse Creatures, assault units; all these and more are ripe targets for the above procedure; weaken, then blast.
Additionally, because it doesn't count as shooting, you can have your PBS run back out of sight after Weakening its target, allowing you to play hide-and-seek with your opponent.
For best results, use a unit with at least 36" reach that is ideally suited to taking out its target; a vanilla Russ will do against most, but it's tough to beat a triple bolter Leman Russ Eradicator when it comes to splashing GEQs.