Originally Posted by
DarkLink
Psilencers are str 4. Str 4 can't wound T8. They are literally incapable of killing these guys.
Psilencers are not good in practice. Psycannons will at least reliably chip away wounds on things. Psilencers rely purely on you throwing a handful of dice and praying that you roll 6's and your opponent rolls 1's. Even with 12 shots, you barely enough dice for any rational person to expect that to work.
We can do a little math to prove this, actually. Psilencers can't wound these guys, but we can compare to a Riptide, another common MC, for the sake of the argument. Lots of wounds help the Psilencer, and the invuln save hurts the psycannon.
Psilencers need to activate Force. With 4 dice, you fail 13% of the time. You need to roll to hit, roll to wound, and they get saves. After taking Rending into account, a single psycannon does .52 wounds. Heavy psycannon does .78. A psilencer does .10 wounds, and a heavy psilencer does .19.
Since the psilencer only needs to do one wound, and the Riptide has 5, multiply the psilencer wounds by 5. The heavy psilencer gains a small edge over the psycannon, but the regular psilencer is worse than a psycannon, even at a target favorable to the psilencer. We can simply cross regular psilencers off the special weapons list.
Heavy psilencers are very marginally better at killing their ideal targets, but utterly worthless at everything else. Compared to a psycannon, you lose the ability to hurt tanks, T8, and the lack of rending hurts you against heavy single wound infantry, especially considering that GKs already have plenty of str 4 shooting. Against the heavy incinerator, you lose the ability to drop a ton of ignores cover ap4 wounds on hordes.
So, if you're going to tailor your list to beat a guy who plays lots of Riptides, sure, heavy psilencer is ok, though it's still only a tiny advantage. But in a take all comers list, go heavy psycannon and heavy incinerator.