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Icewolf

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There are a few good upgrades.

 

Psychic Hood is useful as it works with unlimited range unlike most Marine ones with a 24" range so is good value. I quite like Unguents of Warding in my current mechanized build though as it stacks with Aegis effectively removing Lash or Mind War from my opponents' arsenal. Wargear options such as Master Crafted on his NFW or Sacred Incense (-1 to Init for all Chaos models in combat) are also useful. I will usually try and take Sacred Incense with me to a tournament as it is useful against all Chaos models, not just Daemons.

 

Other than that you could give him Hammerhand for tearing up tough armour, but anything which has really high rear armour is usually a Land Raider anyway and St8 only glances. Everything else is really going to town with Daemon specialisation such as Grimoire of True Names.

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He needs no CC help. His NFW is god amoung others. MasterCrafting it would be the only thing that could make him better!

 

As for shooting, he should be deliverd to Assault asap by a LR. Meaning he will get around 1 shooting phase off at point black range. Only weapon worthwhile here would be an incinerator but he is already expensive.

 

Other useful wargear would be Sacred Incense, Psychic Hood and Icon of the just. But as I already said. He is expencive enough already so purchase with caution.

 

-Gib-

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Keeping your GM as cheap as possible is very important. You can end up spending as much as several newer codex special characters yet have both an inferior statline AND no insta-kill protection.

 

Buy him a psycannon if you think he'll spend any time shooting on the ground. But the stormbolter is just fine.

 

Buy him a psychic hood for psyker defense if you have the points to spare.

 

Buy him sacred incense whenever you can. His initiative just isn't that great, and this little item evens the playing field. Always worth taking.

 

Consider unguents of warding for the additional psyker power save if you have the points to spare.

 

Master-crafting his NFW never hurts. Not necessary, though, but if you have points, OK.

 

And that's it. Nothing else. Ever. I don't recommend Icon of the Just because you should be giving him a decent-sized retinue (4 models or more) for protection. Retinue rules are more beneficial than the Icon. Spend those points on another GK for the rest of your list.

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Why would you want to buy him a Power Weapon?

 

The reason being that he would get an extra cc attack and that costs the same as a mastercrafting and I feel an extra attack is worth more. Also with only this loadout he is 160pts and is like to see a lot of cc so ranged fire power is not too much of a problem.

 

Icewolf

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You can end up spending as much as several newer codex special characters yet have ... no insta-kill protection.

 

N°6, I agree with all of your comment but that : we have got the best instant kill protection, it' called "retinue"!!!!

we don't have any IC statue while in retinue! and if you give your GM a 4+ inv, you've got one of the most survivable unit in the game!

 

A 4 man GKT (at least 1th/ss + 1psycanon) retinue + GKGM with psycanon and 4+inv save (can't remember the name of the wargear in English) is the most potent unit I have ever seen.

 

You could use this inv save and "sarge" statue to increase the survivability of this unit by quite a lot! + they are CC monster!

Just the best ambivalent unit in the game, EVER! and to me that's what GK are before all!

 

Tchezz.

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if you take a retinue over the attached squad you get to decide where the insta kill goes, not your opponent.

 

I like taking the incinerator, but often times my opponent will pull guys off the front end and possibly get himself out of charge range.

 

Just leap in head first with the NFW, FTW>

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Yeah, the key is to keep him under budget. 180pts is about as much as he should cost, because you've got to add a 200pt retinue to him as well (4 x GKT's, one packing an incinerator, I generally also exhange one of them for TH+SS).

 

I generally give mine 'Sacred Incense', 'Hammerhand' and a combi-melta. It's always fun to blow up a transport then assault the occupants, or pop that walker that's going to give you grief in close-combat. As Number 6 already pointed out, he's not going to be doing much shooting, so you could always ditch the combi-melta for a psychic hood (I don't usually bother though, as I rarely face psykers with my local meta-game). Combi-flamer is pretty meh compared to the squad incinerator, combi-plasma is not required (their NFW do plenty of damage to heavy infantry and MC's in combat), and psycannon bolts largely don't matter in most games (weaker infantry will probably be making cover, AP4 get stopped by power armour just as easily as AP5).

 

Although, you can always take him bare-bones, just with his 200pt retinue (as per above). The upgrades are really just minor buffs ('Scared Incense' is largely pointless unless you're fighting Chaos or an Avatar), although I would try to get 'Hammerhand' on him. With his Ld10 he can pull off the psychic test no problem most of the time, and his 5-6 x S8 attacks at I5 are great for ripping apart walkers before they can start ripping up the retinue.

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Storm shield, psychic hood, and master crafted. SS grants +1A and it just looks cool!

 

Storm shield doesn't give you +1A. Sorry, but it's technically a special close-combat weapon, and thus can't be combined with the GM's NFW. Still, you only need to land that 1 unsaved wound to fry somebody, so it's not a huge loss. The confusing rules for it don't detract from how awesome your example looks though :angry:

Master-crafting just seems pointless to me. You get one re-roll at a pretty big premium (could fit a one-shot meltagun in there instead).

Psychic hood is useful, but between 'Aegis' and a lack of psykers in my local meta-game I don't bother. Good choice for tourney's though.

 

Where did you get that stormshield if you don't mind me asking? That unit is the hotneuse!

 

It looks like it's off the Master of the Fleet model for the Space Marines.

Also, what do you guys all think of BC Stern in lieu of a GM? He gets 1 less wound and 1 less attack but he comes loaded for bear and gets 1 re-roll PER PHASE.

 

Meh...and that re-roll is more a curse, because your opponent gets to re-roll one dice of his own each phase. Also, people can replace their Daemon Prince with a Lord of Change for free (this still works, insane but true). And Stern's free gear is largely meh (Grimoire only matters vs Daemons, 'Hammerhand' you can buy on a vanilla GM anyway, 'Holocaust' < squad incinerator). I'd just take a normal GM to be honest.

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I only ask because he is cheaper than a base GKGM, his 1 less wound is not that big a deal because of the retinue rule, he gets the force weapon instant kill and that re-roll really should only be used for something big like a failed psychic test or a final saving throw etc... Honestly I just see him as a much cheaper GM although with the SS a GM does get 5 attacks... Also, I've never seen anyone actually use the adversaries rules in either the DH or WH codex. And if they do, well, honestly GK are so good against Demons then bring it on.

 

His disadvantages are obvioulsy no selecting wargear so he's pretty much relegated to assaulting out of a Crusader or coming in from deepstrike wheras a GM with a psycannon is much more versatile/quite happy to footslog while laying down 6 psycannon shots a turn.

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As per the discussion up a ways in the thread, the new 5th rules for SSs are for C:SM SSs ONLY. The actual entry for the DH version is under the "one handed weapons" section and nowhere in the wargear entry does it say that a SS can't count for an extra attack in CC. Apparently this was intentional? Regardless that is the case for a strict RAW interpretation and there really isn't anything a rules lawyer has to argue otherwise. I think I'm going to make a seperate BC Stern vs. GKGM thread instead of trying to hijack this one which is about GM builds.
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