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GK Strike Squads


Master Exorcist

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For any army man. Purifiers do quad psycannon, field even one squad of that and watch your opponents jaw drop at their dakka output. Math-hammer ceases to matter when you blast out 16 psycannon rounds (and if you combat squad, you can even split fire to prevent wastage). I've had games where they don't even use the halberds or hammer I bought for them.

 

Strike squads are probably best for MSU (although I question whether MSU is even something people should be attempting with Knights), or if you don't like regular Terminators (which would be logical, they are almost as bad as Strikers in close-combat, where it not for their relative durability).

 

I'm currently trialling Interceptors, because I've found the lack of speed with Knights to be an issue (it sorta leaves my Dreadknight exposed a tad).

Agreed, Dreadknights needt interceptor support to really put the pain down. Synergy - a big buff to both units.

 

I use my interceptors as a screen to stop my DK being tarpitted in combat.

 

Somthing I've seen used recently is 5 man purgation in a razor. Razor parks up and the purgation camps out of LOS behind it. Really annoys your opponent.

Well yeah, how many paladins can you get for a strike squad? 1? 4 With upgrades?

 

Paladins make a nice themed army and if you're running Draigo they wont hurt as troops but imo they're a waste next to strike squads.

 

Then again I tend to give each of my squads a specific purpose - Paladins take up too much of your force to do that with.

 

One or 2 as holocaust bombs could be interesting though.

Well yeah, how many paladins can you get for a strike squad? 1? 4 With upgrades?

 

Paladins make a nice themed army and if you're running Draigo they wont hurt as troops but imo they're a waste next to strike squads.

 

Then again I tend to give each of my squads a specific purpose - Paladins take up too much of your force to do that with.

 

One or 2 as holocaust bombs could be interesting though.

 

I think that most people will, given time, find that Paladins are not the new black. They simply are too expensive, and cost the same as 3 GKSS (more or less).

Part of me actually thinks that GK will over time be taken in "hordes", numbering more than say Blood Angels (with fancy V.V and Sanguard to keep bodies down).

GK are a shooty army, which can do assault pretty well, but it sure is not their strong suit, and Paladins for shooting won't cut it. And regardless of them being infinitly good, they will kill 5 squads in a game. That's their usual limit if the enter on turn 2, assuming they keep full strenght. Against marines, they will barely manage even that, as I see no way in which they will get to both shoot and charge in many consecutive turns.

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