marine7312000 Posted June 7, 2014 Share Posted June 7, 2014 Over in this thread: http://www.bolterand...phase-finished/, Black Cohort is looking on some input for the key units and rules that identify the GKs. The thread is to re-build the CRB and 'dexes from the ground up. I'm looking for your input brothers. What units do you feel are key? Are there any rules that you feel are key to running a GK army? Link to comment https://bolterandchainsword.com/topic/292129-gk-identifying-units-and-rules/ Share on other sites More sharing options...
Gentlemanloser Posted June 7, 2014 Share Posted June 7, 2014 Nemesis Force Weapons (The originals were Halberds with Bolters in the haft, like the Custodes) Storm Bolters on our wrist (True Grit?) Brotherhood of Psykers Some sort of Deep Strike / Teleportation bonus Preferred Enemy: Daemon Edit: Troop Terminators Preferably the ability to field the *entire* army in Terminator Army. The NDK is newly Iconic as well. Link to comment https://bolterandchainsword.com/topic/292129-gk-identifying-units-and-rules/#findComment-3711419 Share on other sites More sharing options...
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