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New GK player, with questions...


Rybnick

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I personally do see GKT mainly as shooty unit rather than assault one. Moreover, if you need to charge, you are far better off charging something u will not vaporize on charge however stay in combat trough enemy shooting phase (usually all the AP2 is pointed at the GKT's). Therefore Id say helbards > falconions. Perhaps keep falcs on the justicar just to make some "spill-out" wounds from the challenge.

On the other hand, if you get charged, I think AP3 will hurt you no matter how many attacks you will get, and looking at price of 4-Falcs (assuming 5 man GKT with at least one hammer) it is equal to (1 hammer + 3 Helbs) which can be much better in dealing anything in 2+ armor/MC stat line/hgh AV.

In regards the WC topic, I rather spend my WC's on Invis/GoI than HH's all over the field smile.png

To sum up, I would go for optimal loud out 1hammer/1falc/3Helbs or 2hammers/3helbs for more CC dedicated unit. Not going for the theory-hammer results, but the "fear factor of a unit". ( I would always love to charge my BA Furiouso (or any dread) into huge bloob of falc's GKT than I would go for Helb's ones)

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I personally do see GKT mainly as shooty unit rather than assault one. Moreover, if you need to charge, you are far better off charging something u will not vaporize on charge however stay in combat trough enemy shooting phase (usually all the AP2 is pointed at the GKT's). Therefore Id say helbards > falconions. Perhaps keep falcs on the justicar just to make some "spill-out" wounds from the challenge.

GKT's are far superior in melee compared to their shooting. You pay literally double the points for the same bolter output as Strikes or even Purifiers, and for Relentless on the psycannon (which you pay a further tax for in the weapon cost). It's in melee that their 2+ armour, 5+ invul and 2 attacks shine.

As far as gaming melee so you hide in the enemy Shooting phase, just don't shoot them when you charge. That should leave enough enemy dudes to keep you locked, falchions or not. Don't turn on 'Hammerhand' either if you wanna really play it safe (S4 AP3 should only kill a handful).

In regards the WC topic, I rather spend my WC's on Invis/GoI than HH's all over the field smile.png

Well obviously. But you don't even need that many 'Hammerhands'. At most you'll need 2 or 3 active at once, if that. We have plenty of warp charge to spare, you can easily afford 2 dice per 'Hammerhand' and then throw a bigger chunk (usually 6 minimum) at something critical like 'Invisibility' or 'Shrouding'.
To sum up, I would go for optimal loud out 1hammer/1falc/3Helbs or 2hammers/3helbs for more CC dedicated unit. Not going for the theory-hammer results, but the "fear factor of a unit". ( I would always love to charge my BA Furiouso (or any dread) into huge bloob of falc's GKT than I would go for Helb's ones)

The squad hammers will kill it anyway, so I guess you're just banking on killing some Terminators before you succumb (which you'll do anyway). Halberds offer no help in that regard, you still only glance on 6's (AV13 remember), and you won't kill it with HP loss before it swings (Furiosos are I4 anyway).

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I think our best fire support is also our solid troop choice. Terminators! Literally out only effective shooters for our best guns now, plus they can assault after shooting. I only own 10 Terminators.... Seems I gotta buy 10 more to take full advantage of our turn 1 deepstrike. (combat squaded of course)

 

But our second best support are shunting units and the new 6 shot psycannons! I'll be running 2 knights :-P

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I think our best fire support is also our solid troop choice. Terminators! Literally out only effective shooters for our best guns now, plus they can assault after shooting. I only own 10 Terminators.... Seems I gotta buy 10 more to take full advantage of our turn 1 deepstrike. (combat squaded of course)

 

You generally won't be able to field more than 10 in a normal game. Maybe 20 at 2k, depending on what else you're taking. 

But our second best support are shunting units and the new 6 shot psycannons! I'll be running 2 knights :-P 

 

It's such a joke. A DK with a heavy psycannon costs LESS than a 5-man Purgator squad with four psycannons. So even if you don't go for the full 225-230 point build, the DK is still a better fire support unit. It even has Deepstrike built in. 

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I think our best fire support is also our solid troop choice. Terminators! Literally out only effective shooters for our best guns now, plus they can assault after shooting. I only own 10 Terminators.... Seems I gotta buy 10 more to take full advantage of our turn 1 deepstrike. (combat squaded of course)

You generally won't be able to field more than 10 in a normal game. Maybe 20 at 2k, depending on what else you're taking. 

But our second best support are shunting units and the new 6 shot psycannons! I'll be running 2 knights :-P

It's such a joke. A DK with a heavy psycannon costs LESS than a 5-man Purgator squad with four psycannons. So even if you don't go for the full 225-230 point build, the DK is still a better fire support unit. It even has Deepstrike built in.

 

I ran 20 today in 1,500 points, with 2 NDKs as back up. It worked out pretty well, I think.

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What else were you fielding?

2 NDKs with Heavy Psycannon, Teleporters and swords, a Lvl 3 Librarian and an Inquisitor in TDA with Psycannon.

 

I had to make the list the old fashioned way, and I think I screwed up the points a bit now I've got Battlescribe up and running I think I could have afforded to make the Inquisitor a psyker as well.

 

Terrible rolling for my psychic tests (got nothing for two turns, then the first power I manifest is a perils of the warp that killed one of my dreadknights) and a tactical blunder on my part (I got carried away with one unit of Terminators, charging out of a building when I should have kept them in cover) meant I lost the game, but it could easily have gone the other way.

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Wow, take the weekend off and the thread explodes, thanks everyone for the great feedback! I started putting some of my new toys together over the weekend and am really enjoying the early stages of painting up my GK's. That's all kind of superfluous to this thread but just thought I'd share.

 

Focusing mainly termies for now I'm thinking hammer, 2 falchions, 1 halberd and a psycannon will be my kind of default unit. Typically with other armies I never upgrade the guy with the fancy gun in a squad, is that something most GK players tend not to do as well or is it common for a psycannon Termy to sport a halberd as well? Granted in previous editions where they didn't pay for those upgrades it might have been different. 

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2 NDKs with Heavy Psycannon, Teleporters and swords, a Lvl 3 Librarian and an Inquisitor in TDA with Psycannon.

 

This is the issue though. In order to field 20 Termies, you basically field no other infantry. Very eggs in one basket. 

Terrible rolling for my psychic tests (got nothing for two turns, then the first power I manifest is a perils of the warp that killed one of my dreadknights) and a tactical blunder on my part (I got carried away with one unit of Terminators, charging out of a building when I should have kept them in cover) meant I lost the game, but it could easily have gone the other way. 

 

TZEENTCH! I think your dice are tainted. Fire is the only way to be sure ;)

 
I usually add a specialist weapon to the guy with the psycannon. He attacks as normal in combat, so there's no reason not to. 
 

 

Agreed. Also, due to his positioning in the unit (usually at the back, so he doesn't die first), you could even give him a hammer. If you don't feel like taking that risk, just give him falchions. 
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