SyNidus Posted August 27, 2014 Share Posted August 27, 2014 I got my hands on the GK codex and it's looking really good. I am thinking of starting a GK army but i'm not sure. So, the question is: Why should I play GK?Was hoping to get your thoughts on what makes the GK special and what would your sales pitch be for someone thinking of starting the army? Link to comment https://bolterandchainsword.com/topic/295888-thinking-of-gk/ Share on other sites More sharing options...
Purifying Tempest Posted August 27, 2014 Share Posted August 27, 2014 Unless you're playing 5000 points, the cost to raise a playable army aren't as nasty as many other armies ($ per point is low). If money isn't a concern... then I'd go with: Dreadknights are cool! Edit: also... apparently we've mastered warp technology over the eldar... personal teleporters don't lose guys in the warp! Link to comment https://bolterandchainsword.com/topic/295888-thinking-of-gk/#findComment-3791709 Share on other sites More sharing options...
Landrick Posted August 27, 2014 Share Posted August 27, 2014 Just look at our models... Then go look at an ultramarine. Link to comment https://bolterandchainsword.com/topic/295888-thinking-of-gk/#findComment-3791720 Share on other sites More sharing options...
Deet Posted August 27, 2014 Share Posted August 27, 2014 Only Demons can compete with us in the Psychic phase, and we were custom designed to trash demons. Cool models. Pretty low point of entry. Take a look at that boxed set available from GW right now. They're basically giving you a Dreadknight for free. Link to comment https://bolterandchainsword.com/topic/295888-thinking-of-gk/#findComment-3791729 Share on other sites More sharing options...
Reclusiarch Darius Posted August 27, 2014 Share Posted August 27, 2014 So, the question is: Why should I play GK? Was hoping to get your thoughts on what makes the GK special and what would your sales pitch be for someone thinking of starting the army? What is the traditional problem of other armies (even the top tier ones at them moment)? They do one thing very well (normally shooting), they choose between either quality or quantity when it comes to their infantry, and melee is either purely for their specialists, or something to be actively avoided. Knights blow all that out of the water. We shoot very well, we are resilient (and have access to some of the best defensive psychic powers in the game), we have Terminators as our core but PA on our specialists. Our Dreadknight is an MC that is tough, can move fast, packs two excellent guns and still ruins most things in melee. We have one of the best Flyers in the game, joined with some of the best melee units in the game. In terms of meta, we out-psychic all but the most cheesy psyker lists (Daemon Factory and maybe a skewed Eldar list could out generate us). We directly hard-counter Daemons, which remain one of the problem armies in the game. Our psychic powers are powerful but not overpowered, rather like our units (which are balanced by their cost, their low model count, and their susceptibility to the usual anti-Marine weaponry whilst not having the numbers to sustain losses). We play completely differently to conventional Marines. Every infantry model in our army is a potent battle-psyker, and is capable at both melee and ranged combat. We have a very strong Deepstrike theme going on, and the unparalleled mobility of our Interceptors and Dreadknights bringing the fight to the enemy quickly on Turn 1. Link to comment https://bolterandchainsword.com/topic/295888-thinking-of-gk/#findComment-3791990 Share on other sites More sharing options...
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