Jump to content

GK Players needed to Fix the GK Dex


Deamon Wolf

Recommended Posts

The codex would be fixed with access to a Predator and the Hunter/Stalker...

 

Sounds like all you have to do is ally space marines to get that. I'm hugely against the addition of battle tanks to GK forces. It's just not how they operate. The way to help GK's AA problem is simple; give the puragation squad skyfire instead of night vision. It would be a free upgrade (the cost would actually come from a cost of opportunity situation, where we'd field less NDKs) and not transfer to ICs. That would prevent any kind of abuse of the rule, and make up for the free upgrade (though playtesting might show that it's okay for it to transfer).

 

The codex would be fixed with access to a Predator and the Hunter/Stalker...

 

Sounds like all you have to do is ally space marines to get that. I'm hugely against the addition of battle tanks to GK forces. It's just not how they operate. The way to help GK's AA problem is simple; give the puragation squad skyfire instead of night vision. It would be a free upgrade (the cost would actually come from a cost of opportunity situation, where we'd field less NDKs) and not transfer to ICs. That would prevent any kind of abuse of the rule, and make up for the free upgrade (though playtesting might show that it's okay for it to transfer).

 

 

Could be an idea though I think that purgations in general need a serious looking at as they went from hitting any model in range to frigging night vision.

 

Would it be an idea to make them more akin to centurions? They'd be more survivable with higher toughness and another wound, fit in with the few model elite army theme, also allowing them access to heavy psycannons which increases their tactical flexibility between focused fire and area saturation. 

 

Making psybolts work on force is nice as it makes warp charges even more precious and it has the potential to kill us and it help symbolise the theme in 40K that power comes at a cost

 

psilancers still need work as they're are an awesome weapon fluff wise just horrific on the table, but really haven't come up with a decent alternative. 

It's not that I don't enjoy reading others DIY, but the point of this thread it fix what we currently have. While new ICs and weapons may be great, it doesn't fix the crux of the problem. An IC in AA with a psycannon is going to suffer the same as any PAGK.

Indeed. They are nice but aye as I said im editting as I go as all this is on a phone for now sadly. So I have added sone more via edit for purgation idea and possible dreadnought idea. Hope its feasible. More will be added later for palys and such. :-)

The only reason I don't advocate Skyfire for Purgation squads is that they could then only ever snap-fire at ground targets.

 

I really like the Mortis type rule, where you trade something (moving) to gain something else (skyfire). I think this is something that should be expanded to all Dreadnoughts, as it would give them a much needed boost in the current meta of the game and would be a good addition for Purgation squads, who really WANT to move due to the short range of their weapons.

 

Either that, or just give them relentless. I mean, all they bring to the table are the same special weapons we get everywhere else in the codex. Why would I buy a special purgation squad when I can just buy the same guns for my Terminators, who actually get to make use of them? Especially so when the purgation squad has to compete with the NDK who is hands down the best choice in our codex. Why would I leave a NDK at home to take purgators? I wouldn't. Unless the purgators offered me something else, that I couldn't get easily from other choices, like being able to move and fire four psycannon.

You wouldn't need to give Purgation Skyfire, just to allow Astral Aim to give Skyfire. That way if you want it, you cast it. If you don't, then you don't. Easy, and it makes Astral Aim useful.

 

SJ

GW seems to be moving away from special psychic powers for different units, and I support the move. I wouldn't want to give Purgation squads a special psychic power.

Wait, what's Astral Aim?

It's a rule our heavy weapons squad used to have, if they passed a psychic test, they didn't need line of sight to hit the enemy, but the enemy would get a 4+ cover save.

 

It was a good power because the enemy could be behind a bunker, or wall, but as long as they were in range you could shoot them! And if they had incinerators, then they wouldn't even have gotten their cover save haha

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.