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GMNDK v Flyrant


Gentlemanloser

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Or why does the NDK need a nerf?

 

Both have quite comparable stats.

 

GM loses hard on movement and the very valuable FLY. Flyrant has T7 but a 3+ save. The Flyrant is also down an attack and doesn't bring a self buff aura.

 

But. Has access to Full Smite. No Rites of Banishment :cuss. Both can cast 2 and deny 1.

 

Both have 4++

 

So why is everyone clammoring for Flyrant nerfs and not GMNDK nerfs?

 

GMNDK with Gattling Psilencer is 245 poins. 245.

 

Flyrant with pair monstrous rending claws and pair devourers (12 shots s6 ap0 d1) is 184.

 

A massive 61 point difference. Staggering.

 

Oh and the Flyrant gets deep strike for free. It doesn't cost 10 points.

 

One of the major differences in cost are the cc weapons. A GMNDK is 35 on top by default.

 

The Flyrants?

 

Free.

 

Drop The cost of a GMNDK by 60 points and you would see them everywhere as well.

 

No need for any knee jerk fixes, just cost the units appropriately. Flyrant too good? Make them pay for their cc weapons.

 

GMNDK? He's fine. If anything this shows baby smite needs to go.

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It's tough to just compare two units as mirror match ups, because you're not taking into consideration how it actually works as part of an army. That unit may be the only way they can deal with armour, or it might be their only psyker etc (not saying this is the case for the flyrant).

 

For example, you could compare a SM razorback and a GK razorback. Stats wise, they are exactly the same - however, SM razorbacks are far more powerful once you account for all the buffs you can give it. Hence the razorback nerf shouldn't have applied to us, only the abusive cases using Guerilla Man.

 

Personally, I'd keep the GMNDK roughly as is, limit to one per detachment for fluff and balance reasons, then buff the crap out of regular NDK (some of these would apply to the GMNDK) and drop the cost across the board for HQ choices.

 

I'd change the personal teleporter to something like this -

 

Personal Teleporter: Grants this unit the ability to ignore vertical movement, the ability to assault FLYING units, Teleport Strike, increases movement by +6”, can fallback and shoot and allows the user to use Shunt once per battle.

 

I'd also change the Greatsword to -

 

Greatsword: S+2 AP -3 D1 Note: Make 3 hit rolls for each attack made with this weapon, instead of 1.

 

Then grant the NDK the same +2 WS/BS and a 4++ save, then the difference between the GMNDK would just be the aura, psychic prowess and the extra attack. Also a potential adjustment of price if necessary.

If You like first turn assaults you can pay for them to have adrenal glands for +1 charge range.

 

And one chapter tactic allows them to reroll failed charges.

 

Don't disagree Cap, but GW obviously don't see it the same way. With global point costs (storm bolters costing the same regardless of platform) and global nerfing.

If You like first turn assaults you can pay for them to have adrenal glands for +1 charge range.

 

And one chapter tactic allows them to reroll failed charges.

 

Don't disagree Cap, but GW obviously don't see it the same way. With global point costs (storm bolters costing the same regardless of platform) and global nerfing.

 

If it's unclear, I agree with your GMNDK vs Flyrant sentiment. I'm just arguing that they shoudn't nerf the GMNDK because it's used in a similar situation as flyrants. I think it's evident flyrants are OP and need an adjustment, but just because GMNDK are similar, if they nerf them they won't have actually fixed any problems with GK or GMNDK.

 

But this is GW we're talking about, they have shown thus far to be incapable of being anything but reactionary in their adjustments.

Both GMDK and NDK should have power of machine spirit. And GMDK should have more wounds. Why he still have as a regular DK?

Yes to the former, or at least something along those lines, since he has massive pistons to stabilise. The latter is very simple. It's the exact same exoskeleton. The GM is just better at using it. 

 

 The latter is very simple. It's the exact same exoskeleton. The GM is just better at using it. 

 

Unfortunately that's not how things work. The T'au Commander in XV8 Crisis Suit has the exact same suit as regular Crisis as well but has more wounds and even an additional weapon slot. Game mechanics != in-universe logic.

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