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GK in NOVA KT


TheCastigator

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After several practice games and nearly winning my group at NOVA, I can honestly say that GK are pretty good in KT. They have a couple bad match-up and can't take the losses necessary to mitigate bad dice, but their shooting is so good that you can continue to fight effectively with only two models, if you can stay unshaken. Avoid Combat unless you need it to not get shot at. You won't be able to kill things reliably. I killed one model in melee across three games. In all of my practice games, I was murdered in combat, though I was playing primarily against nids. 

Unless you can kill a ton of stuff right out of the gates, you have to play for the late game, wearing your opponent down and scoring more in the later turns.
 

Other things to keep in mind is that the NOVA missions offered a few secondaries that were easy for GK to take advantage of, namely rolling multiple dice in an injury roll, being within 1 inch of three board edges, and "investigating" objectives by giving up actions. 

My list was: 
Leader, Halberd, Storm Bolter
Heavy, Psilencer
Demolitions, Psilencer
Comms, Sword, Storm Bolter
GK, Halberd, Storm Bolter


I beat thousand sons and tau. I lost to scions because I whiffed on all my injury rolls, inflicting 5 flesh wounds and my opponent rolled four 6's and a 5 for his. I was out in the third turn. I got 2nd in my group, and I beat the player who won it.
 

 

 

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Congrats with good results!

 

What do you think are bad match-ups for GK?

Were heavy psilencer worth it? The gun already has 6 shots and gunner doesn't move a lot (at least for me).

How it went against Thousands Sons? Did Sorcerer cause any troubles or do we outcast them?

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I think true shooting factions with good special weapons are the hardest: Scions, sniper plasma and volley guns are way good. I think ad mech and tau ion/rail rifle spam. You have to kill 2-3 of them immediately or you get worn down.

 

Heavy psilencer is awesome because it lets you move without penalty, if you use the comma scanner ability your hitting on 2s base with six shots, so you should be hitting on 4s after modifiers. I use this guy to set up cross fires and claim backfield objectives.

 

Thousand Sons are good, but more because of all is dust. The +1 save against d1 weapons is super good. Their sorcerer is a pain, but you have to expose him to cast, even at 18”, you should get some shots on him. GKs psychic advantage stems from the fact that any model can cast so your options are usually better. I managed to deny my opponent once and only suffered a flesh wound from psybolt before I blasted his sorcerer off the table. But I made I a point to do that.

 

I think Tzaangor rushing with T-sons might be the better play. Take a sorcerer, soulreaper heavy and then some Tzaangors. I say that, but the T-sons player won the group, so what do I know.

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He had three, one was a zealot, a sorcerer with hand flamer, guy with soulreaper, two rubrics with warp flamers.

 

Psilencers are a must. They are shockingly reliable. The weight of fire helps to offset S4 and multi damage is essential to knock models out with long range shooting.

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