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Xeriapt wrote:I think daemons are at least higher than tyranids.
Tyranids at least have that all important ranged anti-tank in the form of Hive Guard, Zoanthropes, and Tyrannofexes (and in a pinch HVC units.) Daemons have Bolt of Change and the Soul Grinder whose base is so large that he'll kill himself a frustrating amount of times due to deep strike mishaps, having four options to two is better in my book.
Spoken like someone who obviously has no clue how Daemons actually play!
Yes, we have very limited ranged anti-tank with the S8/ap1 Bolt of Tzeentch being the better option as it comes on either jetbike riding BS4 Heralds or else BS5 MC's.
But then, we also have things like;
- Bloodthirsters who have an 18" threat range and will rip apart any tank in the game.
- Heralds of Slaanesh on chariots who throw out 7/S4 rending attacks on the charge. (and are cavalry to boot)
- Flamers of Tzeentch who can auto-glance anything on a 4+
- Fiends who are cavalry type that throw out 36/S5 rending attacks on the charge!
- Seekers who are still cavalry and have lots of pretty rending attacks. (can glance av12 and pen av10/11)
- Hounds who are S5 beasts.
- Screamers who are jetbiker melta bombs!
- Princes which are all MC's
Then the 'lesser' options being the expensive Lord of Change & Keeper of Secrets, 5-man Horror squads w/Bolt, Soul Grinders and those lovely Bloodcrushers (who honestly should only be used for such if there's absolutely no other options around...)
Oh, and deep strike deployment so really, there's no reason any tank should be able to ever outrun an angry daemon.
Opening bawkes is no more painfull for Daemons than it is for the likes of Orks. And aparently, BS2 Orks with rokkits and lots of power klaws seem to do just fine.
Xeriapt wrote:I think daemons are at least higher than tyranids.
Tyranids at least have that all important ranged anti-tank in the form of Hive Guard, Zoanthropes, and Tyrannofexes (and in a pinch HVC units.) Daemons have Bolt of Change and the Soul Grinder whose base is so large that he'll kill himself a frustrating amount of times due to deep strike mishaps, having four options to two is better in my book.
Spoken like someone who obviously has no clue how Daemons actually play!
Yes, we have very limited ranged anti-tank with the S8/ap1 Bolt of Tzeentch being the better option as it comes on either jetbike riding BS4 Heralds or else BS5 MC's.
But then, we also have things like;
- Bloodthirsters who have an 18" threat range and will rip apart any tank in the game.
- Heralds of Slaanesh on chariots who throw out 7/S4 rending attacks on the charge. (and are cavalry to boot)
- Flamers of Tzeentch who can auto-glance anything on a 4+
- Fiends who are cavalry type that throw out 36/S5 rending attacks on the charge!
- Seekers who are still cavalry and have lots of pretty rending attacks. (can glance av12 and pen av10/11)
- Hounds who are S5 beasts.
- Screamers who are jetbiker melta bombs!
- Princes which are all MC's
Then the 'lesser' options being the expensive Lord of Change & Keeper of Secrets, 5-man Horror squads w/Bolt, Soul Grinders and those lovely Bloodcrushers (who honestly should only be used for such if there's absolutely no other options around...)
Oh, and deep strike deployment so really, there's no reason any tank should be able to ever outrun an angry daemon.
Opening bawkes is no more painfull for Daemons than it is for the likes of Orks. And aparently, BS2 Orks with rokkits and lots of power klaws seem to do just fine.
Bloodthirsters can't assault out of a deep strike, are gigantic models, and can't hide in units, they've never survived to do anything in my experience.
Heralds require rending to do anything at all to vehicles, not ideal.
Seekers die to a stiff breeze and will be shot apart on arrival.
Ask Necrons how well relying on glancing hits is when killing vehicles, it's still a hail mary tactic and with the lower tier armies you should *avoid* the feth out of hail mary tactics.
Hounds are overcosted, fragile, and generally just suck.
Screamers don't have enough attacks and are glass cannons and if you're turbo-boosting with them, good luck hitting *anything.*
Princes have the same problems as blood thirsters, they will be shot to pieces.
There's a reason why Monstrous Creatures are widely regarded as sucking in 5e, it's because compared to vehicles, they are garbage for their points cost more often than not. The thing about vehicle killing is that ranged anti-vehicle is far, far better than melee anti-vehicle because it's so easy for vehicles to get saves against your melee hits by just moving.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
My main concern playing Daemons is how much better it is to kill transports with ranged weapons. Almost every unit can kill a vehicle in melee be it with rending or just being big and beefy. That's great and all for killing the vehicle, but the units inside the transports are more often than not the real target. If you can't kill the transport in shooting you have to spend a turn assaulting it, leaving the unit inside free to shoot or counter assault in your opponent's turn. Even an awesome assault army like Daemons can lose a combat if they're always the ones getting charged.
This message was edited 1 time. Last update was at 2012/05/18 21:07:03
Xeriapt wrote:Yeah lack of ranged anti-tank makes it hard for daemons sometimes, certainly noticed a huge difference when I started playing with my DE.
Darklance! Pew! *tank on other side of the field explodes* and I lol as I zip about firing poison at people.
And it's a damned shame that Chaos has two of the weakest armies around when they have such awesome villains as Azariah Kyras, Sindri Myr, Eliphas, Huron Blackheart, Ahzek Ahriman, Marduk, Sek, and Nemeroth.
Just listen to that...good god I get *chills* from just hearing him.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Brother Coa wrote:Grey Knights.... they are after all the ELITE of Imeprium's military. Only way to defeat them is with numbers.
Fluff is really quite irrelevant, Codex: Grey Knights is badly written, in both rules and fluff. Every army should be able to beat every army equally "easily".
This message was edited 1 time. Last update was at 2012/05/18 21:30:53
1. Grey Knights
2. Space Wolves
3. Necrons
4. Imperial Guard
5. Dark Eldar
6. Orks
7. Blood Angels
8. Space Marines
9. Eldar
10. Chaos Daemons
11. Tyranids
12. Black Templars
13. Dark Angels
14. Tau
15. Chaos Space Marines
Ringer: Sisters of Battle
Personally I would rate them 1-15 as such. I can't rate Sisters of Battle as I have never fought against them. I would probably throw them in the 10-15 range though from what I have been told (closer to 10). I truly believe that, given a skilled player, the CSM Codex is harder to work with than the Tau Codex. Both are overpriced, but Tau still have a few things they can exploit or use quite well. CSMs are just all around over priced, and don't bring anything new to the table that you wouldn't expect/to work around.
Yes, we have very limited ranged anti-tank with the S8/ap1 Bolt of Tzeentch being the better option as it comes on either jetbike riding BS4 Heralds or else BS5 MC's.
Expensive compared to most anti-tank, and we can get at best 7 (4 heralds, 3 DPs) for, at cheapest. 800 points for all this anti-tank. Not counting any additional upgrades for the DP's, oh, and it's just a glorified melta gun too with 24" range, without 2D6 added to it, and far more expensive
- Bloodthirsters who have an 18" threat range and will rip apart any tank in the game.
Have fun trying to hit cruising vehicles, any Eldar type player, or a fast list will easily keep you from hitting anything except on a 6, or even just getting shot down by anti-tank weapons soon as you drop down. I still use these, and still struggle to make them work against most things (except GK, thank you for Blessing of the blood god)
- Heralds of Slaanesh on chariots who throw out 7/S4 rending attacks on the charge. (and are cavalry to boot)
Worthless, you need either heralds of Tzeentch, or something that can crunch tanks, or the fact that they only will ever hit on S4, you don't need more anti-infantry in a daemon list!
- Flamers of Tzeentch who can auto-glance anything on a 4+
Unless they return to the old glancing chart where you can actually kill something, you are paying at least 105 to "Guarantee" A vehicle glance.
- Fiends who are cavalry type that throw out 36/S5 rending attacks on the charge!
Okay these are one of the few things that work very well.
- Seekers who are still cavalry and have lots of pretty rending attacks. (can glance av12 and pen av10/11)
Who rather fragile, though these are one of the more effective units in the fast attack slot, so I actually approve of them a bit.
- Hounds who are S5 beasts.
On the charge. But nobody used these at all till the realization they can tie up force weapon users (aka, Gray Knights) at least.
- Screamers who are jetbiker melta bombs!
With one attack! Who'll likely be hitting on a 4+ or a 6! Seriously I have tried these things and unless your fighting a parking lot that doesn't move these things aren't even worth the points to set them out.
- Princes which are all MC's
I'd hope so! Wouldn't want them to be infantry. DP's are likely one of the few things we got that are good (except for some of the costs of the things anyways)
And it's a damned shame that Chaos has two of the weakest armies around when they have such awesome villains as Azariah Kyras, Sindri Myr, Eliphas, Huron Blackheart, Ahzek Ahriman, Marduk, Sek, and Nemeroth.
Nemeroth was a glorified babysitter.
Kyras for next Daemons Dex!
This message was edited 1 time. Last update was at 2012/05/18 21:34:38
Brother Coa wrote:Grey Knights.... they are after all the ELITE of Imeprium's military. Only way to defeat them is with numbers.
Fluff is really quite irrelevant, Codex: Grey Knights is badly written, in both rules and fluff. Every army should be able to beat every army equally "easily".
The day all the armies of warhammer 40k become perfectly balanced against one another is the day pigs fly, fanboys start becoming reasonable, and we all bow down to our new atomic robot aztec mummy overlords.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
There really is no such thing as an OP or even UP army as it is by far more about skill and even luck than it is what army is the new flavour of the month. As the old saying goes, the sharpest blade is blunt in the hands of a fool and this does ring true with 40K. Now I would consider myself a good player and I would be very confident if I were to walk into my LGS with my tau army and got challenged by some kid who has been in the hobby for a few months and has just put the last few units into his purifier spam army. Likewise, I wouldn’t break a sweat if someone with the same army as the kid but with the same experience as myself challenged me to a game (though if someone with greater skill challenged me I would maybe need pull out all the stops)
What I will say however is that some codex’s have a higher learning curb than others. Dark eldar took me a while to work out and I had to get past the fact that my raiders WERE going to bite the dust but after a few trial runs and different lists I found an army that worked for me. But in contrast, with marines I've always found it easy to make a decent list since I first started playing them. As for nids, since I've been playing from the first moment I started the hobby, I welcome all GK players to have a pop at me (they quickly learn that their force weapons and fancy armour mean nothing to a blob of stealers, while draigo/crow is rocking back and forth in a corner, crying, because the nasty brood lord looked at him funny)
You also have to take into account what type of list your building. 40K does cater to each style of player as you can make a fluffy list no matter how bad the rules for that model are or, at the opposite end of the spectrum, you can make a pretty nasty list with no regards to the fluff (see fate crusher....tzeentchs bestist herald fighting alongside the knights of khorne :3 ) and anywhere in between (especially the "ooooh shiny" lists which include all the pretty models). Now if you take your fluffly mandrake list and fight some ones tourny winning imperial guard vendetta spam army then chances are you won’t end up winning due to the poor matchup of list types but if you’re playing his fluffy, mass infantry, "lets fill the table" army then you'll stand a better chance. People complain about their tau not killing GK razor spam but I would say you’re not taking enough "split fire" broadsides and kroot balls.
There are also bad match ups as, while GW caters for everyone, it isn’t really all that balanced as....let’s face it..... GKs are pains in the back side for non-khorne daemon armies to fight just like dark eldar have the right to feel a little cocky when looking at a nidzilla list. That being said though, making a game too balanced in my mind can make it a little dull but hey that’s just me.
TL;DR it’s not the army so much as the player behind it
my little space marine army, now 20% cooler http://www.dakkadakka.com/dakkaforum/posts/list/424613.page school league:
round 1 2011 W/2 L/1 D/0 round 1 2012 : W/2 L/1 D/0
round 2 2011 W/3 L/0 D/0 round 2 2012 W/3 L/0 D/0
round 3 2011: W/2 L/0 D/1 round 3 2012 W/4 L/0 D/0
school league champions 2011 school league champions 2012 "best painted army, warhammer invasion 2012/2013
Except that Luck can override any amount of skill, and a crappy list will render your tactical sense largely irrelevant. What makes a codex stronger than another is how many powerful lists it can build and just how strong are said lists. The Tau codex is the weakest because it has the fewest strong lists it can build, if you aren't spamming suits and fish you may as well go home. Conversely, it actually takes effort to make a non competetive grey knights list, which is why they are considered to be far and away the strongest codex, pretty much anything you can slap together will be competetive.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
DPBellathrom wrote:
There really is no such thing as an OP or even UP army as it is by far more about skill and even luck than it is what army is the new flavour of the month. As the old saying goes, the sharpest blade is blunt in the hands of a fool and this does ring true with 40K. Now I would consider myself a good player and I would be very confident if I were to walk into my LGS with my tau army and got challenged by some kid who has been in the hobby for a few months and has just put the last few units into his purifier spam army. Likewise, I wouldn’t break a sweat if someone with the same army as the kid but with the same experience as myself challenged me to a game (though if someone with greater skill challenged me I would maybe need pull out all the stops)
What I will say however is that some codex’s have a higher learning curb than others. Dark eldar took me a while to work out and I had to get past the fact that my raiders WERE going to bite the dust but after a few trial runs and different lists I found an army that worked for me. But in contrast, with marines I've always found it easy to make a decent list since I first started playing them. As for nids, since I've been playing from the first moment I started the hobby, I welcome all GK players to have a pop at me (they quickly learn that their force weapons and fancy armour mean nothing to a blob of stealers, while draigo/crow is rocking back and forth in a corner, crying, because the nasty brood lord looked at him funny)
You also have to take into account what type of list your building. 40K does cater to each style of player as you can make a fluffy list no matter how bad the rules for that model are or, at the opposite end of the spectrum, you can make a pretty nasty list with no regards to the fluff (see fate crusher....tzeentchs bestist herald fighting alongside the knights of khorne :3 ) and anywhere in between (especially the "ooooh shiny" lists which include all the pretty models). Now if you take your fluffly mandrake list and fight some ones tourny winning imperial guard vendetta spam army then chances are you won’t end up winning due to the poor matchup of list types but if you’re playing his fluffy, mass infantry, "lets fill the table" army then you'll stand a better chance. People complain about their tau not killing GK razor spam but I would say you’re not taking enough "split fire" broadsides and kroot balls.
There are also bad match ups as, while GW caters for everyone, it isn’t really all that balanced as....let’s face it..... GKs are pains in the back side for non-khorne daemon armies to fight just like dark eldar have the right to feel a little cocky when looking at a nidzilla list. That being said though, making a game too balanced in my mind can make it a little dull but hey that’s just me.
TL;DR it’s not the army so much as the player behind it
^ This.
*Finally* someone posted a response that didnt make me immediately annoyed lol. And from a fellow 'nid and dark eldar player!
GK are an elite army. They have some of the most powerful units, and they are also some of the most expensive units. Maths solved.
Saying that, there are certain *builds* that are powerful against certain armies, especially if the opponent does not know how to counter them. But these builds (draigowing in particular) are also very easily beaten by certain other armies builds. (dark lance spam?)
And so the game is played. Go figure. A lot of armies have lists that can be powerful vs certain other lists. It is the universal rock/paper/scissors that most games are made of.
Kain wrote:Except that Luck can override any amount of skill, and a crappy list will render your tactical sense largely irrelevant. What makes a codex stronger than another is how many powerful lists it can build and just how strong are said lists. The Tau codex is the weakest because it has the fewest strong lists it can build, if you aren't spamming suits and fish you may as well go home. Conversely, it actually takes effort to make a non competetive grey knights list, which is why they are considered to be far and away the strongest codex, pretty much anything you can slap together will be competetive.
oh by far luck is a huge factor (if Ran and Dom want you to loose then you'll damn well loose ) and I pretty much said that a bad list will make you work harder for a win
also, GKs have alower learning curb than others, hell most marines as they are the "starter army"
tau simply need more options like you said (to become more "viable") but that comes with updating a game. some stuff gets left in the dust while others get a new coat of paint every other day :3
I would dissagree with "it actually takes effort to make a non competetive grey knights list" as I have seen some REALLY bad ones that people have rolled out thinking they were good (I was one of those people )
This message was edited 1 time. Last update was at 2012/05/18 22:19:09
my little space marine army, now 20% cooler http://www.dakkadakka.com/dakkaforum/posts/list/424613.page school league:
round 1 2011 W/2 L/1 D/0 round 1 2012 : W/2 L/1 D/0
round 2 2011 W/3 L/0 D/0 round 2 2012 W/3 L/0 D/0
round 3 2011: W/2 L/0 D/1 round 3 2012 W/4 L/0 D/0
school league champions 2011 school league champions 2012 "best painted army, warhammer invasion 2012/2013
OP = GK. Is there anyway to deny it? They requite almost no thought to win. cc into something and it will die for you.
Spoken like someone who does not understand how Grey Knights work. They're a short-range shooty army, not a CC army.
And yet Ward insists on giving out Force Weapons for next to nothing.
And yet they play better with a shooty list than an assaulty list. The force weapons are there to discourage the enemy from charging and to allow them to mop up remaining enemies, not to make them focus on using them primarily.
I'm not saying that there's nothing in the Grey Knight Codex that could use some toning down, because there is, but they're not primarily a CC army. Never have been, never will be.
And yet I wrote that from a tau perspective. would you not assult the tau?
The issue with Tau is not a steep learning curve or whatnot.
Tau are a shooting army. They have horrible Initiative, Weak Str and T and no CC combat ability other than Kroot which lets be honest are crap compared to a basic SM.
Most Tau players like to castle or start spread out at the back. Our movement phase involves standing still and shooting everything we have or moving sideways to avoid CC. We dont often go forward as that is suicidal for most Tau units.
So we don't do CC and we don't Move. That leaves us with one phase of the whole game, shooting.
BS3 Shooting at that. The only units with BS 4are upgraded Fire Warriors (no one takes them as you would need an Ethereal, AKA suicide) and Leaders in suits or units with TA's or ML Support..
So we dont Move, we dont CC and we miss 50% of our shots....
Also our model count is low. Meaning we cant overwhelm most armies with just mass shooting. 9 Fireknives will shoot 27 rounds costing us close to 800 pts. Half of them will miss. Down to 14 HITS for 800 pts.
Then on top of that Our XV88's cost slowed amounts of points and no one takes more than 6 in most games due to Over costed paints, the fact they are TL is moot as they are firing 6 rounds for almost 600 pts.
So add the 14 shots to our 5 hits from the XV88's and you have 19 wounds caused for 1400 pts.
That is a recipe for a shyte codex. If anyone out there can't see that Tau suck more than anyone else is just kidding themselves, just like all the GK players kid themselves that their codex is perfectly balanced.
I disagree about CSM being a bad army. While the book itself is utter garbage and the choices very limiting, CSM can build a decent list around obliterators, lash princes, berzerkers, and plague marines. It is sad that there is only one viable build for competitive play, but CSM can still compete, at least at the mid to high mid tier.
If you take the book as a whole, Chaos Marines are a bad army.
Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
As a GK player, I would say we are powerful but not quite OP. There are some lists that are pretty damn scary, but some are not.
If I was going to go for OP army, I would go for Salamanders.
Especially after the beating they gave my Draigowing.
Loads of twin-linked Meltas and Flamers and MC Thunder Hammers.
Their SC might not be all that singularly, but he makes a Marine army beastly to play against.
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
Well if you cant beat Salamanders with the GK maybe its not the codex?
Perhaps NOT standing in front of a bunch of Melta guns that reroll to hit would be a better tactic rather than claiming Salamanders are OP compared to GK.
I agree that Salamanders with Vulkan are over powered for the points cost, but are not as game breaking as most GK lists.
I have a Draigowing army with no vehicles. I just timed the charges wrong, tactical error on my part, not to mention two Drop Pod Dreads. One on T1 the other on T2. Both took a wound off Draigo and the following turn, charged. Completely tied up a ten man paladin unit for a number of turns, then Vulkan, Chaplain TH/SS Deathstar tore them apart.
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
Milisim wrote:Well if you cant beat Salamanders with the GK maybe its not the codex?
Perhaps NOT standing in front of a bunch of Melta guns that reroll to hit would be a better tactic rather than claiming Salamanders are OP compared to GK.
I agree that Salamanders with Vulkan are over powered for the points cost, but are not as game breaking as most GK lists.
This, twinlinking most of the best weapons the marines can get is pretty darn good, but it's not GK good. Being able to give an extra point of strength to damn near everything they can shoot gives the GKs absolutely devastating shooting. For frak's sake their stormbolters can be as strong as pulse weapons and shoot more often, and if you try to charge them, the GK's better initiative, armour saves, weapon skill, and force weapons all around will probably mean that a crap ton of your charging force will bite the bullet before even getting to swing.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
OP = GK. Is there anyway to deny it? They requite almost no thought to win. cc into something and it will die for you.
Spoken like someone who does not understand how Grey Knights work. They're a short-range shooty army, not a CC army.
?? Short range? Shooty yes, short range no. Plus CC abilities better than most other armies.
GK definitely the most OP.
Relatively short range. They thrive at ranges below 24" where they can use their storm bolters and psycannons. Besides, assuming 5 halberds, 4 psycannons and a hammer on Purifiers, an equal amount of points in Black Templars Crusader Squads will match them on the charge, and Crusader Squads are overcosted at the moment. Sure, the purifiers draw when they get charged, which means they're more powerful, but they're a 5th edition Codex compared to the oldest in the game.
Charge 5 Lightning Claw Terminators into said purifiers and watch them disappear. 3 Terminators survive and dish out 12 attacks, killing 7 Purifiers. Sure, the remaining attacks might finish off another one or two Terminators. but the Terminators are almost 100 points cheaper. It's when the psycannons get to fire that the Purifiers really dominate, which only serves to reinforce my claim that they're a shooty army.
Ledabot wrote:
AlmightyWalrus wrote:
TermiesInARaider wrote:
AlmightyWalrus wrote:
Ledabot wrote:
OP = GK. Is there anyway to deny it? They requite almost no thought to win. cc into something and it will die for you.
Spoken like someone who does not understand how Grey Knights work. They're a short-range shooty army, not a CC army.
And yet Ward insists on giving out Force Weapons for next to nothing.
And yet they play better with a shooty list than an assaulty list. The force weapons are there to discourage the enemy from charging and to allow them to mop up remaining enemies, not to make them focus on using them primarily.
I'm not saying that there's nothing in the Grey Knight Codex that could use some toning down, because there is, but they're not primarily a CC army. Never have been, never will be.
And yet I wrote that from a tau perspective. would you not assult the tau?
Wait, so GK are OP because they can instantly smash your stuff in assaults? Yeah, sorry, that's part of playing Tau.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
Milisim wrote:They are OP because they smash EVERYONE in assaults.
Assault phase is quite important in 40k... thus dominating it is def a bonus.
The only non vehicle units I've seen that can reliably handle GKs in assault are Assault Termis, Decked out genestealers on the charge, Bloodletters on the charge, Hounds of Khorne, Wyches on the charge, Decked out Sanguinary guard with Priest, Thunderwolves with shields, Decked out wolf guard, Biker nobs, Shield Lychguard, Kitted out Wraiths, Royal court disco inferno, Bloodthirsters, Seer council +Eldrad, and Lash whip and bonesword Warriors with scything talons and Adrenal Glands.
Of these, only a few are going to walk away from being shot up with S5 stormbolters without taking hideous losses. And these are only PAGKs I'm talking about. The Warriors only win out because they cancel out the init for the PAGKs and shadow in the warp provides them some defence from force weapons, Genestealers from having similar initiative while having a crap ton of S5 rending hits with the option for rerolling ones, Wyches for their ever useful 3+ invul in CC and uber high initiative, Assault Termis only because of that 3+ save, Lychguards only because of the 4+ invul and superior toughness meaning that the GK's force weapons are only wounding on a 5+, The Royal Court disco inferno because of 3+ invuls and T5 all around means that they're not dying any time soon, and they're going to be dishing out a crap ton of S7 hits in initiative order along with mindshackle scarabs, Bloodthirster because it's not falling to the Force weapons, Hounds because the GKs can't touch them in close combat, Bloodletters due to all the S5 Power weapon attacks they can use, and even then it's dicey with their lack of grenades, inferior initiative, and only having a 5++.
Wolf guard for the same reasons as assault termis, Sanguinary again for the same reasons except they have FNP to boot, Thunderwolves because they're a bitch to kill, Biker nobs for the same reasons, though many of these are again dicey because the GKs will always be going first, And the Seer Council and Eldrad are just nasty.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Milisim wrote:They are OP because they smash EVERYONE in assaults.
Assault phase is quite important in 40k... thus dominating it is def a bonus.
The only non vehicle units I've seen that can reliably handle GKs in assault are Assault Termis, Decked out genestealers on the charge, Bloodletters on the charge, Hounds of Khorne, Wyches on the charge, Decked out Sanguinary guard with Priest, Thunderwolves with shields, Decked out wolf guard, Biker nobs, Shield Lychguard, Kitted out Wraiths, Royal court disco inferno, Bloodthirsters, Seer council +Eldrad, and Lash whip and bonesword Warriors with scything talons and Adrenal Glands.
Of these, only a few are going to walk away from being shot up with S5 stormbolters without taking hideous losses. And these are only PAGKs I'm talking about. The Warriors only win out because they cancel out the init for the PAGKs and shadow in the warp provides them some defence from force weapons, Genestealers from having similar initiative while having a crap ton of S5 rending hits with the option for rerolling ones, Wyches for their ever useful 3+ invul in CC and uber high initiative, Assault Termis only because of that 3+ save, Lychguards only because of the 4+ invul and superior toughness meaning that the GK's force weapons are only wounding on a 5+, The Royal Court disco inferno because of 3+ invuls and T5 all around means that they're not dying any time soon, and they're going to be dishing out a crap ton of S7 hits in initiative order along with mindshackle scarabs, Bloodthirster because it's not falling to the Force weapons, Hounds because the GKs can't touch them in close combat, Bloodletters due to all the S5 Power weapon attacks they can use, and even then it's dicey with their lack of grenades, inferior initiative, and only having a 5++.
Wolf guard for the same reasons as assault termis, Sanguinary again for the same reasons except they have FNP to boot, Thunderwolves because they're a bitch to kill, Biker nobs for the same reasons, though many of these are again dicey because the GKs will always be going first, And the Seer Council and Eldrad are just nasty.
Oh please, most dedicated Assault Units can take on Strike Squads and win, the guys only have 1 attack each (sorry if you're referring to Purifiers, PAGK is a bit ambiguous).
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