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Why do GK have so many advantages against Daemons?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut




Macclesfield, UK

jb7090 wrote:
1) yeah I get it, it's only if the GK's charge, but it's still an ability that can be denied or fail to go off like a psychic power, or needs to hit and wound like an attack. It's 100% going to go off.


As was mentioned, all GKs need to do is take Halbards and they stike at I6 anyway.

2) there's a few people in my meta that take psilencers on their dreadknights. They are pretty freakin awesome for thinning out daemon infintry, sure they are AP - but because of the daemon invlu save, ap1 or ap- is all the same.


You do realise that you're one of the few armies that can field a 2++ invulnerable save? Use psychic powers from the book to give a unit of yours a 4++ invulnerable and then just use the book of true names to increase it. Trust me, GK players are not going to be doing too much damage after that.

3) Yes, Daemonbane on all their CC weapons, that's what I said. Oh and as far as I can tell it bypasses EW too. Awesome.


Yes, its a remove from play ability. Just like JotWW and Assurmans Sword.

4) Random snarkyness blah blah blah.


Look I know it looks like GKs have all this fancy stuff they can do to daemons but there is stuff that you can do in return that is just plain nasty and shouldn't be allowed. i.e. Putting Ironarm on a Great Unclean One to give him a stupid toughness.

Seriously, why all the Daemon hate? It just seems like overboard. Give em hatred, regular force weapons and be done with it.


Its not hate, its just that at the moment Daemons have one of the better codices out at the moment. So its a bit strange when people see complaints about their effectiveness are being made.
   
 
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