Solosam47 wrote:With the issue of having to assault the
GK in cover another way to play around this is to avoid them and force them to come out of said cover.
GK have pretty poor range for the most part and are not the fastest army around and in missions you are playing place your obj out in the open, use fast daemons to quickly get around the board, and play the missions primary obj as opposed to secondary like first blood and kill points. This combined with units like the skullcannon and units with a better range will allow you to gain either more favorable charges or score more points while containing him to a small section. I have seen CD beat
GK numerous times, although its still not favorable overall and requires some good skill. Your daemons wont be to happy to be across the table from the
GK but it should they should at least have a decent footing and not get rolled so badly.
Like i said, i won because from the outset i played for scenario, the models in
GK can come down pretty much wherever the like, but yeah after that they are slow. Problem is they do have options to threaten quite far, a deepstrike in the centre of a 6x4 gives you most of the board to shoot at, given the far edges can't take obj markers.
Whats the teleport on the Dreadknight all about? Thats strong too.
I have many models with guns or grenades so im not sure the skullcsnnon sounds good for the cost?