1) I am not a big fan of GK in land Raiders.
a) GK do not work well in Land Raiders.
GK units have shooting power and they have Assault power as well.. To get the most out of them, you want to use both their shooting and assault abilities.
Most GK works well on foot with Psycannons shooting for several turns, and then assaulting on the last few turns to mop up whatever is left. Rhinos work well as you have firepoints to use for your guns, or just walk.
b) Land Raiders are a bit of a gamble.
Land raiders are either indestrucatble, or rather easy to kill for 250 points. It depends on the content of the enemy list.
If the enemy brings Melta weapons, Lance Weapons, Haywire Weapons, or Gauss Weapons, your land raider is in for a Sad time. All of these guns kill AV 14 fast. 4 HP is not not enough to last that long.
If the enemy does not have those weapons, your Land Raider will never die.
It can also make for games that you or your opponent do not like playing as they are rather one sided.
2) GK terminators
I would always give them psycannons. It is one of the best guns in the game. It is good at shooting almost everything, Tanks, MC's lots of shots for hordes, rending for armor saves.
Also, you can mix up the weapons a bit to gain some advantages. Maybe take a hammer or 2 for AP2 and more damage.
3) HQ
Consider a cheap inquisitor with Psyker mastery 1. Trade for the Divination signature power. If you have the points Terminator Armor and a Psycannon are a great bargain.
The Bro-Champ gives you a re-roll to hit in the assault phase when you charge.
The Divination Inquisitor gives you a Re-roll in the Shooting phase, and a re-roll in the assault phase, every turn.
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