Cyris wrote:I am also a convert to the 3 GM build, especially against factions who get solid ranged plasma damage in T2 (sentinel becomes a frustrating liability and micro sink). HWT next then another T1.5 unit to taste into T2 Chimera and plasma guns.
3 GM + 2 Sarge + HWT is only 815/30. This price gets you 5 units that can cap, a lot of room for gens and the option to add wargear on your commander of choice and picking up a cata, spotter or hwt as desired (or even throw in a sentinal for super power light). Use the GM without Sarge as a ninja-capper or throw a flamer on him if he roams up to a gen farm. If GK (or anyone you are fighting) goes heavy T1, deff pick up that 6th unit. Come T2, Chimera is going to have so much happy infantry to support!
This build is not only strong now, but is going to get nice buffs in the next patch with lower Commisar cost, lower GM upkeep and catas that can fire on the move! I've been playing IG when I can't play GK (to avoid mirror in 1v1, or if a teamate is already GK) in preparation for the patch
There's no reason to not get a sentinel inbetween your third guardsmen and your second. Add that in and it is not just strong, it's utterly brokenly OP.




