
Strike squads
Great t1 squad can shoot ppl, can bully ppl, can counter melee to some point. Has serious problems with scaling into t2 and onwards. Their upgrades are not as good as they cost. In t3 they become just pointless with with interceptors that have more damage, grenades, teleporters, 3 psycannons and more HP
*Flamer
is not as good as other faction flamers with fire on the move but is kinda awright with its high damage and courage damage that is not as good as set up team's but enough to keep 1 squad suppressed. Makes them feel uniqe
*Psycannon
good generalist upgrade but using SS is AV is still borderline reasonable since its wasting their glorious Anti-inf potential and dealing little short range not burst damage. This upgrade is good for not allowing u to get bullied by early vehicle but so is the vindicare that costs just 5 more power and gives much more than psycannon. Even with psybolts its not definitely not go-to wargear, more of a luxury since it sets u back more than gives u an advantage over anything. But since GK have only 3 ranged special weapons with last one being psilencer. Maybe psilencer would be a better idea that makes them even better anti-infantry with the addition of even more bolter-strengh dakka (mb some a bit longer range piercing DPS t2 weapon?) This will make sure they have the anti infantry role in roaster, unlike tank hunter interceptors. We do not have a model but i guess it looks like a triple barreled psycannon so it shouldnt be too hard to make (even for me
)*Psybolts
as with psycannons, it sets u back more than gives u an advantage. "Oh, look, got 3 guardsmen worth of piercing damage for 100/20" doenst sound so solid. I'd say that psybolts are least rational use of ur power in t2. I tried going for psybolts in almost every single game and it always sets me on backfoot. It is as questionable as 30 power GL for dread was. I'd say that its cost could be lowered or it should be buffed. Like 20% range 20% damage? Or 40% damage? Or giving them sm_bolter_sternguard_kraken damage type for entire squad instead of plasma justicar to allow damage go a bit higher without them evaporating poor eldar and orks that already suffer from their piercing damage?
*Justicar
Very good upgrade. Plasma damage+power weapon+2 awesome abilities. The only problem in getting almost twice as gud is without it SS becomes half as good
So losing justicar that is not cheap to replace hurts SS a lot. Much more than some tacs or CSM. I'd say hurts as much as losing banshee exarch but banshee are not the main unit of eldar armies in t2, SS are. Maybe make him cheaper? Or die last? Or upgrade that makes him just 4th squad member? Or more HP?Operatives
They do have quite a lot of tasks now in GK t1. Being the only counter melee, fast capping skirmisher and a crowd control unit at the same time. Their damage is quite off the charts but simple half range=half damage should fix the problem of double ops appearing out of nowhere and wiping DA in a single burst. Maybe some shotgun blast could be more useful and less abusable than fallback plan with smoke and retreat cancel.
Rhino
Totally not worth it as it is. I havent seen a player that was able to use rhinos in t1 in 3v3s. But we learned that SHI could be too much for it. Here are few ideas what could be done about it:
*Toolbawx! To boost its durability there is self repair ability that it has in tabletop so it will become stationary, give cover and repair itself. Seems like a great tool for hiding ur stuff behind and not losing rhino at the same time. Yet the damage of some factions may make it not enough to save rhino. Maybe self smoking or giving it SHI when its stationary would help. Not like it will run away while stationary and if it tries to get out of its little "shieldwall" it will be melted as all the rhinos do atm.
*Tiny grenade barrage! To make it more of a melee counter nerfed version of grenade barrage could be added. Since there is not much use to that smoke bomb anyway. Run forward, burst grenades to knock stuff around, unload ur ist, shoot stuff, run away. Adds more to GK's fast attacking hard hitting faction flavour
*Teleporter relay
Ability to teleport squads inside into enemy face! Since there is no interceptors around now, it could use a function of getting ur SS into enemy position/behind set up teams to rek some stuff. BC cant get into rhino anyway so no free teleport in t1 and no catapulting ur entire army into enemy's face. Just 2 squads. Shouldnt be too gamebreaking, adds more assaulty flavour, adds counter-camper tool that gk dont have atm, adds jump stuff that GK dont have atm, can synergize with some purifiers in t2 (mb add reinforce in t2?). Yet its proably too much for a rhino to have powerful weapon in t2 and this so i guess weapon should remove it
Purgations
They were good in t1 and they are barely usable in t2 even with increased damage. Expensive, barely usable with flamers, and somewhat outclassed by t3 interceptors if given psycannons. Just leave them in t1 which will allow to ease the pressure on ops that have to be only melee counter atm. Since there is no more SHI rhinos around, no more driving past turrets and armies and burning all of ur techmarine's toys and gens
Purifiers
Are not really as useful as intended. Expensive not fast, not too tough power melee infantry with heavy melee sergeant? With that cost they definitely meant to be melee superiority unit but they are outperformed by every single t2 melee unit i think, even by some t1 ones AND they become completely worthless with terminators hitting the field that are same speed, more damage, better psykery, splash damage, better armor, thrice more health, teleport and better ranged weapons. And when upgraded with their justicar they worth almost the same as terminators.
What could be made to make them uniqe and usable in generic situations?
*Halberds!
Since no1 will mistake strike squads for interceptors, strike squads can get their default swords back and we can give purifiers shiny more powerful (codex wise) halberds. Also give their justicar a halberd, he dont need that hammer. His heavy melee does not give him capable AV and decreases anti-HI/SHI capabilities. Adding some power melee AoE will secure their dominant melee position. I also thought about extra speed but with their charge and WaTH that could be 2gud. Even if u dont wanna touch their damage, i'd still liked to see them with halberds rather than strike squads. Squad with better melee weapons being much worse than squad with "bad" melee weapons hurts my brain
*Soulblaze!
Their distinctive feature that they set stuff on fire by punching it. Adding some piercing/flame damage over time will make them better anti-infantry and add to their melee prowess to once again be closer to melee superiority unit (yet we all know that there is no chance them outpunching genestealers though. But at least they can beat ogryns/KCSM that way). Maybe make it activated ability or smth
*Immunity to suppression
They are the only Fearless unit in GK TT roaster. Even BC and paladins are not
That will definitely make them unique melee infantry
(I know that this is not TT, I dont like TT, I dont want elite to be like TT, I just suggesting lore-friendly quirks. Lore friendly stuff will make 40k universe fans happy i think)*Inspiration on kill
GK dont have it. That will make following their charge a good idea. Not a huge change but adds more linebreaker flavour rather some lone skirmishers that run around the map trying to find not protected enemies to hit
*Lower price
Duh
Terminators/Paladins
Retreat is strong but nececcary to make sure that GK would not suck in late game. I have a few ideas how we can balance this
*Upgrade
I for some reason checked out good old retrib vanilla and remembered extra armor on IG vehicles. What if terminators had un upgrade "Remove glory from pointless defeat" that allows to reatreat only once and costs like 150/40 with 90 sec build time? Sure, u dont bleed, u can have ur linebreaker, u can be safe with it but this also costs munnies, has long build time and kinda starts on cooldown since u need to buy it!
*Overcharge teleporters
Since GK are the only ones adept at using perosnal teleporters we could focus on that instead of retreat and make ability that allows to teleport at x3 range but damages teleporter so it couldnt be used for like 3 mins. Thank the empra they have their stormbolters, right? Gets them out of danger, debuffs them, not spammable, returns good ol' beating termies with stuns, if ur a cheeky little baseraper u wouldnt run too far.
Interceptors
More melee damages and reasonable justicar plz
P.S. I dont mean that every single one of those should be implemented at the same time and i dont want GK to be "made stronger", I want more options for players to play with. So much different builds with other factinos and so strict GK strats if u wanna be even allowed to live in high lvl games. All the other units I think are awright or I forgot about them









