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Re: GK - OP?

Posted: Fri 01 May, 2015 1:31 pm
by Torpid
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.

Re: GK - OP?

Posted: Fri 01 May, 2015 2:36 pm
by Cyris
I actually was looking at the codex after writing that post and noticed that sentinels upkeep cost is like .9 per pop (15 pop mind you, but still!) I'm going to try it the next time I play IG. My instinct is to treat it like a las turret; it isn't intended to be part of my T2.5 army, it's there to make the transition easier. But if it survives, great!

I already feel like I have strong capping power and map control when I use this build right, I can't imagine how much better it will be with a sent mixed in. Only concern ins that the HWT often needs to get fielded to get give some needed support to the GM blob, and getting a snd T1.5 squad in seems like an overly heavy T1. Perhaps if I stall even longer on getting the Sarges... I do like heavy T1's the days, but I hear a lot of IG talk about how weak their early game is. ::shrugs:: Experimentation time!

Re: GK - OP?

Posted: Fri 01 May, 2015 7:50 pm
by Atlas
3 gm, sent, 2 t1.5 is basically what fredbrik is running with right now and if you have the control to work it then it is viable. I personally like to skip the sarges on gm for as long as possible until I need them to reinforce. Vs GK in specific you really do need the HWT though as the stomp isn't going to be enough. You can try skipping it with Inq but I haven't played the matchup enough to know for sure.

Re: GK - OP?

Posted: Tue 05 May, 2015 8:49 pm
by Cheekie Monkie
Atlas wrote:3 gm, sent, 2 t1.5 is basically what fredbrik is running with right now and if you have the control to work it then it is viable. I personally like to skip the sarges on gm for as long as possible until I need them to reinforce. Vs GK in specific you really do need the HWT though as the stomp isn't going to be enough. You can try skipping it with Inq but I haven't played the matchup enough to know for sure.

It provides amazing map control in the early stages of the game whilst transitioning excellently throughout all tiers.

Seriously, I find that I need to spend a disproportionate amount just to counter it, even as apo.