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GK 1v1 Help!

Posted: Sat 05 Jul, 2014 10:52 pm
by Arvendilin
Okay so in Teamgames it goes pretty okay.
But in 1v1 I just get completely owned by everyone,
I go 2 strike squads one Interceptor squad, T2 and then the commanders for all of them, and at that point i already kinda lost, I do okay/pretty good in the early stages, even getting ahead, but the second T2 hits I dont have any Idea what to do :/
It's probably too much to ask for someone to go in game with me and help me, so just posting some general things I should think about would be good.
I have a pretty good RTS background, beein C- on iccup for SC:BW and fairly good at SC2, but have no background in these kinds of RTS.
Tyvm for helping!

Re: GK 1v1 Help!

Posted: Sat 05 Jul, 2014 11:04 pm
by Arvendilin
Ohh and I get Psycannons for both my striker squads after the commanders for them (i kno the name is different btw but im horrible with names), after that i get the grenades, then a dreadnaught and then T3.
My HQ gets the sword as soon as possible for early fights, then a teleporter T2 and then after im done with upgrading my units i get the Hammer with the AOE ability for him.

Re: GK 1v1 Help!

Posted: Sat 05 Jul, 2014 11:23 pm
by Swift
Sounds like a lot of power spent on upgrades, and not new units. Perhaps play lots of games with very different builds, because what works for you and what should work are very different things. But I suggest more units, at least one more like the VA instead of hammer so you can apply some good bleed.

The leaders are called Justicars. They are good to boost the hitting power of the squad, but I suggest prioritise new units in place upgrades.

And yes, as you say, SC is a very different game from DoW.

Re: GK 1v1 Help!

Posted: Sat 05 Jul, 2014 11:29 pm
by Arvendilin
Okay so more Units less upgrades, which upgrades are the best in terms of cost efficiency?
Because 100% without upgrades seems bad aswell T^T
The problem is, that without WH40K background I have no frame of reference, no Idea how anything should/would work.
And yea waaaay different, can't use my mechnics as much in this, but have to me way more careful about my units since my income is sooo freaking low.
But its nice changing things up every once in a while :D
Just frustrating that everyone I play against seems to know what they are doing while I have 0 Idea of how things work, but I guess I just gotta play more and I'll figure it out in time.

Re: GK 1v1 Help!

Posted: Sun 06 Jul, 2014 12:12 am
by Ace of Swords
but the second T2 hits I dont have any Idea what to do :/


Well, the first thing you need to keep in mind is AV, you might not need it, but 90% of the times your opponent will get a vehicle either early or mid T2 so you need to be ready with a source of AV, now with GKs all the psycannons upgrades provide soft-medium AV so that's for purgation,strike squads the rhino can also be equipped with a twin linked lascannons and the Vindicare assassin is a sniper that can switch between anti-infantry and AV ammunition, in addition the GK dred is the best melee dred right now, it should be able to win all 1v1 fights against other dreds in melee when upgraded to the claw (though it's bad vs transports, against them you'll need a ranged source like the Vindicare or psycannons or the melta bomb of interceptors snares vehicles so that helps too).

Aside from that, it's hard to say if you first want upgrades or more units in t2, usually in 99% of the cases follow this advice:

Always buy more units, possibly a vehicle especially when your opponent doesn't have a squad that can transition in AV from 1 (like vs chaos if they have raptors/nm but no havocs) but if your units are somehow overleveled like level 2 and half or 3 and the ones of your opponents are not then invest more in the units you already have and seal the deal, also remember to invest alot into your BC, even just his first armor in T1 which is quite cheap will make a huge difference in how long he can stay in fights, for the rest take a look at these games where GKs do pretty ok in 1v1.
Past 2.3
https://www.youtube.com/watch?v=7zjFwV53DwE
http://www.gamereplays.org/dawnofwar2/r ... &id=296746
Pre 2.3
https://www.youtube.com/watch?v=oUTGR5YNFO8

Re: GK 1v1 Help!

Posted: Sun 06 Jul, 2014 12:19 am
by Forestradio
Pretty much what Ace said. Also, the Blessed Aegis armor on your brother captain is your best friend. Buy it. Work on timing the We are the Hammer buff. Remember that it doesn't just give a speed increase, it's also a damage resistance buff. Use it to cap under fire, etc.

Although that game of mine vs his Ravener Alpha should be an example of how NOT to use GKs in t2 :P

Re: GK 1v1 Help!

Posted: Sun 06 Jul, 2014 2:31 am
by Arvendilin
Wow thank you soo much :D
Where else can I get Replays to study from?
I used to try and get all the replays in StarCraft when I was bad so I could understand the game better, once I was good I could then break it down and do my own stuff.
Hmm and the second thing next to Replays that I want to ask is: I really really like T3 of GK like 90% infantry based T3 is soo cool to me for some reason, so any tips on when to get to T3 / how to play if I want to get to T3 easily and use it to hammer down my opponent?
Sorry for asking so many annoying questions ^-^

EDIT: The replay you send was from an older version, but no worries im gonna just wait till someone uploads a new cool replay on that site :D

Re: GK 1v1 Help!

Posted: Sun 06 Jul, 2014 5:26 pm
by SixPointFive
From what I can tell from my short experience, Grey Knights are really really slow compared to the other choices, so you have to be super careful where you send your units. A long retreat could end up allowing your opponent to cap everything by the time your fat commander makes it back. Some times, I use his speed up ability just walking between objectives.