I'm having a very hard time handling GK as Chaos in the opening stages of a game. With the Bro-Caps ability to one-shot models off a Heretic Squads (making them useless past 1 Doomblast unless you feel like giving away free experience and models), Strike Squads shit on un-upgraded CSM at range and melee leaving the CSM to just run around avoiding melee combat with them, and the CS can try and harass Storm Troopers, or TRY and peel Strike Squad off CSM. Not to mention Bro-Cap usually forces me to retreat my heretics fairly early given the fact that he just blows them up so now hes free to engage with what I have left.
So...what do? Hold out as best you can for T2 and hope that any vehicles you get on the board can handle his Psycannons? Havoc Squads are pointless since Bro-Cap just teleports on top of them and can handle anything melee T1 from Chaos. Noise Marines? GK hardly fights ranged. Raptors? More bleeding.
Kinda stuck.
CS vs BC (Chaos vs GK)
Re: CS vs BC (Chaos vs GK)
I would get raptors, and AC tics, while leaving the third tics for capping
If you have raptors, you can easily force off IST/SS with them, use AC Tics against Interceptors/early (without ac even) to doomblast SS, and then throw doombolts at them so they can't tie up CSM , CSM to focus down BC. in t2 i would get MoT+Chains of Torment to quickly kill GK units, and Chains to stop them if they want to tie them up.
And put a kdread on top of that because you can tp him out with warp and he is pretty hard to kill with GK. Also if you get that Kdread you should expect Rhinos, so maybe autocannon havoc could work nicely.
Sorry if something here is wrong, i never played a 1v1 Sorc vs BC.
If you have raptors, you can easily force off IST/SS with them, use AC Tics against Interceptors/early (without ac even) to doomblast SS, and then throw doombolts at them so they can't tie up CSM , CSM to focus down BC. in t2 i would get MoT+Chains of Torment to quickly kill GK units, and Chains to stop them if they want to tie them up.
And put a kdread on top of that because you can tp him out with warp and he is pretty hard to kill with GK. Also if you get that Kdread you should expect Rhinos, so maybe autocannon havoc could work nicely.
Sorry if something here is wrong, i never played a 1v1 Sorc vs BC.
Re: CS vs BC (Chaos vs GK)
another thing to note. if you are playing really great players and your relatively new to all of this, it is a lot to micro. a replay is always much more helpful than just scenarios. Kvek answered it correctly though its not the ONLY answer.
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Re: CS vs BC (Chaos vs GK)
The guys I was playing against were definitely well beyond my skill-level. Im just getting into DoWII multiplayer, playing against veterans since beta days. So there is definitely a factor of the GK player being able to perform better.
The reason for the post is because I'm literally lost on what to do. I'd post the replay, but it was a 3v3, and 1v1 balance doesnt exactly weigh heavily in team games, so there are extra factors as to why I was having a rough time.
Either way, I appreciate the feedback and perspective. It's what I need. =)
The reason for the post is because I'm literally lost on what to do. I'd post the replay, but it was a 3v3, and 1v1 balance doesnt exactly weigh heavily in team games, so there are extra factors as to why I was having a rough time.
Either way, I appreciate the feedback and perspective. It's what I need. =)
Re: CS vs BC (Chaos vs GK)
I'd highly advise to look at Indrid's replays and commentary, especially if one or more players have chaos as faction. I've already learned a ton about their strength and weaknesses just by watching how they build their army, what choices and mistakes they did. Not always a winning match, but still, it does let you learn about the little ins and outs of the chaos faction.
The Brother Cap. is strong yes, but it does have an inherent weakness: its SLOW! Similar to the Chaos Lord, but in early T1 it can die quite fast to setup teams. Keep in mind, that he cant purchise the teleporter out of the gate. And a setup team HURTS the closer he gets (they get increased dmg the closer the enemy to them) hence why I mentioned the speed. You can play a double Havoc team setup too. Most squads will think twice to engage a duo setup team, one covers the front one. Its suicidal x)
The BC is powerful yes, but the teleport can be used once and it will go on CD. In that time-frame he is sitting duck if he ran into another setup team out of reach.
Also, Chains of Torment from the Sorc will stop the BC and any melee team on their tracks. Bile Spewer and Bile granade from the Nurgle Champ is also a sweet deterrent :3 A Lightning Claw Chaos Lord with his shield is scary too xD
GK in essence LACK mobility. Most of their troops are slow, have only one teleport squad, the BC can teleport too (IF they get that upgrade) early game. But thats it. They lack control, since their "setup" team needs a purchase to get the psycannons and it wont suppress (if I recall correctly). The only other mobility option they get is the transport. But thats it. Interceptors can die quite fast in T1, usually they dont survive until the teleport upgrade. Most GK will go with Stormtroopers and Strike Squad anyway since they are more tough =) Heretics with champ upgrade (especially 2x squad) can be scary to any melee squad (even dedicated, like Banshees) since they are darn cheap.
Ok, wall of text x) sorry
Just my 2 cents ^^
The Brother Cap. is strong yes, but it does have an inherent weakness: its SLOW! Similar to the Chaos Lord, but in early T1 it can die quite fast to setup teams. Keep in mind, that he cant purchise the teleporter out of the gate. And a setup team HURTS the closer he gets (they get increased dmg the closer the enemy to them) hence why I mentioned the speed. You can play a double Havoc team setup too. Most squads will think twice to engage a duo setup team, one covers the front one. Its suicidal x)
The BC is powerful yes, but the teleport can be used once and it will go on CD. In that time-frame he is sitting duck if he ran into another setup team out of reach.
Also, Chains of Torment from the Sorc will stop the BC and any melee team on their tracks. Bile Spewer and Bile granade from the Nurgle Champ is also a sweet deterrent :3 A Lightning Claw Chaos Lord with his shield is scary too xD
GK in essence LACK mobility. Most of their troops are slow, have only one teleport squad, the BC can teleport too (IF they get that upgrade) early game. But thats it. They lack control, since their "setup" team needs a purchase to get the psycannons and it wont suppress (if I recall correctly). The only other mobility option they get is the transport. But thats it. Interceptors can die quite fast in T1, usually they dont survive until the teleport upgrade. Most GK will go with Stormtroopers and Strike Squad anyway since they are more tough =) Heretics with champ upgrade (especially 2x squad) can be scary to any melee squad (even dedicated, like Banshees) since they are darn cheap.
Ok, wall of text x) sorry
Just my 2 cents ^^
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