Grey Knight Terminators Variants: Red Cost
Posted: Sat 05 Apr, 2014 3:30 pm
Giving Grey Knight Terminators and Paladins a Red Resource Cost:
All statistics taken from the newly updated Codex:
http://www.dawnofwar.info/index.php?pag ... ey_knights
Okay, let's not beat around the bush. Grey Knight Terminators overperform. They shred every other infantry unit in the game, have access to powerful ranged weaponry, and can be buffed to insane levels so that the only thing your opponent can do is cry tears when infiltrated heavy flamer power melee badasses teleport in and proceed to wreck faces everywhere.
Now, having said that, Grey Knight Terminators have an incentive to be strong. They are the only unit in t3 that GKs have, so they need to be powerful in order to make going t3 worthwhile. GKs also have an expensive t2, that while containing several awesome units (libby and purifiers), can require quite a bit of investment. So they need to be powerful and flexible.
That being said, I feel that it's a bit too much at the moment. The upcoming patch reduces the raw dps of GKT, as well as removing "Hammerhand," but they are getting another crowd control ability on top of the energy drain. Grey Knight Terminators also have fantastic synergy with the three "spammable" Grey Knight globals:
Mind Blades: +20% overall damage (ranged, melee, ability) and +10 melee skill. While the damage boost is the most obvious boon, there's another aspect at play here: the melee skill buff. With 80 melee skill, GKTs will toss around other dedicated melee squads (even leveled ones) like nothing. Knockback wins melee fights, and mind blades give knockback.
Dark Excommunication: No enemy unit can use abilities for 12 seconds. Combined with GKT energy drain, this basically ensures that no jump troop is going to jump, no eldar unit is going to fleet, no support commander can buff/debuff, etc. Fantastic global.
Hellfury Strike: Combine this really good global with the incinerators on the Grey Knight Terminators to melt entire ranged blobs. And due to their SHI armor, GKTs take basically no damage from this, so drop it on them in the middle of blobs by all means.
Paladins are another creature altogether, they aren't quite as OP as GKT because of their high power cost, but they still do a bit too much at the moment. Toning down the incinerator for both variants would be a good start.
forestradio suggests: Give GKT and Palas a red cost of 125 zeal. Keep them buildable from the HQ (as opposed to a call-in). As a small compensation, reduce the build time on both variants by 10 seconds (from 60s to 50s).
Thoughts?
All statistics taken from the newly updated Codex:
http://www.dawnofwar.info/index.php?pag ... ey_knights
Okay, let's not beat around the bush. Grey Knight Terminators overperform. They shred every other infantry unit in the game, have access to powerful ranged weaponry, and can be buffed to insane levels so that the only thing your opponent can do is cry tears when infiltrated heavy flamer power melee badasses teleport in and proceed to wreck faces everywhere.
Now, having said that, Grey Knight Terminators have an incentive to be strong. They are the only unit in t3 that GKs have, so they need to be powerful in order to make going t3 worthwhile. GKs also have an expensive t2, that while containing several awesome units (libby and purifiers), can require quite a bit of investment. So they need to be powerful and flexible.
That being said, I feel that it's a bit too much at the moment. The upcoming patch reduces the raw dps of GKT, as well as removing "Hammerhand," but they are getting another crowd control ability on top of the energy drain. Grey Knight Terminators also have fantastic synergy with the three "spammable" Grey Knight globals:
Mind Blades: +20% overall damage (ranged, melee, ability) and +10 melee skill. While the damage boost is the most obvious boon, there's another aspect at play here: the melee skill buff. With 80 melee skill, GKTs will toss around other dedicated melee squads (even leveled ones) like nothing. Knockback wins melee fights, and mind blades give knockback.
Dark Excommunication: No enemy unit can use abilities for 12 seconds. Combined with GKT energy drain, this basically ensures that no jump troop is going to jump, no eldar unit is going to fleet, no support commander can buff/debuff, etc. Fantastic global.
Hellfury Strike: Combine this really good global with the incinerators on the Grey Knight Terminators to melt entire ranged blobs. And due to their SHI armor, GKTs take basically no damage from this, so drop it on them in the middle of blobs by all means.
Paladins are another creature altogether, they aren't quite as OP as GKT because of their high power cost, but they still do a bit too much at the moment. Toning down the incinerator for both variants would be a good start.
forestradio suggests: Give GKT and Palas a red cost of 125 zeal. Keep them buildable from the HQ (as opposed to a call-in). As a small compensation, reduce the build time on both variants by 10 seconds (from 60s to 50s).
Thoughts?