Hey, I struggle a bit with GK, mostly I think because I haven't played much against them.
So any general Tips?
Buildorders?
Specifically I wonder if I should even build banshees, I am pretty sure they lose against a Strikesquad if it gets to shoot on them first. +all those IST squads shooting them and now the operatives... Also, they lose against the BK. Tier 2 the Strikesquad can slow them to death.
I also wonder if the Falcon is a good choice. I feel it gets forced off too easiely by Psycannons on Strikesquads + the Vindicare can snipe it. Both of those options negate the ability of the Falcon to use its mobility, because two SS can cover quite some space, and with the vindicare, you are never save. Besides that its pretty good, so if double Psycannons is not the norm, maybe I should try it again? Warpspiders to counter the Vindicare? The Falcon can also stand its ground against the Lascannon Rhino soo...
On the other hand, even 1 psycannon makes it unusable against an enemy meleedread.
But, its also quite nice to relocate Setupteams when the BK teleports in...
Maybe I should just get a Wraithlord with a Brightlance?
I should probably also try Wraithguards.
What do I do with my Hero?
Thanks for any help guys^^
WSE vs GK in general. 1v1
- Lichtbringer

- Posts: 271
- Joined: Sun 19 Jan, 2014 5:13 pm
Re: WSE vs GK in general. 1v1
1v1 GK player here.
Shees are definitely iffy as WSE (since he lacks buffs to put on them). SS do not die half as badly as tacs/csm to shees, and once I field the nearly ubiquitous Ops squad, shees are gonna get sad fast. That said, shee's as counter initiation for BC are solid, but a mix of GU, Ranger and Shuri should do you well in T1. I've seen 2 and even 3 GU builds do fine agianst me in T1.
In T2, Falchon and WG are both horrifyingly difficult for me. For the Falchon, going double SS is not something that happens much (though Eldar are one of the matchups where it can work, especially if he goes 3x GU) and upgrading them in T2 with the psy-cannons, maybe psy-ammunition and Justicar is a LOT of cash for you to be fielding other things. Even then, a single SS is like 25 AV dps, and it's not spike damage and can't fire on the move. 2 SS fully upgraded should never kill a Flachon, there is just no scenario where it should be sitting around long enough to go down. GK will need a 3rd AV option to force a kill, and that's a lot of spend there for you to field other things (like dark reapers or WG!) If they have a Purg, just give it space as you would any setup team (though watch for sneaky Libby plays). Lastly, Falcon (and Brightlance-WL) indeed invalidates a lot of the potency of the Las-Rhino, which is my go-to AV option.
WG is borderline unfair to handle as GK now, so abuse the heck out of it! I've got 3 main ways of dealing with them, each has problems:
Teleporting BC - In this case, just walk the WG back. BC will deal nearly no damage cause of his speed, then focus him with your ranged troops of choice.
Purifiers - Switching into melee in T2 is something GK can do, especialy if I lulled you into not making a Shuri in T1. But Entangling Web into DA nade...
Melee Dread - 150 power is a long time to wait for a counter, and if you backup with a Flachon or Warpspiders, I'm gonna be in big trouble.
Dark Reapers always a good choice too, but they don't warp the playfield as much as Falchon or WG, and imo should be built to supplement one or the other.
General tips:
Entangling Web + DA nade forces constant retreats. It's prolly OP... so abuse it!
Crack Shot (WSE global buff) is great on shuris, WG and Dark Reapers.
In 2.4.2, Rhinos are rare T1 and Dread still costs 120 power, feel free to be a little skimpy on transitional AV. Flachon, WG, WL and Reapers each give a nice chunk of AV, 2-3 of which can add up to deal with whatever GK fields. Warp Spiders will put a nail in the coffin, but I generally don't think they are great against GK (or, haven't had a game yet where I'm afraid of them, beyond the Haywire).
Hope some of that helps!
Shees are definitely iffy as WSE (since he lacks buffs to put on them). SS do not die half as badly as tacs/csm to shees, and once I field the nearly ubiquitous Ops squad, shees are gonna get sad fast. That said, shee's as counter initiation for BC are solid, but a mix of GU, Ranger and Shuri should do you well in T1. I've seen 2 and even 3 GU builds do fine agianst me in T1.
In T2, Falchon and WG are both horrifyingly difficult for me. For the Falchon, going double SS is not something that happens much (though Eldar are one of the matchups where it can work, especially if he goes 3x GU) and upgrading them in T2 with the psy-cannons, maybe psy-ammunition and Justicar is a LOT of cash for you to be fielding other things. Even then, a single SS is like 25 AV dps, and it's not spike damage and can't fire on the move. 2 SS fully upgraded should never kill a Flachon, there is just no scenario where it should be sitting around long enough to go down. GK will need a 3rd AV option to force a kill, and that's a lot of spend there for you to field other things (like dark reapers or WG!) If they have a Purg, just give it space as you would any setup team (though watch for sneaky Libby plays). Lastly, Falcon (and Brightlance-WL) indeed invalidates a lot of the potency of the Las-Rhino, which is my go-to AV option.
WG is borderline unfair to handle as GK now, so abuse the heck out of it! I've got 3 main ways of dealing with them, each has problems:
Teleporting BC - In this case, just walk the WG back. BC will deal nearly no damage cause of his speed, then focus him with your ranged troops of choice.
Purifiers - Switching into melee in T2 is something GK can do, especialy if I lulled you into not making a Shuri in T1. But Entangling Web into DA nade...
Melee Dread - 150 power is a long time to wait for a counter, and if you backup with a Flachon or Warpspiders, I'm gonna be in big trouble.
Dark Reapers always a good choice too, but they don't warp the playfield as much as Falchon or WG, and imo should be built to supplement one or the other.
General tips:
Entangling Web + DA nade forces constant retreats. It's prolly OP... so abuse it!
Crack Shot (WSE global buff) is great on shuris, WG and Dark Reapers.
In 2.4.2, Rhinos are rare T1 and Dread still costs 120 power, feel free to be a little skimpy on transitional AV. Flachon, WG, WL and Reapers each give a nice chunk of AV, 2-3 of which can add up to deal with whatever GK fields. Warp Spiders will put a nail in the coffin, but I generally don't think they are great against GK (or, haven't had a game yet where I'm afraid of them, beyond the Haywire).
Hope some of that helps!
- Adeptus Noobus

- Posts: 991
- Joined: Sat 15 Feb, 2014 12:47 pm
- Contact:
Re: WSE vs GK in general. 1v1
My answer is going to be way shorter than Cyris' because he already mentioned a lot that you can do, especially about Vehicles. Skew their eco in your favor by getting them quick as GK are not like their SM bretheren who can easily deal with Vehicles/Walkers.
As a wargear choice I would suggest the Entangling Web and the Improved Targeters. Entangling Web is a no-brainer imo because of the obvious humanoid tank walking around and the Improved Targeters help you to really pressure the IST to not linger around for too long.
Since Cyris mentioned Operatives, Rangers are a must and now do a lot of damage to Commanders and SHI but be sure to keep them far away from the BC and the Strike Squad.
As a wargear choice I would suggest the Entangling Web and the Improved Targeters. Entangling Web is a no-brainer imo because of the obvious humanoid tank walking around and the Improved Targeters help you to really pressure the IST to not linger around for too long.
Since Cyris mentioned Operatives, Rangers are a must and now do a lot of damage to Commanders and SHI but be sure to keep them far away from the BC and the Strike Squad.
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