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				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 2:51 am
				by SirSid
				Asmon wrote:A cooldown on the teleport seems to be the best solution, though I'm not convinced there is an actual issue to address.
Im not convinced thare is a  issue 100% ether. But  i think a cooldown on the  jump would hurt them a bit to much. Since it would  make a escape jump much harder witch is  something  ASM and  raptors  use alot.
 
			
					
				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 2:53 am
				by SirSid
				Flash wrote:When they're teleporting away, tying up your layered suppression, they are should be to far away to be supported. Riku is right, in that they change the match up and demand  different counters that what would be traditionally considered. And as you said about being in t1, interceptors in t1 are much more vulnerable due to their lack of disruption. And they are reallllyy expensive to reinforce.
 Yha but they are not un supported they can still get energy from the  Strike squade giveing them a  bump to get back into the main regen pool
 
			
					
				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 5:42 am
				by Tex
				Raptors have an escape jump? har har har har!
I have read this entire thread.  I have coincidentally upped my usage of GK in 1v1's.  I have tried unsuccessfully to use the listed build, as well as most other builds that involve building interceptors in t1, for the exact reasons that I listed before.  Building interceptors in t2 is largely foolish considering I only need 25 more power for a purifier squad and I can now buy a teleporter for my hero.
I'm concluding that the fact that interceptors can jump a whole bunch in t2 is trivial at best, especially considering that a GK player with this build SHOULD NOT beat you to t2... EVER!  The coinciding early vehicle will be more than enough to send that foolishly overspending GK back to Titan in a hurry.
Until interceptors get a functioning buff to their AV capacity, this is absolutely a non-issue.
			 
			
					
				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 9:19 am
				by Dark Riku
				Gorilla wrote:That Torpid Gamer wrote:Wut? Space marine synergies are like, everything they do. .... 
eh i dont think so.
 
Eh, I think so.
SirSid wrote:Yha but they are not un supported they can still get energy from the  Strike squade giveing them a  bump to get back into the main regen pool
Provided they can keep up with their teleporting brethren.
Tex wrote:Raptors have an escape jump? har har har har!
 Depending on how you use them, they can jump away yes.
Or when they leveled up twice.
Tex wrote:I'm concluding that the fact that interceptors can jump a whole bunch in t2 is trivial at best, especially considering that a GK player with this build SHOULD NOT beat you to t2... EVER!  The coinciding early vehicle will be more than enough to send that foolishly overspending GK back to Titan in a hurry.
Overspending? Why would you not be in T2 at the same time as your opponent? 
I don't see how Interceptors automatically translate into losing the tech race. 
Since you will buy them vs suppression teams that cost 30 power too 
or vs something like dual big shootas that also costs 40 power, etc.
Tex wrote:Until interceptors get a functioning buff to their AV capacity, this is absolutely a non-issue.
Yeah I don't get why their snare doesn't work like melta/haywire :/
And even if it did work like those I still don't think this combo is an issue.
 
			
					
				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 12:56 pm
				by Tex
				I said overspending because you have a guy saying he has the nemesis sword (20), canticle of absolution (25) interceptors (50) and a sarge (15) with possible nades (20) on his storm troopers.
That is a possible 130 power spent over 3 squads and a hero.  That is grossly overspending power in t1 for GK.  Of course, that's just my opinion I guess.
			 
			
					
				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 2:32 pm
				by Panda
				This is just my opinion, but the only build order that seems to work for gk 1v1 in my experience is 3x Stormtroopers + Strike Squad.
Purgation do not seem to be the most solid choice for 300/30 and Interceptors, although they can get powerful in Tier 2, don't really measure up early on in 1v1 especially since they can't disrupt and rely on Canticle of Absolution to really have an impact. 500/50 is a quite a lot for a unit that requires a further 25 power wargear to be very effective in Tier 1, which I have seen really set people back when they need the power for hero Wargear or Stormtrooper upgrades or the like. Again, this is just from what I've seen but their grenades do not seem to carry the same threat to vehicles as Melta Bombs do: might I inquire as to why they must throw their grenade at ground rather than auto-target it to vehicles?
3x Stormtroopers means you can compete for early map control and lots of grenades to act as suppression and melee counters, although these aren't the best by any stretch of one's imagination. In melee it seems that Grey Knights rely too much on the Strike Squad's special attacks, possibly buffed by the Brother-Captain sword. This has also scaled quite nicely to Tier 2 with mines to snare vehicles, a large repair force for your likely dreadnought, and still good damage too. The Strike Squad generally then offer further utility.
I hope this has been helpful, or if it's just total nonsense please do let me know.
			 
			
					
				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 2:56 pm
				by saltychipmunk
				Tex wrote:I said overspending because you have a guy saying he has the nemesis sword (20), canticle of absolution (25) interceptors (50) and a sarge (15) with possible nades (20) on his storm troopers.
That is a possible 130 power spent over 3 squads and a hero.  That is grossly overspending power in t1 for GK.  Of course, that's just my opinion I guess.
actually  one really only needs  the CA and the power needed for the interceptors.  All the other upgrades mentioned are  usually a user discretion type of thing  in that you would get them as necessary .
you don't need the nade unless a vehicle is present.  you dont need the power sword  unless you really want that buff to counter a t1 war-gear purchase on the opponents part. and the nades while effective can also be optional if you are just going for ninja caps .
it also all depends on if that particular build is enough to force the opposition off of their power farms. If it is then everything falls in place. If it is not then i would agree that would be an uphill battle for gk.
most people can agree that  no matter what gk does once an opponent gets a real tank in play , the gk will need to over spend for av anyway. So in that light an over investment in t1  as long as the power nodes are destroyed as a result might be a good plan.
 
			
					
				Re: GK intorceptor squades
				Posted: Wed 18 Sep, 2013 3:41 pm
				by Ace of Swords
				Tex wrote:I said overspending because you have a guy saying he has the nemesis sword (20), canticle of absolution (25) interceptors (50) and a sarge (15) with possible nades (20) on his storm troopers.
That is a possible 130 power spent over 3 squads and a hero.  That is grossly overspending power in t1 for GK.  Of course, that's just my opinion I guess.
That's quite a standard power build for any race, especially considering the fact that the power sword is fully optional.
Of course, the other races can get 1 or 2 gens way before GKs because of their req costs.
 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 3:19 am
				by Tex
				Ace of Swords wrote:Tex wrote:I said overspending because you have a guy saying he has the nemesis sword (20), canticle of absolution (25) interceptors (50) and a sarge (15) with possible nades (20) on his storm troopers.
That is a possible 130 power spent over 3 squads and a hero.  That is grossly overspending power in t1 for GK.  Of course, that's just my opinion I guess.
That's quite a standard power build for any race, especially considering the fact that the power sword is fully optional.
Of course, the other races can get 1 or 2 gens way before GKs because of their req costs.
 
Spending 130 power on 3 squads and a hero is not standard for ANY race in 1v1.  Notice the parameter you missed.
 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 3:27 am
				by Torpid
				Banshees w/ aspect = 20
DA w/ aspect = 15
Shuriken = 30 
Warlock w/ MWb+Robes = 65
Overall power expenditure on 3 squads in t1 = 130.
Add to that the fact that grenade launchers on IST are totally unnecessary assuming you have the improved WATH + GKI.
			 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 4:04 am
				by Tex
				Without being condescending, may I show you how your line of logic is very weak?
I'll assume you say yes 

...
That Torpid Gamer wrote:Banshees w/ aspect = 20
DA w/ aspect = 15
Shuriken = 30 
Warlock w/ MWb+Robes = 65
Overall power expenditure on 3 squads in t1 = 130.
Add to that the fact that grenade launchers on IST are totally unnecessary assuming you have the improved WATH + GKI.
 DA into Banshee into Shuriken = you will get owned.  There are several reasons you won't be able to pull this build off against a player of equal or better skill, and greatest of these is map control.  This build fails miserably a high percentage of the time and thus it is not a typical build.
Same goes for GK.  Having only a stormtrooper squad and a strike squad and a hero ALL THE WAY UNTIL INTERCEPTORS COME OUT is almost an impossibility against a player of equal or better skill.  To even entertain the idea of not upgrading to the IST sergeant is ludicrous.  Futher, to not get grenade launchers means that your strike squad is going to get mugged by something at an early point in the game.  
It all adds up to failure.
 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 4:20 am
				by Torpid
				What are you talking about the SS will get mugged without grenade launchers? The SS beats all defualt melee squads and with WATH and being able to shoot on approach they even beat aspect shees. With sergeant IST support they can easily fend off melee alone. 
Frankly 1 IST is a bad idea, the build should go SS,IST,GKI just like the eldar shuri build goes da,shees,da,shuri, but yeah, I don't actually know why the idea was to go one IST because it is quite frankly an inferior build, just like going tacs, asm instead of tacs,scout,asm.
			 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 8:43 am
				by Panda
				That Torpid Gamer wrote:Banshees w/ aspect = 20
DA w/ aspect = 15
Shuriken = 30 
Warlock w/ MWb+Robes = 65
Overall power expenditure on 3 squads in t1 = 130.
Add to that the fact that grenade launchers on IST are totally unnecessary assuming you have the improved WATH + GKI.
Don't wish to be rude, but assuming your opponent is not a retarded gorilla he will notice the glaring weakness in your strategy and go for 5+ squads in Tier 1, likely with 2 suppression teams. For the life of me I can't fathom how that you could maintain map control, compete in engagements, or how you'd get all those upgrades out without being power bashed and out-teched.
 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 8:56 am
				by Dark Riku
				2DA, 1 she isn't exactly the meta for Eldar.
There are plenty of 1v1's where Eldar can go for only 1 DA.
Like torpid said that would still be 130 power on 3 squads+hero in T1.
Where you can also have other squads, like an extra DA squad, in the build.
130 power doesn't seem that over the top in T1 for me either.
Considering some of the upgrades mentioned are optional.
It all depends on how your map control is and what your opponent has though.
			 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 9:54 am
				by Torpid
				Panda wrote:That Torpid Gamer wrote:Banshees w/ aspect = 20
DA w/ aspect = 15
Shuriken = 30 
Warlock w/ MWb+Robes = 65
Overall power expenditure on 3 squads in t1 = 130.
Add to that the fact that grenade launchers on IST are totally unnecessary assuming you have the improved WATH + GKI.
Don't wish to be rude, but assuming your opponent is not a retarded gorilla he will notice the glaring weakness in your strategy and go for 5+ squads in Tier 1, likely with 2 suppression teams. For the life of me I can't fathom how that you could maintain map control, compete in engagements, or how you'd get all those upgrades out without being power bashed and out-teched.
 
Lol, eldar can avoid all that shit you wrote at the end with merely a spider, DA and upgraded shees even if the foe gets 5 squads. Did you bother to even read my second comment which was posted 4hours before yours? There's four squads, I was just pointing out that the da,shee, mwb+robes,shuri is a very popular base for eldar. You can throw in another shuri, rangers, an avenger squad or even two avenger squads on top of that and it's still effective, but the premise still remains - it costs 130 power for 3 squads and a hero.
 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 10:47 am
				by Asmon
				Please provide me with a replay where you spend those 130 power as you said and win vs a decent opponent.
			 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 11:32 am
				by Panda
				Panda wrote:For the life of me I can't fathom how that you could maintain map control, compete in engagements, or how you'd get all those upgrades out without being power bashed and out-teched.
That Torpid Gamer wrote:Lol, eldar can avoid all that shit you wrote at the end with merely a spider, DA and upgraded shees even if the foe gets 5 squads.
I am sorry to disagree with you again but I do not believe this is correct. If I am wrong, please could you explain how Eldar can maintain map control, compete in engagements and keep their power farm secure against 5 squads (and a hero) with only a WSE, DA and upgraded shees?
Asmon wrote:Please provide me with a replay where you spend those 130 power as you said and win vs a decent opponent.
I don't think I've ever seen a player win one of the 'pro' games after spending 130 power on 3 squads and a hero in Tier 1 of a 1v1 - seen it spent on more squads but not on that few. In bigger games, which I am aware is not how the mod is balanced, it is a possible build order but I don't think that's relevent here.
I hope I don't come across as confrontational - I merely want to know how Eldar can counter all of the "shit" I wrote with those units you suggested, and quite honestly what made you "lol" at my suggestion.
 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 11:43 am
				by Nurland
				Please stick to the topic. This is not an Eldar topic.
			 
			
					
				Re: GK intorceptor squades
				Posted: Fri 20 Sep, 2013 3:27 pm
				by Ace of Swords
				Tex wrote:Ace of Swords wrote:Tex wrote:I said overspending because you have a guy saying he has the nemesis sword (20), canticle of absolution (25) interceptors (50) and a sarge (15) with possible nades (20) on his storm troopers.
That is a possible 130 power spent over 3 squads and a hero.  That is grossly overspending power in t1 for GK.  Of course, that's just my opinion I guess.
That's quite a standard power build for any race, especially considering the fact that the power sword is fully optional.
Of course, the other races can get 1 or 2 gens way before GKs because of their req costs.
 
Spending 130 power on 3 squads and a hero is not standard for ANY race in 1v1.  Notice the parameter you missed.
 
SMASM=50 power
Shotgun or sniper= 15-30
Sarge= 25
T1 weapons= 20-35 depending on hero
T1 armor=20-25 power depending on hero
Total inbetween 135-165
The power costs jump between 120 - 150 power in T1.
Eldar 1 1 1 1 buildaspect and battlegear of shees and DA= 35
SCP=30
Rangers + upgrade= 40
This alone is 100 power and usually you get doom/fortune/MWB/champion's robe/Improved targetters/deathspinners
So their power can jump between 100-165 usually it's around 125-135 because everyone gets atleast 1 upgrade on their commander.
OrksIf you want to do it with 3 squads
Big shootasx2= 40
Nobsx2= 50
Armor + weapon or accessory= I think they all have 25 power cost so it's between 25 for 1 piece or 50 for two.
Total inbetween= 115-140
If you do a more standard build you either get the 2 nobs OR 2 big shootas so either 50 or 40 power (Nobs are better imo) and then either a 30 or 35 power unit + wargear(that's always between 20-25 power) That's abit less, but still between 90 to 125 power with armor+accessory.
NidsTerma upgradesx2= 30 
Hormas for counter melee= 15 
Warriors= 30 (+barbred strangler 25)
And wargears which I think are all 25 power.
So that's a total of 100 power and 125 with the barbed strangler.
ChaosTics with various combinations:
ACx2= 50
ACx1=25
2 nade launcher= 40
1 nade launcher=20
1 nade launcher + 1AC= 45
So the final price depends on which combination you need.
NM or havocs or raptors= 30 or 40
And I usually play very heavy on wargear with chaos so I would say atleast 2 pieces are necessary (like combi-bolter + halo or harness if using raptors,PS with mucus or nades, sword of flame+armor of the warp)
All these wargears got between 25 to 30 power each
Halo=30
Combi=30
PS(PC)= 25
Mucus= 30
Nades(20 I think?)
Sword of flame= 25
Armor of the Warp= 30
So going from the minimum to the maximum the total is inbetween 105 to 150.
IGWell this is the only faction that can get away just with spotters when playing 2 sents - 2 gm.
So yeah, I would say 135 is quite a standard investment this day, you also have to consider that GKs are not Nids,orks or IG, you are meant to have fewer squad and invest alot of in them.
 
			
					
				Re: GK intorceptor squades
				Posted: Sat 21 Sep, 2013 3:37 am
				by SirSid
				Ok so almost all good feed back from the thread  thx  guys !!
So iv been using this build vs  evreything  i face to try to find whare it is  no good. Dual t2  tanks  gives it a problem ( transport  + walker  ) However THAT  is alot of  t2  power   so u have plenty  of  time  to get AV  out vs  it. 
A  lone tank is  not  proving to be a  problem at  all since  u never  run out  of enregy on intorceptors  u can land a nade and melley tanks down, getting a  late  purigation squade  is  not hard to do at  all if  u need extra  AV. Korn dread  is a hard  nut  to break however  i have NEVER  found a GK build that  is  good  vs  korn dread  ( untill t3  of  course  ) . SM dread can be dealt with since  it  can not  use it's ability. Wraithloard  just gets kited  till support is  gone then owned. TBH im not really having problems with this vs tanks  since  your  opponent  is  under so much telporting  pressure, seems easy to isolate tanks and deal with them. 
Tex is making some  good  points  in this thread . The  power  used  in t1  is  a  fair  bit  but  nothing TOOOoooo crazy, however in t2  u have to spend  power on the same  units again. This  means to teck to t3  u do need alot of  power  but again this seems to be a theam with the GK race they are just  power  hungry. getting a secound node  up with a gen or  2  helps alot  however  this is  not always a  option. ( in fact  it  is ususaly  not a  option at all vs  very good  players )   
I think a  point  tex  is  missing  is that  with this telporting abilitys  and  mass melley options squade whipes are a VERY real threat and are ,dare i say , almost  un stopable. 1 small slip up from your  opponet  and  he losses a squade , especialy  light  units  like scouts . Last  night  i was playing vs Maestro using a  `standard `SM build with the FC  as  leader  and  he  was  unabel to pose any threat to my army  at  all. his ninja capping scouts wher  whiped very easy . Even with him retreating them at  full HP when he saw the blob flanking. 
Problems  i am having with is  is  chaos. A  full on melley chaos  army is  very hard to deal with and  2x  aspiaring champs  on ticks  is  a  big  problem in t1. Also VERY heavey eldar  gate  cheeze  is hard to cap against  dew to the armys  speed , however come  t2  the  telporting  intorceptors  help out  alot  with capping. So far  i have lost  2 matches wit this  build  both vs chaos. Lightning claws  on the  CL is alot  of  ouch for  it  since  u can`t  put him on his  back.   
I always  forget to save replays  however  i will save some and  post them hear so u guys can see  it  in action. 
And  by all means  try it  and  let  me  know  how  ( if at  all ) it  works  for  u. 
It`s my  New  go to build  for  GK.
P.S. it has had some  fights  vs  very good players  now as  well and still preformed  how  i wanted it  to.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sat 21 Sep, 2013 5:10 am
				by Dark Riku
				SirSid wrote:... Korn dread  is a hard  nut  to break however  i have NEVER  found a GK build that  is  good  vs  korn dread  ( untill t3  of  course  ) . ... 
 How about a lasrhino? And keep your slow for after Bloodrage.
 
			
					
				Re: GK intorceptor squades
				Posted: Sat 21 Sep, 2013 6:40 am
				by Kvek
				Dark Riku wrote:SirSid wrote:... Korn dread  is a hard  nut  to break however  i have NEVER  found a GK build that  is  good  vs  korn dread  ( untill t3  of  course  ) . ... 
 How about a lasrhino? And keep your slow for after Bloodrage.
 
Or double rhinos, that actually works like a las cannon (maybe more damage even, but no snare), and can also snipe infantry.
 
			
					
				Re: GK intorceptor squades
				Posted: Sat 21 Sep, 2013 12:41 pm
				by Tex
				Ace.  You aren't understanding me clearly.
130 power ON THREE UNITS.
The original poster is saying that he goes four gens and uses ONLY THREE UNITS (plus hero) in tier one.
130 power ON THREE UNITS.
Not four units.  Not five units.
That is why I said this isn't typical for ANY race.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 22 Sep, 2013 1:21 pm
				by Asmon
				Nice post Ace, too bad it's useless.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 22 Sep, 2013 1:57 pm
				by Torpid
				Yeah, yeah, but the whole premise is wrong anyway because going IST, SS, GKI is a flawed build right off the bat. Therefore I just assumed regarding balance we would discuss the far better build of IST, SS, IST, GKI. In which case all those builds Ace mentioned are relevant.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 22 Sep, 2013 9:11 pm
				by Panda
				Asmon am I the only one slightly annoyed that you keep on giving short, almost trolling posts? Especially since you haven't played the game for a while now.
Leaving that aside, I am inclined to agree with what you are saying, rather than how you're saying it.
Ace: I believed you may have missed the point on this one. Also it has been a while since I saw Sergeant and Sniper Rifle on the same scout squad...
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 22 Sep, 2013 9:14 pm
				by Dark Riku
				Panda wrote:Asmon am I the only one slightly annoyed that you keep on giving short, almost trolling posts? Especially since you haven't played the game for a while now.
No, everyone is fed up with that by now.
 
			
					
				Re: GK intorceptor squades
				Posted: Fri 27 Sep, 2013 3:07 pm
				by saltychipmunk
				Yay i am not the only one who finds Asmon's presence to be offensive.
I use easily over 100 power on just 3 squads and a commander, but that doesn't mean you cant have 5 squads. Lotta things are req only after all. 
So in this case it is less odd that he is spending  130 power and more  the simple fact that  just 4 squads is a riskier build for 1v1 than builds that utilize 5 or 6 squads.  That is what i think anyway.
			 
			
					
				Re: GK intorceptor squades
				Posted: Sun 29 Sep, 2013 12:43 am
				by SirSid
				Dark Riku wrote:SirSid wrote:... Korn dread  is a hard  nut  to break however  i have NEVER  found a GK build that  is  good  vs  korn dread  ( untill t3  of  course  ) . ... 
 How about a lasrhino? And keep your slow for after Bloodrage.
 
Been trying this last few days. It's working   very well however  im finding  holding  off  on the lazz cannon till u need it  is  a  must  dew to resorses. 
However  i found a  very VERY nice  benifit  to getting this  unit in t1  with this  build  im preaching. Basicaly  u keep it  behind  your  units when forcing a melley power bash in t1 Then using it  to pull your  units back off the  power farm to prevent  retreating. 
Sounds simpile and  obvious  however  with this abilitys  u have  even in t1  u can use it as a trap just off the power farm when it apears to be  overextended , force another retreat then finish your  bash. 
Also the transport in t1  is  letting me  counter  the  stupid and  OP as fuck SM stratagey of   get a flamer  on tacks , lure army away with scouts then whipe power  before the  army  can get  back thare to save it. The speed and  fact that  all your units beat the tacks lets  u counter this  bash much eayser. 
So starting to get use to the  transport in t1  still not 100 % on it  however  , have  lost it  very easy a few times  so still think it's a risk in 1v1
 
			
					
				Re: GK intorceptor squades
				Posted: Mon 30 Sep, 2013 3:19 pm
				by saltychipmunk
				yeah it is hard to commit  20% of your t1 army to what amounts to a unit that does no damage.  If you dont really capitalize on its mobility you can very easily end up wasting the population and resources.