Trelleri wrote:Random bonus question. How to counter vehicles with gray knights?
In order of usefulness...
#1 - Almost always make a VA, usually as your first purchase in T2, vehicle or no. This unit is good in nearly every composition, much like the Wierdboy. AV rounds plus Mind Blades and his internal buff can 2-3 shot almost all transports and lighter walkers (deff, BC). Savvy players will NOT make light vehicles against a GK on an even footing, unless they intend on playing very conservatively (this is also what you must do against Eldar with FD access). Against heavy walkers, you will need more AV (#2 or #4 from below) because while the VA's spike damage is high (130) his dps is not (17). I like to keep the VA moving so he doesn't waste shots on infantry. Once you have vision of your target (perhaps through stealthed Operatives who have increased sight range to boot) use the buffs and fire away. Strongly consider not activating Target Aquired till your second shot, since most players will move the vehicle away after the first shot. The increased range will often mean that you can get the 2nd off, and sometimes in the rear armor.
#2 - Purgation - This squad deals the same damage in a 3s burst as an autocannon (180), and fires more frequently. Much like the VA, 2-3 volleys will finish off most light vehicles, especially if comboed with Mind Blades. Understanding of burst duration helps here. Once the squad starts firing at a target, they will fire a 3s long burst that will hit REGARDLESS OF RANGE (unloading a total of 180 damage). This is part of why the Purg is so strong as AV, since if your enemy ends up staying within the firing arc for 3.1 seconds, a full 6 seconds of fire will hit it (360 damage + mind blades + any rear armor bonus). Combo this with activating Clear Vision after the first volley is starting, and again move up a unit to keep vision. This will often lead to a dead light vehicle.
#3- Libby + Shrouding - This is a tertiary AV source, existing only to buff up #1 or #2 (and sometimes #5). It's value really comes together when libby is generaly good against the enemy composition (it's generaly a good melee counter) and you have another AV source you need to buff up. Both Purg and VA are wonderful with shrouding in similar situations. Send it around to a flank while invisible while your main blob engages, then focus done the vehicles.
#4 - Las-Rhino - Las Rhino is very, and I mean VERY difficult to micro. The lascannon will often fire at random units besides the one you targeted, and it's lack of renforcement, high overall cost, low fire rate, low hp and only 2 seats make it a poor choice in general for GK. By contrast the HB Rhino is real strong, and only going to get better in 2.5. However, it is likely the best heavy melee walker AV option. Keep it at long range (behind your army) and only use it as the walker extends forward. After the vehicle is dead, use it to bash power.
#5 - SS Psycannon - While others have differing opinions, I find SS to be not worth investing in. As such, I only get the SS psycannon if I desperately need AV immedietly. It's AVdps is low, it has no spike damage and it can't fire on the move. Much like missile tacs, the piercing damage on the rest of the squad is wasted as you focus vehicles, but even worse since ML tacs can at least move between shots to auto-aquire infantry. Keep these guys as anti-infantry / commander dps and use other tools.
#6 - Melee dead - Not my recomendation, as it functionally loses to most other heavy walkers (bloodrage beats it bad, SM tend to have better repair support and good luck chasing down a wraithlord with FD around) despite it's high stats. Melee dread is a melee deterrent mostly, though it can zone (but likely not chase down) BC and Deff.
All in all, while I personally had a lot of trouble with vehicles in my early GK play, it doesn't come up much anymore. In other words, I was very wrong. My learning moment is when I gave up on focusing on transitional AV, and just made sure that my early T2 purchases could handle it. VA into Purg is my goto if I'm afraid of something coming soon, and VA into whatever if I'm not. 2.5 is going to change this a lot by introducing purgs in T1 (which I will be getting in nearly every matchup). This will open up your ability to get libby or even Purifiers as your first T2 purchase, with the safety of upgrading to psy if you smell a vehicle. However, even with those changes I find it hard to imagine not getting VA first in nearly every matchup. It is honestly a unit that needs nerfs, so abuse the fuck out of it till it gets them. Drink deep on your opponents tears.
PS: Specific vehicles and build orders you are having trouble with would help focus the answer.
PPS: If you are playing 3v3, just beg allies to make AV and focus on destroying enemy infantry. Generally ignore my advise in 3v3, I'm just the worst at it.
PPPS: Never make Purifiers as an AV choice unless you are very much winning as you enter T2. Scratch that, never make Purifiers unless you are already winning
