Discussing countering melee with GK

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Cheah18
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Discussing countering melee with GK

Postby Cheah18 » Mon 28 Apr, 2014 10:31 pm

I think this has been an issue for some people but I'm not quite up-to-date with all the Pros' opinions on the matter. Its certainly an issue for me.

Melee and jump units seem to be a problem for me as GK. Purgs are a good choice, naturally, but aren't always sufficient, especially vs jump units. ASM and stormboiz are a big problem, nids are hard to control too I find. The Banshee-ranger combo is something I find to be very hard to deal with.

Anyone have any suggestions? If it turns out that people agree that it is in fact a big problem then I propose a new unit is in order.
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Caeltos
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Re: Discussing countering melee with GK

Postby Caeltos » Mon 28 Apr, 2014 10:51 pm

Anyone have any suggestions? If it turns out that people agree that it is in fact a big problem then I propose a new unit is in order


Please no.
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Torpid
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Re: Discussing countering melee with GK

Postby Torpid » Mon 28 Apr, 2014 10:54 pm

You're only like... a year behind on this one Cheah :D
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Re: Discussing countering melee with GK

Postby Cheah18 » Mon 28 Apr, 2014 10:56 pm

That Torpid Gamer wrote:You're only like... a year behind on this one Cheah :D


I really thought so too :P BUT HELP ME PLEASE I HAVE NO IDEA
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Re: Discussing countering melee with GK

Postby Torpid » Mon 28 Apr, 2014 10:57 pm

I will eventually if nobody else does, but right now I'm way too tired to get into the GK macro, apparent role, design, implementation and meta...
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Re: Discussing countering melee with GK

Postby Cheah18 » Mon 28 Apr, 2014 11:07 pm

Sounds like a hard solution?
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Forestradio
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Re: Discussing countering melee with GK

Postby Forestradio » Mon 28 Apr, 2014 11:43 pm

Spam stormtroopers and hope for strike squad special attacks (mind blades global helps you with this).

Stop buying purgations, they're terrible vs anything other than a triple guardsmen build simply because they can't suppress more than one unit at a time and their suppression is unreliable at best and useless at worst.
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Dark Riku
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Re: Discussing countering melee with GK

Postby Dark Riku » Tue 29 Apr, 2014 12:01 am

They kinda melt light infantry, combo it with the kockback and major damage from the IST nade launchers.. I find they very useful.
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Re: Discussing countering melee with GK

Postby Forestradio » Tue 29 Apr, 2014 12:28 am

Seeing as they won't even force off default hormagaunts, no they are not very useful.

A third IST squad does the same job better, can actually focus fire single entities, is faster and helps with map control, etc etc
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Torpid
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Re: Discussing countering melee with GK

Postby Torpid » Tue 29 Apr, 2014 12:42 am

It's dual purgs or no purgs. It's also pretty stupid how they do 65% of their courage damage still while using that ability.
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Re: Discussing countering melee with GK

Postby BaptismByLoli » Tue 29 Apr, 2014 12:49 am

Well, Purgators will be getting increased courage damage. Don't know how useful it'll be though. But I think it's best to see what 2.3 will do with GK and how they can counter melee
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Re: Discussing countering melee with GK

Postby Torpid » Tue 29 Apr, 2014 12:56 am

Probably be totally broken with the new rhinos, especially in t1 and then it will be useless in t2 when the big ranged deeps come out.
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Re: Discussing countering melee with GK

Postby Bahamut » Tue 29 Apr, 2014 1:13 am

That Torpid Gamer wrote:Probably be totally broken with the new rhinos, especially in t1 and then it will be useless in t2 when the big ranged deeps come out.


yeah, i feel the same exact way about those changes
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Re: Discussing countering melee with GK

Postby Forestradio » Tue 29 Apr, 2014 1:16 am

What the change does is make using purgation drop from a 600/60 investment to a 480/60 investment..............
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Re: Discussing countering melee with GK

Postby BaptismByLoli » Tue 29 Apr, 2014 5:36 am

IIRC, their Rhino was to have a mounted gunner right? Any idea on the DPS of the thing?
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Cheah18
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Re: Discussing countering melee with GK

Postby Cheah18 » Tue 29 Apr, 2014 3:24 pm

Shame Caeltos isn't in favour of a new unit, I'm sure I could think of a way to contrive the Culexus assassin I've longed for so badly and make it an interesting anti-melee unit.

Fair enough though.

Thanks for the replies its useful. Loving the disagreements too, makes for an interesting read.
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Re: Discussing countering melee with GK

Postby Aertes » Tue 29 Apr, 2014 3:37 pm

I think this problem is provoked because Grey Knights are the only army without a supression unit. I commented this in my post about an idea to include the Psilencer weapon as an upgrade for Purgators.
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Re: Discussing countering melee with GK

Postby BaptismByLoli » Tue 29 Apr, 2014 3:41 pm

Aertes wrote:I think this problem is provoked because Grey Knights are the only army without a supression unit

They have a suppression unit. It's the Purgation Squad but ATM the general consensus is that their not that good apparently at doing their job.
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Re: Discussing countering melee with GK

Postby Dark Riku » Tue 29 Apr, 2014 5:37 pm

Radio the Forest wrote:Seeing as they won't even force off default hormagaunts, no they are not very useful.

A third IST squad does the same job better, can actually focus fire single entities, is faster and helps with map control, etc etc
Their ability snares in an AoE similar to crippling poison... Use it :p It's very useful.


GK's don't get a normal setup suppression team because it's part of their design.
Same way as nids don't have a setup suppression teams, etc.
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Re: Discussing countering melee with GK

Postby Aertes » Tue 29 Apr, 2014 5:47 pm

Dark Riku wrote:GK's don't get a normal setup suppression team because it's part of their design.
Same way as nids don't have a setup suppression teams


Tiranids have a no-set-up supression team: the Warriors with the snaring cannon (I don't know the name in english, its "Cañón Enredadera" in Spanish). It is a low rate-of-fire supression weapon without set-up time, pretty much more useful than Purgators as supression team.

All races in the game have a mid-long range supression weapon except Grey Knights. Despite their superior melee capacities, I think this makes them vulnerable to melee attackers, specially if they come in hordes.
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Dark Riku
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Re: Discussing countering melee with GK

Postby Dark Riku » Tue 29 Apr, 2014 5:54 pm

Aertes wrote:Tiranids have a no-set-up supression team: the Warriors with the snaring cannon (I don't know the name in english, its "Cañón Enredadera" in Spanish). It is a low rate-of-fire supression weapon without set-up time, pretty much more useful than Purgators as supression team.
We all know what the barbed strangler on warriors does. It was a mere example.
It also doesn't snare but suppresses and can miss moving targets.
It's still not a normal setup suppression team as what most other races have.

I'll repeat myself: The purgation squad's ability SNARES in an AoE! On top of that, they are flamers too, so they melt light infantry if left unchecked for seconds and can be used for genbashing as well.
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Aertes
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Re: Discussing countering melee with GK

Postby Aertes » Tue 29 Apr, 2014 5:59 pm

But its a bit frustrating needing to activate an ability to supress enemies, a thing that all other races do passively and with noticeable longer range. Specially when I have to keep my attention on my Strike Squads to toggle to melee combat because they are less competent than normal marines at ranged combat.
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Re: Discussing countering melee with GK

Postby Dark Riku » Tue 29 Apr, 2014 6:26 pm

"It's frustrating" to you personally isn't an argument.
Imagine actually having to micro your units in this micro-oriented game :O
Also, if you don't micro your setup suppression teams, players can just draw fire with a unit in (heavy) cover and move in with another if you don't re-target.

Setup suppression teams also can't do much against suppression immune units,
unlike the purgations who snare them in place.
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Re: Discussing countering melee with GK

Postby Forestradio » Wed 30 Apr, 2014 12:14 am

I hit the purgation snare vs every model of Ace of Sword's unupgraded hormagaunts, and you know what they did?

tanked it, ignored it, jumped on the purgs, and forced them off.

It's horrible vs any squad with a passive leap, be it jump units, warriors, etc

Dark Riku wrote:Setup suppression teams also can't do much against suppression immune units, unlike the purgations who snare them in place.


That only applies to non suppressible heroes in t1, and flamers do pitiful damage to them in general.
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Re: Discussing countering melee with GK

Postby Barrogh » Wed 30 Apr, 2014 7:44 am

Aertes wrote:...a thing that all other races do passively and with noticeable longer range.

They also almost always require setup, vulnerable to flanking and are generally squishier and more cumbersome than purgators.
I, for one, find it fine that we have a new race that doesn't carbon-copy some to-go stuff most others have and tries to find a spot in the game. IMHO that's how it should be. Streamlining can be applied when we're out of other options.
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Re: Discussing countering melee with GK

Postby HandSome SoddiNg » Wed 30 Apr, 2014 10:40 am

GL ST/purifiers/GKi furious intervention ,COA and Purgs? They don't have much melee counters like SM. But, SS energy burst is one means of CC vs Melee-oriented and jump squads. Normally you Really need the BC support alongside your fellow GKI/Purif to ensure their survival on the battlefield . Gki/Purifiers reliant on WATH/MB/COA to win engagements ,use Dark-exo to change the tide of outcomes . Else, get FWS to shield them entirely ,it will immensely help
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Re: Discussing countering melee with GK

Postby Element » Wed 30 Apr, 2014 9:23 pm

I tend to actually do fine against melee units... are you using the Nemesis Force Sword on your commander, it really does make a difference? How are you setting up engagements, are you dictating the pace of the battle or is your opponent? do you buy grenades on your storm troopers when your opponent takes up jump units to knock them back if they try and jump you first? There is usually something you can do in almost all cases.. getting outplayed is another thing entirely

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get a nade launcher henchmen squad and knock them back then
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Re: Discussing countering melee with GK

Postby Forestradio » Wed 30 Apr, 2014 11:58 pm

That causes quite the problems vs powerful melee single entities, who take almost no damage from grenade launchers.

It's different in 3v3s where triple IST with nades into a dread is a common and very effective strategy. It becomes much more of a challenge in 1v1 when your opponent has an angry bitz warboss and a painboy
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Re: Discussing countering melee with GK

Postby Element » Thu 01 May, 2014 12:48 am

@Radio the Forest
Specifying that you were playing 1v1 is some useful information... moving on though when playing gk in 1v1s you want to control the center as much as possible. If you can get more engagements where you can utilize your units all together than it becomes much each easier to try and counter melee units. GK work best in unison of one another as opposed to alone like that of for say eldar which loves hit and run tactics. Obviously you can't always keep the engagements in the middle but that should be your goal when playing them. Utilize your stormtroopers to acess the sides and allow your strikes to and brother captain to control the middle and boundaries of the middle to keep them from having to travel so far so as not to be so late for engagements.
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Re: Discussing countering melee with GK

Postby Ace of Swords » Thu 01 May, 2014 12:52 am

Doesn't matter what game mode, giving up the single target damage for the greande barrage, unless you are specifly looking anti-blob damage & abilities is pointless, also the GK strats vs melee are quite straight foward, you focus the melee with your stuff, then you finish it off in melee with the Strike squad(s) + we are the hammer, and pretty much nothing can beat you.
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