Slaughter in Space

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Re: Slaughter in Space

Post by Zealadin on Tue May 31, 2011 4:59 am

Thats more of a reason for them to get nerfed....
At the moment they are hideously OP versus nids and orks. Against pretty much anything with worse than a 4+ save in fact, just because of the way the ability works.

Sure people will learn to shoot them to death, but its not always an option, particularly for some armies!

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Re: Slaughter in Space

Post by DonFer on Tue May 31, 2011 7:31 am

Don't think so. It isn't OP since it works against some armies not all. It's the same as the Jaws power of the SW. That is one hell of an OP psychic power, and still it endures.

CF is the only real weapon GK have against hordes. Remember GK are an elite army and as such have a very small body count.

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Re: Slaughter in Space

Post by Aubec le noir on Tue May 31, 2011 9:12 am

cleansing flame is really good against hordes but we have other tricks too :
Storm bolter with psybolts ... give us an hurricane of bolts very good against hordes too
or the incinerator ... gabarits are always a must against hordes
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Re: Slaughter in Space

Post by Rivan on Tue May 31, 2011 2:28 pm

DonFer wrote:Don't think so. It isn't OP since it works against some armies not all. It's the same as the Jaws power of the SW. That is one hell of an OP psychic power, and still it endures.

CF is the only real weapon GK have against hordes. Remember GK are an elite army and as such have a very small body count.

Concur. CF does have limitations and its effectivity will rely on good tactics from both players. I know that if I'm facing Purifiers, I will stay the hell away from them and shoot them to bits w/ my S5 psybolts Razz

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Re: Slaughter in Space

Post by RCDragon on Tue May 31, 2011 8:30 pm

Rivan wrote:Awesome report Brother! Glad to hear you and Kris had a swell time. And thanks for all the "lessons learned" tips Very Happy

Just a few questions:
- how did your SR do as far as survivability is concerned?
- did your techmarine use the OS? And was it effective?
- how did the vindicare do for Kris?
- you mentioned the other GK players placed bottom 20%...what was their builds? were they just bad players? how do you think our new codex is as far as competitiveness is concerned?

The SR died every game, but it proved its worth with being able to move your needed paladins into battle quickly...really able to strike deep into other players zone. overall, maybe a teleporting unit is able to replace it, but without the SR I had no real anti tank units

Techmarine had OS, it is ok but you have to plant the Tech someplace, know that how it was played at this tourny, you had to have line of sight to use it, since it is not listed as a barrage weapon, keep being told its just like a Leman Russ, you have to see what your shooting...also the auto scatter almost always means it will not hit what your aiming for...so then its a chance weapon on what it will hit..

Kris thought the Vindicare was the standout in most fights...able to shoot and kill most anything...also he loved being able to blow up a LR with a rifle...

It appeared to me that most players were just flavor of the month types...many of the armies were not painted or finished...also for those of you wanting to know...the new GK are very complicated with many new powers and uses....it really takes some finese to use it right.

I like the army i have, but will retool it to have more strike power and also as many personal teleporters as possible I think.

Everything was afraid of the Dreadknight, it was either shot by the whole army or was they fled affraid from it.

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Re: Slaughter in Space

Post by GMKDynamis on Thu Jun 02, 2011 7:59 pm

The Dread Knight is pretty tough to kill, but like most things it can get shot to death especially with S6 and above firing weapons. In close combat with assault cover, that's where it's meant to be. IMO scratch

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Re: Slaughter in Space

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