Grey night flamer suppression is kind of OP
Grey night flamer suppression is kind of OP
Whats with those bullshit grey knight purgation squads? Havin suppression on a flame weapon is pretty fucky imo
- Crewfinity
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Re: Grey night flamer suppression is kind of OP
except they cost 60 req more than normal setup teams, which suppress faster from farther away.
they also cant suppress two squads at once very well unless you're REALLY blobbed up.
they also cant suppress two squads at once very well unless you're REALLY blobbed up.
Re: Grey night flamer suppression is kind of OP
Noise Marines disable ranged weaponry, something that pretty much no other unit in the whole game does - at least passively while the weapon is firing.
Are you saying this because you're having problems dealing with them or...?
Are you saying this because you're having problems dealing with them or...?
The dude abides.
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Re: Grey night flamer suppression is kind of OP
Maybe you meant to post this in the Strategy section?
Otherwise, guidelines for a balance post can be found here:
https://www.dawnofwar.info/forum/viewtopic.php?f=3&t=2099
Otherwise, guidelines for a balance post can be found here:
https://www.dawnofwar.info/forum/viewtopic.php?f=3&t=2099
Re: Grey night flamer suppression is kind of OP
Some notes on Purgation, relevant for both fighting against them and knowing how/when to use them:
The have (unnecessarily) high upkeep for their population / cost. A OM player who fields them is taking an economic hit in the req department, so consider this when using / fighting them.
Unlike setup teams / NM, each model in the squad contributes to the suppression effect. This means that if a model is peeled off, the suppression time is reduced by 1/3 (more actually, since courage regeneration has more time to take effect).
While the squad has no setup time, it also has a very low turn time and suppression speed, so flanking it is still effective.
Come patch 2.5.1, their generator damage was reduced by 2/3, meaning they bash slower then it may seem. DPS vs gens is not in the codex unfortunately, but I understand it to be slower then a tac flamer squad in burning down gens.
While their damage to squads in cover is increased, the courage damage is greatly reduced. Ranged squads in heavy cover will do surprisingly well against them.
In practice, this squad can be straight up rushed down any melee commander, even if they can be suppressed, and deals TRIVIAL damage on the way in. It trades setup time for a very short area of influence. Flanking is very effective, and it loses to many ranged squads if microed well. WATH allows it to mitigate these weaknesses, so watch out for that. It's biggest adavantage is the T2 psycannon upgrade. Purged by Fire! is pretty weak now too. In short, as long as you don't rush straight at this unit with high model count melee squads, or fail to give it space while WATH is active, its not that scary.
In super short: play into weaknesses, don't wander into strengths. Knowing is half the battle.
The have (unnecessarily) high upkeep for their population / cost. A OM player who fields them is taking an economic hit in the req department, so consider this when using / fighting them.
Unlike setup teams / NM, each model in the squad contributes to the suppression effect. This means that if a model is peeled off, the suppression time is reduced by 1/3 (more actually, since courage regeneration has more time to take effect).
While the squad has no setup time, it also has a very low turn time and suppression speed, so flanking it is still effective.
Come patch 2.5.1, their generator damage was reduced by 2/3, meaning they bash slower then it may seem. DPS vs gens is not in the codex unfortunately, but I understand it to be slower then a tac flamer squad in burning down gens.
While their damage to squads in cover is increased, the courage damage is greatly reduced. Ranged squads in heavy cover will do surprisingly well against them.
In practice, this squad can be straight up rushed down any melee commander, even if they can be suppressed, and deals TRIVIAL damage on the way in. It trades setup time for a very short area of influence. Flanking is very effective, and it loses to many ranged squads if microed well. WATH allows it to mitigate these weaknesses, so watch out for that. It's biggest adavantage is the T2 psycannon upgrade. Purged by Fire! is pretty weak now too. In short, as long as you don't rush straight at this unit with high model count melee squads, or fail to give it space while WATH is active, its not that scary.
In super short: play into weaknesses, don't wander into strengths. Knowing is half the battle.
Re: Grey night flamer suppression is kind of OP
There was a time shortly after patch 2.5 was released where it seemed like the standard GK build was to get 2x purgs and wreck your opponent with early aggressive play, but since then I haven't found them to be as much of a problem (most likely due to the 2.5.1 fixes).
If you get caught with your units clumped up or you have no suppression/crowd control to stop them then they are extremely dangerous, but as has been pointed out, they suppress more slowly and have shorter range than the setup teams of other races (I wasn't aware until Cyris pointed this out, but they also don't destroy gens as quickly anymore). Since GK don't have any long range suppression, I have found that rushing them with a melee hero and tying them down is often enough to take them out of the fight. Every race has ways of controlling or tying down units like this, I imagine orks could pin them down with their shoota boy suppression ability long enough to either charge them in melee or drive them off with focused fire. Eldar have rangers and their own T1 suppression team with incredible range... etc
If you get caught with your units clumped up or you have no suppression/crowd control to stop them then they are extremely dangerous, but as has been pointed out, they suppress more slowly and have shorter range than the setup teams of other races (I wasn't aware until Cyris pointed this out, but they also don't destroy gens as quickly anymore). Since GK don't have any long range suppression, I have found that rushing them with a melee hero and tying them down is often enough to take them out of the fight. Every race has ways of controlling or tying down units like this, I imagine orks could pin them down with their shoota boy suppression ability long enough to either charge them in melee or drive them off with focused fire. Eldar have rangers and their own T1 suppression team with incredible range... etc
Re: Grey night flamer suppression is kind of OP
And you gave zero justification.
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