Originally Posted by
Wildcard
I am not sure i understand where this is coming from. Do you mean infantry or vehicles?
Infantry in general:
- Power armored units: No inv save, no possibility for army wide FNP.
Not having an invulnerable save and army wide FNP is not a disadvantage, it is normal
- Terminator armored units: 5++ save against las / melta / plasma etc, can have 4++ save in cc, no possibility for 3++ saves for against shooting / power weapons & fists in cc (save for draigo & some hqs that forego combat prowess for safety in cc) Doesn't differ that much from the other (marine) armies HQs?
Did you forget that those terminators strike at I6 and with stacking hammerhands and silly grenade support? They don't need a high invulnerable save because generally there will not be enough left to fight back.
And, GK dont have access to ap2 (or 3) weaponry (save for the stupid henchmen - not using them since they dont come from the Titan). Other armies can take plasmas / meltas or other weaponry to counter GK forces, that makes terminators use their 5++ save instead of 2+, and negate power armor altogether. (cover is or should be equal to both players as are stealth etc USRs.. - so i wont go into that either)
Although there are exceptions, access to AP2 weapons is pretty limited in most cases.
Vehicles: Sure, GK vehicles have fortitude, but those only help like 1/3 of the cases (shaken + stunned), and landraider & stormraven can still move and let the unit inside assault anyway if the result is shaken. There are armies that let you ignore stunned and shaken, or squadrons that treat stun as shaken instead.
Did you just say that squadrons of vehicles are an advantage? What kind of advantage allows one unit to put multiple hits on separate tanks? Extra armor does not stop stun locking.
Then there are extra armors (and equivalents) and other upgrades that makes it safer for vehicles to be on the table. Cant remember them exactly, but 4+ cover saves and possibly 2d6 and lower result on the damage table.
The problem isn't that other armies don't have a trick or two (but more likely only one) of their own, but that the GK have more than most of the other combined.
So, its not like GK are the only army that can turn aside blows and withstand punishing.
But they are the undisputed best at it.
About army wide NFWs:
Also note, that meltas / missiles / lascannon, generally str8+ weaponry is largely available to many armies (that i know of) that can inflict instand death to multiple wound units. GK don't get these kinds of weapons (save for few transports), and squads can get none. So GK squads, both PA and Terminators have the possibility to cause ID only in cc, and more times than not they hit on a 4+ as opposed to the 3+ of many shooters that can carry str8+ weapons.
Largely available to who? IG maybe. DE? A little. Other than that it is generally either one (maybe two) per squad or heavy weapons that hold back the entire unit. Can only inflict ID in CC? Every single one of them can inflict ID in CC. Even a SM command squad with four melta guns can inflict, at most, 4 ID wounds. How many cover ignoring, I6, S6 ID wounds squad of grey knights inflict?
While shooting, you don't have to worry about taking casualties, while on the cc the issue is quite the contrary.
So, in my eyes, there are lots of trade offs, strengths and counter available both on the GK side, but aswell against them.
I don't understand what you think the trade off is. Not having invulnerable save on your power armor troops? Having to take yucky inquisition units to spam the sh*t out of special weapons? The ability to fire 4 TL S8 BS4 shots from a dreadnought? S7 rending heavy/assault weapons? GK have broken free or the disadvantages while piling on the advantages. The codex deserves criticism to, hopefully, prevent things like the Tau coming out with railguns that cost 5 points more for the upgrade from one shot to three.