The Ghar are one of the craziest armies around, simply because of the number of rule additions they bring. From Plasma Reactors which might explode on a lucky hit and wipe out a squad, to their vulnerable Outcasts to the Distort Dice – which forces units Down – everything is different.
In play, the army’s core Ghar battle suits are pretty tough, but not invincible. Their scourer cannons can put out a lot of firepower at close range, but it is the disruptor cannon that are the most deadly. These are able to put lots of pins on units and quickly damage equipment such as drones and probes. Though tough, the saving grace from other forces perspectives, is that Ghar mostly have short range weapons and it is only at the higher points costs that the Ghar are able to bring in long-range threats.
Ghar are normally outnumbered in order dice as their heavy squads are expensive in points and can be pinned or negated by good or accurate long-range fire. As a result, the Ghar player typically needs to get in fast and hard.
Visually, the Ghar look brutal and bulky, even intimidating. In general, they win big or lose terribly, so are not suited to players who like control or who are tentative or defensive in outlook on-table. They are, however, one of the most fun to play.