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Post by: thecapn226
From my paperwork and math (no play experience yet) IK seem reasonably easy to drop. Does anyone have experience with how survivable they are? By adding a command melta drop squad to my IF list that uses 2 devestator units, it seems like I could drop one on turn one.
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Post by: wuestenfux
Easy to kill? When you have the means, yes. Otherwise, not. Then he will dominate and dictate the whole game.
All comers lists which have anti-infantry, anti-tank, anti-flyer, anti-superheavies and anti-whatnot are not easy to field due to point limitations.
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Post by: BoomWolf
Well, its a "light superheavy", so as long you got a healthy amount of anti-tank, its within the realm of possibility.
But do NOT mistake it for easy, a single melta team will NOT drop it, and the knight is a bit of a "kill it while you can" type of guy, as they are VERY good once they hit your lines.
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Post by: obsidiankatana
thecapn226 wrote:From my paperwork and math (no play experience yet) IK seem reasonably easy to drop. Does anyone have experience with how survivable they are? By adding a command melta drop squad to my IF list that uses 2 devestator units, it seems like I could drop one on turn one.
3.333 hits, 1.667 post ion shield, probably two pens, probably not both explodes and even if they are both explodes you need to roll at least a 2 out of D3 on both dice to drop a Knight T1.
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Post by: Paradigm
Here's a thread from the other week about killing Knights, listing the best way for most armies to deal with it.
http://www.dakkadakka.com/dakkaforum/posts/list/581327.page
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Post by: BrianDavion
Take multi meltas on one of your devestator squads instead. meltaguns are going to be a problem as their short range runs the risk of getting caught in a D strength blast,
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Post by: obsidiankatana
BrianDavion wrote:If I wasn't taking a Knight anyway I'd be looking at taking a pair of space marine muli-melta devestator squads. you can get 2 of em in a droppod for about 290 points. and they'd be reasonably solid in choices. even a single multimelta squad would be a threat to a Knight.
Coming out of a pod, one hit if your lucky. Impossible to kill a Knight with one meltagun.
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Post by: SRSFACE
Super Heavies do not function according to the regular damage chart, people. Everyone telling you they are "easy" to kill doesn't quite get that a pen and a glance are essentially the same thing against a super heavy. You also can't ever blow it up in a single super lucky roll. Significant damage, yes. Total annihilation, no.
You also have to keep in mind you're only working at 50% efficiency at best with what'll be the most dangerous squad against it. If you're unable to get a pincer attack on it with two anti-tank units, you're leaving it up to chance whether your attacks even make it through the 4++ invulnerable save.
Considering it's a super heavy, it can stomp through to gain area terrain cover bonuses really easily, as well.
Oh, and also the Paladin is just going to sit back and laugh at you all game with it's double ordnance S8 AP3 60"-range Large blasts should you have the anti-tank weaponry to handle it "with ease." Typically anti-tank weaponry in bulk only comes via Strength D weaponry or is really close range via melta guns or Melta bombs. Dark Eldar can field a ton of Lance weaponry for cheap, but that's all I can really think of in terms of any one army having lots of long range anti-tank weaponry in their TAC lists.
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Post by: tag8833
This talk about them being balance, because they can be killed isn't rational.
Sure you can build a list where you can kill one. But have you forgotten that it is legal to run 3-5 of them? Most people don't want to run 1 of anything. Does anybody know a Tau player who runs only a single Riptide? A Tyranid player with a single flyrant? An elder playrer with only one wave serpent?
"I can drop pod in 3 squads of melta gunners, and kill one, so they are entirely balanced." What then happens when the other 4 Knights assault your melta gunner with their huge mobility advantage? How are you going to kill the 2nd? What are you going to do about the last 3 sitting on objectives after they have eliminated everything on the board that can hurt them?
The problem with the Knight isn't that it is impossible to kill, the problem is that it makes the game mostly a formality. When you set 5 of them on the table, and you see your opponents list, victory/defeat will be a foregone conclusion in most cases. 70-80% of games tactics won't matter. Once the lists are built the outcome of the game has essentially been decided.
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Post by: blaktoof
They aren't easy to kill.
However they are not hard to kill.
It will come down to lists.
If your list has sources of anti tank spread through it, you will be fine.
If it doesn't the knights can focus your Anti tank and ignore the rest.
That said you do not have to kill all the knights to win, if your opponent brings 5 knights, you probably only need to kill 3 to win depending on linebreaker, firstblood and slay the warlord. Considering a knights warlord is probably a knight, if you are playing certain armies picking the knight to take out is not that difficult, and you could turn 1 focus it down and get both firstblood and slay the warlord off the bat.
Knights are pretty mobile, so my advice in objective missions is to not place objectives near where the knight needs to be for linebreaker if you are playing against all knight, as your knight opponent has limited amounts of units, if they want to hold/contest objectives make sure they are not also getting linebreaker for doing so.
Almost every army has a build that can take on knights, the issue is that they are usually builds that are not taken in the current meta of anti tau/eldar.
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Post by: oraj
I totally agree with tag8833. Killing one might not be an issue but go ahead try to take down 5 while it rains S9 AP1 melta pie plates on your side of the table. Not to mention they will be running towards you to hit you with a D-Strength in your face.
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Post by: obsidiankatana
A 1500pt list is 4 Knights. Meaning you'd have to be playing 1850 to field 5, and then be completely useless against even a single flier.
Knights are good. They're not that good. You still need list balance.
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Post by: SRSFACE
Obviously if they are using the Imperial Knights codex, this is the case.
However, that guy gains Seneschal Rank for free and has a 3++ instead of a 4++ on his pivotal shield. Focusing him is that much harder, and IMO best thing to do is make that Seneschal a paladin, park him in a corner, and laugh as you'll only ever be able to hit the front facing.
The thing about the shape of the knights is their front (and back) facings are enormous. The unit is so broad, drawing the "crossing lines" from corner to corner is less X shaped and more >< shaped.
There are all sorts of silly dumb things people can do if they use Knights as Allies, too. Personally I plan to get one and run him alongside my Dark Angels. 4 rolls on the divination table between my two librarians. If I get the Ignores Cover power, GG your troops are all dead. He takes several hull points of damage but doesn't go down? Good thing for me I'm planning on getting a few techmarines.
The state of 40k is really boring to me to play against. Honestly, it's more fun when you have to remove your own models because they die. The players around my area who have riptides rarely have to remove one from the table, let alone 2. If they lose, it's just because we rolled The Scouring and they weren't able to keep the opponent off enough objectives. Automatically Appended Next Post: obsidiankatana wrote:A 1500pt list is 4 Knights. Meaning you'd have to be playing 1850 to field 5, and then be completely useless against even a single flier.
Knights are good. They're not that good. You still need list balance.
"Weak to a flyer"
Not really. At best, the flyer can only shoot at it for 3 or 4 turns, and often will have to drop into hover mode to achieve that. The only flyers I see legitimately giving them fits are Crimson Hunters, which are pretty easy to blow up with the right support.
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Post by: obsidiankatana
SRSFACE wrote:
obsidiankatana wrote:A 1500pt list is 4 Knights. Meaning you'd have to be playing 1850 to field 5, and then be completely useless against even a single flier.
Knights are good. They're not that good. You still need list balance.
"Weak to a flyer"
Not really. At best, the flyer can only shoot at it for 3 or 4 turns, and often will have to drop into hover mode to achieve that. The only flyers I see legitimately giving them fits are Crimson Hunters, which are pretty easy to blow up with the right support.
Very really. They cannot shoot back at a flyer sans heavy stubber, and Str4 never threatened any form of vehicle.
Vendettas will give them fits, as 1-2 turns of shooting is all it takes. Especially with two.
Stormravens have a 360degree assault cannon. As well as Missiles and an option for a multi-melta. It can also shoot two Knights each turn.
Storm talons, as well, have a 360degree assault cannon and option for Lascannon.
Crimson hunters, you already mentioned.
And what support are you bringing? In an army fielding 4-5 Knights (a scenario presented in this thread, and the one I was addressing) allows for no support at 1500, and 350pts of support at 1850 (unless you field 5 Errants, at which point no support).
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Post by: ncshooter426
SRSFACE wrote:
Not really. At best, the flyer can only shoot at it for 3 or 4 turns, and often will have to drop into hover mode to achieve that. The only flyers I see legitimately giving them fits are Crimson Hunters, which are pretty easy to blow up with the right support.
Plan on having much support with 4 knights in a 1500pt game?  I'd seriously love to see that actually fielded, squadron of vendettas would have a field day sitting in hover and nuking the beetlebacks.
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Post by: SRSFACE
So what you're saying is an army that goes all in on one strategy without support behind it isn't good?
Gee, go figure.
Good thing you can ally in 3 of them into a primary detachment of any other imperial army, or just field 3 of them and then ally in the imperial force so they are all still scoring units. You can field plenty of support if you choose to.
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Post by: The Shadow
I played a game the other day against an Imperial Knight with my Eldar and I honestly didn't find it that bad. Perhaps it's because I was playing quite a strong, fast, shooty list, but I had few problems.
I took it down Turn 1 with a Fire Prism and Bright Lance on the front (where it turned its shield) and two Wave Serpents (usual build) in the flanks. I got an explodes with the Serpent Shield, which I guess was pretty lucky, but, even so, I'd have likely taken it down Turn 2. Best thing was that it exploded and took out a bunch of other guys with it.
It was the Melta variant and it only seems deadly when it gets into combat. It's a powerful melta gun, but at the end of the day, it's one shot. I'd have been a lot more scared of it if I was playing Orks or Nids, I reckon.
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Post by: tag8833
ncshooter426 wrote: SRSFACE wrote:
Not really. At best, the flyer can only shoot at it for 3 or 4 turns, and often will have to drop into hover mode to achieve that. The only flyers I see legitimately giving them fits are Crimson Hunters, which are pretty easy to blow up with the right support.
Plan on having much support with 4 knights in a 1500pt game?  I'd seriously love to see that actually fielded, squadron of vendettas would have a field day sitting in hover and nuking the beetlebacks.
Do you plan to run your hoard of Vendettas in every game, or just agree to list tailor in every game you play? This is an example of how the game has become a formality. If you bring 9 Vendetta, and he brings 4 Knights. You will win, and there is little reason to actually play the game. However, if you don't bring your 9 Vendettas, he will probably win, and there is little reason to actually play the game. Explain to me how Knights are ever going to be fun?
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Post by: obsidiankatana
SRSFACE wrote:So what you're saying is an army that goes all in on one strategy without support behind it isn't good?
Gee, go figure.
Good thing you can ally in 3 of them into a primary detachment of any other imperial army, or just field 3 of them and then ally in the imperial force so they are all still scoring units. You can field plenty of support if you choose to.
That's not the point we were contending.
The problem with the Knight isn't that it is impossible to kill, the problem is that it makes the game mostly a formality. When you set 5 of them on the table, and you see your opponents list, victory/defeat will be a foregone conclusion in most cases. 70-80% of games tactics won't matter. Once the lists are built the outcome of the game has essentially been decided.
This was.
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Post by: ncshooter426
tag8833 wrote:ncshooter426 wrote: SRSFACE wrote:
Not really. At best, the flyer can only shoot at it for 3 or 4 turns, and often will have to drop into hover mode to achieve that. The only flyers I see legitimately giving them fits are Crimson Hunters, which are pretty easy to blow up with the right support.
Plan on having much support with 4 knights in a 1500pt game?  I'd seriously love to see that actually fielded, squadron of vendettas would have a field day sitting in hover and nuking the beetlebacks.
Do you plan to run your hoard of Vendettas in every game, or just agree to list tailor in every game you play? This is an example of how the game has become a formality. If you bring 9 Vendetta, and he brings 4 Knights. You will win, and there is little reason to actually play the game. However, if you don't bring your 9 Vendettas, he will probably win, and there is little reason to actually play the game. Explain to me how Knights are ever going to be fun?
The point was demonstrating that for any extreme (4 knights) there is an equally extreme response (not quite 9...but a large chunk of fliers will work). And no, I wouldn't play - I have no interest in big games. If anything, 40k has gotten very boring to me over the last month after getting back into it,
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Post by: BrianDavion
obsidiankatana wrote:BrianDavion wrote:If I wasn't taking a Knight anyway I'd be looking at taking a pair of space marine muli-melta devestator squads. you can get 2 of em in a droppod for about 290 points. and they'd be reasonably solid in choices. even a single multimelta squad would be a threat to a Knight.
Coming out of a pod, one hit if your lucky. Impossible to kill a Knight with one meltagun.
yeah but I said multi melta devestator squads, I'm talking 2 squads with 4 multi meltas.
drop 1 squad on eaither side.
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Post by: obsidiankatana
BrianDavion wrote:
yeah but I said multi melta devestator squads, I'm talking 2 squads with 4 multi meltas.
drop 1 squad on eaither side.
So you get an optimistic two hits. Both of which have to pen, not get invul'd, and roll 6's for result, and at least 2 of D3 to kill it.
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Post by: jakl277
I hate knights. Its just another big model that if its spammed on the table wins every game at the FLGS.
Aircraft have some advantages against them.
Keep your infantry hidden well.
They can still be killed by blobs of fearless models because they can't cut through them that fast.
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Post by: obsidiankatana
jakl277 wrote:I hate knights. Its just another big model that if its spammed on the table wins every game at the FLGS.
Aircraft have some advantages against them.
Keep your infantry hidden well.
They can still be killed by blobs of fearless models because they can't cut through them that fast.
The blobs have to be capable of hurting AV13 to charge the Knights, be aware of this. You cannot charge a vehicle you can't hurt.
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Post by: DanielBeaver
BrianDavion wrote:
yeah but I said multi melta devestator squads, I'm talking 2 squads with 4 multi meltas.
drop 1 squad on eaither side.
They snap-fire on the turn they come in on the drop pod. And then just get erased by multiple AP3 pieplates. This doesn't seem like a workable strategy.
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Post by: BrianDavion
obsidiankatana wrote:BrianDavion wrote:
yeah but I said multi melta devestator squads, I'm talking 2 squads with 4 multi meltas.
drop 1 squad on eaither side.
So you get an optimistic two hits. Both of which have to pen, not get invul'd, and roll 6's for result, and at least 2 of D3 to kill it.
that 4++ invul save is only against ONE direction. which is why I specified TWO units. you want to flank it
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Post by: obsidiankatana
BrianDavion wrote:
that 4++ invul save is only against ONE direction. which is why I specified TWO units. you want to flank it
Perfectly aware of what you typed. One of the two hits has a 50/50 chance to connect through a void shield, assuming you even GET two hits on 8 dice needing 6's (not likely). And you need a minimum of two pens to bring it down.
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Post by: astro_nomicon
^^ yeah but they are snap firing. 8 shots * (1/6) chance to hit = 1.33 hits. don't know the math, but lets say its likely you pen with your 1 hit. Then 1/2 chance the shield is facing the shot and 1/2 he passes his save. Then another 1/2 chance that you get an explodes result. Then a 1/3 chance that you take an additional 3 hull points. That's 4 hull points down, and the Knight in question is still just as angry and killy as ever. Edit: Ninja'd. I was referring to BrianDavion.
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Post by: Ferrum_Sanguinis
For SM at least, I think we'll be seeing a massive increase of salamander and IF lists since they are the best equipped to take down IKs.
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Post by: obsidiankatana
astro_nomicon wrote:^^ yeah but they are snap firing.
8 shots * (1/6) chance to hit = 1.33 hits.
don't know the math, but lets say its likely you pen with your 1 hit.
Then 1/2 chance the shield is facing the shot and 1/2 he passes his save.
Then another 1/2 chance that you get an explodes result.
Then a 1/3 chance that you take an additional 3 hull points.
That's 4 hull points down, and the Knight in question is still just as angry and killy as ever.
Edit: Ninja'd. I was referring to BrianDavion.
So a 1/2 * 1/2 * 1/3 chance of this happening. An 8% chance of this scenario taking place. Sure, you run those pods.
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Post by: minigun762
More reason to give melta bombs out.
Actually melta bomb Vanguard would be interesting.
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Post by: TedNugent
2 Squads of Sternguard with 5 combi meltas cost as much as one Knight Errant. I don't think that's a coincidence because that's exactly what you're going to need to kill one
http://www.heresy-online.net/combatcalculator/shooting_vehicles.php?1=Attacker%20Group%201;5;1;4;8;1;;;;;;;;;;1;;;;;;;&d=Defender%20Group;1;12;4;;;&v=0
This is the math.
On average, if you droppod 5 meltaguns (meaning combi sterns or Command Squad), you're looking at 1.389 pens and a miniscule 0.139 glances for about 3 hull points. Significant damage but not enough to down one for just under 200 pts.
In addition, your pens average .463 Explodes! results, which forces the super heavy to roll a D3 which equals additional lost hull points. On average that's a little better than 2 hull points. So that's maybe 4 hull points through the ion shield.
And so if you combined that basically with a Lascannon Dev squad, without the Ion shield because you're forcing him to choose between the two facings, you could cause another pen on average plus one half a glance, for another 2.5 HP and a ~ 16% chance at another explodes! result.
http://www.heresy-online.net/combatcalculator/shooting_vehicles.php?1=Attacker%20Group%201;5;1;4;9;2;;;;;;;;;;;;;;;;;&d=Defender%20Group;1;13;;;;&v=0
So realistically, yeah, with a drop pod melta squad and a long range AT squad you could conceivably down one of these things on the turn the Meltavets arrive from reserves. One lascannon squad plus a squad of at -LEAST- 4 meltaguns is probably bare minimum for taking one out if your opponent has one. 2 squads of meltagun vets is probably a better idea because they can alphastrike, but if you're getting within 6" of a Knight, be aware that he's going to drop a 10" template centered around the Knight that could conceivably wipe out your meltagun unit.
So whatever meltagun units you use are going to die after the melta alphastrike. Lascannon units are obviously vulnerable to the Paladin's 2 Battlecannon shots which outrange it, which complicates the scenario somewhat. Realistically you're probably looking at 2 Meltagun units coming from reserves per knight, both of which will die compared to the cost of a single knight (so roughly comparable).
multimeltas are not an option because they are Heavy 1 and therefore do not have alpha strike ability. They also cannot move and therefore it is inconceivable that they could get within range to touch a knight.
I think you could down one reliably with a SM TAC list's AT. I would also consider putting meltaguns on your Bike squads and MMs on your ABs and Landspeeders.
So the knight is basically a cost that can and will be absorbed by TAC lists - most efficient scenario would call for the loss of at least one squad. It's once you start talking about primary detachments of between 3-5 knights that it becomes a real problem that needs to be solved. Keep in mind the Seneschal HQ gets a 3+ ion shield which makes all of this considerably more difficult.
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Post by: Goobi2
Honestly, I dont see Eldar having too much trouble with these. With Serpents, Wraithknights, and Fire Dragons being good against just about anything and finding lots of facings, they should do rather well. Heck, the WK in tandem (or in that formation especially) they should handle them well in CC also.
If the Avatar could make it into combat somehow it would stand a great chance. Hawks would do similarly well but dont really want that close to nasty explosions.
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Post by: wuestenfux
Goobi2 wrote:Honestly, I dont see Eldar having too much trouble with these. With Serpents, Wraithknights, and Fire Dragons being good against just about anything and finding lots of facings, they should do rather well. Heck, the WK in tandem (or in that formation especially) they should handle them well in CC also.
If the Avatar could make it into combat somehow it would stand a great chance. Hawks would do similarly well but dont really want that close to nasty explosions.
Well, the Avatar or a WK have no grenades. They shouldn't charge a Knight in cover since then the superheavy will go first.
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Post by: SRSFACE
Wraithknights with their stock guns are better off shooting it to death even if there's the 4++ invuln. At best you cause a hull point with the hammer of wrath before it gets to go, and land some simultaneous hits against it. You're hoping for mutually assured destruction.
Avatar is kind of in the same boat but has significantly less range and doesn't Hammer of Wrath at S10.
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Post by: Jancoran
I haven't seen the codex. So just to be clear...
If a meltagun hits the Imperial Knight and rols a 15 for armor penetrations and then a 4 (+2 for AP 1 = 6) then what happens? Just more Hull points? That seems terrible.
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Post by: Blackskull
I think they are OK but some balance needs to come in namely
Chaos needs one
Orks allowed to field stompas in standard games
No all knight armies as it is such crap and invalidates the point of taking infantry.
Wraithknights are similar and have the advantage of not becoming collosal bombs when destroyed.
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Post by: dementedwombat
tag8833 wrote:Does anybody know a Tau player who runs only a single Riptide?
*cough* That would be me. Automatically Appended Next Post: Jancoran wrote:I haven't seen the codex. So just to be clear...
If a meltagun hits the Imperial Knight and rols a 15 for armor penetrations and then a 4 (+2 for AP 1 = 6) then what happens? Just more Hull points? That seems terrible.
Explodes results on a superheavy take off an additional d3 hull points. (so anywhere from 2 to 4 as a result of that one shot).
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Post by: Savageconvoy
Jancoran wrote:I haven't seen the codex. So just to be clear...
If a meltagun hits the Imperial Knight and rols a 15 for armor penetrations and then a 4 (+2 for AP 1 = 6) then what happens? Just more Hull points? That seems terrible.
If you get an explodes result then you roll a D3 and it loses that many more hull points. So at 6 HP you need a minimum of two explodes to take it down.
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Post by: Johnnytorrance
The Shadow wrote:I played a game the other day against an Imperial Knight with my Eldar and I honestly didn't find it that bad. Perhaps it's because I was playing quite a strong, fast, shooty list, but I had few problems.
I took it down Turn 1 with a Fire Prism and Bright Lance on the front (where it turned its shield) and two Wave Serpents (usual build) in the flanks. I got an explodes with the Serpent Shield, which I guess was pretty lucky, but, even so, I'd have likely taken it down Turn 2. Best thing was that it exploded and took out a bunch of other guys with it.
It was the Melta variant and it only seems deadly when it gets into combat. It's a powerful melta gun, but at the end of the day, it's one shot. I'd have been a lot more scared of it if I was playing Orks or Nids, I reckon.
You didn't play it right I believe. Imperial knight doesn't go off the reg damage table. It's considered a super heavy.
If you get a penetrating hit. You don't roll on the damage table. You just take a hull point off. Once it runs out of hull points. It's blows up in a glorious burst of awesomeness.
You might wanna take a do over.
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Post by: Dracos
... Except as covered many times here already, superheavies take extra damage from explodes results on a pen. It does ignore a 1-5 result, but it still rolls.
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Post by: Savageconvoy
How do you measure the side armor on those models? It's a very oddly shaped vehicle with what looks like a very small side facing.
One of the problems I'm trying to figure out is if Broadsides with HRR are worth taking, since HYMP would only ever glance the front armor. Knights are faster and with the shield can easily render the immobile broadsides useless. I never even thought I'd ever get lucky enough to get the HYMP to side armor.
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Post by: Mavnas
Melta bombs if you can get a couple of them in a squad with some ablative wounds should do the job.
You ideally need WS4 to cut his D weapon to 1.5 hits (1.25) kills and 3+ armor for the stomps. Some of the better squads for delivering lots of melta bombs are sadly limited in size :(
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Post by: dementedwombat
Question: does haywire bounce off superheavies? I would assume it does, but I'm just checking.
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Post by: CthuluIsSpy
Johnnytorrance wrote: The Shadow wrote:I played a game the other day against an Imperial Knight with my Eldar and I honestly didn't find it that bad. Perhaps it's because I was playing quite a strong, fast, shooty list, but I had few problems.
I took it down Turn 1 with a Fire Prism and Bright Lance on the front (where it turned its shield) and two Wave Serpents (usual build) in the flanks. I got an explodes with the Serpent Shield, which I guess was pretty lucky, but, even so, I'd have likely taken it down Turn 2. Best thing was that it exploded and took out a bunch of other guys with it.
It was the Melta variant and it only seems deadly when it gets into combat. It's a powerful melta gun, but at the end of the day, it's one shot. I'd have been a lot more scared of it if I was playing Orks or Nids, I reckon.
You didn't play it right I believe. Imperial knight doesn't go off the reg damage table. It's considered a super heavy.
If you get a penetrating hit. You don't roll on the damage table. You just take a hull point off. Once it runs out of hull points. It's blows up in a glorious burst of awesomeness.
You might wanna take a do over.
Nope. SHV get a damage table, and you do roll on it. Automatically Appended Next Post: dementedwombat wrote:Question: does haywire bounce off superheavies? I would assume it does, but I'm just checking.
SHV receive no protection from haywire.
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Post by: Hollismason
I'm pretty sure a squad of Centurions w/ grav guns would make short work of these guys.
Tyranids - Anything that flies has a STR of 6 > can damage it on vector strikes, Zoanthropes are lance, multiple units that can barrage it.
Chaos Space Marine - Heldrakes
Chaos Daemon - A large unit of plague bearers could kill it CC by stripping it down with Rust. Monstrous Creatures, etc.. etc..
Tau : Um lots
Eldar - Bright Lances
Dark Eldar - LoL
Necrons - um everything?
Orks ??????
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Post by: Ashiraya
Hollismason wrote:I'm pretty sure a squad of Centurions w/ grav guns would make short work of these guys.
Tyranids - Anything that flies has a STR of 6 > can damage it on vector strikes, Zoanthropes are lance, multiple units that can barrage it.
Chaos Space Marine - Heldrakes
Chaos Daemon - A large unit of plague bearers could kill it CC by stripping it down with Rust. Monstrous Creatures, etc.. etc..
Tau : Um lots
Eldar - Bright Lances
Dark Eldar - LoL
Necrons - um everything?
Orks ??????
How can Heldrakes kill it? They do very inefficient damage output against it.
Monstrous creatures are bad, because I4 Destroyer.
Orks are fethed, lol.
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Post by: Savageconvoy
Tau don't really have a lot against it.
HRR and HYMP are generally ineffective against AV13.
Skyrays take off 1.67 HPs with one markerlight, half of which gets saved.
Riptides with IA only get a single S9 AP2 hit, assuming Nova goes off and it doesn't get hot, unless your opponent manages to group them in the worst possible way.
HBC needs to Nova charge to do anything.
Suits have a decent chance, but really limits your elite slot unless you're taking enclave and have enough space for solo fusion suits.
Hammerheads just lack volume of fire to reliably get past that shield, still needing 4+ to pen none the less.
This is all while the Knights are steadily moving towards your army with weaponry that is really good at removing suits and Riptides.
Almost forgot. Piranha! Cheap and fast unit that produces two screens to slow down the Knights and they can have the firepower to take down a knight if you pay the points. 750 points for 15 melta shots in three units.
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Post by: BaalSNAFU
Grav cents are lucky to take down a LR in a round of shooting. They are too expensive/valuable to waste trying to shave HPs off of a superheavy.
One word. Melta. Double MM Landspeeders are an amazing investment as would be a pair of MM attack bikes. Also 5 man assault squads with meltabombs. Between the krak grenades and the meltabombs at only 85 points is a reasonable sacrifice to take a chunk out of a knight. Hell, two of em might be able to bring one down at half the points. Finish it off with the Speeders.
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Post by: Hollismason
I don't think you can plant meltabombs on Walkers.
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Post by: Ashiraya
You can.
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Post by: Rismonite
Blackskull wrote:I think they are OK but some balance needs to come in namely
Chaos needs one
Orks allowed to field stompas in standard games
No all knight armies as it is such crap and invalidates the point of taking infantry.
Wraithknights are similar and have the advantage of not becoming collosal bombs when destroyed.
As an ork I don't see it undermining all infantry, just making Lootas and Tankbustas more valueable in a meta fueled by these new vehicles that aren't AV14. Lootas will be needed to shoot it, maybe even tankbustas. I wouldn't think this means it undermines infantry.
I really think they meant these superheavies as a means to transport the D to some of the deathstars that need broken. When you think about whats being said in the " GW balance" article it seems they wanted these IK's to make just another facet to fight list building.
EDIT; Also a good reason to add boarding planks, the off chance that a trukk makes its way next to one is a valueable asset in terms of getting some infantry supplied powerklaw into a list. Also the point about tankbustas is made more valueable specifically when you talk about getting a larger chance to pen for the D3 extra hullpoints. Why would you just want to glance one?
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Post by: grendel083
For Orks Deff Rollas still work well.
Mekboy Junka is also a cheaper way of getting these, without competing for a Battlewagon slot.
I'm honestly finding Knights to be a surprisingly well balanced unit. Tough, but not overly so.
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Post by: Spellbound
I've seen two mistakes here that need to be fixed:
1) Someone mentioned a divination librarian to give a knight ignores cover. Can't do that. The ignores cover power is for the caster's unit only, and he can't join a knight. No help there.
2) Someone said you can't charge a unit you can't hurt. This was FAQ'ed to be allowed. A bunch of S3 guardsmen could absolutely charge a knight to attempt to lock it in combat even if they didn't have any means of hurting it, and it's a valid tactic with termagaunts or fearless cultists and such.
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Post by: Goobi2
SRSFACE wrote:Wraithknights with their stock guns are better off shooting it to death even if there's the 4++ invuln. At best you cause a hull point with the hammer of wrath before it gets to go, and land some simultaneous hits against it. You're hoping for mutually assured destruction.
Avatar is kind of in the same boat but has significantly less range and doesn't Hammer of Wrath at S10.
Well both options have higher initiatives tham the knight and should attack first. Smash will help the Avatar to get Pens in with AP1. The Knight does an average of 3 wounds to an Avatar in CC. 1 attack should hit, most results do 2-4 wounds. If by some magic the Avatar gets in fairly intact it may well win out in that combat.
Wraithknights can take the in coming fire much better and can easily avoid charging through terrain whilst doing damage with their guns. They would do much better working in tandem systematically taking on one knight at a time.
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Post by: obsidiankatana
Goobi2 wrote: SRSFACE wrote:Wraithknights with their stock guns are better off shooting it to death even if there's the 4++ invuln. At best you cause a hull point with the hammer of wrath before it gets to go, and land some simultaneous hits against it. You're hoping for mutually assured destruction.
Avatar is kind of in the same boat but has significantly less range and doesn't Hammer of Wrath at S10.
Well both options have higher initiatives tham the knight and should attack first. Smash will help the Avatar to get Pens in with AP1. The Knight does an average of 3 wounds to an Avatar in CC. 1 attack should hit, most results do 2-4 wounds. If by some magic the Avatar gets in fairly intact it may well win out in that combat.
Wraithknights can take the in coming fire much better and can easily avoid charging through terrain whilst doing damage with their guns. They would do much better working in tandem systematically taking on one knight at a time.
You forget stomps, which remove both Avatar and Wraithknight on a 6.
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Post by: Goobi2
The idea is to finish off it before it attacks, let alone stomps.
But assuming it does get to stomp, 5 out of 6 times it will be of minimal threat (especially to the wraithknights). 6's can happen, but they are far from being the most likely result.
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Post by: obsidiankatana
Goobi2 wrote:The idea is to finish off it before it attacks, let alone stomps.
But assuming it does get to stomp, 5 out of 6 times it will be of minimal threat (especially to the wraithknights). 6's can happen, but they are far from being the most likely result.
The stars need to align respectably for you to kill it before it attacks, let alone it hitting you back and stomping.
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Post by: Goobi2
A dual knight charge has 12 S10 attacks. 7 hits, 2 at AP2. That looks to be 3.5 pens and a glance. It wouldnt be a stretch to assume one explodes is rolled on a 5+. With one explodes that is minimally 5 hp gone (but just as likely 6-7) without worrying about shooting the S10 guns.
The Avatar is the one needing the most alignment, especially to simply make it into combat. Assuming he is charged he should hit twice. Those two attacks have great odds of pening with the reroll. Here you will likely only have 1 explodes, but respectable odds for 2. Assuming 1, thats an average of 4 hp damage. The knight should hit 1.3333 times on the charge doing around 4 wounds.
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Post by: obsidiankatana
Goobi2 wrote:A dual knight charge has 12 S10 attacks. 7 hits, 2 at AP2. That looks to be 3.5 pens and a glance. It wouldnt be a stretch to assume one explodes is rolled on a 5+. With one explodes that is minimally 5 hp gone (but just as likely 6-7) without worrying about shooting the S10 guns.
The Avatar is the one needing the most alignment, especially to simply make it into combat. Assuming he is charged he should hit twice. Those two attacks have great odds of pening with the reroll. Here you will likely only have 1 explodes, but respectable odds for 2. Assuming 1, thats an average of 4 hp damage. The knight should hit 1.3333 times on the charge doing around 4 wounds.
Oh, dual Knight charge. Well sure, charge 370pts with 480.
I don't see your respectable odds for two explodes on the Avatar. AP2, unless I miss my mark. Even if he's AP1 that's one explodes and one other. So you killed have the Knight with him, after which your five wounds get hammered into. Anything by the Chainsword can't be invul'd, and then there's the Str10 Hammer of Wrath.
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Post by: thecapn226
Spellbound wrote:2) Someone said you can't charge a unit you can't hurt. This was FAQ'ed to be allowed. A bunch of S3 guardsmen could absolutely charge a knight to attempt to lock it in combat even if they didn't have any means of hurting it, and it's a valid tactic with termagaunts or fearless cultists and such. [/quo9te]
Isnt a vehicle different from a unit in this regards.
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Post by: obsidiankatana
thecapn226 wrote: Spellbound wrote:2) Someone said you can't charge a unit you can't hurt. This was FAQ'ed to be allowed. A bunch of S3 guardsmen could absolutely charge a knight to attempt to lock it in combat even if they didn't have any means of hurting it, and it's a valid tactic with termagaunts or fearless cultists and such. [/quo9te]
Isnt a vehicle different from a unit in this regards.
Page 76, BRB.
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Post by: Big Blind Bill
I don't understand the whole "put the paladin in the corner" routine. It is just as tough as the errant, and just as powerful in cc. It has the range to make it more versatile, but don't be fooled into thinking it is a leman russ who needs to keep its distance, doing so wastes half its potential.
As for taking one out? Sure, easy enough, taking 4 out however is a different matter entirely.
Using a drop pod list, with 2 meltas and a combi melta per squad, it is easy enough to take one out on the turn you come in. However after this you will get hit by the explosion, and then wiped out in the next turn by the other 3.
The problem with knights is not their individual toughness (as it is for wraithknights and riptides), but rather because they can take a whole army of knights, which renders most units in an opposing force obsolete. Once your anti tank units have gone, even if you have killed a couple of knights, the remaining ones will have free reign of the table.
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Post by: Crazyterran
SRSFACE wrote:
There are all sorts of silly dumb things people can do if they use Knights as Allies, too. Personally I plan to get one and run him alongside my Dark Angels. 4 rolls on the divination table between my two librarians. If I get the Ignores Cover power, GG your troops are all dead. He takes several hull points of damage but doesn't go down? Good thing for me I'm planning on getting a few techmarines.
Except for the part where Perfect Timing can only be cast on the Librarian and his unit. Which means you can't cast it on a Knight Titan, Contemptor Mortis, Vindicator...
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Post by: Goobi2
Charging 370 points with 480 is smart and will let them shoot and charge another 370 or some other juicy target. Using more points to overpower is the basis behind most deathstars and even often the knight itself.
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Post by: obsidiankatana
Goobi2 wrote:Charging 370 points with 480 is smart and will let them shoot and charge another 370 or some other juicy target. Using more points to overpower is the basis behind most deathstars and even often the knight itself.
You misunderstand (or tone doesn't convey over text). I said that in the way of; "of course that's going to give the edge to the wraithknights". I'd still prefer to kill them at range than in CC, because a StrD explosion doesn't mess around.
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Post by: wuestenfux
obsidiankatana wrote:Goobi2 wrote: SRSFACE wrote:Wraithknights with their stock guns are better off shooting it to death even if there's the 4++ invuln. At best you cause a hull point with the hammer of wrath before it gets to go, and land some simultaneous hits against it. You're hoping for mutually assured destruction.
Avatar is kind of in the same boat but has significantly less range and doesn't Hammer of Wrath at S10.
Well both options have higher initiatives tham the knight and should attack first. Smash will help the Avatar to get Pens in with AP1. The Knight does an average of 3 wounds to an Avatar in CC. 1 attack should hit, most results do 2-4 wounds. If by some magic the Avatar gets in fairly intact it may well win out in that combat.
Wraithknights can take the in coming fire much better and can easily avoid charging through terrain whilst doing damage with their guns. They would do much better working in tandem systematically taking on one knight at a time.
You forget stomps, which remove both Avatar and Wraithknight on a 6.
The Knight could kill an Avatar or Wraithknight before, in cc. It just has to wound thanks to D weapons in cc.
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Post by: Big Blind Bill
D weapons don't cause instant death though do they?
When fighting a wraithknight and you hit, you roll a die, on a 1 nothing happends, 2-5 they take D3+1 wounds (think that's right), and on a 6 they take D6+6 wounds.
On average 2 hits on the knight should be enough to kill it, but when you are hitting on 4+, this may take more than 1 turn.
I would be worried about wraith knights if I was playing knights. Their 4-5 attacks are at I5, so have a good chance to hurt you before you get to attack.
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Post by: Co'tor Shas
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Post by: blaktoof
Goobi2 wrote:Charging 370 points with 480 is smart and will let them shoot and charge another 370 or some other juicy target. Using more points to overpower is the basis behind most deathstars and even often the knight itself.
Normally I would agree with you, however in this case it is the opposite of smart.
See when a Knight Dies, its most likely killing everything within some close distance to it due to the D explosion. Therefore if you charge a knight with more points chances are you are doing the knight player a favor. Automatically Appended Next Post: Big Blind Bill wrote:D weapons don't cause instant death though do they?
When fighting a wraithknight and you hit, you roll a die, on a 1 nothing happends, 2-5 they take D3+1 wounds (think that's right), and on a 6 they take D6+6 wounds.
On average 2 hits on the knight should be enough to kill it, but when you are hitting on 4+, this may take more than 1 turn.
I would be worried about wraith knights if I was playing knights. Their 4-5 attacks are at I5, so have a good chance to hurt you before you get to attack.
D weapons don't cause instant death, and statistically a Knight wont kill a 6 wound, or even 5 wound remaining wraithknight from 1 D hit.
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Post by: grendel083
Spellbound wrote:2) Someone said you can't charge a unit you can't hurt. This was FAQ'ed to be allowed. A bunch of S3 guardsmen could absolutely charge a knight to attempt to lock it in combat even if they didn't have any means of hurting it, and it's a valid tactic with termagaunts or fearless cultists and such.
Not true I'm afraid.
You can charge a unit you can't hurt.
However you can't charge a vehicle you can't hurt.
Str. 2 Grots can't hurt a T8 Wraithlord. However the FAQ allows them to still charge.
This does not change the restriction on vehicles however, which still has a rule preventing the charge.
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Post by: GreyScar
I am running an errant with my white scars (play aggressive and get use out of the D sword). I have cleared 16 deathwing terminators in one game and cleared a seercouncil and continued to table the opponent in another game  . The IK has been great. However I would just like to point out two instances of my IK being 1 shotted before he got to attack.
[The following report is off the top of my memory]
On turn 2 I have had Belakor vector strike for a few glances then penetrating twice, who the player then rolled 6s on for more hulls points off destroying him in one turn before my IK got to swing
(My opponent was rolling hot  )
Another game against Blood Angels, Memphiston pops wings, moves up, 1st turn charge fails, he rerolls for fleet and gets  Makes the assault, and does his str 10 moves, pens, gets more  and also destroyed my IK before getting to swing his D sword.
The IK has been a taken a beating in many games and made his points back frequently, but I quickly found that some characters with some luck are stripping away all 6 hull points at a higher initiative. I forget the deployment name when you play long way down the table and both players have the 24" deployment area, but now I deploy him 1" off the front line to avoid such alpha strikes. IK can be killed easily by the right attackers..
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Post by: Big Blind Bill
To be fair though, if they are using the likes of mephiston and Be'lakor (who is only 20 points cheaper than your errant) to assault it, then they are probably losing that model to the resulting D explosion, so it's not all that bad.
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Post by: GreyScar
Big Blind Bill wrote:To be fair though, if they are using the likes of mephiston and Be'lakor (who is only 20 points cheaper than your errant) to assault it, then they are probably losing that model to the resulting D explosion, so it's not all that bad.
Ya i definately agree, they were rolling well. I was just waiting to live through their attacks for my chance to swing that D weapon, but that chance didn't come up. Both times they rolled mostly  s
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Post by: pepe5454
My knight took got in a cc fight with a wraithknight and did not fair well. Hammer of wrath triggered the wraithknights shield that causes blindness and he failed his init test. Wraithknight did 4 hull points on his init 5 then the imperial knight whiffed all of his attacks then stomp did not hurt the wraithknight either. Next turn imperial knight blows up. You center the blast over the middle of the knight and then scatters. With no scatter it does not even reach the sides of the base and barely goes out from the front so depending on the angle you charge the knight from there is a very good chance you are not getting hit by the worse part of the explosion. I think it killed 2 of my marines that were locked in combat with the wraithknight already and it was from the 2nd non d part of the explosion.
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Post by: Johnnytorrance
It depends. If you drop a command squad next to it and get a few hits remember that the IK ignores rolls of 1-5 on the penetrating hit table. (Still takes a hull point away though)
Your best bet is to pray you get 6 glances or a couple of good 6's. You see if you get 6 on the penetrating hit table, it's a D3 hull points lost. That's on top of the hull point you just took off so theoretically up to 4 hull points gone from one shot.
If you fail you're going to get stomped really bad
Hope he doesn't have a second IK
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Post by: Mavnas
With melta guns you're looking for 4+ on your pens. Not that hard. The key is to have multiple sources hit from different sides.
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Post by: TedNugent
Mavnas wrote:With melta guns you're looking for 4+ on your pens. Not that hard. The key is to have multiple sources hit from different sides.
You may want to actually try this in an actual game. Hitting it from different sides, as in with melta squads? So all I need to do is get two different squads on two different sides within 6"? Wow, sounds easy!
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Post by: Big Blind Bill
TedNugent wrote:Mavnas wrote:With melta guns you're looking for 4+ on your pens. Not that hard. The key is to have multiple sources hit from different sides.
You may want to actually try this in an actual game. Hitting it from different sides, as in with melta squads? So all I need to do is get two different squads on two different sides within 6"? Wow, sounds easy!
Drop pod meltas do not understand your sarcasm. Melta gun bikes could also get there in a good time.
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Post by: MWHistorian
Big Blind Bill wrote: TedNugent wrote:Mavnas wrote:With melta guns you're looking for 4+ on your pens. Not that hard. The key is to have multiple sources hit from different sides.
You may want to actually try this in an actual game. Hitting it from different sides, as in with melta squads? So all I need to do is get two different squads on two different sides within 6"? Wow, sounds easy!
Drop pod meltas do not understand your sarcasm. Melta gun bikes could also get there in a good time.
Still sounds way easier said than actually done.
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Post by: Big Blind Bill
MWHistorian wrote: Big Blind Bill wrote: TedNugent wrote:Mavnas wrote:With melta guns you're looking for 4+ on your pens. Not that hard. The key is to have multiple sources hit from different sides.
You may want to actually try this in an actual game. Hitting it from different sides, as in with melta squads? So all I need to do is get two different squads on two different sides within 6"? Wow, sounds easy!
Drop pod meltas do not understand your sarcasm. Melta gun bikes could also get there in a good time.
Still sounds way easier said than actually done.
Sure, as is anything. However dropping meltaguns next to a vehicle as a method to destroy it is very efficient, and imperial knights are no exception. Drop pod meltas and melta vets in vendettas are good vs knights for a few other reasons:
Because they have to be close, it is quite viable to have one squad threatening two facings of the vehicle due to the tight angles, this limits how effective the shield will be.
A full knight list often has little to no supporting infantry. Because of this there is a lot of potential board space to bring your meltas down in with less chance of mishaps.
The downside of meltas is that they run quite a high chance of killing themselves in the resulting explosion.
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Post by: Chaospling
About using the Imperial Knight, doesn't every tactic, when using the Imperial Knight, include getting as close to the enemy as possible? Not just for getting into close combat but to maximise the damage when it blows up.
My thoughts are: sure it would be cool to keep it alive, but if the enemy aren't spread that much out and aren't fast then a turn 2 charge is possible and then you would go for the enemy unit which will kill it fast, so enemy units will not have run far away. That would make the Imperial Knight a point and click unit.
This leads to my next question, are you sure that the Imperial aren't OP? I mean, when I read about people discussing if it's OP or not it's been mentioned how fast it can be killed or how much damage its' weapons can deal, but it's not often it's mentioned how much it will dictate the enemy movement. Let's face it, every unit will have"running away to avoid D-weapon/super heavy explosion" as first priority if the enemy doesn't have a squad which is big enough to slow it down.
To dictate enemy movement like this and a guarantee that everything near it will die when it explodes is worth a lot and should have made the Imperial Knight much more expensive.
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Post by: GreyScar
Chaospling wrote:About using the Imperial Knight, doesn't every tactic, when using the Imperial Knight, include getting as close to the enemy as possible? Not just for getting into close combat but to maximise the damage when it blows up.
My thoughts are: sure it would be cool to keep it alive, but if the enemy aren't spread that much out and aren't fast then a turn 2 charge is possible and then you would go for the enemy unit which will kill it fast, so enemy units will not have run far away. That would make the Imperial Knight a point and click unit.
This leads to my next question, are you sure that the Imperial aren't OP? I mean, when I read about people discussing if it's OP or not it's been mentioned how fast it can be killed or how much damage its' weapons can deal, but it's not often it's mentioned how much it will dictate the enemy movement. Let's face it, every unit will have"running away to avoid D-weapon/super heavy explosion" as first priority if the enemy doesn't have a squad which is big enough to slow it down.
To dictate enemy movement like this and a guarantee that everything near it will die when it explodes is worth a lot and should have made the Imperial Knight much more expensive.
Ive had my IK blown up a few times now with various characters and squad within inches.. The explosion hasn't really been that significant for either player..
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Post by: Mavnas
You have to remember the knight is pretty big. I've read that you can be in base contact on the side facings and not get hit by the Str D part of the blast.
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Post by: WonderAliceLand
Mavnas wrote:You have to remember the knight is pretty big. I've read that you can be in base contact on the side facings and not get hit by the Str D part of the blast.
You are very correct. In actuality, hardly anything besides that which is in immediate base contact with the front or back would be hit by the str D blast if it does not scatter. Busted out my camera for yall!
1
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Post by: extremefreak17
How about running a Eldar Corsair list to deepstrike a 10 man squad of fire dragons for the lulz?
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Post by: TedNugent
Yeah, if it doesn't scatter.
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Post by: astro_nomicon
obsidiankatana wrote: astro_nomicon wrote:^^ yeah but they are snap firing.
8 shots * (1/6) chance to hit = 1.33 hits.
don't know the math, but lets say its likely you pen with your 1 hit.
Then 1/2 chance the shield is facing the shot and 1/2 he passes his save.
Then another 1/2 chance that you get an explodes result.
Then a 1/3 chance that you take an additional 3 hull points.
That's 4 hull points down, and the Knight in question is still just as angry and killy as ever.
Edit: Ninja'd. I was referring to BrianDavion.
So a 1/2 * 1/2 * 1/3 chance of this happening. An 8% chance of this scenario taking place. Sure, you run those pods.
Exactly. I was agreeing with you that the proposed scenario was a ludicrous way of dealing with them. 8% chance that the contents of the pod does 4 hull points to the Knight and even then it's still standing Automatically Appended Next Post: I finally witnessed one in game yesterday.
1750 eldar vs IG with one knight.
Eldar player had 3 serpents, a 6 man Fire Dragon squad, 2x 5 man DA squads, 3x 6 Warp Spiders, and a blob of 10 wraith guard with spirtseers, farseer. IG was the Knight, and pretty much all infantry besides that. oh and a vendetta.
Anywho, the knight weathered an alpha strike from the fire 'dragons and like half of the wraith guard plus a serpent that was getting side armor and only lost 4 hull points. It responded by nuking the wraith guard with a double tap and swatting the fire dragons in combat. It died the next turn to shooting from Serpents and Spiders, then fell over and Strength D'd all over a squad of spiders.
Now bear in mind that neither of the lists was an optimized, cutthroat tourney list (the IG list especially so), but the amount of control that the ONE Knight exerted over that game was a little ridiculous in my opinion.
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Post by: Chaospling
astro_nomicon wrote:
but the amount of control that the ONE Knight exerted over that game was a little ridiculous in my opinion.
That's what I talked about...
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Post by: astro_nomicon
Yes, and I talked about it too, so we both talked about it and agree. Just throwing my two cents in after having seen it in game. Think of it as building a consensus.
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Post by: Chaospling
I would even say that we can agree on the fact that we're agreeing! ... This is nice...
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Post by: Kain
Ryan_A wrote:Mavnas wrote:You have to remember the knight is pretty big. I've read that you can be in base contact on the side facings and not get hit by the Str D part of the blast.
You are very correct. In actuality, hardly anything besides that which is in immediate base contact with the front or back would be hit by the str D blast if it does not scatter. Busted out my camera for yall!
You have to wonder how a vehicle detonation's blast scatters.
Probably the same magic that lets a Daemonically possessed Vindicator's Demolisher cannon ending up scattering behind itself and killing the soldiers it was supposed to be functioning as a spearhead for.  .
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Post by: WonderAliceLand
Kain wrote: Ryan_A wrote:Mavnas wrote:You have to remember the knight is pretty big. I've read that you can be in base contact on the side facings and not get hit by the Str D part of the blast.
You are very correct. In actuality, hardly anything besides that which is in immediate base contact with the front or back would be hit by the str D blast if it does not scatter. Busted out my camera for yall!
You have to wonder how a vehicle detonation's blast scatters.
Probably the same magic that lets a Daemonically possessed Vindicator's Demolisher cannon ending up scattering behind itself and killing the soldiers it was supposed to be functioning as a spearhead for.  .
Every. Single. Time.
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Post by: Jancoran
No way man. Ive totally seen a forward only firing cannon loop a shot behind it. Wind caught it and WHAM.
Like that totally happened.
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Post by: Kain
Ryan_A wrote: Kain wrote: Ryan_A wrote:Mavnas wrote:You have to remember the knight is pretty big. I've read that you can be in base contact on the side facings and not get hit by the Str D part of the blast.
You are very correct. In actuality, hardly anything besides that which is in immediate base contact with the front or back would be hit by the str D blast if it does not scatter. Busted out my camera for yall!
You have to wonder how a vehicle detonation's blast scatters.
Probably the same magic that lets a Daemonically possessed Vindicator's Demolisher cannon ending up scattering behind itself and killing the soldiers it was supposed to be functioning as a spearhead for.  .
Every. Single. Time.
Sometimes the grim darkness of the 41st millenium feels more like loony toons.
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Post by: Jancoran
Thats okay. Looney toons models dont look this cool.
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Post by: Kain
Jancoran wrote:No way man. Ive totally seen a forward only firing cannon loop a shot behind it. Wind caught it and WHAM.
Like that totally happened.
You made me laugh, have an exalt.
Of dooooooooom.
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Post by: TedNugent
Kain wrote:
You have to wonder how a vehicle detonation's blast scatters.
It's supposed to represent the Knight staggering off before blowing up.
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