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Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I would think that for Orks the Bad Moons Loota bomb would work well. Classic tactics would be to take a unit of 15 and a unit of 10, use "Mob Up" to make a single unit of 25, use "More Dakka" and "Showin' Off" to make them nasty. On average you would get 100 shots that hit on 5's (and 5+'s generate an additional shot), and those shots do 2 damage apiece. Might not kill a Knight outright (but it would if you rolled a 3 for the Lootas' number of shots), but weight of dice should help offset the poor BS of Ork shooting. Plus you could use Grot Shields to keep them alive to do it again next turn.

Now, turning my attention to armies I actually play:

For Dark Angels, pretty much any large plasma-equipped unit should do some work with the Weapons from the Dark Age strat. Hellblasters, Inceptors, even Ravenwing Black Knights could do a lot of damage. Hellblasters would be especially nasty since they would likely be next to Azrael for full rerolls to hit, and a 4++ against any return fire from the Knight. And if any should go down, there will likely be a banner nearby to let them get one last shot at the Knight.

For Tau, the T'au Sept strat (Focused Fire) should really help with killing a Knight. Even HBC Riptides will be able to wear down a Knight with that, and they don't have super high AP values that will be wasted against a Knight's invul save. Tau also have the Stormsurge, with its D-missiles (good for generating those ever-so-effective mortal wounds) and the Pulse Driver Cannon (long range weapon that wounds Knights on 3's and does D6 damage per failed save is pretty good). I might also recommend the tried-and-true quad fusion Coldstar, but the good AP of its Fusions is wasted on a Knight.

For Chaos, most of the solutions have already been mentioned. Khorne Prince with Skullreaver, Tsons with mortal wound spam, buffed Plaguebearers, and others are decent solutions. Bloodletters might be the best though.

For Space Wolves, I think getting a character with the Armor of Russ would be very useful, especially if fighting a Gallant. Pretty much anything with a Thunder Hammer is good against Knights. Wulfen are especially deadly to them. Long Fangs, with the strats and special rules they have, could be really good for Knight hunting as well.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 25 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
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The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in gb
Longtime Dakkanaut





UK

For Wolves, TH/SS Wolf Guard buffed by Arjac and a Wolf Priest (with Armour of Russ) should do pretty well. You can teleport them in but that is risking a lot on a 2D6" charge roll.

If it is a Gallant then you can just it come to you and then beat it down.

If you need to hunt a Knight down, you can fit 6 Termies + the buffing characters in a Stormwolf which should ensure delivery and still costs less than a Castellan. 6 Wolf Guard alone should do ~22 wounds to Knight so there is a good chance of Arjac and the Priest finishing it off completely.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in ie
Norn Queen






Dublin, Ireland

I nuked a Gallant last night using 12 tankbustas with 3 squigs. Da jumped them into position and tapped moar dakka and showin off and managed to strip 21 wounds of it even after it popped rotate shields (it had already taken 3 wounds from smite).
Worked pretty well I have to say although the TBs got obliterated the next turn (18" range is very short).

This message was edited 1 time. Last update was at 2019/02/01 10:48:18


Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in gb
Screaming Shining Spear





operkoi wrote:
kingheff wrote:
A scorpion with a farseer with guide and doom does just under 19 wounds according to mathhammer, admittedly that's over 800 pts though.


I though that craftworld eldar would use 3 fire prisms, Farseer, and a jinx caster to nuke knights cost effectively.


The nice thing with prisms is that they buff themselves via the linked fire strategy. But even with the re-rolls the prisms do roughly six damage to a 3++ knight, not a great investment for nearly 500 pts.

 
   
Made in gb
Longtime Dakkanaut





UK

kingheff wrote:
operkoi wrote:
kingheff wrote:
A scorpion with a farseer with guide and doom does just under 19 wounds according to mathhammer, admittedly that's over 800 pts though.

I though that craftworld eldar would use 3 fire prisms, Farseer, and a jinx caster to nuke knights cost effectively.

The nice thing with prisms is that they buff themselves via the linked fire strategy. But even with the re-rolls the prisms do roughly six damage to a 3++ knight, not a great investment for nearly 500 pts.

Jinx will boost that to about 9 but I agree that the RIS will make it difficult to force through the volume of damage required for any shooting attack that relies on AP. You either need some way to bypass the Ion Shield (MWs) or you need to hit it with massed Ap0/-1 attacks, or you need to hit it with something hefty in close combat.

Most armies have access to at least one of those tactics.

The reason knights have shifted the meta is that they tend to neuter conventional anti-tank tactics such as lascannons, plasma drops etc. This was probalby necessary as I suspect Knights would have been unplayable as a stand-alone faction otherwise but it also means players have to think outside the box somewhat to deal with them

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Stoic Grail Knight






Yendor

Chaos is relatively blessed against Knights depeding on the build.

Sorcerers have a lot of good stratagems to play against Knights, namely Death Hex, and with Thousand Sons they can get pretty decent casting bonuses to help Death Hex go off. Even without TS, most players will use a Command Point to help Death Hex go off. Deny the witch is definitely a thing though, and can slow your roll, but its a good option to have.

With a bit of luck, Death Hex + Prescience + Veterans of the Long War + Endless Cacophony + a nearby Lord or DP can put a *lot* of wounds downrange. Obliterators being the usual target, although Bikers / Termies with Plas or Melta are a decent choice, as are Laser Havocs.

As others have mentioned, Khorne Daemon Bombs can do a lot of damage as well once screening units have been taken care of.

If you can clear screens a Defiler can do some real damage vs a Knight with Daemon Forge and Prescience (prescience can let you trigger DTTFE on a 5+). You can also slingshot the crab engine with Warptime.

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Shadowy Grot Kommittee Memba






 Niiai wrote:
Ok. But they would just need to never pivot then.


Right. My point is, most people totally ignore this rule when moving awkwardly-large base sized models around, and it artificially increases their maneuverability. If you park a 32mm infantry base in the middle of a superheavy base it's got to move its WHOLE long-ass base around that thing to get around it.

40k is a game where people will complain about someone measuring sloppily and taking an extra .01" but people will pivot and maneuver their knight and cheat an extra 4" of movement and nobody cares.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Stealthy Warhound Titan Princeps






the_scotsman wrote:
 Niiai wrote:
Ok. But they would just need to never pivot then.


Right. My point is, most people totally ignore this rule when moving awkwardly-large base sized models around, and it artificially increases their maneuverability. If you park a 32mm infantry base in the middle of a superheavy base it's got to move its WHOLE long-ass base around that thing to get around it.

40k is a game where people will complain about someone measuring sloppily and taking an extra .01" but people will pivot and maneuver their knight and cheat an extra 4" of movement and nobody cares.


I tried to avoid this in a game I played yesterday, and it basically involved my Knight doing a lot of awkward moonwalking around, lol.
   
Made in us
Shadowy Grot Kommittee Memba






 Horst wrote:
the_scotsman wrote:
 Niiai wrote:
Ok. But they would just need to never pivot then.


Right. My point is, most people totally ignore this rule when moving awkwardly-large base sized models around, and it artificially increases their maneuverability. If you park a 32mm infantry base in the middle of a superheavy base it's got to move its WHOLE long-ass base around that thing to get around it.

40k is a game where people will complain about someone measuring sloppily and taking an extra .01" but people will pivot and maneuver their knight and cheat an extra 4" of movement and nobody cares.


I tried to avoid this in a game I played yesterday, and it basically involved my Knight doing a lot of awkward moonwalking around, lol.


for visual/immersion purposes I'll just do a 180 degree flip (because facing doesn't matter in 8th) and treat it as if he didn't move.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in hk
Steadfast Ultramarine Sergeant




Leo_the_Rat wrote:
I just ran some numbers on the haywire weapon and I don't see it doing much to a knight. Are people counting on rolling 6's to bring it down?

As a side question, does it wound vehicles on a 4+ or only on the normal chart? If you roll a 4 and it normally wouldn't wound a target does the target still suffer a mortal wound?


Haywire will inflict 1 mortal wound on every 4s and 5s rolled for to wound rolling, regardless whether it can actually wound the target on normal to wound chart or not, and will deal D3 mortal wounds in addition to the wound inflicted by achieving the normal wound chart.
   
 
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