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![[Post New]](/s/i/i.gif) 2014/07/29 20:28:39
Subject: Re:Imperial Knights in 7th edition
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Fresh-Faced New User
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O sorry about that Thought Lord Of Skulls was i4 but it is i3 and IK are i4
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![[Post New]](/s/i/i.gif) 2014/07/29 20:33:54
Subject: Re:Imperial Knights in 7th edition
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Legendary Master of the Chapter
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Melevolence wrote: It's a dick move for him to not have told you that it's an apocalyptic blast when it dies. It isn't honestly your job to know every unit in every codex. Though, all super heavies now blow up like that, so it's a good rule to remember here on out. I had someone who didn't tell me what the Knights could do, even after I blatantly asked what it had for gear, and what that gear could do, since I had never faced one before, and didn't own the codex, nor planned on it since I play exclusively Orks. The douche left out a bunch of info until after I initiated combat, THEN proceeded to enlighten me. donkey-caves like that make me want to punch throats. Its a BRB rule under super heavies. something everyone should have a glance through even if you feel SH GMC dont belong. Edit: You probably should find out about stomps as well which is also a BRB thing not a C:IK thing.
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This message was edited 1 time. Last update was at 2014/07/29 20:35:09
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/07/29 20:40:13
Subject: Re:Imperial Knights in 7th edition
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Desubot wrote:Melevolence wrote:
It's a dick move for him to not have told you that it's an apocalyptic blast when it dies. It isn't honestly your job to know every unit in every codex. Though, all super heavies now blow up like that, so it's a good rule to remember here on out. I had someone who didn't tell me what the Knights could do, even after I blatantly asked what it had for gear, and what that gear could do, since I had never faced one before, and didn't own the codex, nor planned on it since I play exclusively Orks. The douche left out a bunch of info until after I initiated combat, THEN proceeded to enlighten me. donkey-caves like that make me want to punch throats.
Its a BRB rule under super heavies.
something everyone should have a glance through even if you feel SH GMC dont belong.
Edit: You probably should find out about stomps as well which is also a BRB thing not a C:IK thing. 
I know it now, but at that time it was my first game of 7th, and I didn't own a BRB, so I didn't know, which was why I asked him before hand what it did, etc. But he was a douche, and purposfully left out information that was vital, and caused me a game. I got a digital copy of the book now, so I can't be duped liek that again. Needless to say, that bastard won't get a game out of me again. The smug look on his face irks me to this day.
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![[Post New]](/s/i/i.gif) 2014/07/29 20:44:27
Subject: Re:Imperial Knights in 7th edition
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Fresh-Faced New User
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The first game that I was talking about is was still 6th ed when they just came out and I had no idea what they could do. he told me about what it could shoot and the dumb force field but not when it blew up. just told me that it blows up.
2nd game I had no idea I could lose all my HP in one hit. I just got my heavy and didn't really look at the damage chart. figured I would remember more if I played and found out by looking it up as we played the game.
Man when a almost 400 pt guy can kill a 1k guy in one hit on a 6 HOLY CRAP that sucks BIG TIME!
edit* This made me rethink how to play the LOS. I am a khorne melee type army so I thought this thing would be awesome in CC and I am sure it is if i got to hit but I think sitting in the back and shooting is more his style until later in the game.
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This message was edited 1 time. Last update was at 2014/07/29 20:48:13
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![[Post New]](/s/i/i.gif) 2014/07/29 21:00:04
Subject: Imperial Knights in 7th edition
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Never Forget Isstvan!
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On the flip side, Kharn can and usually will kill an Imperial knight from full to nil by himself (just give him a few berserkers as ablative wounds to soak the D hits).
But what you'll usually want to kill knights is lots of melta, hitting it from different sides (to negate the shield).
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![[Post New]](/s/i/i.gif) 2014/07/29 21:06:25
Subject: Re:Imperial Knights in 7th edition
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Fresh-Faced New User
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yeah I will be trying that but he is going to end up with 3 of them soon. How the hell do you take out 3!
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![[Post New]](/s/i/i.gif) 2014/07/29 21:09:42
Subject: Imperial Knights in 7th edition
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Legendary Master of the Chapter
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If they are squadroned , exactly the same way.
Deepstrike a bunch of obliterater on the rear with las cannons or multi meltas,
Or IF push comes to shove Assault the front with anything T6 with invisible and lock it into combat for a while if need be. Cant be Ded if you cant be hit.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/07/29 21:17:07
Subject: Re:Imperial Knights in 7th edition
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Flashy Flashgitz
Antwerp
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Melevolence wrote: FalconBF wrote:Well not knowing much about the knights and what it does after you kill it this happen:
playing a 4500pt list my CSM vs his SM with 3 imperial Knights. I got one down to 1 HP and I had Kharn and a term squad next to it and was like well F it I might as well just cc and kill it. Person I was
playing said it will blow up. I was like okay and... He said okay go ahead... After I cc'ed him and took the last HP he does okay now the magic happens! I was like umm okay... Then he tells me what it does when you kill it and how powerful the explosion is.. I was Like MY GOD! of course he rolls a 6 so it's the biggest damage you can do. So it kills off my squad of zerkers and Kharn then my terms squad that was 3 in away. So let me tell you that I learned the hard way what this damn thing can do. I was so pissed off that he didn't tell me that when it blows up it does that damage instead of the what Str 4 when other things blow up but it was my fault for not reading or knowing that.
More to the story next game we play he only has 1 IK and I got the Lord of skulls now!
Was thinking the LOS would be a bad ass in CC vs the IK... Well not so much as I found that he charged me and he has i5 and im i4.. He hits 2 of his att first one I saved but the second one he rolls a 6 and rolls another 6
for his + d6 roll... So I was killed before my LOS did anything. I shot 1 round of shots into the knight but he saved it with his 4+i then did NOTHING in CC. Man I have got my butt handed to me last 2 times playing him with the
IK. Games have not even come close yet in 7th ed playing csm vs sm.
It's a dick move for him to not have told you that it's an apocalyptic blast when it dies. It isn't honestly your job to know every unit in every codex. Though, all super heavies now blow up like that, so it's a good rule to remember here on out. I had someone who didn't tell me what the Knights could do, even after I blatantly asked what it had for gear, and what that gear could do, since I had never faced one before, and didn't own the codex, nor planned on it since I play exclusively Orks. The douche left out a bunch of info until after I initiated combat, THEN proceeded to enlighten me. donkey-caves like that make me want to punch throats.
That was terrible sportsmanship on the knight players part. I'm building a knight army and since not many people use knights at my FLGS I formatted my army list so there was room to write down all of their stats and special rules. I print two copies whenever I head out and provide my opponent with one, so he can consult the list whenever he feels like and before the game begins, I make sure to show him the codex so he can check for any errors I made.
On topic, knights are pretty good this edition. I'm a fan of the D nerf, since it was a bit too strong before in my opinion. The changes to vehicles make knights more difficult to kill. I feel they're quite balanced now. AT units half their points can kill them if you don't play well and dedicated close combat units around their points can also destroy them if you don't watch out for them; which is how it should be. Anything outside of those categories might as well be lubricant for the toe joints though!
Something to keep in mind when running knights as allies or even as their own army is the new adamantine lance formation (from the Red Waaagh!). 3 knights, as long as they are in 3" proximity of one another they re-roll failed ion shield invulns and if they were in formation at the beginning of the assault phase (before they declare a charge) they re-roll charge distance and get D3 HoW. It's a very different playstyle than running 3 knights as allies, but it has huge benefits so it might be worth trying out.
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Krush, stomp, kill! |
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![[Post New]](/s/i/i.gif) 2014/07/29 21:17:29
Subject: Re:Imperial Knights in 7th edition
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Fresh-Faced New User
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Don't have any invisible or anything With T6 no MON here! haha.
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![[Post New]](/s/i/i.gif) 2014/07/29 21:39:25
Subject: Imperial Knights in 7th edition
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Flashy Flashgitz
Antwerp
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Oh, fighting a multi-knight army is pretty tough. You don't want to throw your Lord of Skulls at it because the 'crit' will pretty much instantly kill it like it did in your case.
If you can, try drowning the knight in rockets, melta and lascannons. Due to the ion shield, it'll take more punishment than you think it would at first glance, but it's bound to die at some point. You should try to destroy his knights before they get over to your side, so that their catastrophic explosion will hurt him more than you.
Melta bombs are your friends, take them on units you intend to run at the enemy so that if you get charged by the knight, you have something to hurt it with.
Chaos terminators are a pretty good anti-knight unit. Give them powerfists or chainfists if you truly want to ruin your opponent's day. You could also grab combi-meltas and deep strike the squad. That would be the cheapest option, but if you mess up your DS and/or miss with the meltas, you'll be in a world of hurt.
Mutilators also might work, although they are more expensive than termies and just as vulnerable in close combat. But they do have chainfists, which open up knights like nobody's business.
The only other things that come to mind are maulerfiends due to their magma cutters and defilers. Defilers are probably the better bet, since they have more hullpoints and have access to the power scourge.
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Krush, stomp, kill! |
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