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Made in fi
Fully-charged Electropriest






 jeffersonian000 wrote:
Yes, you can stop a Warlord with Grots. Just because the Warlord can walk away on its turn does not mean you have to give it space to walk away. It still has to stop at an inch away, and its Stomps are tiny compared to its footprint.

Such closed minds.


Oh, and here I was thinking that people field titans because of the ranged weapons. Why would it even need to move away? It's not like orks could even destroy it, an army that has a million grots would have an even lesser chance.

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 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






 jeffersonian000 wrote:
Yes, you can stop a Warlord with Grots. Just because the Warlord can walk away on its turn does not mean you have to give it space to walk away. It still has to stop at an inch away, and its Stomps are tiny compared to its footprint.

Such closed minds.

SJ

The tactic doesn't really work because you are not making the knight useless by denying it 6 inches of movement.

The knight can still shoot to full effect.

It can remove the summoned unit during its assault phase and your next one, thereby not actually preventing any shooting.

Summoned units might have to be dealt with anyway, sticking them in front of a knight just makes the opponent's life more simple.

Stomp can also be aimed out of combat, and it can hit quite far away if you get 3 stomps. making it assault your throw away unit therefore is not a guarantee that it will not be able to hurt your more valuable ones (say, a unit nearby who is summoning).

Really not seeing this is a great cover-all strategy vs knights, oh great open minded strategic mastermind.
It might work occasionally, but it is in no way reliable or particularly efficient.
   
Made in fi
Fully-charged Electropriest






 Big Blind Bill wrote:
 jeffersonian000 wrote:
Yes, you can stop a Warlord with Grots. Just because the Warlord can walk away on its turn does not mean you have to give it space to walk away. It still has to stop at an inch away, and its Stomps are tiny compared to its footprint.

Such closed minds.

SJ

The tactic doesn't really work because you are not making the knight useless by denying it 6 inches of movement.

The knight can still shoot to full effect.

It can remove the summoned unit during its assault phase and your next one, thereby not actually preventing any shooting.

Summoned units might have to be dealt with anyway, sticking them in front of a knight just makes the opponent's life more simple.

Stomp can also be aimed out of combat, and it can hit quite far away if you get 3 stomps. making it assault your throw away unit therefore is not a guarantee that it will not be able to hurt your more valuable ones (say, a unit nearby who is summoning).

Really not seeing this is a great cover-all strategy vs knights, oh great open minded strategic mastermind.
It might work occasionally, but it is in no way reliable or particularly efficient.
'

Knights are indeed titans but not all titans are knights. This bit was about Warlord Titans, not Imperial Knights. And Knights move 12" btw.

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 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






The thread is about knights, as is his original point. Titans got mentioned later.

I know knights move 12, but how far do you think charge range + consolidation move would be on average? I think 6 inches is fair, meaning you denied it 6 inches of movement.
   
Made in us
Frightening Flamer of Tzeentch






Be'lakor will kill a knight all on his lonesome.

Aside from psychic shooting, which is only reliable for peeling a few hullpoints, something I found success with is using misfortune on an enemy knight and charging it with a large unit of dogs. If you take a herald with rage and prescience them it should kill the knight Titan before it even swings.

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in gr
Longtime Dakkanaut




Halandri

 Tonberry7 wrote:
Kharn can kill an Imperial Knight in one turn on the charge. The bigger problem is getting him into combat. Plus he may well die from the resulting explosion.
True story.

Teleport a few single or double mutilators around a knight can be entertaining too. Surround tactics also work okay with obliterators/termicide.
   
Made in us
Painlord Titan Princeps of Slaanesh





As a Chaos player, you kill a knight with as many termi cide unit with melta guns ds into where the shields are not.

As a realist, you ally in Eldar and toss scat bikes at the flanks. You can easily strip 6 hp off a knight with 12-24 scatter lazers.
   
Made in ca
Monstrously Massive Big Mutant





Canada

If you want to stop a Knight Titan in its tracks for 2 turns minimum simply walk 5 hounds or seekers next to it and surround it with your unit. You will have enough space to maintain coherency, DONT attack it, just sit them there.

Because it's surrounded, it cannot move, and therefore must charge you, if it does, it won't likely kill the entire squad in 1 turn, making it useless in its following turn of shooting. Ive done this several times, be weary however that if a Knight is taken as a allied detachment or what have you, that it probably has friends with guns to help bail him out of any "Ruts" you may have surrounded him with

Life: An incomprehensible, endless circle of involuntary self-destruction.

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Made in au
Trustworthy Shas'vre






Crispy78 wrote:
 CrownAxe wrote:
 greyknight12 wrote:
Don't even worry about trying to tarpit them...just kill them outright with your daemon princes. Knights are AV13, with 6 hullpoints and no save. They hit at I4 with a whopping 3 WS4 attacks, only 1/6 of which ignore your invul saves. Throw invisibility on if you need it, or just punk them at I6/7/8. Gang up on them one at a time until they die, while using your summoned/other units to grab objectives and kill the rest of your opponent's army.

Daemon princes are only S6 so can't even hurt a IK normally and have to smash it. So they get a single S10 attack against it a turn. Not even 2-3 princes at once will kill a IK. And then the Knight has S10 so will just instant death a DP with a single wound.


Mark Of Khorne + Axe Of Blind Fury will mean a Daemon Prince is hitting on S8 on the charge, and gets an extra D6 attacks...


Daemon Prince of Khorne can't take that weapon as he doesn't have the Mark of Khorne. .
Even if you could... you could POSSIBLY one-round a knight (if you get a pen, 6 on damage table + 5/6 on explodes).
On the other hand, -1 weapon skill means the knight hits you back twice instead of once, and kills you at S10. :(.

   
Made in gr
Longtime Dakkanaut




Halandri

Trasvi wrote:
Crispy78 wrote:
 CrownAxe wrote:
 greyknight12 wrote:
Don't even worry about trying to tarpit them...just kill them outright with your daemon princes. Knights are AV13, with 6 hullpoints and no save. They hit at I4 with a whopping 3 WS4 attacks, only 1/6 of which ignore your invul saves. Throw invisibility on if you need it, or just punk them at I6/7/8. Gang up on them one at a time until they die, while using your summoned/other units to grab objectives and kill the rest of your opponent's army.

Daemon princes are only S6 so can't even hurt a IK normally and have to smash it. So they get a single S10 attack against it a turn. Not even 2-3 princes at once will kill a IK. And then the Knight has S10 so will just instant death a DP with a single wound.


Mark Of Khorne + Axe Of Blind Fury will mean a Daemon Prince is hitting on S8 on the charge, and gets an extra D6 attacks...


Daemon Prince of Khorne can't take that weapon as he doesn't have the Mark of Khorne. .
Even if you could... you could POSSIBLY one-round a knight (if you get a pen, 6 on damage table + 5/6 on explodes).
On the other hand, -1 weapon skill means the knight hits you back twice instead of once, and kills you at S10. :(.


7th ed faq/errata; Page 91 - superscript note 5. 'Change to 'models with Mark of Khorne, or Daemons of Khorne, only.'

Oops, my mistake! see this edit: page 69 - Axe of Blind Fury, rules
Change first sentence to 'Models with Mark of Khorne, or Daemons of Khorne, only.'

This message was edited 2 times. Last update was at 2015/10/21 11:36:39


 
   
 
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