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Made in us
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

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Nihilistic Necron Lord






Germany

Quad las preds are pretty much useless. They cost 190 pts. hit on 3+, no invuln sv, no chapter tactics. An experienced knight player will spot that you have three of them, and focus fire one to take it out. No more killshot for you.
Use RG contemptor mortis dreadnoughts with two twin lascannons. They are 206 pts., but they have a 5+ invuln sv, hit on 2+, and get chapter tactics -1 to hit at distances above 12". Play wisdom of the ancients and you can re-roll 1s for the three contemptor mortis dreadnoughts with two twin lascannons and you get 12 lascannon hits on the enemy knight.
   
Made in gb
Longtime Dakkanaut





UK

jcd386 wrote:

1) The x3 las Preds are effective, but with full rerolls (a chapter master and LT is enough with the strat, but Roboute is generally better) they still only do about 15 wounds to a knight with a 3++ (warlord trait 4++ with rotate ion shields. They will do more damage if you spread out their fire to 5++ knights, but that's not always ideal either. Probably the best idea is to shoot at one knight with one pred, hope they pop the shields, then focus everything else on another target. But there really isn't a great way around it that I know of.

There are games you can play here. If you first target is a Dominus class Knight, you opponent is in a quandry. If he wants to Rotate Shields, he will need to spend 3CPs. Given that Knights are usually very short on CPs, he won't be doing this more than once in a game at this level. If he calls your bluff and does not rotate then continue to blaze away at the original target.

I stand between the darkness and the light. Between the candle and the star. 
   
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Utilizing Careful Highlighting





Augusta GA

Chaplain dreads with plenty of chaff in front of them are costly but can shoot all game with impunity. Even the character-killing missiles won’t be able to do enough damage to them.

Big squads of Deathwatch inceptors with the +1 wound stratagem can do a heap of wounds that ion shields won’t help against.
   
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Longtime Dakkanaut




 Karhedron wrote:
jcd386 wrote:

1) The x3 las Preds are effective, but with full rerolls (a chapter master and LT is enough with the strat, but Roboute is generally better) they still only do about 15 wounds to a knight with a 3++ (warlord trait 4++ with rotate ion shields. They will do more damage if you spread out their fire to 5++ knights, but that's not always ideal either. Probably the best idea is to shoot at one knight with one pred, hope they pop the shields, then focus everything else on another target. But there really isn't a great way around it that I know of.

There are games you can play here. If you first target is a Dominus class Knight, you opponent is in a quandry. If he wants to Rotate Shields, he will need to spend 3CPs. Given that Knights are usually very short on CPs, he won't be doing this more than once in a game at this level. If he calls your bluff and does not rotate then continue to blaze away at the original target.


Yeah that certainly seems like the way to do it.

It's worth noting however that they can also have a second knight that is -1 to hit from the Mortan warlord trait while the other is at 3++, which i guess makes me feel bad for 3rd or 4th knights, lol. We might not see much or Mortan though, so who knows.
   
Made in us
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Thunder hammers on jump packs. Knights don't get the invulnerable save in melee.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
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Willing Inquisitorial Excruciator




 Karhedron wrote:
jcd386 wrote:

1) The x3 las Preds are effective, but with full rerolls (a chapter master and LT is enough with the strat, but Roboute is generally better) they still only do about 15 wounds to a knight with a 3++ (warlord trait 4++ with rotate ion shields. They will do more damage if you spread out their fire to 5++ knights, but that's not always ideal either. Probably the best idea is to shoot at one knight with one pred, hope they pop the shields, then focus everything else on another target. But there really isn't a great way around it that I know of.

There are games you can play here. If you first target is a Dominus class Knight, you opponent is in a quandry. If he wants to Rotate Shields, he will need to spend 3CPs. Given that Knights are usually very short on CPs, he won't be doing this more than once in a game at this level. If he calls your bluff and does not rotate then continue to blaze away at the original target.


Fair warning, any AdMech army with a Questor Mechanicus Knight can Rotate Ion Shields for 1 CP, even on a Dominus-class Knight. This will probably be FAQed, but for now i's straight RAW.
   
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May seem out of left field, mainly because no one seems to own this model, but I've had great luck with a Terminus Ultra when dealing with super heavy anything, if nothing else the look of confusion on your opponents face as they attempt to discern, why the actual hell your Land Raider looks like a pincushion made of Las-cannons makes the model worthwhile, also 8 Las-cannon shots at BS 3+ is nothing to sneeze at, just a suggestion. Also it would look good in the Imperial Fists color scheme IMO
   
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CheerfulChump117 wrote:
May seem out of left field, mainly because no one seems to own this model, but I've had great luck with a Terminus Ultra when dealing with super heavy anything, if nothing else the look of confusion on your opponents face as they attempt to discern, why the actual hell your Land Raider looks like a pincushion made of Las-cannons makes the model worthwhile, also 8 Las-cannon shots at BS 3+ is nothing to sneeze at, just a suggestion. Also it would look good in the Imperial Fists color scheme IMO


Y'see, I already looked into this, but it's a Ultramarines-only vehicle - Unless it's literally the only way I stood a chance of winning a game ever, I would refuse to play the forces of our Spiritual Liege, even in a counts-as context.
   
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Axle_Gear wrote:
CheerfulChump117 wrote:
May seem out of left field, mainly because no one seems to own this model, but I've had great luck with a Terminus Ultra when dealing with super heavy anything, if nothing else the look of confusion on your opponents face as they attempt to discern, why the actual hell your Land Raider looks like a pincushion made of Las-cannons makes the model worthwhile, also 8 Las-cannon shots at BS 3+ is nothing to sneeze at, just a suggestion. Also it would look good in the Imperial Fists color scheme IMO


Y'see, I already looked into this, but it's a Ultramarines-only vehicle - Unless it's literally the only way I stood a chance of winning a game ever, I would refuse to play the forces of our Spiritual Liege, even in a counts-as context.


Not with Chapter Approved Land Raider variants rules. It has the <Chapter> tag instead of UM.

Depends on if your campaign is doing open play or allowing those rules.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
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Longtime Dakkanaut




 Kommissar Kel wrote:
Axle_Gear wrote:
CheerfulChump117 wrote:
May seem out of left field, mainly because no one seems to own this model, but I've had great luck with a Terminus Ultra when dealing with super heavy anything, if nothing else the look of confusion on your opponents face as they attempt to discern, why the actual hell your Land Raider looks like a pincushion made of Las-cannons makes the model worthwhile, also 8 Las-cannon shots at BS 3+ is nothing to sneeze at, just a suggestion. Also it would look good in the Imperial Fists color scheme IMO


Y'see, I already looked into this, but it's a Ultramarines-only vehicle - Unless it's literally the only way I stood a chance of winning a game ever, I would refuse to play the forces of our Spiritual Liege, even in a counts-as context.


Not with Chapter Approved Land Raider variants rules. It has the <Chapter> tag instead of UM.

Depends on if your campaign is doing open play or allowing those rules.

It also gains mental levels of ability to self wound with the CA rules and it noy exactlly going to be a challenge for a knight to remove that from the board.
   
Made in de
Nihilistic Necron Lord






Germany

Relic falchion super heavy tank destroyer. Its volcano cannon is heavy 2D6, 120", S16, AP-5, D2D6. If the knight is still standing use the 8 lascannons to finish him off.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

 p5freak wrote:
Relic falchion super heavy tank destroyer. Its volcano cannon is heavy 2D6, 120", S16, AP-5, D2D6. If the knight is still standing use the 8 lascannons to finish him off.

How does it hold up against a Raven Castellan hitting it first?

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
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Germany

 Eldarain wrote:
 p5freak wrote:
Relic falchion super heavy tank destroyer. Its volcano cannon is heavy 2D6, 120", S16, AP-5, D2D6. If the knight is still standing use the 8 lascannons to finish him off.

How does it hold up against a Raven Castellan hitting it first?


With T9 and W26 it can take a hit.
   
Made in gb
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East of England

The Falchion comes out on top, but it's close I think. Whoever fires first will win.

This message was edited 4 times. Last update was at 2018/06/17 06:53:07


 
   
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 p5freak wrote:
Relic falchion super heavy tank destroyer. Its volcano cannon is heavy 2D6, 120", S16, AP-5, D2D6. If the knight is still standing use the 8 lascannons to finish him off.

Only costs three million points, too.
   
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Vancouver, BC

meleti wrote:
 p5freak wrote:
Relic falchion super heavy tank destroyer. Its volcano cannon is heavy 2D6, 120", S16, AP-5, D2D6. If the knight is still standing use the 8 lascannons to finish him off.

Only costs three million points, too.


Two point eight million, tyvm.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
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Germany

The falchion is only 1017 pts

Relic leviathan dread with twin grav flux bombard. Heavy 2D3 S9 AP-5 D5 (!) damage for every successful hit it does, against TITANIC units. 339 pts. but only 18" range.
   
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So I let slip that I was going to build multiple Leviathan dreadnoughts when asking my usual opponents about possible kit bashes while we were discussing our future lists, and now they seem to be making every proposition that I don’t make a move towards Leviathans at all, give up on fighting the knights, and just eat a loss from them every round in favor of being more ‘well-balanced,’ while at the same time claiming a ‘well-balanced’ list can easily take out knights at 1000+ points and that knights are totally weak you guys really. I tried to explain the math at hand and that the grav bombards would be useful against other targets that I’m likely to encounter, but they weren’t having any of it.

I also confronted the one player about the four-story tall factory walls, and he tried to counter-claim that I wouldn’t have been able to see his knights past the walls if he couldn’t move through them which… makes no sense at all to me. Neither of us had LOS issues trying to shoot at each other through the second story windows, or else I’m certain we would have been claiming it then and there. Naturally he and the other player both agreed that the claim that knights couldn’t move through walls was dubious at best and said that we were going to have to declare such things at the start of the game, which means it’s almost certain they’ll contest me claiming walls can block movement for non-infantry models. That’s why I was hoping for multiple, definitive rules, statements, FAQ’s, etc, instead of a single sentence.

I feel browbeaten over both matters.

Honestly, I’m about half a step away from going ‘That Guy’ on them, and taking the WAAC’iest net list I can get my hands on and straight up cheating for a handful of games while stopping every turn to review their rules in depth to create a perfectly joyless experience for everyone.
   
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I suggest a 40K vacation. Step back for a bit. What you are proposing is playing a game so that neither you nor your opponent have fun due to your behavior. That's not healthy for you or your meta.
   
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Axle_Gear wrote:
So I let slip that I was going to build multiple Leviathan dreadnoughts when asking my usual opponents about possible kit bashes while we were discussing our future lists, and now they seem to be making every proposition that I don’t make a move towards Leviathans at all, give up on fighting the knights, and just eat a loss from them every round in favor of being more ‘well-balanced,’ while at the same time claiming a ‘well-balanced’ list can easily take out knights at 1000+ points and that knights are totally weak you guys really. I tried to explain the math at hand and that the grav bombards would be useful against other targets that I’m likely to encounter, but they weren’t having any of it.

I also confronted the one player about the four-story tall factory walls, and he tried to counter-claim that I wouldn’t have been able to see his knights past the walls if he couldn’t move through them which… makes no sense at all to me. Neither of us had LOS issues trying to shoot at each other through the second story windows, or else I’m certain we would have been claiming it then and there. Naturally he and the other player both agreed that the claim that knights couldn’t move through walls was dubious at best and said that we were going to have to declare such things at the start of the game, which means it’s almost certain they’ll contest me claiming walls can block movement for non-infantry models. That’s why I was hoping for multiple, definitive rules, statements, FAQ’s, etc, instead of a single sentence.

I feel browbeaten over both matters.

Honestly, I’m about half a step away from going ‘That Guy’ on them, and taking the WAAC’iest net list I can get my hands on and straight up cheating for a handful of games while stopping every turn to review their rules in depth to create a perfectly joyless experience for everyone.


So.

Not wanting to play against Forgeworld is a pretty common sentiment, as that stuff is perceived (rightly or wrongly) as being OP or cheesy.

You could ask them what they think what "well-balanced" Space Marines list at 1000 points could easily beat Knights. My thoughts are probably none, since you'd need to tailor a list quite a bit to beat 1000 points of only T8 24+W 3+ models, but I digress.

The player talking about cover is making up a few rules. This edition uses true LOS, if any part of the model is visible it's visible. If it's 50% obscured it has the cover bonus. Simple as that. You also can't move through walls of ruins unless you're <infantry>, Sounds like your opponent(s) don't want to play with the actual rules in the 40k rulebook, but instead something they've made up/houseruled and prefer.

These don't sound like especially enjoyable people to play with, tbh. Don't think cheating on them would accomplish anything, though. It sounds to me like you would enjoy the hobby a lot more if you didn't play against these people if they aren't willing to compromise.
   
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Just build a legal list. And if any of them play drukhari, tell them to feth right off. And yes, fw is legal.

This message was edited 1 time. Last update was at 2018/06/20 01:45:09


 
   
Made in sg
Longtime Dakkanaut





Ally in imperial guard. Then bring a whole bunch of conscripts. Imperial knights just doesn't handle horde well, especially horde of that kind of degree. I think 150 conscripts can probably hold off a bunch of knights indefinitely. Knights are going to take forever to kill off so many conscripts.

Then you can focus the rest of your points on your shooty stuff, bring everything that you can pack lascannons onto. And then focus fire down the knights one by one. Think about the most efficient way to pack lascannons onto your army. (Bringing ten marines for 1 lascannon is not efficient.).

I think flyers are worth a try. Especially the storm raven with the right kind of missiles. (Use those that have str 8, my friend always uses those). His knights can't melee your storm ravens, and guns like avenger gratlings aren't that great also. That Gallant will just stand there and get shot at all game.

Don't bother packing anything killy into your storm ravens. Just bring them as flying knight killer platforms. If you bring three storm ravens, and 100 to 150 conscripts, you still have lots of points left to squeeze in even more lascannons.

This message was edited 2 times. Last update was at 2018/06/20 03:08:41


 
   
Made in us
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meleti wrote:

Not wanting to play against Forgeworld is a pretty common sentiment, as that stuff is perceived (rightly or wrongly) as being OP or cheesy.

You could ask them what they think what "well-balanced" Space Marines list at 1000 points could easily beat Knights. My thoughts are probably none, since you'd need to tailor a list quite a bit to beat 1000 points of only T8 24+W 3+ models, but I digress.


It's not so much that they won't let me field it, it's more that they'll never let me hear the end of it. If I field Leviathan Dreads and win, it's because I list-tailored. If I lose, the two of them are gonna smugly 'tsk-tsk' and wag their finger at me saying 'I told you so. You should have built a 'well-balanced' list.'

It's worse when they go on about trying to play the objectives. My army is primarily footslogging, and the slowest knights start with... what, 10" movement? And they act like I'm going to have so many more units on the table with a majority Primaris army that 6-8 reasonably fast, extremely durable models aren't going to be able to be where they need to be and stay as long as they need to stay.

@Leo_the_Rat - I'd consider it, but I'm already in the midst of this Tale of Gamers schtick. It's be bad form to drop out, but it would also be bad to stick around and be miserable...

EDIT:
Martel732 wrote:
Just build a legal list. And if any of them play drukhari, tell them to feth right off. And yes, fw is legal.


One of the two is playing drukhari, and he is playing the homculus list that gives everything 4++ and... was it a 5+ FNP?

This message was edited 1 time. Last update was at 2018/06/20 05:47:53


 
   
Made in fi
Locked in the Tower of Amareo





Mandragola wrote:
So far I’ve tabled knights with my crimson fists every time I’ve played against them. To be fair, this was before the codex came out. Things might be a little different now!

I’ve got three things that are good at killing knights: a lot of lascannons, 19 rapid fire hellblasters and a primaris captain with the fist of vengeance relic.

The captain is an absolute monster, and a steal at 106 points. I give him the Emperor’s Sword warlord trait. If you’ve got a lieutenant and librarian around he can do up to 21 wounds on the charge, and then another 21 if you use Honour the Chapter or Only in Death…

It’s really great to have this model hanging around in my lines. The knights will tend to approach marines, at which point you can have a repulsor soak the overwatch, then charge the captain in and knock one over.


That "they approach you" might not work out that long if it's that reliable.

Also watch out for that repulsor if he brings out castellan. ESPECIALLY if he's raven. Then he can reliably blow up repulsor a turn with just one of his weapons(other weapon still reliably blows up leman russ level tank...Just been simulating how much firepower those main guns can get with raven and it's basically leman russ + repulsor dead fairly reliably. Sometimes leman russ survives but that's why he can use shoulder guns to give some security. More firepower once it gets within melta gun range with 4 of those). Albeit castellans won't be seen in smaller games and aren't autoinclude but be aware that if you face that knight don't rely on repulsor surviving his first shooting face unless you can at least cause 14 wounds to T8 3+/5++, likely 4++.

Also for added insult that character might be facing ignore inv ignore LOS missiles so you might be in a hurry to engage.


Automatically Appended Next Post:
Axle_Gear wrote:

2) I chose the only chapter with no useful benefits because, of course, any choice I make is the weakest one. Unfortunately, I’ve already been painting plenty of my dudes up, so my options at this point are to either whip up 750-1000 points in a week while working a full time job and chuck what I’ve done so far, or just be ‘Imperial Fists but counts-as [chapter].’ I really wanted to do the yellow scheme, cause I don’t see it that often. I guess there’s a reason for that.


You could alter colour scheme a bit. Like different shoulder pad edge colours etc. If you don't have IF symbols on them fair no issues whatsoever

This message was edited 3 times. Last update was at 2018/06/20 06:34:29


2024 painted/bought: 109/109 
   
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Eldenfirefly wrote:
Ally in imperial guard. Then bring a whole bunch of conscripts. Imperial knights just doesn't handle horde well, especially horde of that kind of degree. I think 150 conscripts can probably hold off a bunch of knights indefinitely. Knights are going to take forever to kill off so many conscripts.
SNIP, something about flyers.


I almost forgot to address this when I was making my last post!

That does seem like a legitimate strategy. Virtually every piece of advice my regular opponents offer me is essentially putting forward chaff units to stall incoming melee, and they never quite seem to understand that I'm playing marines and even scouts are expensive as a sacrificial squad.

Unfortunately, with my schedule and things regularly ramping up every couple of weeks, I'd have to look into assembling and painting these conscripts in... maybe 8-10 hours worth of time spread out over a couple of weeks? And that's to say nothing of obtaining 100+ models that will paint and build rapidly enough to be usable.
   
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 Icculus wrote:
Spoiler:


If that's the FW super heavy tank be carefull knight player doesn't get sniff of that plan. If he does he might feel tempted to bring raven castellan that, while being cheaper, sports 4++ inv save and can literally wreck that completely in one shot very reliably. Without even factoring that first gun might weaken the invulnerable save making it easier to hurt for the second.


Automatically Appended Next Post:
Axle_Gear wrote:
Eldenfirefly wrote:
Ally in imperial guard. Then bring a whole bunch of conscripts. Imperial knights just doesn't handle horde well, especially horde of that kind of degree. I think 150 conscripts can probably hold off a bunch of knights indefinitely. Knights are going to take forever to kill off so many conscripts.
SNIP, something about flyers.


I almost forgot to address this when I was making my last post!

That does seem like a legitimate strategy. Virtually every piece of advice my regular opponents offer me is essentially putting forward chaff units to stall incoming melee, and they never quite seem to understand that I'm playing marines and even scouts are expensive as a sacrificial squad.

Unfortunately, with my schedule and things regularly ramping up every couple of weeks, I'd have to look into assembling and painting these conscripts in... maybe 8-10 hours worth of time spread out over a couple of weeks? And that's to say nothing of obtaining 100+ models that will paint and build rapidly enough to be usable.


Well crusader can once close kill about 17 conscripts a turn. Plus more for morale. So yeah those would be bit of a headache to clear for sure! You wouldn't outkill him but would be taking objectives easily.


Automatically Appended Next Post:
jcd386 wrote:
 Karhedron wrote:
jcd386 wrote:

1) The x3 las Preds are effective, but with full rerolls (a chapter master and LT is enough with the strat, but Roboute is generally better) they still only do about 15 wounds to a knight with a 3++ (warlord trait 4++ with rotate ion shields. They will do more damage if you spread out their fire to 5++ knights, but that's not always ideal either. Probably the best idea is to shoot at one knight with one pred, hope they pop the shields, then focus everything else on another target. But there really isn't a great way around it that I know of.

There are games you can play here. If you first target is a Dominus class Knight, you opponent is in a quandry. If he wants to Rotate Shields, he will need to spend 3CPs. Given that Knights are usually very short on CPs, he won't be doing this more than once in a game at this level. If he calls your bluff and does not rotate then continue to blaze away at the original target.


Yeah that certainly seems like the way to do it.

It's worth noting however that they can also have a second knight that is -1 to hit from the Mortan warlord trait while the other is at 3++, which i guess makes me feel bad for 3rd or 4th knights, lol. We might not see much or Mortan though, so who knows.


Yeah mortan isn't that common. reroll 1's in h2h. Wee. -1 to hit is nice but tradition isn't that hot. Hawkshround and raven will be most likely I would guess with Terryn and Taranis being close behind.


Automatically Appended Next Post:
 axisofentropy wrote:
Thunder hammers on jump packs. Knights don't get the invulnerable save in melee.


Except for one with relic. Plus FW knights. Also 2+ armour save is as good as 5++ vs power fist caliber and is still 6+ vs thunder hammer. Though yeah those are scary for knights.


Automatically Appended Next Post:
 p5freak wrote:
 Eldarain wrote:
 p5freak wrote:
Relic falchion super heavy tank destroyer. Its volcano cannon is heavy 2D6, 120", S16, AP-5, D2D6. If the knight is still standing use the 8 lascannons to finish him off.

How does it hold up against a Raven Castellan hitting it first?


With T9 and W26 it can take a hit.


Quick simulatons I ran without shoulder guns or meltas: 25, 12, 13, 15, 24, 20, 27, 22.

It will stand good chance of getting wrecked in one turn. IF not it's near crippled and with 5+ to hit and 4++ you cause average 7 wounds.

So basically that game is decided by "who shoots first wins". Good news is that knight can't go to reserves as the strategem doesn't work on the biggest knights.

Thing is with 3++ option for him he might actually eat up salvo from you and actually survive within full bracket and then blow you up. If he can get even 1 CP from anywhere(3CP for 3++, 1CP for another strategem) if you don't kill it it shoots at full strength with above results. Then you have that knight still left to deal with and you are out of your relic.

That thing is monster in taking out vehicles and can take up damage rather well from other big vehicle hunters like this, shadowsword etc. It's not that durable as such when it comes to knights but against these units it's forte. But generally other knights are MORE durable as a) they cost less and b) can use +1 inv strat for 1CP. 3CP is often crippling unless you are facing shadowsword or it's kind...So by bringing that relic SHV you are actually in a roundabout way helping knights survivability as by using the 3++ for 3CP he likely survives and can then retaliate by taking out your prime threat. Or if he goes first he takes it out and then has 3CP still left.

edit: CP will be issue but 1000+ on the super heavy so castellan+IG battery possible.

This message was edited 8 times. Last update was at 2018/06/20 07:16:18


2024 painted/bought: 109/109 
   
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Lord of the Fleet






London

I may be a bit biased here since I love this character, but I would suggest the following:

- Lias Issodon
- 3x Devastator Squads with 4x Multi-Meltas, Combi-Melta and Thunder Hammer

Lias and the Devs can all deep-strike within 12" and get their damage bonus. You have 5 Melta shots, which while at -1BS (except 1 thanks to Signum), you're rerolling all your misses. You don't have to take a TH but since Lias gives you +1" to your charges and those Devs will certainly die the next turn anyway, no harm in charging in and trying to do a bit more damage.
   
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 Valkyrie wrote:
I may be a bit biased here since I love this character, but I would suggest the following:

- Lias Issodon
- 3x Devastator Squads with 4x Multi-Meltas, Combi-Melta and Thunder Hammer

Lias and the Devs can all deep-strike within 12" and get their damage bonus. You have 5 Melta shots, which while at -1BS (except 1 thanks to Signum), you're rerolling all your misses. You don't have to take a TH but since Lias gives you +1" to your charges and those Devs will certainly die the next turn anyway, no harm in charging in and trying to do a bit more damage.


Assuming you also have a lt in range of all three units, this combo does 10ish damage to a 3++ knight with cherubs and sigums all popping. You also have to wait until turn two to use it. It's also almost half of your army.

This message was edited 2 times. Last update was at 2018/06/20 11:45:27


 
   
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 Valkyrie wrote:
I may be a bit biased here since I love this character, but I would suggest the following:

- Lias Issodon
- 3x Devastator Squads with 4x Multi-Meltas, Combi-Melta and Thunder Hammer

Lias and the Devs can all deep-strike within 12" and get their damage bonus. You have 5 Melta shots, which while at -1BS (except 1 thanks to Signum), you're rerolling all your misses. You don't have to take a TH but since Lias gives you +1" to your charges and those Devs will certainly die the next turn anyway, no harm in charging in and trying to do a bit more damage.

I'm pretty sure mathematically you want Grav Cannons instead.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
 
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