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Dark Angels Deathwing Knights... What do us Tyranids use to kill them?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in sg
Brainy Zoanthrope





During a game two days ago, I ran into a unit of Deathwing Knights with a Librarian attached to them.

They were devastating..

On their own they took out:

A unit of Raveners, due to the Librarians Force Weapon.
A Tyrant and guard due to using smite mode.
A bunch of Rippers (okay well, those were easy )

That 2+/3++ was the biggest problem though. How do you take them out with Nids?

Swarmlord?

Anything else?
   
Made in us
Knight of the Inner Circle






I had a ten man terminator unit with Belial get torn apart by genestealers...This was after I shot half of them! Knights would be tougher as they have a 3++ on everyone and strike at init

6000 points
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Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Drown them in gants/tons of wounds from shooting. Keep all your big valuable targets away from them. Enfeeble and lots of poison gant fire should bring them down.

 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.


 
   
Made in sg
Brainy Zoanthrope





I would have had a lot less trouble with normal Terminators. Actually if they had been normal Terminators, they would have been dead. That 3++ and the Smite mode on the Maces of Absolution made all the difference though.

My Raveners still got 16 attacks against them when they died (one was Mind-Warred by the Libby and at I1). I had bad rolls there, but once we checked my hits, those knights just passed all their 2+ against normal hits and 3++ against the Rends. Quite frustrating to see a dedicated CC unit, at 35 points a model no less, go up in smoke. In CC :(. And doing nothing whatsoever in return..


Automatically Appended Next Post:
 Eldarain wrote:
Drown them in gants/tons of wounds from shooting. Keep all your big valuable targets away from them. Enfeeble and lots of poison gant fire should bring them down.


Yeah my opponent actually said that only a blob of poison Hormies would have scared them. But I didn't bring any.

Shooting though... They are 2+. It takes a massive amount of shots to kill them. Hmmm maybe Devilgaunts..

This message was edited 1 time. Last update was at 2013/07/22 02:38:36


 
   
Made in us
Ragin' Ork Dreadnought




Gaunts with Devourer rifles. An average of 4 dead from a squad of 30 per turn.
   
Made in us
Knight of the Inner Circle






Pfft just get a broodlord in there with all the upgrades...Tore through all my TH/SS......I do roll poorly though

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Empire 5500 Points

 
   
Made in au
Devious Space Marine dedicated to Tzeentch




Australia

Tie them up with fearless gants.

Zoanthropes too. Both biomancy and telepathy have really effective primaris powers against termies (telepathy is preferred against 3++ termies).

2000 pts

Compel wrote:
Because in a universe where the basic weapon is a rocket propelled grenade machine gun, with gigantic battletanks, 5 kilometer long spaceships, huge robots and power armoured supersoldiers, the most powerful guy you want to field on a battlefield is a bloke in a pointy hat carrying a stick. 
   
Made in eu
Regular Dakkanaut





All types of TH/SS terminators can be a pain in the ass.

Those knights are even worse in some cases.

But their weakness are small arms fire. After all they can take twice as much as a normal marine for more then dubble the cost. (Shieldwall +1T makes the knights abit tougher tho)

Another weakness the Knights have is their weapons. They can only have ap 1 in one round of combat. The rest of the time they have ap 4.
If you can, feed them with something 2+ or 3+ and hope they will activate their hammers. Then you send in something 2+ to tie them up or kill them.
   
 
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