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Made in gb
Devastating Dark Reaper





York U.K

So my brother and I are both starting new armies, me with nids. He has completely fallen in love with the knight titan models amd so his 1500 point list contains four of them. I have looked through the statline and cant figure out a way of fighting them. Any help would be appreciated.

This message was edited 1 time. Last update was at 2014/02/28 16:19:19


"The tactical power of the Dakair craftworld will destroy the imperium for selfishly exploiting the maiden worlds that so rightfully belong to us!" Yaralii azur Farseer of Dakair.
http://www.dakkadakka.com/dakkaforum/posts/list/446451.page My Eldar WIP blog!
 
   
Made in no
Liche Priest Hierophant





Bergen

Not to rain on your parade, but I am going to anyway.

I think you will find that when the rules and army lists of warhammer 40K are takes to the exstremes a lot of the units turn bad. I do not know the rules of his army if they can score or what-not? Or if the list alows you to take 4 of them. But the short awser is to not start nids but instead start your own knight titan army.

   
Made in us
Regular Dakkanaut





Nids are going to get completely wrecked by these things. Unfortunately the correct answer is to choose another army.
   
Made in ca
Rampaging Carnifex




West Coast, Canada

How about vector strikes? 3 Crones, 2 flyrants, and just hope to glance it to death?

   
Made in us
Regular Dakkanaut





FMC will be your friend! Crones with massive Vector Strikes, Warp lance tyrants are all pretty safe from the Knights.
   
Made in gb
Regular Dakkanaut





They only have 3 attacks each, so tarpit them with gaunts or other cheap gribblies then go for the objectives with the rest of your force, that will work in all but killpoint games.

I for one welcome our new revenant titan overlords... 
   
Made in us
Dakka Veteran





Against anything else you'd want to get into Assault with a Monstrous Creature. But since from what I've seen the Knights have "D" weapons for melee (I'm still not sure how GW expects normal armies to deal with D weapons in non-escalation games) you don't want your Hive Tyrants to get smashed.

So your next alternative is:

Crones (haywire missiles and vector strikes)
Flying Hive Tyrants (electroshock grub Haywire template)
Hive Guard (armed with Haywire weapon)
Tyrannofex (long range S9)

Other than that, just spam Heavy Venom Cannons. Carnifexes and Warriors especially can spam them pretty well.
   
Made in us
Tough Tyrant Guard





Yeah, the Knights release was another kick in the nards to tyranids. whats that? a 370-ish point scoring superheavy walker with a 2-shot battlecannon and a pair of heavy stubbers to ground FMC? oh and a strD ccw??? :(

This message was edited 1 time. Last update was at 2014/02/26 00:33:55


 
   
Made in us
Longtime Dakkanaut




30 Guants on each one, with a synapse creature nearby and they are done.
   
Made in us
Tunneling Trygon





The House that Peterbilt

Fragile wrote:
30 Guants on each one, with a synapse creature nearby and they are done.

Unfortunately you cannot declare a charge on a vehicle you cannot hurt (Page 7 Basic over Advanced and Page 76 Vehicle assault rules would override an FAQ answer for Page 20 that is a basic rule for declaring charges).

Best you could do with gaunts is maybe hem him in (not sure though, do super heavy walkers get that uber tank shock that regular superheavies get?).

Best answer for nids to a Knight is our Lord of War. A harridan is one of the harder counters to a knight. Which is why Knights, in my opinion, shouldn't be allowed unless Escalation is allowed.

This message was edited 2 times. Last update was at 2014/02/26 01:15:45


snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

Mike712 wrote:They only have 3 attacks each, so tarpit them with gaunts or other cheap gribblies then go for the objectives with the rest of your force, that will work in all but killpoint games.


Fragile wrote:30 Guants on each one, with a synapse creature nearby and they are done.


You gentlemen need to familiarize yourselves with the super heavy rules for stomp. These tarpits won't last super long, but they will slow them down.

The primary issue he will have is killing monstrous creatures at range. Even 8 battle cannon shots will BARELY kill 1 MC a turn, and you shouldn't have any issue getting 4+ into a list. So he will be going for melee to cut you apart, which means he will be coming to you.

Zoanthropes: Obvious really. Feed them warp lances. Screen them with gaunts, as the crappy range is going to get them uncomfortably close to those bad boys. 1 squad of 3
Hive Guard: Haywire weapons have range issues, but are marignally more effective. In my opinion the extra range, not needing LOS and multiple shots makes the impaler cannon a better choice. One squad of 3 IMO.
Venomthropes: 1 squad, probably of 1 for that cover save you will need to mitigate the damage to you via ranged weapons.

Crones: 3....because to hell with facing a wall of titans without being cheap yourself. 2 haywire missiles for the first 2 turns, then throw down those vector strikes. S8 vector strikes will tear those bad boys up.

Heavy Support: I'd skip it....it's not going to do a damn thing.
HQ: I'd be tempted to suggest winged tyrants with double devourers, as they are awesome all around....but they'd have to get to the side or back armor....and you'd do a staggering 1.8 hull points per turn...that's not great for 230 points. In a list tailoring situation, maybe a prime with minimal to no upgrades.
Troops: 30 termigants, 10 termigants, Tervigon w/regen. Decent scoring, 2 big speed bump units and the ability to make at least 1 more. Points permitting, get more small squads of termigants.

125 Prime, no toys.
120 30 termigants
225 Tervigon, regen
40 10 termigants
465 3 Crones
165 3 Hive Guard, impaler cannons
150 3 Zoanthropes
45 Venomthrope

165 points left to fill our your termigants or pick up a fortification or something.

There's also the idea of fighting fire with fire....if he wants to play dirty then you can too. Get an Aquila Strongpoint. Nothing like a strength D ranged weapon to even the scales. Drop it in the back of your deployment zone and fire away.

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in us
Hardened Veteran Guardsman





Northern Virginia

 winterman wrote:
Fragile wrote:
30 Guants on each one, with a synapse creature nearby and they are done.

Unfortunately you cannot declare a charge on a vehicle you cannot hurt (Page 7 Basic over Advanced and Page 76 Vehicle assault rules would override an FAQ answer for Page 20 that is a basic rule for declaring charges).

Best you could do with gaunts is maybe hem him in (not sure though, do super heavy walkers get that uber tank shock that regular superheavies get?).

Best answer for nids to a Knight is our Lord of War. A harridan is one of the harder counters to a knight. Which is why Knights, in my opinion, shouldn't be allowed unless Escalation is allowed.


That, unfortunately, seems to be the opinion that caused the arrival of the Imperial Knights as they are in the first place.

Games-Workshop WANTS people to buy, and use super-heavies. They release Escalation with the book explicitly stating that it is to allow Super-Heavies to be used in Standard Warhammer 40,000 games . Only one player needs the book to play escalation, and players can roll off on if they use normal, or escalation missions. They are not saying this is a supplement like Cities of Death where both players choose to play it. They are saying if you want to use superheavies, just buy the book and go to town.

Players decided they don't like D weapons and Super-Heavies, and declare they won't play "escalation games", nevermind that there is no such distinction by Games-Workshop.

So now they release an army unto itself, built from Super-Heavies using D weapons. They use the rules listed in the Escalation book, but are explicitly mentioned to not be Lords of War, so they don't have the limitations that come from being within that book. So now we have an army that really should be countered by escalation units, the very units that some people refused to acknowledge or play. Games-Workshop never officially gave people permission to back out of playing escalation, and this only looks like them doubling down on that proposition.

In any case, a Harridan should definitly do some work against them knights
   
Made in us
Longtime Dakkanaut



Cheyenne WY

It's expensive, but good ole Carnifexen should do the trick, Adrenal gland, 135 each, 270 a brood of x2. 2D3 HoW on the charge(s 9), S 10, extra attack w/ scything talons spam, should do a number, if it lives one of you eat a D CCW, but you might well live, and one more round of CC and it will Not.

You can have up to 3 of these broods for 270, x3 =810 pts?

The will of the hive is always the same: HUNGER 
   
Made in us
Lurking Gaunt




For Carnifexen, Crushing Claws are probably the better buy. 12 inch movement and the thunderblitz rules means it's going to be a major pain getting the charge off. Crushing claws cost the same, give you +1S at all times for S10, plus armorbane (2d6 pen) means when you do hit, it's near sure you'll pen.
Paroxysm is terrific as well, dropping from WS4 to 3 means hitting on 4s instead of 3s and is a pretty steep drop in the odds of one-shotting a carnifex, and WS1 nearly cripples it.

This message was edited 1 time. Last update was at 2014/02/26 03:23:04


 
   
Made in nz
Longtime Dakkanaut



New Zealand

Nids should fight Titans the same way they fight everything - hide everything behind LOS blocking terrain and hope that their two Flyrants (and maybe the couple of Dakkafexes depending on matchup) can deal with everything themselves.

Seriously though Knights don't really have an answer to FMCs and their rear armour isn't amazing. Flyrants are one of the few good things in the Nid book and you have free reign to fly around with only Heavy Stubbers to ground you. Even with a 4+ save you should still be able to do damage with a standard 2xDevourer Flyrant. I'm also pretty sure that a Flyrant has higher I than a Knight, so if its already lost a few hull points an assault from a Flyrant should finish it off before it punches you in the face.
   
Made in gb
Towering Hierophant Bio-Titan






Da dakka boy wrote:knight titan models


Knights aren't titans. I'm going to spend the rest of my post to referring to any large walking unit as a titan to highlight how ridiculous this phrase is.

TheRedDevil wrote:For Carnifexen, Crushing Claws are probably the better buy. 12 inch movement and the thunderblitz rules means it's going to be a major pain getting the charge off. Crushing claws cost the same, give you +1S at all times for S10, plus armorbane (2d6 pen) means when you do hit, it's near sure you'll pen.
Paroxysm is terrific as well, dropping from WS4 to 3 means hitting on 4s instead of 3s and is a pretty steep drop in the odds of one-shotting a carnifex, and WS1 nearly cripples it.


Carnifex Titans (and pretty much any other melee unit Nids have) are a bad idea for several reasons:
1) Non-GC's are stuck with half the movement range that SHW's have, meaning it's very unlikely for them to get off a charge first.
2) Most Tyranid MC's will attack at the same time or after the Knight, meaning it probably has to weather a Destroyer hit or two.
3) Finally and most importantly - even if you do kill the Knight anything that survives the fight is going to take a Destroyer hit from the catastrophic explosion, making melee pretty much a suicide option, even for a Swarmlord Titan.

If you do have to go down the melee route, small Genestealer broods are probably the best option. Take some vanguard formations and spread them around the field to close off avenues of movement and make counter-charges. They're a bit more disposable than any MC in this role.

That's a good point regarding Paroxysm. Sooner or later these things are going to get into melee, and dropping their WS is a great way to reduce those D-weapon attacks (plus it makes their firepower less accurate). If you can get them down to WS1 then they'll be hitting virtually anything on a 5+ in melee. Unfortunately, as with other Tyranid psychics this isn't something to rely on. Warp Lance and Paroxysm are both really useful against Knights, but they have to be considered a bonus if you get them rather than a core part of your plan.

SBG wrote:How about vector strikes? 3 Crones, 2 flyrants, and just hope to glance it to death?


FMC spam is pretty much the only viable option currently, Knight-heavy forces will really struggle to ground FMC's (at least until we see new variants with anti-air weapons). Crones can do really well with S8 vector strikes and their Haywire missiles. Flyrant Titans can go for lots of glances with devourers, and hope to get Warp Blast or Paroxysm. Don't forget they can also take a Haywire template weapon for a near-guaranteed hull-point of damage.
The Harridan provides a solid (if expensive) hard-counter to forces mostly comprised of Knights. Their ridiculous S10 vector strike plus being able to fire twelve S10 shots can potentially kill a Knight each turn. It can also launch Gargoyles at an opportune moment as insurance against being grounded and charged.

If none of these are an option, you'll need to get really clever and/or lucky with shooty Nids. The Knight directional shield will make Tyrannofex Titans with Rupture Cannons virtually useless, and anyone with sense is going to be blocking the S10 firepower. Taking multiple Exocrine Titans or Dakkafex Titans can score a few glances against side/rear armour. The trick here will be to focus on one target and hit it from multiple sides at once to reduce the shield effectiveness.
   
Made in us
Potent Possessed Daemonvessel





 kir44n wrote:
 winterman wrote:
Fragile wrote:
30 Guants on each one, with a synapse creature nearby and they are done.

Unfortunately you cannot declare a charge on a vehicle you cannot hurt (Page 7 Basic over Advanced and Page 76 Vehicle assault rules would override an FAQ answer for Page 20 that is a basic rule for declaring charges).

Best you could do with gaunts is maybe hem him in (not sure though, do super heavy walkers get that uber tank shock that regular superheavies get?).

Best answer for nids to a Knight is our Lord of War. A harridan is one of the harder counters to a knight. Which is why Knights, in my opinion, shouldn't be allowed unless Escalation is allowed.


That, unfortunately, seems to be the opinion that caused the arrival of the Imperial Knights as they are in the first place.

Games-Workshop WANTS people to buy, and use super-heavies. They release Escalation with the book explicitly stating that it is to allow Super-Heavies to be used in Standard Warhammer 40,000 games . Only one player needs the book to play escalation, and players can roll off on if they use normal, or escalation missions. They are not saying this is a supplement like Cities of Death where both players choose to play it. They are saying if you want to use superheavies, just buy the book and go to town.

Players decided they don't like D weapons and Super-Heavies, and declare they won't play "escalation games", nevermind that there is no such distinction by Games-Workshop.

So now they release an army unto itself, built from Super-Heavies using D weapons. They use the rules listed in the Escalation book, but are explicitly mentioned to not be Lords of War, so they don't have the limitations that come from being within that book. So now we have an army that really should be countered by escalation units, the very units that some people refused to acknowledge or play. Games-Workshop never officially gave people permission to back out of playing escalation, and this only looks like them doubling down on that proposition.

In any case, a Harridan should definitly do some work against them knights


Except you know that whole article where jJervis literally said that escalation and stronghold assault are like planet strike or cities of death....so you know other than that Gw has said they are totally not like those things. To me the knight thing is not a real army (one model does not an army make...and giving into GWs "hey you should buy all this new stuff" pay to win system is bad for the game. Also Gw does not need to give people permission to back out of anything....you can always back out of any game you want. It sure yeah nod players should totally spend $1000 on a bio Titan to fight these things....that is totally the right answer.

This message was edited 1 time. Last update was at 2014/02/26 11:34:08


 
   
Made in gb
Sinewy Scourge




I'd recommend using Flyrants and Exocrines, whilst throwing other things in the way as chaff (the other things will definelty die). Subsequently focus fire the knights down one at a time. It will be very hard for him to hurt your hive tyrants (blasts can't fire at you whilst swooping, nor can he assault), exocrines can only take 1 wound at a time per blast that hits. Look at putting regeneration on the Exocrines.

Against a Knight Titan lets assume that you have a Tyrant in each flank and two Exocrine to the front (very easy to achieve) and assume his Shield is facing the Str 7 AP2 at the front. We'll assume the Exocrine have moved so its a little worse than if they hadn't.

You are throwing:

12 shots, BS 3, Str 7
6 Hits, 1 Glance, 0.5 Hull Points lost after saves.

24 shots, BS4 Twin Linked, Str 6
21 Hits, 3.5 Glances, No Saves

Thats 4 HP a turn, or 2 Knights ever 3 Turns (so 4 over 6 turns) to completely table him. He will eventually kill the Exocrines, but that's OK their job is to force him to position so you can hurt him more easily with the Tyrants.

Add in Crones and Dakkafexes and this shouldn't be too hard a game. You can't tar pit him in any meaningful way, but you can use MSU gants as speedbumps, he can only charge one unit at a time wit Each Knight, so put rubbish int he way whilst you focus him down.
   
Made in us
Hardened Veteran Guardsman





Northern Virginia

Breng77 wrote:



Except you know that whole article where jJervis literally said that escalation and stronghold assault are like planet strike or cities of death....so you know other than that Gw has said they are totally not like those things. To me the knight thing is not a real army (one model does not an army make...and giving into GWs "hey you should buy all this new stuff" pay to win system is bad for the game. Also Gw does not need to give people permission to back out of anything....you can always back out of any game you want. It sure yeah nod players should totally spend $1000 on a bio Titan to fight these things....that is totally the right answer.


The problem is regardless of what Jervis says in an article outside of the game, Games-Workshop itself (on its website) has not defined Escalation and Stronghold Assault as the same as the existing expansions for the game. Planetsrike, Cities of Death etc. are formally declared to be expansions. They are even labeled in a separate seciton of the website as "Expansions", while Escalation is labeled as a supplement, just like any codex supplement. Does this mean you won't let an enemy take one of their unit formations from a dataslate or codex supplement because it breaks the FoC rules?

And to reinforce that the imperial knights ARE an army, they were given a separate army page on the army list for the website. The whole point of Imperial Knights, Escalation, and Stronghold Assault is to increase GW's revenue stream. They want people to buy and use these large models. And to do that, they have to entice people to buy them. Its also harder for smaller company's (like chapter house) to make cheaper variants of big items, so it further helps GW maintain sales.

In any case the argument is possibly moot as one of the larger rumors is for 7th edition to come out later this year, and have Escalation and Stronghold Assault rolled into the main rulebook so people truly don't have a choice. And if this rumor holds true, then the only options left are figuring out how to handle D weapons, or switching over to warmachine or flames of war.

Back on topic though, while Nids can deal with 1 Imperial Knight with FMC's pretty easy, when 3-4 are in a list its going to get alot tougher. While Knights don't have AA guns, they still get 2 heavy stubbers on the paladins to try and force Grounding tests. And once grounded, a winged tyrant can die from having 2 knights fire their RFBC at it, with no misses and failures to wound.

I think Carnifex broods with Crushing Claws are a bad idea though. A unit of two means that you have 8 Toughness 6, Armour 3 wounds. The RFBC, assuming no gross scatter or failures to wound, can deal a maximum of 4 unsavable wounds to the carnifex unit. Thats 1 carnifex dead in one round of shooting. The 2nd carnifex will require at minimum two further rounds of shooting by the same RFBC. Because of how templates and wounding works, having a smaller number of carnifexes in a given unit increases their survivability from the RFBC.

This message was edited 2 times. Last update was at 2014/02/26 14:43:27


 
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

Drager wrote:
I'd recommend using Flyrants and Exocrines, whilst throwing other things in the way as chaff (the other things will definelty die). Subsequently focus fire the knights down one at a time. It will be very hard for him to hurt your hive tyrants (blasts can't fire at you whilst swooping, nor can he assault), exocrines can only take 1 wound at a time per blast that hits. Look at putting regeneration on the Exocrines.

Against a Knight Titan lets assume that you have a Tyrant in each flank and two Exocrine to the front (very easy to achieve) and assume his Shield is facing the Str 7 AP2 at the front. We'll assume the Exocrine have moved so its a little worse than if they hadn't.

You are throwing:

12 shots, BS 3, Str 7
6 Hits, 1 Glance, 0.5 Hull Points lost after saves.

24 shots, BS4 Twin Linked, Str 6
21 Hits, 3.5 Glances, No Saves

Thats 4 HP a turn, or 2 Knights ever 3 Turns (so 4 over 6 turns) to completely table him. He will eventually kill the Exocrines, but that's OK their job is to force him to position so you can hurt him more easily with the Tyrants.

Add in Crones and Dakkafexes and this shouldn't be too hard a game. You can't tar pit him in any meaningful way, but you can use MSU gants as speedbumps, he can only charge one unit at a time wit Each Knight, so put rubbish int he way whilst you focus him down.


Good advice overall, but I disagree with the exocrines. I mean 0.5 hull points per turn, or 1 if they direct the shield to the tyrants (which they should BTW) that's just bad for 340ish points. The AP2 is wasted as well, since they aren't likely to be getting side shots. Their limited range is going to get them into a world of trouble as well.

There's better things to spend the points on. I mean, Hive guard are pretty poor these days, but they throw out 6 S8 shots at 24" and don't need LOS to do it, for less points. Why not just take 3x3 hive guard instead of exocrines?

Remember, this is only 1500 points as well, He's not going to be able to run 2 exocrines, multiple winged tyrants, troop choices and then have a lot left to spend on other stuff.

This message was edited 1 time. Last update was at 2014/02/26 15:36:34


Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in gb
Sinewy Scourge




Fair enough I was recommending them for the purpose of getting the Knights pointing towards the Exocrines to make the Tyrants job easier. They are meant to dictate positioning and movement, not kill things.

Hive guard are probably a better choice though, for the same purpose you are quite correct.
   
Made in us
Potent Possessed Daemonvessel





 kir44n wrote:
Breng77 wrote:



Except you know that whole article where jJervis literally said that escalation and stronghold assault are like planet strike or cities of death....so you know other than that Gw has said they are totally not like those things. To me the knight thing is not a real army (one model does not an army make...and giving into GWs "hey you should buy all this new stuff" pay to win system is bad for the game. Also Gw does not need to give people permission to back out of anything....you can always back out of any game you want. It sure yeah nod players should totally spend $1000 on a bio Titan to fight these things....that is totally the right answer.


The problem is regardless of what Jervis says in an article outside of the game, Games-Workshop itself (on its website) has not defined Escalation and Stronghold Assault as the same as the existing expansions for the game. Planetsrike, Cities of Death etc. are formally declared to be expansions. They are even labeled in a separate seciton of the website as "Expansions", while Escalation is labeled as a supplement, just like any codex supplement. Does this mean you won't let an enemy take one of their unit formations from a dataslate or codex supplement because it breaks the FoC rules?

And to reinforce that the imperial knights ARE an army, they were given a separate army page on the army list for the website. The whole point of Imperial Knights, Escalation, and Stronghold Assault is to increase GW's revenue stream. They want people to buy and use these large models. And to do that, they have to entice people to buy them. Its also harder for smaller company's (like chapter house) to make cheaper variants of big items, so it further helps GW maintain sales.

In any case the argument is possibly moot as one of the larger rumors is for 7th edition to come out later this year, and have Escalation and Stronghold Assault rolled into the main rulebook so people truly don't have a choice. And if this rumor holds true, then the only options left are figuring out how to handle D weapons, or switching over to warmachine or flames of war.

.


Except that people always have a choice. FW books have said FW is legal for years now....many people don't use it. People are banning Dataslates etc....Tournaments have used comp before (fantasy does so all the time). So there is always choice. I get that GW wants to sell models. It may be that if they force it down my throat I'll either just play games with the old rules...or move on to other games. But it is undeniable that D weapons (as shown in this thread) are bad for the game. GW could have included all these models with better rules and no one would complain....but they didn't.
   
Made in us
Sneaky Lictor





Louisville, KY

I see a lot of things going back and forth and a couple of things to remember is you are not going to be shooting knights that are in combat, so you have to account for when they get into combat and how long it takes them to get out of that combat.

It is very likely that you are only going to be getting a few turns of shooting on them. One hopes they will wipe the unit that turn freeing them up to be shot at by you in the next turn.

Each turn of shooting has to be good. Getting to an unshielded side and letting lose with flyrants would be a start. But you pretty much have to kill them in that turn.. by that point they will be able to get to another unit for more combat.

the shorter range shooting of the zoans and hive guard shouldn't be much of an issue becaues the knights are going to be coming to you.

- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

 Da dakka boy wrote:
So my brother and I are both starting new armies, me with nids. He has completely fallen in love with the knight titan models amd so his 1500 point list contains four of them. I have looked through the statline and cant figure out a way of fighting them. Any help would be appreciated.


Look at it this way. You want nids, he wants knights.

Fine tell him that in order to make it fair he should choose another army and add a knight detatchment to it. Guard makes sense, this will make the game more fair and fun.
Meanwhile you can deal with one or two knights, zoanthropes can likely handle one.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Sneaky Lictor





Louisville, KY

 kir44n wrote:



In any case the argument is possibly moot as one of the larger rumors is for 7th edition to come out later this year, and have Escalation and Stronghold Assault rolled into the main rulebook so people truly don't have a choice.



Reading this both kills my soul and makes me laugh. I am fairly new to 40k ( Only been playing a year) and the one thing I can tell you is that if you think people are "forced" to play in any manner you are flat out insane. Tourneys constantly change the rules ( and if I'm not mistaken wasn't there some GW quote not to long ago saying they would rather the TOs balance the game than them?) edit foc, strip rules off of models and even flat out ignore sections. The 3 cities I have played in all had shop/group rules. No flyers, no stars..banning units. stripping rules. 100% not allowing full on codex rules and units to be used. Not FW, not apoc units... good ole codex based rules and units.

If the group you play with agrees not to allow a unit, you either don't use that unit.. Or find the 2 people that agree with you and only play with them.

- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Mike712 wrote:
They only have 3 attacks each, so tarpit them with gaunts or other cheap gribblies then go for the objectives with the rest of your force, that will work in all but killpoint games.

Okay, if I'd run a Knight, I'd run two of them. Tarpitting is an option but the stomp attacks with 1 to 3 small blasts may kill your cheap critters asap.

Moreover, the enemy will forsee this and take some steps to counter this.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Potent Possessed Daemonvessel





Throw in not being able to charge them with those tarpits unless they can hurt AV13, so you are looking at needing Rending on a model, or a powerfist/claw in a squad (not for nids) etc. Or meltabombs (again not nids)

Really the only ways Nids can tarpit them effectively would be to use stealers or throw a prime with rending into a gaunt squad. Also don't each of their 3 attacks cause D3+1 wounds or more if the wound.
   
Made in us
Tough Tyrant Guard





I would say exocrines are out. If you can shoot them then you are within charge range.
As for crones, they have the same issue to the same degree. Once you vector strike you are going to take a bunch of Hv Stubber shots and statisicly make a grownding test. A knight's HoW alone will ID a crone at S10.
Fexes are out too. To slow and they will most likely be charged rather then charging. The knight has a better I and WS.
Zoans are an option, but they are slow and short range. You have to hit, get past the invuln and DtW. Even if you get a pen and get an explosion they are only losing D3 HP.

Every thing I've tried to Mathhammer so far takes 1/2 my army 2-3 turns to kill just one. That isn't even taking into account that it is faster than anything that doesn't have wings (or is a ravener).

Looks like I am going to have to create a picket line with stealers and lictors in cover to slow them down by making them kill them off 5 at a time. Keep them off objectives and unable to fire thier cannons.
   
Made in us
Sneaky Lictor





Louisville, KY

For each hit.. you roll on a table.. 1 does nothing 2-5 on a non vehicle is d3+1 wounds.. for a 6.. is D6+6.. On anything but a one there are no saves allowed.. including FNP or getting back up via RP.

You also get the D3 stomp attacks that have a chart as well. 1 nothing.. 2-5 every model even slightly s6/4 hit.. on a roll of 6.. they are removed from play outright.



One other small gem...is if you do kill one... think about the 15' mega blast marker that goes off next. Getting into your ranks and dying would be a tactic for some...

This message was edited 1 time. Last update was at 2014/02/26 17:40:39


- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
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Made in gb
Tough Tyrant Guard



UK

 Roci wrote:
For each hit.. you roll on a table.. 1 does nothing 2-5 on a non vehicle is d3+1 wounds.. for a 6.. is D6+6.. On anything but a one there are no saves allowed.. including FNP or getting back up via RP.

You also get the D3 stomp attacks that have a chart as well. 1 nothing.. 2-5 every model even slightly s6/4 hit.. on a roll of 6.. they are removed from play outright.



One other small gem...is if you do kill one... think about the 15' mega blast marker that goes off next. Getting into your ranks and dying would be a tactic for some...


Which means it's not *truly* an "all MCs die instantly" situation. A winged Tyrant could still dive in, smash a few hull points off of a wounded Knight to kill it and perhaps even survive the explosion...
   
 
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