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Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

So, my best friend got an Imperial Knight for christmans. Sigh.
We usually play 500-1000 points games, and I want to know the best way of taking it down. As a Chaos player, I currently have these Anti-Armour weapons:
A Chaos Land Raider
2 Helbrutes, one with Multi-Melta and one with Lascannon
Several Chaos marines with Plasma guns and Meltaguns
I'm thinking about starting Necrons, thanks to their awesome Gauss weapons.
Any tips? I'm thinking about buying either a Heldrake or Forgefiend, would these help?

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in gb
Longtime Dakkanaut






In a Trayzn pokeball

This probably isn't helpful, but I'd recommend getting 2 riptides and a tau battleforce, its goin' down.

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Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

Uhm... One Eye Open? Nah.

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Knights have impressive armour, and ignore all damage effects except "explodes" at which point they take an extra d3 HP. They have 6. Add to this, they can have a 4+ invul on one armour facing, chosen at the start of your shooting phase. Just plain Ouch!

Engaging in Assault is less than ideal, with D class CCW and stomp attacks. So whadd'ya do? Trying to shoot from multiple facings is the ideal situation. Lascannons to the front, Melta to the side, Plasma to the back. That way, he's got to pick one facing to be protected, while the others are fair game.

If you have Termies, Combi-Meltas are a good option. Chainfists, as an act of desperation. If you can infiltrate some Chosen loaded with Plasma, you're laughing. Plasma-Bikers are a pretty good option, if you can get behind the beast.

Anything that punch through AV 14 in front is good, but in practice that means Lascannons, which can be hard to come by.

Use Huron, and Infiltrate around the Knight. You can apply multi-facing damage that way, and if he goes after one squad with the Knight, he moves further from the other... and probably exposes his back.
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

 greatbigtree wrote:
Knights have impressive armour, and ignore all damage effects except "explodes" at which point they take an extra d3 HP. They have 6. Add to this, they can have a 4+ invul on one armour facing, chosen at the start of your shooting phase. Just plain Ouch!

Engaging in Assault is less than ideal, with D class CCW and stomp attacks. So whadd'ya do? Trying to shoot from multiple facings is the ideal situation. Lascannons to the front, Melta to the side, Plasma to the back. That way, he's got to pick one facing to be protected, while the others are fair game.

If you have Termies, Combi-Meltas are a good option. Chainfists, as an act of desperation. If you can infiltrate some Chosen loaded with Plasma, you're laughing. Plasma-Bikers are a pretty good option, if you can get behind the beast.

Anything that punch through AV 14 in front is good, but in practice that means Lascannons, which can be hard to come by.

Use Huron, and Infiltrate around the Knight. You can apply multi-facing damage that way, and if he goes after one squad with the Knight, he moves further from the other... and probably exposes his back.


So Deep-Striking Raptors amd Termis behind, zooming the Landraider to his side, and having the Helbrute at the front?
   
Made in gb
Longtime Dakkanaut





Bel'kor

6 attacks on the charge, hitting on 3s with master crafted (single reroll) = 5 hits
sword gives him S7 armourbane means glances on 6 (with 2 dice)
= average of 4 pens. AP 2 so any 6s cause an additional D3 hull points

So how do we boost his chances a bit more? well we can make him invisible (handily bel'kor already knows this spell) which means all you need to worry about is the 6 roll on a stomp (1 in 3 chance).

Don't fancy the 1 in 3 chance? take fateweaver and use the staff of tomorrow for that critical second miss or low damage roll.
Or soften it up with some meltas/vindicators before hand, remember you only need to knock off 1 or 2 HP before Be'lkor can punch it out before it strikes.

This message was edited 1 time. Last update was at 2015/01/01 20:54:20


 
   
 
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