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Made in gb
Dakka Veteran





How does a pure deamon force deal with knights? Oh and no nurgle i dont do it.


I've heard that screamers work but at s5 armour bane and only one attack each are not that good.

A greater could do it if getting the right gifts but unreliable, else there stuck with smash.

flying prince again down to luck on powers.

I just dont know how to take one down without tailoring my list and in my area its TaC as you dont know your opponant before hand. Any help please.

Oh my heavys are usually soulgrinders the time i sent tham against it didnt end well
   
Made in us
Lesser Daemon of Chaos





Rosedale MD

Belakor is a very useful tool for anti-armor. S7 Armourbane does well against high AV targets.

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Auspicious Daemonic Herald





Be'lakor and Iron Arm Lash DPs are it
   
Made in us
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Rosedale MD

Yeah, barring nurgle. Plaguebearers are actually not bad at knight tarpitting/causing glancing hits

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Made in us
Auspicious Daemonic Herald





Honestly daemons best way of dealing with Knights is to play the mission. Daemons are quite mobile and with summoning you can make a lot of MSUs to hold objectives and control the table. You can also just keep throwing cheap units at it to tie it up in combat to deny it shooting and control what it gets to fight.
   
Made in gb
Longtime Dakkanaut




Belakor works. Screamers help but need support.

Allied csms with melta and invisible maulers work.

In theory blood slaughterers work, but I have yet to test this.

As ever grimoire and invisibility are strong tools for blocking.

The explosion when knights die is annoying. Try and hit them in the side.


Automatically Appended Next Post:
Oh and warlord skarbrand can do it, but will need a strong strategy to actually get stuck in.

This message was edited 1 time. Last update was at 2015/01/26 11:16:57


DFTT 
   
Made in gb
Dakka Veteran





Thanks. I thought so its down to tarpit, advoid or ignore anyone else got ideas.
   
Made in us
Dark Angels Librarian with Book of Secrets






Plaguebearers honestly, because they can glance it to death super easily. Other than that, Be'lakor to keep everything invisibled and to smash it. DP with the Black Mace also do fairly well. Have you tried a GUO? Roll on Biomancy for Iron Arm, and run up midfield with your shrouded cover until you're in range.

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Been Around the Block




Dp of tzeentch with a staff.. Roll on biomancy for iron arm as well..
   
Made in us
Nurgle Chosen Marine on a Palanquin






I prefer to DS the GUO, but OP doesn't like nurgle.

   
Made in us
Regular Dakkanaut





You could always summon a lot of plague bearers to both movement block the iKnight as well as charge him to glance him out.

That way, your list stays the same, but you get access to some Nurgle touch of rust.

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Made in us
Judgemental Grey Knight Justicar




USA

As people already said, Be'lakor is great. When I'm ready to assault a Knight with him, I usually throw the grimoire and sometimes Invisibility on him.

I've also had decent luck rolling once each on the Tzeentch power table for each of my princes, so that I have a few more AP 1 and 2 shots. With Fateweaver's re-roll to boost the variable strength of those shooting powers, I can strip a few hull points.

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Screamers may not be that good but they're also free if you summon more. If the dice are friendly you can drown the Knight in Screamers.

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Been Around the Block




Slaanesh chariots could glance the knight...
   
Made in us
Shas'la with Pulse Carbine





Florida

Summon in units of Daemonettes or Seekers for I6 and rending. You should only melee with an invisible Be'lakor or Nurgle DPs with the instant death sword. Otherwise use FMCs to shoot, vector strike, or summon unless you get grounded. Flesh hounds can be a semi-decent tarpit too.

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USA

 D6Damager wrote:
Summon in units of Daemonettes or Seekers for I6 and rending. You should only melee with an invisible Be'lakor or Nurgle DPs with the instant death sword. Otherwise use FMCs to shoot, vector strike, or summon unless you get grounded. Flesh hounds can be a semi-decent tarpit too.

I believe the OP is talking about Imperial Knights, the AV13 Super-Heavy Walker, not Wraithknights, Dreadknights or any other *Knight in the game.

Daemonettes, with S3 and rending can get a max Penetration roll of 12, not good enough to hurt an Imperial Knight
Instant Death on a weapon is also useless against Walkers.
Vector Strike from anything in the the Daemon Codex is also useless against AV13

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Made in gb
Dakka Veteran





Yeh killing Knights is a problem for daemons in my experience. play to the mission and you'll be fine. Screamers/be'lakor with invis/grimoire are probably our best bet for taking them down.
   
Made in us
Dark Angels Librarian with Book of Secrets






 undertow wrote:
 D6Damager wrote:
Summon in units of Daemonettes or Seekers for I6 and rending. You should only melee with an invisible Be'lakor or Nurgle DPs with the instant death sword. Otherwise use FMCs to shoot, vector strike, or summon unless you get grounded. Flesh hounds can be a semi-decent tarpit too.

I believe the OP is talking about Imperial Knights, the AV13 Super-Heavy Walker, not Wraithknights, Dreadknights or any other *Knight in the game.

Daemonettes, with S3 and rending can get a max Penetration roll of 12, not good enough to hurt an Imperial Knight
Instant Death on a weapon is also useless against Walkers.
Vector Strike from anything in the the Daemon Codex is also useless against AV13


Glad I wasn';t the only one confused. I still think Plaguebearers are great for their auto glances and they're cheap/free.

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NJ, USA

Plague Drones with touch of rust, prescience, 2+ invuln, and eternal warrior will rip apart an Adamantine Lance.

Don't ask me how I know.

For the greater glory of the Zoat Empire!


 
   
Made in us
Auspicious Daemonic Herald





 Verthane wrote:
Plague Drones with touch of rust, prescience, 2+ invuln, and eternal warrior will rip apart an Adamantine Lance.

Don't ask me how I know.

Giving the unit 3 psychic buffs and grimoire is a lot to really call it a reliable answer
   
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NJ, USA

 CrownAxe wrote:
 Verthane wrote:
Plague Drones with touch of rust, prescience, 2+ invuln, and eternal warrior will rip apart an Adamantine Lance.

Don't ask me how I know.

Giving the unit 3 psychic buffs and grimoire is a lot to really call it a reliable answer


I don't disagree. Nevertheless, it proved a very effective answer!

For the greater glory of the Zoat Empire!


 
   
Made in gb
Longtime Dakkanaut




also.. do plague drones even have that many attacks? how many turns would it take to even kill a knight?

but invisibility + blood slaughterers Should work


Automatically Appended Next Post:
But yeah good work killing a lance!"

This message was edited 1 time. Last update was at 2015/01/27 23:34:08


DFTT 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Yeah the short answer is there is no reliable way for Daemons to take down Knights. That does not, however, mean that we don't have reliable ways of dealing with them.

I believe CrownAxe covered most of them. Buffed Screamers tarpitting (and praying for no 6's on Stomp), summoned units grabing more objectives than they can cover, feeding summoned units to it as speed bumps etc.

There are ways of killing them too, but these generally require combos to happen that won't be in your aresenal every game. Still, it's good to know what does work to kill a knight so you can use it when you have it. One I didn't see mentioned is massed hounds against a misfortuned Knight.

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Made in gb
Dakka Veteran





Thanks everyone and yes imp knight its the av 13 and no damage table that causes me the grief.
   
Made in gb
Longtime Dakkanaut




Maybe maulerfiends combo-ed with fiends of slaanesh to pull the knights initiative down and get the attacks in first.

DFTT 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Be'lakor, Soul grinders + invis/grimoire, Screamers + invis/grimoire, summon stuff and block/tarpit them, possibly a DP/ LoC which rolls the armourbane greater reward.

I disagree with the lash DP being a viable counter. 50% of the time you will have a model who costs nearly the same points as a knight, and can only glance it on a 6. If you get iron arm then great, use it, but I wouldn't try and build a list around it.

I disagree with nurgle units being a good counter in most cases too, especially drones and the GUO. PB's can damage it, but are too slow to get into combat against the knight on their own terms. They are useful if you can summon them on an objective and force the knight to come to you.
Drones have the issue of being ID'd by the knight (losing 3 wounds in the process, as well a 6 result on a stomp easily removing a large number too, this makes for a potentially huge combat resolution that prevents them from tarpitting the knight long enough for them to scratch hull points off. Invisibility and grimoire could make them potentially useful however.
The GUO is the worst option and suffers from both of the above issues, as well as the fact that his number of wounds and toughness really count for nothing vs a knight. Save his his high toughness and wound for the non D-weapons in the opponent's army.

This message was edited 1 time. Last update was at 2015/01/30 04:58:57


 
   
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That's how you deal with knights
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

Lord of Change/Deamon Prince of Tzeentch with the Lesser Reward Staff hit with S8. If you're lucky and roll the Greater Reward with ArmourBane, you are hitting with Melta shots in Close Combat.

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Made in gb
Longtime Dakkanaut




 koooaei wrote:
http://www.dakkadakka.com/dakkaforum/posts/list/632878.page

That's how you deal with knights


Looks like wielding Grimgor Ironhide is effective, but probably against the rules.

This message was edited 2 times. Last update was at 2015/01/30 09:06:29


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