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Made in us
Guarded Grey Knight Terminator






What do guard players find is most efficient at killing knights?

How about GC?
   
Made in dk
Flashy Flashgitz




Allying up with space marines is one option. Surrounding knight with melta another. I have caused some good damage with basilisks aiming behind the shield. Pask can shoot a good deal with rending.

With love from Denmark

 
   
Made in us
Stalwart Veteran Guard Sergeant





USA

-Emperor's wrath artillery battery can drop enough str 10 and str 9 ordnance to strip hp's off knights pretty fast.
-Warhound titan with turbo lasers can wreck them.
-Stormsword has a Str10 ap1 template big enough to hit multiple knights in one shot and possibly strip multiple hp off each one.
-A tank company formation may work well against an all knights list as there is no threat of deepstrike or outflank getting behind your tanks and you can spam vanquishers and/or battlecannons to strip hps fast.
-Put 3 CCS's with 4 melta guns inside 3 squadrons vendettas from a emperor's spear aerial formation and you have reliable turn 2 strike that will put out 9 TL lascannons and 12 meltaguns at BS 4 with your pick of orders to give them TL or tank hunters.
-meltagun vets/CCS's inside chimeras will largely ensure they get close enough to use them on the knights.

IG has a lot of high strength weapons they can spam, just not a lot of options for ignoring invul saves so you will have to get around them or else just spam more firepower and throw bodies in the way to keep the knights from smashing anything expensive to bits.

As for GC's the options are pretty much the same, just that everything is less effective because GC's are broke.

This message was edited 3 times. Last update was at 2016/08/31 14:48:55


- 10,000 pts 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

I am not a guard player, but don't you have a d3 Str10 ordanence barrage artillery piece?
The Str10 means you can glance on a 3+,
The d3 gives you 1-3 chances for damage,
The ordanence gives you that re-roll,
And finally: the barrage means you always hit side armour and you have the potential to ignore the invul because the shot counts as coming from the centre of the blast.

I only know of this from when my IG friend was telling a rather smug IK player of all the ways he could down his knights.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Shadowy Grot Kommittee Memba






Pask, Meltavets, vendettas, ordnance artillery, I love rapier batteries personally, and other options are all decent answers to a knight. GCs are much tougher to deal with, the best option being beast hunter shells from ia1.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Regular Dakkanaut




Indiana

Paso works wonders. Vendettas with melta ccs will be a powerful punch to whatever comes your way. Unless they hole up their knights in the backfield, this should make quick work of them:

2K points astra militarum

CAD:
Ccs
4 meltas
Carapace armor for vets and commander

Ccs
4 meltas
Carapace armor for vets and commander

Veterans
Chimera with autocannon, dozer blade
3 meltas

Veterans
Chimera with autocannon, dozer blade
3 meltas

Rapier laser battery
3xrapiers
3 extra crew

Rapier laser battery
3xrapiers
3 extra crew

Rapier laser battery
3xrapiers
3 extra crew

Formation:
Emperor's Spear Aerial Company
3 Vendettas

CAD(or ally):
Ccs
4 meltas
Carapace armor for vets and commander

Veterans
Chimera with autocannon, dozer blade
3 meltas

Veterans
Chimera with autocannon, dozer blade
3 meltas

Wyvern
Camo netting
Enclosed crew compartment

1998 points
   
Made in gb
Crazed Spirit of the Defiler




Newcastle

Does nobody rate the vanquisher these days? It's not going to do the job on its own but with support from other angles it could do some damage

Hydra Dominatus 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Snake Tortoise wrote:
Does nobody rate the vanquisher these days? It's not going to do the job on its own but with support from other angles it could do some damage

From my experience the vanquisher doesn't do to well against things with an invul, better suited to regular tanks, transports, walkers etc.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 Smotejob wrote:
What do guard players find is most efficient at killing knights?

How about GC?


Allied Eldar Wraithknights.



Next question?
   
Made in au
Missionary On A Mission




Australia

Imperial Knights aren't too bad, since there's plenty of Anti-Vehicle options in the Guard Codex. Wraithknights are a completely different matter though, since the only real options for taking on a T8 GC are Grav and Instant Death weapons. If you're using Imperial Armour 1 you can take Beast Hunter Shells for your Vanquishers which are effective, but outside of that you're looking at allying in Space Marines.

This message was edited 1 time. Last update was at 2016/08/31 23:48:05



 
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





Pre Draft FAQ, my preferred way was veterans with demolitions and forward sentries. Move cover to cover while weathering the fire, then charge or be charge. Most he can kill is about 3 guys before the remaining meltabombs make him go boom.
   
Made in ru
!!Goffik Rocker!!






50 conscripts.
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





 koooaei wrote:
50 conscripts.


They tie up well but so easy to make them break unless they have priest, who can easily get stomped on by a savvy player. And you have no way to actually kill it. You charge your turn, lose combat with possible priest getting slaughtered. Then you break amd get swept up. Not worth it in my opinion. Unless bringing multiple priests for them
   
Made in ru
!!Goffik Rocker!!






It's not that hard to get the priest/comissar out of the way for at least a few turns.
   
Made in us
Rough Rider with Boomstick




USA

 HANZERtank wrote:
 koooaei wrote:
50 conscripts.


They tie up well but so easy to make them break unless they have priest, who can easily get stomped on by a savvy player. And you have no way to actually kill it. You charge your turn, lose combat with possible priest getting slaughtered. Then you break amd get swept up. Not worth it in my opinion. Unless bringing multiple priests for them


And a savvy guard player would put the priest towards the back, where the IK player has to roll a 3 on a D3 to even reach the priest, then he has to roll a 6 on the stomp table.... I like my chances
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





 SonsofVulkan wrote:
 HANZERtank wrote:
 koooaei wrote:
50 conscripts.


They tie up well but so easy to make them break unless they have priest, who can easily get stomped on by a savvy player. And you have no way to actually kill it. You charge your turn, lose combat with possible priest getting slaughtered. Then you break amd get swept up. Not worth it in my opinion. Unless bringing multiple priests for them


And a savvy guard player would put the priest towards the back, where the IK player has to roll a 3 on a D3 to even reach the priest, then he has to roll a 6 on the stomp table.... I like my chances


You can put him at the back but characters always pile in first making it to base contact if possible, trying to lead from the front, it's not long before he's in range. And the 2-5 stomp result has half a chance of getting him at str6.

This message was edited 1 time. Last update was at 2016/09/01 12:49:49


 
   
Made in us
Rough Rider with Boomstick




USA

 HANZERtank wrote:
 SonsofVulkan wrote:
 HANZERtank wrote:
 koooaei wrote:
50 conscripts.


They tie up well but so easy to make them break unless they have priest, who can easily get stomped on by a savvy player. And you have no way to actually kill it. You charge your turn, lose combat with possible priest getting slaughtered. Then you break amd get swept up. Not worth it in my opinion. Unless bringing multiple priests for them


And a savvy guard player would put the priest towards the back, where the IK player has to roll a 3 on a D3 to even reach the priest, then he has to roll a 6 on the stomp table.... I like my chances


You can put him at the back but characters always pile in first making it to base contact if possible, trying to lead from the front, it's not long before he's in range. And the 2-5 stomp result has half a chance of getting him at str6.


You stretch out the squad by congo lining them as much as possible before charging the IK, that way the priest is ALL the way in the back with only 3" pile in moves per turn, I'm sure he'll be just fine. Also you can look-out sir stomp attacks....
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





 SonsofVulkan wrote:
 HANZERtank wrote:
 SonsofVulkan wrote:
 HANZERtank wrote:
 koooaei wrote:
50 conscripts.


They tie up well but so easy to make them break unless they have priest, who can easily get stomped on by a savvy player. And you have no way to actually kill it. You charge your turn, lose combat with possible priest getting slaughtered. Then you break amd get swept up. Not worth it in my opinion. Unless bringing multiple priests for them


And a savvy guard player would put the priest towards the back, where the IK player has to roll a 3 on a D3 to even reach the priest, then he has to roll a 6 on the stomp table.... I like my chances


You can put him at the back but characters always pile in first making it to base contact if possible, trying to lead from the front, it's not long before he's in range. And the 2-5 stomp result has half a chance of getting him at str6.


You stretch out the squad by congo lining them as much as possible before charging the IK, that way the priest is ALL the way in the back with only 3" pile in moves per turn, I'm sure he'll be just fine. Also you can look-out sir stomp attacks....


If you conga line out a good set of stomps can disengage the knight from.combat by making it so the conscripts can't get to.base contact with their pile in. And your priest is moving 6" every player turn towards it. It is a good idea but its subject to getting a couple of battlecannons into befor the melee happens, thining your ranks out to make the conga line less effective.

However I will admit it could buy just enough time to.save more important units.

This message was edited 1 time. Last update was at 2016/09/01 13:00:38


 
   
Made in ru
!!Goffik Rocker!!






I've actually tried it out once. Got a squad of 30 conscripts and a comissar hold up the IK for 2 full turns. That was even before the look outs on stomps were allowed. He got average rolls.

Also, don't forget that he first needs to reach the priest - meaning at least 2 or 3 stomps are needed. You can help out your indep by blocking the path with other squads or impass terrain so that he wouldn't be able to go straight for the knight 6" per turn. He can't move through the models even in his own unit, so smart positioning will keep him alive for longer. I used artillery to make my comissar go all the way round them turning a 3" move into a 12" move eventually.

You can also look out the 2-5 results now, meaning extra 50% chance to get rid of the wound. And you also get 4++ if you're running a priest.

Tarpitting is a viable option. It does require you to get prepared though. And ideally, to have several indeps cause the moment you loose your priest or comissar, conscripts get swept. They also die like flies to stomps when bunched up. So, it's definitely not gona hold the knight with average rolls for the whole game unless he rolls below average.

This message was edited 2 times. Last update was at 2016/09/01 13:45:15


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

50 Conscripts and a Commissar? That's more than half the cost of the Knight, and they do nothing but die?

For the points, take the Allied Wraithknight!

   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 JohnHwangDD wrote:
For the points, take the Allied Wraithknight!

HERESY!!!!

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Boom! Leman Russ Commander





Ohio

 koooaei wrote:
I've actually tried it out once. Got a squad of 30 conscripts and a comissar hold up the IK for 2 full turns. That was even before the look outs on stomps were allowed. He got average rolls.

Also, don't forget that he first needs to reach the priest - meaning at least 2 or 3 stomps are needed. You can help out your indep by blocking the path with other squads or impass terrain so that he wouldn't be able to go straight for the knight 6" per turn. He can't move through the models even in his own unit, so smart positioning will keep him alive for longer. I used artillery to make my comissar go all the way round them turning a 3" move into a 12" move eventually.

You can also look out the 2-5 results now, meaning extra 50% chance to get rid of the wound. And you also get 4++ if you're running a priest.

Tarpitting is a viable option. It does require you to get prepared though. And ideally, to have several indeps cause the moment you loose your priest or comissar, conscripts get swept. They also die like flies to stomps when bunched up. So, it's definitely not gona hold the knight with average rolls for the whole game unless he rolls below average.


I don't have my brb on me but models that are in the same unit can move through each other. Also in the assault phase characters/independent character pile in first and then the rest of the unit does.

 
   
Made in ru
!!Goffik Rocker!!






 tankboy145 wrote:

I don't have my brb on me but models that are in the same unit can move through each other. Also in the assault phase characters/independent character pile in first and then the rest of the unit does.


Pile in moves follow the same rules for movement as charge rules. And charge rules for movement are equal to movement rules with the exception of being allowed to move closer than 1" to the enemy. Characters follow all the same rules with the exception that they must be the first to move into b2b with the enemy if there are other models that move at same ini step.

There's not a word about moving 'through' models. So, you can block out your character for long enough with right positioning. Also, if he's higher or lower ini you can make him not pile in at all as long as there are enough models around him to block the path.

That's the part of brb that you have to know well if you're playing a mediocre melee army like csm or orks.

This message was edited 1 time. Last update was at 2016/09/05 09:35:57


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 mrhappyface wrote:
 JohnHwangDD wrote:
For the points, take the Allied Wraithknight!

HERESY!!!!
Take your own Imperial Knight, then.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Longtime Dakkanaut





If using Forgeworld Leman Russ Annihilators (Twin Linked Lascannon Turret) with Hull Lascannons have done very well for me in the past. If not available I have had success with massed Vanquisher fire and have seen Heavy Weapon Team spam with Orders get the job done reasonably well.

19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 casvalremdeikun wrote:
 mrhappyface wrote:
 JohnHwangDD wrote:
For the points, take the Allied Wraithknight!

HERESY!!!!
Take your own Imperial Knight, then.


Well, there's that too. It's why I have an Imperial Knight of my own.

   
Made in us
Shadowy Grot Kommittee Memba






 GoonBandito wrote:
Imperial Knights aren't too bad, since there's plenty of Anti-Vehicle options in the Guard Codex. Wraithknights are a completely different matter though, since the only real options for taking on a T8 GC are Grav and Instant Death weapons. If you're using Imperial Armour 1 you can take Beast Hunter Shells for your Vanquishers which are effective, but outside of that you're looking at allying in Space Marines.


I had one glorious game against a WK where I got the "everything rends" divination power and he didn't think it would do much damage to be within 24" of my 50 man blob.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
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