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![[Post New]](/s/i/i.gif) 2016/11/22 01:28:37
Subject: Got an imperial knight, how do most people use them?
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Longtime Dakkanaut
Ute nation
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I scored a deal on an Imperial knight via Ebay, I've wanted one for a while, but now that it's on the way I realise I have no idea how to use it with my dark angels. It's the Errant variation (not magnetized sadly), so it has the hair dryer from hell and a reaper chain sword. I suppose what I'm looking for is advice from people who use them along side marines, links for good battle reports, and just general advice like when do you play them forward as a CC threat, or hang back in cover and let the str 9 ap 1 pie plates do the talking? Thanks in advance.
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Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon. |
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![[Post New]](/s/i/i.gif) 2016/11/22 01:40:22
Subject: Re:Got an imperial knight, how do most people use them?
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Rough Rider with Boomstick
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Well, I've never used them personally, but I've fought them.
If you're not into making friends, you can always run them alongside psyker units that give them invisibility. Few things are more infuriating than a gigantic, invisible walker running across the board at you.
Aside from that, quite unfortunately I do not have much in the way of useful advice.
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You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. |
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![[Post New]](/s/i/i.gif) 2016/11/22 02:15:02
Subject: Got an imperial knight, how do most people use them?
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Veteran Knight Baron in a Crusader
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It depends on what you want out of it. Which depends on what you're facing.
Most people just stick them on an objective to look scary and blast away anything. I forget the names of the Knights but the one that can take a Battle Cannon and a Gattling Cannon is the anti- MEQ go to, the dual CCW one is good for tying up Wraithknights and Stormsurges. And of course all the others have their uses.
I recommend checking out https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Knights(7E) for some decent tactical breakdowns.
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3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)
2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)
Wargaming's no fun when you have a plan! |
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![[Post New]](/s/i/i.gif) 2016/11/22 04:47:16
Subject: Got an imperial knight, how do most people use them?
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Unrelenting Rubric Terminator of Tzeentch
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Deploy away from scary CC things like thundercav or wulfen that can pop your scary toy. Anything that has a chainfist, warscythe or multiple str9 or 10 attacks is bad news for you. If someone does 'asplode you, try and scatter back onto them for lulzy revenge killing.
Always put your shield towards something shooting melta or haywire at you. Large numbers of necrons rapid firing gauss weapons are also no joke, don't leave them on your unshielded side either. D weapons are right out. If you have multipl of these shooting at you from different side, well, sorry mate, you're boned. Remember that you get to set your shield at the start of the game as well as before the start of theiir shooting phase. Speaking of, watch out for tricksy flyrants who try to get around your shield in the psychic phase with warp lance. Use your allies to shoot those buggers (geddit?) down first.
If they have a wave serpent full of fire dragons or wraithguard, your knight is dead. Lol, eldar skillz 4 the win. You'll get at least 1 shooting phase though, so that's nice, make it count.
Other than that, deploy on the line, point at squishy thing, move 12", fire, roll 4+'s for your saves, move 12" again, fire again then charge. Rinse, repeat, profit. Remember to fire your stubber at the thing you want to charge and then fire your thermal lance at something important like a big group of terminators or a squadron of leman russ' (or just Leman Russ).
Wraithknights are not your friends, no hugging. No, not even the one with no sword. If you must play their game, at least stand in terrain so they have to swing at I1 instead of I5 (which is before you, and that's bad). Same goes for anything and everything else that might want to get a very close look at your paintwork like a dreadknight or an ironclad dreadnaught that was silly enough not to take the frag launchers.
When you're firing, don't fire too close to your allies, you're not that good a shot and thermal lances do not nice things to marines, so think about that when you decide where you're going to drop your pods. Stubbers are fine though, go nuts with them.
You're also going to find that removing cover campers is a real issue, don't bother with them, digging out dug in chumps is a job for infantry, let your allied grunts do that fools errand. Unless you can charge them, then unless they're one of the things we talked about earlier, fire up the chainsword.
You've only got a few attacks and you're not that hot against numerous foes and marines really don't care if you stand on them 5/6ths of the time because AP4 is the same as AP- to a marine. A single squad of 10 can bog you down for 4 or more turns of combat and that's just not cricket. You want single, high value targets, preferably ones who can't fight back very well or at the very least, who swing after you do and hit on 4's or worse (being invisible is for winners), preferably both (why, hello RIptide!).
They are big and stompy and scary, but they do have limitations. As long as you realise that and don't go rushing them in, getting surrounded, shot in the back and fighting stuff that you have no business fighting on your own, then you'll do well.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2016/11/22 15:14:38
Subject: Re:Got an imperial knight, how do most people use them?
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Fresh-Faced New User
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I've only taken the Errant knight once, I usually go the Warden/Paladin and occasional Cruisader when I don't care about my friends feelings.
Drasius above outlined some good advice, and I'll condense that for you to 4 things:
1) Try not to get surrounded nor give an easy line of sight to two sides of your knight. That is the best way to handle a knight, come at it from numerous sides. Knowing that, try to position your knight's flank appropriately. You can do so with terrain, line of sight positioning, or a squad of marines who can bubble wrap or counter charge the guys charging you etc etc.
2) The errant is the second cheapest knight configuration. I believe its purpose is to not sit back, but as above suggests, push forward and be a bully. Make those shots count. Divination primis power can help make sure those shots land with a re-roll. Your D weapon hurts, so try to use it on big targets. If you can be shooting and assaulting every turn from turn 2 and on, you will do well.
3) Don't forget your knight is a psychological threat. Your opponent may be so scared of it, he/she may devote a whole round of shooting just at it. That's ok. It's even ok if they kill it as long as you were positioning the rest of your army in to a favorable position for the rest of the game. What if your opponent ignores your knight? Well, Just think on turn 2, you can effectively be up 36" on the board (starting @12", move 12", move 12"), then a potential 12" charge after that. You ignore that knight at your own peril.
4) List of things to not forget: Stomps! Enemies also must take a FEAR test in close combat. Ion Shield on their turn. You ignore the vehicle damage chart except for D3 on an explodes result.
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This message was edited 2 times. Last update was at 2016/11/22 15:17:40
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![[Post New]](/s/i/i.gif) 2016/11/22 15:21:58
Subject: Got an imperial knight, how do most people use them?
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Locked in the Tower of Amareo
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Knights are strong vs several key weapons in the meta like ion accelerators and grav to an extent. They have a number of nice ranged options, and access to the coveted Str D in CC.
My personal favorite is the Warden, given how versatile that gatling cannon is. It melts standard MCs, makes scatbikes jink, rips up light armor, and wipes out meqs. You can also get a 3-shot krak missile launcher that can independently target to try to force more biker jinks. And it has the back up Str D melee attacks for targets like Riptide and shooty WK. Avoid the melee WK at all costs. Shoot it with your gatling cannon and krak missiles.
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