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23 power level renegade knightvs any 15 power how would you win  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Mekboy on Kustom Deth Kopta






As part of my FLG launch we are doing a bunch of challenges. there will be punch cards for completed challenges and prize support

on of them is going to be a renegade night at 23 pl vs 15 points of whatever you can throw at it. This is likely our hardest challenge, but I wanted to see what the dakka community could come up with so I could advise anybody who gets frustrated to give something a try (it might nto even get accomplished). I am not an expert on the new edition or really any armies (though I have seen basically every army at this point on the table for several games)

my first thoughts are my fav army orks... probably can't do it and would have the hardest time

the easiest I can think of is that heavy weapons teams are 3teams for 3 points

15 points nets 15 lascannons in 5 separate units.

so my question here would be how would your army try and accomplish this feat.


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Made in us
Longtime Dakkanaut






killing a Knight in close combat is probably cheaper than shooting.

You want many close combat weapons that do multiple damage, on a model that is cheap but garunteed to swing first. Combined with the need to reach the Knight before it walks away, the unit must also be fast.

Some ideas from the imperium 1 book:
5 death company, all thunder hammers, 5 assault marines with jump packs and max close combat weapons

Wulfen with thunder hammers might be the best, since they can also withstand the Knight's attacks with their storm shields.


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Made in fi
Lead-Footed Trukkboy Driver





Boston

Well, since you brought up orks.

My bet would be a
Weirdboy 4
Tankbustas 8
Smasha gun 3

So the tankbustas will telleport up with the weirdboy. Should get + 3 or so to cast so pretty reliable.

That's the offensive method

The defensive one is
Wazbomm 8
Blasta Jet 7

Just keep buzzing around. If you have any rerolls then the smasha gun becomes decently reliable.

I'm assuming you're not deploying right next to the person and that the attacker gets first turn or can at least hide out of los.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Fire Dragons in a Wave Serpent?

Take Twin Bright lance and Shuricannon for the Serpent. Pew pew in the first turn as you move right next to the Knight.
Even if the knight assaults the Serpent, the Dragons could get out and ripe that Knight a new one.

   
Made in us
Longtime Dakkanaut






A unit of Wulfen has 16 thunder hammer attacks, of which 8 will hit and 4 will wound. if the knight makes zero 6+ saves, it'll be at half strength before it swings.

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Made in us
Dakka Veteran




Colorado Springs

90 Grots and 3 Runtherds. Be a hero.
   
Made in us
Regular Dakkanaut





15 Genestealers with toxin sacs is power level 12. If you can get there with 10 models left alive, you get 4 attacks each, hitting on threes and doing two wounds at -4 Sv for every six you roll.

10 models comes out to 4.4 wounds on the charge.

Alternatly, 6 Hive Guard are power 14. Give them shock cannons: d3 S7 shots per model at 3+ to hit, extra mortal wound on a 4+ to wound, d3 mortal wounds on a 6. Quick math says 1.6 wounds per model, most of which are mortal wounds.
   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

two grey knight brotherhood champions and a squad of multimelta armed servators. Good positioning gets the champs into close combat where one is wounding on 4's and the other gets a 3++ save. switch when the one tanking gets low on wounds

either that or Draigo and the servators to fill points

This message was edited 1 time. Last update was at 2017/06/15 19:51:48


 
   
Made in de
Longtime Dakkanaut




Is the renegade knight just taking its default melee equipment? Then flyers. Your 15 Lascannons plan is also pretty good.

15 Astropaths should beat it even if it goes first and has guns.
   
Made in us
Mekboy on Kustom Deth Kopta






Dionysodorus wrote:
Is the renegade knight just taking its default melee equipment? Then flyers. Your 15 Lascannons plan is also pretty good.

15 Astropaths should beat it even if it goes first and has guns.


currently yes standard knight

I guess a stormraven would be pretty boss at it

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Made in us
Longtime Dakkanaut






tell us more about these challenges. this sounds fun.

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Made in us
Sister Oh-So Repentia




Canada

I'm of two minds.

Two Dominion Squads, four melta guns, and an Combi Melta for the Sister Superior, in a Twin Linked Multimelta Immolator seem good. Scout up, Foot squad uses Act of faith to move closer, other squad disembarks, 10 melta shots, two Multimelta Shots. Once they are in range, the Act of Faith is a second round of shooting for whichever squad has the fewest casualties.

The other option is three Seraphim Squads and an Imagifier, at 14 points. These get double Inferno Pistols that they get to shoot in melee. The Imagifier gives an extra chance at an act of faith, potentially giving 8 extra melta shots. Faster movement, and fly, means that they can all harass the Knight until they are all wiped.
   
Made in au
Infiltrating Broodlord





How does the scenario play out with this challenge?

Is it just a mini game? how far away are you deploying.. ect ect...

But Not knowing the knights stats off the top off my head..

I would likely go

Old One Eye
Carnifex with crush clws and bio plasma
Biovore
   
Made in ru
!!Goffik Rocker!!






What about scion comsquad spam? They get a guaranteed deepstrike within 9". I don't know about power level but a knight costs around 500(?) now - that would net you 31 plasma scion. they deepstrike, overcharge plasma and statistically deal 27.5 wounds after all the saves. Even if they don't one-shot it, the knight is likely to have just a couple wounds remaining. And it won't be able to kill all the scions around - they'll finish it off next turn.

This message was edited 3 times. Last update was at 2017/06/16 10:45:39


 
   
Made in gb
Ship's Officer



London

Celestine might be able to do something. You could back her up with some dominions, repentia or retributors.

Celestine's main bonus is being able to charge it on turn 1 using an act of faith. You could use her auto act of faith to move forward, and the standard 2+ aof to move the retributors into range. Hit it with multi-meltas then charge.

Celestine and her friends should live through your assault phase but may die in the knight's turn, but if she lives long enough you can either have her fight twice using the aof, or fire the retributors twice and then charge her back in once she resurrects.
   
Made in us
Mekboy on Kustom Deth Kopta






axisofentropy wrote:tell us more about these challenges. this sounds fun.


there are several,

"stop the waaaagggh" the one I will be running is an even 70 power level 180 boyz and a warboss vs whatever you can bring to kill 180 ork boyz,.

"past midnight" ~50 points of wulfen and a space corgy hq on a wolf in a maelstrom mission of challenger choice

"all the toys" participant vs participant win a 150 point battle on a 6x4

I will probably if I have time also write a small narrative campaign and write chapters as players win matches on those tables which will have odd themes like "ice storm" half movement values and roll a d3 on a 1 you stop there, on a 2 you move the rest of your movement, on a 3 double your movement but you must move the full distance in that direction due to slipping on ice. I have a few more ideas but all silliness.

GodDamUser wrote:How does the scenario play out with this challenge?

Is it just a mini game? how far away are you deploying.. ect ect...

But Not knowing the knights stats off the top off my head..

I would likely go

Old One Eye
Carnifex with crush clws and bio plasma
Biovore


most set events are on 4x4 tables, challenger goes first. so in the knight case you get in a full turn of shooting before it moves, shoots, and assaults


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Made in ru
!!Goffik Rocker!!






Depending on starting conditions. If the starting conditions are that we get close together than i'd probably try ghazzy + 5 tankbustas with pk nob and 2 bomb squigs. They're exactly 15 power rating.

Ghaz should have +1 attack from his warlord trait and a +1 attack aura for ork units within 6'.
He will also shoot a t-l bigshoota.
tl bigshoota will deal 0.22 wounds
Ghaz kustom klaw will deal 9.72 wounds

Ghaz will deal 9.94 wounds

Tankbustas can have 2 potential loadouts - either rokkits + pk nob + squigs or Tankhammers + pk nob + squigs.
1-st loadout with rokkits:

Grenade deals 1.3 wounds
4 rokkits deal 2.22 wounds
2 squigs deal 2.67 wounds

Tankbustas will charge in and they'll be affected by Ghazzy's +1 attack buff
Nob with a power klaw will deal 3.33 wounds
4 tankbustas will deal 0.59 wounds

Tankbustas with rokkits will deal 10.11 wounds total.

Alternatively, tankhammer loadout:

Grenade deals 1.3 wounds
2 squigs deal 2.67 wounds

Nob with power klaw will deal 3.33 wounds
Tankhammers will deal 7.11 wounds

Tankbustas with tankhammers will deal 14.11 wounds total

So, summing up ghaz and tankhammer tankbustas:
They get 24.11 wounds on average.

So, 15 power level Ghaz + tankhammer tankbustas with a pk nob + 2 bomb squigs will statistically one-shot a knight IF they start close and get 1-st turn.

This message was edited 3 times. Last update was at 2017/06/16 21:19:30


 
   
Made in us
Dakka Veteran




Colorado Springs

If it's a stock renegade Knight, just be a cheeseball and take a wazbom and dakkajet. He literally can't touch you.
   
Made in gb
Horrible Hekatrix With Hydra Gauntlets




Beastmaster, Chronos, 21 Razorwing Flocks. The Razorwings get 168 attacks, hitting on 5s with re-rolls and wounding on 6s with re-rolls. 8.7 wounds in the first round of combat after saves on average. Hopefully that would be enough damage to save them from being shredded on the backswing.
   
Made in us
Tunneling Trygon





NJ

If the Swarmlord gets to swing first (and with his double move he likely will) he's looking at a lot of hurt. Plus he can horror the knight and catalyst himself. So the knight is only hitting him on 4's and he has built in FNP. Or he can go for smite for some sweet mortal wounds.

But if Swarmlord is still above half wounds, he's getting about 8 wounds on the knight. In return, the knight gets about 2.5 wounds on swarmy after FNP. I think it's actually pretty doable, but it can be very swingy with the d6 damage rolls for swarmy and the knight's to hit rolls. If he gets a few lucky shots through swarmy's invuln, that's all she wrote. But I think on average, the Swarmlord actually wins this one.

Shout outs to the Leviathan Dreadnought at 1 power level too high (RIP) and to the 16 genestealers, who have the same issue.

You want to see a REAL challenge? Beat Skarbrand in CC! Heck, give them even 20 power levels. I'd like to see it done.
   
 
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