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![[Post New]](/s/i/i.gif) 2019/04/09 16:20:42
Subject: How to beat Knights with T'au
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Perturbed Blood Angel Tactical Marine
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I'm going to be playing a 1500 game with a player soon who I strongly suspect of being about to play Knights. I'm moderately new to to 40k, and although a solid grounding in military history and tactics has led me to unlooked-for success against medium model count, medium power armies and horde armies, I'm completely at sea when it comes to fighting a few super-powerful models. If you have some advice for an infantry-heavy T'au army fighting Knights, I would appreciate it. I doubt I'll win, I'd just like to not get tabled by the 3rd round.
Much Thanks.
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In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. - Douglas Adams
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![[Post New]](/s/i/i.gif) 2019/04/09 16:21:25
Subject: How to beat Knights with T'au
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Locked in the Tower of Amareo
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S5 is magical vs IKs. Just watch out for the 2+ armor relic. Tau should be one of the best armies vs IKs.
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This message was edited 1 time. Last update was at 2019/04/09 16:21:38
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![[Post New]](/s/i/i.gif) 2019/04/09 16:52:59
Subject: How to beat Knights with T'au
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Shadowy Grot Kommittee Memba
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SirGunslinger wrote:I'm going to be playing a 1500 game with a player soon who I strongly suspect of being about to play Knights. I'm moderately new to to 40k, and although a solid grounding in military history and tactics has led me to unlooked-for success against medium model count, medium power armies and horde armies, I'm completely at sea when it comes to fighting a few super-powerful models. If you have some advice for an infantry-heavy T'au army fighting Knights, I would appreciate it. I doubt I'll win, I'd just like to not get tabled by the 3rd round.
Much Thanks.
A few general tips:
Assuming this is a PURE imperial knights army, so no allies, he will be working with a fairly small CP pool (either 9 or 6, depending on army composition) and he will have two defensive profiles: T8 3+ 5++, and T7 3+ 5++. None of his models will have Fly or be able to legally end their moves in upper levels of ruins, and all his large knight models will be able to Fall Back through infantry models and will be able to shoot and charge after falling back.
-Your main goal should definitely be "i want to win the mission" - this should always be true, but it should extra-special-double be true vs imperial knights, who essentially couch their strategy on being tough to kill. in the first few turns, try to build up a high enough points lead that should things go south, you can evade and avoid until the end of the game and win on points.
-Focused fire is important but one strategy you should always consider is Rotate Ion Shields. This can grant a knight a 4++ rather than a 5++ for the turn, or (if it's a warlord knight that already has a 4++) even a 3++ invulnerable. so if you deep strike every fusion blaster you've got next to a knight and he pops that you may have a very time removing him. if your opponent has one piece that its' obvious he's keen to protect, like a knight he's granted 2+ armor or a 4++ invuln, I would advise waiting until he's out of command points or simply choose to impede that knight rather than engage and try to kill it.
-The Knight Helverins (smaller knights with guns) are VERY VERY bad at melee and DO NOT do the fall back and shoot/fight thing. It's got 4 S6 Ap- attacks. As Tau, with lots of vehicles and suits that Fly, you should strongly consider shutting these out by charging them.
-The large knights Fall Back thru infantry, but they DO NOT move thru infantry if they didn't start the turn engaged. If a knight has a melee component to him, and you see an opportunity to execute a "lockout" with infantry by ringing his base such that he can't move forward and get to your more expensive stuff, you should do that. Knights can't move through terrain and they can't move through models if they don't start engaged with them. Stopping the movement of the knight with your cheaper models can then become a very strong strategy.
-Remember the small knights are T7 and the large knights T8, this can be very important for some Tau weapons: Fusion blasters will be much better at killing the Armigers and Helverins than they are at killing the large knights. Conversely pretty much all your el cheapo S5 AP- fire should be pumped into a T8 knight target that does not have a 2+ armor save relic.
-Any objectives you can place on upper floors, you absolutely should. Knights will have a much harder time removing those units and can't claim those objectives themselves, and you have easy access to Fly.
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"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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![[Post New]](/s/i/i.gif) 2019/04/09 20:27:15
Subject: How to beat Knights with T'au
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Omnipotent Necron Overlord
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You take a lot of fire warriors and fireblades and be tau sept with your whole army. Hit with 5 marker lights and you are 3+ reroll 1's to hit and +1 to wound with 7 point models wounding on a 4+.
Thats 90% hit then 50% wound. 50 Fire warriors with 3 shots each are dropping a knight a turn with this setup. This is also ignoring all the other firepower you have...like commanders and riptides and broadsides. This is one of the easier matchups for tau. No army destroys a single target better for the points....
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2019/04/09 20:59:39
Subject: Re:How to beat Knights with T'au
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Fireknife Shas'el
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Agreed on Tau Sept.
Darkstrider gives +1 to wound to one infantry squad.
Cadre Fireblade gives extra shots at half range.
Longstrike is +1 to wound vs vehicles, and you can protect him with Crisis Bodyguards - maybe with missiles since they'll be handing back.
Aun'va hands out buffs like candy. A 6+ FNP isn't much, but hey.
Vectored Maneuvering Thrusters on a Fusion Crisis Commander can duck behind terrain if he's set up right.
And of course the Focused Fire Strategem, +1 to wound with everything, and stacks with Darkstrider and/or Longstrike. Expensive at 3CP but Knights are the ideal target.
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![[Post New]](/s/i/i.gif) 2019/04/09 21:53:04
Subject: How to beat Knights with T'au
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Longtime Dakkanaut
Glasgow
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take 200 models mostly kroot and etherials play as a hoard and out objective them
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![[Post New]](/s/i/i.gif) 2019/04/09 22:07:30
Subject: How to beat Knights with T'au
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Waaagh! Warbiker
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-Field many small units rather than few large ones. Knights have big guns but each of those guns can only hurt a single unit.
-Focus them down one at a time. One less Knight is better than 3 hurt ones.
-Remember that your opponent can use rotate Ion shields (+1 invuln) only on one knight per turn and that it is significantly more expensive to use on dominus Knights (3cp vs 1 cp on other Knights) If you have multiple big scary guns you can try and lure your opponent to use it in the first occasion. You can then proceed to hammer a different Knight with the remaining firepower of your Army. This is the only time you should Split fire.
-Tie Helverins up in CC with cheap Troops. They will struggle to kill anything.
-Do not underestimate the Speed of a Knight Army. House Raven Knights can and will get in your face Turn two.
-Avoid big expensive Models like riptides or yvahras. Knights are really good at popping large single Models. Broadsides are much more preferable.
-Use Ruins and other elevated areas to prevent Knights from charging
-S7 Weapons are pretty poor against Knights. You should rather bring high rof s5 weapons than Plasma.
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This message was edited 1 time. Last update was at 2019/04/09 22:17:55
Astra Milit..*blam* Astra Milliwhat, heretic? |
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![[Post New]](/s/i/i.gif) 2019/04/10 23:01:43
Subject: How to beat Knights with T'au
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Longtime Dakkanaut
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Morkphoiz wrote:-Do not underestimate the Speed of a Knight Army. House Raven Knights can and will get in your face Turn two.
And House Terryn can be in your face on Turn 1.
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2019/04/11 02:21:05
Subject: How to beat Knights with T'au
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Locked in the Tower of Amareo
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Just spread out the first rank more if you see Terryn.
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![[Post New]](/s/i/i.gif) 2019/04/11 06:19:16
Subject: How to beat Knights with T'au
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Locked in the Tower of Amareo
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Morkphoiz wrote:-Field many small units rather than few large ones. Knights have big guns but each of those guns can only hurt a single unit.
Then again their primary horde clearer the avenger cannon only kills about 5 fire warriors. So MSU isn't going to save that much from guns.
Bigger bonus is being able to be in multiple places at once.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2019/04/11 11:19:39
Subject: How to beat Knights with T'au
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Steadfast Ultramarine Sergeant
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Morkphoiz wrote:
-Do not underestimate the Speed of a Knight Army. House Raven Knights can and will get in your face Turn two.
The Knights can easily get a turn one charge, they have a universal WT that gives everybody of the same house +2 to advance and charge, and an stratagem giving one of them advance and charge. That means they have a charge threat range of maximum 34". Or on average dice rolling a 26" charge threat range.
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