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![[Post New]](/s/i/i.gif) 2012/09/13 01:00:18
Subject: Necrons, Help Against DreadKnights
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Been Around the Block
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I was wondering what are some good ways to deal with the Dreadknights without having to spam. I recently played against GKs and the list had two Dreadknights flying around burning up my Warriors and by the end of the game nearly all my troops were burned up. I did manage to kill one with a C'tan shard but I can't help that I did get lucky. Dreadknights are S10 and with the Nemesis Sword they re-roll all hits and wounds, I don't think it's wise to send anything into combat against them including Wraiths. But I also don't see much that can hurt them in the shooting phase since they're T6 with a 2+ save, ouch.
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![[Post New]](/s/i/i.gif) 2012/09/13 01:06:55
Subject: Necrons, Help Against DreadKnights
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Stone Bonkers Fabricator General
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MSS and laberyth
dreadknight hits itself and then activate force weapon
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/09/13 01:09:18
Subject: Necrons, Help Against DreadKnights
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Been Around the Block
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Exergy wrote:MSS and laberyth
dreadknight hits itself and then activate force weapon
Couldn't the Dreadknight just use it's only Warp Charge to avoid the Instant Death?
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![[Post New]](/s/i/i.gif) 2012/09/13 01:19:03
Subject: Necrons, Help Against DreadKnights
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Scarred Ultramarine Tyrannic War Veteran
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Yeah... DKs don't like hidden Warscythes or MSS.
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Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.
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![[Post New]](/s/i/i.gif) 2012/09/13 01:37:57
Subject: Re:Necrons, Help Against DreadKnights
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Bane Lord Tartar Sauce
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I did some basic mathhammer with the T6 and 2+ save, and it doesn't look good. What kind of wounds and invulnerable saves to Deathknights have? If it's more than 1, your only option will be to bring Heavy Destroyers or Doom Scythes, and a lot of them. 3 Heavy Destroyers will on average get just under 2 wounds before cover/invulnerable saves onto DK's per turn, but 3 of them cost 180 points, and that only gives you 3 T5 models with one wound and a 3+ save and RP. Doom Scythes are more durable, but each scythe will only get about one wound per turn on the DK, and that is if you can keep it within 15" of it each turn. The only other option is to get into combat with them with a C'Tan Shard, Wraith Squad, Triarch Praetorian, or possibly even Flayed Ones. C'Tan shards are the only melee unit we can field that won't be ID'd by the DK, Wraiths can tie it up for a few turns, are fearless, and have a decent invulnerable save. They may also get a lucky wound or two on with whipcoils giving the Dreadknight I1 and their attacks having rending. Praetorians with Rods of the covenant can get past the 2+ save and can also shoot with AP1 before charging, but unless you have a lot of them you are fighting an uphill battle. Flayed Ones are just to tarpit them. They will die in large numbers, but when combined with RP, possibly a res lord orb, and the large number of attacks they have, if you manage to get a big squad into base to base with a dreadknight, you might take it down if you don't at least tie it up for a few turns. Monsterous creatures are a big weakness of Necrons right now, so it's going to be an uphill battle, but hopefully you are able to find a solution that works.
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![[Post New]](/s/i/i.gif) 2012/09/13 01:42:33
Subject: Necrons, Help Against DreadKnights
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Pyro Pilot of a Triach Stalker
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Allie with GK, bring a Dreadknight!
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![[Post New]](/s/i/i.gif) 2012/09/13 01:44:20
Subject: Necrons, Help Against DreadKnights
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Loyal Necron Lychguard
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Time's arrow on c'tan shard.
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![[Post New]](/s/i/i.gif) 2012/09/13 01:55:14
Subject: Re:Necrons, Help Against DreadKnights
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Malicious Mutant Scum
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war scyths or those 6intch range str 5 ap 2 guns the jump infentry have
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![[Post New]](/s/i/i.gif) 2012/09/13 02:06:01
Subject: Necrons, Help Against DreadKnights
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Loyal Necron Lychguard
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Honestly? Harbingers of destruction. 4 of them with a chronotek, put behind cover, wreck face. That's how I deal with a dread knight.
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![[Post New]](/s/i/i.gif) 2012/09/13 02:15:59
Subject: Necrons, Help Against DreadKnights
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Been Around the Block
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After doing some mathhammer I found out that DeathMarks are really good, especially if they mark them and are in rapid fire range (too bad I don't own any). The other problem I forgot to mention is that DreadKnights are Jump Monstrous Creatures so they can move 12" and shoot the Flame another 12" making it hard to charge them with anything other then Wraiths. Now that I think about it they are the only Monstrous Creature in the game that can go on ruins since they're a jump unit.
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This message was edited 1 time. Last update was at 2012/09/13 03:15:36
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![[Post New]](/s/i/i.gif) 2012/09/13 02:20:55
Subject: Re:Necrons, Help Against DreadKnights
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Longtime Dakkanaut
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I don't think you "got lucky" with the C'Tan shard, it's strait up better in CC then the DK, and that's before you add his specials into the mix. He has EW, higher I, and a better Invuln, and more wounds.
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This message was edited 1 time. Last update was at 2012/09/13 02:21:19
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![[Post New]](/s/i/i.gif) 2012/09/13 02:21:51
Subject: Necrons, Help Against DreadKnights
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Pyro Pilot of a Triach Stalker
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They aren't flying monstrous creatures. They are jumping MCs, per the FAQ.
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![[Post New]](/s/i/i.gif) 2012/09/13 02:27:59
Subject: Re:Necrons, Help Against DreadKnights
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Been Around the Block
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ShadarLogoth wrote:I don't think you "got lucky" with the C'Tan shard, it's strait up better in CC then the DK, and that's before you add his specials into the mix. He has EW, higher I, and a better Invuln, and more wounds.
They both have Initiative and same wounds. I do agree that the C'tan does have a better save the problem is that it needs 4's to hit and 3's to wound which really isn't bad, but the Dreadknight needs 4's to hit and 2's to wound and it can re-roll. I do agree however that Times Arrow and Entropic Touch on the C'tan will make wonders but again if he's on a ruin the C'tan won't be able to charge. Automatically Appended Next Post: NecronLord3 wrote:They aren't flying monstrous creatures. They are jumping MCs, per the FAQ.
In the rule book it states that all Jump units can climb ruins.
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This message was edited 1 time. Last update was at 2012/09/13 02:29:11
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![[Post New]](/s/i/i.gif) 2012/09/13 02:38:04
Subject: Re:Necrons, Help Against DreadKnights
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Longtime Dakkanaut
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The Shard ignores all terrain, yeah? The Shard should be able to go wherever you need it to go. And I might be misremembering the DK stats, but I'm relatively certain we discussed this, and math hammered, the match up months ago and the Shard came out to be about a 72% chance of success in CC. Will have to double check tonight.
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![[Post New]](/s/i/i.gif) 2012/09/13 02:38:14
Subject: Necrons, Help Against DreadKnights
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Pyro Pilot of a Triach Stalker
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But it can't move shoot move, like you are suggesting. And not sure what you are talking about ruins for, the DK with teleporter can pretty much go,wherever.
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![[Post New]](/s/i/i.gif) 2012/09/13 02:58:21
Subject: Re:Necrons, Help Against DreadKnights
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Been Around the Block
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ShadarLogoth wrote:The Shard ignores all terrain, yeah? The Shard should be able to go wherever you need it to go. And I might be misremembering the DK stats, but I'm relatively certain we discussed this, and math hammered, the match up months ago and the Shard came out to be about a 72% chance of success in CC. Will have to double check tonight.
Yeah I did a few math hammer and it was a pretty even match assuming the C'tan shard was at full wounds. You do have a good point about the Shard being able to ignore all terrain so I'll have to look into that. Let me know what your success percent is after your done.
But it can't move shoot move, like you are suggesting. And not sure what you are talking about ruins for, the DK with teleporter can pretty much go,wherever.
The problem is that the DreadKnight can just stay on a ruin and fire that flame at the troops from a good distance without having to worry about the C'tan getting into close combat. They can just wait until the Psycannons or Autocannons to finish the Shards off before coming down,
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![[Post New]](/s/i/i.gif) 2012/09/13 07:51:29
Subject: Re:Necrons, Help Against DreadKnights
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Nihilistic Necron Lord
The best State-Texas
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Dreadknights are rough, thanks to their 2+ save. We have a few things that can help.
A fully volley from a Tesla Destructor, should average very close to a wound.
A unit of Destroyers with some Heavy Gauss Cannons will pound away at it, from a fairly safe distance witha 12' move, and 36' range. The Regular Gauss cannons only have 24', so you may be wasting part of the unit.
Wraiths Whip Coils+ C'tans Times arrow, is pretty much an autofail for the DK.
A group of Eldritch lances will poke away at it.
Wraiths+ a Decked out Dlord should be able to take it out, before it gets a chance to strike back.
Personally, what I tend to do is Soften it up with a bit of ranged firepower, and send in the Wraiths+Dlord. Between the MSS,Warscythe, PE, and volume of attacks from the Wraiths, you should be able to bring it down.
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![[Post New]](/s/i/i.gif) 2012/09/13 11:04:01
Subject: Necrons, Help Against DreadKnights
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Decrepit Dakkanaut
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Destro-Court.
4 Lances, 1 Chrono. Kills them good.
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![[Post New]](/s/i/i.gif) 2012/09/13 14:37:54
Subject: Necrons, Help Against DreadKnights
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Strangely Beautiful Daemonette of Slaanesh
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Is this serious? I have two friends, one that plays GK, and the other that runs Necrons. The GK player typically runs 3 Dreadknights because he just loves that model sooo much. I can't even count the number of times I've watched his Dreadknights smack themselves in the face to death because of Mindshackle Scarabs. It's gotten to the point where the GK player will do everything he can to avoid getting into an assault anywhere near a Necron lord. Even should they pass the MSS LD test, a necron lord is still S5 T5, and you should be giving them warscythes, making it wound the Dreadknight on 3's, at AP2 (so a meager 5+ invuln.) As a cron player, you shouldn't be having trouble with monstrous creatures at all. Take more Necron lords. Yes, it gets expensive. But that doesn't matter all that much when that lord has to be killed about 3 times before it stays dead. Crazy as it is, if you have a Lord with MSS, and he's in range, assault him. Yeah, he overwatches you. Might kill 3 models. You get a Reanimation Protocol roll at the end of the assault phase. Chances are you'll end up in melee with all your models when the combat phase comes around. Hell of a lot better than letting him just Incinerator you over and over (and trust me, I feel your pain with the Incinerator. It's like it was designed to kill cron warriors. Try to keep your Immortals closer to it than your Warriors, the Incinerator is only AP4.)
Oh, and Triarch Stalkers. Get the twin-linked Heavy gauss cannon version. And then everything else in your army is twin linked when firing at it. Elite armies normally fold to crons. It's the horde-y Orks and Nids that they have a problem with. (You mindshackle my hormagaunt? Cool story bro.)
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This message was edited 2 times. Last update was at 2012/09/13 15:32:49
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![[Post New]](/s/i/i.gif) 2012/09/13 15:13:19
Subject: Re:Necrons, Help Against DreadKnights
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Loyal Necron Lychguard
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Sushi636 wrote:ShadarLogoth wrote:I don't think you "got lucky" with the C'Tan shard, it's strait up better in CC then the DK, and that's before you add his specials into the mix. He has EW, higher I, and a better Invuln, and more wounds.
They both have Initiative and same wounds. I do agree that the C'tan does have a better save the problem is that it needs 4's to hit and 3's to wound which really isn't bad, but the Dreadknight needs 4's to hit and 2's to wound and it can re-roll. I do agree however that Times Arrow and Entropic Touch on the C'tan will make wonders but again if he's on a ruin the C'tan won't be able to charge.
Automatically Appended Next Post:
NecronLord3 wrote:They aren't flying monstrous creatures. They are jumping MCs, per the FAQ.
In the rule book it states that all Jump units can climb ruins.
Dreadknight is WS5? Automatically Appended Next Post: Sasori wrote:Dreadknights are rough, thanks to their 2+ save. We have a few things that can help.
A fully volley from a Tesla Destructor, should average very close to a wound.
A unit of Destroyers with some Heavy Gauss Cannons will pound away at it, from a fairly safe distance witha 12' move, and 36' range. The Regular Gauss cannons only have 24', so you may be wasting part of the unit.
Wraiths Whip Coils+ C'tans Times arrow, is pretty much an autofail for the DK.
A group of Eldritch lances will poke away at it.
Wraiths+ a Decked out Dlord should be able to take it out, before it gets a chance to strike back.
Personally, what I tend to do is Soften it up with a bit of ranged firepower, and send in the Wraiths+ Dlord. Between the MSS,Warscythe, PE, and volume of attacks from the Wraiths, you should be able to bring it down.
Whip coils won't change what the dread rolls against for times arrow.
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This message was edited 1 time. Last update was at 2012/09/13 15:14:32
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![[Post New]](/s/i/i.gif) 2012/09/13 15:33:43
Subject: Necrons, Help Against DreadKnights
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Longtime Dakkanaut
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multi charge with something that has entropic strike and wrights ? but in general hidden scyth or shackles and he kills himself.
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![[Post New]](/s/i/i.gif) 2012/09/13 16:26:59
Subject: Re:Necrons, Help Against DreadKnights
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Pyro Pilot of a Triach Stalker
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Kevin949 wrote:
Whip coils won't change what the dread rolls against for times arrow.
That is not true. Whip Coils are a set value modifier. Opposing units in base contact with Whip Coils are Initiative 1 regardless of their actual Initiative. This means if based by whip coils at the time a C'Tan makes contact, the model targeted by Time's Arrow will need a natural 1 to save itself from Time's Arrow.
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![[Post New]](/s/i/i.gif) 2012/09/13 16:47:28
Subject: Re:Necrons, Help Against DreadKnights
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Loyal Necron Lychguard
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NecronLord3 wrote: Kevin949 wrote:
Whip coils won't change what the dread rolls against for times arrow.
That is not true. Whip Coils are a set value modifier. Opposing units in base contact with Whip Coils are Initiative 1 regardless of their actual Initiative. This means if based by whip coils at the time a C'Tan makes contact, the model targeted by Time's Arrow will need a natural 1 to save itself from Time's Arrow.
I don't think that matters, Times Arrow is a characteristic test and those state to roll against what is in the profile. Set values just mean they can't be changed by other modifiers as they're always placed at the end of statistic modifiers.
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![[Post New]](/s/i/i.gif) 2012/09/13 17:26:37
Subject: Necrons, Help Against DreadKnights
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Pyro Pilot of a Triach Stalker
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Kevin949 wrote:
I don't think that matters, Times Arrow is a characteristic test and those state to roll against what is in the profile. Set values just mean they can't be changed by other modifiers as they're always placed at the end of statistic modifiers.
No Whip Coils replace what is on the Profile after all other modifiers have been applied. "...they count their Initiative value as 1, regardless of their actual Initiative value."
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This message was edited 1 time. Last update was at 2012/09/13 17:27:35
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![[Post New]](/s/i/i.gif) 2012/09/13 17:42:32
Subject: Necrons, Help Against DreadKnights
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Loyal Necron Lychguard
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NecronLord3 wrote: Kevin949 wrote:
I don't think that matters, Times Arrow is a characteristic test and those state to roll against what is in the profile. Set values just mean they can't be changed by other modifiers as they're always placed at the end of statistic modifiers.
No Whip Coils replace what is on the Profile after all other modifiers have been applied. "...they count their Initiative value as 1, regardless of their actual Initiative value."
It's still a modifier and modifiers aren't applied for characteristic tests.
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![[Post New]](/s/i/i.gif) 2012/09/13 17:45:07
Subject: Necrons, Help Against DreadKnights
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Pyro Pilot of a Triach Stalker
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Kevin949 wrote: NecronLord3 wrote: Kevin949 wrote:
I don't think that matters, Times Arrow is a characteristic test and those state to roll against what is in the profile. Set values just mean they can't be changed by other modifiers as they're always placed at the end of statistic modifiers.
No Whip Coils replace what is on the Profile after all other modifiers have been applied. "...they count their Initiative value as 1, regardless of their actual Initiative value."
It's still a modifier and modifiers aren't applied for characteristic tests.
That is not true, it does not say that anywhere.
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![[Post New]](/s/i/i.gif) 2012/09/13 17:54:36
Subject: Necrons, Help Against DreadKnights
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Loyal Necron Lychguard
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NecronLord3 wrote: Kevin949 wrote: NecronLord3 wrote: Kevin949 wrote:
I don't think that matters, Times Arrow is a characteristic test and those state to roll against what is in the profile. Set values just mean they can't be changed by other modifiers as they're always placed at the end of statistic modifiers.
No Whip Coils replace what is on the Profile after all other modifiers have been applied. "...they count their Initiative value as 1, regardless of their actual Initiative value."
It's still a modifier and modifiers aren't applied for characteristic tests.
That is not true, it does not say that anywhere.
Uh, in the characteristic test section ( Pg. 7) it says "you roll a d6 and compare the result to the relevant characteristic in the models profile". Under models with multiple profiles it states that a model with more than one value for the same characteristic will always use the higher value (which also means that now powerfist wielding marines will test against str 8 instead of 4 for the monoliths portal of exile).
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![[Post New]](/s/i/i.gif) 2012/09/13 18:09:37
Subject: Necrons, Help Against DreadKnights
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Decrepit Dakkanaut
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I'd disagree with the S8 part. The model does not get S8 when wielding an energy fist, it attacks with S8. It's profile value still is 4.
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![[Post New]](/s/i/i.gif) 2012/09/13 18:50:35
Subject: Re:Necrons, Help Against DreadKnights
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Been Around the Block
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Kevin949 wrote: Sushi636 wrote:ShadarLogoth wrote:I don't think you "got lucky" with the C'Tan shard, it's strait up better in CC then the DK, and that's before you add his specials into the mix. He has EW, higher I, and a better Invuln, and more wounds.
They both have Initiative and same wounds. I do agree that the C'tan does have a better save the problem is that it needs 4's to hit and 3's to wound which really isn't bad, but the Dreadknight needs 4's to hit and 2's to wound and it can re-roll. I do agree however that Times Arrow and Entropic Touch on the C'tan will make wonders but again if he's on a ruin the C'tan won't be able to charge.
Automatically Appended Next Post:
NecronLord3 wrote:They aren't flying monstrous creatures. They are jumping MCs, per the FAQ.
In the rule book it states that all Jump units can climb ruins.
Dreadknight is WS5?
Yes it is
Sasori wrote:A unit of Destroyers with some Heavy Gauss Cannons will pound away at it, from a fairly safe distance witha 12' move, and 36' range. The Regular Gauss cannons only have 24', so you may be wasting part of the unit.
Awesome! I don't know how I missed this but yeah a unit of 5 destroyers with 3 Heavy Gauss will be good to weaken them before going in for the kill.
UberhAxTHC wrote:Is this serious? I have two friends, one that plays GK, and the other that runs Necrons. The GK player typically runs 3 Dreadknights because he just loves that model sooo much. I can't even count the number of times I've watched his Dreadknights smack themselves in the face to death because of Mindshackle Scarabs. It's gotten to the point where the GK player will do everything he can to avoid getting into an assault anywhere near a Necron lord. Even should they pass the MSS LD test, a necron lord is still S5 T5, and you should be giving them warscythes, making it wound the Dreadknight on 3's, at AP2 (so a meager 5+ invuln.) As a cron player, you shouldn't be having trouble with monstrous creatures at all. Take more Necron lords. Yes, it gets expensive. But that doesn't matter all that much when that lord has to be killed about 3 times before it stays dead. Crazy as it is, if you have a Lord with MSS, and he's in range, assault him. Yeah, he overwatches you. Might kill 3 models. You get a Reanimation Protocol roll at the end of the assault phase. Chances are you'll end up in melee with all your models when the combat phase comes around. Hell of a lot better than letting him just Incinerator you over and over (and trust me, I feel your pain with the Incinerator. It's like it was designed to kill cron warriors. Try to keep your Immortals closer to it than your Warriors, the Incinerator is only AP4.)
I've always been nervous about running a decked out Royal Court because of the price point but looking at it from a certain view there is a lot of potential there. I mean if I'm playing someone who's running 2 DreadKnights with all that gear that's like 600 points and after rolling some dice the Royal Court so far has always come out on top, I think I'm going to start trying this out thanks.
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![[Post New]](/s/i/i.gif) 2012/09/13 19:01:55
Subject: Necrons, Help Against DreadKnights
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Pyro Pilot of a Triach Stalker
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Kevin949 wrote: NecronLord3 wrote: Kevin949 wrote: NecronLord3 wrote: Kevin949 wrote:
I don't think that matters, Times Arrow is a characteristic test and those state to roll against what is in the profile. Set values just mean they can't be changed by other modifiers as they're always placed at the end of statistic modifiers.
No Whip Coils replace what is on the Profile after all other modifiers have been applied. "...they count their Initiative value as 1, regardless of their actual Initiative value."
It's still a modifier and modifiers aren't applied for characteristic tests.
That is not true, it does not say that anywhere.
Uh, in the characteristic test section ( Pg. 7) it says "you roll a d6 and compare the result to the relevant characteristic in the models profile". Under models with multiple profiles it states that a model with more than one value for the same characteristic will always use the higher value (which also means that now powerfist wielding marines will test against str 8 instead of 4 for the monoliths portal of exile).
This is entirely incorrect. If you wish ask this question in YMDC and see what answer you get.
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