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![[Post New]](/s/i/i.gif) 2014/02/23 10:47:41
Subject: Bringing Down Knights
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Is 'Eavy Metal Calling?
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Pretty sure the Knight, as a Super-heavy, is immune to effects that lower AV.
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![[Post New]](/s/i/i.gif) 2014/02/23 10:52:52
Subject: Bringing Down Knights
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Raging Ravener
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I might be wrong but haywire?
A unit of wyches with haywire grenades have higher initiative and 10 of them glancing on 2+ should kill onereal fast, right?
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2014/02/23 10:57:30
Subject: Bringing Down Knights
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Is 'Eavy Metal Calling?
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Yeah, Haywire is a pretty good bet (although rolling against WS may reduce the damage you'd expect). The thing is, if you fail to kill it, then you're as good as dead, and if you do kill it then you're going to die from the explosion. Still, it's a fair trade that will only really hurt if you're playing Kill Points.
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This message was edited 1 time. Last update was at 2014/02/23 10:57:52
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![[Post New]](/s/i/i.gif) 2014/02/23 11:01:31
Subject: Bringing Down Knights
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Ladies Love the Vibro-Cannon Operator
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How about a Scarab Blob?
Scarabs with their entropy strike would cause a permanent effect. Such effects don't affect superheavies.
However, lances do.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/02/23 11:02:34
Subject: Bringing Down Knights
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Raging Ravener
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Oh yeah that's true. Didn't think of the ws, you would need some luck to hit six or more times then :/
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2014/02/23 11:11:58
Subject: Bringing Down Knights
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Daemonic Dreadnought
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IHateNids wrote:A Royal Court consisting of 4 StormTeks and a VeilTek is a lot cheaper than a Scythe + 5 Warriors + 2 StormTeks, and can kill two Knights in the same time as it takes the scythe to arrive and kill one.
How about a Scarab Blob?
Ten bases, attacks from titan kill max 8 with Spacing, 2 remaining scarabs drop it to AV 11 an average
Assuming they don't scatter. The guns only have a 12" range so they can scatter out of range or mishap. Both units can also be easily wiped out by enemy shooting after they take down a knight. If the veil tek fails rp the royal court is worthless. It's also not scoring. The teks jumping out of a scythe are troops with ever living. Only 1 needs to make RP if the unit is wiped and it can beam back on board the scythe next turn
Scythes are not tripe. I think a better comparison would be that 6 storm teks assigned to 3 units inside scythes costs less than 4 storms and a veil. All vehicles are a joke if storm teks are added to every night scythe.
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This message was edited 1 time. Last update was at 2014/02/23 11:12:50
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/02/23 13:15:39
Subject: Bringing Down Knights
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Screaming Shining Spear
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For my Eldar, a Wraithknight charging the Imperial Knight will demolish it with 5 I5, S10 AP2 attacks + 1 I10 S10 HoW attack. Even if the I. Knight gets the charge, WK has a potential to cripple it.
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![[Post New]](/s/i/i.gif) 2014/02/23 13:39:22
Subject: Bringing Down Knights
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Is 'Eavy Metal Calling?
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I'm not sure on the Wraithknight to be honest, as if you do fail to kill (and roughly you're looking at 3 hits, 1.5 pens, maybe 1 explodes, which isn't enough) then you've lost a huge chunk of points. It could work well enough if you've dropped 2 HP or so from shooting, but I wouldn't charge a full-HP Knight with a unit as expensive as a WK. The other thing in the Knight's favour is that it will keep functioning until all it's HP are gone, as I don't think you can immobilise/stun/shake/weapon destroy a Super Heavy. If that's correct, then a Knight with 1HP is just as dangerous as one with 6HP.
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This message was edited 1 time. Last update was at 2014/02/23 13:40:48
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![[Post New]](/s/i/i.gif) 2014/02/23 14:07:56
Subject: Bringing Down Knights
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Devastating Dark Reaper
Biel-Tan
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Eldar fire prisms should do the job, if not then dragons are always good to have. Just keep the dragons in serpents to get in close, equip them with lances just in case while the prisms hit either flank of the knight. S9 ap1 lance will penetrate any armor like a knife through butter then 4+ will do significant damage. If your lucky, or have enough prisms (id estimate 3 on good rolls but my craftworld always has 4 for good measure) the dragons shouldn't be needed.
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![[Post New]](/s/i/i.gif) 2014/02/23 16:04:29
Subject: Bringing Down Knights
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Screaming Shining Spear
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Paradigm wrote:I'm not sure on the Wraithknight to be honest, as if you do fail to kill (and roughly you're looking at 3 hits, 1.5 pens, maybe 1 explodes, which isn't enough) then you've lost a huge chunk of points. It could work well enough if you've dropped 2 HP or so from shooting, but I wouldn't charge a full- HP Knight with a unit as expensive as a WK.
The other thing in the Knight's favour is that it will keep functioning until all it's HP are gone, as I don't think you can immobilise/stun/shake/weapon destroy a Super Heavy. If that's correct, then a Knight with 1HP is just as dangerous as one with 6HP.
Not even Weapon Destroyed? Damn. But nevermind that, the Knight will always have a chance to shoot it beforehand, so expect to see some results there as well and with Prescience, he should kill it reliably. Without it, the titan definitely needs to be chipped already.
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![[Post New]](/s/i/i.gif) 2014/02/23 16:09:03
Subject: Bringing Down Knights
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Is 'Eavy Metal Calling?
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Yeah, a WK may do it through shooting+CC with the right support elements (prescience, preferably some HP already gone). It will at the very least do a lot of damage.
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![[Post New]](/s/i/i.gif) 2014/02/23 16:26:57
Subject: Bringing Down Knights
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Prophetic Blood Angel Librarian
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10 warp spiders, no exarch. Prescience. Speed to avoid shield. 2.96hp.
2 squads for 340pts and it is down in 1 round of shooting.
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![[Post New]](/s/i/i.gif) 2014/02/23 16:27:35
Subject: Bringing Down Knights
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Ladies Love the Vibro-Cannon Operator
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Well, I think its better to field two Knights not just one.
Against a WK, I'd put a Knight into cover. Then the Knight will strike first and with D-weapons in cc it will not be hard to kill the WK.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/02/23 16:50:05
Subject: Bringing Down Knights
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Regular Dakkanaut
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10 man deathwing knights squad with interrogator chaplain and librarian in spartan assault tank. Is stomp S: D?
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This message was edited 1 time. Last update was at 2014/02/23 16:50:21
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![[Post New]](/s/i/i.gif) 2014/02/23 17:11:17
Subject: Re:Bringing Down Knights
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Purposeful Hammerhead Pilot
Murrieta, CA
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So how exactly does this Ion shield work? When does the knight player decide where it is pointing?
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2014/02/23 17:19:37
Subject: Re:Bringing Down Knights
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Longtime Dakkanaut
Minneapolis, MN
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Thaylen wrote:So how exactly does this Ion shield work? When does the knight player decide where it is pointing?
During the opponents shooting phase, they can nominate one side (front, left, right, rear) to receive a 4++ save. Pretty nifty.
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![[Post New]](/s/i/i.gif) 2014/02/23 17:59:43
Subject: Bringing Down Knights
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Cog in the Machine
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d6
1- nothing
2-5 str 6AP4
6 remove from play
Automatically Appended Next Post:
kingleir wrote:10 man deathwing knights squad with interrogator chaplain and librarian in spartan assault tank.
You make the stomp roll for each unit.
So most often your DW terms will be ok from the stomp, Perhaps losing a model here and there. BUT when the knight rolls 3 stomps AND he rolls one of them with a 6 on the stomp table he is going to wipe the squad when combined with his D attacks.
Sidebar: I think that they should have written the stomp rule to work like Smash attacks where it is a tactical choice. D3 +1 stomps OR your regular attacks.
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This message was edited 3 times. Last update was at 2014/02/23 18:06:44
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![[Post New]](/s/i/i.gif) 2014/02/23 18:08:40
Subject: Bringing Down Knights
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Member of a Lodge? I Can't Say
OK
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There are too many people recommending tarpits. Those won't work. You can't spread out in combat and D3 small blasts placed anywhere around it will destroy your troops. The S6 AP4 hits will be bad enough but if a 6 is rolled for the stomp EVERYTHING UNDER IT IS REMOVED FROM PLAY. No pass, no go, do not collect $200. If you assault it with something you better make sure said assaulter has a pretty good chance of killing it outright before the I1 step.
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This message was edited 1 time. Last update was at 2014/02/23 18:10:22
Argel Tal and Cyrene: Still a better love story than Twilight |
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![[Post New]](/s/i/i.gif) 2014/02/23 18:23:00
Subject: Bringing Down Knights
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Cog in the Machine
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herpguy wrote:There are too many people recommending tarpits. Those won't work. You can't spread out in combat and D3 small blasts placed anywhere around it will destroy your troops. The S6 AP4 hits will be bad enough but if a 6 is rolled for the stomp EVERYTHING UNDER IT IS REMOVED FROM PLAY. No pass, no go, do not collect $200. If you assault it with something you better make sure said assaulter has a pretty good chance of killing it outright before the I1 step.
Agreed, massed melta, or shooting from 2 flanked positions from ranged, seems the way to go.
I think Storm ravens and/or vendettas will be strong against IKs. Due to their mobility, anti-vehicle weaponry, and Immunity to blast and CC of which the IKs have in spades but they also have no effective means to hurt flyers.
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![[Post New]](/s/i/i.gif) 2014/02/23 18:27:39
Subject: Bringing Down Knights
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Stalwart Veteran Guard Sergeant
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I'll just ignore knights until they are threatening cc, at which point I will shoot them. The problem I see is controlling the table. You can't advance on your opponent if he has a knight in the way, which makes the table smaller. Which means the other avenues of approach will be shooting galleries.
I'm going to use one vs. Tau/Eldar/Taudar. It should be easier to get units locked in cc with the knight likely drawing the lions share of the fire. I'll sacrifice 375 points if it means I get on top of a gunline unscathed.
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![[Post New]](/s/i/i.gif) 2014/02/23 18:43:26
Subject: Bringing Down Knights
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Ladies Love the Vibro-Cannon Operator
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Well, I think one should better use two Knights. Dealing with two fast moving superheavies can be tough.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/02/23 19:29:39
Subject: Bringing Down Knights
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Monstrous Master Moulder
Cleveland, Ohio, USA
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wuestenfux wrote:Well, I think one should better use two Knights. Dealing with two fast moving superheavies can be tough.
In my mind, they bodyguard each other. Most tactics are fine and dandy for dealing with one Knight - two is quite a different story.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/02/23 20:15:01
Subject: Bringing Down Knights
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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Lanchester's Square Law is a very good way of thinking about units such as Imperial Knights, specifically, a linear increase in the number of units has a squared effect on the survivability and firepower of those units. While one IK had X effect on the game, two IKs are worth 4 times the effort to kill (2^2), where as three IKs will take 9 times the effort to kill. And there can be 4 IKs in a 1500pt game, requiring 16 times the effort to kill one in order to kill all four.
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2014/02/23 20:19:30
Subject: Bringing Down Knights
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Regular Dakkanaut
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Im guessing a Knight could not outshoot a Riptide nor could it catch it in CC?
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![[Post New]](/s/i/i.gif) 2014/02/23 20:21:22
Subject: Bringing Down Knights
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Is 'Eavy Metal Calling?
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I don't know about outshooting a Riptide one on one, but I imagine the damage output is similar, and with a 12" move and 2d6 charge I think there's every chance they'll catch (and demolish) a Riptide in CC. Of course, the Riptide is cheaper, but I'd put my money on the Knight in a stand-up fight.
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![[Post New]](/s/i/i.gif) 2014/02/23 20:30:41
Subject: Bringing Down Knights
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Elgrun wrote:Im guessing a Knight could not outshoot a Riptide nor could it catch it in CC?
Almost guaranteed to catch and kill it in CC. Outshoot it? Well, the Ion Accelerator won't scare the Knight and the Thermal Cannon won't scare the Riptide, so...
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/02/23 20:42:34
Subject: Bringing Down Knights
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Prophetic Blood Angel Librarian
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Two multimelta landspeeders maybe. Deepstrike on either side so it can only shield against 1. Of course you'll need a reserve manipulation to help them arrive at the same time...
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![[Post New]](/s/i/i.gif) 2014/02/23 21:21:45
Subject: Bringing Down Knights
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Ultramarine Land Raider Pilot on Cruise Control
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Not 100% about the Super Heavy rules, but I'm pretty sure 2 Landspeeders with MM can't kill a Knight.
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![[Post New]](/s/i/i.gif) 2014/02/23 21:36:07
Subject: Bringing Down Knights
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Jovial Plaguebearer of Nurgle
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If they both penned then rolled a 4+ to cause an explosion and then hit a 5/6 and 3-6 for extra hull poins they could. The chances are slim with 1 shot each tho.
I have play tested this against 4 knights 2 of each with my scars. If I get first turn on 3 occasions then at least 2 knights die to mass melta. I then lose 2 squads to cc but on turn 2 have hit and run off giving me more melta shot plus I have a triple las pred and a vindicator helping out. If my talons come in in turn 2 then I rely on rending shots to strip a few more HP's.
Bottom line is that for anything that isn't carrying multiple s8 ap2 or higher you are goosed. If you are then great.
In one run through my Libby rolled for puppet master which was rather funny.
I sacrificed Kahn for the sake of tying up a round of combat but at least I got another melta shot off.
I'm not bothered by them personally but I can see how people would be.
My Eldar can deal with them via d scythes and wraith cannons plus wraith knight and lord just make a mess on the charge.
My nids and DE just die. Pointless poison
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![[Post New]](/s/i/i.gif) 2014/02/23 21:52:14
Subject: Bringing Down Knights
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Monstrous Master Moulder
Cleveland, Ohio, USA
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I think the biggest concern is being unprepared for them. Say you don't know you're facing Knights, and wind up staring down two. A lot of armies will have serious problems.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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