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Made in ca
Regular Dakkanaut





One of the people I regularly play against will be fielding a knight from now on, ive never fought one before.. Im wondering what peoples opinion on the best way to take them out using daemons.

Im considering be'lakor, armorbane + invis should do it? Is there any flaws to this plan? I feel like my lash princes would not be that effective.
   
Made in gr
Nurgle Veteran Marine with the Flu





Athens, Greece

Be'lakor and screamers will do the job. And both of them are great in 7th edition meta lists so they are a good investment.
I used the same against necron av13 spam and they did great. Jinks is your friend. Shrouding from be'lakor and gogo 2+ with 1s reroll cover goodness. And when you charge roll high on those 2d6. With every 6 on the table you get d3 hull points.

Killing is easy. Being politically correct is a pain in the ass...
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Made in us
Never Forget Isstvan!






Belakor is good and another option is 3 slaneshee Soul grinders.

The 3 grinders are equivilent points to the knight and you only need to get 2 of them into actual combat with a knight to take it out on average.

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Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Cheaper option, doubly useful for tar pitting the knight, is plague bearers. Touch of rust works on super heavies, if memory serves.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Never Forget Isstvan!






Touch of rust does work, but with only 1 attack a piece and needing to roll a 6 to get it, they dont do much.

Even a full squad of 30 (which will never make it into combat with a knight) will do at most 4 hull points of dmg before getting RoFLstomped.

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Made in us
Auspicious Daemonic Herald





Eihnlazer wrote:
Touch of rust does work, but with only 1 attack a piece and needing to roll a 6 to get it, they dont do much.

Even a full squad of 30 (which will never make it into combat with a knight) will do at most 4 hull points of dmg before getting RoFLstomped.

Max squad size is 20
   
Made in ca
Regular Dakkanaut





 CrownAxe wrote:
Eihnlazer wrote:
Touch of rust does work, but with only 1 attack a piece and needing to roll a 6 to get it, they dont do much.

Even a full squad of 30 (which will never make it into combat with a knight) will do at most 4 hull points of dmg before getting RoFLstomped.

Max squad size is 20


his point was made, and who the hell would ever even want to take that anyway
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

20 plague bearers cost less than a lot of the other options listed, and don't take up heavy slots or take Be'Lakor to function. Worst case scenario, they hold up the knight for 1-2 turns. Which is good.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in ca
Regular Dakkanaut





im taking be'lakor anyway, was mostly trying to make sure using him was a valid idea and to see if he was going to be horribly out matched vs the knight in combat.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

chadbrochill17 wrote:
im taking be'lakor anyway, was mostly trying to make sure using him was a valid idea and to see if he was going to be horribly out matched vs the knight in combat.


It's valid, sure. Just be aware that a rogue 6 on a stomp (which doesn't roll to hit) can remove him, EW or not.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Member of a Lodge? I Can't Say




OK

And those 6s happen every time you don't want them to...

Personally I wouldn't risk sending Be'Lakor against a Knight unless it had only half its hull points. Be'Lakor should be treated more of a force multiplier and not a beatstick.

3 Slaanesh grinders is probably your best option.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in ca
Regular Dakkanaut





 herpguy wrote:
And those 6s happen every time you don't want them to...

Personally I wouldn't risk sending Be'Lakor against a Knight unless it had only half its hull points. Be'Lakor should be treated more of a force multiplier and not a beatstick.

3 Slaanesh grinders is probably your best option.


I wouldn't even send the grinders, the Knight has the higher initiative. I find that you can either slow its advance by summoning something in it's path or send in a crap load of screamers. In my recent lists i haven't been taking less than 16 screamers at a time, and against a knight i pretty much have to use em all. We don't have a whole lot of options and I agree with you that Be'lakor especially without the grim shouldn't be used as a beatstick.
   
Made in au
Regular Dakkanaut




There is no answer to a knight in a daemon army now. You will need to send more points after them, and will lose around half of them to the return attacks and explosion.

Best tactic is to play to the daemon new strength, spawning cheap disposable units and high manouverability. Spawn 10 nettes (or 5 seekers) and surround its base so it can't move. Abuse its LoS by placing high priority targets on either side of the knight, so it can only target 1 of them. Use interveneing terrain to slow its movement down to max 6".

And play to the mission. This will suck in kill point games, but objective missions you can usually kill everything but the knights, and skirt the edges of the board waiting out the time.
   
Made in ca
Regular Dakkanaut





My army has one unit dedicated to summoning what ever it is I need at the time, I suppose I might just keep sending units of plague bearers or daemonettes at it to keep it in combat all game. Could you explain a little further how surrounding it makes it unable to move? or how terrain lowers its movement to 6?

This message was edited 1 time. Last update was at 2014/07/22 01:33:58


 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

chadbrochill17 wrote:
My army has one unit dedicated to summoning what ever it is I need at the time, I suppose I might just keep sending units of plague bearers or daemonettes at it to keep it in combat all game.


Daemonettes can't physically hurt it, but I suppose if you're just going for a tarpit.

This message was edited 1 time. Last update was at 2014/07/22 01:34:18


They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in ca
Regular Dakkanaut





 obsidiankatana wrote:
chadbrochill17 wrote:
My army has one unit dedicated to summoning what ever it is I need at the time, I suppose I might just keep sending units of plague bearers or daemonettes at it to keep it in combat all game.


Daemonettes can't physically hurt it, but I suppose if you're just going for a tarpit.


Correct, but daemonettes can leave combat when they wish because they are unable to harm it
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

chadbrochill17 wrote:
 obsidiankatana wrote:
chadbrochill17 wrote:
My army has one unit dedicated to summoning what ever it is I need at the time, I suppose I might just keep sending units of plague bearers or daemonettes at it to keep it in combat all game.


Daemonettes can't physically hurt it, but I suppose if you're just going for a tarpit.


Correct, but daemonettes can leave combat when they wish because they are unable to harm it


I'm not familiar enough with demonic instability. I'll take your word for it.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in au
Missionary On A Mission




Australia

chadbrochill17 wrote:
 obsidiankatana wrote:
chadbrochill17 wrote:
My army has one unit dedicated to summoning what ever it is I need at the time, I suppose I might just keep sending units of plague bearers or daemonettes at it to keep it in combat all game.


Daemonettes can't physically hurt it, but I suppose if you're just going for a tarpit.


Correct, but daemonettes can leave combat when they wish because they are unable to harm it

I dont' think so. Demonic Instability means they automatically pass all morale checks. Can you choose to automatically fail a morale check for losing combat (ie Our Weapons are Useless) if you automatically pass all morale checks?

This message was edited 1 time. Last update was at 2014/07/22 02:29:44



 
   
Made in au
Regular Dakkanaut




Our weapons are useless allows you to choose to fail a morale check. You never get to make that morale check with daemons as instead you make an instability check.
   
Made in ca
Monstrously Massive Big Mutant





Canada

I actually had great effect in swarming with Plague Bearers.

My usual Daemons List consists of 4 Heralds of Tzeentch for summoning anyways. So with on average 20 plague bearers coming into play each turn, sometimes with luck you'll get 30, it's not all impossible to just hinder it to the point it'll never see past the puss and bile of the little buggers clawing at it.

I've run plague bearers at Morkanaughts and had a good laugh once the things tried to get away. Oh sure, you'll clobber them good, I'll even lose a few to DI tests, but the sheer weight of 20-30 of the little buggers WILL make its agony known. I've also had great effect throwing Plague Drones at Naughts hilariously. Usually my heavy hitters will end up weakening something like the Naught enough that 2-3 Hullpoints left means a squad of 3 Drones only needs to roll 3 6s to wound.


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Made in il
Warplord Titan Princeps of Tzeentch






Seriously, nurgle is the answer to super-unit. they just fail to kill you, it doesn't even matter you don't kill them too.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Auspicious Daemonic Herald





The problem with plaguebearers is they are too slow to catch a knight and the other other nurgle choices aren't cost efficient at tar pitting a knight
   
Made in gb
Fresh-Faced New User




What can you do if they are fielding 4 knights at a 1500pt game?
   
Made in gb
Dakka Veteran





pastperfect wrote:
What can you do if they are fielding 4 knights at a 1500pt game?


An excellent question... And what if it's kill points?
   
Made in us
Never Forget Isstvan!






Againgst 4 knights demons can only play the missions.

They arent objective secured so you can litterally just steal the objectives away from them.


If you cant survive their firepower (through either invis, grimoire, or shrouded cover saves), you will loose.


Knights just happen to be a pretty hard counter to demons.

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Assassin with Black Lotus Poison





Bristol

pastperfect wrote:
What can you do if they are fielding 4 knights at a 1500pt game?


Don't knights only have blast weapons?

If so just load up on flying creatures and swoop around all game. Try to whittle them down with psychic shooting while you do so, focussing your attack on one at a time from multiple directions.

This message was edited 1 time. Last update was at 2014/07/22 14:00:38


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Made in ca
Regular Dakkanaut





Man, I forgot all about demonic instability.. I am running a fmc list, but it has ground elements, I suppose i try and keep those away from it.. lol

This message was edited 1 time. Last update was at 2014/07/22 16:31:19


 
   
Made in us
Nurgle Chosen Marine on a Palanquin






chadbrochill17 wrote:
im taking be'lakor anyway, was mostly trying to make sure using him was a valid idea and to see if he was going to be horribly out matched vs the knight in combat.


Cast invisibility on something, get it in CC with the knight.

   
Made in gb
Angelic Adepta Sororitas





 gwarsh41 wrote:
chadbrochill17 wrote:
im taking be'lakor anyway, was mostly trying to make sure using him was a valid idea and to see if he was going to be horribly out matched vs the knight in combat.


Cast invisibility on something, get it in CC with the knight.


A rogue 6 on the stomp table can still wipe the unit in 1 round.
   
 
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