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![[Post New]](/s/i/i.gif) 2015/01/08 17:35:16
Subject: Re:Dealing with Imperial Knights in Close Combat
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Stubborn Dark Angels Veteran Sergeant
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Grey Templar wrote:You can however, before the assault, spread your guys out so your pile in moves don't clump you as much. There are ways around the danger of the stomp.
But even if its killing 2 guys a turn, its still going to take 2-3 turns to chew through a tactical squad.
Totally agree it will take a while (usually 3-4 assault phases), but people should still consider the stomps as they are dangerous even for MEQ.
If you are assaulting the knight then you can try to spread the squad out beforehand, this works with smaller units but big bigger units will find it a bit hard to do in a meaningful way.
If the knight is assaulting you then he will have a say in where the knight hits the squad, and as such how the models will do their pile in moves, which makes spreading out less effective on the defensive.
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![[Post New]](/s/i/i.gif) 2015/01/08 17:39:48
Subject: Re:Dealing with Imperial Knights in Close Combat
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Very true.
Also, characters are relatively safe against knights as long as they have some mooks around for you to allocate hits to first. Its only that dreaded 6 on the stomps which can take characters out before they're the last model.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2015/01/08 17:42:25
Subject: Dealing with Imperial Knights in Close Combat
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Gore-Soaked Lunatic Witchhunter
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The only way to reliably kill Knights in melee is if you wreck it at I4 or before with a sacrificial squad. Tarpitting it doesn't work well because of Stomp, most anti-armour melee units either can't one-round the Knight and die or strike after I4 and get shredded by the Knight first. The best unit for the role off the top of my head is (and I cannot believe the words are coming out of my mouth) Assault Centurions, if you can deliver them each one is swinging with two S9 AP2 Armourbane attacks at I4; if you can get off a charge with a three-man squad with meltaguns (to soften it up a bit first) you're taking out slightly under six hull points on average rolls if the Knight's got its shield facing you and you roll no Explodes results.
You can try to hit it with AP stuff that strikes at I1 but it's best to get large cheap units (Guard blobs with meltabombs and powerfists, Ork Tankbustaz, etc) that do that instead of trying to drown it in Terminators (which are expensive, die almost as fast to the D weapon, and don't have as many wounds per point to make the Knight chew through). Other than that I've been looking at suicide-spamming summoned Screamers if you've got enough summoning; they don't have good odds of killing it, but they're free and they can threaten Explodes since the jaws are AP2.
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![[Post New]](/s/i/i.gif) 2015/01/08 17:50:39
Subject: Re:Dealing with Imperial Knights in Close Combat
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Stubborn Dark Angels Veteran Sergeant
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My go to unit would be the Knight lancer. Make it the warlord for WS5 and on the charge it should bring any other knight down.
Centurions will wreck it, but I would be worried about the explosion, as str 10 and multi wound T5 models don't mix very well.
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This message was edited 1 time. Last update was at 2015/01/08 17:50:56
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![[Post New]](/s/i/i.gif) 2015/01/08 17:58:50
Subject: Dealing with Imperial Knights in Close Combat
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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AnomanderRake wrote:The only way to reliably kill Knights in melee is if you wreck it at I4 or before with a sacrificial squad. Tarpitting it doesn't work well because of Stomp, most anti-armour melee units either can't one-round the Knight and die or strike after I4 and get shredded by the Knight first. The best unit for the role off the top of my head is (and I cannot believe the words are coming out of my mouth) Assault Centurions, if you can deliver them each one is swinging with two S9 AP2 Armourbane attacks at I4; if you can get off a charge with a three-man squad with meltaguns (to soften it up a bit first) you're taking out slightly under six hull points on average rolls if the Knight's got its shield facing you and you roll no Explodes results.
You can try to hit it with AP stuff that strikes at I1 but it's best to get large cheap units (Guard blobs with meltabombs and powerfists, Ork Tankbustaz, etc) that do that instead of trying to drown it in Terminators (which are expensive, die almost as fast to the D weapon, and don't have as many wounds per point to make the Knight chew through). Other than that I've been looking at suicide-spamming summoned Screamers if you've got enough summoning; they don't have good odds of killing it, but they're free and they can threaten Explodes since the jaws are AP2.
Terminators laugh at Knights. They do not fear its stomps, and the Knight is lucky to kill 1 Terminator with its melee attacks.
The Knight's shooting is far more dangerous(if its the Errant)
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2015/01/08 19:59:35
Subject: Re:Dealing with Imperial Knights in Close Combat
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Boosting Space Marine Biker
Philadelphia, PA, USA
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Big Blind Bill wrote:
People have already spotted the krak grenade one, also:
it’s quite a bit easier to bubble wrap a Knight on the move without sacrificing its mobility since it moves as normal infantry—so slow!—
IK are super-heavy walkers, so move 12 inches a turn. They were also FAQ'd to be better at going through difficult terrain now too.
Yes, the krak grenade reference is basically a typo. The walking point though is not a mistake, it's just outdated now. The key part of that sentence left out in the quote is "with any reasonable amount of terrain on the board." On any interesting board they basically weren't fast at all until the FAQ came out. They're even more valuable now, and they were already significantly undercosted.
Though I agree with the points up-thread that Terminators and Centurions are solid at combating Knights, they're essentially reactive defensive options because of the challenge of overcoming its mobility and getting them into assault with it. Unless it's coming at something they're defending, that can be tough to arrange unless they're in a Landraider or such because it's so fast. By themselves they don't reliably help with Knights standing back and shooting at them or other units, or rushing elsewhere on the board.
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![[Post New]](/s/i/i.gif) 2015/01/08 20:14:12
Subject: Re:Dealing with Imperial Knights in Close Combat
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Nasty Nob on Warbike with Klaw
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tjkopena wrote:They're even more valuable now, and they were already significantly undercosted.
I'll have to disagree with Knights being undercosted. I think they're spot on for their points.
There's a lot of unreasonable fear of them just for being SuperHeavies, but I honestly find them to be a very balanced unit for the cost.
My Orks have never really struggeled against them, the biggest threat they pose is when they fall over
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