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![[Post New]](/s/i/i.gif) 2015/01/11 03:41:11
Subject: 8 Imperial Knights!
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Dakka Veteran
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I played in a team tournament today. Each player had 1500 points for a total of 3000 per team. One of the teams there put 8 Imperial Knights down on the table. 4 Palidians, 2 Errents, & 2 Castigators. We had 3000 pts of Orks. It was actually closer than I thought it would be. We finished in a tie because of objectives. We actually took down 4 mints and had 1 a single point from death, and another 1/2 way down. On one assault one of their Castigators wiped out close to 50 boys (there were 2 blobs attacking).
Actually the knight team tied all 3 of their games.
Not sure of the point of my post other than we did better than I thought we would and Knights do have trouble getting objectives, so they can be defeated in the game if you have enough bodies to outlast the punishment.
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![[Post New]](/s/i/i.gif) 2015/01/11 03:52:46
Subject: Re:8 Imperial Knights!
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Quick-fingered Warlord Moderatus
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sounds awesome! shame no picture, but gives me hope that my 4 knights could be considered a fair game.
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https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle.. |
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![[Post New]](/s/i/i.gif) 2015/01/11 04:02:47
Subject: Re:8 Imperial Knights!
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Dakka Veteran
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Yeah I forgot to take pics, but they were using Robotech and BattleTech models as stand ins for the Knights so it was not as cool as it could have been. 4 Knight list "fair"? Not sure I would call it fair. But we did manage better than I thought. It was still not really fun playing against it. It felt too much like you were swimming up stream and just stalling for time dragging out the envitable.
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![[Post New]](/s/i/i.gif) 2015/01/11 04:07:32
Subject: 8 Imperial Knights!
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Gore-Soaked Lunatic Witchhunter
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It turns out that the issue is less Knights in general and more lots of Knights in small games when folks aren't expecting them. If you're equipped to fight them (which you're more likely to be in big games) they're not that obnoxious.
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![[Post New]](/s/i/i.gif) 2015/01/11 04:10:59
Subject: Re:8 Imperial Knights!
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Knights are certainly not as bad as they appear at first. They do find it almost impossible to win objective games, and they're squishier than people think.
I think they're not very strong as their own codex. They're really meant to be taken as support for another codex, and in that they're quite strong.
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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) 2015/01/11 12:40:21
Subject: 8 Imperial Knights!
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Growlin' Guntrukk Driver with Killacannon
Reading, England
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Found out that Knights can be very easily defeated by Tau Riptides. My local GW had a Knights vs monsters game going and the Knights kept wiping out the Tyranids. Then one of the guys there mentioned he had brought a load of Riptides with him and why not do Knights vs Riptides. By the time we got into combat there was one Knight left with 2 HP. In combat the Knights dominated but shooting ripped us to shreds.
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Bruins fan till the end.
Never assume anything, it will only make an ass of you and me. |
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![[Post New]](/s/i/i.gif) 2015/01/11 12:45:53
Subject: 8 Imperial Knights!
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Dakka Veteran
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How did did knights do that bad against riptides ever time i see knights take on riptides the tides just get slaughtered even in a shooting match
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![[Post New]](/s/i/i.gif) 2015/01/11 12:54:31
Subject: Re:8 Imperial Knights!
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Chaplain with Hate to Spare
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I am surprised that you were able to get it that close with Ork v. Knights. When you say one Knight took out 50 Boyz and you still tied, that is pretty amazing.
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5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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![[Post New]](/s/i/i.gif) 2015/01/11 13:33:42
Subject: 8 Imperial Knights!
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Secret Inquisitorial Eldar Xenexecutor
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50 Ork boys is what... 300 points? So even with what appears to be an impressive kill ratio that knight still vastly underperformed its own points value. And I'd assume at 3000 points of Orks losing 50 is a mere drop in the ocean.
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![[Post New]](/s/i/i.gif) 2015/01/11 13:51:21
Subject: 8 Imperial Knights!
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Longtime Dakkanaut
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I once had a game against 3 knights with 190 gretchin, 2 weirdboys, an aegis and a dakkajet. so 200 guns that couldn't hut the knights, 4 that could.
I won on objectives, yay maelstrom. even killed a knight,. the weirdboy perils'd 3 times in a row, and each time rolled a 6 and passed his test, then whupped the knight arse, then ran away after gretchin went squish, regrouped then repeated it (the knight kept charging in).
but yes, knights aren't as scary as people think, unless you run assault marines at them!
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![[Post New]](/s/i/i.gif) 2015/01/11 14:09:43
Subject: Re:8 Imperial Knights!
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Quick-fingered Warlord Moderatus
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having them, i get the feeling that they are quite vulnerable but it's difficult to say that without having to spend 5 -10 minutes explaining yourself.
when i had a single knight down alongside other forces it just died on the first or second turn, it bought the rest of my army a turn of no damage but i think that's a waste of points as a plan.
can the knight get locked in combat with models other than super-heavy walkers and gargantuan creatures?
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https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle.. |
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![[Post New]](/s/i/i.gif) 2015/01/11 14:15:04
Subject: Re:8 Imperial Knights!
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Longtime Dakkanaut
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I once charged a Knight into a largish group of Tau Pathfinders in ruins.
Turns out, Knight is at Initiative 1, due to charging into cover, and the Pathfinders had haywire grenades.
Never saying Tau suck at CC ever again.
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![[Post New]](/s/i/i.gif) 2015/01/11 15:13:14
Subject: Re:8 Imperial Knights!
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Quick-fingered Warlord Moderatus
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damn, the knight has 'move through cover' does that not stop the whole initiative drop thing?
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https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle.. |
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![[Post New]](/s/i/i.gif) 2015/01/11 15:19:57
Subject: Re:8 Imperial Knights!
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Longtime Dakkanaut
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SirDonlad wrote:damn, the knight has 'move through cover' does that not stop the whole initiative drop thing?
No. It removes the range-penalty to your charge range, but not the initiative penalty.
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![[Post New]](/s/i/i.gif) 2015/01/11 15:31:54
Subject: Re:8 Imperial Knights!
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Fixture of Dakka
West Michigan, deep in Whitebread, USA
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8 knights versus an ork horde sounds like a really cool looking game.....of Epic 40k. Normal 40k, not so much.
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"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should." |
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![[Post New]](/s/i/i.gif) 2015/01/11 22:51:59
Subject: Re:8 Imperial Knights!
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Quick-fingered Warlord Moderatus
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AegisGrimm wrote:8 knights versus an ork horde sounds like a really cool looking game.....of Epic 40k. Normal 40k, not so much.
man, that is what i've been aiming for ever since i first got interested in the hobby!
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https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle.. |
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![[Post New]](/s/i/i.gif) 2015/01/11 22:53:15
Subject: Re:8 Imperial Knights!
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Gore-Soaked Lunatic Witchhunter
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Wonderwolf wrote:SirDonlad wrote:damn, the knight has 'move through cover' does that not stop the whole initiative drop thing?
No. It removes the range-penalty to your charge range, but not the initiative penalty.
You need frag grenades to negate the Initiative penalty.
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![[Post New]](/s/i/i.gif) 2015/01/12 01:15:09
Subject: 8 Imperial Knights!
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Dakka Veteran
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Ya there's no way pathfinders did that to knight i think you guys got something wrong there
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![[Post New]](/s/i/i.gif) 2015/01/12 01:31:12
Subject: 8 Imperial Knights!
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Insect-Infested Nurgle Chaos Lord
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Taken one out with a single unit of wyches in CC back in the previous codex.
Similar situation. EMP/Haywire butchers vehicles, superheavy or not.
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2015/01/12 01:36:09
Subject: 8 Imperial Knights!
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Storm Trooper with Maglight
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No, charging a unit with a bunch of haywire grenades will easily glance any type of vehicle to death. Specially if they get to go first.
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My IG WIP log
40k is as exciting as riding a pony, which doesn't sound very exciting.......
But the pony is 300 feet tall and covered in CHAINSAWS! |
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![[Post New]](/s/i/i.gif) 2015/01/12 01:37:45
Subject: 8 Imperial Knights!
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Decrepit Dakkanaut
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zilka86 wrote:Ya there's no way pathfinders did that to knight i think you guys got something wrong there
Hes saying they all had haywire grenades(2pts per model). The knight was at int 1 for charging through cover and the pathfinders lit it up.
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![[Post New]](/s/i/i.gif) 2015/01/12 03:11:50
Subject: 8 Imperial Knights!
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Resolute Ultramarine Honor Guard
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If the rumors of skitarii with haywire ranged weapons are true, Knights better watch out.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2015/01/12 03:30:37
Subject: 8 Imperial Knights!
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Byte wrote:zilka86 wrote:Ya there's no way pathfinders did that to knight i think you guys got something wrong there
Hes saying they all had haywire grenades(2pts per model). The knight was at int 1 for charging through cover and the pathfinders lit it up.
Even if it had been I4 it would still have taken a beating. Knights only have 4 I4 attacks when charging, plus HOW.
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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) 2015/01/12 03:48:15
Subject: 8 Imperial Knights!
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Fixture of Dakka
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Grey Templar wrote: Byte wrote:zilka86 wrote:Ya there's no way pathfinders did that to knight i think you guys got something wrong there
Hes saying they all had haywire grenades(2pts per model). The knight was at int 1 for charging through cover and the pathfinders lit it up.
Even if it had been I4 it would still have taken a beating. Knights only have 4 I4 attacks when charging, plus HOW.
Depends which Knights. The OP mentioned Castigators which can wipe a unit by themselves each CC phase. Units in cover get burned out by an Acheron. Lancers are I5 on the charge and have a 5++ in CC... Adamantine Lance formation makes positioning key for shooting at paladins\errants in groups of 3...
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This message was edited 1 time. Last update was at 2015/01/12 03:50:15
Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2015/01/12 04:58:10
Subject: Re:8 Imperial Knights!
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Dakka Veteran
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Yeah, the castigator was the one that wiped out 45 boys, a nob, and a warboss in one cc. It had some move that killed everything in base contact plus an additional wound for every one of those. Then it got the stomp attacks. All of that went art innitiative? did not matter, it happens before the klaws which is the only thing that could do anything, but EVERYTHING was erased before that could happen. I am not sure if there is anything that can last cc with that thing? For sure not without an invul save of some kind, which Orks do not have access to.
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![[Post New]](/s/i/i.gif) 2015/01/12 05:03:11
Subject: 8 Imperial Knights!
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Stomps don't happen at initiative, so that at least was wrong.
The Castigator is a different story, but at best its only killing twice as many models as there are in base contact with its melee attack. Stomps are a wild card due to model positioning.
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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) 2015/01/12 05:48:42
Subject: 8 Imperial Knights!
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Dark Angels Librarian with Book of Secrets
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Glad to hear you were able to handle yourself. I actually IK are fine at large point games. It's only when they're allied in in low point games that I think IK are annoying. I feel they're more like a LoW in that if you're unprepared and in low point games, they can run amok.
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~1.5k
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![[Post New]](/s/i/i.gif) 2015/01/12 05:54:17
Subject: Re:8 Imperial Knights!
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Knights at low points are like any other hard skew. The enemy either has the tools to deal with it, or they don't. So the Knights will either win big, or lose big.
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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) 2015/01/12 09:48:12
Subject: 8 Imperial Knights!
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!!Goffik Rocker!!
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Loborocket wrote:I played in a team tournament today. Each player had 1500 points for a total of 3000 per team. One of the teams there put 8 Imperial Knights down on the table. 4 Palidians, 2 Errents, & 2 Castigators. We had 3000 pts of Orks. It was actually closer than I thought it would be. We finished in a tie because of objectives. We actually took down 4 mints and had 1 a single point from death, and another 1/2 way down. On one assault one of their Castigators wiped out close to 50 boys (there were 2 blobs attacking).
Actually the knight team tied all 3 of their games.
Not sure of the point of my post other than we did better than I thought we would and Knights do have trouble getting objectives, so they can be defeated in the game if you have enough bodies to outlast the punishment.
That's more cause of you playing orks rather than knights being super-ballanced. As an ork player, i can tell you that our main strengths, as you sure know, are board controle and threat overload. Both of which work vs knights.
The thing is that difficulty of dealing with a bunch of MEQ for a knight is somewhat identical to difficulty of dealing with a bunch of ork boyz. And boyz are 2.5 times cheaper = more numerous.
For example, our local CSM guyz hate playing vs IK as they have to specifically tailor the list to have chances while i (orks) don't mind knights that much with my TAC footslogging list. The only thing i don't like in our games is that they're getting pretty boring over time as knights don't have much tactical variability. It mostly revolves around me positioning the way that my footslogging pk boss, pk nob and stormboyz with a pk nob are blocking an area of the table claiming points and using other stuff as bauble wrap - all goes, a truck, grots, mek gunz. So the knight player has to position all his knights for a simultanious charge at my blob while not getting too close to me as i'd be able to charge him 1 by 1 myself thus he'd only have 6-s on stomomps to win. While he wastes time shooting at bauble wrap and maneubring around, my other stuff hunts his support or scores points.
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This message was edited 2 times. Last update was at 2015/01/12 10:34:22
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![[Post New]](/s/i/i.gif) 2015/01/12 10:37:59
Subject: 8 Imperial Knights!
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Fixture of Dakka
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Really, anything that is flying will give the Knights problems. Flyrants will give IK heartburn. Stormravens with the right units embarked can cause problems. If there 8 of them, that's all 3000 points, so that means no space for anti-air at all, or, any points to deal with invisible deathstars. I'm shocked that at a tournament, Battletech/Robotech models would be allowed as stand-ins for IK. I mean, if you're gonna do that, at least go buy Chinese recasts so the models *look* like Knights and are the correct size >.<
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This message was edited 2 times. Last update was at 2015/01/12 10:42:49
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