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Made in us
Locked in the Tower of Amareo




Why would someone naysay that? The GK are known to have limited options in general, and even more limited for anti-tank.

There ARE stormravens, which do decent anti-tank. But without other shooting to force the IK to choose shield facings, it's very poor vs IKs.
   
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Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Vortex of Doom!

SJ

“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
 
   
Made in us
Longtime Dakkanaut






I run a 3 WC libby in my GKs I also take Tiggy and Coteaz as well. When I go up against IKs I am always fishing for Misfortune..preferably on the GK libby. If I can get it off. which I generally do. All shots go into that IK. even bolters strip hull points. Its the most effective way of taking down a Knight with GKs

 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Bolters hit on 3s.
Glance on 6s by 3s (on a d3, the second time) assuming front armour, 2s on the d3 assuming side armour.

That's a 1/27 chance of a HP on the front armour, or twice that on side armour.

Assuming no shield and side armour...

You'd need more than 40 bolters in rapid fire range.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 JNAProductions wrote:
Bolters hit on 3s.
Glance on 6s by 3s (on a d3, the second time) assuming front armour, 2s on the d3 assuming side armour.

That's a 1/27 chance of a HP on the front armour, or twice that on side armour.

Assuming no shield and side armour...

You'd need more than 40 bolters in rapid fire range.

Storm Bloters do not need to be in rapid fire range, and GK will have a fair few Psycannons too.
I don't think it is unreasonable for GKs to take out a single Knight in 1 turn But they'd have to ignore everything else, which is the problem

   
Made in ie
Fresh-Faced New User



Ireland

My main opponents plays Gk and spams rhe hell out of Dread knights - I play Chaos and often bring a Renegade Knight.

One v one the Renegade Knight will win - however once you start ganging up he'll go down real fast. It's a solid tactic and should work just fine.

Do be very very mindful of stomps!

If you have the assault 12 shotgun misfortune from Divination can also do a few more hull pouts before the charge (and if you are going with divininatuon you'll have a pocket prescience too)

Also make sure to spend the warp charge buffing the dread knights to a 4++, help keep them alive that bit longer

Praise be to Papa Nurgle  
   
Made in us
Longtime Dakkanaut






Grim Squeaker wrote:
My main opponents plays Gk and spams rhe hell out of Dread knights - I play Chaos and often bring a Renegade Knight.

One v one the Renegade Knight will win - however once you start ganging up he'll go down real fast. It's a solid tactic and should work just fine.

Do be very very mindful of stomps!

If you have the assault 12 shotgun misfortune from Divination can also do a few more hull pouts before the charge (and if you are going with divininatuon you'll have a pocket prescience too)

Also make sure to spend the warp charge buffing the dread knights to a 4++, help keep them alive that bit longer


Yup.. even my gatling psilencers 12 shots each will usually strip a hull point or 2 from a knight. Drive by bolters from my storm scouts and stormbolters lend a hand plus some psycannon shot.

Misfortune is key here and div does lend a hand. I usually focus 2 DreadKnights on a IK so 4++ is a must as well.

I also found players running a sister squad behind the knights to prevent misfortune. I have to focus the TFCs on them or get a DK to burn them out with torrent to remove that threat.

Also remember misfortune works in CC so you can dive in and hurt them more on combat.

 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

12 shots. 8 hits. 1.33 Rends, for .44 HP on front armor or .88 on side/rear.

Edit: The math just doesn't make Misfortune that good. It's better than nothing, definitely-but it's not very good.

This message was edited 1 time. Last update was at 2017/04/06 14:11:20


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

My favorite use of Misfortune with GKs is to use my NSF Libby to cast Misfortune for my CAD Scatter bikes to use.
Yes, even though they are only Allies of Convenience, this works because Misfortune is a Malediction that affects any attacks on the Target, rather than a Blessing that only affects Battle Bros.
Plus, having a WK in the list means my 2 DKs can focus on what they should be doing - torching infantry with their Incinerator, or popping tanks with their Psycannon + Assault, or dropping MCs in combat.

-

This message was edited 2 times. Last update was at 2017/04/06 14:21:03


   
Made in us
Longtime Dakkanaut






 JNAProductions wrote:
12 shots. 8 hits. 1.33 Rends, for .44 HP on front armor or .88 on side/rear.

Edit: The math just doesn't make Misfortune that good. It's better than nothing, definitely-but it's not very good.


true ! but I do usually get 2 turns of shooting at it before I have to commit my DKs to get into combat with it. Plus bolters are the minimal S guns I have. There is more higher strength shooting that can do more damage.1-2 IKs I can deal with. I would struggle greatly with a list of 3-5 IKs playing very agressive

This message was edited 2 times. Last update was at 2017/04/06 14:36:08


 
   
Made in us
Clousseau





East Bay, Ca, US

 greyknight12 wrote:
2 Dreadknights cost basically the same as an Imperial Knight, so the trade is worth it. Another mitigation tool is to give your units halberds and at least one hammer per squad (on the justicar so he can LOS), with hammerhand they can get up to S7/S10 and chip away hullpoints while being difficult to kill. I always give my terminators halberds if I have 10 points to spare for this very reason. Barring lucky stomps, a squad of 5 terminators will tie up a knight for a couple turns at least while taking some hullpoints off. Ideally the dreadknights will be your primary option, but if one or both of them dies all is not lost. Have your librarians fish for invisibility, it will help keep your DKs alive for that initial round of shooting.

Finally, to address the naysayers: there is no better option in the GK codex to kill Imperial Knights. GKs have no reliable way to deal with vehicles outside of CC other than psycannons.


Depending on the knight a land raider would be useful in this scenario.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
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