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		<title><![CDATA[Latest posts for the thread "Anti-Knight units"]]></title>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ Hey, so I got stomped by 5 knights yesterday, I play a pretty flamer heavy Salamanders Space marines list. In 5 turns i managed to kill 1/5. I'm looking for any suggestions to what i can add to my army to "deal" with the knights. I'm not looking for the ultimate cheese, just something that can give me a chance. I already have some meltas and multi meltas but as they lack in range, I need something else. I'm considering 3 predator tanks with lascannons, is that an option? Does anyone have any experience in defeating lists like this? Tactics? ]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 09:19:50]]> GMT</pubDate>
				<author><![CDATA[ Vindhand]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ In your current list what do you have to deal with 4+ vehicles of any type.]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 09:31:57]]> GMT</pubDate>
				<author><![CDATA[ rawne2510]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ All-knight armies are definitely one of the things I would change about the game if I had the helm.  They're an edge-list, similar to flyer spam, that try to win the game during the list-building stage by giving themself a huge advantage against opponents trying to field a force able to fight any kind of list.  This is a competitive style tactic, and if you're just playing <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> games, I'd let the guy know to reign it in until there are prizes up for grabs.<br /> <br /> If you find yourself in this situation, the best thing you can do is try to score ongoing mission points, hide in cover, minimize losses, and do the ol' "jump on objectives and pray" at the end of t5.  If you have the offensive potential to knock out a knight or two, do so asap.  Do the math, and concentrate more than you need on one knight.  Partially hurting two is a fail.  Also (depending on your army) any crusaders should probably be your main concern.<br /> <br /> As for list-tailoring, podded meltas with Vulkan as your warlord is about the best you can do.  The Knights will find it easy to shake and stun predators, or simply ion shield their weapons off.  Pods can get your dudes in position so that some have unshielded shots.]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 09:42:16]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ I'm not a Spess Mehrens player, but I know that Meltaguns and Multimeltas will kill Knights provided you can deliver them appropriately.  Grav Cannons work too, though again that's provided you can deliver them.  Maybe look into including a few Pod Squads or something.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/718235/9206076.page"><b>niv-mizzet wrote:</b></a><br/>All-knight armies are definitely one of the things I would change about the game if I had the helm.  They're an edge-list, similar to flyer spam, that try to win the game during the list-building stage by giving themself a huge advantage against opponents trying to field a force able to fight any kind of list.</div></blockquote><br /> <br /> If you're building an army to take on any kind of opponent then 5 Knights shouldn't be a problem, right?  It's five vehicles at the end of the day - they're carrying the same firepower as would an army of equivalent points, but it's still five vehicles.  They're not even AV14 vehicles.  If you're struggling to build a list that can handle any opponent then your Codex might be at fault - which sucks, but is the state of the game at the moment.  Some books work, some books don't.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 10:39:04]]> GMT</pubDate>
				<author><![CDATA[ BBAP]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ lmfao? Salamanders have melta in spades! <br /> <br /> Cant your rhinos/razorbacks count as fast attack and some how scout move like Sisters of Battle immolator move? ]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 10:43:58]]> GMT</pubDate>
				<author><![CDATA[ CadianGateTroll]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/31724bf359f0cbbfbb09078d6303968d.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/718235/9206123.page"><b>CadianGateTroll wrote:</b></a><br/>lmfao? Salamanders have melta in spades! <br /> <br /> Cant your rhinos/razorbacks count as fast attack and some how scout move like Sisters of Battle immolator move? </div></blockquote><br /> <br /> Being a fast attack slot does not automatically grant scout, salamanders do not get scout through other means (maybe you're thinking of white scars?), and I don't see how an extra move would help him in this case.<br /> <br /> I've fought knight armies with my salamanders but my opponent told me he was bringing all knights so I wouldn't end up with a useless list going against him.  I ran lots of command squads with meltas and tacticals with melta/combi melta in drop pods.  Hit knights from a couple sides at a time so he can't shield them all and you'll get some explodes results to bring them down fast.  Vulkan was definitely worth his cost in the game.  Even when I don't know I'm facing an all knight army, I tend to take more meltas in my Salamanders force anyways.  You might want to balance your ratio of meltas to flamers if you were too far on the burninating side.]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 11:44:24]]> GMT</pubDate>
				<author><![CDATA[ lessthanjeff]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ One of the obvious answers is the suicide Meltaguard. Drop them in a Pod, and space them around so his Ion Shield won't be able to cover all of them.]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 12:54:12]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/98a0b95809cd5dfb7b40c7f803e3c38a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/718235/9206072.page"><b>rawne2510 wrote:</b></a><br/>In your current list what do you have to deal with 4+ vehicles of any type.</div></blockquote><br /> <br /> I have a devastator squad with lascannons and a centurion <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad with grav-cannons, some land speeders with multi-meltas and a few meltas/combi-meltas in infantry. Other than that I don't have much that has any theoretical change to hurt then.  Oh I guess my Vindicators can hurt them but its only one shoot each.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/718235/9206076.page"><b>niv-mizzet wrote:</b></a><br/>All-knight armies are definitely one of the things I would change about the game if I had the helm.  They're an edge-list, similar to flyer spam, that try to win the game during the list-building stage by giving themself a huge advantage against opponents trying to field a force able to fight any kind of list.  This is a competitive style tactic, and if you're just playing <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> games, I'd let the guy know to reign it in until there are prizes up for grabs.<br /> <br /> If you find yourself in this situation, the best thing you can do is try to score ongoing mission points, hide in cover, minimize losses, and do the ol' "jump on objectives and pray" at the end of t5.  If you have the offensive potential to knock out a knight or two, do so asap.  Do the math, and concentrate more than you need on one knight.  Partially hurting two is a fail.  Also (depending on your army) any crusaders should probably be your main concern.<br /> <br /> As for list-tailoring, podded meltas with Vulkan as your warlord is about the best you can do.  The Knights will find it easy to shake and stun predators, or simply ion shield their weapons off.  Pods can get your dudes in position so that some have unshielded shots.</div></blockquote><br /> <br /> The game was a practice match for a big tournament where those kinds of list will occur so there was no menace in him taking 5 knights <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> But I see your point and agree. <br /> <br /> I did play tactically, used cover and tried to focus down 1 knight early, however I got him down to 1 wound and didn't have any more units that could get in range of him. Later in the game i managed a charge with a few terminators with power fists and an ironclad dreadnought, killing one. But by then the game was practically over. <br /> <br /> My thoughts with the predators is that they get monster hunter, tank hunter and ignore crew shaken and stunned. They would also have a tech marine that can repair and can be really tanky if need be. What about the land raider formation, they get to reroll none-pens and also get the ignores crew shaken, stunned and even immobilized. fill them with decent units and I imagine they might work but it would cost unreasonably much. <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/811fc52b7269890f783a47309e7daf6c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/718235/9206229.page"><b>Valkyrie wrote:</b></a><br/>One of the obvious answers is the suicide Meltaguard. Drop them in a Pod, and space them around so his Ion Shield won't be able to cover all of them.</div></blockquote><br /> <br /> So more meltas, multi-meltas where i can get them and then just hope for the best  <img src="/s/i/a/a634d4056bc15b21ef25d1960801aa76.gif" border="0"> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 13:23:42]]> GMT</pubDate>
				<author><![CDATA[ Vindhand]]></author>
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				<title>Re:Anti-Knight units</title>
				<description><![CDATA[ Melta all the way, and pods if you have them. In fact, you really should be taking melta instead of flamers in a Salamander army anyway.  Use drop pods or rhinos to surround his knights and gun them down...and remember that an "explodes" result gives you an additional D3 hullpoints, meaning that any 5+ on the damage table takes down half of a knight on average (1+2=3 hullpoints).  Stay in cover so he'll be at I1 if he charges (melta bombs) and you'll get a save against their shooting.  You don't need "long range", he'll have to come to you if you camp on the objectives.<br /> <br /> Lascannons are pretty terrible against knights, and grav isn't that great either.  Just max out the melta everwhere else, and you'll be fine.]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 19:11:19]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ Thanks all, Going for tons of meltas. ]]></description>
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				<pubDate><![CDATA[Fri, 17 Feb 2017 19:16:24]]> GMT</pubDate>
				<author><![CDATA[ Vindhand]]></author>
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				<title>Anti-Knight units</title>
				<description><![CDATA[ (This is in an ideal world where you have the time and money for this)...<br /> Also worth taking full units of quad mortars, will also be worth it, granted they will only be taking 2.22hps a turn on average against a knight with it's shield facing them but they make sure all the Knights put their shields their way, and if they don't that goes up to 4.44hps of damage in one round of shooting for less than half the points cost of a knight.<br /> Running them in conjuction with squadrons of 2 dual <span class="glossaryitem" onmouseover='gp(330);'>MM</span> speeders should really worry him (or single dual <span class="glossaryitem" onmouseover='gp(330);'>MM</span> speeders if you have multiple CADs). Shove in a Javelin too as they are incredibly points efficient. Also maybe a Diemos Vindi with Schism of Mars which is the most efficient vehicle in the game for scoring explodes results at distance.<br /> Then throw in a Skyhammer with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> <span class="glossaryitem" onmouseover='gp(29);'>devs</span> for the relentless and you'll wreck him and still have points to spare. <br /> <br /> For example,<br /> 2 units of 3 quad mortars, Diemos Vindi with Schism, Javelin with <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, Cyclone and 2 <span class="glossaryitem" onmouseover='gp(55);'>HK</span> missiles, 2 units of 2 dual <span class="glossaryitem" onmouseover='gp(330);'>MM</span> speeders (3 <span class="glossaryitem" onmouseover='gp(57);'>HS</span> and 3 <span class="glossaryitem" onmouseover='gp(35);'>FA</span> used), Skyhammer with 2 5 man <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads with 4 <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> each in pods and 2 5 mans ASM squads (objective grabbers the Knights will probably ignore)... You are looking at 1380pts, so about three and a half knights and should wipe him easily and still have 470pts to grab your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 2 troops, and another juicy unit to make an all rounder list for the tourney (the quads and Javelin already help in this regard with their diversity). If you want to save more points to make it a bit more all rounder, drop the speeder squadrons down to 1 in each and now you have 630pts to spend.<br /> <br /> It is possible to attempt to make all rounder lists and still deal with a full knight army, so you can always go for something like the above and not be worried that you'll be sacrificing yourself against a different list.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2017 11:37:10]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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