Post by connor on Jan 25, 2015 18:54:03 GMT -5
I feel like I should weigh in here, being "that guy" with the knights.
one off knight-from seeing, and killing multitudes of these things so far, as a single knight angles are the death of him. This thing is almost 400 points so anything you send in to kill it is worth, drop melta, oblits or suicide melta sarges. I like to deal with them at range too, devastators with lascannons (a great unit), lootas or your armies equivalent heavy weapons squad need 2-3 turns of plinking to take it out, and before you say he'll kill you first, you should hide in the back better.
I don't think one knight in an army is much more of a threat than a land raider loaded with terminators/death company, other than having to kill it all at once, they're similar threats, which require similar means to drop.
the adamantium lance-from what I've heard this is allowed in the tourny, so 3 knights, 1100+ points or half the army in one convenient location. This is exaggerating how easy this would be to topple, I think the mobility drawbacks in club championship missions will definitely hurt, but they can spread out. against three if you can deal with do so as fast as possible, focus your fire and get angles on them. Also with three if you have two arcs on one you have it on three which is something with those shields
5-it's an objective game, as a standard balanced list you should be able to kill 2-3 of these, and I don't expect you to kill all of them, you don't need too. Lots of scoring, deny big kills with good positioning and drop them one by one. My best idea so far is start all your artillery (anything you got to hurt them) more toward one side and move across the table feeding otherwise useless units (cool flamer) to the kill happy knights as a distraction.
overall
-mobility is key, these things are fast but there aren't a lot of them, with 7th mobility strong so this is a given
-long rang or close up, some people have already said this, melta drops do less to my knights than sustained fire or a combat burst. Don't go for kill them in one turn, it almost 400 points it is going to take some time and work to take down. You have six turns, use them better than me
-angles, sort of with the last one but medium strength on fast platforms or in good positions is worth more than two meltas to the rear
-flyers, I can do nothing against you
-feed them targets, a knight wants to kill something, give him something you'd rather lose, throw you flamer squad around his feet and throw a grenade at his ass, keep your transports alive and cap objective last turn, don't think "oh gawd what will I do he'll kill whatever he hits" think "here kill these guys". If you have them doing what you want you are in control. It helps that at the championship tableing your opponent isn't a win
If anyone want some practice I'll be in town all week before hand, bring your list and see what they can do.
one off knight-from seeing, and killing multitudes of these things so far, as a single knight angles are the death of him. This thing is almost 400 points so anything you send in to kill it is worth, drop melta, oblits or suicide melta sarges. I like to deal with them at range too, devastators with lascannons (a great unit), lootas or your armies equivalent heavy weapons squad need 2-3 turns of plinking to take it out, and before you say he'll kill you first, you should hide in the back better.
I don't think one knight in an army is much more of a threat than a land raider loaded with terminators/death company, other than having to kill it all at once, they're similar threats, which require similar means to drop.
the adamantium lance-from what I've heard this is allowed in the tourny, so 3 knights, 1100+ points or half the army in one convenient location. This is exaggerating how easy this would be to topple, I think the mobility drawbacks in club championship missions will definitely hurt, but they can spread out. against three if you can deal with do so as fast as possible, focus your fire and get angles on them. Also with three if you have two arcs on one you have it on three which is something with those shields
5-it's an objective game, as a standard balanced list you should be able to kill 2-3 of these, and I don't expect you to kill all of them, you don't need too. Lots of scoring, deny big kills with good positioning and drop them one by one. My best idea so far is start all your artillery (anything you got to hurt them) more toward one side and move across the table feeding otherwise useless units (cool flamer) to the kill happy knights as a distraction.
overall
-mobility is key, these things are fast but there aren't a lot of them, with 7th mobility strong so this is a given
-long rang or close up, some people have already said this, melta drops do less to my knights than sustained fire or a combat burst. Don't go for kill them in one turn, it almost 400 points it is going to take some time and work to take down. You have six turns, use them better than me
-angles, sort of with the last one but medium strength on fast platforms or in good positions is worth more than two meltas to the rear
-flyers, I can do nothing against you
-feed them targets, a knight wants to kill something, give him something you'd rather lose, throw you flamer squad around his feet and throw a grenade at his ass, keep your transports alive and cap objective last turn, don't think "oh gawd what will I do he'll kill whatever he hits" think "here kill these guys". If you have them doing what you want you are in control. It helps that at the championship tableing your opponent isn't a win
If anyone want some practice I'll be in town all week before hand, bring your list and see what they can do.