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Post by danny1995 on Oct 31, 2016 9:55:30 GMT -5
So I played my first few games with a knight, needless to say he dies, REALLLLLLLY fast. My current thought is that it may be worth replacing him with 2 Stormhawk Interceptors, more likely to survive but don't have any effect on the game turn 1. The advantage to bringing them is I could also bring a max squad of Interceptors with 2 Psycannons, and being able to throw 8 S7 AP4 Rending shots on someones rear armour turn 1 could be huge, plus I gain mobility, something Grey Knights tend to lack. On the other hand, that Knight always dies, but it also still soaks a tonne of fire. I could run a cheaper knight (mine is currently the most expensive base knight you can take) to soak the same fire and maybe squeeze in some more stuff to the army. Just trying to decide which is better.
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Post by redshirt2375 on Oct 31, 2016 10:11:05 GMT -5
being able to throw 8 S7 AP4 Rending shots on someones rear armour turn 1 could be hugh Isn't it only 4? Psycannons are salvo and the Interceptors aren't relentless (jump infantry iirc not jetpack) Still always a nice tool to have that not everyone will expect.
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Post by ohgodsnakes on Oct 31, 2016 10:13:42 GMT -5
I would say a big thing you need to do is stop getting seized on XD. Did I read right that Tim also seized on you? that's some terrible luck right there.
Against my army, you did the right thing going after the marker lights, it was just too late for that knight (seeing as he died pretty much right away). Getting that D hit through really helped me out. Maybe you could attempt to deploy him a little more conservatively, considering he's a shooty knight. That 12" move is very flexible, and could allow you to hide behind some stuff T1.
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Post by voodoo on Oct 31, 2016 11:28:07 GMT -5
I agree with Lukas here Danny. The Nurgle Daemon Knight I brought to the team tourney is likely the MOST survivable knight out there by a long shot. (IWND, 5++ Daemon save, Shrouded, Defensive Grenades) I still started him in and continued to; hug cover for the majority of games. They’re big scary targets that people know will mess them up if they get close and/or if they can get into melee (if you have a melee knight.) Forcing your opponent to take bad shots against them (hull down, etc) or placing it to avoid shots altogether is huge!
It takes a bit more pre-planning on the route it’ll take going up the board, but in the end it’ll get to where you want it to and you’ll have forced your opponent to have shot at the stuff YOU want them to shoot at.
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Post by Jack Shrapnel on Oct 31, 2016 11:35:18 GMT -5
People bring anti-knight now or they get tabled by knights. That's pretty much the deal. Just like people are bringing anti-tau stuff, anti-scatterbike stuff, anti-drop grav, anti-white scars/dogstar scouting.
Most decent lists can reasonably handle a knight (or they get REALLY stomped by the full knight list!!!)
Bringing a knight means that you're banking on it to either soak up a tremendous amount of firepower, or run all over an unprepared opponent. A lot of times it does both. Against some people it does zip.
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