Grey Mage Posted February 27, 2014 Share Posted February 27, 2014 Snow speeders and tow cables? Take that rebel talk out of here, chaos scum ;) Though actually... I wonder what the effects would be using a blood angel magna-grapple on a SH walker? Ill have to look into that. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3604501 Share on other sites More sharing options...
Gentlemanloser Posted February 27, 2014 Share Posted February 27, 2014 Get over here? ;) Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3604733 Share on other sites More sharing options...
Captain Idaho Posted February 27, 2014 Share Posted February 27, 2014 Hmm. Been thinking you could finish off an Imperial Knight with the use of Concussion weapons (Storm Strikes, Grav...) lowering the initiative of it then an Iron Clad can strip a few Hull Points. It's been a while since I've read my rule book (packed away) but I seem to remember that Walkers are affected by Concussion weapons. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3604738 Share on other sites More sharing options...
Iron Father Ferrum Posted February 27, 2014 Share Posted February 27, 2014 They shpuldnt be affected. Concussive only activates on a successfully inflicted wound. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3604898 Share on other sites More sharing options...
Captain Idaho Posted February 27, 2014 Share Posted February 27, 2014 Darn. Though mutually assured destruction of an Iron Clad for a Knight is still fine for most players. :) Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3605101 Share on other sites More sharing options...
BassWave Posted February 28, 2014 Share Posted February 28, 2014 What about strikedown? That activates on hits. I know it doesn't work on MCs but what about walkers? Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3605395 Share on other sites More sharing options...
Iron Father Ferrum Posted February 28, 2014 Share Posted February 28, 2014 What about strikedown? That activates on hits. I know it doesn't work on MCs but what about walkers? I don't have my rulebook handy, but if memory serves, Strikedown requires you to roll an armor save -- it specifies something about both passing and failing saves -- so unless your walker has an I-save in close combat (like, say, a Penitent Engine or Maulerfiend) then I'd say no to that one as well. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3605549 Share on other sites More sharing options...
Ishagu Posted February 28, 2014 Share Posted February 28, 2014 It will be no harder to take down than a wave serpent or two. I don't know why people are getting so worried! Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3605608 Share on other sites More sharing options...
UltraTacSgt Posted March 1, 2014 Share Posted March 1, 2014 Am I missing something or would a healthy dose of lascannons have a pretty good chance of doing the job. I mean, the foe just has to fail one or two 4+ saves (which is entirely reasonable) and BAM, you are rolling for that 5+ explosion. Same thing goes for melta weapons, demolisher cannons, etc. Just feed the knight a helping of concentrated high strength low AP fire and let the dice roll. From a melee standpoint. How about feeding him a unit of Assault Terminators. I know those seem to have gone out of style recently, but with how many people used to love the things, why not bring them back and smack 12-15 Thunder Hammer hits on the thing. The 3++ save is going to do a pretty decent job of keeping your Terminators around to keep duking it out. All that aside, a Marine player should be bringing a good helping of high strength low AP weapons to the fight regardless of whether or not they expect to face a knight. So if you know you are highly likely to face one, simply adding another lascannon/melta unit to your army should be as much preparation as you need to do. Otherwise just stick to the Space Marine game plan, "Make the enemy fail saves. Shoot it till it's dead". Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3606674 Share on other sites More sharing options...
Ishagu Posted March 1, 2014 Share Posted March 1, 2014 Assault Terminators should not be getting in to combat with the walker. The D strength Chainsword will ignore their invulnerable saves. There's a good chance he'll kill the lot before they every got to use their Thunder-hammers. Lascannons or Grav Cannons will make short work of the Knight. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3606719 Share on other sites More sharing options...
netminder69 Posted March 2, 2014 Share Posted March 2, 2014 Las cannons shouldn't explode it. They have a rule called Unstoppable Behemoth or something like that. So anything less than D strength won't 'asplode it, just take off HPs. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3606928 Share on other sites More sharing options...
Demus Ragnok Posted March 2, 2014 Share Posted March 2, 2014 Las cannons shouldn't explode it. They have a rule called Unstoppable Behemoth or something like that. So anything less than D strength won't 'asplode it, just take off HPs. Yeah they ignore 1-5 on the vehicle damage chart. On a 6 they take +D3 hull points off. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3606961 Share on other sites More sharing options...
Gentlemanloser Posted March 2, 2014 Share Posted March 2, 2014 Take LotD with Servo Skulls from GK/Inq. Deep Strike a 5 man Squad with Meltagun/MultiMelta/Grav Pistol or Combi with 1d6 scatter with a reroll turn 1 (as long as you agree the LotD shouldn't autolose...). Pew Pew. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3607207 Share on other sites More sharing options...
Emperor's Instrument Posted March 7, 2014 Share Posted March 7, 2014 The potentially major issue would be facing more than one. How the beejesus do you deal with that over 5-7 turns??? Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3613392 Share on other sites More sharing options...
Iron Father Ferrum Posted March 7, 2014 Share Posted March 7, 2014 The potentially major issue would be facing more than one. How the beejesus do you deal with that over 5-7 turns??? Don't deploy your army. Declare Exterminatus from orbit and walk away, smiling smugly? Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3613507 Share on other sites More sharing options...
Jostal Posted March 12, 2014 Share Posted March 12, 2014 Combat Squading a Melta team out of a drop pod could get you in position to hit two sides of the walker, if you land close enough.. ;) A BA assault squad in a drop pod with two meltas & an infernus pistol would probably go over pretty well. Pretty cheap too. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3619012 Share on other sites More sharing options...
Gentlemanloser Posted March 12, 2014 Share Posted March 12, 2014 Want to take down a Knight detachment? Field some Vendettas and laugh. ;) Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3619024 Share on other sites More sharing options...
GodEmperorOfMankind Posted March 12, 2014 Share Posted March 12, 2014 Combat Squading a Melta team out of a drop pod could get you in position to hit two sides of the walker, if you land close enough.. A BA assault squad in a drop pod with two meltas & an infernus pistol would probably go over pretty well. Pretty cheap too. Not enough melta's to reliably take it out in one turn. All three would have to penetrate, that's only 3 hp's down, and they ignore all damage results bar a 6, and that only removes another D3. That's not taking into account the ION shield Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3619158 Share on other sites More sharing options...
Nusquam Posted March 12, 2014 Share Posted March 12, 2014 About 8 meltas will take down a Knight from the front through the ion, only 4 from a facing that doesn't have the ion. The only issue with a 10man melta stern would be the D explosions when you take it down. The S:D part is only 5" and the odds of it scattering closse enough are pretty low so it may be the best way to tackle it. Combat squad and have 4-5 meltas hit two sides. It will take about 9 lascannons to do 2-4 HPs through the shield and FA. So around 18 to the face but only around 4-5 through the side and/or no ion So if you spread out some lascannon devs, or better yet perhaps two 4LC devs and a 5man melta squad. That way you only risk the 5man/pod exploding with it. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3619516 Share on other sites More sharing options...
Ishagu Posted March 12, 2014 Share Posted March 12, 2014 One Knight is not an issue. 3 of them however.... Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3619618 Share on other sites More sharing options...
Azash Posted March 13, 2014 Share Posted March 13, 2014 About 8 meltas will take down a Knight from the front through the ion, only 4 from a facing that doesn't have the ion. The only issue with a 10man melta stern would be the D explosions when you take it down. The S:D part is only 5" and the odds of it scattering closse enough are pretty low so it may be the best way to tackle it. Combat squad and have 4-5 meltas hit two sides. It will take about 9 lascannons to do 2-4 HPs through the shield and FA. So around 18 to the face but only around 4-5 through the side and/or no ion So if you spread out some lascannon devs, or better yet perhaps two 4LC devs and a 5man melta squad. That way you only risk the 5man/pod exploding with it. Been following this discussion and the D explosion and the necessity of taking a pod. Cause then you have to have a second in case you go turn 2 and your opponent bubble wraps. Now you have tailored 390 points of your list to take out 370 pts. If there are 4 of these things it makes me think "law of diminishing marginal returns". The only reasonable way I see is to take one of your own. If you end up tailoring your list so heavily to face these are you really going to then stand a chance against any other high end competitive list? At least if you just try to fight fire with fire you have the versatility to make non knight wielding opponents deal with your knight. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3619928 Share on other sites More sharing options...
Bartali Posted March 13, 2014 Share Posted March 13, 2014 As others have said in the thread, one isn't too much of a problem to take down - although it's still harder than some people seem to think, The real problems occur when people take multiples as a primary, say four at 1500pts (and with allies at larger points). Melta is mostly one use (explosions or assaulted after), and you're not going to field enough missiles/las to take them down. Multiple scoring super heavies is essentialy broken, and the only realistic answer is shooting them with D-Weapons of your own. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3619995 Share on other sites More sharing options...
Gentlemanloser Posted March 13, 2014 Share Posted March 13, 2014 Vendettas, Stormravens or Stormtalons. Most fliers, really. Those Knights can't hit them with either the CC D weapons, or the main guns. And an autocannon each isn't really scary. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3620111 Share on other sites More sharing options...
Bartali Posted March 13, 2014 Share Posted March 13, 2014 Fliers aren't very good at dealing with Superheavies. You have one turn less at shooting, and have limited firing arcs. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3620201 Share on other sites More sharing options...
Stickeh Posted March 13, 2014 Share Posted March 13, 2014 Land speeder typhoons strike me as quite useful for plinking away AV12 side armour hull points. They have the mobility to get into position for side shots, and can be given the MM upgrade for a suicide rush all else failing. AV10 is almost as likely to die from the D chainsword or the thermal cannon as AV12-13, particularly the chainsword. Link to comment https://bolterandchainsword.com/topic/287210-defeating-a-super-heavy-walker/page/2/#findComment-3620255 Share on other sites More sharing options...
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