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Defeating a Super-heavy Walker?


Jolemai

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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.

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.

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".

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.

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.

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?

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.

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.. msn-wink.gif

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

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.

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.

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.

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.

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