Verbal Underbelly Posted January 4, 2015 Share Posted January 4, 2015 Just a quick question, are terminators with chain fists and Mark of Tzeentch any good in a scrap with an imperial knight? Link to comment https://bolterandchainsword.com/topic/301442-tzeentch-terminators-with-chainfists/ Share on other sites More sharing options...
Kilofix Posted January 4, 2015 Share Posted January 4, 2015 10 man TDA Chainfist against Knight is highly effective. At most he can kill 4 with his D Weapon and 3 with his Stomp but more likely he'll only take out 2 or 3. The surviving 6 or 7 will kill the Knight. The problem is getting them into close combat. If it's a Knight Paladin, you can footslogger it in, but if it's an Errant then it's trickier. I've used a Kharybdis to prop them in (see http://www.bolterandchainsword.com/topic/298526-some-pics-of-apoc-game-yesterday/). The other problem is 10 TDA Chainfist with any sort of transport cost way more than a Knight. Edit - I would be remiss if I didn't add that Khârn with a bunch of Cultists can kill a Knight far more effectively. Also Maulerfiends with Lashers to help out. Link to comment https://bolterandchainsword.com/topic/301442-tzeentch-terminators-with-chainfists/#findComment-3909152 Share on other sites More sharing options...
Verbal Underbelly Posted January 4, 2015 Author Share Posted January 4, 2015 Wow yeah I've just looked at Gorechild's rules again; that is one crazy weapon. I see what you mean about the cost of the TDA squad... it starts to get silly quickly. Link to comment https://bolterandchainsword.com/topic/301442-tzeentch-terminators-with-chainfists/#findComment-3909268 Share on other sites More sharing options...
Lagrath Posted January 4, 2015 Share Posted January 4, 2015 How do you keep Khârn from getting stomped? The Knight player gets to place the blast over Khârn. Link to comment https://bolterandchainsword.com/topic/301442-tzeentch-terminators-with-chainfists/#findComment-3909275 Share on other sites More sharing options...
Uprising Posted January 4, 2015 Share Posted January 4, 2015 Best way to kill knights are three mauler with tendril. The knight may kill one of them, but the rest with destroy the knight in combat(also 3 cost less then a knight). Link to comment https://bolterandchainsword.com/topic/301442-tzeentch-terminators-with-chainfists/#findComment-3909286 Share on other sites More sharing options...
Kilofix Posted January 4, 2015 Share Posted January 4, 2015 How do you keep Khârn from getting stomped? The Knight player gets to place the blast over Khârn. Khârn attacks first and has a good chance of killing the Knight even before the latter hits back. Khârn is I5 A8 S7 AP2 Armorbane, hits on 2+ and rerolls to hit on Charge. But getting back to Stomp: you can still "Look Out Sit". Also space your models out during Pile In. They have to be in base contact but can be spread all the way around the back of the Knight. Only the first model needs to move the shortest path, the rest just need to be in Coherency and in base contact with your opponent. Link to comment https://bolterandchainsword.com/topic/301442-tzeentch-terminators-with-chainfists/#findComment-3909296 Share on other sites More sharing options...
Strazhakov Posted January 4, 2015 Share Posted January 4, 2015 In my experience Maulerfiends with Lasher Tendrils tend to work good against Knights. 3 of those should do the trick. They also tend to absorb alot of firepower so always field them in multiples. Just wish the Warpsmith Apoc formation were legal for normal play. Link to comment https://bolterandchainsword.com/topic/301442-tzeentch-terminators-with-chainfists/#findComment-3909318 Share on other sites More sharing options...
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