Darkseer Posted February 2, 2015 Share Posted February 2, 2015 Hi guys, haven't posted on here for a while. I was wondering how you're all dealing with things like Imperial Knights and high wound monsters like Riptides and Tyranid Exocrine thingies?Because I'm trying to come up with a good Space Wolves list, but I'm constantly hitting a brick wall when it comes to being able to take these things down. Seriously, if I turned up to a game and someone had 2 Knights or loads of the Tyranid Drop Pod things, there would be no point me even setting up. Anyway, here's what I got... 1500pts Drop Pod army WAVE 1 Ulrik the Slayer (preferred enemy for all in 12") 6 Grey Hunters: ccws, melta, standard, Wolfguard in T.armour, combi-melta, p.weapon, DROP POD 10 Grey Hunters: ccws, 2 melta, DROP POD 10 Grey Hunters: ccws, 2 melta, DROP POD Dreadnought: Venerable, Axe n' Shield, smoke, extra armour, DROP POD WAVE 2 5 Grey Hunters: melta, DROP POD 6 Wolfguard: 6 combi-plasma, DROP POD 6 Wolfguard: 6 combi-plasma, DROP POD 1500pts Face Smash Army (chumps of fenris) battle leader (th,ss, fellclaw teeth) + 2 wolves 6 thunderwolves (1ss, 1 fist, 1 wc) iron priest thunderwolf + 4 cyberwolves 5 assault termies Land Raider Redeemer Imperial Knight Keen to hear your feedback.. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/ Share on other sites More sharing options...
Baulder Posted February 2, 2015 Share Posted February 2, 2015 try get the flyer in there if you can. Knights can do nothing to it so you can just buzz around the knight chipping of HPs. With 1 stormwolf I managed to get a reaver titan down to 3HP. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938471 Share on other sites More sharing options...
Skallagoose Posted February 2, 2015 Share Posted February 2, 2015 not all monstrous creatures are the same. Against DPs i found that a thunder wolf with a thunder hammer or power fist does the job (can insta-kill depending if you consider it S9 or S10). Sure he will probably get 1-3 of your wolves in the process, but thats 50-150pts of yours vs his 200-350 of his. Against a riptide all you need is to get your thunder wolves in close combat (or any wolves). True he will hurt you… HARD if he hits… but thats IF he hits. and he doesn't have a high number of attacks. 1-2 turns of close combat, depending on rolls, and you should kill it through just statistics. I have no clue on a knight- titan. I think dp melta is the best move, BUT i say this with hesitation, because thats a very situational deployment and could really screw you over if he deploys to counter. Flyers work well, but that means it better come in when you need it- no later. Also if he has intercepter weapons you may get screwed here too (if he builds his list right it would have an adl with sky fire interceptor). I have an upcoming tournament where I'm still in the list making process. I know ill face knight-titans- and the question becomes how to deal with them. I put 2 laser destroyer rapiers in the list for anti-heavy stuff, but only 2 will put few wounds on a knight titan. I then have an iron priest on a thunder wolf. He would have 5 attacks on the charge (or being charged) at S10 (9 for some people), AP1. That is where i hope my power comes in. Yes i will probably kill myself in the process, but if i can sacrifice just the iron priest- thats -200pts (with cyber wolves) against his nearly 400pts. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938477 Share on other sites More sharing options...
Darkseer Posted February 2, 2015 Author Share Posted February 2, 2015 Remember that Knights can get a 4++ save by declaring their shield facing for the turn. If it wasn't for that, they'd be quite easy to take down with 6 Melta guns. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938478 Share on other sites More sharing options...
Skallagoose Posted February 2, 2015 Share Posted February 2, 2015 Remember that Knights can get a 4++ save by declaring their shield facing for the turn. If it wasn't for that, they'd be quite easy to take down with 6 Melta guns. Only for shooting though. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938492 Share on other sites More sharing options...
Frater Cornelius Posted February 2, 2015 Share Posted February 2, 2015 A Knight can go down to two T1 pods. Land on either side and Melta him down. Against MCs, use allied Grav Cents in pod or Sternguard in pod. Or melee them with TWC. Given your approach, allied Centurions in a SW Pod may be more to your liking. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938496 Share on other sites More sharing options...
Skallagoose Posted February 2, 2015 Share Posted February 2, 2015 A Knight can go down to two T1 pods. Land on either side and Melta him down. Against MCs, use allied Grav Cents in pod or Sternguard in pod. Or melee them with TWC. Given your approach, allied Centurions in a SW Pod may be more to your liking. but they only wounds on a 6- and its just 1 wound. sure you get immobilized but that doesn't do anything to a super-heavy. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938521 Share on other sites More sharing options...
Frater Cornelius Posted February 2, 2015 Share Posted February 2, 2015 You get an average 3-4 glances with Cents against a Knight. One Cent volley is enough to kill any MC. Sternguard are alright with poison ammo. They can deal with Sv4+ MC reliably, but struggle to kill Wraithknights. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938528 Share on other sites More sharing options...
Skallagoose Posted February 2, 2015 Share Posted February 2, 2015 oh i was thinking 'Knight-titan', not wraith knight against wraiths- yes grav cents will rip apart the eldar pointy eared….. BUT knight-titans… i don't know how useful a grav cent would be Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938562 Share on other sites More sharing options...
sn33r Posted February 2, 2015 Share Posted February 2, 2015 Just ignore them.. I used a twc list at a tournament over the weekend, first game imperial fists with cent star.. I got tabled turn 3, game 2 imperial guard I won turn 2 third game eldar he gave up turn 3 because all he had left was an avatar which I just ignored and last game tau who tabled me turn 4, out of all of these space wolves are crap competitively we need shooting like grav cents or what I'm doing allieing in knights..lol if your going pure wolves just ignore it we have nothing to contend with, Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938564 Share on other sites More sharing options...
Yoyo ninja Posted February 2, 2015 Share Posted February 2, 2015 My Knight-Titan got ripped to bits the other day by Necron wraiths, they concentrated fire on him to knock a few HPs off then charged him. Many S6 hits brought him down in the end, he just fell under the weight of numbers. If you can charge it with TWC I think you would have a fair chance of bringing it down just with rending attacks, then put a sneaky fist or hammer in the squad I think you would do fine. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938585 Share on other sites More sharing options...
Donkalleone Posted February 2, 2015 Share Posted February 2, 2015 Funely Enough the Fronstfang and Frostfury seem the bane for MC , at least for me. 1-2 Wounds and a 6 and his off the table. I dont know whsy but people kidn to tend a roll a 6 when they dont want to. BTW the KNight has to declare the side for the Invul BEFORE u drop your pods. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938605 Share on other sites More sharing options...
Commander_Moustache Posted February 2, 2015 Share Posted February 2, 2015 It is indeed true that to beat Imperial Knights it takes a lot of work. I think wolf guard terminators with stormsheilds and either thunderhammers or melterbombs will take it apart, as well as mass shooting (look to things like vindicators, lascannon fangs etc) bring meltergun squards around multiple sides. Failing that, intercept with thunderwolves (rending will rip it a new one and if you have a fist in the unit it will surly die) Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938613 Share on other sites More sharing options...
Frater Cornelius Posted February 2, 2015 Share Posted February 2, 2015 It is indeed true that to beat Imperial Knights it takes a lot of work. I think wolf guard terminators with stormsheilds and either thunderhammers or melterbombs will take it apart, as well as mass shooting (look to things like vindicators, lascannon fangs etc) bring meltergun squards around multiple sides. Failing that, intercept with thunderwolves (rending will rip it a new one and if you have a fist in the unit it will surly die) TWC would be an option if they attacked faster than the IK. Like that they will simply die. Wraiths are the Necron equivalent (and almost universal equivalent) or TWC. They can do up against a Knight, however, by virtue of having S6 and being I5 (with the upgrade). Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938616 Share on other sites More sharing options...
Commander_Moustache Posted February 2, 2015 Share Posted February 2, 2015 It is indeed true that to beat Imperial Knights it takes a lot of work. I think wolf guard terminators with stormsheilds and either thunderhammers or melterbombs will take it apart, as well as mass shooting (look to things like vindicators, lascannon fangs etc) bring meltergun squards around multiple sides. Failing that, intercept with thunderwolves (rending will rip it a new one and if you have a fist in the unit it will surly die) TWC would be an option if they attacked faster than the IK. Like that they will simply die. Wraiths are the Necron equivalent (and almost universal equivalent) or TWC. They can do up against a Knight, however, by virtue of having S6 and being I5 (with the upgrade). True they will be striking last, but a thunderwolf cavalry unit will cost under 300 pts (usualy). The thing about a knight is that while it can take out more than its points value, every army has something which costs much less than it does that can easily take it apart. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938648 Share on other sites More sharing options...
Leif Bearclaw Posted February 2, 2015 Share Posted February 2, 2015 BTW the KNight has to declare the side for the Invul BEFORE u drop your pods. Um, nope. The ion shield's facing is declared at the start of the opponent's shooting phase. So as reserves arrive at the start of the movement phase, the pods are most definitely down before a facing is chosen. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938649 Share on other sites More sharing options...
Yoyo ninja Posted February 2, 2015 Share Posted February 2, 2015 It is indeed true that to beat Imperial Knights it takes a lot of work. I think wolf guard terminators with stormsheilds and either thunderhammers or melterbombs will take it apart TDA WG can't take meltabombs. not an option in the dex and nothing about it in the errata. I wanted some the other day and I noticed then. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938870 Share on other sites More sharing options...
pstj Posted February 2, 2015 Share Posted February 2, 2015 ...WAVE 2 5 Grey Hunters: melta, DROP POD 6 Wolfguard: 6 combi-plasma, DROP POD 6 Wolfguard: 6 combi-plasma, DROP POD ... That's about the same plan I thought about trying, although with 7 guys in each pod. Hoping that opponent can't block ground for drop pod arrival within melta range. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938888 Share on other sites More sharing options...
skeletoro Posted February 2, 2015 Share Posted February 2, 2015 thunderwolf cavalry will generally kill knights if armed appropriately (and assuming it is a decent sized unit). However, the knight's attacks and the catastrophic explosion result is likely to deal a lot of damage back. It is not inconceivable for every model in the assault to be taken off the board. stormwolves do ok vs many MCs but it is fairly unreliable - I have had a stormwolf 1-shot a hive crone immediately after arriving on turn 2, but that was lucky. still, the expected outcome is good and a skewed distribution is also good. Dealing 1 and occasionally 6 wounds is more useful than dealing 2 every time, much of the time. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938972 Share on other sites More sharing options...
skeletoro Posted February 2, 2015 Share Posted February 2, 2015 if you are using terminators against a knight, storm shields are quite valuable and chainfists are also a good idea. also, a contemptor kitted out for walker slaying has a decent chance of taking a non-lancer out, but again, thte contemptor is likely to die too. STILL, given the relative points costc that's a decent trade. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3938976 Share on other sites More sharing options...
Toasterfree Posted February 2, 2015 Share Posted February 2, 2015 Funely Enough the Fronstfang and Frostfury seem the bane for MC , at least for me. 1-2 Wounds and a 6 and his off the table. I dont know whsy but people kidn to tend a roll a 6 when they dont want to. BTW the KNight has to declare the side for the Invul BEFORE u drop your pods. no the knight shield is declared during the shooting phase. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3939007 Share on other sites More sharing options...
Blackwinter Posted February 3, 2015 Share Posted February 3, 2015 BTW the KNight has to declare the side for the Invul BEFORE u drop your pods. Knights declare their ion shilelds on start of enemy shooting phase. just saying this to make stratigies right about Knight Titans. note: i didint realized that other borthers already mentioned it. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3939223 Share on other sites More sharing options...
Lord Blackwood Posted February 3, 2015 Share Posted February 3, 2015 Funely Enough the Fronstfang and Frostfury seem the bane for MC , at least for me. 1-2 Wounds and a 6 and his off the table. I dont know whsy but people kidn to tend a roll a 6 when they dont want to. BTW the KNight has to declare the side for the Invul BEFORE u drop your pods. lol what? You select your ion shield facing before the enemy shooting phase Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3939225 Share on other sites More sharing options...
DanPesci Posted February 3, 2015 Share Posted February 3, 2015 if you are using terminators against a knight, storm shields are quite valuable and chainfists are also a good idea. Quick question, but I thought SS did nothing against a knight??? I thought the way it worked was: If he hits you with its D weapon, you get no saves allowed (including inv saves) If it stamps you, 2-5 you get regular saves, but 6 you're just removed from play (so again, SS does nothing) So youd actually be better off just not taking SS on your terminators, kitting them all out with TH/CF, and hoping you survive enough hits to then get some S8 attacks in. The key for me here is making sure they are WS5 by having them as CoF. That way the knight is less likely to be killing you with his D weapon hits. Same goes for TWC, id probably just run them bare bones, except one with a TH/PF, hope the other guys can soak up some wounds and let the TH/PF hit the knight after. Again, make them WS5 to minimise losses/maximise TH/PF hits. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3939321 Share on other sites More sharing options...
Yoyo ninja Posted February 3, 2015 Share Posted February 3, 2015 A knight is only I4. If you charge you will be striking simultaneously, if he charges you will probably loose something to a S10 Hammer of wrath attack. Either way though with properly kited out termies you wil do some damage to a knight. And yes D weapons ignore all armour, cover, feel no pain and Necron reanimation protocols. Link to comment https://bolterandchainsword.com/topic/302924-dealing-with-knights-and-6-wound-monsters/#findComment-3939342 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.