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Hi All

 

The guy I play against has added an imperial knight to his collection and got to face it last night.  

 

Does anyone have any good way of engaging it and killing it. We are currently playing 2000 point games.  His last fitting was a shooty version which picked off my las-cannon long fangs without doing much damage to him. 

 

I had bjorn and his dread bodyguard only issue with that is that I would not get into cc due to his 12ins move he can just kite me out of charge range.

 

 

 

 

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Wolf Guard bikers with Thunder Hammers have the speed and hitting power to catch a Knight and also the Ion Shield is not protection in CC. Of course he can just waltz out of combat and shoot you which is not ideal....

 

6 WG terminators with TH/SS in a LRC led by Arjac and a Wolf Priest are expensive but tough and can be brutal against a Knight (and pretty much anything else). They are also fast enough to hunt one down and tough enough to withstand some attention on the way in. They can put on average 22 wounds on a Knight in a single round of combat so if the LRC can take even 2 wounds off the Knight in the shooting phase before they charge, it will be going down!

 

One solution might be to "think inside the box". Put your Long Fangs in a bunker. This means your opponent has to crack a pretty tough nut to get at the Long Fangs inside.

Like the terminator idea also would the flyer option instead of the land raider work slightly better due to the hard to hit rule plus I was think drop a rune priest in terminator armour into to use the +1 to hit cast to make it upto plus five to hit the flyer ?

Yes, a Stormwolf might be even better as it is also faster so easier to catch that pesky Knight.

 

A Rune Priest is a good idea but it is important to remember 2 things:

 

1. They cannot cast psychic powers from inside the vehicle (not even on the vehicle they are riding in).

2. The "Tempest's Wrath" psychic power does not protect one of your units directly, you cast it on an enemy unit to hamper their to-hit rolls. This means there is not a guaranteed way to be able to stack the negative to-hit modifiers as there is no guarantee the Knight will target the Stormwolf. Having said that, a shooty knight is about 500 points so casting a psychic power that can hinder 25% of your opponent's army is definitely a good move.

 

You can use a Rune Priest who is close to the flyer to cast "Storm Caller" which will give the Stormwolf the benefit of cover (i.e. +1 to its armour save). This will only work once as the next turn the flyer will move off at speed and thus leave the 6" area of effect but it could be useful for a one-turn boost to survivability.

  • 4 weeks later...

Well went up against the knight last game and it went really well dropped in a unit of wulfen and a unit of power armour wolf guard with ss/th out of our flyer plus a back up of ajax and a rune priest in termi armour deep striking in as well.

 

first turn moved my flyer to 1" of the knight also dropped in Ajax and the rune priest behind the flyer.

 

Cast +1 to hit on the knight form the rune priest

 

flyer survived into round 2. deployed the WG and wulfen then charged into the knight.

 

the amount of attacks you get with the buff from wulfen and Ajax is insane

 

got the knight down to one wound remaining in one round of CC.

 

It only really works if you drop in Ajax and the wulfen to boost your number of attacks.

I used the guns of my stormwolf to kill of his flyer first as was planning to CC his knight down. The stuff that I shot at his knight was rubbish a bit of low dice rolling on my side and good rolls on his +4 invul save. His knight died the next round anyway.

 

the double buff from ajax and wulfen on the wolf guard was crazy my sargent had 5 Thunder hammer attacks on his own after the buffs

Knights only have a 5++ save from their Ion Shields, not a 4++. Was that a typo or a mistake on your opponent's part?

 

If he was rolling a 4++ against shooting, that would definitely make it quite a bit harder to take down.

The long fangs in a bunker are a good idea.

 

I also like Wilkco's strategy. Wulfen are a blender unit. If you can get them into combat they will eat anything big. I am partial to adding a wolf priest. The reroll to hits in combat is amazing.

was thinking about the priest but thought the addition attacks where better than the rerolls not that good with the math hammer but wonder if rerolls work out better than additon attacks for a 5 man wolf guard unit with thunder hammers 


Knights only have a 5++ save from their Ion Shields, not a 4++. Was that a typo or a mistake on your opponent's part?

If he was rolling a 4++ against shooting, that would definitely make it quite a bit harder to take down.

yeah typo by me was +5 

Ow the prest works wonders, I run my wulfen in a Stormwolf with a wolf priest, 5 WG with combi flamers (people like to bubble wrap expensive models) and i also deep strike on Njal with them. This combo usually heads straight down a flank and gets sooo much work done. A few times the wolf priests little heal has helped aswell

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