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Deathwing Knights! Viable?


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Excellent point re: 

 

 

Deathwing units get a extra attack on 4+ using the stratagem Never Forgive , never forget.

I have used them in the the past deepstriking with belial, a librarian and an ancient sometime. The libby I made warlord with the lord of maneuver option to be able to rerol the charge. They literally clobber stuff. You can also use a landraider cusader to get them on the field, a bit less expensive to use.

 

 

Excellent point regarding Master of Manoeuvre, with the Libby's Righteous Repugnance and a command point on standby for re-rolling for that sometimes pesky 7, they can be amost guaranteed to wipe units.

 

I had a bit of an issue this weekend with being swamped by ad mech units.  The vanguard's rad saturation (-1 T) meant I suffered far more wounds than usual and they died fairly cheaply.  I think to counter this I'd have to bring a supporting unit into combat, ala scouts or something.  I did manage to get Cawl down to 1 wound thought... :huh.:

 

I actually like to use them against heavy armor. You can wipe two baneblades in one combat round

 

 

It's only against FALLEN units that they get extra hits on 4+. If you're playing it otherwise, you're doing it wrong, unfortunately.

 

 

Excellent point re: 

 

 

Deathwing units get a extra attack on 4+ using the stratagem Never Forgive , never forget.

I have used them in the the past deepstriking with belial, a librarian and an ancient sometime. The libby I made warlord with the lord of maneuver option to be able to rerol the charge. They literally clobber stuff. You can also use a landraider cusader to get them on the field, a bit less expensive to use.

 

 

Excellent point regarding Master of Manoeuvre, with the Libby's Righteous Repugnance and a command point on standby for re-rolling for that sometimes pesky 7, they can be amost guaranteed to wipe units.

 

I had a bit of an issue this weekend with being swamped by ad mech units.  The vanguard's rad saturation (-1 T) meant I suffered far more wounds than usual and they died fairly cheaply.  I think to counter this I'd have to bring a supporting unit into combat, ala scouts or something.  I did manage to get Cawl down to 1 wound thought... :huh.:

 

I actually like to use them against heavy armor. You can wipe two baneblades in one combat round

 

 

It's only against FALLEN units that they get extra hits on 4+. If you're playing it otherwise, you're doing it wrong, unfortunately.

 

 

You are right, you first have to mark the target as a fallen

I sometimes spend the 3 CP on Honour the Chapter to attack again.  Usually kills off whatever I'm facing.

 

I think the problem there is comparing to other options. You could do that same thing at range, with Hellblasters, and only 1CP for Weapons From the Dark Age.

 

 

I sometimes spend the 3 CP on Honour the Chapter to attack again. Usually kills off whatever I'm facing.

I think the problem there is comparing to other options. You could do that same thing at range, with Hellblasters, and only 1CP for Weapons From the Dark Age.

I don't really think they do compare very well. Unless I'm missing your point?

I played my Knights last night against a Genestealer cult army. If you get the initiative in combat, then these guys are absolute monsters. I had them supported by an Interrogator-Chaplain, and when it worked Righteous Repugnance, which meant that you're hitting on 3's with re-rolls and wounding at worst on a 3. Plus 3 damage a piece is just nice.

 

However, on the receiving end and they are just not so durable. Facing against a horde of 11 Genestealers with 5 attacks each and +1S thanks to pyschic shenanigans, and the squad just dies, 3++ or not. T5 on a terminator would just make so much more difference to survivability, maybe even a 6+ feel no pain rule. 

 

G8Keeper - I think I'm with you on this: for the points/CPs you invest in delivering Knights into battle, there are other more effective/flexible options.

I played my Knights last night against a Genestealer cult army. If you get the initiative in combat, then these guys are absolute monsters. I had them supported by an Interrogator-Chaplain, and when it worked Righteous Repugnance, which meant that you're hitting on 3's with re-rolls and wounding at worst on a 3. Plus 3 damage a piece is just nice.

 

However, on the receiving end and they are just not so durable. Facing against a horde of 11 Genestealers with 5 attacks each and +1S thanks to pyschic shenanigans, and the squad just dies, 3++ or not. T5 on a terminator would just make so much more difference to survivability, maybe even a 6+ feel no pain rule. 

 

G8Keeper - I think I'm with you on this: for the points/CPs you invest in delivering Knights into battle, there are other more effective/flexible options.

 

Hmm, yes I probably agree there.  However, I just can't resist trying to make them as effective as possible and damn the CP cost haha! They're just such a cool unit!

What about drop podding a leviathan asva distraction carnifex to draw fire away from a LRC w knights and support characters?

 

You can no longer stick a dreadnought with as many (or more) starting wounds as a Redemptor in a drop pod. They realized the leviathan in a pod was too good, apparantly.

 

 

What about drop podding a leviathan asva distraction carnifex to draw fire away from a LRC w knights and support characters?

You can no longer stick a dreadnought with as many (or more) starting wounds as a Redemptor in a drop pod. They realized the leviathan in a pod was too good, apparantly.

IS that for a lucius drop pod too? I thought this is only for Stormravens?

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