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General Smooth
Hellion
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PostSubject: knights of the imperium   knights of the imperium I_icon_minitimeSat Aug 09 2014, 20:54

right getting back into the game after 5th and not going to buy alllllllll the codexes/codi straight away. Can anyone tell me roughly what sort of firepower / cc umph I need to bring these bad boys down and what can I expect down my throat in return.
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Count Adhemar
Dark Lord of Granbretan
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeSat Aug 09 2014, 21:39

Haywire grenades will do the job in sufficient numbers.

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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeSat Aug 09 2014, 22:05

Pretty much this. Haywire Grenades are pretty much our best bang for our buck for anti tank in 7th

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Thor665
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeSat Aug 09 2014, 22:52

And, as always, lances do what lances do - and we are manuverable enough to deny them their invuln save.

Frankly, i find Knights rather lackluster vs. DE - they are not built well for stopping us.

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Martinman
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeSun Aug 10 2014, 02:34

@Thor665 wrote:

Frankly, i find Knights rather lackluster vs. DE - they are not built well for stopping us.

The Melta Kinght is pretty good, as long as the DE player doesn't make their jink save. Glancing on a 1 outside of Melta range with +3 on the damage chart can be absolutely devastating.
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Thor665
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeSun Aug 10 2014, 04:06

That is known as 'most weaponry' really. Also it's a scattering blast that can only hit once per vehicle, making cover and flicker and jink saves optimal against it.

I'll take six mega hits on six vehicles in preference to six medium hits on 3 any day.

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Devilogical
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeTue Aug 12 2014, 18:21

I was not impressed, when first meet them on the table.
Wyches with HG deal them easy.

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Skulnbonz
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeTue Aug 12 2014, 19:52

Haywire grenade toting wyches have become the go to for an all comer list, replacing blaster warriors.

the survivability of vehicles combined with the versatility of wyches make them almost a no brainer.

I fought 3 knights and 2 land raiders with wyches... it was a massacre (for the wyches that is!)

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MyNameDidntFit
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeWed Aug 13 2014, 10:32

Haywyches will solve all of your problems! I'm starting an escalation league soon and everyone is worried about other people bringing "big OP units" like Wraithknights, Riptides and Imperial Knights... meanwhile I'm rubbing my hands with glee at the prospect of any of those units showing up Very Happy

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Count Adhemar
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeWed Aug 13 2014, 10:37

@MyNameDidntFit wrote:
Haywyches will solve all of your problems! I'm starting an escalation league soon and everyone is worried about other people bringing "big OP units" like Wraithknights, Riptides and Imperial Knights... meanwhile I'm rubbing my hands with glee at the prospect of any of those units showing up Very Happy

Wyches are going to die horribly against two of those three units though. Only Imperial Knights will really be afraid of Wyches. The Wyches can't even harm the Wraithknight and need 6's against the Riptide.

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Mr Believer
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeWed Aug 13 2014, 11:01

Yeah, The Wraithknight and the Riptide are both monstrous creatures, not walkers, so all your wyches will do is be slightly more annoying to hit before they get stamped on  Sad Although a Hekatrix with an agoniser might be able to achieve something if you've already wounded the Wraithknight a few times before they charge it, as she'll go first with four attacks, ignoring armour and wounding on 4s. You'd have to get pretty lucky though!

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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeWed Aug 13 2014, 12:54

@Skulnbonz wrote:
Haywire grenade toting wyches have become the go to for an all comer list, replacing blaster warriors.

the survivability of vehicles combined with the versatility of wyches make them almost a no brainer.

I fought 3 knights and 2 land raiders with wyches... it was a massacre (for the wyches that is!)

I strongly agree with you. In my first game vs GK long time ago, the guy brought one Imperial Knight (first time to see it) and I was literally devastated as most of my army loved splinter weapons at that time. Now I know how to blow down the mon-keigh's expensive toy: only two units of haywyches in raiders.  Very Happy

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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 11:31

@Count Adhemar wrote:
Wyches are going to die horribly against two of those three units though. Only Imperial Knights will really be afraid of Wyches. The Wyches can't even harm the Wraithknight and need 6's against the Riptide.

I seem to have worded my post quite horribly. I meant "Wyches will solve all your problems that Poison doesn't already". More of a general boast that every other army frets these big critters/walkers.
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Painjunky
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 12:02

Do you guys find the usual 5 woman strong wych units in venoms or raiders can get the job done or do you like take larger wych units vs knights?
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Count Adhemar
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 12:22

@Painjunky wrote:
Do you guys find the usual 5 woman strong wych units in venoms or raiders can get the job done or do you like take larger wych units vs knights?

If you're using 5-girl units then you'd need multiple units to get the job done in a single turn (which is probably all you'll get before the d-weapon and stomp attacks take you out). A single unit of 10 will probably do the trick but 2 units of 5 is better IMO.

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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 14:06

Though do keep in mind you'll still have your 4++ against everything but a roll of 6 on the Stomp table, D weapon or no Smile

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Squidmaster
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 14:14

For me, my favourite unit of all time has become the Blasterborn.
Take 4 Trueborn, give them all Blasters.
Stick them in a Venom.
Add one Archon with two Blast pistols. Maybe Haywire Grenades too for kicks.

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Count Adhemar
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 14:28

@Squidmaster wrote:
For me, my favourite unit of all time has become the Blasterborn.
Take 4 Trueborn, give them all Blasters.
Stick them in a Venom.
Add one Archon with two Blast pistols. Maybe Haywire Grenades too for kicks.

Problem with that is that you have to be within 18" of the Knight (6" for the Archon) and therefore you WILL get charged when you fail to destroy it. Plus you'd need another threat elsewhere or his Ion Shield is going to take 50% of your already feeble damage away.

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Brom
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 16:59

I've never seen the appeal of blasterborn honestly although in a pure DE list where you've already maxed ravagers I can see their inclusion to saturate lance weaponry.

Ive found the best success vs knights with a mix of tactics starting with deployment. If you can bait them into deploying badly, like off to a side your in much better shape although that doesnt work often or for long against the same opponent.

Then I will feed it units to keep it away from my higher value stuff and if opportunity permits I'll plink away at it with ravagers. If you have access to melta it gets much better.

Finally if necessary I will assault with haywire and or my wraithknight although its very risky. I've lost my WK twice in that way both times to a IK with 1 hp left who rolled a 6 both times.
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 20:16

I will also throw in my vote for wyches with haywire grenades. I fought one in an apocalypse game and due to some crazy 4++ invulnerable saves on his part, and a lot of misses on my part, it took three turns of focused lance-fire to down it. Next time I will just hit it with a unit of wyches and move on.
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 21:48

I'm planning to start up a Wych Cult when our new codex comes out (SoB can wait)

And am thinking Haywires will be sufficient to take out Knights and any other tanks.
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Brom
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PostSubject: Re: knights of the imperium   knights of the imperium I_icon_minitimeThu Aug 14 2014, 23:20

They really arent. Not without ranged anti tank to supplement. Its too easy to bubble wrap and if you face transport hammer like many do in 7th then its not a profitable trade especially vs open topped.
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