Vs. Imperial Knights v7.0
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Post by gigasnail on Aug 19, 2014 6:15:47 GMT
wut?
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Post by vandalex on Aug 19, 2014 21:30:22 GMT
Just a phrase
I meant it as imperial knights are bloody tough
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Post by gigasnail on Aug 19, 2014 23:29:22 GMT
they're tough but somewhat expensive and limited on scoring. no OS. the adamantine lance formation is nasty though, make no mistake.
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Post by vandalex on Aug 22, 2014 2:35:36 GMT
they're tough but somewhat expensive and limited on scoring. no OS. the adamantine lance formation is nasty though, make no mistake. What is this formation?
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Post by gigasnail on Aug 22, 2014 3:27:10 GMT
they're tough but somewhat expensive and limited on scoring. no OS. the adamantine lance formation is nasty though, make no mistake. What is this formation? from BoLS: www.belloflostsouls.net/2014/07/40k-review-red-waaagh-formations.html"The first Formation, and probably most powerful, is the Adamantine Lance. It consists of 3 Knights (Paladins or Errants). Their special rule is that so long as a Knight is within 3" of another Knight in the Formation, they can reroll their Ion Shield saves, reroll their charge distance and get D3 HoW hits. WOW. That is--obviously--extremely good. Going from a 50% chance of deflecting a hit to 75% is a massive boost in durability to an already durable unit. The only downside, at all, is that it forces them to stay close to one another. But, if you they do need to break apart to go after different targets, oh well, each of them is still a Knight! If you are taking 3 Knights, there is no reason not to use this Formation." it's in the red waaaggghhh supplement.
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Post by vandalex on Aug 22, 2014 3:52:18 GMT
Cheers giga.
Seems overpowered, but I imagine it is very expensive to take.
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Post by gigasnail on Aug 22, 2014 4:04:16 GMT
same as most of the formations: costs 3 knights. if you're running 3 knights, why wouldn't you take this?
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Post by vandalex on Aug 22, 2014 8:53:09 GMT
Also, quickly, what is this the ion shield do?
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Post by WestRider on Aug 22, 2014 9:36:33 GMT
The Ion Shield gives the Knights a 4+ Invul against Shooting Attacks from any one Arc. They set its facing at the start of the Game and at the start of each of your Shooting Phases.
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Post by Squire on Aug 22, 2014 10:42:41 GMT
How many gaunts can a knight realistically stomp in a round of combat?
I've got no interest in competitive play (apart from discussion) so I wouldn't even entertain a game against someone with three knights, but against one knight I think my list would be horrible for the opponent. 98 endless swarm gaunts with the synapse to back them up, plus another 16 gargs for good measure.
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Post by WestRider on Aug 22, 2014 11:08:47 GMT
The first Turn, the Stomp isn't that bad, but once you've piled in, it can get really painful. If the Knight rolls well while there's a big Unit around him, 15+ could easily happen.
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Post by Squire on Aug 22, 2014 11:20:25 GMT
The first Turn, the Stomp isn't that bad, but once you've piled in, it can get really painful. If the Knight rolls well while there's a big Unit around him, 15+ could easily happen. Hmmm... 15 is nasty. But if that's what they're getting in a good round I think an average closer to 10 could be alright. I think a knight comes in around 400 points (?) and all of the 98 endless swarm gaunts is 431 points. I can live with a knight stamping its way through all 98 of them if it keeps it out of the game and I can dedicate the rest of my force to the mission, especially when half of those gaunts can come back and make themselves useful elsewhere
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Post by Jabberwocky on Aug 22, 2014 11:22:56 GMT
He won't likely even bother stomping lots of gaunts, he'll use the 3" range for each consecutive stomp to hit your more important units up to 15" away, potentially removing your MCs from play with no saves or at least stacking some wounds into nearby support units. In your turn he might stomp the gaunts to clear away the last of a unit and break free though obviously.
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Post by Squire on Aug 22, 2014 11:43:27 GMT
Urgh... I hope stomp walking gets FAQ'd but wouldn't hold my breath. That's going to make synapse for the gaunts a nuisance, but I guess zoanthropes wouldn't be too bad in that case. Or even better a flyrant
Keeping the conveyor belt of gaunts running into the meat grinder would be key. Overall it doesn't seem like the easiest strategy to get right but I do think it's my best one
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Post by Jabberwocky on Aug 22, 2014 17:20:01 GMT
It won't be faqed as it's that way by design. The diagram even shows stomping a unit well out of normal combat engagement range (though how those models haven't piled in much closer is anybody's guess).
On a 6 it'll remove models from play, even zoeys or Tyrants. On a 2-5 it's just S6 AP4 hits so not that scary.
I think the best bet is try and get threats on 3+ facings to force it to commit somewhere rather than give it free reign to roflstomp through your midfield.
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