Vs. Imperial Knights v7.0
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Post by gigasnail on Aug 10, 2016 16:28:16 GMT
Hang on let me get this straight. Since I was last involved in 40k there's a new army, and it's entirely super heavy walkers, and it's totally legit that you can play Imperial Knights without any say-so from your foe? I mean, these guys are just, like, in the game now? yup. they don't really score well, and they bleed KP in ITC or if you're using escalation. it's not always as scary as it sounds at first. but, yeah. it's still pretty horrid.
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Post by guidebot on Aug 10, 2016 17:27:41 GMT
Hang on let me get this straight. Since I was last involved in 40k there's a new army, and it's entirely super heavy walkers, and it's totally legit that you can play Imperial Knights without any say-so from your foe? I mean, these guys are just, like, in the game now? yup. they don't really score well, and they bleed KP in ITC or if you're using escalation. it's not always as scary as it sounds at first. but, yeah. it's still pretty horrid. Holy spoons. If I wasn't a tyranid player, I'd probably think it's really cool. But like, most of my army can't hurt these things! I won't judge it until I try it though. Having all your points in a few models is always risky so maybe they're not so bad.
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Post by kazetanade on Aug 19, 2016 7:54:46 GMT
If you're not ITC, or playing just EW, its really bad. Only armies that can deal with it in these contexts are highly survivable or high damage long range. So Necrons, SM, Tau/Eldar shenanigans.
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Post by shadow12 on Jan 29, 2017 0:45:49 GMT
can a tryrant beat a knight with reliability?
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Post by No One on Jan 29, 2017 1:57:26 GMT
Single? No. Multiples? Still...not really. Assuming you're talking about dakkaflyrants, you're looking at ~6 flyrants shooting before you start approaching 'reliability' - the inconsistent 4+ makes it difficult to judge, but you're looking at ~85% chance of killing at that point.
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Post by shadow12 on Feb 6, 2017 16:57:35 GMT
Hi all have a knight codex and have read though the weapons these guys have not sure on the edition but this can still help hopefully with knights seeming as it looks at least 6th.They have an anti-air Icarus weapon available to all types of knights which is strength 7 ap 4 with heavy two and twin linked.This will annihilate any flying creature that stands against the knight so be wary of what is equipped before deployment.Close combat is probably where they work best with strength D weapons which isn,t even in the rulebook and have and all melee weapons with AP 2.One know as the thunderstrike gauntlet allows knights to HURL your monstrous creatures at your units with the damage being the toughness if it kills it in the fighting sub phase with this weapon.All there weapons are usually on strength 7-9 at range except the gatling cannon with 6 at heavy 12 rending and the ironstorm pod with strength 5 large blast and barrage.If the unlikely event they are fielded unmass they can use formations with other knights and have various special rules which give extremely good buffs .A 4+ invulnerable safe is also granted if an ion shield is facing in the direction your shooting at them at.I would recommend adapting your units to face whatever that knight is equipped with as knights have a counter for everything in their arsenal if you choose it in battle so to beat knights knowing them personally will allow you to adapt your swarm to each knights weakness in weapons.Each knight class also has its own weapons for its own roles on the battlefield to match its playstyle.The knights are extremely powerful so keeping at range and keeping your synapse creatures safe is a top priority considering there firepower is enough to deal with any of them easily
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Post by shadow12 on Feb 6, 2017 16:58:44 GMT
no one thanks for the reply
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