How do we deal with the New Knights?
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Post by purestrain on Jun 23, 2018 18:12:31 GMT
Take two detachment of GSC HQ, different cult name.. Two mind control per turn, take control of two knight and shooting at each other.. Unless your open play you can't cast the same spell twice in a turn, save smite.
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Post by autoxidation on Jun 23, 2018 18:34:02 GMT
Ahh ok, too many pages for me to go through them all. Laziness mixed with finally thinking of something to add to the conversation. OOE could be good, though he is pretty expensive and most Knight versions with a CC weapon will kill him right away. I'm guessing with claws and good rolling to get extra attack plus appetite for re-roll wounds will seriously hurt a knight, then depending on your opponent if he wiffs use the 3CP attack again strat or if he kills OOE use the death frenzy to attack all over again. It could work but I'm looking for something good against Knights not good against 1 Knight. Though it's easier to add OOE to my army than adding 10+ Shockguard. As for Stonecrushers the lack of +1 to hit on the charge does hurt, but 2 claws re-rolling hits/wounds could work for them. Good S and AP but the D6 damage does leave a lot of swing room for anticipated damage output. The other thing I was thinking is just swarms of Hormies, ignore the Knights and just go for objectives or the other things in the army. Sometimes ignoring the big thing is the best option. Even if it's the gatling/battlecannon version they'll on average kill 11 Hormies a turn shooting so them bringing a 450 point knight to kill 55 points of gribblies a turn is a trade I'd be ok with. I mean, if paying 200 points to pick off a single Knight isn't good against Knights then I don't know what is.
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Post by kazetanade on Jun 23, 2018 18:40:04 GMT
It's a good trade as long as they dont get back up on that 4+ strategem... although I guess the reduced effectiveness is something?
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Post by dan3dim on Jun 23, 2018 18:48:14 GMT
Take two detachment of GSC HQ, different cult name.. Two mind control per turn, take control of two knight and shooting at each other.. Unless your open play you can't cast the same spell twice in a turn, save smite. Wait a min, are you tell me that two different broodmind cannot cast same spell?! Detachment #1 Cult of Terrra have mind control Detachment #2 Cult of Mars have mind control One of those cannot cast mind control?!
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Post by acehilator on Jun 23, 2018 19:39:21 GMT
mule : You are betting on not rolling a 6, followed by rolling 4+, followed by hoping that your opponent cannot inflict another d3 damage to the Knight in that turn. Utter rubbish. The "shoot when killed" strategem is Questor Imperialis, the "fight twice" stratagem is House Terryn, so as Taranis you can use neither. dan3dim : Psychic Powers don't care about detachments. Come on, try reading the CRB (p. 215)
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Post by dan3dim on Jun 23, 2018 20:15:56 GMT
acehilatorI don’t have book, only free core rule card and enchanted version. “A psyker cannot attempt to manifest the same psychic power more than once in a turn.” A psyker = only one psyker model, not other.. is it mean all of psyker? If I cannot manifest mind control more than once for my whole game turn...... My 3 Magnus are useless against knight other than use smite all time... Gaaaahhhh!!!
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Post by gigasnail on Jun 23, 2018 20:29:39 GMT
acehilatorI don’t have book, only free core rule card and enchanted version. “A psyker cannot attempt to manifest the same psychic power more than once in a turn.” A psyker = only one psyker model, not other.. is it mean all of psyker? If I cannot manifest mind control more than once for my whole game turn...... My 3 Magnus are useless against knight other than use smite all time... Gaaaahhhh!!! Read what you yourself wrote again.
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Post by dan3dim on Jun 23, 2018 20:49:28 GMT
Then Battle-brother with two GSC are useless.. because they share same broodmind.
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Post by hiveminded on Jun 23, 2018 20:49:42 GMT
There's a lot more in the rulebook than just what is in the core rules.
Get the rulebook. Then look under "matched play" in the subsection called "Matched play mission rules". Look for a rule called "Psychic focus".
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Post by gigasnail on Jun 23, 2018 20:54:34 GMT
Then Battle-brother with two GSC are useless.. because they share same broodmind. Go borrow a copy of the rules from a friend and read them. Seriously. You can cast each power (except smite, which has its own rules) once per player turn, not game.
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Post by dan3dim on Jun 23, 2018 21:09:31 GMT
Then Battle-brother with two GSC are useless.. because they share same broodmind. Go borrow a copy of the rules from a friend and read them. Seriously. You can cast each power (except smite, which has its own rules) once per player turn, not game. Will do. I find rulebook is much easier than any other. Redo. Take one GSC detachment, get enough heavy team squad and few paykers. One mind control on knight and made it shoot at their friendly knight. Just made sure keep one of your psyker with known in mind control alive... ( impossible with new IK’s stratagem...)
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Post by autoxidation on Jun 23, 2018 22:03:22 GMT
It's a good trade as long as they dont get back up on that 4+ strategem... although I guess the reduced effectiveness is something? It's only available to house Taranis. It requires 2 CP, only works if the model in question didn't explode, and then requires a 4+. Then it stands back up with D3 wounds, so will be at the lowest tier.
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Post by Hive Bahamut on Jun 23, 2018 22:20:48 GMT
So having glossed over the book it seems to me like a few things kind of pop up. You almost want to tailor but bringing a TAC/Prebaked list prevents this. Shock Guard and a *Carniflex* stampede would send them packing, but that is not bringing you too far against many other armies. Mind Control. Holy hell. This is THE ARMY you use this against. Flyrants. Board control, Screen clearing and MW output for that tough to crack defense. The Horror + Mass Hypnosis + Malany/Venoms: 4/5/6+ to hit on a billion guns seems fun. Make sure to Mind Control FIRST, unless it's the Plasma one.. Then OVERCHARGE!! LUL'S with MW on a 1,2 or 3 Having a ++ Warlord doesn't help as much against them but I would still stay Neuro for that 3++ Character. That get back up and fight at full is bananas. I expect that to wreck a lot of plans, with a lot of rerolled 6's to allow it. Knights look tough. With quick Mini Me's and infantry support I wonder if this will further push back tanks from the mainstay of the Imperium?
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Post by mule on Jun 23, 2018 23:03:20 GMT
mule : You are betting on not rolling a 6, followed by rolling 4+, followed by hoping that your opponent cannot inflict another d3 damage to the Knight in that turn. Utter rubbish. The "shoot when killed" strategem is Questor Imperialis, the "fight twice" stratagem is House Terryn, so as Taranis you can use neither. dan3dim : Psychic Powers don't care about detachments. Come on, try reading the CRB (p. 215) Shoot when killed =/= standing up with d3 wounds at the end of the phase and also getting to do your turn as if the knight hasn't died, which means you can move shoot and charge just as normal. You are correct about the Taranis/Terryn aspect for some reason I read wrong. Regardless being able to act as if your 600 point model isn't dead. 17% chance you cant use the CP at all, sure but that means 83% of the time you can which is good odds and you can reroll the 4+ with your reroll stratagem. And then for 1 more CP you're shooting and fighting with your top damage tier with the MACHINE SPIRIT RESURGENT stratagem.
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Post by mule on Jun 23, 2018 23:20:27 GMT
It's a good trade as long as they dont get back up on that 4+ strategem... although I guess the reduced effectiveness is something? It's only available to house Taranis. It requires 2 CP, only works if the model in question didn't explode, and then requires a 4+. Then it stands back up with D3 wounds, so will be at the lowest tier. But there is the MACHINE SPIRIT RESURGENT stratagem which is 1CP and you count that model as the top tier effectiveness until the end of the turn. For knights its 1d6 if you roll a 6 it blows up, i wouldn't run it on any of the roll 2d6, but a 6 on 1d6 is 17% which means that you're at 83% chance that that portion will go off, as well as 50% + reroll to actually stand up is still 75% meaning its a 62% chance it'll go off unhinged with no issues, which is pretty decent imo to have a knight stand back up. The last thing I noticed is that, there are two stratagems if you go with an ADMECH detatchment supporting it that lets you negate mortal wounds on a 5+ as two differently named stratagems so I believe you can cast both of them and get 33% + 33% chance to stop any mortal wounds from going through onto your knight.
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