How do we deal with the New Knights?
|
Post by clokwrkpig on Jun 11, 2018 9:32:16 GMT
I believe they now can also fall back over swarms (at least from the preview, haven't seen the codex yet). So it might now require more monsters for that to work.
Screen-tarpitting seems the easiest way to stop them moving imo.
|
|
|
Post by Kitane on Jun 11, 2018 10:24:45 GMT
Yes, the fallback rule has been modified to include SWARMS.
|
|
|
Post by wormlord666 on Jun 11, 2018 10:49:48 GMT
Yes, the fallback rule has been modified to include SWARMS. How would you interpret the rules if I’ve locked a knight with a monster on one side and have an infantry unit on the other, not locked. If the knight falls back from the monster, can he walk over the infantry? I’d say no, since it doesn’t fall back from them and normal rules of movement would abide but RAW it Could be argued if the rules say it can fall back over infantry...
|
|
|
Post by acehilator on Jun 11, 2018 13:00:01 GMT
wormlord666: There is not even the slightest bit of ambiguity. If it Falls Back, it can move over infantry and swarms. End of story.
|
|
|
Post by tomcaet on Jun 11, 2018 14:02:04 GMT
Old One Eye still wrecks Knights, especially with Death Frenzy or Adrenaline Surge if it somehow survived, right?
|
|
|
Post by mattblowers on Jun 11, 2018 15:30:27 GMT
Yes, the fallback rule has been modified to include SWARMS. Oh great! And they fixed the fact that swarms are somehow confused by ruins and stairs whilst infantry aren't. Right? side bar: are rippers the only troops that can't attack up floors or move through terrain?
|
|
|
Post by purestrain on Jun 11, 2018 15:42:26 GMT
Yes, the fallback rule has been modified to include SWARMS. Oh great! And they fixed the fact that swarms are somehow confused by ruins and stairs whilst infantry aren't. Right? side bar: are rippers the only troops that can't attack up floors or move through terrain? Scarabs 🤗🤣 Edit: they're somehow troops now... shhhh 😂😂
|
|
|
Post by tomcaet on Jun 11, 2018 15:43:28 GMT
Yes, the fallback rule has been modified to include SWARMS. Oh great! And they fixed the fact that swarms are somehow confused by ruins and stairs whilst infantry aren't. Right? side bar: are rippers the only troops that can't attack up floors or move through terrain? Swarms are still too monstrous for climbing. Should maybe get the Knight-like floor sweeping method, along with other Monsters. Nurglings are the one other non-FLY Troop SWARM I know of. Both Rippers and Nurglings have their uses, still.
|
|
|
Post by Kitane on Jun 11, 2018 19:29:27 GMT
Swarms can climb ruins (the restriction targets BIKES, MONSTERS, and VEHICLES), but only INFANTRY can pass through walls.
|
|
|
Post by mrdodo on Jun 11, 2018 22:57:45 GMT
I played a tournament last weekend (finished in 3th position with 2 wins and 2 draws) and my biggest victory was against Knights. It was a killpoint/objective/deadlock game. So a lot of objectives and cards. While he still had 3 knights at the end of the game and had more killpoints then me (not surprising, he had 8 units, I had 22) I just had the mapcontrol and took more points by objectives. Kind regards to my genestealer cult allies. the primus/genestealers took out his ad mech support and my magus mind controlled a knight twice.
I agree with a lot that is said here. old one eye is very nice, as is a trygon. (that 1d6 dmg hurts), hive guard offcourse very good always, and psychic powers are key. smiting, horror, mass hypnosis, mind control. Its all just so good against big targets.
|
|
|
Post by harleyxjguy on Jun 12, 2018 1:33:52 GMT
I know knight can walk over infantry in fall back, but still, I’m thinking it would be possible to lock them up. (Can the armigers do this?) With a monster locked up, and an infantry unit surrounding 1” away, with three monsters/swarms, with Big enough hordes so he can’t move enough to get out. Is this possible? What say you who faced them? Baby Knights can not do this.
|
|
|
Post by N.I.B. on Jun 12, 2018 11:54:11 GMT
N.I.B. did you feel it was a player issue or that Knights in general aren't as big a deal as everyone is making? It was a player issue to a large degree, he forgot to fall back and shoot in one combat and he played a bit too agressive, I was able to get in with Genestealers turn 1 and Hive Guards had targets every turn. He could've made it a longer match with better play.
|
|
|
Post by mattblowers on Jun 12, 2018 14:44:17 GMT
Swarms can climb ruins (the restriction targets BIKES, MONSTERS, and VEHICLES), but only INFANTRY can pass through walls. Only INFANTRY can pass through floors as well so it leaves swarms in a really odd situation depending on the layout of the building. Apparently stairs and ladders are confusing for swarms.
|
|
|
Post by tomcaet on Jun 12, 2018 16:13:15 GMT
Swarms can climb ruins (the restriction targets BIKES, MONSTERS, and VEHICLES), but only INFANTRY can pass through walls. The restriction is only on ending their move on a higher floor. So they can deploy there, maybe deep strike, sure, but then they can't leave the same way INFANTRY can, at least the rulebook doesn't allow them to. It doesn't prohibit it either, they're just forgotten. Except for the knight rules now, those remembered to poke at them.
|
|
|
Post by horm on Jun 14, 2018 15:00:25 GMT
I have a dream.. A bit dramatic start but there are one (not cheap and not easy) thing that destroys a knight in a single cc turn w/ adrenaline surge. Yes, it costs 3 cp's and the unit is not cheap (306 pts!). Enter Hydra tyrant guards w/ goods (ag's, ts's and ofc crushing claws)! On avarage, they put 30 wounds w/ adrenaline surge (15 wounds without stratagem, and not counting them 6's on to wound rolls for extra damage). The problem is, there are no 100% quarentee to get these guys in (8" charge and you better save that one cp for a re roll). You have to ds them in for sure. So, either a tyrannocyte taxi or a trygon taxi. Neither are cheap but at least the trygon can make sure that you put that knight down. So it is going to be 306 + 173 points to make all this to happen. A bit expensive.. but there it is. Although, if you pull this off, it is a bit cheaper than the biggest knight. I have been thinking over for this combo for a long time and after knight codex arrival this might be a solution, not the solution. But if you pull this over and destroy a knight quite easily, rest be assured that these guys are getting big retaliation from the rest of knights. I haven't test this yet but I think that I have to soon because my friends loves his knights (he has only one + 2 armigers). But anyone up for the task to test this? I use the Hydra Tyrant guard tactic a lot against big targets. The best delivery method I’ve found is Endless Swarm. Run them up the board as a screen for your tyrant(s) and then when they get popped, rez them in the back field for a 8” CP reroll charge dice. Like you say, the damage output is incredible. If they don’t die, you can just keep them walking and they’ll have to deal with them and your swarmlord or whatever they were protecting
|
|
This web site is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Age of Sigmar, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Stormcast Enternals, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, Age of Sigmar and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 1975-2020, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.