How do we deal with the New Knights?
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Post by zimko on Jun 14, 2018 15:28:29 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 So you're investing over 300 points in reinforcements or are you playing narrative?
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Post by horm on Jun 15, 2018 11:20:34 GMT
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 So you're investing over 300 points in reinforcements or are you playing narrative? I reserve 10%. In a 1500 game you get 2 claws, ag, ts for under 150. I take a ~25 model unit of ag hormagaunts too as sometimes I go with these for tying up late game if the enemy has more troops alive and less tanks. Had a game against tau last night that was pretty successful. Tyrant guard resurrected back up turn 3 to kill off a ghostkeil that was ducking my shooting and was making its way towards the riptide (with the trygon making its way along the other flank) when we called it a draw. It’s a good tactic I feel and gives you a bit of flexibility. Tyrant guard are so slow and are guaranteed to die 1/2 turn so I find they benefit from endless swarm more than most.
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Post by mattblowers on Jun 15, 2018 13:21:53 GMT
So you're investing over 300 points in reinforcements or are you playing narrative? I reserve 10%. Why? You run the risk of something going sidewise and you lose the points vs just having them in your list. The only armies I reccomend savings points is Daemons because they can list taylor mid-game with summoning. Pink horrors can work really well to pay points to be able to use the split rule.
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Post by horm on Jun 15, 2018 13:55:42 GMT
Why? You run the risk of something going sidewise and you lose the points vs just having them in your list. The only armies I reccomend savings points is Daemons because they can list taylor mid-game with summoning. Pink horrors can work really well to pay points to be able to use the split rule. Been over it a couple of times. I do this every game and have never found myself without the ability to resurrect. It is fun, flexible, pretty strong and reliable with TG, (CC, AG, TS). It’s clearly not for everyone, see a lot of folk that don’t rate it, but I play it every game sometimes against regular opponents that know I will. Ultimately, it depends on how much you you’d pay for a flexible deepstrike for inf. I happily spend the 2 CP given we now get more for a battalion
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Post by Aux on Jun 15, 2018 15:45:48 GMT
3x HVC Carnifex + 6 Hive Guard still struggled to deal with a pair. These guys are nasty
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Post by mule on Jun 15, 2018 17:02:21 GMT
3x HVC Carnifex + 6 Hive Guard still struggled to deal with a pair. These guys are nasty Which is why you play for objectives and just try and minimize your losses.
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Post by mattblowers on Jun 15, 2018 18:50:02 GMT
3x HVC Carnifex + 6 Hive Guard still struggled to deal with a pair. These guys are nasty Which is why you play for objectives and just try and minimize your losses. Gribblies are a great matchup. Who cares how many they can kill when they are only evaporating cheap one wound bodies. Stomp attacks are nasty though. I wish our FW bigguns did the same.
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Post by mule on Jun 15, 2018 20:15:56 GMT
Idk the stomp rule have it handy?
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Post by Hive Bahamut on Jun 15, 2018 21:17:00 GMT
Titanic Feet unless changed are S8 (good enough) and 3 hits for every A for 12A on a generic Knight.
I wouldn't even want a combat option with a secondary like that.
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Post by acehilator on Jun 15, 2018 21:25:38 GMT
mule: Each base attack becomes three hits, AP -2, d3 damage. 12 attacks WS3+ on regular Knights, 15 attacks 2+ on a Gallant, 12 attacks 4+ on the new Dominus/Castallan. Essentially you don't need a "real" melee weapon, maybe against T8 targets.
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Post by mule on Jun 16, 2018 0:14:35 GMT
So what youre saying is basically its just like the stonecrusher carnifex with the wrecking ball or w.e its called, dump chaff into it and spread it out enough that it cant fall back?
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Post by gigasnail on Jun 16, 2018 5:07:57 GMT
no what he's saying is that it'll likely mow your chaff down enough to move over however it needs to in a full combat turn if not a single player.
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Post by acehilator on Jun 16, 2018 13:50:14 GMT
mule: Knights are <TITANIC> units obviously, and because they are effing tall they get the "Super-heavy Walker" rule like the Ork Stompa. They can Fall Back + shoot/Charge, and can move over <INFANTRY> and <SWARMS> when falling back.
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Post by mule on Jun 16, 2018 13:59:44 GMT
mule: Knights are <TITANIC> units obviously, and because they are effing tall they get the "Super-heavy Walker" rule like the Ork Stompa. They can Fall Back + shoot/Charge, and can move over <INFANTRY> and <SWARMS> when falling back. Only if there is a place for them to fallback to. So if you spread gants or something enough and surround it you can lock it up. And because youre spreading them out enough the attacks in combat should only hit 4 or 5 models because thats all that is engaged. My assumption is that they move like 10" though?
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Post by N.I.B. on Jun 16, 2018 14:35:35 GMT
Knights are tasty. Killed a couple yesterday when I tabled Wolves soup. Hive Guards, Smite, Genestealers, Flyrants with MRC.
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