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Post by rpython on May 17, 2014 15:37:21 GMT -5
Hey I am playing a 1800 point game and am fighting a knight in a space wolves army, i will of course be using my baneblade, but beyond that not really sure what else to bring. Im thinking melta vets in a valk. Any more advice or experience on what the best course of action would be to deal with it. Thanks
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Post by emptyhat on May 19, 2014 13:04:43 GMT -5
I think the main issue is hitting it enough to work through all those hull points. The armour is mediocre but that shield can negate a bunch of your hits. Attacking it from several sides is key so having multiple units that can get around it is pretty helpful. Dropping melta vets behind it while deep striking storm troopes works. Flanking sentinels could work and flyers are also good. If you expect the knight to move forwards to chop up the baneblade then you may be able to get it to walk past infantry with heavy weapons like lascannons. Assuming advanced positions can survive space marines. Artillery may work well too, it will be hitting side armour but the shot originates from the small hole in the blast marker so you may be able to throw shells over the shield, again assuming those units aren't begging to target marines.
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Post by rpython on May 19, 2014 13:12:39 GMT -5
I have a way of firing the baneblade cannon twice a turn. So that gives am extra str 9 ap 3 shot to me. Got lots of leman Russ as well so hoping they hurt it one is a vanq. Plus a call with a lascannon.
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Post by emptyhat on May 19, 2014 13:45:15 GMT -5
The other thing to think about is what your opponent will use the knight for. They might use it to distract you and soak up your fire and/or pull your units into unfavourable locations (so they can attack you with other units, so you cannot claim objectives, so you spring your melta vets on the knight and not an HQ). They might plan to attack you directly and damage you (a rapid fire battle cannon is a good ranged weapon for marines but it will strugle against you AV14, needings 6s to glance. Space Marine orbital bombardment or Terminators in cc might be a higher threat to your tanks). Or maybe they will use it to complete the mission, denying you objectives or clearing you off of them. (Again other units might do that job better). What mission are you guys playing anyway?
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Post by rpython on May 19, 2014 14:14:09 GMT -5
Not sure, letting dice decide. I hope its purge the alien. So its kill points, then we will both be fighting head on. Yeah that's my big advantage it that bar las cannons most things need 6 to glance where as I have lots of wep that can pen anything. Demolisher cannon should deal with terminators as ignores there armor leaving only invuls.
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Post by emptyhat on May 19, 2014 14:52:58 GMT -5
Well if the marines are strugling to damage you at range then it might be best to hold the melta vets as a crisis response team rather than as a unit just for killing the knight. Killing the knight with melta vets will be a suicide mission anyway so if you send them in you'll be giving up a kill point or losing an objective claimer.
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Post by rpython on May 19, 2014 15:10:37 GMT -5
Well the earliest they could appear is turn two as have them in a valk. I would hope baneblade cannon and leman russ vanq could dish out 2 odd wounds per turn. and knight have 6, whereas baneblade has 9 so can survive more hits. most my army is in vehicles. plus sticking an enginseer behind the baneblade to repair it if anything goes wrong.
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Post by yvain on May 19, 2014 16:13:08 GMT -5
I killed one yesterday. I did it with melta vets in the butt and a few tank hunter ordered lascannons. That shield will mess you up though, he blocked 2 of the three melta pens. I would try to take some melta stormtroopers as well and try to hit him from multiple sides.
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Post by rpython on May 20, 2014 1:30:02 GMT -5
Okay will most certainly make sure I have shots from at least two different sides.
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