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Knights vs space elves, what to bring to the party!


faithonwings

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Fellow hero's of the Imperium,

 

My name is John and i'm new to playing IK this edition but I have been play 40k since 5th edition. I have been playing them for about 2-3 month now and are really struggling to put a propper list together that can take on most other lists. I play compatative games vs my club mates but would really like to jump to playing some tournaments in the future. What I would like is a list that could take on most other lists but what I am really worried about right now is Eldar and Dark Eldar lists with their -1 to hit. Knight have good anti tank option but lack amounts of shots for their ranged weapons so stuff with a -1 or -2 are really hard to get down. 

 

I would like a general discussion on what unit to bring to a party with space elves. What units do you bring and what tactics, house traditions and stragagems do you use to get the job done? So bring you'r bag of chips and a bottle of scotch and get this party going.

 

Some idea's i've been toying with:

 

- Bringing a house mortan super heavy auxillary with either a crusader or 2 hellverin for the stratagem and ignore the -1.

- a crusader from house Krast with the relic that does extra dmg on vehicles and reroll 1's. you don't get much shot's in but what you get in does really hurt.

- 2 wardens with house vulker, one with the avenger relic the other with the stratagem. again, not many hit's but with hitting on 5's you do get 50% extra hits from the abbillity.

 

 

 

 

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It's really hard to look past Raven.

 

Their strat of reroll all 1s on hits/wounds/damage on a Castellan or crusader can be devastating, which is why it's a mainstay in top tier 40k lists *for the castellan*

 

It is very meta though, so you do get a thumbs up for not going that route

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Volume of fire weapons are likely to help you here. 

 

Eldar vehicles - Dark Eldar especially - are hard hitting, but fragile. You might well miss with all your shots from a Thermal cannon, but 12+ Avenger shots are going to see some of those hits land - regardless of modifiers. 2 wounds per hit on 10 wound vehicle are going to sting quickly.

 

The Valiant and Acheron with their super-flamers could see some use also. Can't use modify shenanigans vs a gigantic wall of flame you dirty space elves!

 

Then there's always the Riverdance option. Most of those modifiers only apply to shooting after all.

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I'd still go raven, it's not just the ones to hit that make it good, it's the wounds and damage aspect that when you hit you can make more damage stick.

 

For 2k, my standard list would look something like

 

House Raven

 

Castellan or Valiant depending on taste

Crusader with rfbc

Styrix with claw

Pair of helverins

 

For a pure list. For guard drop a Helverin and add a cp battalion - enjoy it whilst you can before the nerf

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Rumour is price hike for Castellan, and CP mechanism that means you can only use CP on the detachment that generated it? Something along those lines. I'm sure there is more also.

 

Interestingly this CP thing is somewhat in place in the Starstrider and Gellerpox mini codexs already. Make of that what you will...

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Loving all this goodness you bring to the party folks. Starting to look like good old fassion fun.

 

Amounts of shot do look like the way to go. That means hellverins and wardens/ crusaders me think? What way do you play them? What house do I mean. Any good tricks on how to use them?

 

Flamers do look like a legit option, but the Valliant is sooo slow... :( Acheron doesn't have this problem, but a lot of local events don't allow FW models (and they are expensive) But anyway, with what rules en kit would you use them? Traitors Pyre looks good on the Vall, but also been toying the the idea of the house Krast relic for extra dmg or house raven for extra speed. Does anyone use house Tarrin for the 6+ feel no pain? It looks good but doesn't add anything to how fast you ca remove treats. 

 

Heard those rumours to. Can't say I don't understand. Ussed CP battery a couple of times and it is that good. 

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It's weird that move 10" for the valiant is seen as slow, but that's another advantage of the raven house trait, you're throwing d6 advance on top of that and still shooting.

 

In regards to the guard cp battalion, in sat waiting to start my detachment of them, but not bothering until the faq hits and we see if I'm gonna be doing something else instead for my GT list

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