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Imperial Knights

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Post by DOMIN4TRIX Mon Dec 08, 2014 3:26 pm

Hi all,

I just moved house and it turns out there is a gaming store a minutes walk from me!

I introduced myself and got invited to join the local club as there are no real GK players currently in the group. It seems these guys are pretty serious - one member is apparently rocking a trip imperial knight / twin wraithknight list at 1850.....

I was hoping for some suggestions on how to combat this! From experience I know I can deal with wraithknights with force weapons but our codex is still seriously lacking in the anti-tank dept. Any ideas on how to deal with imperial knights as a GK player. I normally use dreadknights for that role but in this instance they will get hit back with strength D assault weapons.

Perhaps someone could enlighten me on the trip imperial knight formation special rule also so I know what I'm in for...

Cheers in advance
DOMIN4TRIX
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Post by Aubec le noir Tue Dec 09, 2014 3:38 am

hi
don't let the knights out-shoot you ... go to cc and make it personal ! Twisted Evil
with NDK or with hammers... it will take time, but during this time the knights couldn't shoot ! Wink
yes theirs weapons are D-weapons in cc too, but if you put on him enough foes with invul. it should trepass ! Twisted Evil
i won't lie to you it will be difficult even in cc, but if you let it shoot... you're screwed ! Evil or Very Mad
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Post by Sai Tue Dec 09, 2014 8:36 am

If you have stormravens take them. Knights' AA fire consists of a heavy stubber and whatever the wraithknights are armed with.
The ravens are doubly good because they can flank the knights and get around their shields.

Consider a thunderhawk.
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Post by Aubec le noir Tue Dec 09, 2014 8:44 am

yes Stormravens are also good against Knights ! Twisted Evil
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Post by DonFer Tue Dec 09, 2014 2:23 pm

Gate of Infinity and Vortex of Doom are great too. Just be far far away once the knight kicks the bucket,
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Post by rurik Wed Mar 04, 2015 11:29 am

In my experience, throw some psycannon bolts on him... you'll be able to take two or three wounds from him. At the same time, place the NDK behind, the trick is to force it to leave an open side for his shield.

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