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What are the best tactics for the Empire knights?We play a 2250pt game and the empire player usually takes 18 heavy armored knights,2 hellblasters,and 2 mortors and of course foot troops(swordsmen,handgunners,spearmen).I just wonder what to do about the knights.I have heard that the are the best in the game and to watch out for them,is this true"the best"?
Thanks for all the info you can provide!
Last edited by slann2181; March 29th, 2007 at 14:14.
all of us lizzie players would agree that the highest strength that the lizards can duke is S7, i suggest that you lure the knights into charging a big block of saurus then flank them using a big unit of 4 kroxies to slap them silly, after all, we do know that saurus can pretty much hold in front of anything,
if i were you, i'd go for the whole shabang considering how many knights that you are up against plus, with the unit causing fear it will have an impact against the empire infantry if you get them anywhere other than the flank and you're laughing.
SCOR also make a lesser type of knight killing, if you get the charge...
hope this helps
Oh for the days of how a nice big unit of jungle swarms could hold these guys up for an entire game...:wub:
definitely kroxies against knights, as mentioned before, and a skink screen versus the handgunfire. the skinks can then easily deal with the state troops with their poison, like DavidVC04 posted. A skink chief, terradons and some skink scouts should be able to harass the war machine line until you get there with your saurus blocks. The sixth spell in lore of metal, spirit of the forge, also works splendid against knights.
knights can be scary...but as long as they aren't bretonnians i ussually fare ok. This is because they only have one unit (ussually) and they go after the juiciest most points worthy units they can take. They charge and then the undefeatable gleaming pendant of chotec comes into play (they're entire unit strikes last). This means your scar vet with great wep smacks back along with 14 str 4 attacks (with spears). This screws up his knights (hopefully) but dunno about the rest. Generally i just pray they're machines misfire...it ussually works. Fast movement maybe?
"If a jobs worth doing, its worth dieing for"
For dealing with knights I use CoR or Kroxigor. S7 attacks work very well against T3/4 humans and also reduces the save. Use the classic hammer and anvil technique with a big group of saurus being the anvil and the Krox being the hammer. For all the war machines I generally use scouting skinks as my war machine killers. They can either shoot the crew with poison darts or attack them in CC. Terradons are also useful for this as their hit and run means they dont get caught up in too much combat.
The artillery shouldn't cause much trouble unless you get withing 12" of those helblasters with a non skirmishing unit (you should kill them all with magic, terries and skinks anyway for the juicy vps). Make sure his detachments are unit strength >5 or they will win combats for him everywhere. His infantry will fall easily to saurus if it is 1 on 1, no characters, and no detatchments.
On the Knights...
If you have a Slann get a few metal spells, most of these will not get through because of there deadliness but give it a go.
You could also charge him in the rear or side with skinks or terries is the opertunity arises, it may help to have the general or army battle standered withing 12" to give them some staying power.
If you do get the opertunity to charge them with a JSoD, kill the characters/champion in the unit first and make sure you have a unit ready to charge it next turn to finish it off.
Kroxigors will kill them if it is NOT 1 on 1 and to the front. The +4 (at least) static combat resolution the knights have will see you Kroxigors die quite easily if you are to cocky.
Personally I would preffer to just through a unit of skinks at them. After all, these are Str 3, Atk 2 (the horse) foes when not charging and only 3 knights will be able to attack your skinks if you have a flank charge.