The game was pretty straightforward. I held back and tried to kill Knights with my Devastators while he advanced. Once he got close, I tried to meltagun them with my Tacticals, assault them with my Command Squad, and shoot them in the back with my Stormtalons. I used my Thuderfires' Subterranean Blast rules for possibly the first time ever, and they did a great job of slowing down two Knights a turn.
|My Command Squad held up a Knight until some 6s came up on the Stomp attack, removing them with no recourse.|
|The Stormtalons destroy the first Knight.|
|"See those guys? They are soooo dead." -my opponent.|
1) I should spend my extra points giving my Command Squad meltabombs. Armor 13 Walkers are too tough for them to hack through with their power fists.
2) If you can force difficult terrain tests on super-heavy walkers, it will slow them down considerably, so you'll have a lot more time to deal with them. The Thunderfire was indispensable here.
3) Knights have a huge problem with flyers. Had my Stormtalons had lascannons or typhoons, I think they would have been able to destroy several more knights. A Stormraven would have been even more devastating. On a similar note, the flyers allowed me to hit the Knights from multiple angles to reduce the impact of their shields.
4) No matter what you do, you'll have a hard game when you have 14 kill points available in your army and your opponent has 5.