master of ordinance wrote:Void sheild method definetly.
if you read the fluff then youll see that the knights are in essence mini titans.
infact in a book i read recently(cant remember title) there was several accounts of knights in combat and they did actually have voids.
the only difference from the titans voids was that they couldnt regenerate them on their own-their generators just couldnt manage it.
Ide give them 2 voids but wouldnt let them regen them like titans can.
an option for more voids would be nice and some structure points(about 2) would fit in with the fluff but apart from that these rules are great.
That would be from the book Mechanicum, which is what I was basing the stats from actually. I was trying to avoid going structure points on them (and they would have power fields in
apoc, as the difference between voids and power fields by the rules is power fields do not regenerate in combat.) as I was trying to stat them as a normal heavy choice vs. a super heavy choice.
In the book they were described as having strong cannons (similiar to full tanks), shields, and being much weaker than a warhound. (Taking several to take out one warhound.) To make them an
apoc. unit they would have to go at least 2 structure points and 1 power field... which is barely weaker than a warhound. (Which has 3 structure and 2 voids.) Compairing a Knight to a Warhound is the equivelent of compairing a Warhound to a Warlord... and a Warlord has 3 times the structure and voids of a Warhound... so by that comparrison, a Knight should not have no structure points (so a normal vehicle) and shields of some kind.
Now I did lower down the armor to 13 on the front, but I am leery on lowering it. All of the titans always have front armor 14, and it is a mini version of a titan after all... tougher than even the toughest dreadnaught by the description. (And a landraider has armor 14 on all sides, and Leman Russ even have a 14 armor on the front.)
Perhaps keep the 14/13/12 armor but up the point cost on them somewhat? (Around 200 per?) This would get them up to warhound style armor ratings but with having one third of the structure points, and making a squad of 3 almost to the same point value as a warhound.
For the shields, using a 4+ cover seems best. Shows not only they are powerful but also makes the save not effect them in close combat which fits with the void/power shields.
Again, I love feedback and appreciate all of your inputs.
Automatically Appended Next Post: Was talking with some other people and they pointed out the shadow field of the dark eldar may be a better way to go on the stats. It would up the point cost on them, and would work better with the higher armor value too.
This combination would lead to people fighting them using massed small arms fire followed heavy weapons as the main tactic to take them down. Or other dreads/titans taking them in
CC. Most walker with a dreadnaught close combat weapon gets a glancing hit or better on a 4+. This seems to work with the way they are portrayed in the books.
Imperial Knight ............................. 200 points per model
WS.....4
BS......4
S........6
front...14
side....13
rear....12
I........3
A.......2
Composition: Vehicle squadron of 1-3 Imperial Knights
Unit Type: Vehicle (Walker)
Wargear:
Heavy Bolter
Dreadnaught
CCW
Battle Cannon
Knight shield (A knight shield provides a +2 invulnerable save, but if the save is ever failed, the shield is destroyed altogether. Roll separate dice, one by one, to save each wound inflicted upon the knight to see if the shield shorts out. Save cannot be used vs.
CC attacks.)
Options:
*Any model may replace its heavy bolter for:
- Heavy flamer.............................................free
- Missile launcher..........................................10 points per model
- Lascannon................................................15 points per model
*Any model may replace its battle cannon for:
- Exterminator autocannon............................free
- Vanquisher battle cannon............................5 points per model
- Eradicator nova or Demolisher seige cannon...10 points per model
- Punisher gatling cannon..............................25 points per model
- Executioner plasma cannon.........................35 points per model
*Any model may take any of the following:
- Searchlight...............................................1 point per model
- Hunter-killer missile....................................10 points per model
- Extra armor..............................................15 points per model
*The entire squadron may take:
- Camo netting...........................................20 points per model
The changes would make it more in line with being 1/3 the power and cost of a Warhound titan... So a full squadron would run you 600+ points, and possibly up to 888 points for the squadron. Making it one of the most expensive heavy weapon choices, though a fully equiped Leman Russ Executioner still is just a little more expensive than the a fully equiped knight titan.