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2014/11/22 19:19:50
Subject: [1850] - Knights/Guard - Tournament List
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Stalwart Veteran Guard Sergeant
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Trying to kick the dust off my army and get back to playing. I've wanted to screw around with Imperial Knights for a while, so here's a first pass at a Knight/artillery list. Two Battle-Forged detachments. I still have 150 points to spend, and would love advice.
Knights Detachment
3 Knight Errants - 1110pts
Guard Detachment
HQ
Company Command Squad - 60pts
TROOPS
2 Platoons - 260pts
HEAVY
2 Hydras - 140pts
2 Wyverns - 130pts
Notes: Knights should handle most any non-flyer, long as they don't have good grenades. They'll run in an Adamantine Lance formation most likely. Wyverns are a pet favorite, and should nuke an infantry squad every turn they're alive. Hydras are because I have no flyer defense.
That leaves 150 points. My instinct is to add another Hydra squadron. I could also pile in more infantry bodies and sprinkle in some heavy weapons.
Buying new stuff isn't a problem. I like my Guard, and have a good-sized collection already, but even that's flexible.
Competitive CnC please. I won't say my local scene is super intense, but I like to play at my best.
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2014/11/22 22:36:47
Subject: [1850] - Knights/Guard - Tournament List
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Space Marine Scout with Sniper Rifle
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plus1jeremy wrote:
That leaves 150 points. My instinct is to add another Hydra squadron. I could also pile in more infantry bodies and sprinkle in some heavy weapons.
Two hydras, you already have, should be enough to deal with almost any arial menace you'd play against. I would instead take transports for the troops, inorder to better snatch objectives in Maelstrom missions. Either three tauroxes or two chimeras and something extra, like few special weapons for the objective catchers. Or you could the left over points for swaping Company command squad for a Lord Commissaar as it gives a Ld 10 bubble that'll keep the otherwise fragile guard on field a bit longer. Giving a Regimental Standard for the Company command squad works for this as well, and is a fun piece to paint if you're matching it with the colors of your knights.
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2014/11/23 01:30:07
Subject: [1850] - Knights/Guard - Tournament List
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Unrelenting Rubric Terminator of Tzeentch
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Since you're bringing three Knights already look into the Adamantine Lance formation. It consists of 3 Knights that get various buffs when they are in proximity to one another.
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"Backfield? I have no backfield." |
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2014/11/23 19:13:55
Subject: [1850] - Knights/Guard - Tournament List
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Bounding Assault Marine
Providence, RI
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May I recommend sniper rifles on your platoon command squads? The extra firepower against artillery or monstrous creatures that they can provide is worth it at the cost, and they're easy to remodel from lasguns. With orders, they can get even better. The occasional monster-hunter-induced rend is... <kisses tips of fingers>
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10,000+ points
3000+ points |
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2014/11/27 19:21:37
Subject: [1850] - Knights/Guard - Tournament List
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Stalwart Veteran Guard Sergeant
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Thanks for the feedback, all.
My local area doesn't tend to do Maelstrom, so I'm inclined away from transports for now. A standard does sound like a good add though.
Adamantine Lance is definitely in.
Sniper rifles for MCs ... not bad! My store's tournaments allow two lists (sort of a 40k version of sideboarding), so that'd be a great backup list option.
I poked around online at other Knight/Guard lists and figured I'd stop worrying about flyers and go full dakka.
KNIGHTS
Knight Paladin (Warlord)
2 Knight Errants
GUARD
CCS - autocannon, regimental standard
Platoon - 3 autocannons
Platoon - 3 autocannons
3 Scout Sentinels - autocannons
2 Scout Sentinels - autocannons
2 Wyverns
Scout Sentinels almost never see my lists for being so flimsy, but in this list I feel like they're a cheap way to throw in some outflanking autocannons.
Thought about Russes, too. One or two Russes would be a pain, since it's the same target profile as a Knight.
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2014/11/27 19:44:54
Subject: Re:[1850] - Knights/Guard - Tournament List
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Frightening Flamer of Tzeentch
PNW
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I would definitely use the Guardsmen to protect the Wyverns. It may be worthwhile to take a Tank Commander with Pask if you're looking at Leman Russes.
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2014/12/01 00:06:59
Subject: [1850] - Knights/Guard - Tournament List
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Fresh-Faced New User
Metairie, LA
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[logged in with the wrong account!]
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This message was edited 1 time. Last update was at 2014/12/01 00:33:08
+1 Gaming :: Metairie's Premier Gaming Store :: www.plus1gaming.com |
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2014/12/01 00:33:32
Subject: [1850] - Knights/Guard - Tournament List
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Stalwart Veteran Guard Sergeant
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I'm kind of a sucker for Wyverns, and I feel like the Knights are on the weak side against lots of infantry (especially if they have anti-tank grenades). I'd rather focus them on heavy targets like armor and MCs.
Of course, this'll be my first time playing around with Knights. Maybe they're aces against infantry and I'd be better with a couple Russes and some mechvets.
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2014/12/01 04:11:41
Subject: [1850] - Knights/Guard - Tournament List
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Jealous that Horus is Warmaster
Tampa, Florida
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Trade the AC Sentinels back to Hydras, IMO.
You need some reliable Anti-Air power, and you wont really be missing that much ground power.
At least 1 Hydra should be included.
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Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike
Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."
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