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Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:26:37


Post by: changemod


 casvalremdeikun wrote:
changemod wrote:
 Stus67 wrote:
 casvalremdeikun wrote:
 BrookM wrote:
Right, the Knight Lance was just clarified again: You must have three big Knights to get your CP's.
So...what purpose do Armigers serve? Because right now they seem pretty pointless.


For shooting stuff your knights are better off not shooting at, and to fill up remaining points. Armigers were never meant to be center pieces.


Not meant to be centrepieces =/= doesn’t contribute as functional “troops”.
Bingo. I was hoping for ways to be able to run LOTS of Knights in a functional army. Because that is what I want to have. KNIGHTS. Not a ton of frickin' Guard.


It’s actually completely against the philosophy of command points: CP are to reward you for taking troops instead of going all-in on big flashy things. You’d think the equivalent design space here would be to encourage people to take the chaff knights instead of going all-in on huge minor titans.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:26:45


Post by: LunarSol


Justyn wrote:
Way to force us to ally in guard GW.


Said every Imperium army ever


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:27:49


Post by: Stus67


changemod wrote:
 casvalremdeikun wrote:
changemod wrote:
 Stus67 wrote:
 casvalremdeikun wrote:
 BrookM wrote:
Right, the Knight Lance was just clarified again: You must have three big Knights to get your CP's.
So...what purpose do Armigers serve? Because right now they seem pretty pointless.


For shooting stuff your knights are better off not shooting at, and to fill up remaining points. Armigers were never meant to be center pieces.


Not meant to be centrepieces =/= doesn’t contribute as functional “troops”.
Bingo. I was hoping for ways to be able to run LOTS of Knights in a functional army. Because that is what I want to have. KNIGHTS. Not a ton of frickin' Guard.


It’s actually completely against the philosophy of command points: CP are to reward you for taking troops instead of going all-in on big flashy things. You’d think the equivalent design space here would be to encourage people to take the chaff knights instead of going all-in on huge minor titans.


This


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:30:51


Post by: Cephalobeard


The whole argument of CP being backwards and meant as a way to incetivize taking troops would be a lot more valid if troop hordes weren't, by almost every standard, even more powerful than an average army, let alone and incredibly elite one.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:32:00


Post by: changemod


 Cephalobeard wrote:
The whole argument of CP being backwards and meant as a way to incetivize taking troops would be a lot more valid if troop hordes weren't, by almost every standard, even more powerful than an average army, let alone and incredibly elite one.


Oh absolutely, but I don’t think they -intended- to make individually worthless chaff infantry overpowered by raw weight of numbers.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:32:12


Post by: gungo


 casvalremdeikun wrote:
gungo wrote:
You also can’t make your knight a warlord unless it’s a character. So 3 knights in a superheavy detachment and 6 armigers in another 2 SH detachments. If that doesn’t work then you effectively killed knight armies.
I wonder if that includes Canis Rex, since he is already a character. He was going to be my Warlord in my Ad Mech/Knights army.
well he has a warlord trait so he’s good. You just can’t choose your trait such as he invul one.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 0054/06/01 17:32:14


Post by: Justyn


Said every Imperium army ever


And hence the arguments that guard are OP. Well if their goal was to get me to purchase less Knights, Goal accomplished.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:33:13


Post by: Danit


But chicks dig giant robots


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:33:38


Post by: Crazyterran


If armigers dont let you get CP that saves me money and im glad i didnt get forgebane!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:33:42


Post by: casvalremdeikun


changemod wrote:
 casvalremdeikun wrote:
changemod wrote:
 Stus67 wrote:
 casvalremdeikun wrote:
 BrookM wrote:
Right, the Knight Lance was just clarified again: You must have three big Knights to get your CP's.
So...what purpose do Armigers serve? Because right now they seem pretty pointless.


For shooting stuff your knights are better off not shooting at, and to fill up remaining points. Armigers were never meant to be center pieces.


Not meant to be centrepieces =/= doesn’t contribute as functional “troops”.
Bingo. I was hoping for ways to be able to run LOTS of Knights in a functional army. Because that is what I want to have. KNIGHTS. Not a ton of frickin' Guard.


It’s actually completely against the philosophy of command points: CP are to reward you for taking troops instead of going all-in on big flashy things. You’d think the equivalent design space here would be to encourage people to take the chaff knights instead of going all-in on huge minor titans.
I do want to run big Knights too. I had already planned on running three big Knights in my Knight army.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:37:39


Post by: Crazyterran


I was planning on a dominus, two questoris and three armigers, with the dominus and one knight with an armiger and the last knight with the two other armigers, but now i might just run four Questoris Knights instead, or 3/4 Cerastus and a Questoris depending on points. (Hopefully they let me run 4 Cerastus in 2000 in the next CA...)



Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:38:52


Post by: Justyn


I do want to run big Knights too. I had already planned on running three big Knights in my Knight army.


My plan was one Dominus, as many Normal IK as possible, and Armigers to fill in the gaps so that I had two Superheavy Detachments for a total of 9CP. Now I don't need Armigers at all. 5 Knights and some guard. If I can spare 360pts for two guard battalions so much the better.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:40:59


Post by: gendoikari87


Is this confirmed or all rumors because it seems like requiring ONE big knight to get warlord and cp makes sense not requiring 3 of the same thing (spam much gw? Thought you wanted to end that)


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:42:34


Post by: Danit


So doesent this make it impossible to have more than one character and relic in a pure knights army 2k pts or lower


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:43:31


Post by: Justyn


So doesent this make it impossible to have more than one character and relic in a pure knights army 2k pts or lower


Yes unless the special character has an exception. Then its him and one more. Well you can spend CP to get more relics.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:46:47


Post by: Danit


Justyn wrote:
So doesent this make it impossible to have more than one character and relic in a pure knights army 2k pts or lower


Yes unless the special character has an exception. Then its him and one more. Well you can spend CP to get more relics.


Except they need to be a character to take a relic right and the cheapest knight is the gallant and hes 369 pts now i think


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:47:46


Post by: Wulfey


Speaking as a SOUP player, I am digging all this. A pure knight army is just too one dimensional. It has always been bad and they nerfed the lance/character rules to make it an impossibility. It would have been nice if armigers gave 1CP a piece and unlocked characters ... but GW gonna GW. I could see a 2 melee armiger plus 1 gallant TERRYN detachment doing some work if you have 2 other battalions to feed them CP. Even a baby knight could do work if it swings twice. And +2" to move and charge, uh yeah, that helps melee knights a lot. This might be enough to get my knights off the shelf and onto the table. TERRYN + STYGIES + BLANGELS, or maybe TERRYN + CADIA + BLANGELS, or perhaps TERRYN can do smash captains job and I can run TERRYN + STYGIES + min-CADIA. Either way, GW is railroading competitive players into running multiple codexies.

EDIT: 3x TERRYN gallants + minBattalion-BLANGEL + minBattalion-CADIA. That would a LOL army. Get ready for some big assault phases. Captain smash dies, swings twice. Spare captain honors the chapter. TERRYN honors the chapter and swings twice. You could spend all 16CP on the first turn to bring the emperors holy wrath.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:48:40


Post by: gungo


Justyn wrote:
You also can’t make your knight a warlord unless it’s a character. So 3 knights in a superheavy detachment and 6 armigers in another 2 SH detachments. If that doesn’t work then you effectively killed knight armies.


That nets you 6 total CP. 3 for the first SH detachment and 3 for battleforged. For 180 pts you can get some Guard bubble wrap that give you 5cp.

No I think Guard battalion is better but I’m thinking pure knight armies and how to make it viable. I’m hoping the podcast guys are confused and this army gets all CP but needs a triple knight list to use the strategems.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 0019/06/01 17:48:43


Post by: Justyn


I was thinking they might not require being a character to get a relic. Mostly because of that asinine requirement to get characters.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:50:38


Post by: casvalremdeikun


Justyn wrote:
I do want to run big Knights too. I had already planned on running three big Knights in my Knight army.


My plan was one Dominus, as many Normal IK as possible, and Armigers to fill in the gaps so that I had two Superheavy Detachments for a total of 9CP. Now I don't need Armigers at all. 5 Knights and some guard. If I can spare 360pts for two guard battalions so much the better.
I don't really see the point of Armigers anymore. Sure, you can run a pair and it will allow you to fill up some points, but if they don't work toward getting you CP, I would rather just run another Knight.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2021/03/01 11:51:09


Post by: changemod


I got dragged away from the stream by family right at the end of the rules section: Has anyone played an autocannon armiger in the battle report yet?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:56:46


Post by: gendoikari87


Wait on the long war they said there was a strat that made them warlords


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 17:59:16


Post by: casvalremdeikun


gendoikari87 wrote:
Wait on the long war they said there was a strat that made them warlords
So you can pay more of the CP that you don't have to get the Warlord you should already get?!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 18:04:57


Post by: gendoikari87


 casvalremdeikun wrote:
gendoikari87 wrote:
Wait on the long war they said there was a strat that made them warlords
So you can pay more of the CP that you don't have to get the Warlord you should already get?!
8 cp is enough for my army to function the way I want to build it if that strat is 2cp or less. So I’m cool at that point. Armigers aren’t useless without cp they’re smaller and that in and of itself is an advantage. Less putting all chickens in one basket


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 18:09:50


Post by: Danit


Dominus should be worth 2 big knights :/


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 18:13:27


Post by: casvalremdeikun


gendoikari87 wrote:
 casvalremdeikun wrote:
gendoikari87 wrote:
Wait on the long war they said there was a strat that made them warlords
So you can pay more of the CP that you don't have to get the Warlord you should already get?!
8 cp is enough for my army to function the way I want to build it if that strat is 2cp or less. So I’m cool at that point. Armigers aren’t useless without cp they’re smaller and that in and of itself is an advantage. Less putting all chickens in one basket
As long as Canis Rex remains a character and can be the Warlord regardless of how many other Knights I run (be it that he is a Freeblade, I would place money on him being able to do that since otherwise he wouldn't have a Warlord Trait assigned to him). But the composition of my other Knight Detachment just changed drastically though. A Valiant and two Wardens probably. My Warglaives are probably going away.

My allies for my Ad Mech are probably going to just be two Wardens instead of a Warden and two Armigers.


Automatically Appended Next Post:
Danit wrote:
Dominus should be worth 2 big knights :/
Or if you do a SH Detachment with three big Knights, you should get bonus CP.

And now I am thinking I might be better served by a Castellan than a Valiant. But HARPOON GUN!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 18:48:02


Post by: gungo


I’m taking the long war podcast as a grain of salt that rule as explained sounds poorly thought out. I can see requireing multiple knights to make one a character with the warlord strat exception. But the SH detachment doesn’t grant CP for armigers or 1 knight 2 armigers units is just so far outside Gw current design and convoluted.
3 knights, 6 armigers 12 cp and a single character warlord is hardly a competitive army.
Or
1 dominus, 2 knights and several armigers.
None of these lists are issues under current 8th edition
It’s also not like any of these units can abuse character targeting rules either. None of it makes sense as explained.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 18:54:00


Post by: gendoikari87


gungo wrote:
I’m taking the long war podcast as a grain of salt that rule as explained sounds poorly thought out. I can see requireing multiple knights to make one a character with the warlord strat exception. But the SH detachment doesn’t grant CP for armigers or 1 knight 2 armigers units is just so far outside Gw current design and convoluted.
3 knights, 6 armigers 12 cp and a single character warlord is hardly a competitive army.
Or
1 dominus, 2 knights and several armigers.
None of these lists are issues under current 8th edition
It’s also not like any of these units can abuse character targeting rules either. None of it makes sense as explained.
unless gw has royally screwed up and made a super abuseable strat or warlord trait or something and refused to remove it. Only way that makes sense


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:00:53


Post by: LunarSol


Justyn wrote:
Said every Imperium army ever


And hence the arguments that guard are OP. Well if their goal was to get me to purchase less Knights, Goal accomplished.


Most armies have access to something similar, if not in Codex than via an ally. I actually kind of think the Imperium situation is one of the best designed options for this. Rather than create a cheap troop choice for every possible Imperium army by coming up with things like Scouts or Trainees or something, you create a thematically proper cheap unit for everyone. Moreover, you don't double down on the Scout problem of giving them something that fights for design space with more iconic baseline troops. I mean, if GW spun out Mek's into their own army of expensive robo-Orks, I'd not bat an eye to see them allied with a detachment of Boyz.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:07:47


Post by: gendoikari87


Plus throw a stone in the imperium and you’ll hit a guard, just make sure to bring sunscreen when you do


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:29:19


Post by: Kdash


Only caught part of the WTV stream game, but, the autocannons sounded nice @ 3dmg.

Holding off any further thoughts until i listen to the Tabletop Tactics review and game later - supposedly being released at midnight.

The whole "3 big Knights or no Character" hurts a bit. You'd expect the smaller Knightly Houses to still be lead by a "leader" even if they have to rely more on Armigers and a limited amount of bigger platforms. Mainly hurts though, due to you now being super restricted when it comes to relics.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:32:53


Post by: mmzero252


Maybe the freeblades will always be characters? If the Canis Rex is one, the others you can build might be too. Unless that's already been confirmed untrue. Information is kinda pouring in from so many places it's hard to keep track.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:40:56


Post by: jearrington


 mmzero252 wrote:
Maybe the freeblades will always be characters? If the Canis Rex is one, the others you can build might be too. Unless that's already been confirmed untrue. Information is kinda pouring in from so many places it's hard to keep track.


True, and not all of it is complete or accurate! Really have to be patient and wait for the book.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:44:00


Post by: mmzero252


If Freeblades are automatically characters then that's certainly a way to have a warlord with knights and not need 3 big ones. It would be a good balance to the armigers not giving CPs.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:46:42


Post by: LunarSol


I thought that got corrected that Armigers give CP, but don't let you take characters?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:49:36


Post by: jearrington


 LunarSol wrote:
I thought that got corrected that Armigers give CP, but don't let you take characters?


Some one apparently later chimed in that it was verified that Armigers do not give CP when mixed with a regular Knight. At this point, I'm going to wait until I see it with my eyes....


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:52:01


Post by: LunarSol


Yeah, I'm currently mostly just interested in finding out how the point changes affect my existing Knight, as I'm unlikely to buy into any of the new ones right away.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 19:53:06


Post by: Cephalobeard


That seems really, really, really dumb.

Why would this even be a rule?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:06:30


Post by: Danit


jearrington wrote:
 LunarSol wrote:
I thought that got corrected that Armigers give CP, but don't let you take characters?


Some one apparently later chimed in that it was verified that Armigers do not give CP when mixed with a regular Knight. At this point, I'm going to wait until I see it with my eyes....


It seems super odd given gw has been saying armigers are the perfect way to fill out a superheavy detach


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:07:15


Post by: casvalremdeikun


 Cephalobeard wrote:
That seems really, really, really dumb.

Why would this even be a rule?
Because apparently GW doesn't want to sell Baby Knights? But probably also so people are screwed out of taking a SH Detachment alongside another sizeable army.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:07:19


Post by: LunarSol


Maybe they want to bump Super Heavy Detachments to 7 CP?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:09:38


Post by: jearrington


Inquiring minds want to know!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:16:08


Post by: Kdash


I agree. If Armigers 100% don't give CP, then, i'm not really sure what the point of them is outside of a pure Knight list.

Having them with Admech for example, will now become pretty pointless as you will just choose 3 Onagers. Sure, they can be taken as an Auxilary, but, there still isn't much of a reason to take 3 of them.

In a pure Knight army, with 3 normal Knights costing ~450 (based on the new Character being said to be 450), you can still only fit in potentially 4 Armigers, or turn it up for 4 Knights and 1 Armiger. At that point, you're still going to be stuck with a 6CP army no matter what you decide.

As for bumping up the CP bonus of the Super Heavy detachment, i'd be ok with this IF, and ONLY IF, the added bonus came as a result of maxing out the detachment.

Having 1500 points of 3 Baneblades backed up by 2 battalions of infantry for 20CP isn't something anyone really wants to face.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:19:30


Post by: Cephalobeard


Is THREE BANEBLADES for 1100pts possible?

Because each min guard battalion is 180pts, absolute minimum.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:22:57


Post by: changemod


Honestly I’d find Armigers still fairly useful outside a knight army given a superheavy detachment can be one superheavy. Warglaives and Helverins fill roles that, for example, admech doesn’t perfectly replicate.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:24:59


Post by: jearrington


That, or they should make some Knight-only detachments with their own CP/detachment etc. That might have made more sense. Or add a stipulation that if the SHD is in a Knights-only force, it has 5 CP (or something). There are ways to restrict abuse by making it more specific to the force.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:34:13


Post by: Wulfey


 Cephalobeard wrote:
Is THREE BANEBLADES for 1100pts possible?

Because each min guard battalion is 180pts, absolute minimum.


TERRYN - 1200 points of 3x gallants with rockets
CADIA - 200 point battalion and CP farm, put bodies on backfield objectives or in non-los ruins.
BLANGELS - 500 points 2x blangels heros with 3x scouts to hide and camp objectives

That leaves 100 points to spare on upgrades and whatnot. If knights can hit stuff in ruins as rumored, and knights got some kind of sweep attack as rumored, hell yeah that looks like fun. The smash captains can take care of fliers and stuff in buildings. The knights run around eating things and double swinging when you have the CP for it.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:48:46


Post by: Cephalobeard


Wulfey wrote:
 Cephalobeard wrote:
Is THREE BANEBLADES for 1100pts possible?

Because each min guard battalion is 180pts, absolute minimum.


TERRYN - 1200 points of 3x gallants with rockets
CADIA - 200 point battalion and CP farm, put bodies on backfield objectives or in non-los ruins.
BLANGELS - 500 points 2x blangels heros with 3x scouts to hide and camp objectives

That leaves 100 points to spare on upgrades and whatnot. If knights can hit stuff in ruins as rumored, and knights got some kind of sweep attack as rumored, hell yeah that looks like fun. The smash captains can take care of fliers and stuff in buildings. The knights run around eating things and double swinging when you have the CP for it.


Wulfey, forgive me, because I'm confused.

Those are, definitely, point values. However, they're neither 3 Baneblades nor 1500pts worth of detachments. Why was I quoted? Lol


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:50:45


Post by: Wulfey


Sry, nvm, I figured you were quietly referencing my post on the other page. Yeah, nothing about baneblades. Cheapest shadowsword is like 420-430 points. Most run 540 with 4x lascannon hvBolter sponsons.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 20:51:24


Post by: Cephalobeard


All good homie, I've had a long day myself, just wanted to make sure I wasn't missing something.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:13:02


Post by: BrookM


Ho-hum: https://www.games-workshop.com/en-GB/Imperial-Knights-Renegade-2018-eng

May be removed again soon.

Dominating the battlefield with their size and firepower, Imperial Knights are towering bipedal weapons platforms that hold no quarter in eliminating their targets – but like anything else, they are vulnerable to the dark clutches of Chaos. The Freeblade Knight once known as the Living Litany is an unfortunate example; nobody knows what truly happened to this once-valiant hero, only that it has renamed itself Litany of Destruction, and has been leaving a brutal trail of devastation in its wake – including the near-annihilation of the legendary Knight Paladin Ever-Stalwart on Tellerax Prime. The Imperial Knight Red Might heads for the Nachmund system with a single goal in mind – hunt down his fallen brother and silence the lunatic dirge of the Litany of Destruction, or die trying!

Put yourself at the controls of a rampaging Renegade Knight – or the valiant Imperial avenger – in this boxed game containing everything you need to pit 2 towering Imperial Knights against each other in single combat. Included in the box:

- 2 Imperial Knight kits, with 1 Knight Warden upgrade frame: with these you can build the Red Might and the Litany of Destruction, with weapon options including gatling cannon, heavy flamer, heavy stubber, reaper chainsword, battle cannon, thunderstrike gauntlet thermal cannon, and ion shield, along with plenty of options for customising the faceplates and armour;
- A Sector Mechanicus Galvanic Magnavent: a scenery piece for the Knights to battle over, made up of 4 frames of plastic components – one featuring the central silo and chimneys, one filled with walkways, one filled with floors and details and one featuring the legs to hold the structure aloft;
- a 24-page softback book containing the tragic tale of the Living Litany and its fall to Chaos, the Imperium’s attempts to stem the tide of carnage it embarked upon and their dispatching of the Red Might from House Taranis;
- Rules for playing Imperial Knights: Renegade, featuring 6 missions;
- Colour schemes for 4 Questor Imperialis houses, 3 Questor Mechanicus houses, and 4 Freeblades;
- Rules for using Knights in games of Warhammer 40,000, including datasheets for a Knight Paladin, Knight Errant, Knight Gallant, Knight Warden, Knight Crusader, and Knight Renegade;
- 2 reference sheets, 1 each for the Red Might and the Litany of Destruction, featuring weapon summaries, damage tables and a reference grid for tracking damage taken;
- 2 6-sided dice and a transfer sheet for each Knight.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:16:51


Post by: drazz


Well, the Knight Renegade is in there. That's something at least.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:21:52


Post by: Gryphonne


Would this be legal: buying a guard battery for the CP but then leaving them in the box? The reason why I ask this is, for the semi-competitive games that I play I'm not really interested in fielding these dudes as they ruin my idea of a Knight Lance. I want just the knights, and the CP - and 170 odd points is a nice way to gain just that.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:22:25


Post by: BrookM


Bit early on the UK site though, the NZ site only has that one up as well as of typing, still waiting on the rest to pop up.


Automatically Appended Next Post:
Gryphonne wrote:
Would this be legal: buying a guard battery for the CP but then leaving them in the box? The reason why I ask this is, for the semi-competitive games that I play I'm not really interested in fielding these dudes as they ruin my idea of a Knight Lance. I want just the knights, and the CP - and 170 odd points is a nice way to gain just that.
I'd take it to YMDC or 40k discussion.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:23:52


Post by: Audustum


Gryphonne wrote:
Would this be legal: buying a guard battery for the CP but then leaving them in the box? The reason why I ask this is, for the semi-competitive games that I play I'm not really interested in fielding these dudes as they ruin my idea of a Knight Lance. I want just the knights, and the CP - and 170 odd points is a nice way to gain just that.


It's not legal for a tournament but as long as your list is ~180 points below the max for your game your friends might be cool with it. Ask them!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:25:12


Post by: XT-1984


Gryphonne wrote:
Would this be legal: buying a guard battery for the CP but then leaving them in the box? The reason why I ask this is, for the semi-competitive games that I play I'm not really interested in fielding these dudes as they ruin my idea of a Knight Lance. I want just the knights, and the CP - and 170 odd points is a nice way to gain just that.


Haha good idea, I would do that too.

Although you'll be glad you have some infantry when your opponent puts all of their objective markers on the second floor of ruins where the Knights can't reach, or to just fill up your back field to prevent deepstrikers.



Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:25:17


Post by: Kdash


 BrookM wrote:

- 2 6-sided dice and a transfer sheet for each Knight.


Well, this would take slow rolling to a new extreme!


Automatically Appended Next Post:
 Cephalobeard wrote:
Is THREE BANEBLADES for 1100pts possible?

Because each min guard battalion is 180pts, absolute minimum.


Nowhere near 1100 for 3 - 2 yes, but not 3.


Extremely surprised at the £120 price tag. That is a £50 discount on 2 standalone Knights, without including the terrain piece! As the terrain is priced in at £45, it's a massive £95 discount. Seriously considering getting a set myself now for the future, as i'm still not 100% sold on the rules rumours.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:30:37


Post by: gendoikari87


Audustum wrote:
Gryphonne wrote:
Would this be legal: buying a guard battery for the CP but then leaving them in the box? The reason why I ask this is, for the semi-competitive games that I play I'm not really interested in fielding these dudes as they ruin my idea of a Knight Lance. I want just the knights, and the CP - and 170 odd points is a nice way to gain just that.


It's not legal for a tournament but as long as your list is ~180 points below the max for your game your friends might be cool with it. Ask them!
why not? Bring the detachment and declare it in reserve..... then never bring them out..... watch the confusion on your opponents face ... ? ... profit


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:32:29


Post by: Kdash


gendoikari87 wrote:
Audustum wrote:
Gryphonne wrote:
Would this be legal: buying a guard battery for the CP but then leaving them in the box? The reason why I ask this is, for the semi-competitive games that I play I'm not really interested in fielding these dudes as they ruin my idea of a Knight Lance. I want just the knights, and the CP - and 170 odd points is a nice way to gain just that.


It's not legal for a tournament but as long as your list is ~180 points below the max for your game your friends might be cool with it. Ask them!
why not? Bring the detachment and declare it in reserve..... then never bring them out..... watch the confusion on your opponents face ... ? ... profit


To do this, you'd have to use Elysians or Scions - otherwise you wouldn't be able to "deploy" the guard battalions.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:34:04


Post by: gendoikari87


Kdash wrote:
gendoikari87 wrote:
Audustum wrote:
Gryphonne wrote:
Would this be legal: buying a guard battery for the CP but then leaving them in the box? The reason why I ask this is, for the semi-competitive games that I play I'm not really interested in fielding these dudes as they ruin my idea of a Knight Lance. I want just the knights, and the CP - and 170 odd points is a nice way to gain just that.


It's not legal for a tournament but as long as your list is ~180 points below the max for your game your friends might be cool with it. Ask them!
why not? Bring the detachment and declare it in reserve..... then never bring them out..... watch the confusion on your opponents face ... ? ... profit


To do this, you'd have to use Elysians or Scions - otherwise you wouldn't be able to "deploy" the guard battalions.
you can still bring them on through normal reserves


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:34:57


Post by: XT-1984


Only if you're still playing 7th edition.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:41:26


Post by: gendoikari87


Are there really no generic reserves rules this edition?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:42:37


Post by: EnTyme


Kdash wrote:
 BrookM wrote:

- 2 6-sided dice and a transfer sheet for each Knight.


Well, this would take slow rolling to a new extreme!


Lol! Those are for Renegade. You roll the dice to determine the hit location. One die represents vertical drift and one represents horizontal.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:45:52


Post by: Elbows


gendoikari87 wrote:
Are there really no generic reserves rules this edition?


Reserves is a rule, but generally limited to Narrative missions, and it'll be called out in those specific instances.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 21:53:35


Post by: Cephalobeard


So do we know whether or not a auxiliary super heavy Detachment will confer the character bonus?

I'm not too keen on having to run three knights just to make one of them a character.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:13:30


Post by: aracersss


so is it me of Mortan allows reroll hits w/o condition compare to krast that only during charge/charged/HI & against titanic?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:18:07


Post by: xttz


 Cephalobeard wrote:
So do we know whether or not a auxiliary super heavy Detachment will confer the character bonus?

I'm not too keen on having to run three knights just to make one of them a character.


NZ preorders just went up and

"...Command Benefit of each IK Super-heavy Detachment is changed None unless it contains any combinations of at least three QUESTORIS CLASS or DOMINUS CLASS"


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:19:48


Post by: gendoikari87


Can someone translate horrible resolution?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:22:01


Post by: XT-1984


If you have an Imperial Knights super heavy detachment you can select one Knight to be a Character.

This detachments command benefit is changed to none unless you have at least three questor or dominus class units.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:23:47


Post by: gendoikari87


 XT-1984 wrote:
If you have an Imperial Knights super heavy detachment you can select one Knight to be a Character.

This detachments command benefit is changed to none unless you have at least three questor or dominus class units.
fair enough. You get warlord traits regardless, just not cp


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:23:52


Post by: xttz


Forgeshrine


Valiant


Castellan


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:24:15


Post by: casvalremdeikun


Okay, so it looks like you can make a character even if you have a bunch of Armigers, which is good. Which means you can make them a Warlord and give them Relics. So at least that rumor was bunk.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:26:30


Post by: gendoikari87


 casvalremdeikun wrote:
Okay, so it looks like you can make a character even if you have a bunch of Armigers, which is good. Which means you can make them a Warlord and give them Relics. So at least that rumor was bunk.
and guard battalions are cheap, and I’m already running one


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:27:01


Post by: Doctor-boom


So am I interpreting correctly that 1 titan +2 baby titans= 1 can be a character but you get no cp?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:29:37


Post by: gendoikari87


Doctor-boom wrote:
So am I interpreting correctly that 1 titan +2 baby titans= 1 can be a character but you get no cp?
yup.... hey wait does it specify an armiger can’t be a character?!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:31:04


Post by: changemod


Only two cannon turrets and two missile turrets per kit. Thought so, but damn.

If you can take three cannon turrets I’m converting it somehow regardless, but I’ll not get my hopes up.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:31:23


Post by: Mad Doc Grotsnik


Yep.

Defo two big’uns, box of little’uns, and the Codex.

Bro is getting me another box of little’uns, because it was my birthday yesterday. Which is convenient.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:36:17


Post by: Kanluwen


Bummer that the Helverin doesn't have the parts for Warglaives.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:36:39


Post by: Gryphonne


 xttz wrote:
 Cephalobeard wrote:
So do we know whether or not a auxiliary super heavy Detachment will confer the character bonus?

I'm not too keen on having to run three knights just to make one of them a character.


NZ preorders just went up and

"...Command Benefit of each IK Super-heavy Detachment is changed None unless it contains any combinations of at least three QUESTORIS CLASS or DOMINUS CLASS"


So does 2 Questoris class and one Dominus give you CP or is that also out of the question?? This is already the dumbest restriction ever, GW really hates elite armies.

EDIT: missed any combination


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:36:57


Post by: Apple Peel


 xttz wrote:
 Cephalobeard wrote:
So do we know whether or not a auxiliary super heavy Detachment will confer the character bonus?

I'm not too keen on having to run three knights just to make one of them a character.


NZ preorders just went up and

"...Command Benefit of each IK Super-heavy Detachment is changed None unless it contains any combinations of at least three QUESTORIS CLASS or DOMINUS CLASS"


By the throne, I skipped “any combinations.” I was gonna be right pissed if I couldn’t take a Dominus class and two regular Knights and not get the benefits.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:39:40


Post by: xttz


What's hilarious is that FW knights don't have either of those keywords. So over half of all existing Knight units can't generate CP for a Knight army.

It's like GW don't want our money.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:41:00


Post by: Cephalobeard


Wow. I didn't even think of that.

Wait, FW ones have Questoris. Does this not count?

If so, I'm Angron levels of mad.

[Thumb - received_2151390371557488.jpeg]


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:42:30


Post by: Kanluwen


 xttz wrote:
What's hilarious is that FW knights don't have either of those keywords. So over half of all existing Knight units can't generate CP for a Knight army.

It's like GW don't want our money.

And the Knights were supposed to be in a certain book.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:48:02


Post by: WrentheFaceless


 xttz wrote:
What's hilarious is that FW knights don't have either of those keywords. So over half of all existing Knight units can't generate CP for a Knight army.

It's like GW don't want our money.


Gw said on stream today there would be an errata for the FW knight types to be able to qualify for the Knight lance benefit


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 22:58:42


Post by: PiñaColada


The NZ preorders are up and if the armiger chassis doesn't help to give CP in a SHD then the "Imperial knight lance" bundle the sell on the site is really stupidly named.. I mean it would still give you the character keyword I guess but it still seems very confusing

https://www.games-workshop.com/en-NZ/Imperial%20Knight-Super-heavy-Detachment-2018


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 23:07:20


Post by: gendoikari87


PiñaColada wrote:
The NZ preorders are up and if the armiger chassis doesn't help to give CP in a SHD then the "Imperial knight lance" bundle the sell on the site is really stupidly named.. I mean it would still give you the character keyword I guess but it still seems very confusing

https://www.games-workshop.com/en-NZ/Imperial%20Knight-Super-heavy-Detachment-2018
nearly choked at the price then realized nz. Currently drinking , gonna pour one out for our nz homies.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 23:24:46


Post by: Kdash


https://www.tabletoptactics.tv/battle-reports/warhammer-40000-new-codex-battle-report-imperial-knights-vs-deathguard-2000pts/





The review game from the guys over at Tabletop Tactics is up... Time to strap in for a 2 hour 25 min video!


A video up on the Valiant as well, by Winters.




Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 23:25:34


Post by: Danit


I feel as tho the 3 large kinght CP restriction should be lifted if you have a full knights list, they are basically telling us dont tun pure knights.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/01 23:43:22


Post by: Kdash


BIG BIG BIG stratagem reveal at ~11:40 - Exalted Court.

1/3CP. Pick a Knight, it gains the Character keyword. They get a warlord trait for free (but aren't the warlord). All must be different though.

Guessing it is pick 1 Knight for 1CP and 2 Knights for 3CP.

1 of the warlord traits gives +1 CP, so you essentially can get a 2nd Character for free!

Valiant Relic is called the "Traitors Pyre". Gives the big flamer re-roll wounds. lol!

Valiant also costs UNDER 600 points!!!


Automatically Appended Next Post:
Wow, rotate ion shield stratagem costs 3CP when used on the new Dominus Knights. 1CP for normal Knights.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 00:17:11


Post by: deleted20250424


Was that 120 pounds price legit?

I thought it was supposed to be 165 pounds.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 00:19:37


Post by: dan2026


Are they not releasing the Armiger Warglaives separately then?
That's weird.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 00:26:33


Post by: Leo_the_Rat


Mini market is showing the pre order prices. You have to search "imperial knight". Renegades MSRP $195, Castellan $170, Armigers $75.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 00:28:54


Post by: Kanluwen


 dan2026 wrote:
Are they not releasing the Armiger Warglaives separately then?
That's weird.

Not at the moment it seems.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 00:57:00


Post by: changemod


Okay so both the Facebook page and the stream earlier had guys saying you -can- take an all freeblade detachment but “they might not work well together”.

Anyhow what they were avoiding saying there is that you can only take traits for one freeblade per detachment. That said, the freeblade doesn’t count against your household trait.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 00:58:35


Post by: casvalremdeikun


Well, the more I think about it, the less I want the Valiant. It is a cool concept, but it will be way too easy to ignore. That Harpoon probably won't ever actually do anything. The Castellan, while not great, seems more suited for actually getting some work done.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 01:05:02


Post by: Danit


 casvalremdeikun wrote:
Well, the more I think about it, the less I want the Valiant. It is a cool concept, but it will be way too easy to ignore. That Harpoon probably won't ever actually do anything. The Castellan, while not great, seems more suited for actually getting some work done.


No stop it rule of cool


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 01:23:03


Post by: Slayer-Fan123


Dammit I just wanna run that Harpoon with a Fist and paint it like Scorpion. It's like GW doesn't want me to buy a Knight again.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 01:27:01


Post by: mrhappyface


 casvalremdeikun wrote:
Well, the more I think about it, the less I want the Valiant. It is a cool concept, but it will be way too easy to ignore. That Harpoon probably won't ever actually do anything. The Castellan, while not great, seems more suited for actually getting some work done.

I don't know, the Harpoon re-rolls to hit (because why wouldn't you be shooting at a vehicle/monster), wounds a 2+ (use a command point for that pesky 1) and does 10+d3 wounds; that would actually be pretty good for deleting small-medium sized tanks and transports, could be very effective against those DE lists that spam Raiders, SM parking lot lists or Imperial Guard tank lines. The only downside is the poor range but then you have Knight houses, relics and warlords traits that can compensate.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 01:28:22


Post by: changemod


Had to skip over to the second review video, but I -finally- found the secondary option for the reaper chain cleaver on Armigers: S user, AP -2, 1 damage, two attacks per attack on profile.

Not bad: If it was a feet attack it’d be amazing for carrying over to the other one, but take what you can get.

I’d say that Warglaives went from distinctly underpowered to distinctly overpowered. Not game-breakingly so, but cheaper than their actual worth.

Helverins are okay. A higher rate of fire rather than 3 damage would have been better given the importance of anti-horde and Warglaives already covering vehicle work. Compared to a similarly equipped dreadnought, they’re less accurate and more vulnerable to combat, but do higher damage per shot and are hypermobile. (Relatively unimportant on low terrain boards, great in a dense cityscape).

I’d actually be slightly tempted to stick a melta on a Helverin just to make more complete use of their high movement rate. Depends on how many spare points are left over, I guess.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 01:38:42


Post by: gungo


Deaths grip stratagem is insane!!!
https://war-of-sigmar.herokuapp.com/bloggings/2992
1d3 mortal wounds and you keep rolling off until you kill the target!!!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 01:39:53


Post by: casvalremdeikun


Danit wrote:
 casvalremdeikun wrote:
Well, the more I think about it, the less I want the Valiant. It is a cool concept, but it will be way too easy to ignore. That Harpoon probably won't ever actually do anything. The Castellan, while not great, seems more suited for actually getting some work done.


No stop it rule of cool
You're right. What was I thinking?!

mrhappyface wrote:
 casvalremdeikun wrote:
Well, the more I think about it, the less I want the Valiant. It is a cool concept, but it will be way too easy to ignore. That Harpoon probably won't ever actually do anything. The Castellan, while not great, seems more suited for actually getting some work done.

I don't know, the Harpoon re-rolls to hit (because why wouldn't you be shooting at a vehicle/monster), wounds a 2+ (use a command point for that pesky 1) and does 10+d3 wounds; that would actually be pretty good for deleting small-medium sized tanks and transports, could be very effective against those DE lists that spam Raiders, SM parking lot lists or Imperial Guard tank lines. The only downside is the poor range but then you have Knight houses, relics and warlords traits that can compensate.
Yeah, I just don't like the short effective range. But the ability to delete a vehicle is cool. It just sucks about the Invulnerable Saves. And Necron vehicles are immune outright.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 01:59:01


Post by: dan2026


So Canis Rex/Sir Hekatur isn't coming out this week either.

I assume him and the Warglaives must be next week.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 02:01:56


Post by: drazz


And he’s the only one with the escape hatch. At least we get the laser torch arm and it looks like some knights will have the multi laser.

I’m still confused over the Knight lance and how that all will work with it’s character interaction and CP generation. I’m sure it will be clear before long.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 02:10:12


Post by: gendoikari87


What’s the rate of fire on Helverins guns? 2 or 2d3?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 02:12:49


Post by: drazz


2D3 str 7 -1 D3
Two of them.
Heavy, but nonnegative for moving.

Pretty sure it’s the same as the Predators. Plus a stunner.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 02:14:12


Post by: Cephalobeard


Do we have confirmation on the 1/3cp to add additional WL strat?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 02:26:01


Post by: gendoikari87


 drazz wrote:
2D3 str 7 -1 D3
Two of them.
Heavy, but nonnegative for moving.

Pretty sure it’s the same as the Predators. Plus a stunner.
thats not bad rof. That’s average of 8 shots


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 02:51:18


Post by: Cephalobeard


Also, do we have any idea when Armiger Warglaives will become available for purchase? I see they're not listed this week.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 02:56:29


Post by: MajorWesJanson


 dan2026 wrote:
Are they not releasing the Armiger Warglaives separately then?
That's weird.


Probably next week, alongside hektor


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 03:05:37


Post by: ZergSmasher


gungo wrote:
Deaths grip stratagem is insane!!!
https://war-of-sigmar.herokuapp.com/bloggings/2992
1d3 mortal wounds and you keep rolling off until you kill the target!!!

Now this sounds like fun, and a decent reason to take the gauntlet instead of just guns.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 03:14:00


Post by: casvalremdeikun


 ZergSmasher wrote:
gungo wrote:
Deaths grip stratagem is insane!!!
https://war-of-sigmar.herokuapp.com/bloggings/2992
1d3 mortal wounds and you keep rolling off until you kill the target!!!

Now this sounds like fun, and a decent reason to take the gauntlet instead of just guns.
Smashy Then Tossy Fist was already reason enough. Now it is just downright amazing. I am going to be using the relic Thunderstrike on my Warden for sure(+2 DMG and no penalty to hit? SIGN ME UP!).


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 03:39:21


Post by: H.B.M.C.


Colour me very surprised that they cut a new sprue of existing parts to make the terrain piece. That makes it technically not a kitbash.

Anyway, new Knights are awesome. Surprised the Amigas aren't a combo-kit, but I guess they had to have something to release next week alongside the special character.

 xttz wrote:
What's hilarious is that FW knights don't have either of those keywords. So over half of all existing Knight units can't generate CP for a Knight army.

It's like GW don't want our money.
More like it's that their rules were written before these ones, and will be FAQ'd at a later date.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 03:55:36


Post by: LunarSol


Kind of surprised the only weapon that seems to have gotten a price cut was the Avenger. RFBC seems like it could have used it more.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 04:06:35


Post by: Chikout


Regional pricing continues to be crazy. Here in Japan the renegades box, which contains two Knights and a big piece of scenery is cheaper than a single knight Castellan.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 04:09:45


Post by: Drudge Dreadnought


So is Knight Lance a new detachment, or does it replace Superheavy? Can you still do Knight+Armigers for a superheavy and get command points, but not get character?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 04:19:08


Post by: Danit


 Drudge Dreadnought wrote:
So is Knight Lance a new detachment, or does it replace Superheavy? Can you still do Knight+Armigers for a superheavy and get command points, but not get character?


The real questions


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 04:28:55


Post by: gungo


If it replaces the superheavy detachment you screw over a lot of other armies.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 04:30:58


Post by: mmzero252


I would imagine it will be along the lines of "If you take a superheavy detachment of knights, none of them are made into a character and none can be your warlord."


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 04:39:29


Post by: MajorWesJanson


Sounds more like a rule that goes on top of a superheave detachment taken with knights.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 05:00:11


Post by: Justyn


Someone posted an image of the rule a couple pages back. It literally says if you don't have 3 big knights in your super heavy detachment you get zero CP for that detachment. Its an IK army rule so it wouldn't cover other armies.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 05:15:20


Post by: tneva82


So they implemented strategy to allow knights to even attack people on higher terrain. At least something but having to spend cp to do what should be possible normally


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 05:19:41


Post by: mmzero252


If a knight can reach out and touch a guy...or if that guy is level with the knight's melee weapon...it should be allowed to him them. I do like that a knight cannot stomp people on the second floor or up though. I don't think this should need to be a stratagem.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 06:20:56


Post by: Drudge Dreadnought


tneva82 wrote:
So they implemented strategy to allow knights to even attack people on higher terrain. At least something but having to spend cp to do what should be possible normally


Honestly seeing that strat really lowered my opinion of GWs rules writers (as if it could go lower, right?) They show that they know this is an issue, but instead of actually fixing the rules, they give a strat that will barely work (units will often be on multiple floors), only works for one round, AND you have to pay for. And then it leaves no fix for all the other units that have this same problem. And this suggests that now they won't ever properly fix it.

It's a totally maddening level of contempt for the player base.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 06:22:46


Post by: ph34r


I agree that saying "working as intended, no cylinder needed, here's a special exception you can use sometimes" was not an awesome choice


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 06:34:00


Post by: mmzero252


I think my local game store is just going to implement common sense for it or the cylinder thing instead and this stratagem will never see the light of day.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 06:34:58


Post by: tneva82


 mmzero252 wrote:
I think my local game store is just going to implement common sense for it or the cylinder thing instead and this stratagem will never see the light of day.


Already done here

Though i do like no stomping upper floor. That makes sense and gives more purpose for dedicated cc weapons


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 06:43:09


Post by: GoatboyBeta


So the dirty traitors are still the only ones who can take double gats?

The Dominus sprue layout with the carapace and parts of the torso with the weapons is interesting. Potential for some very different looks if/when GW make more variants.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 06:45:54


Post by: mmzero252


tneva82 wrote:
 mmzero252 wrote:
I think my local game store is just going to implement common sense for it or the cylinder thing instead and this stratagem will never see the light of day.


Already done here

Though i do like no stomping upper floor. That makes sense and gives more purpose for dedicated cc weapons


That's more in line with what I meant about the common sense part. Like a cylinder is great but I do like the way the stratagem is worded. "Within 2" and 6" up, but stomps automatically miss things not on the ground floor." - This all seems like the way it should just function.Adapt that to all Lords of War that have arms or melee weapons that could realistically reach as a standard rule. Also probably Riptides, Stormsurges, G/Morkanauts, and Wraithknights. Dreadnaughts and the like are just too short.

I fully understand taking away the ability for a monster to start climbing a building to fight, but that shouldn't be allowed to hinder something with enough reach from being able to get at people in that building.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 07:05:27


Post by: MajorWesJanson


And there really is nothing stopping gw from expanding that strategem or making it a general rule in the next round of faqs or chapter approved


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 07:29:43


Post by: Crazyterran


changemod wrote:
Okay so both the Facebook page and the stream earlier had guys saying you -can- take an all freeblade detachment but “they might not work well together”.

Anyhow what they were avoiding saying there is that you can only take traits for one freeblade per detachment. That said, the freeblade doesn’t count against your household trait.


Wat.

Guess im just picking a household for my Freeblades then...


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 08:44:54


Post by: tneva82


Btw seems the armiger no cp is specific for knight lance detachment. Wonder if that replaces superheavy detachment or could you take armigers in normal sh det for cp and what the downsides would be?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 08:50:58


Post by: mmzero252


Maybe the Knight Lance is worth more CPs? That or maybe as I mentioned some posts back the Knights won't be able to get a character out of a Super Heavy Detachment anymore. I'm sure there's some convoluted reasoning behind adding a new detachment for the same purpose.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 09:24:44


Post by: the_Grak


From the GW webstore: Codex: Imperial Knights (Enhanced Edition)

Spoiler:


Knight Lances
If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. However, the Command Benefit of each Imperial Knights Super-heavy Detachment is changed to 'None' unless it contains any combination of at least three QUESTORIS CLASS and/or DOMINUS CLASS units.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 09:35:23


Post by: Crazyterran


Super heavy detachment is just the one in the rulebook, no? So if its an Imperial Knight one you get no cps unless you have at least 3 big guys per detachment.

Its not a new detachment,


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 09:37:33


Post by: lord_blackfang


So they realy did copy/paste a bunch of random parts onto a new sprue for that terrain, huh/


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 09:39:38


Post by: gendoikari87


Seeing some of the nuts strategems I can see why they were so hesitant to allow cp, I think they forgot guard exists though. The price reductions to things like rfbc seem to not be necessary now precisely because they beefed up things with traits strats and relics


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 09:43:48


Post by: Drudge Dreadnought


the_Grak wrote:
From the GW webstore: Codex: Imperial Knights (Enhanced Edition)



Knight Lances
If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. However, the Command Benefit of each Imperial Knights Super-heavy Detachment is changed to 'None' unless it contains any combination of at least three QUESTORIS CLASS and/or DOMINUS CLASS units.


Welp, there goes about half their potential sales, including mine. Shooting themselves in the foot with a knight sized harpoon launcher for 10 damage + 1d3 mortal wounds. I cannot fathom how the same team that figured out cool stuff like thunderstrike gauntlets tossing stuff around could also put this in. The viability of knights in the meta is already borderline, and their strats expensive. This is just too much of a middle finger to the players. Imagine being the guy who made those cool sculpts, only to see them gather dust on the shelves because they let an idiot write the rules.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 09:50:45


Post by: H.B.M.C.


 lord_blackfang wrote:
So they realy did copy/paste a bunch of random parts onto a new sprue for that terrain, huh/
Yup, recut a whole sprue. Bit strange IMO.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 09:58:46


Post by: mmzero252


 Crazyterran wrote:
Super heavy detachment is just the one in the rulebook, no? So if its an Imperial Knight one you get no cps unless you have at least 3 big guys per detachment.

Its not a new detachment,


It's basically a special rule for knights. Take 3 big knights, one in each super heavy detachment and they all become characters but you get no command points. Somehow take 3 big knights in one Super Heavy and 1 plus some armigers in another and you get +3 command points and two of those knights are characters.

So...yeah pretty crap.Why give us rules to select multiple knights as characters but deny all command points for a detachment unless we use 3 big knights in it? It's literally set up for three detachments with a big knight in each followed by armigers.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:13:00


Post by: JohnnyHell


 mmzero252 wrote:
 Crazyterran wrote:
Super heavy detachment is just the one in the rulebook, no? So if its an Imperial Knight one you get no cps unless you have at least 3 big guys per detachment.

Its not a new detachment,


It's basically a special rule for knights. Take 3 big knights, one in each super heavy detachment and they all become characters but you get no command points. Somehow take 3 big knights in one Super Heavy and 1 plus some armigers in another and you get +3 command points and two of those knights are characters.

So...yeah pretty crap.Why give us rules to select multiple knights as characters but deny all command points for a detachment unless we use 3 big knights in it? It's literally set up for three detachments with a big knight in each followed by armigers.


To sell new models.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:18:19


Post by: Silentz


If you can't see why they want you to group your armigers in one detachment and big knights in the other to benefit from character and warlord traits then you're a muppet.

In another universe this rule wasn't inserted and this same thread is full of the same muppets saying "OMG its so OP you can take 3 knight lances and gave 3 character knights GW you are idiots"

You can still take a superheavy detachment with 1 knight and 2 armigers and get CP but your knight doesn't become a character.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:19:34


Post by: changemod


Okay, but I’m frankly not going to build a full household of large knights when I can do so in Adeptus Titanicus for the cost of a few terminator boxes. I briefly considered a harpoon knight, but honestly it’s body isn’t a pretty design and it’s a big purchase for a model I won’t field much.

Whereas I have four Warglaives from forgebane kits and am planning on at least one helverin box.


Automatically Appended Next Post:
 Silentz wrote:
If you can't see why they want you to group your armigers in one detachment and big knights in the other to benefit from character and warlord traits then you're a muppet.

In another universe this rule wasn't inserted and this same thread is full of the same muppets saying "OMG its so OP you can take 3 knight lances and gave 3 character knights GW you are idiots"

You can still take a superheavy detachment with 1 knight and 2 armigers and get CP but your knight doesn't become a character.


You can take three Armigers and one of those Armigers will become a character and gain access to warlord traits.

You just don’t get command points, when significantly more overpowered horde armies get handed them out like candy.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:23:37


Post by: mmzero252


 Silentz wrote:
If you can't see why they want you to group your armigers in one detachment and big knights in the other to benefit from character and warlord traits then you're a muppet.

In another universe this rule wasn't inserted and this same thread is full of the same muppets saying "OMG its so OP you can take 3 knight lances and gave 3 character knights GW you are idiots"

You can still take a superheavy detachment with 1 knight and 2 armigers and get CP but your knight doesn't become a character.


I uh..think you may want to re-read what it said. Nothing you said lines up at all.

"Knight Lances
If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. However, the Command Benefit of each Imperial Knights Super-heavy Detachment is changed to 'None' unless it contains any combination of at least three QUESTORIS CLASS and/or DOMINUS CLASS units."

You get 1 character per super heavy detachment. You get no command points unless the detachment contains at least 3 big knights. So yeah, you can have 3 super heavy detachments with only 1 big knight and all the rest are full of armigers, but that means you get 1 character knight and 2 character armigers and no command points.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:25:38


Post by: Silentz


changemod wrote:


You can take three Armigers and one of those Armigers will become a character and gain access to warlord traits.

You just don’t get command points, when significantly more overpowered horde armies get handed them out like candy.

Nope don't think so. That's just a standard super heavy detachment and WILL give CPs.

Your super heavy detachment is only a Knight Lance if it contains at least 3 full size knights. Otherwise it's just the plain old regular superheavy detachment


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:28:19


Post by: Scott-S6


That is absolutely not what it says.

The Knight Lance rule is an army rule that applies to all Imperial Knight Super Heavy detachments.

So if you want armigers and command points then pick some other detachment keyword. You'll get CP but not a character.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:29:36


Post by: changemod


 Silentz wrote:
changemod wrote:


You can take three Armigers and one of those Armigers will become a character and gain access to warlord traits.

You just don’t get command points, when significantly more overpowered horde armies get handed them out like candy.

Nope don't think so. That's just a standard super heavy detachment and WILL give CPs.

Your super heavy detachment is only a Knight Lance if it contains at least 3 full size knights. Otherwise it's just the plain old regular superheavy detachment


It’s pretty explicit: Any imperial knights superheavy detachment can nominate one knight to be a character. Command benefits of the detachment are lost unless three of them aren’t Armigers.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:30:01


Post by: Silentz


I'll go read it all again but I am reading it as a choice to allow you to get the bonuses of character rules and warlord traits, rather than a mandatory change...

Maybe I am the muppet


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:41:03


Post by: Silentz


Hm. Maybe so. Apologies for my own stupididty. I did not think that was mandatory but an option to reward you for taking "proper" knight detachments.

So... can you fit this in 2000:

Guard Battalion 250pts
IK superheavy knight lance -
1 dominus class knight 650
2 questoris knights 480 each
2 armiger helliger(?) 200 each

points very approximate but that totals 1800 and would have... i think 3+5+3=11 CPs?

Edit: BAD MATHS! Probably cant afford the armigers.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:46:20


Post by: tneva82


 Silentz wrote:
If you can't see why they want you to group your armigers in one detachment and big knights in the other to benefit from character and warlord traits then you're a muppet.

In another universe this rule wasn't inserted and this same thread is full of the same muppets saying "OMG its so OP you can take 3 knight lances and gave 3 character knights GW you are idiots"

You can still take a superheavy detachment with 1 knight and 2 armigers and get CP but your knight doesn't become a character.


Except from pic above knight lance isn't optional so 3 armigers, no cp


Also if you resort to name calling you admit your arqument is worthless.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 10:56:40


Post by: changemod


tneva82 wrote:
 Silentz wrote:
Also if you resort to name calling you admit your arqument is worthless.


Let’s be real: He’s wrong because the substance of his argument is wrong. If you resort to name calling, you resort to name calling. Nothing more, nothing less.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:01:05


Post by: Mad Doc Grotsnik


Well, that’s my shopping done. Castellan, Valiant, Armigers and Codex.

Guess it’s timr to dig out the Leadbelcher spray, no?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:01:49


Post by: mmzero252


 Silentz wrote:
Hm. Maybe so. Apologies for my own stupididty. I did not think that was mandatory but an option to reward you for taking "proper" knight detachments.

So... can you fit this in 2000:

Guard Battalion 250pts
IK superheavy knight lance -
1 dominus class knight 650
2 questoris knights 480 each
2 armiger helliger(?) 200 each

points very approximate but that totals 1800 and would have... i think 3+5+3=11 CPs?

Edit: BAD MATHS! Probably cant afford the armigers.


Questoris knights are apparently down to 285 points base. Some of the weapons got reductions as well. The Armigers are roughly 180 points for the better options too.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:06:42


Post by: Astmeister


Did any weapons drop in points cost? The RFBC seems to be way overcosted.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:22:55


Post by: Gryphonne


Points values below, these are from SS82s preview:
https://www.youtube.com/watch?v=5ZII_xblylU&t=1s

These do not include carapace weapons! Sorry for the formatting, also note, might have some mistakes

Warden 285 + (75 + 17) + 30 + 4 = 411
Errant 285 + 76 + 30 + 4 = 395
Gallant 285(?) + 30 + 35 + 4 = 354
Warglaive 160 + 4 (includes Thermal Spear and Chaincleaver)
Helverin 170 + 4 (includes Armiger Autocannon)
Paladin 285 + (100 + 4) + 30 + 4 = 423
Crusader 285 + (75 + 17) + (100 + 4) + 4 = 485
Canis Rex 450 (Includes all wargear)
Valiant 500, includes Metla and 2 primary weapons for free + weapon options on 3 carapace hardpoints
Castellan 510, includes Metla and 2 primary weapons for free + weapon options on 3 carapace hardpoints
Preceptor 385 (Includes Las Impulsor) + 30 + 4 = 419

Also, Gallant is now 5 attacks and WS2+.

Thermal Cannon 76
Stormspear 45
Reaper chainsword 30
Gauntlet 35
Avenger Gatling 75
Heavy Flamer 17
Rapid Fire BC 100
Stubber 4
Shieldbreaker Missile 12
Siegebreaker Cannon 35


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:24:05


Post by: ListenToMeWarriors


 Mad Doc Grotsnik wrote:
Well, that’s my shopping done. Castellan, Valiant, Armigers and Codex.

Guess it’s timr to dig out the Leadbelcher spray, no?


Such a time saver when painting Knights. Just Renegade for me, cannot pass on those savings, and sub £100 at Element Games.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:28:03


Post by: Mad Doc Grotsnik


I’ve spread my order between Darksphere and Wargames Armoury

Will pick up the dice etc at a later date.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:28:36


Post by: PiñaColada


Gryphonne wrote:

Points values below, these are from SS82s preview:
https://www.youtube.com/watch?v=5ZII_xblylU&t=1s

These do not include carapace weapons! Sorry for the formatting, also note, might have some mistakes

Warden 285 + (75 + 17) + 30 + 4 = 411
Errant 285 + 76 + 30 + 4 = 395
Gallant 285(?) + 30 + 35 + 4 = 354
Warglaive 160 + 4 (includes Thermal Spear and Chaincleaver)
Helverin 170 + 4 (includes Armiger Autocannon)
Paladin 285 + (100 + 4) + 30 + 4 = 423
Crusader 285 + (75 + 17) + (100 + 4) + 4 = 485
Canis Rex 450 (Includes all wargear)
Valiant He didn't mention the base cost, includes Metla and 2 primary weapons for free + weapon options on 3 carapace hardpoints
Castellan He didn't mention the base cost, includes Metla and 2 primary weapons for free + weapon options on 3 carapace hardpoints
Preceptor 385 (Includes Las Impulsor) + 30 + 4 = 419

Also, Gallant is now 5 attacks and WS2+.

Thermal Cannon 76
Stormspear 45
Reaper chainsword 30
Gauntlet 35
Avenger Gatling 75
Heavy Flamer 17
Rapid Fire BC 100
Stubber 4
Shieldbreaker Missile 12
Siegebreaker Cannon 35

Thanks for the write up! He did mention the Castellan base cost though..(I think I've heard that the Valiant is base cost 500 but I might be making that up)
Castellan 510
So depending on 2 sets of missiles and one siegebreaker it's 593 points
Or two siegebreaker hardpoints and one set of missiles it's 604 points


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:30:40


Post by: Gryphonne


PiñaColada wrote:

Thanks for the write up! He did mention the Castellan base cost though..(I think I've heard that the Valiant is base cost 500 but I might be making that up)
Castellan 510
So depending on 2 sets of missiles and one siegebreaker it's 593 points
Or two siegebreaker hardpoints and one set of missiles it's 604 points


Ah, might have missed that Also, not entirely sure whether the Shieldbreakers are per battery or per physical missile.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:34:46


Post by: PiñaColada


Gryphonne wrote:
PiñaColada wrote:

Thanks for the write up! He did mention the Castellan base cost though..(I think I've heard that the Valiant is base cost 500 but I might be making that up)
Castellan 510
So depending on 2 sets of missiles and one siegebreaker it's 593 points
Or two siegebreaker hardpoints and one set of missiles it's 604 points


Ah, might have missed that Also, not entirely sure whether the Shieldbreakers are per battery or per physical missile.

I assume per missile since otherwise they're the same cost as a hunter-killer but easily more effective against almost all targets. S10 vs S8, AP-4 vs AP-2 and no invulnerable saves.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:44:04


Post by: Crazyterran


Could do 4 errants and a preceptor/warden.

Two gallants, an errant, warden and crusader.


Hmm. Might just be better with four Crusaders, lol.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:44:27


Post by: H.B.M.C.


I'm guessing no double Avenger variant then?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:46:44


Post by: Gryphonne


 H.B.M.C. wrote:
I'm guessing no double Avenger variant then?


No, renegades only


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:49:04


Post by: Silentz


Am I right to assume that if you only take 1 knight in a super heavy auxiliary detachment, you don't gain access to stratagems?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:53:50


Post by: Leo_the_Rat


You should. It would be an IK detachment so it should qualify for stratagems.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:53:57


Post by: gungo


If it was just a special rule so that an imperial knight can’t be a character unless it’s in a detachment of 3 knights or take sthe exception warlord strat, or is a unique character that would be completely fine even if it limits relics.

However it’s either worded poorly or just complete junk because most people are reading it as every superheavy detachment With any knights receives no CP unless you take 3 larger knights in any combination.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 11:59:34


Post by: Scott-S6


gungo wrote:
If it was just a special rule so that an imperial knight can’t be a character unless it’s in a detachment of 3 knights or take sthe exception warlord strat, or is a unique character that would be completely fine even if it limits relics.

However it’s either worded poorly or just complete junk because most people are reading it as every superheavy detachment With any knights receives no CP unless you take 3 larger knights in any combination.

That's what it says.

You can also take a detachment that doesn't have three questor/dominus knights (i.e. armigers mixed in) and still get a character.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:02:39


Post by: casvalremdeikun


Not quite as many points down on my Warden as I had hoped, but I might be able to squeeze two big Knights into my Ad Mech list instead of one Knight and two Armigers.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:07:21


Post by: Gryphonne


Does anyone know whether the Renegade box contains enough transfers for 2 imperium knights?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:11:03


Post by: dan2026


I think it's probably fair that Armigers don't give CP.

It's wouldn't be fair if you could spam a ton of them for super cheap Lord of War detachments.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:12:37


Post by: Trickshot



Welp, there goes about half their potential sales, including mine. Shooting themselves in the foot with a knight sized harpoon launcher for 10 damage + 1d3 mortal wounds. I cannot fathom how the same team that figured out cool stuff like thunderstrike gauntlets tossing stuff around could also put this in. The viability of knights in the meta is already borderline, and their strats expensive. This is just too much of a middle finger to the players. Imagine being the guy who made those cool sculpts, only to see them gather dust on the shelves because they let an idiot write the rules.


1. it was done for balance purposes.

2. it's cute how people think their individual $$$ counts for much, meanwhile GW continues to make record profits.

people will still rush out and buy these models regardless what a vocal minority think. they are doing it like so, because the controversy is less this way.

it's not gonna limit any significant sales.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:17:31


Post by: Scott-S6


If CP is so important then just pick a keyword other than Imperial Knights for the detachment and you can have your armigers and your CP, you just don't get a character (and probably stratagems).

All this rule does is require you to have three of questor/dominus if you want CP and a character.

Plus why wouldn't you take three proper knights?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:23:06


Post by: anyname121


The price for the Armiger patterns is lovely. 220+ points just wasn't worth it. But sub 200 is perfect. The Helverin Autocannons are 2D3 each with I think AP-1 or 2 and 3 damage I think. I'm totally building my second Armiger with those guns.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:27:35


Post by: Kanluwen


 anyname121 wrote:
The price for the Armiger patterns is lovely. 220+ points just wasn't worth it. But sub 200 is perfect. The Helverin Autocannons are 2D3 each with I think AP-1 or 2 and 3 damage I think. I'm totally building my second Armiger with those guns.

Build Helverins in a Detachment with a Knight Warden rocking a Heavy Stubber, give the whole Detachment Ironhail Heavy Stubbers stratagem for AP-1 Heavy Stubbers in addition to their other stuff for some fun at rooting out light infantry.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:36:42


Post by: Mandragola


I reckon it might be good to go with a valiant and a couple of questoris knights, for ~14-500 points. That leaves enough for a battalion of your choice, though of course there’s a strong case for IG. If you wanted you could then just about add in another knight, some armigers or maybe a spearhead of basilisks. Loads of options, basically.

I think that a vanguard of assassins could be a really useful option. Say a vindicareand a couple of Culexus. A vindicare combined with a couple of missiles off a Dominus would make characters’ lives brief and not much fun.

I actually think the points values look about right. There doesn’t seem to be an obviously “right” choice of knight. The avenger probably needed its price cut, because of its heavy flamer “tax”, though now I think it feels like clearly the best of the questoris gun options. The RFBC has always been kind of the best option, so I think the price is correct. The errant is probably the weakest of the knights, due to the prevalence of invulnerable saves.

I’m rethinking gallants. One of these guys with the +1A warlord trait is an absolute beast, for not too many points. Give him the relic fist, or maybe just something to make him live longer, and he’ll make a mess.

Not too sure about the relic gauntlet still. I’m not sure there are many situations in which it’s needed. Few things have enough wounds for it to make a difference, though that might need testing. Maybe it’s how you make sure that a PBC dies properly, rather than pass a couple of invulnerable saves and live.

So maybe going Valiant, Crusader, Gallant is the best option. The galant can zerg ahead, rushing towards the biggest threat and making itself a target. The valiant and crusader should then live long enough do do real damage. That should cost about 1450, leaving you with plenty of options for other stuff.

Points have gone down radically. You used to be able to field 4 knights at 2k. Now you can have 5, or 4 and a bunch of other stuff.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:41:58


Post by: casvalremdeikun


Gryphonne wrote:
Does anyone know whether the Renegade box contains enough transfers for 2 imperium knights?


It appears so. At least enough for two Terryn Knights.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:42:39


Post by: Cephalobeard


I'm feeling a Knight Lancer with 2-4 Armiger Warglaives as House Terryn.

WT for a 4++ and relic for 2+ armor save on the Lancer.

Ally either BA and Guard, or just a Guard Brigade.

Outflank some Warglaives, if possible, move, advance and charge the Lancer and almost guarantee a t1 charge every turn, double fight to just obliterate a few things.

Will give me 13CP, plenty to work with.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:44:36


Post by: Mad Doc Grotsnik


I’m not overly worried by a dearth of Command Points.

Yes, they’re useful for picking off characters and boosting your shield - but not having that many of them seems to be the price for fielding an army which largely scoffs at small arms fire.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 12:54:00


Post by: tneva82


 Trickshot wrote:

1. it was done for balance purposes.

2. it's cute how people think their individual $$$ counts for much, meanwhile GW continues to make record profits.

people will still rush out and buy these models regardless what a vocal minority think. they are doing it like so, because the controversy is less this way.

it's not gonna limit any significant sales.


How cute some people still think gw can or even care about balance as it's been repeatedly shown to be false.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:12:05


Post by: PiñaColada


I personally think that knights having few CP would be a fair drawback but the problem is that the rule only really punishes pure knight lists. Anyone willing to soup is just going to add 180 points of guard and most of those issues are mitigated.

At the very least I think that 3 big knights should give 5 cp, the cheapest way you can get that is 1062 points (three gallants with no extra equipment) so it's not like you could fit two of those detachments at 2k/1750 points anyways.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:15:17


Post by: Kanluwen


PiñaColada wrote:
I personally think that knights having few CP would be a fair drawback but the problem is that the rule only really punishes pure knight lists. Anyone willing to soup is just going to add 180 points of guard and most of those issues are mitigated.

At the very least I think that 3 big knights should give 5 cp, the cheapest way you can get that is 1062 points (three gallants with no extra equipment) so it's not like you could fit two of those detachments at 2k/1750 points anyways.

Honestly, the only thing getting punished is people running Armigers as cheap ways to fill out the Superheavy Detachment.

Did we really expect them to let us do that?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:15:54


Post by: beast_gts


Going back to an earlier rumour - the Datasheet Cards reference a Knight Preceptor:

Spoiler:


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:17:03


Post by: Kanluwen


Yup. They get Canis Rex's las weapon and grant a reroll hit rolls of 1 within 6" to Armigers.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:18:12


Post by: Scott-S6


The Preceptor datasheet is out there.



Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:29:13


Post by: Astmeister


Mathhammer wise the Helverines are not worth than some bigger knights in points per damage against GEQ

Helverine 40 ppd
Crusader with RFBC 34 ppd
Warden 39 ppd

And that is just shooting and melee would even make normal knights much better.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:31:23


Post by: PiñaColada


 Kanluwen wrote:
PiñaColada wrote:
I personally think that knights having few CP would be a fair drawback but the problem is that the rule only really punishes pure knight lists. Anyone willing to soup is just going to add 180 points of guard and most of those issues are mitigated.

At the very least I think that 3 big knights should give 5 cp, the cheapest way you can get that is 1062 points (three gallants with no extra equipment) so it's not like you could fit two of those detachments at 2k/1750 points anyways.

Honestly, the only thing getting punished is people running Armigers as cheap ways to fill out the Superheavy Detachment.

Did we really expect them to let us do that?[

Considering that's how GW sold them to ujs back in this article in March,yeah. https://www.warhammer-community.com/2018/03/12/unit-focus-armiger-warglaivesgw-homepage-post-4/
From the article: Unlike other Lords of War, you’ll be able to fit up to three Armigers in a single slot, making filling out a Super-heavy Detachment – and netting three Command Points – easy!

Look, I'm not too upset about it, but it's ridiculous to say that it was an unrealistic expactation considering how armigers role on the battlefield was framed around their release.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:31:46


Post by: casvalremdeikun


Is it wrong that I want a Crusader with a Las Impulsor and Avenger Gatling Cannon?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:36:07


Post by: changemod


 Kanluwen wrote:


Did we really expect them to let us do that?


Very specifically yes, that appeared to be the main -point- of Armigers.

Thankfully they have secondary duty as a heavy walker for mechanicus.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:36:44


Post by: Buzzdady


So it’s looking like FW Castigator knights don’t help fill out the Knight Lance requirements then? If so that is ridiculously lame. My guess is FW would have to put out a FAQ saying they count towards it.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:43:58


Post by: Ulfhednar_42


 Scott-S6 wrote:
The Preceptor datasheet is out there.

Spoiler:



Hey look at that... they added <SWARM> to the <INFANTRY> tag. No more getting stuck by scarabs or rippers.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:44:00


Post by: xttz


 dan2026 wrote:
I think it's probably fair that Armigers don't give CP.

It's wouldn't be fair if you could spam a ton of them for super cheap Lord of War detachments.


That makes no sense though.

522pts for 3CP from small giant robots, or
180pts for 5CP from guardsmen

I could understand if the rule said 1 big knight per detachment, but 3 is nuts when they specifically just introduced a model to make list building more granular.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:52:24


Post by: Mandragola


 casvalremdeikun wrote:
Is it wrong that I want a Crusader with a Las Impulsor and Avenger Gatling Cannon?

Yes, as from what I can see the impulsor is a straight downgrade vs a RFBC or thermal cannon. I guess you could make the argument that it’s good to have the option of two modes, but not when the price for doing so is such a drop in power.

That said, if it’s cheap-ish and you’re running armigers it’s not an awful knight. I think it’s a bad main weapon, but it does look good, and the buffs could even out the loss of effectiveness.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 13:55:57


Post by: Elbows


I don't play knights, but I do find the CP restriction odd and a bit arbitrary, but I "may" understand it. I think it may be based around the general strength of Knights (perhaps each stratagem is quite good because it benefits such a strong unit?). However, the idea of "cheap" Super Heavy Detachments seems a bit odd. The Armigers, even three of them is still more cost than any of the "cheap" battalions run by other armies. At most you would have farmed an additional 12 CPs if you went for what, 12 armigers in a 2000 point list or so? It's not akin to the 20+ that some Guard versions can make up.

Just seems a bit odd, made moreso by the recent bump in CPs for other armies.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 14:01:48


Post by: tneva82


Well gw wants knight players to also buy ig


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 14:05:15


Post by: gendoikari87


tneva82 wrote:
Well gw wants knight players to also buy ig
bingo


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 14:11:00


Post by: Rodzaju


PiñaColada wrote:
 Kanluwen wrote:
PiñaColada wrote:
I personally think that knights having few CP would be a fair drawback but the problem is that the rule only really punishes pure knight lists. Anyone willing to soup is just going to add 180 points of guard and most of those issues are mitigated.

At the very least I think that 3 big knights should give 5 cp, the cheapest way you can get that is 1062 points (three gallants with no extra equipment) so it's not like you could fit two of those detachments at 2k/1750 points anyways.

Honestly, the only thing getting punished is people running Armigers as cheap ways to fill out the Superheavy Detachment.

Did we really expect them to let us do that?[

Considering that's how GW sold them to ujs back in this article in March,yeah. https://www.warhammer-community.com/2018/03/12/unit-focus-armiger-warglaivesgw-homepage-post-4/
From the article: Unlike other Lords of War, you’ll be able to fit up to three Armigers in a single slot, making filling out a Super-heavy Detachment – and netting three Command Points – easy!

Look, I'm not too upset about it, but it's ridiculous to say that it was an unrealistic expactation considering how armigers role on the battlefield was framed around their release.


I think the relevant point is FILLING OUT a SHD.
A Full SHD has 5 slots, so 3 big knights & then up to 6 Armigers for the other 2 slots.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 14:12:17


Post by: casvalremdeikun


Mandragola wrote:
 casvalremdeikun wrote:
Is it wrong that I want a Crusader with a Las Impulsor and Avenger Gatling Cannon?

Yes, as from what I can see the impulsor is a straight downgrade vs a RFBC or thermal cannon. I guess you could make the argument that it’s good to have the option of two modes, but not when the price for doing so is such a drop in power.

That said, if it’s cheap-ish and you’re running armigers it’s not an awful knight. I think it’s a bad main weapon, but it does look good, and the buffs could even out the loss of effectiveness.
This, like the Valiant is more of a rule cool. It looks like it is best served hanging out with that max-shot fortification.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 14:13:42


Post by: tneva82


Rodzaju wrote:


I think the relevant point is FILLING OUT a SHD.
A Full SHD has 5 slots, so 3 big knights & then up to 6 Armigers for the other 2 slots.


That would be relevant only if all 5 slots was required for cp. Which still would be stupid


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 14:17:44


Post by: PiñaColada


Rodzaju wrote:


I think the relevant point is FILLING OUT a SHD.
A Full SHD has 5 slots, so 3 big knights & then up to 6 Armigers for the other 2 slots.

I really don't think that's the point of the sentence since that doesn't affect ones ability to net 3cp at all, thus negating the other half of that sentence entirely. Point is, even if that was their intention it was either written poorly or in a deliberately confusing way to garner more sales. Neither of those options are all that great.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 14:59:20


Post by: Danit


I feel as though the Knight lance is a knee jerk reaction to people farming CP with multiple cheap detatchments like the 180pt guard detachment that gives 5cp. The problem is it screws over a pure knight list which with the rule of 3 would have a maximum of 2 detachments under 2000pts. I believe they should change the knight lance to a entirely separate detachment than the superheavy detachment and thats how you get your free character upgrade, otherwise you have to use the strat.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:03:15


Post by: tneva82


Gee. Let's react to 180pts farms by making them mandatory.

Actually that does sound very gw like...


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:12:19


Post by: Mandragola


The point of the knight lance rule is to stop you getting 3cp for bringing 2 armigers. Armigers aren’t cp batteries. That’s fine.

So you can take a knight on his own as an auxiliary detachment. 0cp and not a character.

Add a couple of armigers and you still don’t get 0 cps but you can make a knight a character.

Add two proper knights and you get your cps.

The IG battalion is not fine. That doesn’t mean other stuff should be broken to keep up. And you can get 3 knights for ~1200pts, so plenty of room for other stuff, including a battalion of anything but custodes if you want.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:16:49


Post by: changemod


Mandragola wrote:
The point of the knight lance rule is to stop you getting 3cp for bringing 2 armigers. Armigers aren’t cp batteries. That’s fine.

So you can take a knight on his own as an auxiliary detachment. 0cp and not a character.

Add a couple of armigers and you still don’t get 0 cps but you can make a knight a character.

Add two proper knights and you get your cps.

The IG battalion is not fine. That doesn’t mean other stuff should be broken to keep up. And you can get 3 knights for ~1200pts, so plenty of room for other stuff, including a battalion of anything but custodes if you want.


You’re calling a hypothetical 3CP for the same points range guard can farm 15 “keeping up”?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:24:07


Post by: gendoikari87


Danit wrote:
I feel as though the Knight lance is a knee jerk reaction to people farming CP with multiple cheap detatchments like the 180pt guard detachment that gives 5cp. The problem is it screws over a pure knight list which with the rule of 3 would have a maximum of 2 detachments under 2000pts. I believe they should change the knight lance to a entirely separate detachment than the superheavy detachment and thats how you get your free character upgrade, otherwise you have to use the strat.



uh.... exactly how PURE is anyone making a knight list? i can't think of any good knight lists without at least a battalion of guard. Screens are mandatory this edition.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:26:48


Post by: Kdash


So, as i was playing around with ideas, i kept finding myself wanting to take 3 Knights and spend 9CP on them before the game even began due to relics (essentially to get 2 extra relics, it's going to cost you 6CP - as you need to spend 3 on the relics and 3 on making 2 Knights characters to then be able to take them...)

As a result, i'm prob going to drop my idea of 1 autocannon Armiger for a 2nd Guard Battalion.


Automatically Appended Next Post:
gendoikari87 wrote:
Danit wrote:
I feel as though the Knight lance is a knee jerk reaction to people farming CP with multiple cheap detatchments like the 180pt guard detachment that gives 5cp. The problem is it screws over a pure knight list which with the rule of 3 would have a maximum of 2 detachments under 2000pts. I believe they should change the knight lance to a entirely separate detachment than the superheavy detachment and thats how you get your free character upgrade, otherwise you have to use the strat.



uh.... exactly how PURE is anyone making a knight list? i can't think of any good knight lists without at least a battalion of guard. Screens are mandatory this edition.


Depends completely. Knights don't have to worry too much about screens as they can fall back and still shoot and charge without issue.

If they need a screen to protect from smites, then 1 or 2 Armigers can easily tick that box as it's a massive 24 wounds to chew through beforehand. Expensive screen, but, we also won't be seeing dozens of first turn charges either.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:28:41


Post by: Mandragola


changemod wrote:
Mandragola wrote:
The point of the knight lance rule is to stop you getting 3cp for bringing 2 armigers. Armigers aren’t cp batteries. That’s fine.

So you can take a knight on his own as an auxiliary detachment. 0cp and not a character.

Add a couple of armigers and you still don’t get 0 cps but you can make a knight a character.

Add two proper knights and you get your cps.

The IG battalion is not fine. That doesn’t mean other stuff should be broken to keep up. And you can get 3 knights for ~1200pts, so plenty of room for other stuff, including a battalion of anything but custodes if you want.


You’re calling a hypothetical 3CP for the same points range guard can farm 15 “keeping up”?

That’s exactly the opposite of what I’m saying. I’m saying that just because IG get tons of cps it doesn’t mean that everyone should. One thing being broken is not a reason to break everything.

FWIW I think there’s a decent case for using admech for your battalion, rather than IG. A couple of enginseers and 15 rangers or vanguard come to just over 200pts. You get to use the knight of the cog stratagem, which I like, and the enginseers can patch up your knights a bit. Stygies guys can infiltrate to make a nuisance of themselves.

Armigers shouldn’t really be lords of war. They are, so that they can be taken in an IK army that’s made of super-heavy detachments. But you don’t get the credit for taking 3 superheavies unless you take real superheavies.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:36:35


Post by: changemod


Mandragola wrote:
changemod wrote:
Mandragola wrote:
The point of the knight lance rule is to stop you getting 3cp for bringing 2 armigers. Armigers aren’t cp batteries. That’s fine.

So you can take a knight on his own as an auxiliary detachment. 0cp and not a character.

Add a couple of armigers and you still don’t get 0 cps but you can make a knight a character.

Add two proper knights and you get your cps.

The IG battalion is not fine. That doesn’t mean other stuff should be broken to keep up. And you can get 3 knights for ~1200pts, so plenty of room for other stuff, including a battalion of anything but custodes if you want.


You’re calling a hypothetical 3CP for the same points range guard can farm 15 “keeping up”?

That’s exactly the opposite of what I’m saying. I’m saying that just because IG get tons of cps it doesn’t mean that everyone should. One thing being broken is not a reason to break everything.


No, it’s pretty much exactly what you’re saying. You’re implying that 3CP for 540 points is broken by drawing comparison to 15CP for 540 points.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:37:11


Post by: casvalremdeikun


tneva82 wrote:
Gee. Let's react to 180pts farms by making them mandatory.

Actually that does sound very gw like...
Those 180 pts cost how much money?

I know it is probably not all that effective, but I am looking at using a little over 500 pts of Ad Mech(primarily Rangers and a couple Techpriests) with my 3 Big Knights and filling up the rest with either a Neutron Donkeytank or an Armiger or two. Sure, the amount of Ad Mech takes another Knight out of my list, but it is two squads of Arquebus Rangers and a big squad of Arc Rifle Rangers. So they are at least useful, especially the Snipers. The crappy thing is I am not going to run Questor Mechanicus (I am actually looking at Mortan or Griffith). I suppose I could go with a Raven offshoot (which would be very fitting for my dark green color scheme I have planned).


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:38:20


Post by: Kdash


Mandragola wrote:
changemod wrote:
Mandragola wrote:
The point of the knight lance rule is to stop you getting 3cp for bringing 2 armigers. Armigers aren’t cp batteries. That’s fine.

So you can take a knight on his own as an auxiliary detachment. 0cp and not a character.

Add a couple of armigers and you still don’t get 0 cps but you can make a knight a character.

Add two proper knights and you get your cps.

The IG battalion is not fine. That doesn’t mean other stuff should be broken to keep up. And you can get 3 knights for ~1200pts, so plenty of room for other stuff, including a battalion of anything but custodes if you want.


You’re calling a hypothetical 3CP for the same points range guard can farm 15 “keeping up”?

That’s exactly the opposite of what I’m saying. I’m saying that just because IG get tons of cps it doesn’t mean that everyone should. One thing being broken is not a reason to break everything.

FWIW I think there’s a decent case for using admech for your battalion, rather than IG. A couple of enginseers and 15 rangers or vanguard come to just over 200pts. You get to use the knight of the cog stratagem, which I like, and the enginseers can patch up your knights a bit. Stygies guys can infiltrate to make a nuisance of themselves.

Armigers shouldn’t really be lords of war. They are, so that they can be taken in an IK army that’s made of super-heavy detachments. But you don’t get the credit for taking 3 superheavies unless you take real superheavies.


Personally, i'm leaning more towards Imperialis Knights rather than Mechanicus Knights, so Knight of the Cog won't help me out. I'm planning on running a tech-priest as well, within 1 of the Guard battalions due to it only costing 42 points. Mistake - Guard Tech-Priest won't be able to repair a non-Mechanicus Knight :(


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 15:43:04


Post by: tneva82


Mandragola wrote:
The point of the knight lance rule is to stop you getting 3cp for bringing 2 armigers. Armigers aren’t cp batteries. That’s fine.

So you can take a knight on his own as an auxiliary detachment. 0cp and not a character.

Add a couple of armigers and you still don’t get 0 cps but you can make a knight a character.

Add two proper knights and you get your cps.

The IG battalion is not fine. That doesn’t mean other stuff should be broken to keep up. And you can get 3 knights for ~1200pts, so plenty of room for other stuff, including a battalion of anything but custodes if you want.


Armigers are hardly broken forcp. 480pts minimum. How many armies have to pay over 1000 pts for 3 cp? Answer. Just knights.

Balance is out of whack with this. Gw just wants to force knight armies to buy ig


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 16:03:05


Post by: Slashy McTalons


Concise codex review up at Ye Olde Battle Reps containing strats, relics, traits etc: https://youtu.be/9ahUR_Kcyds


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 16:14:16


Post by: Sunny Side Up


tneva82 wrote:

Armigers are hardly broken forcp. 480pts minimum. How many armies have to pay over 1000 pts for 3 cp? Answer. Just knights.

Balance is out of whack with this. Gw just wants to force knight armies to buy ig


Yeah, it's a bit weird. It'd rather have people (and Knights players in particular) use Armigers to stock up on some CP instead of the inevitable Guard Battalion. But it's not a huge deal either.

The whole CP thing is still ass-backwards IMO. It should be small, elite, low-model count armies like all Terminator Grey Knights, Imperial Knights, Deathwatch, pure Harlequins, Assassins only or whatnot, that are swimming in CP for fighting weird black-ops style battles, while filling the board with 4 or 5 point models should be the lowest command-point armies in the game, both background wise because hordes of less-trained chaff are "harder" to command and because they use numbers of bodies/guns/teeth-and-claws to win instead of being super-sneaky-strategic.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 16:15:12


Post by: gungo


The lance restriction doesn’t solve any problems nor is there any problem for it to solve. You still need 3 units for a SH detachment and 3cp wasn’t that great anyway. I saw no list that would be a problem in anyway taking pure knights. In fact the strongest list were guard and knights together.

Personally even if they didn’t want a pure Armiger SH detachment they should have required a single knight (plus 2 armigers) in a SH detachment to grant command points.
And even this setup is still -650 points for a gallant and 2 hellingers which are the cheapest setup and would only give 6 CP. Again nothing here is a problem in any meta and it’s actually fluffy and how Knights houses are supposed to be setup.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 16:37:32


Post by: StarHunter25


If GW bring over the new rule for AoS-2.0 to 40k Knights might have a decent CP buffer. The one where for every 50 points you don't spend on stuff you get 1 CP. Would help balance out a bit I think.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 16:45:43


Post by: Kdash


Slashy McTalons wrote:
Concise codex review up at Ye Olde Battle Reps containing strats, relics, traits etc: https://youtu.be/9ahUR_Kcyds


So, when i first started watching this i wasn't sure about it, but, i stuck with it and found it really helpful as a quick breakdown, and pretty hilarious!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 16:53:09


Post by: tneva82


Sunny Side Up wrote:
tneva82 wrote:

Armigers are hardly broken forcp. 480pts minimum. How many armies have to pay over 1000 pts for 3 cp? Answer. Just knights.

Balance is out of whack with this. Gw just wants to force knight armies to buy ig


Yeah, it's a bit weird. It'd rather have people (and Knights players in particular) use Armigers to stock up on some CP instead of the inevitable Guard Battalion. But it's not a huge deal either.

The whole CP thing is still ass-backwards IMO. It should be small, elite, low-model count armies like all Terminator Grey Knights, Imperial Knights, Deathwatch, pure Harlequins, Assassins only or whatnot, that are swimming in CP for fighting weird black-ops style battles, while filling the board with 4 or 5 point models should be the lowest command-point armies in the game, both background wise because hordes of less-trained chaff are "harder" to command and because they use numbers of bodies/guns/teeth-and-claws to win instead of being super-sneaky-strategic.


That would require rethink of strategems though as those elites tend to have most awesome and cp hungry strategems. If they had those and tons od cp and hordes would have few cp and poorer strategems it would hardly be balanced


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 17:03:13


Post by: Mandragola


Sunny Side Up wrote:
tneva82 wrote:

Armigers are hardly broken forcp. 480pts minimum. How many armies have to pay over 1000 pts for 3 cp? Answer. Just knights.

Balance is out of whack with this. Gw just wants to force knight armies to buy ig


Yeah, it's a bit weird. It'd rather have people (and Knights players in particular) use Armigers to stock up on some CP instead of the inevitable Guard Battalion. But it's not a huge deal either.

The whole CP thing is still ass-backwards IMO. It should be small, elite, low-model count armies like all Terminator Grey Knights, Imperial Knights, Deathwatch, pure Harlequins, Assassins only or whatnot, that are swimming in CP for fighting weird black-ops style battles, while filling the board with 4 or 5 point models should be the lowest command-point armies in the game, both background wise because hordes of less-trained chaff are "harder" to command and because they use numbers of bodies/guns/teeth-and-claws to win instead of being super-sneaky-strategic.

I agree with this. Hordes should be unwieldy. Elites should be efficient.

Ultimately GW has decided to give you cps for taking troops and HQs. A thousand point custodes outrider detachment gives 1cp. A 540 point IG brigade gives 15. It’s a weird way to go about things, but it’s what they’ve chosen to go with - like it or not.

Not giving cps for armigers isn’t about balance. It’s about GW not thinking they deserve to count as superheavies, because they just aren’t very big. When trying to understand GW’s “thought process” you should always look for the simplest, most stupid explanation. You won’t go far wrong.

Anyway the recent previews have made me a lot happier about my existing taranis knights. A 6+++ is awesome news. I think I’ll get myself a Castellan with Cawl’s Wrath (now that is a gun) and the 4++ invulnerable trait. Not sure what I’ll have to back it up but I’ve got a few options available.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 17:13:59


Post by: dan2026


A lack of cp really doesn't seem like an issue for a sole Knight army. Considering how strong they are.

An army can easily get 7cp using just Knights anyway


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 17:24:33


Post by: Wulfey


TERRYN knight lancers are going to be the real deal. Or TERRYN atropos. Assuming you run 2 battalions of chaff, you can do a 3d6 drop the lowest but still advance 2d6 advance plus 14" movement and then do a 3d6 drop the lowest charge.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 17:28:42


Post by: Kanluwen


PiñaColada wrote:
 Kanluwen wrote:
PiñaColada wrote:
I personally think that knights having few CP would be a fair drawback but the problem is that the rule only really punishes pure knight lists. Anyone willing to soup is just going to add 180 points of guard and most of those issues are mitigated.

At the very least I think that 3 big knights should give 5 cp, the cheapest way you can get that is 1062 points (three gallants with no extra equipment) so it's not like you could fit two of those detachments at 2k/1750 points anyways.

Honestly, the only thing getting punished is people running Armigers as cheap ways to fill out the Superheavy Detachment.

Did we really expect them to let us do that?[

Considering that's how GW sold them to ujs back in this article in March,yeah. https://www.warhammer-community.com/2018/03/12/unit-focus-armiger-warglaivesgw-homepage-post-4/
From the article: Unlike other Lords of War, you’ll be able to fit up to three Armigers in a single slot, making filling out a Super-heavy Detachment – and netting three Command Points – easy!

Look, I'm not too upset about it, but it's ridiculous to say that it was an unrealistic expactation considering how armigers role on the battlefield was framed around their release.

And what's happened since then, in terms of Command Points? April basically saw a huge change in the beta rules regarding CPs and things of that nature.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 17:33:15


Post by: Kdash


Wulfey wrote:
TERRYN knight lancers are going to be the real deal. Or TERRYN atropos. Assuming you run 2 battalions of chaff, you can do a 3d6 drop the lowest but still advance 2d6 advance plus 14" movement and then do a 3d6 drop the lowest charge.


If you spend a CP, you can then give it the +2 advance and charge warlord trait as well!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 17:34:04


Post by: Inquisitor Kallus


Are armigers going to be available seperately? I hope so or it's pretty crappy otherwise


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 17:36:30


Post by: Kanluwen


 Inquisitor Kallus wrote:
Are armigers going to be available seperately? I hope so or it's pretty crappy otherwise

There's two different Armiger kits: The Helverin just went up for preorder today and is the pewpewpew version. The Warglaive, which is currently only in Forgebane, remains to be seen separately.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 17:41:41


Post by: Wulfey


Kdash wrote:
Wulfey wrote:
TERRYN knight lancers are going to be the real deal. Or TERRYN atropos. Assuming you run 2 battalions of chaff, you can do a 3d6 drop the lowest but still advance 2d6 advance plus 14" movement and then do a 3d6 drop the lowest charge.


If you spend a CP, you can then give it the +2 advance and charge warlord trait as well!


Right, it is so savage. And the +2 inch is an aura. Just my three knights on the shelf but kitted out as gallants could be terrifying. Pour all kinds of CP on those 3, give them all a WLT and a relic, then throw them up the field and let the dice sort it out. That still leaves like 800 points of bullcrap battalions to hold the back row. BLANGELS is an obvious choice. Smash captains always do work. Even if you are low on CPs, smash captain can kill what the knights can't (nothing pops fliers like a smash captain). Running 3 icarus autocannons might actually be necessary due to the threat of eldar flyers. Then you can take a CADIAN mortar battalion to sit in the back. Let me see if I can get a tournament next week. That list sounds like a riot.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 18:06:00


Post by: Kdash


Wulfey wrote:
Kdash wrote:
Wulfey wrote:
TERRYN knight lancers are going to be the real deal. Or TERRYN atropos. Assuming you run 2 battalions of chaff, you can do a 3d6 drop the lowest but still advance 2d6 advance plus 14" movement and then do a 3d6 drop the lowest charge.


If you spend a CP, you can then give it the +2 advance and charge warlord trait as well!


Right, it is so savage. And the +2 inch is an aura. Just my three knights on the shelf but kitted out as gallants could be terrifying. Pour all kinds of CP on those 3, give them all a WLT and a relic, then throw them up the field and let the dice sort it out. That still leaves like 800 points of bullcrap battalions to hold the back row. BLANGELS is an obvious choice. Smash captains always do work. Even if you are low on CPs, smash captain can kill what the knights can't (nothing pops fliers like a smash captain). Running 3 icarus autocannons might actually be necessary due to the threat of eldar flyers. Then you can take a CADIAN mortar battalion to sit in the back. Let me see if I can get a tournament next week. That list sounds like a riot.


If you're running 3 Gallants, then i don't really see the need for the Smashcaptains. You already have 3 massive melee threats, that it'd prob be better aiming for some ranged/horde dealing options.

I'm personally starting to think Mortan Gallant with the +2" warlord trait and Helm of the Nameless Warrior relic. Essentially giving it 6 attacks on the turn it charges, with WS 2 and re-rolling 1's.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 18:08:45


Post by: Mad Doc Grotsnik


Thinking hard points....

Anyone else of a mind that two turrets and one missiles is the best way to go?

I mean, the missiles are damned useful - but we can only launch one a turn. Plus, to get the most out of them, we’re looking at spending 2 CP. Now I’m far from highly experienced with 8th Ed, but I’m thinking there’s not gonna be that many characters in a given enemy army in especially rapid need of deletion. So perhaps 4 CP neeed altogether to really start breaking synergy?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 18:11:55


Post by: casvalremdeikun


 Mad Doc Grotsnik wrote:
Thinking hard points....

Anyone else of a mind that two turrets and one missiles is the best way to go?

I mean, the missiles are damned useful - but we can only launch one a turn. Plus, to get the most out of them, we’re looking at spending 2 CP. Now I’m far from highly experienced with 8th Ed, but I’m thinking there’s not gonna be that many characters in a given enemy army in especially rapid need of deletion. So perhaps 4 CP neeed altogether to really start breaking synergy?
I am of that mindset. Especially on a Valiant. It allows them to be a ranged threat even before they are able to get in range of their main weapons.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 18:14:58


Post by: Mad Doc Grotsnik


Though I would say for an allied Knight, as a single LoW, four has a wider appeal, as you’re more likely to have the CP available to really break your opponent’s command structure?

Other than that, the turrets just seem more ubiquitous. Decent amount and potency of firepower for what are ultimately secondary weapons.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 18:15:41


Post by: Wulfey


Kdash wrote:
Wulfey wrote:
Kdash wrote:
Wulfey wrote:
TERRYN knight lancers are going to be the real deal. Or TERRYN atropos. Assuming you run 2 battalions of chaff, you can do a 3d6 drop the lowest but still advance 2d6 advance plus 14" movement and then do a 3d6 drop the lowest charge.


If you spend a CP, you can then give it the +2 advance and charge warlord trait as well!


Right, it is so savage. And the +2 inch is an aura. Just my three knights on the shelf but kitted out as gallants could be terrifying. Pour all kinds of CP on those 3, give them all a WLT and a relic, then throw them up the field and let the dice sort it out. That still leaves like 800 points of bullcrap battalions to hold the back row. BLANGELS is an obvious choice. Smash captains always do work. Even if you are low on CPs, smash captain can kill what the knights can't (nothing pops fliers like a smash captain). Running 3 icarus autocannons might actually be necessary due to the threat of eldar flyers. Then you can take a CADIAN mortar battalion to sit in the back. Let me see if I can get a tournament next week. That list sounds like a riot.


If you're running 3 Gallants, then i don't really see the need for the Smashcaptains. You already have 3 massive melee threats, that it'd prob be better aiming for some ranged/horde dealing options.

I'm personally starting to think Mortan Gallant with the +2" warlord trait and Helm of the Nameless Warrior relic. Essentially giving it 6 attacks on the turn it charges, with WS 2 and re-rolling 1's.


My thinking with the smash captains is that they can threaten the dark reapers on a 12" tall building, or the reapers embarked inside of an ITC building, and they can kill airplanes that knights flatly cannot hit and cannot walk around. Melee knights still have giant weaknesses against embarked devastators / reapers / other hard shooting heavy support infantry. Captain smash is a 90% kill on one of those units per turn. The big boys need someone to go up on the ledges and kill those things. Custodes bike captains would also do a similar job, but they don't provide as much CP and cost more points. 3x shield captains is 480 points and 1CP, 2x smash + 3x scouts is 410 points and 5CP. Captain smash is also the one thing in IMPERIUM that can block overwatch when you actually need to block overwatch for a Gallant. Think shadowsword, Y'vhara, Valiant, etc.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 18:34:56


Post by: Silentz


I don't get the point of Gallants though - why not Errants so you at least have a gun?

It's not like having 2 melee weapons means you can use them both... seems almost pointless to take a Gallant.

Enlighten me!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 18:41:14


Post by: casvalremdeikun


 Silentz wrote:
I don't get the point of Gallants though - why not Errants so you at least have a gun?

It's not like having 2 melee weapons means you can use them both... seems almost pointless to take a Gallant.

Enlighten me!
Because they get an extra attack and +1 weapon skill? It isn't like they don't get a benefit besides paying fewer points.


Automatically Appended Next Post:
On a side note, can Freeblades be used to fill a slot in a Knight Super Heavy Detachment?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 19:07:22


Post by: Mad Doc Grotsnik


 Silentz wrote:
I don't get the point of Gallants though - why not Errants so you at least have a gun?

It's not like having 2 melee weapons means you can use them both... seems almost pointless to take a Gallant.

Enlighten me!


Options.

Gauntlet can be a laugh, and near essential against large foes. Chainblade thing is multipurpose, but not as effective against particularly tough customers.

Of course, beyond lobbing things around (funny), I’m not entirely sold that the Gauntlet is all that necessary. You’re trading a greater chance of wounding, for a lower chance of hitting, I’m not familiar enough with 8th Ed to say which is more reliable in most situations, but I suspect it’s roughly equal? Infantry of course we just tap dance on. So much tap dancing in fact, I’m tempted to greenstuff (poorly, because it’s me) Tophats to be plonked on when in combat,


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 19:20:14


Post by: Audustum


So, do we know if we get some kind of exception to the Character rule for Relics? Otherwise, actually having 3 Characters to make use of all we can take (Warlord + 2 from Strat) seems fairly hard to pull off, at least if you care about CP to actually use the strat with.

EDIT: NEVERMIND, just saw Exalted Court stratagem.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 19:20:54


Post by: Eldarain


The relic gauntlet and squish strategem is nice to see for gauntlet fans.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 19:26:21


Post by: casvalremdeikun


 Eldarain wrote:
The relic gauntlet and squish strategem is nice to see for gauntlet fans.
So is the Mortan House Tradition (rerolls in CC and +1 to hit on Charge). If your Mortan Gallant gets to where it needs to be, it will annihilate whatever it connects with.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 19:48:34


Post by: Mandragola


Relics and stratagems certainly change things.

Realistically, you’re only likely to have one Castellan, for example. So instead of looking at the normal profile of its plasma decimator, it makes sense to look at Cawl’s wrath. I’d be surprised to see a Castellan fielder without it, as it’s a truly awesome weapon.

The same applies to the fist. A normal fist is a bit weak. The relic fist, especially combined with the stratagem, is ridiculously awesome.

The army seriously eats cps though and, as discussed at length already, doesn’t get loads of them. One way around this is to take freeblades, who get to take relics anyway.

I do like the idea of an admech battalion to go with my Taranis knights. Turn one I can pick the reroll 1s to shoot canticle and make my Castellan a knight of the cog, while it fires overcharged plasma and a missile at some character. Turn two and I can make it reroll 1s to hit in melee and use the strat on a gallant - or whatever.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 19:54:41


Post by: Irbis


So wait, Knight Valiant and Knight Castellan are not a dual kit, but 2 different kits? And both have only 1 face plate that is unique to said variant? That's kinda disappointing


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 19:58:24


Post by: aracersss


 Irbis wrote:
So wait, Knight Valiant and Knight Castellan are not a dual kit, but 2 different kits? And both have only 1 face plate that is unique to said variant? That's kinda disappointing

you always have the bare face, and bits from the opposite kit if you want variety :p


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:02:38


Post by: BrookM


It is a bit annoying that certain armour panels in the Valiant kit are Mechanicus only and visa-versa for the Castellan. The lack of variety in face plates is also disappointing. So.. gone with the Lance bundle.

I do like the new terrain sprue they did for the shrine, the cogitator even has an Adeptus Mechanicus symbol on the back instead of the Aquila found on the one in the objectives boxed set.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:09:46


Post by: pm713


I'm a bit confused by what the Renegade set means when it talks about being able to use two Imperial Knights and then a load of weapon options.
What Knights can you actually build from it? I think it's everything except for the special big (Castellan and Valiant) and special little (Armiger) ones but I'd rather be sure.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:11:40


Post by: Kdash


 casvalremdeikun wrote:
 Eldarain wrote:
The relic gauntlet and squish strategem is nice to see for gauntlet fans.
So is the Mortan House Tradition (rerolls in CC and +1 to hit on Charge). If your Mortan Gallant gets to where it needs to be, it will annihilate whatever it connects with.


Exactly. Mortan Gallant with the +2 to assault and charge rolls, flying forward is going to get a turn 1 charge, that then hits on 2's and re-rolls hits with whatever you weapon you want.


Automatically Appended Next Post:
Mandragola wrote:
Relics and stratagems certainly change things.

Realistically, you’re only likely to have one Castellan, for example. So instead of looking at the normal profile of its plasma decimator, it makes sense to look at Cawl’s wrath. I’d be surprised to see a Castellan fielder without it, as it’s a truly awesome weapon.

The same applies to the fist. A normal fist is a bit weak. The relic fist, especially combined with the stratagem, is ridiculously awesome.

The army seriously eats cps though and, as discussed at length already, doesn’t get loads of them. One way around this is to take freeblades, who get to take relics anyway.

I do like the idea of an admech battalion to go with my Taranis knights. Turn one I can pick the reroll 1s to shoot canticle and make my Castellan a knight of the cog, while it fires overcharged plasma and a missile at some character. Turn two and I can make it reroll 1s to hit in melee and use the strat on a gallant - or whatever.


Only issue with the relic plasma weapon, is that it is locked into Mechanicus only houses. Which imo, is a big downer.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:16:21


Post by: Irbis


Wait, I just noticed Knight SE codex has Keeper of Secrets on the cover.

<tinfoil hat on> Slaanesh confirmed

pm713 wrote:
I'm a bit confused by what the Renegade set means when it talks about being able to use two Imperial Knights and then a load of weapon options.
What Knights can you actually build from it? I think it's everything except for the special big (Castellan and Valiant) and special little (Armiger) ones but I'd rather be sure.


You get 2x basic knight and 1x upgrade sprue. So, you can freely build two basic IK, 1 basic and 1 upgraded, or 2 upgraded if you juggle bits and give them different weapons like carapace guns since you only get one of each.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:18:35


Post by: GuardStrider


Do we know the new point cost of Knight's Crusader, I am trying to find which is the best knight to field as solo ally to my GKs


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:19:05


Post by: Crazyterran


You can build a crusader and anything but a warden and another crusader out of the reengade box, pretty much.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:20:53


Post by: gungo


Kdash wrote:
 casvalremdeikun wrote:
 Eldarain wrote:
The relic gauntlet and squish strategem is nice to see for gauntlet fans.
So is the Mortan House Tradition (rerolls in CC and +1 to hit on Charge). If your Mortan Gallant gets to where it needs to be, it will annihilate whatever it connects with.


Exactly. Mortan Gallant with the +2 to assault and charge rolls, flying forward is going to get a turn 1 charge, that then hits on 2's and re-rolls hits with whatever you weapon you want.


Automatically Appended Next Post:
Mandragola wrote:
Relics and stratagems certainly change things.

Realistically, you’re only likely to have one Castellan, for example. So instead of looking at the normal profile of its plasma decimator, it makes sense to look at Cawl’s wrath. I’d be surprised to see a Castellan fielder without it, as it’s a truly awesome weapon.

The same applies to the fist. A normal fist is a bit weak. The relic fist, especially combined with the stratagem, is ridiculously awesome.

The army seriously eats cps though and, as discussed at length already, doesn’t get loads of them. One way around this is to take freeblades, who get to take relics anyway.

I do like the idea of an admech battalion to go with my Taranis knights. Turn one I can pick the reroll 1s to shoot canticle and make my Castellan a knight of the cog, while it fires overcharged plasma and a missile at some character. Turn two and I can make it reroll 1s to hit in melee and use the strat on a gallant - or whatever.


Only issue with the relic plasma weapon, is that it is locked into Mechanicus only houses. Which imo, is a big downer.
good thing mechanicus has the best strats. The one that lets a knight fight at full effect even when its almost dead is awesome.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:23:38


Post by: pm713


Thanks for the replies people. The set sounds very much worthwhile.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:24:49


Post by: Kdash


 GuardStrider wrote:
Do we know the new point cost of Knight's Crusader, I am trying to find which is the best knight to field as solo ally to my GKs


I believe the Crusader is 485 with the gatling and rfbc.


Automatically Appended Next Post:
gungo wrote:
Kdash wrote:
 casvalremdeikun wrote:
 Eldarain wrote:
The relic gauntlet and squish strategem is nice to see for gauntlet fans.
So is the Mortan House Tradition (rerolls in CC and +1 to hit on Charge). If your Mortan Gallant gets to where it needs to be, it will annihilate whatever it connects with.


Exactly. Mortan Gallant with the +2 to assault and charge rolls, flying forward is going to get a turn 1 charge, that then hits on 2's and re-rolls hits with whatever you weapon you want.


Automatically Appended Next Post:
Mandragola wrote:
Relics and stratagems certainly change things.

Realistically, you’re only likely to have one Castellan, for example. So instead of looking at the normal profile of its plasma decimator, it makes sense to look at Cawl’s wrath. I’d be surprised to see a Castellan fielder without it, as it’s a truly awesome weapon.

The same applies to the fist. A normal fist is a bit weak. The relic fist, especially combined with the stratagem, is ridiculously awesome.

The army seriously eats cps though and, as discussed at length already, doesn’t get loads of them. One way around this is to take freeblades, who get to take relics anyway.

I do like the idea of an admech battalion to go with my Taranis knights. Turn one I can pick the reroll 1s to shoot canticle and make my Castellan a knight of the cog, while it fires overcharged plasma and a missile at some character. Turn two and I can make it reroll 1s to hit in melee and use the strat on a gallant - or whatever.


Only issue with the relic plasma weapon, is that it is locked into Mechanicus only houses. Which imo, is a big downer.
good thing mechanicus has the best strats. The one that lets a knight fight at full effect even when its almost dead is awesome.


I personally prefer the Imperial traits though. They seem to me to have more synergy overall, whereas i think the only "focused" mechcanicus one is Krast and i'm not sure i'd use it as it is 100% focused on melee.


Automatically Appended Next Post:


hahahahahahaha love it. Gotta call GW out sometimes, but when they get things right, they really get things right!


Automatically Appended Next Post:
I don't suppose anyone has done the math on the Castallen vs Crusader yet have they?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 20:59:56


Post by: XT-1984


Duncan looks drunk or on speed in this video. Its as cringey as can be.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 21:09:45


Post by: casvalremdeikun


pm713 wrote:
Thanks for the replies people. The set sounds very much worthwhile.
It is the such an amazing deal. I don't even know what I want to make with it. So many options! The terrain will go nicely with my existing terrain too.

I might make another Warden with a fist and Stormspear, but have him be a mirror image of the other one. Fluff them as being twins.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 21:10:13


Post by: Scott-S6


pm713 wrote:
I'm a bit confused by what the Renegade set means when it talks about being able to use two Imperial Knights and then a load of weapon options.
What Knights can you actually build from it? I think it's everything except for the special big (Castellan and Valiant) and special little (Armiger) ones but I'd rather be sure.

You get :
Two chainswords
One fist
One gatling cannon
Two guns that can both be built as either melta or battle cannon
One carapace AA gun
One carapace missile pod that can be built two ways.

You can build all five basic knights but not any combination of them - for example two crusaders, two wardens or warden plus crusader are all not possible.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 21:16:04


Post by: casvalremdeikun


I wonder if the Preceptor kit will have the Thunderstrike Gauntlet on an all new sprue, or if the Warden sprue will be included in its entirety. My guess is it will be recut onto a new sprue.

Still, I would love for another Avenger Gatling Cannon

Edit: War of Sigmar answered a question I had. Freeblades CAN be added to Knight Lances without anyone losing benefits. So I will definitely be running Canis Rex and two House Knights. Yes!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 21:46:11


Post by: gendoikari87


 Scott-S6 wrote:
pm713 wrote:
I'm a bit confused by what the Renegade set means when it talks about being able to use two Imperial Knights and then a load of weapon options.
What Knights can you actually build from it? I think it's everything except for the special big (Castellan and Valiant) and special little (Armiger) ones but I'd rather be sure.

You get :
Two chainswords
One fist
One gatling cannon
Two guns that can both be built as either melta or battle cannon
One carapace AA gun
One carapace missile pod that can be built two ways.

You can build all five basic knights but not any combination of them - for example two crusaders, two wardens or warden plus crusader are all not possible.
Possible however is Warden and Paladin, which is why i called my FLGS today the second they opened to preorder. FOR TYBALT AND BALTHAZAR!!!!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 21:53:00


Post by: GoatboyBeta


 casvalremdeikun wrote:
I wonder if the Preceptor kit will have the Thunderstrike Gauntlet on an all new sprue, or if the Warden sprue will be included in its entirety. My guess is it will be recut onto a new sprue.

Still, I would love for another Avenger Gatling Cannon

Edit: War of Sigmar answered a question I had. Freeblades CAN be added to Knight Lances without anyone losing benefits. So I will definitely be running Canis Rex and two House Knights. Yes!


A heavily recut Warden sprue would be my guess. The new laser weapon looks like it uses the same back half as the Battle and Thermal cannons. So removing the Avenger would free up a lot of sprue space for new stuff while keeping options like the melta gun and carapace weapons. It would also explain why GW haven't used this kit to add another double gun build to the range.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 22:22:21


Post by: McMagnus Mindbullets


Has anyone put together a summary of the points costs? I want to know but don't have time to look through 2 hour codex reviews.

Can someone link one or type one up? Thanks.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 22:23:50


Post by: casvalremdeikun


GoatboyBeta wrote:
 casvalremdeikun wrote:
I wonder if the Preceptor kit will have the Thunderstrike Gauntlet on an all new sprue, or if the Warden sprue will be included in its entirety. My guess is it will be recut onto a new sprue.

Still, I would love for another Avenger Gatling Cannon

Edit: War of Sigmar answered a question I had. Freeblades CAN be added to Knight Lances without anyone losing benefits. So I will definitely be running Canis Rex and two House Knights. Yes!


A heavily recut Warden sprue would be my guess. The new laser weapon looks like it uses the same back half as the Battle and Thermal cannons. So removing the Avenger would free up a lot of sprue space for new stuff while keeping options like the melta gun and carapace weapons. It would also explain why GW haven't used this kit to add another double gun build to the range.
That would be my guess too. The part that would be the hardest is the entire new back Carapace and the pilot. All of the new bits are probably enough to make a whole new sprue.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 22:26:23


Post by: Kdash


 McMagnus Mindbullets wrote:
Has anyone put together a summary of the points costs? I want to know but don't have time to look through 2 hour codex reviews.

Can someone link one or type one up? Thanks.



Gryphonne wrote:
Points values below, these are from SS82s preview:
https://www.youtube.com/watch?v=5ZII_xblylU&t=1s

These do not include carapace weapons! Sorry for the formatting, also note, might have some mistakes

Warden 285 + (75 + 17) + 30 + 4 = 411
Errant 285 + 76 + 30 + 4 = 395
Gallant 285(?) + 30 + 35 + 4 = 354
Warglaive 160 + 4 (includes Thermal Spear and Chaincleaver)
Helverin 170 + 4 (includes Armiger Autocannon)
Paladin 285 + (100 + 4) + 30 + 4 = 423
Crusader 285 + (75 + 17) + (100 + 4) + 4 = 485
Canis Rex 450 (Includes all wargear)
Valiant 500, includes Metla and 2 primary weapons for free + weapon options on 3 carapace hardpoints
Castellan 510, includes Metla and 2 primary weapons for free + weapon options on 3 carapace hardpoints
Preceptor 385 (Includes Las Impulsor) + 30 + 4 = 419

Also, Gallant is now 5 attacks and WS2+.

Thermal Cannon 76
Stormspear 45
Reaper chainsword 30
Gauntlet 35
Avenger Gatling 75
Heavy Flamer 17
Rapid Fire BC 100
Stubber 4
Shieldbreaker Missile 12
Siegebreaker Cannon 35


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 22:27:39


Post by: Slashy McTalons


Kdash wrote:
Slashy McTalons wrote:
Concise codex review up at Ye Olde Battle Reps containing strats, relics, traits etc: https://youtu.be/9ahUR_Kcyds


So, when i first started watching this i wasn't sure about it, but, i stuck with it and found it really helpful as a quick breakdown, and pretty hilarious!


Awesome, glad you found it helpful, I'll be trying to do something similar for future codexes


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 23:07:09


Post by: Audustum


Slashy McTalons wrote:
Kdash wrote:
Slashy McTalons wrote:
Concise codex review up at Ye Olde Battle Reps containing strats, relics, traits etc: https://youtu.be/9ahUR_Kcyds


So, when i first started watching this i wasn't sure about it, but, i stuck with it and found it really helpful as a quick breakdown, and pretty hilarious!


Awesome, glad you found it helpful, I'll be trying to do something similar for future codexes


I thought it was hilarious and informative. A++


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 23:13:13


Post by: casvalremdeikun


I wonder if Canis Rex has the Preceptor ability that boosts Armigers. Any indication on him doing that?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 23:22:04


Post by: Kdash


 casvalremdeikun wrote:
I wonder if Canis Rex has the Preceptor ability that boosts Armigers. Any indication on him doing that?


I've not heard it mentioned anywhere, so i don't think he has it.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 23:40:06


Post by: casvalremdeikun


Kdash wrote:
 casvalremdeikun wrote:
I wonder if Canis Rex has the Preceptor ability that boosts Armigers. Any indication on him doing that?


I've not heard it mentioned anywhere, so i don't think he has it.
I just got confirmation from bob on War of Sigmar, he does not. Poo. Oh well, I still like him.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 23:41:10


Post by: Apple Peel


What battlefield role does the Preceptor have besides boost Armigers?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 23:52:11


Post by: drazz


 Apple Peel wrote:
What battlefield role does the Preceptor have besides boost Armigers?


None.

Las cutter arm is underwhelming. He’s basically there to boost the Helverins and deter those that want to close with those same Helverins.

Not a surprise that Rex does not have the same ability. The preceptors are the men-at-arms, the trainers for the house. Rex is a Greeblade, so no house to train.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/02 23:54:29


Post by: Apple Peel


 drazz wrote:
 Apple Peel wrote:
What battlefield role does the Preceptor have besides boost Armigers?


None.

Las cutter arm is underwhelming. He’s basically there to boost the Helverins and deter those that want to close with those same Helverins.

Not a surprise that Rex does not have the same ability. The preceptors are the men-at-arms, the trainers for the house. Rex is a Greeblade, so no house to train.


I see. I didn’t particularly like the sound of it anyway. Thanks.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 00:05:10


Post by: ph34r


 casvalremdeikun wrote:
That would be my guess too. The part that would be the hardest is the entire new back Carapace and the pilot. All of the new bits are probably enough to make a whole new sprue.


Entire new back Carapace? I do not think that is a thing. Same carapace, open hatch instead of closed hatch which are both separate anyway.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 00:09:22


Post by: Danit


Does anyone have a clear pic of the knight lance page. Is it a special rule or a brand new detachment.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 00:13:52


Post by: Mandragola


Danit wrote:
Does anyone have a cleare pic of the knight lance page. Is it a special rule or a brand new detachment.

It’s a special rule that applies to IK super heavy detachments - not a new detachment. One of your guys gets to be a character but you only get your cps if you bring 3 proper knights - not armigers.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 00:17:41


Post by: Danit


Mandragola wrote:
Danit wrote:
Does anyone have a cleare pic of the knight lance page. Is it a special rule or a brand new detachment.

It’s a special rule that applies to IK super heavy detachments - not a new detachment. One of your guys gets to be a character but you only get your cps if you bring 3 proper knights - not armigers.


Man thats really disappointing, hopefully they will change it to a new detachment when armiger sales dont do as hot.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 00:34:15


Post by: casvalremdeikun


House Mortan+The Paragon Gauntlet+Death Grip is going to be insanely fun to see on a turn my Knight charges. Basically, "Oh, you mean my 8 DMG fist that hits on 2s didn't kill your model, that's okay, let's roll off with my Str 8 model vs your Str 6 model. AFTER I do an additional d3 DMG!".


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 01:36:05


Post by: luke1705


So have we confirmed that the missiles are 12 points per missile? And that each silo means you’re taking 2 of them?

Also we can only do 2 and 1 or 1 and 2 for the missile vs autocannons on top right?

Lastly, one review had listed the missiles as free for the valiant. This is incorrect yes?

I’m thinking one Castellan and one valiant plus an Armiger, which gives me enough points for a guard batallion and a BA batallion. Even without the 3 CP for the knight detachment, that’s still 13 CP with a lot of ways to regenerate the CP.

But I’m wondering if the valiant is worth it at all. I’d take it in a heartbeat if I could take a second flamer on it, but as is I’m less inclined.

Also, the giant plasma weapon is a lot more spicy as the relic. Not sure how I feel about the non-relic version


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 01:38:36


Post by: aracersss


is the price on the castellan(510) & valiant(500) total with turrets ... or w/o them?
... if it's so, love the price


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 01:47:33


Post by: luke1705


 aracersss wrote:
is the price on the castellan(510) & valiant(500) total with turrets ... or w/o them?
... if it's so, love the price


Allegedly without


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 01:47:43


Post by: Audustum


 aracersss wrote:
is the price on the castellan(510) & valiant(500) total with turrets ... or w/o them?
... if it's so, love the price


With everything EXCEPT turrets.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 02:18:45


Post by: Trickshot


tneva82 wrote:
 Trickshot wrote:

1. it was done for balance purposes.

2. it's cute how people think their individual $$$ counts for much, meanwhile GW continues to make record profits.

people will still rush out and buy these models regardless what a vocal minority think. they are doing it like so, because the controversy is less this way.

it's not gonna limit any significant sales.


How cute some people still think gw can or even care about balance as it's been repeatedly shown to be false.


is this why there are multiple pages of complaints about this not fair or some such? well either way GW limited CP's via a detachment.
either buy in or don't. it won't affect them much if you or your three friends don't buy these models/codex.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 02:28:07


Post by: raverrn


 casvalremdeikun wrote:
House Mortan+The Paragon Gauntlet+Death Grip is going to be insanely fun to see on a turn my Knight charges. Basically, "Oh, you mean my 8 DMG fist that hits on 2s didn't kill your model, that's okay, let's roll off with my Str 8 model vs your Str 6 model. AFTER I do an additional d3 DMG!".


Ahem. It's deal d3 mortals then roll off, and if you win deal d3 more.

Ad nauseam.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 02:32:39


Post by: casvalremdeikun


 raverrn wrote:
 casvalremdeikun wrote:
House Mortan+The Paragon Gauntlet+Death Grip is going to be insanely fun to see on a turn my Knight charges. Basically, "Oh, you mean my 8 DMG fist that hits on 2s didn't kill your model, that's okay, let's roll off with my Str 8 model vs your Str 6 model. AFTER I do an additional d3 DMG!".


Ahem. It's deal d3 mortals then roll off, and if you win deal d3 more.

Ad nauseam.
Oh I know. It sounds nuts. And there is no limit as to what you can crush. Want to crush another Knight? You damn well can (though it probably didn't live through the barrage of attacks). That pesky Riptide causing you grief? Crush him until the blue filling pops out. It just seems hilarious. I can't wait to use it.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 02:44:44


Post by: buddha


Are we thinking heligers or warglaives at this point?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 02:45:01


Post by: tokugawa




So, we know about armiger autocannons, what is the other shooting weapon option on Armiger?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 02:58:35


Post by: LunarSol


No other options. Just the melta/stubber on top.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 03:04:52


Post by: casvalremdeikun


 buddha wrote:
Are we thinking heligers or warglaives at this point?
The Chainsword sweep ability took care of a lot of the CC issues of the Warglaive. The regular gun isn't terrible either. The Helverin is decent too, though. They both serve completely different purposes, though. Warglaives are cheaper too. And they are more mobile (House Raven Helverin will be a beast though due to mobility).


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 04:35:35


Post by: luke1705


We can have more than one knight house in the same detachment right? We just don’t get the command benefit of the given house but could give relics/WL traits and use stratagems that are house specific right?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 04:40:10


Post by: drazz


 luke1705 wrote:
We can have more than one knight house in the same detachment right? We just don’t get the command benefit of the given house but could give relics/WL traits and use stratagems that are house specific right?


I don’t know?

Can you mix chapters of marines and still get relics?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 04:43:06


Post by: luke1705


 drazz wrote:
 luke1705 wrote:
We can have more than one knight house in the same detachment right? We just don’t get the command benefit of the given house but could give relics/WL traits and use stratagems that are house specific right?


I don’t know?

Can you mix chapters of marines and still get relics?


Yes to relics

Yes to warlord traits

Strats usually say “include any Astra Militarum detachments” so the analogue here would be “if your army is battle forged and includes any questor imperialis detachments....”


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 07:42:56


Post by: Kirasu


 drazz wrote:
 luke1705 wrote:
We can have more than one knight house in the same detachment right? We just don’t get the command benefit of the given house but could give relics/WL traits and use stratagems that are house specific right?


I don’t know?

Can you mix chapters of marines and still get relics?


You can yes, although literally no one does that because the Chapter Tactics are useful. However, with the household abilities of Knights looking to be fairly bad (close combat oriented in a shooting based game...) it might make sense to ignore them and load up on relics and stratagem bonuses.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 07:46:26


Post by: MajorWesJanson


 Kirasu wrote:
 drazz wrote:
 luke1705 wrote:
We can have more than one knight house in the same detachment right? We just don’t get the command benefit of the given house but could give relics/WL traits and use stratagems that are house specific right?


I don’t know?

Can you mix chapters of marines and still get relics?


You can yes, although literally no one does that because the Chapter Tactics are useful. However, with the household abilities of Knights looking to be fairly bad (close combat oriented in a shooting based game...) it might make sense to ignore them and load up on relics and stratagem bonuses.


Knights are rather strong, with solid cc damage, and do not give up shooting to do so, being superheavies.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 08:50:13


Post by: McMagnus Mindbullets


Spoiler:
Kdash wrote:
 McMagnus Mindbullets wrote:
Has anyone put together a summary of the points costs? I want to know but don't have time to look through 2 hour codex reviews.

Can someone link one or type one up? Thanks.



Gryphonne wrote:
Points values below, these are from SS82s preview:
https://www.youtube.com/watch?v=5ZII_xblylU&t=1s

These do not include carapace weapons! Sorry for the formatting, also note, might have some mistakes

Warden 285 + (75 + 17) + 30 + 4 = 411
Errant 285 + 76 + 30 + 4 = 395
Gallant 285(?) + 30 + 35 + 4 = 354
Warglaive 160 + 4 (includes Thermal Spear and Chaincleaver)
Helverin 170 + 4 (includes Armiger Autocannon)
Paladin 285 + (100 + 4) + 30 + 4 = 423
Crusader 285 + (75 + 17) + (100 + 4) + 4 = 485
Canis Rex 450 (Includes all wargear)
Valiant 500, includes Metla and 2 primary weapons for free + weapon options on 3 carapace hardpoints
Castellan 510, includes Metla and 2 primary weapons for free + weapon options on 3 carapace hardpoints
Preceptor 385 (Includes Las Impulsor) + 30 + 4 = 419

Also, Gallant is now 5 attacks and WS2+.

Thermal Cannon 76
Stormspear 45
Reaper chainsword 30
Gauntlet 35
Avenger Gatling 75
Heavy Flamer 17
Rapid Fire BC 100
Stubber 4
Shieldbreaker Missile 12
Siegebreaker Cannon 35


Thanks!


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 10:04:09


Post by: Kirasu


 MajorWesJanson wrote:
 Kirasu wrote:
 drazz wrote:
 luke1705 wrote:
We can have more than one knight house in the same detachment right? We just don’t get the command benefit of the given house but could give relics/WL traits and use stratagems that are house specific right?


I don’t know?

Can you mix chapters of marines and still get relics?


You can yes, although literally no one does that because the Chapter Tactics are useful. However, with the household abilities of Knights looking to be fairly bad (close combat oriented in a shooting based game...) it might make sense to ignore them and load up on relics and stratagem bonuses.


Knights are rather strong, with solid cc damage, and do not give up shooting to do so, being superheavies.


That wasn't my point nor did I say they didn't have solid CC damage. You're right, they don't give up shooting being superheavies which is why having more households devoted to actually providing *shooting* benefits would have been way better. The key part was that 40k is a majority shooting based game, so it seems silly to devote so many household abilities to CC.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 10:17:17


Post by: H.B.M.C.


Maybe they realised that if they made one that was good at shooting then everyone'd just take that.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 10:28:04


Post by: Nicorex


Sorry but I missed the breakdown of what exactly the new terrain piece does.
Or has than not been fully revealed yet?


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 10:59:09


Post by: BrookM


Ho-hum, I can see myself docking a Valiant, reloading the Conflagration cannon and saving it for when something really needs to die.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 11:00:23


Post by: Justyn


I hope that hot steamy garbage doesn't cost points to put on the table.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 11:02:13


Post by: gendoikari87


 casvalremdeikun wrote:
 buddha wrote:
Are we thinking heligers or warglaives at this point?
The Chainsword sweep ability took care of a lot of the CC issues of the Warglaive. The regular gun isn't terrible either. The Helverin is decent too, though. They both serve completely different purposes, though. Warglaives are cheaper too. And they are more mobile (House Raven Helverin will be a beast though due to mobility).

I don't think at this point it's a question of Warglaive or Helverin but rather what proportion. they seem to support each other well. one being a get in your face type and the other supporting it from long range.


Automatically Appended Next Post:
Warhams-77 wrote:
I may have missed something but these are its leaked rules



https://war-of-sigmar.herokuapp.com/bloggings/2992


Huh.... rites of refueling.... plus the advance and charge strat plus terryn


18" move plus 3d6 drop the lowest (8.5") plus another charge of 8.5"

that's 35" of movement average for house terryn in one turn


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 11:15:11


Post by: Kirasu


Giving up your shooting in order to get bonus movement to charge your opponents chaff isn't a benefit. I honestly am at a loss of why GW thought that a knight giving up its shooting is anything but a massive negative. On top of that, this terrain probably costs points.

Of course, it could work if you're playing against someone that doesn't understand screening too well.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 11:16:55


Post by: BrookM


The movement buff could work wonders on the Knight Valiant, or a Gallant that you're saving up for something.


Imperial Knights Codex / New Knight models / IK: Renegade game returns - June 2018 - see 1st post @ 2018/06/03 11:35:04


Post by: gendoikari87


 BrookM wrote:
The movement buff could work wonders on the Knight Valiant, or a Gallant that you're saving up for something.
Yeah i was thinking a gallant maybe even with a relic fist, flinging it across the battlefield T1 into enemy lines.

20 str 8 attacks as ws2 is also incredibly insane, just charge all the things