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Are Imperial Knights really that powerful? @ 2016/08/29 11:45:35


Post by: casvalremdeikun


Am I missing something? AV 13 front armor and 12 side and back isn't that hard to breach. Their save is only against shooting and they only get it on one facing. Most of their shooting isn't fantastic. Besides the assault Cannon, their shooting lacks the number of shots to be all that effective. They have Str D CC, but they give up their shield to do it. And all those hull points are meaningless when they can still suffer an explodes to lose a boatload of HP off a single shot.

Meanwhile, most Gargantuan creaturea come with a 2+ or 3+ Armor save. They frequently have access to an Invulnerable save, and come with FNP 5+ base. There are very few mechanics that let you strip multiple wounds off, and even then, they can probably ignore a good number of them. Their Invulnerable don't go away in CC. Their shooting can include Str D. Also, the two GW GCs (don't get me started on the brokenness of the Tau'nar) clock in at fewer points than any Knight save the Gallant.

I guess what I am asking is, why is the Imperial Knight considered broken? It isn't even in the same categort of power as a Wraithknight or Stormsurge.


Are Imperial Knights really that powerful? @ 2016/08/29 12:03:36


Post by: Bulldogging


 casvalremdeikun wrote:
Am I missing something? AV 13 front armor and 12 side and back isn't that hard to breach. Their save is only against shooting and they only get it on one facing. Most of their shooting isn't fantastic. Besides the assault Cannon, their shooting lacks the number of shots to be all that effective. They have Str D CC, but they give up their shield to do it. And all those hull points are meaningless when they can still suffer an explodes to lose a boatload of HP off a single shot.

Meanwhile, most Gargantuan creaturea come with a 2+ or 3+ Armor save. They frequently have access to an Invulnerable save, and come with FNP 5+ base. There are very few mechanics that let you strip multiple wounds off, and even then, they can probably ignore a good number of them. Their Invulnerable don't go away in CC. Their shooting can include Str D. Also, the two GW GCs (don't get me started on the brokenness of the Tau'nar) clock in at fewer points than any Knight save the Gallant.

I guess what I am asking is, why is the Imperial Knight considered broken? It isn't even in the same categort of power as a Wraithknight or Stormsurge.


I think in "general" people don't like the Knight because they can't just spam generic medium strength guns, they need anti vehicle/higher strength.

With that said, people who bring entire armies of Knights/Households etc, it can be very hard for an all comers list in general.

You are right though, GC and FGC gak all over Knights in surviveability.


Are Imperial Knights really that powerful? @ 2016/08/29 12:09:23


Post by: casvalremdeikun


You don't even need a Anti-vehicle to take down a Knight. Scatter Lasers and Assault Cannons can lay a Knight low quite easily, but still have the shots to be effective against Infantry. But due to Armor Saves and FNP, neither of those things are taking a GC down any time soon.


Are Imperial Knights really that powerful? @ 2016/08/29 12:10:09


Post by: warhead01


I'd say GMC's are tougher based on my own experience.
One Knight wasn't all that bad vs my Space wolves, TWC + thunderlord took care of the "wounded knight" easily enough.
Fighting 5 to 7 of them wasn't very fun for me. I still don't own one but would like to get two or three of them for larger games.
The way I see it what could make them broken is close combat. by which I mean the number of shots doesn't really matter. The Knight moves up and can shoot all it's weapons at several targets so long at it's stubbered something it wants to charge then it's all good. Especiallt now with the faq "Melta bomb/grenade nerf".
And stomps being clarified vs Invisible.
But I don't play near as much as a lot of other people so mileage may very.
Super heavy walkers and CMC's are 3rd edition mechanics stuck into 7th edition which can be quite the advantage.


Are Imperial Knights really that powerful? @ 2016/08/29 12:34:01


Post by: obsidiankatana


 casvalremdeikun wrote:
You don't even need a Anti-vehicle to take down a Knight. Scatter Lasers and Assault Cannons can lay a Knight low quite easily, but still have the shots to be effective against Infantry. But due to Armor Saves and FNP, neither of those things are taking a GC down any time soon.


"Quite easily" is rather deceptive. A single scatter laser at BS4 against an AV12 facing peels 0.44 of a hull point. In real-game terms, roughly a 50/50 shot of doing 1HP worth of damage. So you need twelve scatter lasers' (not twelve shots, twelve of the weapons) worth of shooting to drop it in a turn (assuming no cover or ion shield). This can also equate to a squad of three scatbikes shooting for four turns or two squads of three for two turns (and taking no casualties in the process).

The assault cannon is a bit more reliable given the rending value, it can shoot at the front armor as easily as the side - but it's also a more expensive weapon, shorter ranged, and harder to spam (outside of a double demi-company).

Wouldn't say either of these can "easily" drop a Knight, but they are viable options.


Are Imperial Knights really that powerful? @ 2016/08/29 12:35:46


Post by: Nevelon


I don’t think a single IK is broken. If you take one in a TAC it makes for a solid centerpiece unit. It’s not easy to crack open, but not impossible. And it costs a reasonable amount of points for what it does.

The potential to spam them bugs me though. You end up with a very rock/paper/scissors game. Do you have enough AV to deal with multiple knights? Especially when what AV you do have is going to be at the top of the target priority queue.

They are also indicative of the general scale creep away from the infantry skirmish game that 40k was historically, into what used to be walled off in apocalypse games. They are not alone in this, but are part of it.


Are Imperial Knights really that powerful? @ 2016/08/29 12:37:03


Post by: AnomanderRake


It's a skew problem. One Knight isn't an issue, but you can't play a TAC list against a full-Knights-Codex army.


Are Imperial Knights really that powerful? @ 2016/08/29 12:37:36


Post by: SagesStone


It's not the generic knights it's the formations and the other versions of it if I remember right.


Are Imperial Knights really that powerful? @ 2016/08/29 12:44:13


Post by: WarbossDakka


It's the same reason why MC are better than Walkers/Vehicles at the moment. you can't easily 1 shot a MC (only weapons with the ID rule can do it), but Vehicles can be blown up somewhat easily.


Are Imperial Knights really that powerful? @ 2016/08/29 12:47:21


Post by: malamis


The Paladin & Errant are Sort Of Fine if taken individually or even in pairs, but after the third you start to see why they're problem; Each knight can reliably dent, or even destroy 2 targets every turn. As a highly mobile superheavy it means generally they can pick their targets, and flatten high priorities, or easy kill points as the game requires.

Consequently for MSU armies the problem is being simultaneously engaged on multiple fronts, while the deathtars have he obvious stomping and D problem. Knights are pretty much TAC on their own, but they layer over each other in effectiveness once you get past the 6th simultaneous target, which is generally the third knight or the second Crusader.


Are Imperial Knights really that powerful? @ 2016/08/29 12:56:37


Post by: Backspacehacker


Drop pod in with multi melta, Melta gun, combie melta, Your gonna have a bad time.


Are Imperial Knights really that powerful? @ 2016/08/29 13:12:32


Post by: Scott-S6


 Backspacehacker wrote:
Drop pod in with multi melta, Melta gun, combie melta, Your gonna have a bad time.

Really? Three shots?

So you hit with two. Let's say they both pen. One gets blocked by the shield. The best result you can hope for is 4 HP (not enough to kill) and that will only happen 1/9 of the time. Most likely (2/3) you're getting a single HP.

Even if all three hit, pen, no save - the average result is 5 HPs. Not enough.


Are Imperial Knights really that powerful? @ 2016/08/29 13:15:43


Post by: warhead01


How many Assault cannons should it take o kill a knight? I've inflicted quite a few hull points on a knight with 3 tornado land speeders More than my opponent was expecting from them.
I've killed Land raiders with those speeders before in 5th edition.


Are Imperial Knights really that powerful? @ 2016/08/29 13:18:32


Post by: wuestenfux


Its a nice model with decent stats. Stomping needs to be considered as well.


Are Imperial Knights really that powerful? @ 2016/08/29 13:19:26


Post by: Vankraken


A few problems I have with Knights (GMCs + SHW in general).
1. They are generally too good against all targets and lack inherent weaknesses. I am a person who likes units to have strengths and weaknesses while jack of all trades are versatile but not at all optimal at any one task. A lot of Knight loadouts are well equipped to take on a multitude of target types and are defensive against a great deal of threats. It doesn't make them auto win but they outclass a lot of things in the game which ruins unit diversity (a major issue with 40k in general).
2. Stomp is a gak mechanic. Stomp murders blobs and it can obliterate units out of existence on a 6. In general I don't like Apoc mechanics in standard 40k.
3. It can fire its weapons at different targets and opt to charge any one of them. While vehicles like Land Raiders, Leman Russ Tanks, Hammerheads, and Battlewagons have to fire all their weapons (PotMS being the exception) at the same target and those vehicles often have very haphazard weapon loadouts. Superheavies can pick and choose what each weapon fires at so those guns are firing at fairly optimal targets. Again it makes standard vehicles more irrelevant.
4. Ignores the vehicle damage table (except for the modified explosion result). Again standard combat vehicles get the shaft while super heavies get preferential treatment.
5. Not every codex has effective tools to deal with an AV13 SHW that has a directional invuln save. Because its good at so many things its hard for a lot of armies to take them down in a cost effective manner.

I am not saying they are OP auto win units by any means (in the grand scheme of things even an army of them isn't OP) but its what they do to the game that I strongly dislike. An army of Knights is a royal PITA to deal with because so many weapons have zero effect on them which makes a large portion of the non Knight player's army useless so they turn into speed bumps, tarpits, and objective campers.


Are Imperial Knights really that powerful? @ 2016/08/29 13:21:05


Post by: Nevelon


My philosophy for taking down knights is multiple sources, multiple angles.

Drop pod melta in a key factor in that. But if the shield is pointing towards the back/side, it’s not protecting vs. the lascannons in my backfield, or the TML speeders shooting from the other side, etc.

No one unit can get the job done. We don’t have anything that hits that hard, and the 4++ makes it impossible to down it with just one source of firepower.

Knights are one of the main reason I’ve upped the AV firepower in my TAC lists. I should have enough to deal with one of them, but it’s going to take most everything I have.


Are Imperial Knights really that powerful? @ 2016/08/29 13:45:43


Post by: Yarium


First off, standard caveats on "X unit is not that powerful" threads:
#1 - There's always a counter. This is 40k after all, so saying "well just take this" doesn't mean jack. There's a saying in Magic; "dies to removal". This was a standard go-to response from many players to mean that certain cards can't be broken, because they could be answered. However, this isn't necessarily true, because not all removal was equally powerful, and wasn't always available, and if it had a big enough effect already in the game anyways, it could throw the game wildly off, even if it died.
#2 - Meta matters. What's powerful in your neck of the woods isn't necessarily what's powerful in my neck of the woods. In some places, having a list that's "not that powerful" means running a Decurion, and that person will be saying the truth as others are running things even stronger than that. Meanwhile, somewhere else, running a Decurion means you have an insurmountable advantage and you wreck face against everyone.


That said, I find Knights to have such a host of benefits that merely looking at their base stats doesn't cover why they're so strong. First off, they can move 12 inches per turn, shoot everything, and charge. This allows them to be very fast, and in a game like 40k, speed is critical. It's half of what makes Scatbikes so strong. On the surface, Scatbikes are just Space Marines in terms of how easily they die, and their Leadership is lower to boot, and they handle close combat worse too... but they're crazy fast, and even on planet Bowling Ball that will matter. Secondly, they can fire all their weapons at different targets, allowing them to maximize their weapon usage to a greater extent than most other armies can. There's a reason you often pay points for Split Fire, and that's because it's better to shoot anti-infantry stuff at infantry, and anti-tank stuff at tanks, rather than firing both at the same infantry or tanks. Thirdly, there's Stomp, which means that any Super Heavy walker is equipped with a free D-weapon, and this is effective against everything from small infantry to monstrous creatures. That's pretty incredible.

So, you've got something that can take on just about anything, with the speed to match, and is immune to lots of attacks. This means that, unless you have good counters, this just wrecks face. Now, do counters exist? Of course (see caveats above). But if this unit skews the game into a single question of "can you answer this?", well, I don't find that to be a particularly enjoyable game. I find most lists can handle one Knight-Paladin/Errant, but some of the others, or multiple Knights, is just... ugh.


Are Imperial Knights really that powerful? @ 2016/08/29 13:45:45


Post by: Vaktathi


 casvalremdeikun wrote:
Am I missing something? AV 13 front armor and 12 side and back isn't that hard to breach. Their save is only against shooting and they only get it on one facing. Most of their shooting isn't fantastic. Besides the assault Cannon, their shooting lacks the number of shots to be all that effective. They have Str D CC, but they give up their shield to do it. And all those hull points are meaningless when they can still suffer an explodes to lose a boatload of HP off a single shot.

Meanwhile, most Gargantuan creaturea come with a 2+ or 3+ Armor save. They frequently have access to an Invulnerable save, and come with FNP 5+ base. There are very few mechanics that let you strip multiple wounds off, and even then, they can probably ignore a good number of them. Their Invulnerable don't go away in CC. Their shooting can include Str D. Also, the two GW GCs (don't get me started on the brokenness of the Tau'nar) clock in at fewer points than any Knight save the Gallant.

I guess what I am asking is, why is the Imperial Knight considered broken? It isn't even in the same categort of power as a Wraithknight or Stormsurge.
One Knight is not a huge issue. It's when you're facing an entire army of Knights that they become an issue, they can just overwhelm any ability to deal with them at that point. This is why many if not most events have house rules about fielding all Knight armies.


Are Imperial Knights really that powerful? @ 2016/08/29 13:50:20


Post by: AnomanderRake


 warhead01 wrote:
How many Assault cannons should it take o kill a knight? I've inflicted quite a few hull points on a knight with 3 tornado land speeders More than my opponent was expecting from them.
I've killed Land raiders with those speeders before in 5th edition.


Math says 27 BS4 assault cannons will one-round a Knight from the front, 13.5 from the side.

In 5th there were no hull points and you could get an Explodes! off of any pen (and Rending gave +AP against vehicles), it doesn't work so well anymore.


Are Imperial Knights really that powerful? @ 2016/08/29 14:01:05


Post by: Retrogamer0001


To bust a knight reliably, grav cents / grav devs are going to be needed, preferably with an attached libby to cast prescience.


Are Imperial Knights really that powerful? @ 2016/08/29 14:06:49


Post by: jeffersonian000


Imperial Knights have never been consider overpowered, in fact they have been consider appropriately costed since they were introduced. However, a vocal fraction of the player base complain quite a bit about how boring they are to play against, or how you have to tailor to table them in one turn, or how their list just does not include the army options needed to counter armor for some odd reason. Yet every army currently in the game either can counter armor or are intended to ally anyway.

SJ


Are Imperial Knights really that powerful? @ 2016/08/29 14:17:21


Post by: Backspacehacker


 Scott-S6 wrote:
 Backspacehacker wrote:
Drop pod in with multi melta, Melta gun, combie melta, Your gonna have a bad time.

Really? Three shots?

So you hit with two. Let's say they both pen. One gets blocked by the shield. The best result you can hope for is 4 HP (not enough to kill) and that will only happen 1/9 of the time. Most likely (2/3) you're getting a single HP.

Even if all three hit, pen, no save - the average result is 5 HPs. Not enough.


Well you dont drop infront of the shield you silly bean!

Even if you dont blow it up, lets say we only hit with 2 and they are both pens. I only need to roll 3+ and i cripple the thing permanently 2 weapon destroyed? Ok, cool he just lost one of his main weapons. better yet, i only need to roll 4+ and boom!

Alternatively i could drop in with all grav weapons, and immobilize it.

I dont need to kill it, i just need to cripple the thing


Are Imperial Knights really that powerful? @ 2016/08/29 14:18:58


Post by: warhead01


To bust a knight reliably, grav cents / grav devs are going to be needed, preferably with an attached libby to cast prescience.


And that's the part I don't like at all. It's more difficult for armies with out those potions that creates the "extra strength" of the knight.
My balance would be one of a few things, maybe Knights go up in points costs. But I'd rather my Stompas came down a few hundred points... (I know it'll never happen and why should it haha.)


Are Imperial Knights really that powerful? @ 2016/08/29 14:21:00


Post by: Backspacehacker


 warhead01 wrote:
To bust a knight reliably, grav cents / grav devs are going to be needed, preferably with an attached libby to cast prescience.


And that's the part I don't like at all. It's more difficult for armies with out those potions that creates the "extra strength" of the knight.
My balance would be one of a few things, maybe Knights go up in points costs. But I'd rather my Stompas came down a few hundred points... (I know it'll never happen and why should it haha.)


Honestly all this talk about knights being OP is nothing compaired to wraith knights being OP. Even toe to toe the wraith knight wins most of the time.


Are Imperial Knights really that powerful? @ 2016/08/29 14:21:54


Post by: Vankraken


 Backspacehacker wrote:
 Scott-S6 wrote:
 Backspacehacker wrote:
Drop pod in with multi melta, Melta gun, combie melta, Your gonna have a bad time.

Really? Three shots?

So you hit with two. Let's say they both pen. One gets blocked by the shield. The best result you can hope for is 4 HP (not enough to kill) and that will only happen 1/9 of the time. Most likely (2/3) you're getting a single HP.

Even if all three hit, pen, no save - the average result is 5 HPs. Not enough.


Well you dont drop infront of the shield you silly bean!

Even if you dont blow it up, lets say we only hit with 2 and they are both pens. I only need to roll 3+ and i cripple the thing permanently 2 weapon destroyed? Ok, cool he just lost one of his main weapons. better yet, i only need to roll 4+ and boom!

Alternatively i could drop in with all grav weapons, and immobilize it.

I dont need to kill it, i just need to cripple the thing


Super Heavy Walkers ignore all vehicle damage results except explode which does extra hull points instead.


Are Imperial Knights really that powerful? @ 2016/08/29 14:37:50


Post by: Backspacehacker


 Vankraken wrote:
 Backspacehacker wrote:
 Scott-S6 wrote:
 Backspacehacker wrote:
Drop pod in with multi melta, Melta gun, combie melta, Your gonna have a bad time.

Really? Three shots?

So you hit with two. Let's say they both pen. One gets blocked by the shield. The best result you can hope for is 4 HP (not enough to kill) and that will only happen 1/9 of the time. Most likely (2/3) you're getting a single HP.

Even if all three hit, pen, no save - the average result is 5 HPs. Not enough.


Well you dont drop infront of the shield you silly bean!

Even if you dont blow it up, lets say we only hit with 2 and they are both pens. I only need to roll 3+ and i cripple the thing permanently 2 weapon destroyed? Ok, cool he just lost one of his main weapons. better yet, i only need to roll 4+ and boom!

Alternatively i could drop in with all grav weapons, and immobilize it.

I dont need to kill it, i just need to cripple the thing


Super Heavy Walkers ignore all vehicle damage results except explode which does extra hull points instead.


Well even still, only need to rull a 5+ to get explode, which with melta, its not that bad. The even nastyer combo is grav cannon, grav gun, and multi grav and just unleash hell on it.


Are Imperial Knights really that powerful? @ 2016/08/29 15:00:16


Post by: jreilly89


Unless you have a GMC or tons of anti tank, they're pretty tough. Also, the main OP point, which GMC have, is the Stomp! Just lost about 750 points in a game to a 1 HP left Knight who got 3 Stomps.


Automatically Appended Next Post:
 Backspacehacker wrote:


Well even still, only need to rull a 5+ to get explode, which with melta, its not that bad. The even nastyer combo is grav cannon, grav gun, and multi grav and just unleash hell on it.


Super Heavies ignore explode, it only does D3+3 Hull Points instead. He will also most likely get his 4+ invuln against it (depending on which arc you shoot him from)


Are Imperial Knights really that powerful? @ 2016/08/29 15:01:43


Post by: Backspacehacker


 jreilly89 wrote:
Unless you have a GMC or tons of anti tank, they're pretty tough. Also, the main OP point, which GMC have, is the Stomp! Just lost about 750 points in a game to a 1 HP left Knight who got 3 Stomps.


Automatically Appended Next Post:
 Backspacehacker wrote:


Well even still, only need to rull a 5+ to get explode, which with melta, its not that bad. The even nastyer combo is grav cannon, grav gun, and multi grav and just unleash hell on it.


Super Heavies ignore explode, it only does D3+3 Hull Points instead. He will also most likely get his 4+ invuln against it (depending on which arc you shoot him from)


Dropping in a hope rear lol


Are Imperial Knights really that powerful? @ 2016/08/29 15:07:51


Post by: Ankhalagon


I prefer to just gun it down from 2 different angles and/or drown it in artillery-barrages.....
Also: I have a Knight Paladin too.


Are Imperial Knights really that powerful? @ 2016/08/29 15:09:25


Post by: Kap'n Krump


I could certainly not consider knights to be broken, and I'm not sure who would. Even all knight armies aren't unbeatable.

That being said, I think you are underestimating knights by quite a bit. Killing knights with scatter lasers or assault cannons is going to be well-nigh impossible - SLs, for example, can't even hurt them from the front, and ACs are still going to struggle.

And their stomps should not be discounted - it can be very useful. And while their apoc mega blast death explosion should be dangerous on paper, I've personally never see it do much. Once tankbustas shot a knight to death and it fell on the truck they had just gotten out of, that's about the most damage the explosion has ever done.

At any rate, I don't find knights to be broken, nor terribad - I think they're decent all around units for the points.

But you do have a point in that GCs are generally more dangerous and durable, I'd say.

Let me put it this way: It's easier for me to kill a knight than a single dreadknight, much less a stormsurge.


Are Imperial Knights really that powerful? @ 2016/08/29 15:26:18


Post by: obsidiankatana


 Backspacehacker wrote:
Dropping in a hope rear lol


I think you're forgetting (or unaware) that Knights get to choose the facing of their Ion Shield during your shooting phase. To guarantee the lack of a shield, you must attack simultaneously from two angles.


Are Imperial Knights really that powerful? @ 2016/08/29 15:30:42


Post by: Martel732


IKs are outright jokes compared to GMCs.


Are Imperial Knights really that powerful? @ 2016/08/29 15:39:32


Post by: kronk


 Backspacehacker wrote:
 Scott-S6 wrote:
 Backspacehacker wrote:
Drop pod in with multi melta, Melta gun, combie melta, Your gonna have a bad time.

Really? Three shots?

So you hit with two. Let's say they both pen. One gets blocked by the shield. The best result you can hope for is 4 HP (not enough to kill) and that will only happen 1/9 of the time. Most likely (2/3) you're getting a single HP.

Even if all three hit, pen, no save - the average result is 5 HPs. Not enough.


Well you dont drop infront of the shield you silly bean!

Even if you dont blow it up, lets say we only hit with 2 and they are both pens. I only need to roll 3+ and i cripple the thing permanently 2 weapon destroyed? Ok, cool he just lost one of his main weapons. better yet, i only need to roll 4+ and boom!

Alternatively i could drop in with all grav weapons, and immobilize it.

I dont need to kill it, i just need to cripple the thing


It's already been pointed out that Super Heavies ignore everything but Explodes.

Further, you might not know how the shield works. It doesn't matter what side you put your meltas on. At the beginning of the opponent's shooting phase, the Knight player chooses the side that the shield is on. If you pod in your MM, M, and CM, you're snap-shotting with the MM (so missing 5/6) and get 2 shots at a 3, so you're getting 1 or 2 hits on an average day.

The Knight gets his 4++.

So only 1 hit is getting through, doing 3 HP at most, if you roll a 5+ on the Vehicle Damage chart.

The knight then turns to that unit and it goes away either to the AP3 shots or in close combat.

Now, I'm not scared of Knights. I think, as has been pointed out, that GMCs are generally better (Tau and Eldar, especially). But they will take more than a Drop Podding tactical squad.


Are Imperial Knights really that powerful? @ 2016/08/29 15:44:36


Post by: Retrogamer0001


 jreilly89 wrote:
Unless you have a GMC or tons of anti tank, they're pretty tough. Also, the main OP point, which GMC have, is the Stomp! Just lost about 750 points in a game to a 1 HP left Knight who got 3 Stomps.


Automatically Appended Next Post:
 Backspacehacker wrote:


Well even still, only need to rull a 5+ to get explode, which with melta, its not that bad. The even nastyer combo is grav cannon, grav gun, and multi grav and just unleash hell on it.


Super Heavies ignore explode, it only does D3+3 Hull Points instead. He will also most likely get his 4+ invuln against it (depending on which arc you shoot him from)


Explodes results against Knights are D3+1


Are Imperial Knights really that powerful? @ 2016/08/29 15:47:04


Post by: Martel732


You can't count on even BA triple melta to get an explodes. That's why drop triple melta doesn't reliably pop a Rhino, much less down a Knight.


Are Imperial Knights really that powerful? @ 2016/08/29 15:55:43


Post by: adamsouza


Mechanically, I think IK are fine as is. An all IK force can't effectively control objectives, and doens't have the same firepower as a competitive force of the same point value.

If they were broken, then they would be considered a top tier codex, and I've never heard anyone accuse them of that.



Are Imperial Knights really that powerful? @ 2016/08/29 15:58:15


Post by: Jacksmiles


 Kap'n Krump wrote:


That being said, I think you are underestimating knights by quite a bit. Killing knights with scatter lasers or assault cannons is going to be well-nigh impossible - SLs, for example, can't even hurt them from the front,


Anecdotally, SLs do very well for me vs IK. 3 feet of range and their high mobility means I'm almost always able to fire at the sides/rear with Scatbikes.


Are Imperial Knights really that powerful? @ 2016/08/29 15:59:03


Post by: Retrogamer0001


I find most Knights get neutered by units being in cover - their shooting is drastically worsened by a +4 save. I regularly play against an opponent with a Gatling Avenger/Battle Cannon IK and it rarely kills more than three or four models lurking in ruins per turn.


Are Imperial Knights really that powerful? @ 2016/08/29 16:46:30


Post by: EnTyme


 jreilly89 wrote:
Unless you have a GMC or tons of anti tank, they're pretty tough. Also, the main OP point, which GMC have, is the Stomp! Just lost about 750 points in a game to a 1 HP left Knight who got 3 Stomps.


Automatically Appended Next Post:
 Backspacehacker wrote:


Well even still, only need to rull a 5+ to get explode, which with melta, its not that bad. The even nastyer combo is grav cannon, grav gun, and multi grav and just unleash hell on it.


Super Heavies ignore explode, it only does D3+3 Hull Points instead. He will also most likely get his 4+ invuln against it (depending on which arc you shoot him from)


Just thought I'd point out, it's only D3+1 for Explodes results.


Are Imperial Knights really that powerful? @ 2016/08/29 16:51:32


Post by: Azreal13


 adamsouza wrote:
Mechanically, I think IK are fine as is. An all IK force can't effectively control objectives, and doens't have the same firepower as a competitive force of the same point value.

If they were broken, then they would be considered a top tier codex, and I've never heard anyone accuse them of that.



I've always maintained the key issue with IK is that if you turn up to a friendly game with a pure IK army unannounced, that's a pretty douchey move.

If you inform your opponent ahead of time, it is asking a lot of even the most fair minded player to not pass over anti infantry options in favour of anti armour ones when they know in advance that most anti infantry weapons will be a waste.

Therefore it's not possible to have a "fair" game with a pure IK list.


Are Imperial Knights really that powerful? @ 2016/08/29 17:01:47


Post by: Martel732


IKs die miserably to scatbikes and WKs. That fact alone keeps them out of top tier.


Are Imperial Knights really that powerful? @ 2016/08/29 17:12:27


Post by: Gamgee


When they were released the meta was much different but as power creep moved on and the meta adapted they aren't so scary anymore. Like anything after its glory.


Are Imperial Knights really that powerful? @ 2016/08/29 17:18:07


Post by: Vaktathi


 adamsouza wrote:
Mechanically, I think IK are fine as is. An all IK force can't effectively control objectives, and doens't have the same firepower as a competitive force of the same point value.

If they were broken, then they would be considered a top tier codex, and I've never heard anyone accuse them of that.

In relation to top tier Eldar builds they may not be broken, but for the mid and lower tier armies an all IK force is unreasonably difficult to deal with. Many if not most events put restrictions on all Knight armies and/or Knight types as well as running custom missions that Knights have hard times with, but if running straight rulebook missions with an all IK force against something like IG, Dark Eldar, GK's, CSM's, Orks, Sisters, BA's, non-TWC Deathstar SW's, Tyranids, etc then they quickly become a major issue. It's like dealing with a Russ tank company, but with stellar mobility and real CC teeth on top of lots of big guns and armor.

There are certain hardcounter matchups that generally knock IK armies out of contention for top spots at big events that do allow full IK armies in addition to the restriction issues above, but outside those hardcounters they tend to hardcounter most everything else when theres 5 of them in the field. Their balance as an army really is very poor.


Are Imperial Knights really that powerful? @ 2016/08/29 17:40:47


Post by: JohnHwangDD


Knights are fine. They're not even close to being broken. Certainly not in a "competitive" context where people are bringing Decurion or Gladius. In competition, they can be spammed and still be very fair.

And in a casual game, if you want to bring one, no problem, just tell me in advance, so I can be sure to break out my Wraithknight.


Are Imperial Knights really that powerful? @ 2016/08/29 17:55:34


Post by: Kap'n Krump


BossJakadakk wrote:
 Kap'n Krump wrote:


That being said, I think you are underestimating knights by quite a bit. Killing knights with scatter lasers or assault cannons is going to be well-nigh impossible - SLs, for example, can't even hurt them from the front,


Anecdotally, SLs do very well for me vs IK. 3 feet of range and their high mobility means I'm almost always able to fire at the sides/rear with Scatbikes.


Eh, that's fair enough, I suppose if you have enough of them. Honestly, I'm amazed they don't have the same front and side AV value, I think that would help quite a bit. There aren't a lot of walkers I know of that have different side and front AVs. Them and sentinels are all I can think of.


Are Imperial Knights really that powerful? @ 2016/08/29 17:57:41


Post by: adamsouza


 Azreal13 wrote:
 adamsouza wrote:
Mechanically, I think IK are fine as is. An all IK force can't effectively control objectives, and doens't have the same firepower as a competitive force of the same point value.

If they were broken, then they would be considered a top tier codex, and I've never heard anyone accuse them of that.


I've always maintained the key issue with IK is that if you turn up to a friendly game with a pure IK army unannounced, that's a pretty douchey move.

If you inform your opponent ahead of time, it is asking a lot of even the most fair minded player to not pass over anti infantry options in favour of anti armour ones when they know in advance that most anti infantry weapons will be a waste.

Therefore it's not possible to have a "fair" game with a pure IK list.


We are going to have to agree to disagree.

When Knights, or flyers, or new Psychic powers, were first introduced, it was understandable that people were caught off guard and unprepared.

After a certain point, it becomes your fault if your force doesn't have the right tools.

Knights, Flyers, and 7E's Psychic powers are not new anymore.

Knights are defeated by the same tools one would use to deal with any other heavily armored vehicles. If one lacks those tools because "vehicles are crap in 7E and no one takes them" then one gambled, and lost, at the army building stage.

"Everyone" totally brings Scissors, so you bring Rock, and got suprised by Paper.


Are Imperial Knights really that powerful? @ 2016/08/29 18:11:46


Post by: Scott-S6


 Backspacehacker wrote:

Well you dont drop infront of the shield you silly bean!

He positions the shield at the start of your shooting phase so how exactly do you position your pod to avoid the shield when he gets to angle the shield after you place your pod?

 Backspacehacker wrote:

Well even still, only need to rull a 5+ to get explode, which with melta, its not that bad.

You need to get multiple explodes results to kill it which isn't at all reliable with three shots, even more so when most of the time only one of those shots is going to do anything.

If all three hit, pen, failed save then you're still only averaging 5 HPs.

Have you even tried this?


Are Imperial Knights really that powerful? @ 2016/08/29 18:18:04


Post by: Vaktathi


 adamsouza wrote:
 Azreal13 wrote:
 adamsouza wrote:
Mechanically, I think IK are fine as is. An all IK force can't effectively control objectives, and doens't have the same firepower as a competitive force of the same point value.

If they were broken, then they would be considered a top tier codex, and I've never heard anyone accuse them of that.


I've always maintained the key issue with IK is that if you turn up to a friendly game with a pure IK army unannounced, that's a pretty douchey move.

If you inform your opponent ahead of time, it is asking a lot of even the most fair minded player to not pass over anti infantry options in favour of anti armour ones when they know in advance that most anti infantry weapons will be a waste.

Therefore it's not possible to have a "fair" game with a pure IK list.


We are going to have to agree to disagree.

When Knights, or flyers, or new Psychic powers, were first introduced, it was understandable that people were caught off guard and unprepared.

After a certain point, it becomes your fault if your force doesn't have the right tools.

Knights, Flyers, and 7E's Psychic powers are not new anymore.

Knights are defeated by the same tools one would use to deal with any other heavily armored vehicles. If one lacks those tools because "vehicles are crap in 7E and no one takes them" then one gambled, and lost, at the army building stage.
Not all armies are capable of covering the extremes of all possible threats, and IK's are very definitely an extreme. Defeating a single Knight is one thing, defeating an army of them often requires tailoring. Yes, vehicles have problems in 7E. Knights however have a great deal of mitigation of those issues as they can move and fire at full effectiveness, ignore damage table results, and have a a decent invul save to mitigate HP stripping. Defeating 30 HP worth of AV13 4++ Superheavy is not something just any TAC build can do.


Are Imperial Knights really that powerful? @ 2016/08/29 18:32:54


Post by: Vankraken


 adamsouza wrote:
 Azreal13 wrote:
 adamsouza wrote:
Mechanically, I think IK are fine as is. An all IK force can't effectively control objectives, and doens't have the same firepower as a competitive force of the same point value.

If they were broken, then they would be considered a top tier codex, and I've never heard anyone accuse them of that.


I've always maintained the key issue with IK is that if you turn up to a friendly game with a pure IK army unannounced, that's a pretty douchey move.

If you inform your opponent ahead of time, it is asking a lot of even the most fair minded player to not pass over anti infantry options in favour of anti armour ones when they know in advance that most anti infantry weapons will be a waste.

Therefore it's not possible to have a "fair" game with a pure IK list.


We are going to have to agree to disagree.

When Knights, or flyers, or new Psychic powers, were first introduced, it was understandable that people were caught off guard and unprepared.

After a certain point, it becomes your fault if your force doesn't have the right tools.

Knights, Flyers, and 7E's Psychic powers are not new anymore.

Knights are defeated by the same tools one would use to deal with any other heavily armored vehicles. If one lacks those tools because "vehicles are crap in 7E and no one takes them" then one gambled, and lost, at the army building stage.

"Everyone" totally brings Scissors, so you bring Rock, and got suprised by Paper.


Problem is an entire army of AV13/12 super heavy walkers makes every S6>, poison, sniper, fleshbane, etc weapon useless. An entire army of rock makes every scissors useless. A balanced army list (a TAC if you will) has some of everything. A good majority of armies lack the tools to deal with ALL of one thing that is immune to so much. In a pick up/casual game that isn't list tailored the person who didn't bring the IK army is most likely going to have a good chunk of their army that will basically stand around twiddling their thumbs or standing in the way acting as speed bumps so the IK have to waste time mowing them down which is honestly not all that fun to do when that's their only use and aren't intentionally taken as throw away units. The issue isn't about competitive balance but the fun of friendly casual play where two people (probably random players) sit down to play a game of 40k.


Are Imperial Knights really that powerful? @ 2016/08/29 18:38:44


Post by: Martel732


All of those things you listed are also functionally worthless vs gmcs as well. So stop using them.


Are Imperial Knights really that powerful? @ 2016/08/29 18:44:47


Post by: Vaktathi


Martel732 wrote:
All of those things you listed are also functionally worthless vs gmcs as well. So stop using them.
You cant run an entire army if GMC's the way you can run an entire army if Knights. GMC's have issues, very real and very powerful issues, but nobody is showing up to an 1850pt games with 5 Wraithknights, though in instances that are close (e.g. Eldar running 3 WK's) you get similar issues.


Are Imperial Knights really that powerful? @ 2016/08/29 19:01:02


Post by: Franarok


Yeah, very nice, eldar can blow them easy. But there are a world beside eldars!

For exmple, chaos and orks arevery bad vs them. In particular orks only can blow them at melee.... but the IK will blow the ork unit at melee faster jajaja. no mention that when the IK blow....surely will blow also your units close to him

For ork only one IK is close to autolose the game. 3 means give the hand to your rival and go home with no need of deploy xD


Are Imperial Knights really that powerful? @ 2016/08/29 19:18:05


Post by: Teo


One turn wrecked knight combo. Sorta iffy (I think the odds come out to just over 50% success, but take two of these!)

Dark eldar archon with a webway portal and blaster
5+ wraithguard with wraith cannons

No scatter so you're guranteed to hit a side that doesn't have the shield, and you have 5 str D shots hitting him. 3 hits if we round down, which is a 50% chance of getting a 6 and insta gimping him, or you could kill with with the mass hull points that'll deal out from the 2-5 results on the table

And this tactic is borderline viable against other armies as well, I.E. wraithknights, riptides, ect.


Are Imperial Knights really that powerful? @ 2016/08/29 19:59:46


Post by: JohnHwangDD


 Vankraken wrote:
Problem is an entire army of AV13/12 super heavy walkers makes every S6>, poison, sniper, fleshbane, etc weapon useless.


That stuff was made useless by cover and Sv3+ and AV9+, not IKs. If you are taking them for anything but fluffy comp points, you are a bad player and should feel bad.


Are Imperial Knights really that powerful? @ 2016/08/29 20:03:50


Post by: pm713


 JohnHwangDD wrote:
 Vankraken wrote:
Problem is an entire army of AV13/12 super heavy walkers makes every S6>, poison, sniper, fleshbane, etc weapon useless.


That stuff was made useless by cover and Sv3+ and AV9+, not IKs. If you are taking them for anything but fluffy comp points, you are a bad player and should feel bad.

What a horrible mindset that is.


Are Imperial Knights really that powerful? @ 2016/08/29 20:14:46


Post by: JohnHwangDD


pm713 wrote:
 JohnHwangDD wrote:
 Vankraken wrote:
Problem is an entire army of AV13/12 super heavy walkers makes every S6>, poison, sniper, fleshbane, etc weapon useless.


That stuff was made useless by cover and Sv3+ and AV9+, not IKs. If you are taking them for anything but fluffy comp points, you are a bad player and should feel bad.

What a horrible mindset that is.

Found the Fluff bunny!

BTW, if you have a problem with GW's reality, don't play their game.


Are Imperial Knights really that powerful? @ 2016/08/29 20:16:14


Post by: pm713


 JohnHwangDD wrote:
pm713 wrote:
 JohnHwangDD wrote:
 Vankraken wrote:
Problem is an entire army of AV13/12 super heavy walkers makes every S6>, poison, sniper, fleshbane, etc weapon useless.


That stuff was made useless by cover and Sv3+ and AV9+, not IKs. If you are taking them for anything but fluffy comp points, you are a bad player and should feel bad.

What a horrible mindset that is.

Found the Fluff bunny!

BTW, if you have a problem with GW's reality, don't play their game.

There's nothing wrong with GW in that regard. There's a lot wrong with you.


Are Imperial Knights really that powerful? @ 2016/08/29 20:23:02


Post by: Vaktathi


Apparently taking any sort of specialist weaponry thats not effective against every unit in the game is bad and makes one a bad person now...


Are Imperial Knights really that powerful? @ 2016/08/29 20:26:26


Post by: Martel732


BA players are automatically bad people!


Are Imperial Knights really that powerful? @ 2016/08/29 20:40:47


Post by: Insectum7


Martel732 wrote:
BA players are automatically bad people!


I've thought that since 3rd.! Nyuk nyuk. . .

No, Knights aren't bad unless they start taking up the bulk of points in an army. Then they can get annoying.


Are Imperial Knights really that powerful? @ 2016/08/29 20:45:55


Post by: Martel732


I'm seriously considering a third knight and running a household detachment plus BA at 2K pts. Obj sec on IKs is pretty sweet.


Are Imperial Knights really that powerful? @ 2016/08/29 20:52:49


Post by: jhe90


There not bad.

And have a good array of options.
Plus they're cool models to paint.

If you buy tthe new kits, you get tons of weaponry to magentize for your others


Are Imperial Knights really that powerful? @ 2016/08/29 20:54:24


Post by: JohnHwangDD


pm713 wrote:
 JohnHwangDD wrote:
pm713 wrote:
 JohnHwangDD wrote:
 Vankraken wrote:
Problem is an entire army of AV13/12 super heavy walkers makes every S6>, poison, sniper, fleshbane, etc weapon useless.


That stuff was made useless by cover and Sv3+ and AV9+, not IKs. If you are taking them for anything but fluffy comp points, you are a bad player and should feel bad.

What a horrible mindset that is.

Found the Fluff bunny!

BTW, if you have a problem with GW's reality, don't play their game.

There's nothing wrong with GW in that regard. There's a lot wrong with you.

If you can't see an obvious joke, and are making things personal, I think you need to step off before I slap you with a R1 report...


Are Imperial Knights really that powerful? @ 2016/08/29 20:54:36


Post by: Martel732


I'm thinking two Wardens and a Paladin.


Are Imperial Knights really that powerful? @ 2016/08/29 21:09:55


Post by: Manchu


Please keep in mind that Rule Number One is Be Polite. Thanks!


Are Imperial Knights really that powerful? @ 2016/08/29 21:23:31


Post by: pm713


 JohnHwangDD wrote:
pm713 wrote:
 JohnHwangDD wrote:
pm713 wrote:
 JohnHwangDD wrote:
 Vankraken wrote:
Problem is an entire army of AV13/12 super heavy walkers makes every S6>, poison, sniper, fleshbane, etc weapon useless.


That stuff was made useless by cover and Sv3+ and AV9+, not IKs. If you are taking them for anything but fluffy comp points, you are a bad player and should feel bad.

What a horrible mindset that is.

Found the Fluff bunny!

BTW, if you have a problem with GW's reality, don't play their game.

There's nothing wrong with GW in that regard. There's a lot wrong with you.

If you can't see an obvious joke, and are making things personal, I think you need to step off before I slap you with a R1 report...

I'm thinking that's not an obvious joke.


Are Imperial Knights really that powerful? @ 2016/08/29 21:24:43


Post by: adamsouza


 Vankraken wrote:
An entire army of rock makes every scissors useless.


That's what paper is for.

I'm not advocating you play casual games against Rock with your Scissors.

I just think TAC lists should have the tools needed for the job, and if they don't, then they are not really TAC lists.


Personally, most of my lists are devoid of dedicated Anti Air and Psykers, but heavy on Anti Armor. If I lose to a list with lots of Flyers or Psykers I don't consider my opponent "douchey" for bringing them.





Are Imperial Knights really that powerful? @ 2016/08/29 21:28:35


Post by: Vaktathi


The problem is that most armies cant build a TAC list capablr of dealing with a full Knight army and still otherwise remaining TAC.

Especially if they're also trying to fit within the confines of faction background.


Are Imperial Knights really that powerful? @ 2016/08/29 21:33:08


Post by: jhe90


Even if you do,t use all 3 at once. Fully magnetized it gives you lots of options, if older kits. More weapons.

Plus you can have fun painting up a knight and maybe converting.

Go with what makes you happy.


Are Imperial Knights really that powerful? @ 2016/08/29 21:49:52


Post by: Vankraken


 adamsouza wrote:
 Vankraken wrote:
An entire army of rock makes every scissors useless.


That's what paper is for.

I'm not advocating you play casual games against Rock with your Scissors.

I just think TAC lists should have the tools needed for the job, and if they don't, then they are not really TAC lists.


Personally, most of my lists are devoid of dedicated Anti Air and Psykers, but heavy on Anti Armor. If I lose to a list with lots of Flyers or Psykers I don't consider my opponent "douchey" for bringing them.


Well for one you can still snap fire at flyers (making a flyer jink is basically half the battle) or shoot/chop psykic enhanced units (invisible 2+ rerollble save gak stars are entirely a different problem though). Its not as optimal but its still does something. Bolters for example being used against a Riptide is unlikely to harm it but there is a definite possibility to knock a wound off of it with enough dice or a bit of luck. So while ineffective they still can do something instead of stand around just being speed bumps. A billion Heavy Bolters though will do absolutely zero damage to an IK so it literally is useless against it. The issue isn't trying to make countered unit work but that only having IKs in an army makes certain things have 0% efficiency and there are zero valid targets for them to be used against for the entire game.

This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---


Are Imperial Knights really that powerful? @ 2016/08/30 00:54:44


Post by: adamsouza


 Vankraken wrote:
This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---


That's a very glass half empty point of view of the situation.

Embrace the challenge.



Are Imperial Knights really that powerful? @ 2016/08/30 01:17:18


Post by: casvalremdeikun


 Vankraken wrote:
 adamsouza wrote:
 Vankraken wrote:
An entire army of rock makes every scissors useless.

This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---
So...basically any army that includes a SHW or GC. Especially if they include a GC, since they can largely ignore most weaponry, between absurdly high Toughness, Armor/Invulnerable Saves, and baseline FNP. If SHW had the ability to mitigate damage the way a GC can, the hatred toward them would be more deserved.

Here's the thing, people talk about their TAC armies not being able to deal with a SHW like a Knight. But honestly, how can one say they are running a TAC list without including anti-armor?


Are Imperial Knights really that powerful? @ 2016/08/30 02:15:19


Post by: BrianDavion


 casvalremdeikun wrote:
 Vankraken wrote:
 adamsouza wrote:
 Vankraken wrote:
An entire army of rock makes every scissors useless.

This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---
So...basically any army that includes a SHW or GC. Especially if they include a GC, since they can largely ignore most weaponry, between absurdly high Toughness, Armor/Invulnerable Saves, and baseline FNP. If SHW had the ability to mitigate damage the way a GC can, the hatred toward them would be more deserved.

Here's the thing, people talk about their TAC armies not being able to deal with a SHW like a Knight. But honestly, how can one say they are running a TAC list without including anti-armor?


agreed, if you can't handle a Knight you can't handle a lemen russ or a land raider either. what if I took a space marine armored task force?


Are Imperial Knights really that powerful? @ 2016/08/30 02:30:38


Post by: casvalremdeikun


BrianDavion wrote:
 casvalremdeikun wrote:
 Vankraken wrote:
 adamsouza wrote:
 Vankraken wrote:
An entire army of rock makes every scissors useless.

This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---
So...basically any army that includes a SHW or GC. Especially if they include a GC, since they can largely ignore most weaponry, between absurdly high Toughness, Armor/Invulnerable Saves, and baseline FNP. If SHW had the ability to mitigate damage the way a GC can, the hatred toward them would be more deserved.

Here's the thing, people talk about their TAC armies not being able to deal with a SHW like a Knight. But honestly, how can one say they are running a TAC list without including anti-armor?


agreed, if you can't handle a Knight you can't handle a lemen russ or a land raider either. what if I took a space marine armored task force?
Well, then you are just a WAAC D-bag, obviously!


Are Imperial Knights really that powerful? @ 2016/08/30 02:33:10


Post by: Vankraken


People are missing the key point I'm trying to make. An army of ONLY AV13/12 super heavy walkers is unfun to play against when your using a TAC style list in a casual game because a good chunk of your army (unless your one of those lucky codexes that have good at everything type weapons) is unable to do anything against them. A single GMC or SHW isn't the problem.

Again to make it extra clear this is talking about an army of ONLY IMPERIAL KNIGHTS.


Are Imperial Knights really that powerful? @ 2016/08/30 02:34:13


Post by: AnomanderRake


 casvalremdeikun wrote:
 Vankraken wrote:
 adamsouza wrote:
 Vankraken wrote:
An entire army of rock makes every scissors useless.

This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---
So...basically any army that includes a SHW or GC. Especially if they include a GC, since they can largely ignore most weaponry, between absurdly high Toughness, Armor/Invulnerable Saves, and baseline FNP. If SHW had the ability to mitigate damage the way a GC can, the hatred toward them would be more deserved.

Here's the thing, people talk about their TAC armies not being able to deal with a SHW like a Knight. But honestly, how can one say they are running a TAC list without including anti-armor?


...A TAC list can handle A Knight just fine, it's when the all-Knights army shows up the problems start.


Are Imperial Knights really that powerful? @ 2016/08/30 02:41:34


Post by: CadianGateTroll


If your army cant handle one IK then its too weak. You dont even need meltaguns or melta bombs.

Even nemesis dread knights, MCs, and walkers can hit the front av13 with str 10 ap2, pen on a 4+ and make a IK lose d3 hp on an explode result.

IKs are super weak. The only reason why i use one is because I spent the money and try to lie to myself I made a good investment decision when I really just threw away hundreds of dollars.

If you are a player and you b**** about IKs, then you need to git gud son.

If the enemy has multiple IKs, he just did you a huge favor. You can grav cannon hp off. You can meltabomb at i1 at the same time stomp goes off b4 his piddly 4 attacks. cheaper walkers with dccw power fists str at initiative with str10 ap2.




Are Imperial Knights really that powerful? @ 2016/08/30 03:06:28


Post by: JohnHwangDD


 CadianGateTroll wrote:
If you are a player and you b**** about IKs, then you need to git gud son.


Uh, oh. Telling people that they need to L2P tends to make them very unhappy... Even if it's true. I foresee

Really, this is just more reason why 40k is a casual game, not a competitive one.


Are Imperial Knights really that powerful? @ 2016/08/30 03:21:33


Post by: Azreal13


I think both the content of the post, the username and the apparent disregard for the many factions that don't have access to grav (or even melta bombs) will give most people all the clues they need to handle that post.


Are Imperial Knights really that powerful? @ 2016/08/30 03:25:20


Post by: casvalremdeikun


Whoa, no L2P necessary here!

My big thing is, a single Imperial Knight is not a big deal. A good TAC list can still handle one. And in most cases, at a lower percentage of points than the Knight takes up. And honestly, dedicated Anti-AV is still going to be able to take down other stuff too. Meltaguns still pop other stuff. Lascannons still pop other stuff. But you can blow up an Imperial Knight in a single round of shooting with those things, however unlikely. GCs don't suffer the same fate, and I really take issue with Knights getting lumped into the same category as GCs. The only way a single shot weapon can strip more wounds off a GC is if it has Remove From Play, and we all know how common that is (like Unicorn common...).


Are Imperial Knights really that powerful? @ 2016/08/30 03:49:06


Post by: BrianDavion


 AnomanderRake wrote:
 casvalremdeikun wrote:
 Vankraken wrote:
 adamsouza wrote:
 Vankraken wrote:
An entire army of rock makes every scissors useless.

This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---
So...basically any army that includes a SHW or GC. Especially if they include a GC, since they can largely ignore most weaponry, between absurdly high Toughness, Armor/Invulnerable Saves, and baseline FNP. If SHW had the ability to mitigate damage the way a GC can, the hatred toward them would be more deserved.

Here's the thing, people talk about their TAC armies not being able to deal with a SHW like a Knight. But honestly, how can one say they are running a TAC list without including anti-armor?


...A TAC list can handle A Knight just fine, it's when the all-Knights army shows up the problems start.


sure but what about IG armor lists, or space marine armored might lists? knights are far from the only army capable of deploying a list comprising of pure armor.


Are Imperial Knights really that powerful? @ 2016/08/30 04:01:05


Post by: JohnHwangDD


BrianDavion wrote:
 AnomanderRake wrote:
...A TAC list can handle A Knight just fine, it's when the all-Knights army shows up the problems start.


sure but what about IG armor lists, or space marine armored might lists?


Gladius is indeed inherently unfair, but...

IG Armor lists? Ha! You should be so lucky to face them as such! They are grossly overpriced and underdelivering compared to Knights that are harder to kill, don't suck in HtH, and give up nothing in firepower. And if they're meching the infantry, even better!

Vaktathi can cover the IG Armor side in more detail, but I doubt he disagrees with my summary.


Are Imperial Knights really that powerful? @ 2016/08/30 04:20:56


Post by: BrianDavion


 JohnHwangDD wrote:
BrianDavion wrote:
 AnomanderRake wrote:
...A TAC list can handle A Knight just fine, it's when the all-Knights army shows up the problems start.


sure but what about IG armor lists, or space marine armored might lists?


Gladius is indeed inherently unfair, but...


I said armored might lists, not Gladius. the armored might list is a space marine armor decurion.

I could quite literally field an army of nothing but space marine tanks if I wanted to.

Also the Gladius isn;t unfair. the space marine BATTLE COMPANY varient of it may be, but the gladius itself isn't terriably strong. I know it's easy to miss with all the people complaining but the gladius doesn't give free transports unless you take 2 core demi-companies


Are Imperial Knights really that powerful? @ 2016/08/30 04:48:59


Post by: Slayer-Fan123


Just remember that we can complain about Imperial Knight lists making half of your weapons in a TAC useless, but swarms do the same thing. Yeah you're hitting those Gaunts and Boyz with Lascannons and Melta Guns. And? That's just false hope rather than just knowing you can't hurt an Imperial Knight with Bolters or Flamers.


Are Imperial Knights really that powerful? @ 2016/08/30 05:26:56


Post by: Vaktathi


"Your guns being physically incapable of hurting my units is just as bad as I have it because my guns are overkill" is a rather...unique argument...


Are Imperial Knights really that powerful? @ 2016/08/30 05:36:43


Post by: Slayer-Fan123


 Vaktathi wrote:
"Your guns being physically incapable of hurting my units is just as bad as I have it because my guns are overkill" is a rather...unique argument...

Anti-Infantry is wasted against an Imperial Knight Army in the same way Anti-Tank is wasted against horde armies. Look at the cost of imperial heavy weapons, most of which are tailored against tanks. Not only are they expensive but make the unit super inefficient at killing horde armies.

It's basically the same thing outside of removing two Gaunts a turn with Lascannons.


Are Imperial Knights really that powerful? @ 2016/08/30 05:53:17


Post by: casvalremdeikun


Slayer-Fan123 wrote:
 Vaktathi wrote:
"Your guns being physically incapable of hurting my units is just as bad as I have it because my guns are overkill" is a rather...unique argument...

Anti-Infantry is wasted against an Imperial Knight Army in the same way Anti-Tank is wasted against horde armies. Look at the cost of imperial heavy weapons, most of which are tailored against tanks. Not only are they expensive but make the unit super inefficient at killing horde armies.

It's basically the same thing outside of removing two Gaunts a turn with Lascannons.
Also, keep in mind that the two Gaunts dying has a negligible effect on the strength of the horde at large.


Are Imperial Knights really that powerful? @ 2016/08/30 06:02:28


Post by: locarno24


Indeed. Although taking the example of a gaunt swarm, there is (usually) either a multi-wound squad (warriors) or a mid-level monstrous creature (tervigon) at the heart of it, so there is something for your antitank guns to be doing.

A green tide, or daemonkin cultist wave, however, can be just expendable dudes - and yes, firing antitank guns into that mass is just as much of a waste as firing bolters at an imperial knight. Which, I guess, is why people fixate on the S6 massed-rate-of-fire scatter laser, assault cannon, and the grav-cannon, because they can do both at no real downside (a grav-amped grav-cannon is better at killing guardsmen than a heavy bolter).

I'm seriously considering a third knight and running a household detachment plus BA at 2K pts. Obj sec on IKs is pretty sweet.

Having played with Objective Secured Tervigons, I'd heartily recommend it. Big tough stuff that has to be killed to be got off the objective is reassuringly good.


Are Imperial Knights really that powerful? @ 2016/08/30 09:16:22


Post by: carldooley


 jeffersonian000 wrote:
Imperial Knights have never been consider overpowered, in fact they have been consider appropriately costed since they were introduced. However, a vocal fraction of the player base complain quite a bit about how boring they are to play against, or how you have to tailor to table them in one turn, or how their list just does not include the army options needed to counter armor for some odd reason. Yet every army currently in the game either can counter armor or are intended to ally anyway.

SJ


har har har. Take this as sarcasm if you want, but it actually happened yesterday:
One of the kids at my LGS asked me to teach him how to play 40k, it isn't recent, but actually has been after me for a couple weeks to learn. I brought 4 500 point lists: AM, Tyranids, Tau, and a knight. You might ask, 'How did you get it to 500 points?' well, Crusader, RFBC, the Carapace Missile Launcher, and Mark of the Omnissiah. The last was a mistake; while I dealt ~5 HP of damage to it, he rolled really well on his IWND rolls.
I used my nids, and called it when he stomped my flyrant in CC and rolled a 6 (the only models left on the board were 3 spore mines in a cluster). I should have used my Tau.

Next week, he is interested in playing a slightly larger game at 1k points, and I told him that I would bring all my knights and let him build his own army (out of a Renegade box, magnetized with an additional Avenger and an Acheron) and this time I'm going to bring my tau. Question is, should I bring my stormsurge?


Are Imperial Knights really that powerful? @ 2016/08/30 12:39:07


Post by: 455_PWR


The firat time I played my knight was against a salamander army. First turn a drop pod fell right by its side. A sternguard squad with meltas and combine meltas exited and lit it up. Needless to say, it exploded on the first turn, taking out the sternguard and some of my army.

Knights are like a baneblade, they are good (not great). They are fragile though and will die quite easy these days with meltas, d weapons, chainfists, etc. Hell deathwatch armies could deepstrike a squad of ac terminators behind it (av11); it would be quite easy to rip it up with a s6 shred weapon.

Are they worth it? Not to me for the heavy point sink, but they are cool models and I still own some.


Are Imperial Knights really that powerful? @ 2016/08/30 13:16:33


Post by: Vaktathi


Slayer-Fan123 wrote:
 Vaktathi wrote:
"Your guns being physically incapable of hurting my units is just as bad as I have it because my guns are overkill" is a rather...unique argument...

Anti-Infantry is wasted against an Imperial Knight Army in the same way Anti-Tank is wasted against horde armies. Look at the cost of imperial heavy weapons, most of which are tailored against tanks. Not only are they expensive but make the unit super inefficient at killing horde armies.

It's basically the same thing outside of removing two Gaunts a turn with Lascannons.
I get that to some degree, but there's a difference between a weapon being overkill and being totally useless. At the same time, even amongst Horde armies, there are typically good targets for such weapons, I can't recall a horde army that didn't have some good target for a Lascannon, be it the Hive Tyrant leading the Gaunt swarm, a Killa Kan squad running with the Green Tide, or some other such thing, they never are completely devoid of targets.


Are Imperial Knights really that powerful? @ 2016/08/30 13:19:54


Post by: chrispy1991


TBH I've never fought an all IK list. I've fought a single IK list, and it didn't prove scary in any way. I have every reason to dislike IK's as a guard player since they can D my vehicles to death and stomp/blow up my infantry pretty handily, but they don't worry me. In fact I don't even think a full IK list would worry me too much. If a TAC army is built correctly, then it will be a challenge, but you should still be competitive against knights, that's why it's called a TAC army. You can take all comers. I know with my TAC lists I generally have enough str 10 and 9 ordnance, melta, etc.. to deal with a lot of vehicle spam, or enough bodies to tie them up until the emperor wakes up. Just my two cents.


Are Imperial Knights really that powerful? @ 2016/08/30 13:27:30


Post by: Vaktathi


 chrispy1991 wrote:
TBH I've never fought an all IK list. I've fought a single IK list, and it didn't prove scary in any way. I have every reason to dislike IK's as a guard player since they can D my vehicles to death and stomp/blow up my infantry pretty handily, but they don't worry me. In fact I don't even think a full IK list would worry me too much. If a TAC army is built correctly, then it will be a challenge, but you should still be competitive against knights, that's why it's called a TAC army. You can take all comers. I know with my TAC lists I generally have enough str 10 and 9 ordnance, melta, etc.. to deal with a lot of vehicle spam, or enough bodies to tie them up until the emperor wakes up. Just my two cents.
The problem is that, with the extreme that IK's occupy of being nothing but AV13 superheavy walker units, many factions aren't capable of building a TAC army that can successfully deal with Knights and remain "TAC". Knights can deal with bodies trying to tie them up quite well through Stomps and blast weapons, especially most IG units, and likewise packing enough AT to deal with 30HP's worth of AV13 4++ shielded walkers is difficult while trying to remain "TAC", especially if you're relying on something other than highly variable short range suicide melta.

The Leman Russ tank company armies have always had this issue, but crucially lacked mobility and close combat capability. IK's can do it all.


Are Imperial Knights really that powerful? @ 2016/08/30 16:39:20


Post by: nintura


Played against my first Knight on Saturday. Managed to get a charge onto it with my Leviathan Dread that had a siege drill. Managed to drop it in one round fortunately. But then again, it's anti armor based, nearly as many points or more with pod.


Are Imperial Knights really that powerful? @ 2016/08/30 16:44:15


Post by: Martel732


It's not surprising that the leviathan dread can take it out easily.


Are Imperial Knights really that powerful? @ 2016/08/30 16:46:05


Post by: Tycho


agreed, if you can't handle a Knight you can't handle a lemen russ or a land raider either. what if I took a space marine armored task force?


What!? No. There are plenty of ways to handle a Russ or a Land Raider that would be ineffective against a knight. Not to mention that the damage output of your average LR is laughable and you can pretty much ignore both the Russ and the LR and there's not much of a penalty to that. Plus the knight has the D Stomp, can ignore most of the damage results AND has the ion shield. Beyond the fact that all three have Hull Points, there's almost no basis for comparison between those units. Go ahead and ignore that Knight and see how long it takes you to realize you can't ignore it ...

I don't necessarily think Knights are OP when taken alone or in pairs. It's when you're running something like Orks (who would struggle to deal with a single Knight), and you run into an Ad Lance that they start to feel over the top. I don't think that's a necessarily a fault of the Knight though, so much as it is the rules in general. With the game becoming increasingly more "Paper/rock/scissors" (as others have pointed out) since 6th ed, certain lists are always going to struggle against other lists. Knights are just one of those units that really makes that clear. There are some armies that just don't have the tools to face them.



Are Imperial Knights really that powerful? @ 2016/08/30 16:55:31


Post by: CadianGateTroll


 Vaktathi wrote:
 chrispy1991 wrote:
TBH I've never fought an all IK list. I've fought a single IK list, and it didn't prove scary in any way. I have every reason to dislike IK's as a guard player since they can D my vehicles to death and stomp/blow up my infantry pretty handily, but they don't worry me. In fact I don't even think a full IK list would worry me too much. If a TAC army is built correctly, then it will be a challenge, but you should still be competitive against knights, that's why it's called a TAC army. You can take all comers. I know with my TAC lists I generally have enough str 10 and 9 ordnance, melta, etc.. to deal with a lot of vehicle spam, or enough bodies to tie them up until the emperor wakes up. Just my two cents.
The problem is that, with the extreme that IK's occupy of being nothing but AV13 superheavy walker units, many factions aren't capable of building a TAC army that can successfully deal with Knights and remain "TAC". Knights can deal with bodies trying to tie them up quite well through Stomps and blast weapons, especially most IG units, and likewise packing enough AT to deal with 30HP's worth of AV13 4++ shielded walkers is difficult while trying to remain "TAC", especially if you're relying on something other than highly variable short range suicide melta.

The Leman Russ tank company armies have always had this issue, but crucially lacked mobility and close combat capability. IK's can do it all.


ten points of a melta gun or melta bomb has a small chance to drop d3 hp off a IK.



Are Imperial Knights really that powerful? @ 2016/08/30 16:58:40


Post by: Martel732


 CadianGateTroll wrote:
 Vaktathi wrote:
 chrispy1991 wrote:
TBH I've never fought an all IK list. I've fought a single IK list, and it didn't prove scary in any way. I have every reason to dislike IK's as a guard player since they can D my vehicles to death and stomp/blow up my infantry pretty handily, but they don't worry me. In fact I don't even think a full IK list would worry me too much. If a TAC army is built correctly, then it will be a challenge, but you should still be competitive against knights, that's why it's called a TAC army. You can take all comers. I know with my TAC lists I generally have enough str 10 and 9 ordnance, melta, etc.. to deal with a lot of vehicle spam, or enough bodies to tie them up until the emperor wakes up. Just my two cents.
The problem is that, with the extreme that IK's occupy of being nothing but AV13 superheavy walker units, many factions aren't capable of building a TAC army that can successfully deal with Knights and remain "TAC". Knights can deal with bodies trying to tie them up quite well through Stomps and blast weapons, especially most IG units, and likewise packing enough AT to deal with 30HP's worth of AV13 4++ shielded walkers is difficult while trying to remain "TAC", especially if you're relying on something other than highly variable short range suicide melta.

The Leman Russ tank company armies have always had this issue, but crucially lacked mobility and close combat capability. IK's can do it all.


ten points of a melta gun or melta bomb has a small chance to drop d3 hp off a IK.



It's not that small. 12% is pretty good to knock off an average of half its hull points.


Are Imperial Knights really that powerful? @ 2016/08/30 17:31:21


Post by: Jackal


Knights aren't really all that scary.
The guns are average, armour isn't great but the aren't bad in CC.

I generally run knights in 30k and they get torn to shreds pretty quickly.

The only one I've had a complaint about is the Atrapos.
And that's mainly due to rolling a 6 2 turns in a row.
And vortex blasts really aren't fun for anyone.

But none the less, most knights are levelled easily.
In 30k your kitted to nail Spartans, which seem a damn site harder to remove.

But as said, there's an issue somewhere if you can't kill a single knight.



I've never had a complaint about my lancer anyway, and that's what I run most games.
While it is highly destructive in CC, its mainly a fire magnet.


Are Imperial Knights really that powerful? @ 2016/08/30 17:32:45


Post by: Slayer-Fan123


Tycho wrote:
agreed, if you can't handle a Knight you can't handle a lemen russ or a land raider either. what if I took a space marine armored task force?


What!? No. There are plenty of ways to handle a Russ or a Land Raider that would be ineffective against a knight. Not to mention that the damage output of your average LR is laughable and you can pretty much ignore both the Russ and the LR and there's not much of a penalty to that. Plus the knight has the D Stomp, can ignore most of the damage results AND has the ion shield. Beyond the fact that all three have Hull Points, there's almost no basis for comparison between those units. Go ahead and ignore that Knight and see how long it takes you to realize you can't ignore it ...

I don't necessarily think Knights are OP when taken alone or in pairs. It's when you're running something like Orks (who would struggle to deal with a single Knight), and you run into an Ad Lance that they start to feel over the top. I don't think that's a necessarily a fault of the Knight though, so much as it is the rules in general. With the game becoming increasingly more "Paper/rock/scissors" (as others have pointed out) since 6th ed, certain lists are always going to struggle against other lists. Knights are just one of those units that really makes that clear. There are some armies that just don't have the tools to face them.


How do you figure? You're having to rely on stripping HP most of the time anyway and Knights don't magically stop that outside the Shield that might not necessarily be on the correct side.

And they're 350 points for 6 HP. If you can deal with a Land Raiders you can deal with a Knight.


Are Imperial Knights really that powerful? @ 2016/08/30 17:37:59


Post by: AnomanderRake


BrianDavion wrote:
 AnomanderRake wrote:
 casvalremdeikun wrote:
 Vankraken wrote:
 adamsouza wrote:
 Vankraken wrote:
An entire army of rock makes every scissors useless.

This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---
So...basically any army that includes a SHW or GC. Especially if they include a GC, since they can largely ignore most weaponry, between absurdly high Toughness, Armor/Invulnerable Saves, and baseline FNP. If SHW had the ability to mitigate damage the way a GC can, the hatred toward them would be more deserved.

Here's the thing, people talk about their TAC armies not being able to deal with a SHW like a Knight. But honestly, how can one say they are running a TAC list without including anti-armor?


...A TAC list can handle A Knight just fine, it's when the all-Knights army shows up the problems start.


sure but what about IG armor lists, or space marine armored might lists? knights are far from the only army capable of deploying a list comprising of pure armor.


...Expensive, underarmoured vehicles, without the 4++, with AV 10-11 on some facings, that are weak in close combat?

A full-tank list from elsewhere is annoying, yes, but is in a very different league on the skew front than an Imperial Knight.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
Tycho wrote:
agreed, if you can't handle a Knight you can't handle a lemen russ or a land raider either. what if I took a space marine armored task force?


What!? No. There are plenty of ways to handle a Russ or a Land Raider that would be ineffective against a knight. Not to mention that the damage output of your average LR is laughable and you can pretty much ignore both the Russ and the LR and there's not much of a penalty to that. Plus the knight has the D Stomp, can ignore most of the damage results AND has the ion shield. Beyond the fact that all three have Hull Points, there's almost no basis for comparison between those units. Go ahead and ignore that Knight and see how long it takes you to realize you can't ignore it ...

I don't necessarily think Knights are OP when taken alone or in pairs. It's when you're running something like Orks (who would struggle to deal with a single Knight), and you run into an Ad Lance that they start to feel over the top. I don't think that's a necessarily a fault of the Knight though, so much as it is the rules in general. With the game becoming increasingly more "Paper/rock/scissors" (as others have pointed out) since 6th ed, certain lists are always going to struggle against other lists. Knights are just one of those units that really makes that clear. There are some armies that just don't have the tools to face them.


How do you figure? You're having to rely on stripping HP most of the time anyway and Knights don't magically stop that outside the Shield that might not necessarily be on the correct side.

And they're 350 points for 6 HP. If you can deal with a Land Raiders you can deal with a Knight.


Again. A Knight.

And if you're comparing this to a hypothetical list consisting entirely of Land Raiders I'd have to ask when the last time you saw a Land Raider do enough damage to justify trying to build a list solely out of their shooting was.


Are Imperial Knights really that powerful? @ 2016/08/30 17:43:08


Post by: Slayer-Fan123


 AnomanderRake wrote:
BrianDavion wrote:
 AnomanderRake wrote:
 casvalremdeikun wrote:
 Vankraken wrote:
 adamsouza wrote:
 Vankraken wrote:
An entire army of rock makes every scissors useless.

This is the very important bit so please focus on this part.
---Its not fun to play a game where half your army is useless against everything in your opponent's army list---
So...basically any army that includes a SHW or GC. Especially if they include a GC, since they can largely ignore most weaponry, between absurdly high Toughness, Armor/Invulnerable Saves, and baseline FNP. If SHW had the ability to mitigate damage the way a GC can, the hatred toward them would be more deserved.

Here's the thing, people talk about their TAC armies not being able to deal with a SHW like a Knight. But honestly, how can one say they are running a TAC list without including anti-armor?


...A TAC list can handle A Knight just fine, it's when the all-Knights army shows up the problems start.


sure but what about IG armor lists, or space marine armored might lists? knights are far from the only army capable of deploying a list comprising of pure armor.


...Expensive, underarmoured vehicles, without the 4++, with AV 10-11 on some facings, that are weak in close combat?

A full-tank list from elsewhere is annoying, yes, but is in a very different league on the skew front than an Imperial Knight.

The AV12 of a Knight is pretty much just as weak as the AV11 of the sides of those other vehicles with the weapons you were planning to use. Bait the shield and kill it quickly.

Seriously if you can't deal with Knights there is a minor amount of L2P here, and you know how much I hate saying that.


Are Imperial Knights really that powerful? @ 2016/08/30 17:59:52


Post by: Vaktathi


The big distinction with Knights is that, unlike say, a Leman Russ company, you dont get to auto hit AV10 (or at best 11 on a couple models) in close combat, but rather AV13, and the Knight hits back like a Truck while the Russ just stands there and takes it passively and is hit by everything automatically on 3's. Likewise, a Russ cant exactly move much of anywhere, a Knight can potentially travel 4x as fast as a Russ in a single turn, and is much easier to keep just that frontal arc toward thr enemy barring DS units or the like. A Russ also isnt going to charge *you*. Land Raiders dont have the CC armor vulnerability and can move faster, but otherwise suffer all the same downsides.

Knights are a very different beast to handle than tanks are.


Are Imperial Knights really that powerful? @ 2016/08/30 18:03:09


Post by: Slayer-Fan123


 Vaktathi wrote:
The big distinction with Knights is that, unlike say, a Leman Russ company, you dont get to auto hit AV10 (or at best 11 on a couple models) in close combat, but rather AV13, and the Knight hits back like a Truck while the Russ just stands there and takes it passively and is hit by everything automatically on 3's. Likewise, a Russ cant exactly move much of anywhere, a Knight can potentially travel 4x as fast as a Russ in a single turn, and is much easier to keep just that frontal arc toward thr enemy barring DS units or the like. Land Raiders dont have the CC armor vulnerability and can move faster, but otherwise suffer all the same downsides.

Knights are a very different beast to handle than tanks are.

1. Does that really matter with the new Grenade change?
2. What really gets into melee that doesn't have bigger weapons than S6?


Are Imperial Knights really that powerful? @ 2016/08/30 18:16:47


Post by: Vaktathi


Slayer-Fan123 wrote:
 Vaktathi wrote:
The big distinction with Knights is that, unlike say, a Leman Russ company, you dont get to auto hit AV10 (or at best 11 on a couple models) in close combat, but rather AV13, and the Knight hits back like a Truck while the Russ just stands there and takes it passively and is hit by everything automatically on 3's. Likewise, a Russ cant exactly move much of anywhere, a Knight can potentially travel 4x as fast as a Russ in a single turn, and is much easier to keep just that frontal arc toward thr enemy barring DS units or the like. Land Raiders dont have the CC armor vulnerability and can move faster, but otherwise suffer all the same downsides.

Knights are a very different beast to handle than tanks are.

1. Does that really matter with the new Grenade change?
2. What really gets into melee that doesn't have bigger weapons than S6?
It's less if an issue with the grenade change, but still relevant. An S8 powerfist from a tac sergeant has a not inconsiderable chance of killing a Leman Russ right off the charge, whereas against a Knight he may average 1 HP every two turns or so, and all those S4 attacks from the basic Tacs can kill a Russ. A full Tac squad with a powerfist is averaging 3.6 HP's against a Russ tank even without Krak Grenades (resulting in a kill), and should have no difficulty getting to grips with the slow tank and are at no risk of being hit back, whereas that same squad will inflict an average of 0.5HP's charging a Knight as great risk of annihilation and if the Knight doesnt want to be in CC it can avoid it relatively easily.


Are Imperial Knights really that powerful? @ 2016/08/30 18:18:01


Post by: Tycho


The AV12 of a Knight is pretty much just as weak as the AV11 of the sides of those other vehicles with the weapons you were planning to use. Bait the shield and kill it quickly.

Seriously if you can't deal with Knights there is a minor amount of L2P here, and you know how much I hate saying that.



Right ... "Bait the shield" .... So to do that I need a minimum of two equally powerful threats in place and ready to go on the same turn. If you're trying to drop it in one round you'll need more than two. That can be challenging but not overly so. The next issue is that you need those units to survive and keep up with the Knight. Most armies aren't dropping it with one or two units in one turn and whatever the Knight hits on its turn will almost certainly die. Whether from the guns, the D stomp or CC. Then you have to keep up with the thing as Knights are incredibly fast. Next you have to be able to deal with the fact that, as a SH walker it ignores the Vehicle damage table. So at this point in the story, you've dedicated 2-4 units to kill it, at least half of those died in response and now it's simply walking away from the other threats. All while continuing to hammer everything else totally unabated. That's ONE Knight - which most here admit isn't that big a problem. Now go back and repeat all of that but instead of one Knight, your opponent brought 3-5. Good luck ...

Compare that to a Russ where I can have someone march up to the rear armor, smack it with a PF and drop it in a turn. All the while the Russ is not doing anywhere near the damage the Knight is. If you're looking at this from a strict "Hull point stripping" point of view, you're really missing what makes Knights scary. Again, the key word "Knights". I will agree that one Knight isn't so bad. Scary, and very tough, but not overly powerful.


Are Imperial Knights really that powerful? @ 2016/08/30 18:21:06


Post by: Vaktathi


Aye, one Knight is generally fine, it's when there's a gaggle of them that they become odious


Are Imperial Knights really that powerful? @ 2016/08/30 18:25:55


Post by: BrianDavion


so basicly because you can't one shot a 400 point knight with a unit that costs maybe 150 points, it's bad?


Are Imperial Knights really that powerful? @ 2016/08/30 18:28:47


Post by: nintura


Tycho wrote:
The AV12 of a Knight is pretty much just as weak as the AV11 of the sides of those other vehicles with the weapons you were planning to use. Bait the shield and kill it quickly.

Seriously if you can't deal with Knights there is a minor amount of L2P here, and you know how much I hate saying that.


Compare that to a Russ where I can have someone march up to the FRONT armor, smack it with a PF and drop it in a turn. All the while the Russ is not doing anywhere near the damage the Knight is. If you're looking at this from a strict "Hull point stripping" point of view, you're really missing what makes Knights scary. Again, the key word "Knights". I will agree that one Knight isn't so bad. Scary, and very tough, but not overly powerful.


Fixed that for you.


Are Imperial Knights really that powerful? @ 2016/08/30 18:29:05


Post by: Martel732


BrianDavion wrote:
so basicly because you can't one shot a 400 point knight with a unit that costs maybe 150 points, it's bad?


People are spoiled by GMCs, whose demise can't be reasonably accelerated in any way.


Are Imperial Knights really that powerful? @ 2016/08/30 18:29:14


Post by: Tycho


so basicly because you can't one shot a 400 point knight with a unit that costs maybe 150 points, it's bad?


No one has even implied that. Where are you getting that from? At least in my case, I was simply pointing out that dropping a Knight is WAY different than dropping a Russ. They just aren't comparable. No, the fact that you can't "one shot it" doesn't make it bad. As I said, one Knight isn't terrible.


Are Imperial Knights really that powerful? @ 2016/08/30 18:29:45


Post by: Slayer-Fan123


 Vaktathi wrote:
Slayer-Fan123 wrote:
 Vaktathi wrote:
The big distinction with Knights is that, unlike say, a Leman Russ company, you dont get to auto hit AV10 (or at best 11 on a couple models) in close combat, but rather AV13, and the Knight hits back like a Truck while the Russ just stands there and takes it passively and is hit by everything automatically on 3's. Likewise, a Russ cant exactly move much of anywhere, a Knight can potentially travel 4x as fast as a Russ in a single turn, and is much easier to keep just that frontal arc toward thr enemy barring DS units or the like. Land Raiders dont have the CC armor vulnerability and can move faster, but otherwise suffer all the same downsides.

Knights are a very different beast to handle than tanks are.

1. Does that really matter with the new Grenade change?
2. What really gets into melee that doesn't have bigger weapons than S6?
It's less if an issue with the grenade change, but still relevant. An S8 powerfist from a tac sergeant has a not inconsiderable chance of killing a Leman Russ right off the charge, whereas against a Knight he may average 1 HP every two turns or so, and all those S4 attacks from the basic Tacs can kill a Russ. A full Tac squad with a powerfist is averaging 3.6 HP's against a Russ tank even without Krak Grenades (resulting in a kill), and should have no difficulty getting to grips with the slow tank and are at no risk of being hit back, whereas that same squad will inflict an average of 0.5HP's charging a Knight as great risk of annihilation and if the Knight doesnt want to be in CC it can avoid it relatively easily.

If a Tactical Sergeant managed to get THAT close with a Power Fist you honestly deserve the popped Russ. End of discussion. Melee upgrades are gak on them.
As well, the Knight is around 350 points. Of course they're inflicting less HP damage because it's more durable. We're not talking about a Knight the price of a Russ.
BrianDavion wrote:
so basicly because you can't one shot a 400 point knight with a unit that costs maybe 150 points, it's bad?

THANK YOU.


Are Imperial Knights really that powerful? @ 2016/08/30 18:45:04


Post by: Vaktathi


Slayer-Fan123 wrote:
 Vaktathi wrote:
Slayer-Fan123 wrote:
 Vaktathi wrote:
The big distinction with Knights is that, unlike say, a Leman Russ company, you dont get to auto hit AV10 (or at best 11 on a couple models) in close combat, but rather AV13, and the Knight hits back like a Truck while the Russ just stands there and takes it passively and is hit by everything automatically on 3's. Likewise, a Russ cant exactly move much of anywhere, a Knight can potentially travel 4x as fast as a Russ in a single turn, and is much easier to keep just that frontal arc toward thr enemy barring DS units or the like. Land Raiders dont have the CC armor vulnerability and can move faster, but otherwise suffer all the same downsides.

Knights are a very different beast to handle than tanks are.

1. Does that really matter with the new Grenade change?
2. What really gets into melee that doesn't have bigger weapons than S6?
It's less if an issue with the grenade change, but still relevant. An S8 powerfist from a tac sergeant has a not inconsiderable chance of killing a Leman Russ right off the charge, whereas against a Knight he may average 1 HP every two turns or so, and all those S4 attacks from the basic Tacs can kill a Russ. A full Tac squad with a powerfist is averaging 3.6 HP's against a Russ tank even without Krak Grenades (resulting in a kill), and should have no difficulty getting to grips with the slow tank and are at no risk of being hit back, whereas that same squad will inflict an average of 0.5HP's charging a Knight as great risk of annihilation and if the Knight doesnt want to be in CC it can avoid it relatively easily.

If a Tactical Sergeant managed to get THAT close with a Power Fist you honestly deserve the popped Russ. End of discussion. Melee upgrades are gak on them.
Setting aside the ability of SM's to deliver such units next to a Russ on turn 1...the point was that things like Russ tanks are hideously vulnerable even to units which are relatively poor at CC, Knights are not.


As well, the Knight is around 350 points. Of course they're inflicting less HP damage because it's more durable. We're not talking about a Knight the price of a Russ.
Even accounting for the difference in cost the gap in capability here is huge. If we toss twice or three times as many Tac marines in, the Knight will still probably ultimately destroy all of thosee units between its D attacks and Stomps, and be battle capable afterward, while matching the firepower of an equal number of points in Russ tanks.



BrianDavion wrote:
so basicly because you can't one shot a 400 point knight with a unit that costs maybe 150 points, it's bad?
The point was that other units used in comparison are dramatically easier to deal with using a much wider array of units. A charging tac squad will kill a Russ tank no problem off a charge with no risk to themselves whereas against a Knight that same unit, even with twice the numbers or more, is probably going to whiff entirely and get obliterated for the effort.

Point for point, the Knight has dramatically greater resilience, mobility, and dramatically more CC capability, with equal firepower, relative so something like a Russ tank, and the threat presented by multiple Knights is not something every army is equipped to deal with.


Are Imperial Knights really that powerful? @ 2016/08/30 19:27:15


Post by: JohnHwangDD


 Vaktathi wrote:
The big distinction with Knights is that, unlike say, a Leman Russ company, you dont get to auto hit AV10 (or at best 11 on a couple models) in close combat, but rather AV13, and the Knight hits back like a Truck while the Russ just stands there and takes it passively and is hit by everything automatically on 3's. Likewise, a Russ cant exactly move much of anywhere, a Knight can potentially travel 4x as fast as a Russ in a single turn, and is much easier to keep just that frontal arc toward thr enemy barring DS units or the like. A Russ also isnt going to charge *you*. Land Raiders dont have the CC armor vulnerability and can move faster, but otherwise suffer all the same downsides.

Knights are a very different beast to handle than tanks are.


I can't believe we need to cover the fact that equal points of Knights are categorically superior to Leman Russes in every single way one could possibly imagine within the 40k game context.

But as we're going down that road, how about a few words on Objectives and Scoring and Kill Points... Knights are better at ALL of those things, too...

The only thing that Russes are better at?

Dying.

Just like Cybermen vs Daleks.


Are Imperial Knights really that powerful? @ 2016/08/30 19:30:12


Post by: Martel732


 JohnHwangDD wrote:
 Vaktathi wrote:
The big distinction with Knights is that, unlike say, a Leman Russ company, you dont get to auto hit AV10 (or at best 11 on a couple models) in close combat, but rather AV13, and the Knight hits back like a Truck while the Russ just stands there and takes it passively and is hit by everything automatically on 3's. Likewise, a Russ cant exactly move much of anywhere, a Knight can potentially travel 4x as fast as a Russ in a single turn, and is much easier to keep just that frontal arc toward thr enemy barring DS units or the like. A Russ also isnt going to charge *you*. Land Raiders dont have the CC armor vulnerability and can move faster, but otherwise suffer all the same downsides.

Knights are a very different beast to handle than tanks are.


I can't believe we need to cover the fact that equal points of Knights are categorically superior to Leman Russes in every single way one could possibly imagine within the 40k game context.

But as we're going down that road, how about a few words on Objectives and Scoring and Kill Points... Knights are better at ALL of those things, too...

The only thing that Russes are better at?

Dying.

Just like Cybermen vs Daleks.


Russes can squeeze out an extra pieplate per 450 pts. Russes also have access to more ignores cover weaponry. They can also throw more natively AP 2 fire down the field. All pretty weak, but they're there. Russes are more durable per point against haywire attacks.


Are Imperial Knights really that powerful? @ 2016/08/30 19:30:55


Post by: Slayer-Fan123


 Vaktathi wrote:
Slayer-Fan123 wrote:
 Vaktathi wrote:
Slayer-Fan123 wrote:
 Vaktathi wrote:
The big distinction with Knights is that, unlike say, a Leman Russ company, you dont get to auto hit AV10 (or at best 11 on a couple models) in close combat, but rather AV13, and the Knight hits back like a Truck while the Russ just stands there and takes it passively and is hit by everything automatically on 3's. Likewise, a Russ cant exactly move much of anywhere, a Knight can potentially travel 4x as fast as a Russ in a single turn, and is much easier to keep just that frontal arc toward thr enemy barring DS units or the like. Land Raiders dont have the CC armor vulnerability and can move faster, but otherwise suffer all the same downsides.

Knights are a very different beast to handle than tanks are.

1. Does that really matter with the new Grenade change?
2. What really gets into melee that doesn't have bigger weapons than S6?
It's less if an issue with the grenade change, but still relevant. An S8 powerfist from a tac sergeant has a not inconsiderable chance of killing a Leman Russ right off the charge, whereas against a Knight he may average 1 HP every two turns or so, and all those S4 attacks from the basic Tacs can kill a Russ. A full Tac squad with a powerfist is averaging 3.6 HP's against a Russ tank even without Krak Grenades (resulting in a kill), and should have no difficulty getting to grips with the slow tank and are at no risk of being hit back, whereas that same squad will inflict an average of 0.5HP's charging a Knight as great risk of annihilation and if the Knight doesnt want to be in CC it can avoid it relatively easily.

If a Tactical Sergeant managed to get THAT close with a Power Fist you honestly deserve the popped Russ. End of discussion. Melee upgrades are gak on them.
Setting aside the ability of SM's to deliver such units next to a Russ on turn 1...the point was that things like Russ tanks are hideously vulnerable even to units which are relatively poor at CC, Knights are not.


As well, the Knight is around 350 points. Of course they're inflicting less HP damage because it's more durable. We're not talking about a Knight the price of a Russ.
Even accounting for the difference in cost the gap in capability here is huge. If we toss twice or three times as many Tac marines in, the Knight will still probably ultimately destroy all of thosee units between its D attacks and Stomps, and be battle capable afterward, while matching the firepower of an equal number of points in Russ tanks.



BrianDavion wrote:
so basicly because you can't one shot a 400 point knight with a unit that costs maybe 150 points, it's bad?
The point was that other units used in comparison are dramatically easier to deal with using a much wider array of units. A charging tac squad will kill a Russ tank no problem off a charge with no risk to themselves whereas against a Knight that same unit, even with twice the numbers or more, is probably going to whiff entirely and get obliterated for the effort.

Point for point, the Knight has dramatically greater resilience, mobility, and dramatically more CC capability, with equal firepower, relative so something like a Russ tank, and the threat presented by multiple Knights is not something every army is equipped to deal with.

1. Marines can't charge after getting out of a pod. So the Russ aims and gets half its points back? Even then, Russes aren't known for being good. Plus let us look at Tactical Marines in your situation realistically. You're either running them in a 5 man squad and therefore even the Punisher (one of the better ones) has a decent chance of popping them by itself (it kills 3 Marines on average maybe without upgrades) or they're being in a 10 man squad to hide your Power Fist you wanted for whatever and therefore the Executioner (one of the better ones) can a good chance of hitting the only important members of the squad. Now a squad of Sternguard popping out of a pod is a different story, but you're spending easily more than a Russ to pop it.
2. Russes are still garbage for the points, so the Imperial Knight is more realistically costed than the Russes. That said, it is still only 6HP to strip.
3. And not every army can fight summoning lists as they're not equipped to deal with it nor are all armies able to fight Green Tide as not all lists are equipped to handle it. See how this goes? You can't fight every list at once; you can only try to prepare for the extremes each time.


Are Imperial Knights really that powerful? @ 2016/08/30 19:31:50


Post by: Martel732


Russes are trash for the points, IKs are adequate for the points.


Are Imperial Knights really that powerful? @ 2016/08/30 19:50:54


Post by: Tycho


1. Marines can't charge after getting out of a pod. So the Russ aims and gets half its points back? Even then, Russes aren't known for being good. Plus let us look at Tactical Marines in your situation realistically. You're either running them in a 5 man squad and therefore even the Punisher (one of the better ones) has a decent chance of popping them by itself (it kills 3 Marines on average maybe without upgrades) or they're being in a 10 man squad to hide your Power Fist you wanted for whatever and therefore the Executioner (one of the better ones) can a good chance of hitting the only important members of the squad. Now a squad of Sternguard popping out of a pod is a different story, but you're spending easily more than a Russ to pop it.


The point is, that's ONE squad of Marines. Yes, the Russ might take them out. Chances are it won't, and that one squad has a real good chance of killing the Russ. You need a minimum of two squads just to get past the shield of the Knight, and the Knight WILL kill the Marines.


2. Russes are still garbage for the points, so the Imperial Knight is more realistically costed than the Russes. That said, it is still only 6HP to strip.


Yes. "only" 6 HP ... once you get past the shield, the D weapons, the incoming fire, the CC attacks and the speed of the Knight ... It seems like you're deliberately ignoring the things that really make Knights tough ... Here's a hint - It's NOT the Hull Points.

3. And not every army can fight summoning lists as they're not equipped to deal with it nor are all armies able to fight Green Tide as not all lists are equipped to handle it. See how this goes? You can't fight every list at once; you can only try to prepare for the extremes each time.


This part's true to an extant. Like I said before, 40K really has become paper/rock/scissors and few other things make that more clear than an all Knight army. I really don't think the true TAC list still exists in 40K anymore. That said, you will still have a chance (admittedly a very slim chance) of beating a horde or summoning army that you aren't equipped to handle. If you aren't set up to face multiple Knights, you have ZERO shot. If you ARE set up to face multiple Knights, you don't have much of shot against the other "power" lists. They just really exploit that flaw in the current design philosophy.


Are Imperial Knights really that powerful? @ 2016/08/30 19:51:09


Post by: Vaktathi



1. Marines can't charge after getting out of a pod. So the Russ aims and gets half its points back?
Right, but if we're talking a BC russ (closest match to Knight armament), assuming no cover and good scatter sure, otherwise...

Even then, Russes aren't known for being good.
In large part because of vehicle rules Knights dont have to worry about.


Plus let us look at Tactical Marines in your situation realistically. You're either running them in a 5 man squad and therefore even the Punisher (one of the better ones) has a decent chance of popping them by itself (it kills 3 Marines on average maybe without upgrades) or they're being in a 10 man squad to hide your Power Fist you wanted for whatever and therefore the Executioner (one of the better ones) can a good chance of hitting the only important members of the squad.
We'll leave aside the fact that an Executioner is also likely to kill itself over the course of a game...

But ultimately the point wasnt to get bogged down in details of various Russ loadouts and highly variable tactical minutae, it was to highlight the dramatically greater mobility, versaility, and resiliency of the Knight in relation to units its often compared with.


2. Russes are still garbage for the points, so the Imperial Knight is more realistically costed than the Russes. That said, it is still only 6HP to strip.
Yes...6HP woth high enough frontal AV to be immune or highly resistant to most S based HP stripping weapons with a like 4++ that doesnt have to worry about being shaken, stunned, losing weapons, getting autohit on rear armor on 3's etc.


3. And not every army can fight summoning lists as they're not equipped to deal with it nor are all armies able to fight Green Tide as not all lists are equipped to handle it. See how this goes? You can't fight every list at once; you can only try to prepare for the extremes each time.
and I have just as much of an issue with lists like those. My point ultimately was that it's not possible for all armies to deal with multiple Knights with a TAC list and as such do present a balance issue beyond just players inability to command their forces, and that should be acknowledged. Tailoring lists is still looked down upon and isnt always possible.


Are Imperial Knights really that powerful? @ 2016/08/30 19:53:12


Post by: Martel732


"Yes...6HP woth high enough frontal AV to be immune or highly resistant to most S based HP stripping weapons with a like 4++ that doesnt have to worry about being shaken, stunned, losing weapons, getting autohit on rear armor on 3's etc. "

And still require a third of the firepower compared to Riptide. All for double the cost! What a deal!


Are Imperial Knights really that powerful? @ 2016/08/30 20:03:25


Post by: AnomanderRake


Before we get too far out into the weeds of a one-on-one comparison I'd like to say again.

ONE Imperial Knight is not a problem.

[MANY Imperial Knights are a problem.


Are Imperial Knights really that powerful? @ 2016/08/30 20:16:18


Post by: BrianDavion


 AnomanderRake wrote:
Before we get too far out into the weeds of a one-on-one comparison I'd like to say again.

ONE Imperial Knight is not a problem.

[MANY Imperial Knights are a problem.



sure but this gets back to my point, Imperial Knights are not the only such army out there these days. both the Imperial Guard, and Space Marines have decurion options that allow them, if they so desire, to deploy armies of nothing but armor IG with the Hammer of the Emperor super formation, and Space Marines with the Armored Might super formation.so even if you ignore IKs, you need to, these days take in consideration the possiability of fighting a army that consists entirely of vehicles.


Are Imperial Knights really that powerful? @ 2016/08/30 20:21:28


Post by: Tycho


sure but this gets back to my point, Imperial Knights are not the only such army out there these days. both the Imperial Guard, and Space Marines have decurion options that allow them, if they so desire, to deploy armies of nothing but armor IG with the Hammer of the Emperor super formation, and Space Marines with the Armored Might super formation.so even if you ignore IKs, you need to, these days take in consideration the possiability of fighting a army that consists entirely of vehicles.


As has been illustrated ad nauseum at this point, taking out an all tank army simply isn't even close to taking out an all Knight army. Both you and Slayer fan appear to be deliberately ignoring the very significant differences between your typical AV 13 style wall and an all Knight list. Comparing an army of SH walkers to an army of tanks just isn't quite apples to apples in this case. I can still build as close to a "TAC list" as current 40k will allow and have a shot at taking out your AV12/13/14 wall. I can't say the same for fighting 3-5 Knights.


Are Imperial Knights really that powerful? @ 2016/08/30 20:21:39


Post by: Blacksails


You're correct, but the big difference is that those armies collapse might quick to some dedicated assault units that can close the gap or reliably get behind the force and shove a gak load of krak grenades up tail pipes.

Knights on the other hand fight back and aren't exactly slouches.


Are Imperial Knights really that powerful? @ 2016/08/30 20:23:54


Post by: BrianDavion


Tycho wrote:
sure but this gets back to my point, Imperial Knights are not the only such army out there these days. both the Imperial Guard, and Space Marines have decurion options that allow them, if they so desire, to deploy armies of nothing but armor IG with the Hammer of the Emperor super formation, and Space Marines with the Armored Might super formation.so even if you ignore IKs, you need to, these days take in consideration the possiability of fighting a army that consists entirely of vehicles.


As has been illustrated ad nauseum at this point, taking out an all tank army simply isn't even close to taking out an all Knight army. Both you and Slayer fan appear to be deliberately ignoring the very significant differences between your typical AV 13 style wall and an all Knight list. Comparing an army of SH walkers to an army of tanks just isn't quite apples to apples in this case. I can still build as close to a "TAC list" as current 40k will allow and have a shot at taking out your AV12/13/14 wall. I can't say the same for fighting 3-5 Knights.


sure except those armies ALSO make bolt guns etc useless. the "half my armies weapons are useless" complaint applies.


Are Imperial Knights really that powerful? @ 2016/08/30 20:30:01


Post by: Vaktathi


BrianDavion wrote:
 AnomanderRake wrote:
Before we get too far out into the weeds of a one-on-one comparison I'd like to say again.

ONE Imperial Knight is not a problem.

[MANY Imperial Knights are a problem.



sure but this gets back to my point, Imperial Knights are not the only such army out there these days. both the Imperial Guard, and Space Marines have decurion options that allow them, if they so desire, to deploy armies of nothing but armor IG with the Hammer of the Emperor super formation, and Space Marines with the Armored Might super formation.so even if you ignore IKs, you need to, these days take in consideration the possiability of fighting a army that consists entirely of vehicles.
The issue with those IG and SM armor is that they are much easier to succesfully engage, are generally much more static, and have fewer attack vectors than the Knights do. IG have had AC list since 3E, but they were always really awkward to run, while Knights suffer almost none of the drawbacks when fielded as an army. Boltguns might be mostly useless (though can at least do something to rear armor in most cases, for instance dropped via pod if they have nothing better to shoot at) but barefisted close combat attacks are not, there are a whole lot more options for engaging these types of armies than there are for Knights.


Are Imperial Knights really that powerful? @ 2016/08/30 20:33:22


Post by: Slayer-Fan123


 Vaktathi wrote:

1. Marines can't charge after getting out of a pod. So the Russ aims and gets half its points back?
Right, but if we're talking a BC russ (closest match to Knight armament), assuming no cover and good scatter sure, otherwise...

Even then, Russes aren't known for being good.
In large part because of vehicle rules Knights dont have to worry about.


Plus let us look at Tactical Marines in your situation realistically. You're either running them in a 5 man squad and therefore even the Punisher (one of the better ones) has a decent chance of popping them by itself (it kills 3 Marines on average maybe without upgrades) or they're being in a 10 man squad to hide your Power Fist you wanted for whatever and therefore the Executioner (one of the better ones) can a good chance of hitting the only important members of the squad.
We'll leave aside the fact that an Executioner is also likely to kill itself over the course of a game...

But ultimately the point wasnt to get bogged down in details of various Russ loadouts and highly variable tactical minutae, it was to highlight the dramatically greater mobility, versaility, and resiliency of the Knight in relation to units its often compared with.


2. Russes are still garbage for the points, so the Imperial Knight is more realistically costed than the Russes. That said, it is still only 6HP to strip.
Yes...6HP woth high enough frontal AV to be immune or highly resistant to most S based HP stripping weapons with a like 4++ that doesnt have to worry about being shaken, stunned, losing weapons, getting autohit on rear armor on 3's etc.


3. And not every army can fight summoning lists as they're not equipped to deal with it nor are all armies able to fight Green Tide as not all lists are equipped to handle it. See how this goes? You can't fight every list at once; you can only try to prepare for the extremes each time.
and I have just as much of an issue with lists like those. My point ultimately was that it's not possible for all armies to deal with multiple Knights with a TAC list and as such do present a balance issue beyond just players inability to command their forces, and that should be acknowledged. Tailoring lists is still looked down upon and isnt always possible.

1. Knight loadouts will vary like Russes will vary. Some Knights will just have the Battle Cannon and Gatling, and some Russes are all Lascannons and junk. Ultimately Russes are overcosted but we're also talking about a situation you created that will never happen in a game unless you're playing someone really bad (which is getting a Tactical Marine sergeant charging a Russ with a Power Fist). Therefore the loadout of either doesn't have much of bearing on the conversation in terms of durability.
2. Russes aren't good because they're overcosted for a BS3 platform on top of the fact the Russ no longer has Lumbering Behemoth so that the old school Battlecannon has any use. Vehicle rules are only the icing on the cake, as if they could at least kill anything they'd be a glass cannon. They aren't.
3. How likely? I haven't seen the Gets Hot rule in awhile but if you're having to roll a 1 for each blast and there's 3 shots, you at almost 60% chance of not getting a 1 per shooting phase? That's not very bad. Also I'm not arguing that Knights aren't versatile, but they're still weak to the things that make vehicles bad: HP stripping, Haywire, Melta, and Gauss. The Damage Table is NOT what makes vehicles bad.
4. What melee happens nowadays anyway? Why are we assuming the 4++ is present on all sides? Why are we assuming the problem with vehicles is still being stunned or losing weapons?
5. And if you have an issue with summoning or tide lists that's honestly your own problem in the same way you have issues with Knight lists.


Are Imperial Knights really that powerful? @ 2016/08/30 20:35:23


Post by: Tycho


sure except those armies ALSO make bolt guns etc useless. the "half my armies weapons are useless" complaint applies.


Um ... that's a non-starter IMO. I don't really care that my boltguns are useless against a tank army. What I care about is that my anti-tank stuff isn't useless, is easily delivered to those tanks, and can be reliably spread across multiple tanks at once and still work to solid effect. I can still bring down your armor reliably and without too much risk to myself. That's with just using a more "TAC" list that wasn't built exclusively to kill armor. That same "TAC" list simply isn't going to do jack against 3 Knights. That's what everyone is trying to explain.

I take that "TAC" list (or at least as close to TAC as I can get with the current meta) and run against your tanks - I can still win. I can then take that list against a lot of other armies and still be in the game. I take that TAC list against an all Knight army and I'm toast. Zero chance. So I take an army dedicated to killing Knights and I win that game. That "Knight killer" list isn't likely to fare well against ANY other list INCLUDING your AV wall "all tank" example. THAT is where Knights currently present an issue. I personally feel they are really just inadvertanlty exposing a flaw in the game itself, but there you have it.

If you sincerely don't understand the difference at this point I'm not sure what to say ...


EDIT:

I feel like a lot of the "All tank armies are just as hard as all Knight armies" are being posted by people who may not actually have faced a lot of either? I just don't get how people aren't seeing the differences unless their arguments are based on pure theory.


Are Imperial Knights really that powerful? @ 2016/08/30 20:46:46


Post by: JohnHwangDD


 Vaktathi wrote:
IG have had AC list since 3E, but they were always really awkward to run, while Knights suffer almost none of the drawbacks when fielded as an army.


3E IGAC was better than the infantry-heavy alternative, that's for sure. Halfway competitive. Can't say that today.


Are Imperial Knights really that powerful? @ 2016/08/31 01:53:32


Post by: AnomanderRake


 JohnHwangDD wrote:
 Vaktathi wrote:
IG have had AC list since 3E, but they were always really awkward to run, while Knights suffer almost none of the drawbacks when fielded as an army.


3E IGAC was better than the infantry-heavy alternative, that's for sure. Halfway competitive. Can't say that today.


That was back when Ordnance was Armourbane, too.


Are Imperial Knights really that powerful? @ 2016/08/31 19:27:43


Post by: Scott-S6


Slayer-Fan123 wrote:
therefore the Executioner (one of the better ones) can a good chance of hitting the only important members of the squad.

I'm not sure what you're trying to say here - the executioner kills the nearest models, not the models under the blast markers. It's only for barrage weapons that wound allocation selects models closest to the center of the marker.


Are Imperial Knights really that powerful? @ 2016/09/01 07:40:37


Post by: Scott-S6


 Backspacehacker wrote:
The even nastyer combo is grav cannon, grav gun, and multi grav and just unleash hell on it.

Since Tacticals aren't relentless you've got 7 shots.

You need hit, then get a 6 and then he gets the shield.

The average result is zero damage. Grav guns are worse against knights than meltas.


Are Imperial Knights really that powerful? @ 2016/09/02 08:21:10


Post by: malamis


From the position of having both 5 knights and 15~ russes and support vehicles of various configurations, I can say the following:

The mobility element alone tips the balance in favor of the knights.

Beyond and above armament, the capacity to dictate the direction of combat renders even the missile Gallant more valuable in a point grab situation than equivalent points of any Russ. While the russes can very easily sway a battle for you, they do so by straightforward party wipe applications, and there will be, if you're facing competent opponents, situations where that's not enough. Or at least not what you need for a given situation, i.e. 3 secure objective 5s drawn by your opponent.

The 12 +12~ move of a knight grants it the capacity to effectively cross the board almost 3 times during the length of an average game, or on the 4x4/6x4 tables that tend to be the standard, walk to every single objective point in a circuit, and often force movement of anti armour elements when that would not be desired by your opponent.


Are Imperial Knights really that powerful? @ 2016/09/03 23:12:09


Post by: babelfish


I think that there are some important points getting lost in the argument over if mass tanks are better than mass Knights and the L2P noobness.

The central are Knights that powerful question really boils down to how casual/competitive of a game is being played.

In a casual pick up game, one Imperial Knight is reasonable. All factions have enough anti-tank to deal with a single Knight without tailoring for it. 2-3 Knights gets more iffy, and will depend mostly on your gaming group. In my club, showing up with 3 Knights means you want a casual game. At the new players night, it's a d**k move. More than 3 Knights and you've moved into competitive play, meaning you shouldn't be playing against opponents who don't want a tournament style game.

In competitive play, Knights (that is, 4-5 of them) are mid tier and tend to be very rock paper scissors. Some armies can't handle them and mostly just hope to not play against them, other armies have easy solutions and look at the Knights as a free win. In small events the Knight player can hope that nobody brought the tools to kill him/dodge the bad match up. In major events, that's much less likely, particularly as the current dominant armies all have the tools to deal with them. Evidence for this is the thing were Imperial Knight builds rarely win GT's.

Compared to mass Leman Russes/Armored Company builds, Knights are better, because those armies are outdated and have major flaws. Compared to GMC, Knights are worse, because the only two GMC anyone cares about (Stormsurge and Wraithknight) are really really good. If you are at a tournament and you don't have the tools to deal with several Knights, your likely going to loose to Knights and to the neckbeard who brought all of the Leman Russes he painted up in 1998. If you are having a casual game, you can always ask the other player to take out some Knights, or play fewer points, or simply decline the game.





Are Imperial Knights really that powerful? @ 2016/09/04 01:03:58


Post by: Oldmike


In my area more then one LOW of any type and you get dirty looks.


Are Imperial Knights really that powerful? @ 2016/09/04 01:49:43


Post by: Slayer-Fan123


Oldmike wrote:
In my area more then one LOW of any type and you get dirty looks.

Yeah I know. Dante is so broken.


Are Imperial Knights really that powerful? @ 2016/09/04 01:57:53


Post by: casvalremdeikun


Slayer-Fan123 wrote:
Oldmike wrote:
In my area more then one LOW of any type and you get dirty looks.

Yeah I know. Dante is so broken.
Well, Dante paired with a Sanguinary Priest equals a lot of AP2 attacks at his high initiative. But he is not even in the same category as a Knight or, god forbid, a Stormsurge or Wraithknight.


Are Imperial Knights really that powerful? @ 2016/09/04 01:59:26


Post by: adamsouza


I'm pretty sure Slayer-Fan was attempting humor


Are Imperial Knights really that powerful? @ 2016/09/04 03:31:29


Post by: casvalremdeikun


 adamsouza wrote:
I'm pretty sure Slayer-Fan was attempting humor
I know he was.


Are Imperial Knights really that powerful? @ 2016/09/04 05:00:15


Post by: Drasius


Slayer-Fan123 wrote:
Oldmike wrote:
In my area more then one LOW of any type and you get dirty looks.

Yeah I know. Dante is so broken.


Yeah, imagine using 2 CAD's to take Dante and Gabriel Seth! Sweet Emperor's teeth, your enemies would have no chance!


Are Imperial Knights really that powerful? @ 2016/09/04 05:39:50


Post by: JohnHwangDD


 Drasius wrote:
Yeah, imagine using 2 CAD's to take Dante and Gabriel Seth! Sweet Emperor's teeth, your enemies would have no chance!


As an Imperial Guard player, it is broken and wrong that you guys get Lords of War choices in your codex at all. Unfair!


Are Imperial Knights really that powerful? @ 2016/09/04 06:44:51


Post by: BrianDavion


 JohnHwangDD wrote:
 Drasius wrote:
Yeah, imagine using 2 CAD's to take Dante and Gabriel Seth! Sweet Emperor's teeth, your enemies would have no chance!


As an Imperial Guard player, it is broken and wrong that you guys get Lords of War choices in your codex at all. Unfair!


just because it flew in under my radar, you're familer with codex: Cadia right?


Are Imperial Knights really that powerful? @ 2016/09/04 20:28:41


Post by: JohnHwangDD


Nope, I just play Imperial Guard. With an Allied Knight.


Are Imperial Knights really that powerful? @ 2016/09/04 23:37:39


Post by: AnomanderRake


 JohnHwangDD wrote:
 Drasius wrote:
Yeah, imagine using 2 CAD's to take Dante and Gabriel Seth! Sweet Emperor's teeth, your enemies would have no chance!


As an Imperial Guard player, it is broken and wrong that you guys get Lords of War choices in your codex at all. Unfair!


As an Inquisition player, it is broken and wrong that you have in-faction superheavies with plastic kits.

Your point?


Are Imperial Knights really that powerful? @ 2016/09/05 03:39:45


Post by: BrianDavion


 JohnHwangDD wrote:
Nope, I just play Imperial Guard. With an Allied Knight.


basicly it's a supplemental codex that add s decurion style formation to IG players and incldues the up to date stat sheets for the baneblade family of super heavies


Are Imperial Knights really that powerful? @ 2016/09/05 03:58:23


Post by: JohnHwangDD


Oh, OK. I remember people talking about IG getting formations a while back, but I completely ignored it, as I wasn't about to buy a supplement on top of the Codex. If/when GW makes a new IG Codex with formations built-in, I'll reconsider.

Until then, if I want to play Decurion-style formations, I'll work on getting the missing bits for my Eldar.


Are Imperial Knights really that powerful? @ 2016/09/05 04:56:00


Post by: greyknight12


Imperial Knights aren't that powerful. They don't shoot enough to thin out Eldar/Tau and don't have enough CC attacks to stop throwaway CC units like Ork Nobz while being an AV13 vehicle in CC and an AV12 one when they get shot at. Their only strength at this point rests in being able to make them Obsec, but the dirty little secret is that in most missions nowadays your opponent only has to kill 2/5 knights to make it impossible for the Knight player to win. You need more than 3 units on the board to win most of the time., and there are many solutions to dealing with Knights that cost far less than they do. Like other units they can be buffed (invisibility, forewarning, etc) but by themselves they are less menacing than an equal points value of scatterbikes or warp spiders.


Are Imperial Knights really that powerful? @ 2016/09/05 08:24:42


Post by: Scott-S6


 JohnHwangDD wrote:
Oh, OK. I remember people talking about IG getting formations a while back, but I completely ignored it, as I wasn't about to buy a supplement on top of the Codex. If/when GW makes a new IG Codex with formations built-in, I'll reconsider.

Until then, if I want to play Decurion-style formations, I'll work on getting the missing bits for my Eldar.

You're not missing anything on the decurion from but a couple of the formations are okay.


Are Imperial Knights really that powerful? @ 2016/09/05 09:05:59


Post by: Runic


They are not super powerful if you account in the most cheesy lists. In a way, they are good for the game, as they force your opponents to think what to put in their list if they meet one. They also counter the lame deathstars a bit.

It's a rare game where a Knight brings back it's points cost, it requires expertise to use to get everything out of it each turn. Too often you see a Knight who Stomps some unit of Guardsmen, shoots one Leman Russ and that's all she wrote during the whole match. Against powerful lists they can be easily oneshot, becoming a huge amount of "wasted" points.


Are Imperial Knights really that powerful? @ 2016/09/05 09:14:33


Post by: Torus


Meh, they're nothing too strong in a vacuum, but in essence your just playing rock paper scissors, get matched against an army with a plethora of AT weapons and then you're doomed but if you face a TAC list then you'll probably wreak face...


Are Imperial Knights really that powerful? @ 2016/09/06 02:07:16


Post by: JohnHwangDD


Today's game, we had Knights & Guard Infantry against Orks. And yeah, the Knights did very well. I'm not so much impressed by the FW variants over the regular plastics. Still, the Knights did an impressive job of board control, clearing the center to take those objectives.


Are Imperial Knights really that powerful? @ 2016/09/06 10:47:58


Post by: master of ordinance


A single Knight on its own is poerful but can be dealt with. The real issue comes when someone deploys an entire army of them in a game and basically renders anything with less than S7 invalid.


Are Imperial Knights really that powerful? @ 2016/09/06 15:09:46


Post by: jeffersonian000


 master of ordinance wrote:
A single Knight on its own is poerful but can be dealt with. The real issue comes when someone deploys an entire army of them in a game and basically renders anything with less than S7 invalid.

On the flipside, if you build your army to handle GMCs and Superheavies rather than dumping all your points into a Deathstar, someone fielding all Knights just handed you a free win. Rock meets Scissors while complaining Paper is OP.

SJ


Are Imperial Knights really that powerful? @ 2016/09/06 15:19:15


Post by: Vaktathi


 jeffersonian000 wrote:
 master of ordinance wrote:
A single Knight on its own is poerful but can be dealt with. The real issue comes when someone deploys an entire army of them in a game and basically renders anything with less than S7 invalid.

On the flipside, if you build your army to handle GMCs and Superheavies rather than dumping all your points into a Deathstar, someone fielding all Knights just handed you a free win. Rock meets Scissors while complaining Paper is OP.

SJ
or perhaps its more that many armies simply are not capable of making lists able to engage 5 Knights and remaining "TAC". Knights are something many armies have to tailor for when facing a full army of them, which isn't always an option.


Are Imperial Knights really that powerful? @ 2016/09/06 15:20:41


Post by: master of ordinance


 jeffersonian000 wrote:
 master of ordinance wrote:
A single Knight on its own is poerful but can be dealt with. The real issue comes when someone deploys an entire army of them in a game and basically renders anything with less than S7 invalid.

On the flipside, if you build your army to handle GMCs and Superheavies rather than dumping all your points into a Deathstar, someone fielding all Knights just handed you a free win. Rock meets Scissors while complaining Paper is OP.

SJ

Well, if I optimise my army to face nothing BUT vehicles then yes, it would be rather more easy. On the other hand every other army would stomp all over me.


Are Imperial Knights really that powerful? @ 2016/09/06 15:21:39


Post by: Gunzhard


Mine always seems to die turn 1 or turn 2 at the best. I've stopped fielding it.


Are Imperial Knights really that powerful? @ 2016/09/06 16:58:48


Post by: jeffersonian000


 master of ordinance wrote:
 jeffersonian000 wrote:
 master of ordinance wrote:
A single Knight on its own is poerful but can be dealt with. The real issue comes when someone deploys an entire army of them in a game and basically renders anything with less than S7 invalid.

On the flipside, if you build your army to handle GMCs and Superheavies rather than dumping all your points into a Deathstar, someone fielding all Knights just handed you a free win. Rock meets Scissors while complaining Paper is OP.

SJ

Well, if I optimise my army to face nothing BUT vehicles then yes, it would be rather more easy. On the other hand every other army would stomp all over me.

So, how do you normally play that you cannot deal with vehicles easily?

SJ


Are Imperial Knights really that powerful? @ 2016/09/06 17:10:36


Post by: Vaktathi


There's a difference between having sufficient AT for most games and sufficient AT for 5 Superheavy walkers sporting invul saves with dramatically more mobility than most other vehicles and both assault phase and shooting phase attack vectors. What would clear Russ company off a table wont necessarily function against Knights.


Are Imperial Knights really that powerful? @ 2016/09/06 19:08:43


Post by: jeffersonian000


 Vaktathi wrote:
There's a difference between having sufficient AT for most games and sufficient AT for 5 Superheavy walkers sporting invul saves with dramatically more mobility than most other vehicles and both assault phase and shooting phase attack vectors. What would clear Russ company off a table wont necessarily function against Knights.

I disagree. The ability to deal with massed Russes is the same ability to deal with mass Knights. If you can handle one, you can handle the other.

SJ


Are Imperial Knights really that powerful? @ 2016/09/06 19:21:40


Post by: Martel732


Hehe. /popcorn This should be good.


Are Imperial Knights really that powerful? @ 2016/09/06 19:23:02


Post by: JohnHwangDD


Point for point, Knights outclass Russes. They are much faster, have better survivability with their shields, and most importantly, don't insta-die in HtH. There is a huge difference in cracking WS4 AV13 in HtH vs WS1 AV10/11. And that's before we factor in the A3 S(D) attacks & d3 Stomps...


Are Imperial Knights really that powerful? @ 2016/09/06 19:24:40


Post by: nintura


 jeffersonian000 wrote:
 Vaktathi wrote:
There's a difference between having sufficient AT for most games and sufficient AT for 5 Superheavy walkers sporting invul saves with dramatically more mobility than most other vehicles and both assault phase and shooting phase attack vectors. What would clear Russ company off a table wont necessarily function against Knights.

I disagree. The ability to deal with massed Russes is the same ability to deal with mass Knights. If you can handle one, you can handle the other.

SJ


Well, you know what they say. That's the good thing about America, you can disagree and have an opinion all you want, doesn't make you right though.


Are Imperial Knights really that powerful? @ 2016/09/06 19:25:52


Post by: Tycho


I disagree. The ability to deal with massed Russes is the same ability to deal with mass Knights. If you can handle one, you can handle the other.


Have you read the pages prior to this one? We've covered that subject in detail already ...


Are Imperial Knights really that powerful? @ 2016/09/06 19:27:18


Post by: Martel732


All this being said, I think all IKs are rather a bit overcosted, so spamming them is not likely to yield good results.


Are Imperial Knights really that powerful? @ 2016/09/06 19:45:34


Post by: agnosto


 JohnHwangDD wrote:
Today's game, we had Knights & Guard Infantry against Orks. And yeah, the Knights did very well. I'm not so much impressed by the FW variants over the regular plastics. Still, the Knights did an impressive job of board control, clearing the center to take those objectives.


Castigators work very well vs horde armies in my experience.

I'm biased though, I love the model.


Are Imperial Knights really that powerful? @ 2016/09/06 19:49:29


Post by: Vaktathi


 jeffersonian000 wrote:
 Vaktathi wrote:
There's a difference between having sufficient AT for most games and sufficient AT for 5 Superheavy walkers sporting invul saves with dramatically more mobility than most other vehicles and both assault phase and shooting phase attack vectors. What would clear Russ company off a table wont necessarily function against Knights.

I disagree. The ability to deal with massed Russes is the same ability to deal with mass Knights. If you can handle one, you can handle the other.

SJ
Not true at all. Russ tanks can be shaken, stunned, immobilized, and lose weapons. Russ tanks cannot engage multiple targets. They dont have inherent invul saves. They are exceedingly, absurdly easy to kill in CC being WS1 and in most cases AV10 (11 at best) when attacked in CC (though, if the FAQ grenade change makes it through to the final version, they will be less ridiculously easy to kill), and can't run from or avoid anything with a maximum move of 6" a turn.

None of these things are true with Knights. If your idea of AT is just raw volume of lascannon fire, sure, they're pretty equivalent. Outside of that they are wildly different beasts when it comes to engaging them.

Knights cannot be shaken or immobilized, they can shoot at multiple targets, they have invul saves to block incoming fire, they are very powerful in CC and much harder to hurt there than Russ tanks being WS4+ and are hit in AV13, and can traverse up to 24" of tablespace in a single turn and can avoid enemy units with far greater ease if they choose.


Are Imperial Knights really that powerful? @ 2016/09/06 19:54:57


Post by: JohnHwangDD


The Castigator is OK, but laying down 2 Large Blasts anywhere on the table turn after turn also solves a lot of problems before they reach BtB!


Are Imperial Knights really that powerful? @ 2016/09/06 20:22:39


Post by: agnosto


 JohnHwangDD wrote:
The Castigator is OK, but laying down 2 Large Blasts anywhere on the table turn after turn also solves a lot of problems before they reach BtB!


The acheron is good vs crowds too....it also happens to be usually the first one of my knights I lose in a game.


Are Imperial Knights really that powerful? @ 2016/09/06 21:17:38


Post by: JohnHwangDD


 Vaktathi wrote:
 jeffersonian000 wrote:
The ability to deal with massed Russes is the same ability to deal with mass Knights. If you can handle one, you can handle the other.

SJ
If your idea of AT is just raw volume of lascannon fire, sure, they're pretty equivalent.


Not really. AV13/Sv4++ is strictly better than AV14.


Are Imperial Knights really that powerful? @ 2016/09/06 21:23:23


Post by: jeffersonian000


The weapons and tactics it takes to kill a tank in 40k are the exact same weapons and tactics it takes to kill a Knight. The only different is that you are dealing with 1/3 the number in Knights versus tanks, and need to dedicate 3x the effort per Knight. You aren't killing all 5 on turn 1, you are killing or mitigating 1 per turn.

And yes, I have read the thread. And posted several times. Asking the question implies you haven't read the thread.

SJ


Are Imperial Knights really that powerful? @ 2016/09/06 21:26:53


Post by: JohnHwangDD


An Imperial Knight weighs in around 400 pts, less than 3x the points cost of a typical Leman Russ hitting the board. Point for point, Knights are more durable than Russes.

Imperial Knights lose firepower more slowly as well. If you destroy 1 Russ of a Knight, the Knight keeps firing. The Russ is destroyed. And that's just the destroyed result, ignoring the impact of Shakes & Stuns that Knights completely ignore.

Quite frankly, you don't understand the Knight v Russ difference well enough to be posting what you're posting. Much less talking smack to other posters here.


Are Imperial Knights really that powerful? @ 2016/09/06 21:27:13


Post by: Martel732


Knights go down fast on their sides. Way faster than a 400 pt model should. If you are using HP scrubbing, IKs are far less durable/pt on the side compared to a LRBT.


Are Imperial Knights really that powerful? @ 2016/09/06 21:32:25


Post by: JohnHwangDD


OK, I'll bite. What other 400 pt models are you comparing the Knight to?
____

Oh, I see you clarified it to be HP scrubbing. Which is a bit odd, as the Russes will be taking Pens and Shakes and Stuns that the Knight is going to largely ignore.


Are Imperial Knights really that powerful? @ 2016/09/06 21:35:40


Post by: Martel732


Not really. It's actually pretty hard to pen AV 13. Yeah, there's melta, but most commonly, the Russ will be doing its thing until it runs out of HPs.

For a single 400 pt? I'm not sure. But let's look at the 295 pt WK or say 400 pts of TWC. It's not even close who is more durable. Thinking about the pool of available power units in the game, IKs are definitely below average in that crowd. Maybe bordering on bad, actually, because of their cost.


Are Imperial Knights really that powerful? @ 2016/09/06 21:41:38


Post by: jreilly89


 jeffersonian000 wrote:
The weapons and tactics it takes to kill a tank in 40k are the exact same weapons and tactics it takes to kill a Knight. The only different is that you are dealing with 1/3 the number in Knights versus tanks, and need to dedicate 3x the effort per Knight. You aren't killing all 5 on turn 1, you are killing or mitigating 1 per turn.

And yes, I have read the thread. And posted several times. Asking the question implies you haven't read the thread.

SJ


Except Knights strike back in Melee and can Stomp. My Greater Unclean Ones, Daemon Princes, and Bloodthirster fear no Leman Russ, but fear Knights.


Are Imperial Knights really that powerful? @ 2016/09/06 21:44:00


Post by: Martel732


I think for people planning to shoot them to death, it's a lot more like fighting a tank than for people who plan on assaulting them. Knights neither strike back, nor stomp when you are scrubbing them to death on their AV 12 sides with no ion shield.


Are Imperial Knights really that powerful? @ 2016/09/06 21:44:48


Post by: Vaktathi


 jeffersonian000 wrote:
The weapons and tactics it takes to kill a tank in 40k are the exact same weapons and tactics it takes to kill a Knight.
If you're talking shooting lascannons from across the board...sure.

Aside from that, they are very different.

You cannot suppress a Knight the way you can a tank like a Russ.

A Russ dies in CC as soon as anything with even thr most basic anti armor gear makes it into base contact, and cannot hit back at all. A Knight is a fearsome CC machine.

DS melta has to contend with an invul save and usually requires setting up a competing threat to hit the Knight from multiple angles to bypass thr Invul or requires devoting significantly more DS melta resources to overcome the additional HP and invul save.

HP stripping doesnt work particularly well on either unless you can get to a Knights side.

The knight has dramatically superior mobility to avoid threats and engage targets on its terms, whereas a Russ can do neither.


I mean, if you want to provide detail on how they're exactly the same, be my guest, but aside from just stating that the weapons and tactics are identical repeatedly, you havent provided any arguments to back that up nor any response to any of the points previously laid out.



Are Imperial Knights really that powerful? @ 2016/09/06 21:47:36


Post by: Martel732


The AV 11 rear Russes got a lot better after the grenade FAQ, though. Depends on whether we are talking assault marines or TWC charging them.


Are Imperial Knights really that powerful? @ 2016/09/06 21:53:36


Post by: Vaktathi


Martel732 wrote:
The AV 11 rear Russes got a lot better after the grenade FAQ, though. Depends on whether we are talking assault marines or TWC charging them.
only 3 variants have rear AV11 though, most are rear AV10 :(

That said, yes if the grenade change holds through the final FAQ, it will be a good boost to the rear AV11 russ tanks, the rear AV10 russ tanks can still be taken down absurdly easily by massed S4 hits.


Are Imperial Knights really that powerful? @ 2016/09/06 21:55:54


Post by: Martel732


Only 3... sigh. We're already using all the FAQ's so I'm used to it already. I guess I see those 3 a lot.

The thing about the side AV 12 is that the Eldar can get absurd amounts of S6 anywhere they want easily. While shooting through the front with D weapons. Although the ion shield functions against 66% of D weapon shots.


Are Imperial Knights really that powerful? @ 2016/09/06 21:57:25


Post by: Polonius


babelfish wrote:
I think that there are some important points getting lost in the argument over if mass tanks are better than mass Knights and the L2P noobness.

The central are Knights that powerful question really boils down to how casual/competitive of a game is being played.

In a casual pick up game, one Imperial Knight is reasonable. All factions have enough anti-tank to deal with a single Knight without tailoring for it. 2-3 Knights gets more iffy, and will depend mostly on your gaming group. In my club, showing up with 3 Knights means you want a casual game. At the new players night, it's a d**k move. More than 3 Knights and you've moved into competitive play, meaning you shouldn't be playing against opponents who don't want a tournament style game.

In competitive play, Knights (that is, 4-5 of them) are mid tier and tend to be very rock paper scissors. Some armies can't handle them and mostly just hope to not play against them, other armies have easy solutions and look at the Knights as a free win. In small events the Knight player can hope that nobody brought the tools to kill him/dodge the bad match up. In major events, that's much less likely, particularly as the current dominant armies all have the tools to deal with them. Evidence for this is the thing were Imperial Knight builds rarely win GT's.

Compared to mass Leman Russes/Armored Company builds, Knights are better, because those armies are outdated and have major flaws. Compared to GMC, Knights are worse, because the only two GMC anyone cares about (Stormsurge and Wraithknight) are really really good. If you are at a tournament and you don't have the tools to deal with several Knights, your likely going to loose to Knights and to the neckbeard who brought all of the Leman Russes he painted up in 1998. If you are having a casual game, you can always ask the other player to take out some Knights, or play fewer points, or simply decline the game.


I think this is the best look at the issue.

IK are a pro-am army, in that they're not quite good enough for the highest levels of competitive play, but they'll wipe the tables with most casual to semi-competitive builds. Virtually every example of how easy it is to deal with IKs presupposes that the player is using a high level codex: Eldar, Space Marines, or Tau. And, to those armies, there are pretty straight forward answers.

For a lot of armies, not only is the game not competitive, it's incredibly frustrating. And that's what people remember.


Are Imperial Knights really that powerful? @ 2016/09/06 21:59:35


Post by: Martel732


Orks in particular don't find Knights super fun I know. Lootas are very sketchy vs the front AV 13 4++, and the lootas will likely be targeted for elimination quickly.


Are Imperial Knights really that powerful? @ 2016/09/06 22:01:26


Post by: War Kitten


Imperial Knights are strong, but they only get "too powerful" when you start taking more than one of them. One is manageable, more than one turns the game into a larger scale version of Rock, Paper, Scissors


Are Imperial Knights really that powerful? @ 2016/09/06 22:11:49


Post by: JohnHwangDD


Martel732 wrote:
I think for people planning to shoot them to death, it's a lot more like fighting a tank than for people who plan on assaulting them. Knights neither strike back, nor stomp when you are scrubbing them to death on their AV 12 sides with no ion shield.


Not exactly, because the difference being that a Knight can crush a lot of things within 20" simply by assaulting it - a Russ cannot ever do that. The Russ can only ever shoot back. Same with the big movement advantage - the Russ is simply a lot slower to get out of a fire lane or kill box. That is a huge difference in the combat calculus.


Automatically Appended Next Post:
Martel732 wrote:
The thing about the side AV 12 is that the Eldar can get absurd amounts of S6 anywhere they want easily. While shooting through the front with D weapons. Although the ion shield functions against 66% of D weapon shots.


And if you didn't happen to bring a mass-S6 / multi-D Eldar army, what then?


Automatically Appended Next Post:
Martel732 wrote:
Orks in particular don't find Knights super fun I know. Lootas are very sketchy vs the front AV 13 4++, and the lootas will likely be targeted for elimination quickly.


Along with Tankbustas and Meganobz. Otherwise, not a big deal.


Are Imperial Knights really that powerful? @ 2016/09/07 00:05:22


Post by: Martel732


"And if you didn't happen to bring a mass-S6 / multi-D Eldar army, what then?"

Is there another kind?


Are Imperial Knights really that powerful? @ 2016/09/07 00:13:39


Post by: JohnHwangDD


The Eldar book has lots of choices, and there are non-Eldar books. Showing that there is one Rock to this Scissors army in a sea of Paper doesn't help you. If anything, that particular Eldar build is the exception that proves the rule, as Polonius noted.

If you are saying people need a top-tier competitive army to beat Knights, maximizing the best units from what is considered a top-tier Codex, then that pretty much shows that Knights are obviously a superior choice.

BTW, at this point, I think it's obvious that you're trolling.


Are Imperial Knights really that powerful? @ 2016/09/07 00:29:33


Post by: Martel732


Superior to what? Russes? Pretty damn low bar.


Are Imperial Knights really that powerful? @ 2016/09/07 03:18:42


Post by: greyknight12


Martel732 wrote:
Orks in particular don't find Knights super fun I know. Lootas are very sketchy vs the front AV 13 4++, and the lootas will likely be targeted for elimination quickly.

Assault them with Nobz/bullyboyz. AV13 with no save is a wet paper bag against S10, with or without armorbane. Knights can only kill 3 (4 for the forgeworld ones) before you get to strike back. Even if the stomps kill you, it's a good trade.
For math reference: 5 attacks WS5 s10 vs AV13 (aka1 nobz charging) gives 3.33 hits, 1.67 pens and 0.55 glances. That doesn't factor in additional hullpoints for Explodes results, or the effects of killsaws. If you charge a knight with 5 Nobz, he will kill 1.5 of them at I4 (round up for 2) before you hit back with enough hullpoints to kill it outright. When I play my Grey Knights against them, I just hit them with hammers and dreadknights for a similar effect.

The best way to kill a knight is CC if you have high strength weapons; they simply don't have enough attacks to kill you before I1. However, in this edition many armies also have enough shooting to flank it and wittle it down, shield or not. And remember, you don't have to kill all 5...just 2-3 and then you can control the board and win on objectives.


Are Imperial Knights really that powerful? @ 2016/09/07 03:32:58


Post by: JohnHwangDD


Yeah, Killsaw Nobz were what our group came up with as well.


Are Imperial Knights really that powerful? @ 2016/09/07 04:25:01


Post by: jeffersonian000


Orks can lock a Knight down with a squad of Snotlings, and keep it locked down all game by simply feeding it a cheap squad every turn. Nids can do the same with Gaunts. In point of fact, plentiful cheap infantry are the bane of Knights. They can't kill 20+ cheap infantry fast enough to stop 10 more from showing up. And while that Knight is stuck in a tarpit, the Knight next to it is getting it's hull points stripped. And the three others? They are stuck trying to get around terrain because you were smart enough to use wall, and tall line of sight blocking ruins.

Did you take flyers? You know, those units most Knights can't deal with?

SJ


Are Imperial Knights really that powerful? @ 2016/09/07 04:52:47


Post by: BrianDavion


 jeffersonian000 wrote:

Did you take flyers? You know, those units most Knights can't deal with?

SJ


but but fliers are ALSO an evil of 6th/7th edition! How dare you suggest I take them!


Are Imperial Knights really that powerful? @ 2016/09/07 09:33:00


Post by: Capamaru


When playing Eldar one or multiple knights don't make a lot of difference to me. Usually two Hemlocks, two D-cannon batteries and one WK with wraithcannons can do the job. If not a Sh.Spear charge will finish the job.
Imperial Knights are a nice model which seems appropriately costed (not like the WK). I greatly consider including one in my GK list as fire support for them. (and I really like the model).


Are Imperial Knights really that powerful? @ 2016/09/07 10:10:51


Post by: Xathrodox86


I find Knights completely terryfining and bought one, solely to counter my opponent's IK. Theire firepower is immense, they have split fire, a two shot Melta cannon with huge range and a tasty rocket launcher to boot. A lot of HP's and AV 13/12 is a lot in my books, not to mention the shield. Knights are scary man.


Are Imperial Knights really that powerful? @ 2016/09/07 10:27:22


Post by: xlDuke


 greyknight12 wrote:
Martel732 wrote:
Orks in particular don't find Knights super fun I know. Lootas are very sketchy vs the front AV 13 4++, and the lootas will likely be targeted for elimination quickly.

Assault them with Nobz/bullyboyz. AV13 with no save is a wet paper bag against S10, with or without armorbane. Knights can only kill 3 (4 for the forgeworld ones) before you get to strike back. Even if the stomps kill you, it's a good trade.
For math reference: 5 attacks WS5 s10 vs AV13 (aka1 nobz charging) gives 3.33 hits, 1.67 pens and 0.55 glances. That doesn't factor in additional hullpoints for Explodes results, or the effects of killsaws. If you charge a knight with 5 Nobz, he will kill 1.5 of them at I4 (round up for 2) before you hit back with enough hullpoints to kill it outright. When I play my Grey Knights against them, I just hit them with hammers and dreadknights for a similar effect.

The best way to kill a knight is CC if you have high strength weapons; they simply don't have enough attacks to kill you before I1. However, in this edition many armies also have enough shooting to flank it and wittle it down, shield or not. And remember, you don't have to kill all 5...just 2-3 and then you can control the board and win on objectives.

Nobz are never Strength 10 (they are strength 8/9 with PK) and only have 5 attacks at high strength if they're charging with two killsaws. S10 is a lot better than S8/9 but you're right, Bullyboz with killsaws are a decent counter to Knights.


Are Imperial Knights really that powerful? @ 2016/09/07 13:26:49


Post by: Tycho


The weapons and tactics it takes to kill a tank in 40k are the exact same weapons and tactics it takes to kill a Knight. The only different is that you are dealing with 1/3 the number in Knights versus tanks, and need to dedicate 3x the effort per Knight. You aren't killing all 5 on turn 1, you are killing or mitigating 1 per turn.

And yes, I have read the thread. And posted several times. Asking the question implies you haven't read the thread.


A single post on the first page and then nothing until you make a statement that has been demonstrated in the previous 3 pages worth of posts to be inaccurate ... Most would forgive me for assuming you missed the relevant section I think ...

Orks can lock a Knight down with a squad of Snotlings, and keep it locked down all game by simply feeding it a cheap squad every turn. Nids can do the same with Gaunts. In point of fact, plentiful cheap infantry are the bane of Knights. They can't kill 20+ cheap infantry fast enough to stop 10 more from showing up. And while that Knight is stuck in a tarpit, the Knight next to it is getting it's hull points stripped. And the three others? They are stuck trying to get around terrain because you were smart enough to use wall, and tall line of sight blocking ruins.


The only time I run a Knight is as a lone ally to my Skitarii. Even with just one Knight (which I think we can all agree is NOT a OP unit)I've never had trouble with cheap massed infantry. I can only imagine how much easier that becomes with 5 Knights. How do you even get a squad of snotlings across the board to catch something that can clear 24" of table in a turn while also dropping large template blasts?

Bullyboz with killsaws are a decent counter to Knights.


We don't have too many Bullyboys players in my area, but this I could see working with some careful orchestration.


Are Imperial Knights really that powerful? @ 2016/09/07 13:48:44


Post by: carldooley


 Xathrodox86 wrote:
I find Knights completely terryfining and bought one, solely to counter my opponent's IK. Theire firepower is immense, they have split fire, a two shot Melta cannon with huge range and a tasty rocket launcher to boot. A lot of HP's and AV 13/12 is a lot in my books, not to mention the shield. Knights are scary man.


huh? they do NOT have split fire - but each weapon can target a different unit. Just remember that one of the weapons has to shoot what you are going to charge. The Melta Cannon has one shot, while the Rapid Fire Battle Cannon has 2 shots.


Are Imperial Knights really that powerful? @ 2016/09/07 14:05:51


Post by: AnomanderRake


Martel732 wrote:
"And if you didn't happen to bring a mass-S6 / multi-D Eldar army, what then?"

Is there another kind?


The kind you play if you want to play a second game. Last I checked.


Are Imperial Knights really that powerful? @ 2016/09/07 14:25:42


Post by: the_scotsman


 Xathrodox86 wrote:
I find Knights completely terryfining and bought one, solely to counter my opponent's IK. Theire firepower is immense, they have split fire, a two shot Melta cannon with huge range and a tasty rocket launcher to boot. A lot of HP's and AV 13/12 is a lot in my books, not to mention the shield. Knights are scary man.


The melta cannon has only one shot. That might contribute to your perception of the knight as terrifying.



Are Imperial Knights really that powerful? @ 2016/09/07 15:48:39


Post by: agnosto


When I run an all-Knight army, I run a baronial court with my Lancer as the baron/warlord. I typically include the lancer, an acheron, and a castigator plus an errant or paladin with anti-air cannon or if I want to just laugh at how useless it is, I'll include my magera. In bigger games, I'll also run an adamantine lance with two errants and a paladin with the paladin as warlord; the lancer will still be the baron. Whole thing, 7 knights, winds up being just under 3000 pts.

I've lost games, I've won games but I always pre-warn my opponent and don't mind list-tailoring in the least. I like big, stompy robots.


Are Imperial Knights really that powerful? @ 2016/09/07 15:54:33


Post by: master of ordinance


 jeffersonian000 wrote:
The weapons and tactics it takes to kill a tank in 40k are the exact same weapons and tactics it takes to kill a Knight. The only different is that you are dealing with 1/3 the number in Knights versus tanks, and need to dedicate 3x the effort per Knight. You aren't killing all 5 on turn 1, you are killing or mitigating 1 per turn.

And yes, I have read the thread. And posted several times. Asking the question implies you haven't read the thread.

SJ

Not really, Russes can be stunned, immobilised, lose weapons, etc. They can only move 6" as opposed to a Knights up to 24" and rely on cover to survive.
Your Knight can run, shoot, charge and murder just about anything. And it also takes nearly twice as many shots to kill a knight as it does a Russ as the Knight pretty much ignores 50% of damaging hits owing to its Ion shield. I f you want to kill a Russ you either Lascannon/Melta it or you just assault it and laugh. With a Knight you first have to get within Melta range without being charged or stomped (seriously, who gave a Stomp attack that long a range?) and even they your Lascannon or Melta has a 50% chance of doing nothing thanks to the Ion Shield, so you have to dedicate about twice the firepower needed to kill a Russ squadron just to bring down a single Knight.


Are Imperial Knights really that powerful? @ 2016/09/07 16:03:38


Post by: Martel732


If you are getting to melta range on the Knight, you are going to hit the side with no ion shield.


Are Imperial Knights really that powerful? @ 2016/09/07 17:01:45


Post by: Tycho


If you are getting to melta range on the Knight, you are going to hit the side with no ion shield.


Only if there's an even greater threat on a different side that cause the Knight player to have to decide which weapon hits him. This also assumes the timing worked out so that he doesn't just mulch the greater threat (or possibly BOTH threats) and then put the shield on the melta side.


Are Imperial Knights really that powerful? @ 2016/09/07 17:06:49


Post by: Martel732


Tycho wrote:
If you are getting to melta range on the Knight, you are going to hit the side with no ion shield.


Only if there's an even greater threat on a different side that cause the Knight player to have to decide which weapon hits him. This also assumes the timing worked out so that he doesn't just mulch the greater threat (or possibly BOTH threats) and then put the shield on the melta side.


While that's true, I just think people are spoiled by vehicles not having saves typically. The average GMC takes 2-3 times more firepower to bring down than a Knight, and costs the same or less. All GMCs have a stacking 5+++ save on top of everything else for starters. If you force to IK to put the shield on a side, you should be able to HP it out through the front then. Compare to Stormsurge that gets 4++/5+++ from all directions.


Are Imperial Knights really that powerful? @ 2016/09/07 19:07:19


Post by: Talys


As has been mentioned, the real strength of IK is not in the unit's points/model efficiency, it's in the ability to easily take as many of them as you want in almost every game setting (friendly, tournament, etc.), whereas its GMC counterparts often have many limits, either set within the game or as house rules. Not many people will play with you (or consider it a fair game) if you want to play an unbound list of a half dozen wraithknights and a revenant or stormsurges and Ta'unar's or whatever, and you certainly wouldn't get them into any competitive environment. On the other hand, 5, 6, 7 Knights? There might be some moaning, but generally, people will consider the army fair game.

The other issue is just that the playing a half dozen knights is just a whole lot easier and forgiving than commanding an army of 60-100 models. And, you won't miss any models


Are Imperial Knights really that powerful? @ 2016/09/07 19:24:38


Post by: Tycho


The average GMC takes 2-3 times more firepower to bring down than a Knight, and costs the same or less. All GMCs have a stacking 5+++ save on top of everything else for starters. If you force to IK to put the shield on a side, you should be able to HP it out through the front then. Compare to Stormsurge that gets 4++/5+++ from all directions.


Not sure how you arrived at those numbers, but using any one of my "TAC" lists I'll happily face GMCs and Stormsurges all day long over IKs. Because poison and because I can reliably get to CC against GMCs and Stormsurges and I can reliably tie them down even if I can't kill them easily in CC. Stormsurges aren't clearing 24" a turn in movement and GMCs aren't delivering D attacks on my way in. Comparing those units to an army of 3-5 Knights? No thank you. I'll take the 'surge/GMC every time. I mean I totally get what you're saying about the invul saves and you're not wrong, but the problem is that every single person in this thread who has argued that Knights are "easy" to deal with, has chosen to isolate one single aspect and ignore everything else. You really have to look at the whole picture IMO to see what 3-5 Knights is a seriously "win big/lose big" pain in the butt army to face. They are very strangely unique when compared to other units in the game and I'm not sure they have a true counterpart.


Are Imperial Knights really that powerful? @ 2016/09/07 19:46:14


Post by: Ashiraya


Poison does not do well against GMCs.


Are Imperial Knights really that powerful? @ 2016/09/07 19:51:16


Post by: Martel732


Tycho wrote:
The average GMC takes 2-3 times more firepower to bring down than a Knight, and costs the same or less. All GMCs have a stacking 5+++ save on top of everything else for starters. If you force to IK to put the shield on a side, you should be able to HP it out through the front then. Compare to Stormsurge that gets 4++/5+++ from all directions.


Not sure how you arrived at those numbers, but using any one of my "TAC" lists I'll happily face GMCs and Stormsurges all day long over IKs. Because poison and because I can reliably get to CC against GMCs and Stormsurges and I can reliably tie them down even if I can't kill them easily in CC. Stormsurges aren't clearing 24" a turn in movement and GMCs aren't delivering D attacks on my way in. Comparing those units to an army of 3-5 Knights? No thank you. I'll take the 'surge/GMC every time. I mean I totally get what you're saying about the invul saves and you're not wrong, but the problem is that every single person in this thread who has argued that Knights are "easy" to deal with, has chosen to isolate one single aspect and ignore everything else. You really have to look at the whole picture IMO to see what 3-5 Knights is a seriously "win big/lose big" pain in the butt army to face. They are very strangely unique when compared to other units in the game and I'm not sure they have a true counterpart.


I've fought 3-5 knights. It's much easier than dual WK. Or Stormsurge with Riptide wing. Once you kill 3 out of 5 knights, they physically can't score enough points to win.

Poison is useless vs GMCs and HTH is almost the same as IKs. D is overkill vs most targets except guess what? MCs and GMCs.


Are Imperial Knights really that powerful? @ 2016/09/07 19:51:52


Post by: agnosto


 Talys wrote:
As has been mentioned, the real strength of IK is not in the unit's points/model efficiency, it's in the ability to easily take as many of them as you want in almost every game setting (friendly, tournament, etc.), whereas its GMC counterparts often have many limits, either set within the game or as house rules. Not many people will play with you (or consider it a fair game) if you want to play an unbound list of a half dozen wraithknights and a revenant or stormsurges and Ta'unar's or whatever, and you certainly wouldn't get them into any competitive environment. On the other hand, 5, 6, 7 Knights? There might be some moaning, but generally, people will consider the army fair game.

The other issue is just that the playing a half dozen knights is just a whole lot easier and forgiving than commanding an army of 60-100 models. And, you won't miss any models


There were a number of factors that drew me to a knight army:
1. Easy to paint with my poor skills and small patience.
2. Fun to put together.
3. Few models so less painting and less hauling.
4. Love of big, stompy robots.

My one regret, I bought them before GW released the new versions and now have several without carapace weapons since GW doesn't sell the sprue separately.


Are Imperial Knights really that powerful? @ 2016/09/07 20:11:12


Post by: Talys


@agnosto - your reasons for liking a knight army are great ones, and I suspect that this draws a lot of people other than the GMC advantages.

They are also very well-tooled models as far as big-stompy robots go -- meaning all the fidly bits fit together painlessly, and the model holds together well for gameplay. The Knights are also nice in that whether you spend a little time or a lot of time on them, you can make them look distinctive and nice-looking.

OTOH, when you compare them with other big giant stompies (riptides, wraithknights, stormsurges and a big chunk of the FW stuff), I think they're not as good singly for the points cost. Which is just fine to me; I think it makes the Knight armies much more palatable.

On the issue of the sprue -- I agree -- it would be wonderful if the extra sprue sold separately! On the bright side, the 2-knights game is a fantastic value. I just wish it came with better decals, or that GW sold Knight decal sheets.


Are Imperial Knights really that powerful? @ 2016/09/07 20:11:19


Post by: Tycho


I've fought 3-5 knights. It's much easier than dual WK. Or Stormsurge with Riptide wing. Once you kill 3 out of 5 knights, they physically can't score enough points to win.

Poison is useless vs GMCs and HTH is almost the same as IKs. D is overkill vs most targets except guess what? MCs and GMCs.


You made it sound like you were talking ONE 'Surge and One Knight. Yeah dude, Riptide wing sucks to play against unless you're prepared for it. No one has argued that. No one has even argued that Knights are the be-all end all. The point most have been making is that 3-5 Knights presents a very unique challenge that becomes extremely "paper/rock/scissors".


Are Imperial Knights really that powerful? @ 2016/09/07 20:11:29


Post by: JohnHwangDD


 Talys wrote:
As has been mentioned, the real strength of IK is not in the unit's points/model efficiency, it's in the ability to easily take as many of them as you want in almost every game setting (friendly, tournament, etc.), whereas its GMC counterparts often have many limits, either set within the game or as house rules. Not many people will play with you (or consider it a fair game) if you want to play an unbound list of a half dozen wraithknights and a revenant or stormsurges and Ta'unar's or whatever, and you certainly wouldn't get them into any competitive environment.

On the other hand, 5, 6, 7 Knights? There might be some moaning, but generally, people will consider the army fair game.

The other issue is just that the playing a half dozen knights is just a whole lot easier and forgiving than commanding an army of 60-100 models. And, you won't miss any models


Unbound is legal play, per the rulebook. If you want to play ALL the WKs & Stormsurges and other Lords of War, GW says you can. Right there in the 40k Rulebook. You may have effectiveness issues from Come the Apocalypse & Unbound vs Battle Brothers & Battleforged, but you can field the models in every game setting that actually follows the 40k Rulebook. Now, if people are applying house rules or event rules, that's different. At that point, THEY ARE NO LONGER PLAYING WARHAMMER 40K as the designers intended or wrote.

Knights are about 400 pts each, so that 5-7 Knights is for a game of 2,000 - 2,800 pts. That's a lot more points than I'd prefer. However, if we're playing such large games, it becomes even more appropriate to take a half-dozen Knights.

And thos 2k-3k games? Smaller model count definitely improves speed of play. As opposed to 3,000 pt hordes on each side.


Are Imperial Knights really that powerful? @ 2016/09/07 20:27:33


Post by: Martel732


Tycho wrote:
I've fought 3-5 knights. It's much easier than dual WK. Or Stormsurge with Riptide wing. Once you kill 3 out of 5 knights, they physically can't score enough points to win.

Poison is useless vs GMCs and HTH is almost the same as IKs. D is overkill vs most targets except guess what? MCs and GMCs.


You made it sound like you were talking ONE 'Surge and One Knight. Yeah dude, Riptide wing sucks to play against unless you're prepared for it. No one has argued that. No one has even argued that Knights are the be-all end all. The point most have been making is that 3-5 Knights presents a very unique challenge that becomes extremely "paper/rock/scissors".


I still think AV 12 is sufficiently vulnerable to so many things in the game that they're very manageable at their price point. Now, if they were WK cheap, I'd agree 100%.

I think every list in the game can deal with AV 12, whereas there are half a dozen lists that can't scratch the paint on Riptide wing, even if they list tailor. CSM are still helpless even after the lastest update vs Riptide wing.


Are Imperial Knights really that powerful? @ 2016/09/07 21:02:28


Post by: casvalremdeikun


I really hope that the new Blood Angels stuff allows for Assault Marine spam. I want to drop in with Meltaguns on either side of a Knight and pop him, and then move on to the next one.


Are Imperial Knights really that powerful? @ 2016/09/07 21:51:21


Post by: AnomanderRake


 casvalremdeikun wrote:
I really hope that the new Blood Angels stuff allows for Assault Marine spam. I want to drop in with Meltaguns on either side of a Knight and pop him, and then move on to the next one.


As opposed to landing Drop Pods like normal people?


Are Imperial Knights really that powerful? @ 2016/09/07 21:56:35


Post by: casvalremdeikun


 AnomanderRake wrote:
 casvalremdeikun wrote:
I really hope that the new Blood Angels stuff allows for Assault Marine spam. I want to drop in with Meltaguns on either side of a Knight and pop him, and then move on to the next one.


As opposed to landing Drop Pods like normal people?
It all depends on what changes they are making to the Assault Marine datasheet. Also, the Jump Packs will aid in the AM being more mobile after dealing with the Knight. Footslogging with a Jump Pack is a lot more effective than just plain footslogging.


Are Imperial Knights really that powerful? @ 2016/09/08 01:22:40


Post by: BrianDavion


 casvalremdeikun wrote:
 AnomanderRake wrote:
 casvalremdeikun wrote:
I really hope that the new Blood Angels stuff allows for Assault Marine spam. I want to drop in with Meltaguns on either side of a Knight and pop him, and then move on to the next one.


As opposed to landing Drop Pods like normal people?
It all depends on what changes they are making to the Assault Marine datasheet. Also, the Jump Packs will aid in the AM being more mobile after dealing with the Knight. Footslogging with a Jump Pack is a lot more effective than just plain footslogging.


I doubt they'll make any changes to the datasheet. so far none of the revised books have changed stats.


Are Imperial Knights really that powerful? @ 2016/09/08 03:07:55


Post by: casvalremdeikun


BrianDavion wrote:
 casvalremdeikun wrote:
 AnomanderRake wrote:
 casvalremdeikun wrote:
I really hope that the new Blood Angels stuff allows for Assault Marine spam. I want to drop in with Meltaguns on either side of a Knight and pop him, and then move on to the next one.


As opposed to landing Drop Pods like normal people?
It all depends on what changes they are making to the Assault Marine datasheet. Also, the Jump Packs will aid in the AM being more mobile after dealing with the Knight. Footslogging with a Jump Pack is a lot more effective than just plain footslogging.


I doubt they'll make any changes to the datasheet. so far none of the revised books have changed stats.
Lady Atia (one of the renowned rumormongers that is close to 100% accurate) has said that the Assault Marine datasheet is being updated (I am guessing with access to stuff like the Eviscerator), so that is as good as gold to me. As long as my BA Assault Marines keep access to Special Weapons and Combi-Weapons, I will be happy.


Are Imperial Knights really that powerful? @ 2016/09/08 03:20:01


Post by: BrianDavion


 casvalremdeikun wrote:
BrianDavion wrote:
 casvalremdeikun wrote:
 AnomanderRake wrote:
 casvalremdeikun wrote:
I really hope that the new Blood Angels stuff allows for Assault Marine spam. I want to drop in with Meltaguns on either side of a Knight and pop him, and then move on to the next one.


As opposed to landing Drop Pods like normal people?
It all depends on what changes they are making to the Assault Marine datasheet. Also, the Jump Packs will aid in the AM being more mobile after dealing with the Knight. Footslogging with a Jump Pack is a lot more effective than just plain footslogging.


I doubt they'll make any changes to the datasheet. so far none of the revised books have changed stats.
Lady Atia (one of the renowned rumormongers that is close to 100% accurate) has said that the Assault Marine datasheet is being updated (I am guessing with access to stuff like the Eviscerator), so that is as good as gold to me. As long as my BA Assault Marines keep access to Special Weapons and Combi-Weapons, I will be happy.



yeah my guess is it'll be updated to "new kit status" reflecting the options found in the kit


Are Imperial Knights really that powerful? @ 2016/09/08 04:47:22


Post by: Talys


 JohnHwangDD wrote:
 Talys wrote:
As has been mentioned, the real strength of IK is not in the unit's points/model efficiency, it's in the ability to easily take as many of them as you want in almost every game setting (friendly, tournament, etc.), whereas its GMC counterparts often have many limits, either set within the game or as house rules. Not many people will play with you (or consider it a fair game) if you want to play an unbound list of a half dozen wraithknights and a revenant or stormsurges and Ta'unar's or whatever, and you certainly wouldn't get them into any competitive environment.

On the other hand, 5, 6, 7 Knights? There might be some moaning, but generally, people will consider the army fair game.

The other issue is just that the playing a half dozen knights is just a whole lot easier and forgiving than commanding an army of 60-100 models. And, you won't miss any models


Unbound is legal play, per the rulebook. If you want to play ALL the WKs & Stormsurges and other Lords of War, GW says you can. Right there in the 40k Rulebook. You may have effectiveness issues from Come the Apocalypse & Unbound vs Battle Brothers & Battleforged, but you can field the models in every game setting that actually follows the 40k Rulebook. Now, if people are applying house rules or event rules, that's different. At that point, THEY ARE NO LONGER PLAYING WARHAMMER 40K as the designers intended or wrote.

Knights are about 400 pts each, so that 5-7 Knights is for a game of 2,000 - 2,800 pts. That's a lot more points than I'd prefer. However, if we're playing such large games, it becomes even more appropriate to take a half-dozen Knights.

And thos 2k-3k games? Smaller model count definitely improves speed of play. As opposed to 3,000 pt hordes on each side.


Not to nitpick, but Knights start at 325 (and those aren't bad), and games of 2000 points aren't really that unusual. But pick a point level: 600, 1000, 1200, 1500, 1850 -- if you fill a big chunk of those points with 325-450 point (or slightly higher) knights, the skill level required to play decently (and therefore, chances to win, if you're less skilled) is much lower than if you play a lot of other armies.

Sure, Unbound is officially part of the rules. But so is having to agree with your opponent on what you're going to play, which essentially comes down to, "You wanna play 1500 points of Wraithknights against my Orks? Thanks but no thanks, dude, ciao." Practically no tournaments allow unbound, and most tournaments like ITC limit GMCs (and therefore WK and SS), but explicitly allow IK armies even though they are GMC. Why? Their player base wants it. If competitors generally wanted to make WK armies a thing, they would be, too. But I'll bet even if the base cost of a WK were 350 points, that wouldn't be the case.

My point isn't really to bitch at Knights being overpowered, but rather, I'm just pointing out that in the realm of armies that are generally acceptable to field, they're a pretty easy and forgiving army to play. Which isn't a bad thing, either.


Are Imperial Knights really that powerful? @ 2016/09/08 06:02:49


Post by: Martel732


IKs are SHW, not GMCs. They'd be a lot better if they were GMCs. They allow IK lists because IKs are overcosted or at best, fairly costed. GMCs are all universally undercosted by 20% or more.


Are Imperial Knights really that powerful? @ 2016/09/08 06:32:34


Post by: Arson Fire


I dunno about all of them being undercosted.
The scythed hierodule is probably the weakest of the tyranid GMCs. A little under 550 points gets you something nearly identical in statline to a wraithknight. Minus a couple of points of I, but with a few extra attacks. Armed with a S6 Ap3 hellstorm.

Do you really think it should cost more?
If so, should the wraithknight be double what it is now? I usually see people saying it should be around 400.


Are Imperial Knights really that powerful? @ 2016/09/08 07:04:47


Post by: Matt.Kingsley


Martel often says all normal MCs are underpriced, OP, unfair units that need to be nerfed to be less impressive than a Space Marine Chapter Master. These over-exaggerations are normal with him.


Are Imperial Knights really that powerful? @ 2016/09/08 08:54:54


Post by: Xathrodox86


carldooley wrote:
 Xathrodox86 wrote:
I find Knights completely terryfining and bought one, solely to counter my opponent's IK. Theire firepower is immense, they have split fire, a two shot Melta cannon with huge range and a tasty rocket launcher to boot. A lot of HP's and AV 13/12 is a lot in my books, not to mention the shield. Knights are scary man.


huh? they do NOT have split fire - but each weapon can target a different unit. Just remember that one of the weapons has to shoot what you are going to charge. The Melta Cannon has one shot, while the Rapid Fire Battle Cannon has 2 shots.


Yeah, it's even better that way. I was wrong about the Melta, I've meant the Cannon thingie.

the_scotsman wrote:
 Xathrodox86 wrote:
I find Knights completely terryfining and bought one, solely to counter my opponent's IK. Theire firepower is immense, they have split fire, a two shot Melta cannon with huge range and a tasty rocket launcher to boot. A lot of HP's and AV 13/12 is a lot in my books, not to mention the shield. Knights are scary man.


The melta cannon has only one shot. That might contribute to your perception of the knight as terrifying.



Sorry, my bad. I was thinking about the cannon. Anyway, even with a single shot Melta this thing is still badass.


Are Imperial Knights really that powerful? @ 2016/09/08 09:15:52


Post by: casvalremdeikun


 Xathrodox86 wrote:
Sorry, my bad. I was thinking about the cannon. Anyway, even with a single shot Melta this thing is still badass.
Actually, the melta gun is the worst weapon option for the Knights. It isn't nearly as scary as it sounds.


Are Imperial Knights really that powerful? @ 2016/09/08 10:38:16


Post by: master of ordinance


 casvalremdeikun wrote:
 Xathrodox86 wrote:
Sorry, my bad. I was thinking about the cannon. Anyway, even with a single shot Melta this thing is still badass.
Actually, the melta gun is the worst weapon option for the Knights. It isn't nearly as scary as it sounds.

I will second this. The cannon, on the other hand, is utterly terrifying to Infantry on foot.


Are Imperial Knights really that powerful? @ 2016/09/08 14:40:36


Post by: Martel732


 Matt.Kingsley wrote:
Martel often says all normal MCs are underpriced, OP, unfair units that need to be nerfed to be less impressive than a Space Marine Chapter Master. These over-exaggerations are normal with him.


I"m 100% correct about GMCs. They get way too many rules for free.


Automatically Appended Next Post:
Arson Fire wrote:
I dunno about all of them being undercosted.
The scythed hierodule is probably the weakest of the tyranid GMCs. A little under 550 points gets you something nearly identical in statline to a wraithknight. Minus a couple of points of I, but with a few extra attacks. Armed with a S6 Ap3 hellstorm.

Do you really think it should cost more?
If so, should the wraithknight be double what it is now? I usually see people saying it should be around 400.


I said undercosted by 20% or more depending on the exact GMC. Yes, the Hierodule should probably cost more because of the rules for GMCs.


Automatically Appended Next Post:
 Matt.Kingsley wrote:
Martel often says all normal MCs are underpriced, OP, unfair units that need to be nerfed to be less impressive than a Space Marine Chapter Master. These over-exaggerations are normal with him.


I"m 100% correct about GMCs. They get way too many rules for free. AP 2 for free and no damage table is pretty hot for regular MCs.




Are Imperial Knights really that powerful? @ 2016/09/08 15:10:18


Post by: Talys


Martel732 wrote:
IKs are SHW, not GMCs. They'd be a lot better if they were GMCs. They allow IK lists because IKs are overcosted or at best, fairly costed. GMCs are all universally undercosted by 20% or more.


Yes, of course you are right; IK's are SHW. I was just abbreviating limits on Superheavies (of any sort) and GMCs as rules for most tournaments, that I'm sure everyone is familiar with.

I don't think IK's are overcosted or undercosted, frankly; I think they're costed just right. In some matchups, the come out ahead, in others, not so much, but it's never a horrible disadvantage, except against models that ARE undercosted. They're not the perfect instruments of war, or an insta-win army, but they have the advantage of being pretty darned easy to play.


Are Imperial Knights really that powerful? @ 2016/09/08 15:15:20


Post by: Vaktathi


Hrm, they absolutely can put many armies at a huge disadvantage and be instawin depending on the matchup. They take "win big lose big" to something of an absurd degree. Nobody has an issue with 1 Knight really. Multiple Knights, especially with powerful formation freebies, are often something many armies cannot deal with without heavily tailoring a list.


Are Imperial Knights really that powerful? @ 2016/09/08 15:55:24


Post by: Martel732


You give up obj sec for those bonuses though.


Are Imperial Knights really that powerful? @ 2016/09/08 15:55:54


Post by: master of ordinance


Let me put it another way: If I take my Guard or any of my friends take their Marines for a standard pick up game and the opponent brings a full Knight army, we will instalose unless we have optimised ourselves to kill Knights (and even then Guard will have a nightmarish time).


Are Imperial Knights really that powerful? @ 2016/09/08 16:06:52


Post by: Martel732


IG are better off vs knights than many. Most knight weapon systems are pretty inefficient vs guard.

Standard marines can beat mass knights.


Are Imperial Knights really that powerful? @ 2016/09/08 16:08:40


Post by: master of ordinance


Martel732 wrote:
IG are better off vs knights than many. Most knight weapon systems are pretty inefficient vs guard.

You mean weapons like the rapid fire battle cannon, the dualdakkaofdeath gatling, the many stomps per turn, the carapace "I remove that many models" weapons or the tank throwing fists? The ones that shred Guard armies in one to two turns?


Are Imperial Knights really that powerful? @ 2016/09/08 16:09:36


Post by: Vaktathi


Martel732 wrote:
You give up obj sec for those bonuses though.
ObSec is not the end all be all ability it is often portrayed as, it's useful but hardly critical unless you are building the army around it and the opponent doesnt have it and is trying to play for objectives. If an opponent isnt attempting to contest objectives that you hold with units that have the ObSec rule, then it's irrelevant, and those cases are many.

ObSec is great in a Gladius army with two dozen ObSec units. It's often of minimal importance to most Eldar armies, and Necrons do just fine with Decurions and no ObSec.

For Knights, doesn't make a huge difference most of the time.



Are Imperial Knights really that powerful? @ 2016/09/08 16:11:56


Post by: Martel732


Most of my wins with ba comes from stealing vps with fast obj sec. But maybe that's just ba.


Automatically Appended Next Post:
 master of ordinance wrote:
Martel732 wrote:
IG are better off vs knights than many. Most knight weapon systems are pretty inefficient vs guard.

You mean weapons like the rapid fire battle cannon, the dualdakkaofdeath gatling, the many stomps per turn, the carapace "I remove that many models" weapons or the tank throwing fists? The ones that shred Guard armies in one to two turns?


None of the knight ranged weapons are really good vs guard on a per point basis.


Are Imperial Knights really that powerful? @ 2016/09/08 16:27:51


Post by: master of ordinance


Martel732 wrote:
Most of my wins with ba comes from stealing vps with fast obj sec. But maybe that's just ba.


Automatically Appended Next Post:
 master of ordinance wrote:
Martel732 wrote:
IG are better off vs knights than many. Most knight weapon systems are pretty inefficient vs guard.

You mean weapons like the rapid fire battle cannon, the dualdakkaofdeath gatling, the many stomps per turn, the carapace "I remove that many models" weapons or the tank throwing fists? The ones that shred Guard armies in one to two turns?


None of the knight ranged weapons are really good vs guard on a per point basis.

Well, actually they are, especially as about 90% of the Guard armoury is utterly useless against Knights.


Are Imperial Knights really that powerful? @ 2016/09/08 16:28:54


Post by: Martel732


That's not true either.


Are Imperial Knights really that powerful? @ 2016/09/08 16:43:05


Post by: JohnHwangDD


 casvalremdeikun wrote:
 Xathrodox86 wrote:
Sorry, my bad. I was thinking about the cannon. Anyway, even with a single shot Melta this thing is still badass.
Actually, the melta gun is the worst weapon option for the Knights. It isn't nearly as scary as it sounds.


Definitely. The 12" range makes it all but useless. Always take the Heavy Stubber in the hull.

As for the big gun, it's hard to go wrong with the RFBC. Or the Gatling Cannon.

That said, if you've got a couple RFBCs and/or GCs on the board, then taking a single Thermal Cannon isn't a terrible idea. It's 3 steps up from a Multi-Melta, having 36" range vs 24" range, 5" Blast vs no AOE, and base S9 to top things off! Very solid weapon for the occasional Sv2+ unit that you don't want to engage in HtH.


Are Imperial Knights really that powerful? @ 2016/09/08 16:43:25


Post by: master of ordinance


Martel732 wrote:
That's not true either.

Lascannons, Melta Guns, vanquisher cannons and Missile Launchers. Or, and Autocannons - IF we can flank them.


Are Imperial Knights really that powerful? @ 2016/09/08 16:46:30


Post by: JohnHwangDD


Martel732 wrote:
IG are better off vs knights than many. Most knight weapon systems are pretty inefficient vs guard.

Standard marines can beat mass knights.


I'd like you to back up that statement. IG are a weak Codex, and what exactly are the IG going to do against an all Knights formation?

Standard Marines get 10 Free ObSec Transports, and can beat just about anybody. They are a top-tier army, and you conveniently ignore that fact.

Guess what? The other top tier armies (Necrons, Tau & Eldar) can also beat Knights. That means nothing for the Guard.


Are Imperial Knights really that powerful? @ 2016/09/08 16:48:18


Post by: Martel732


Plasma guns on the side armor. Autocanns are okay vs front armor because you can start pinging from turn one.

Like everything else, knights get more manageable if you leave the russ hulls at home. Because most russes do struggle vs knights.


Are Imperial Knights really that powerful? @ 2016/09/08 17:00:02


Post by: JohnHwangDD


Martel732 wrote:
Plasma guns on the side armor. Autocanns are okay vs front armor because you can start pinging from turn one.

Like everything else, knights get more manageable if you leave the russ hulls at home. Because most russes do struggle vs knights.


So, you're advocating IG take mass S7 to deal with Imperial Knights?

Autocannon is 2 shots, 1/2 miss, 1/6 glance, 1/2 shielded = 1/12 HP each. So, I only need 72 Autocannon shots to drop a Knight from the front.

Side? OK. Plasmagun is 1 shot, 1/2 miss, 1/3 glance+ = 1/6 HP each. That's 36 Plasma shots, of which 6 will Get Hot, killing 4 Guardsmen for -80+ pts. Also, I need to get the infantry up close. If they're close enough to shoot Plasma, they're close enough to be charged and stomped, because those Guardsmen aren't doing jack squat in HtH.


Are Imperial Knights really that powerful? @ 2016/09/08 17:01:36


Post by: Blacksails


Martel732 wrote:
Plasma guns on the side armor. Autocanns are okay vs front armor because you can start pinging from turn one.

Like everything else, knights get more manageable if you leave the russ hulls at home. Because most russes do struggle vs knights.


And how are the plasma guns getting to the side armour? On a BS3 platform, I need 3 plasma gunners within 12" to get a single glance/pen, assuming as well the shield is not on the facing I've managed to get those plasma guns into position at.

Autocannons need 6s, meaning I need 6 autocannons to get a single glance on, which, if I'm shooting from turn 1 on, I can nearly guarantee the shield will be on that facing, therefore doubling the number of autocannons I need.

Now think of the units those weapons will be on. That many autocannons are found in terrible HWS, or in expensive blobs of 50 Guardsmen doing little else than shielding the autocannon teams within.

Plasma guns come on either the basic infantry squad, vets, or stormies. Vets are the only good unit of those, but again, how are they getting to side armour without the Knight killing them first?


Are Imperial Knights really that powerful? @ 2016/09/08 17:05:05


Post by: Ashiraya


While I am generally on the 'Knights are problematic' side, the rapid fire battlecannon is something you guys are too scared of. No one fears a couple of Russes and people are often content to ignore them. While the Knight's melee abilities is another matter, its cannon is still made too big a deal.


Are Imperial Knights really that powerful? @ 2016/09/08 17:05:28


Post by: JohnHwangDD


@Blacksails, Plasma guns are also available in the CCS, PCS, and SWS. If we look at the points per glance for any of those, and include the Gets Hot! losses, I'm not sure they're particularly effective.

But the 24" range to get around to the side? Yeah, I'm not sure how that's going. Maybe he can put them in a FW Chimera with the Autocannon turret upgrade? Is that still legal?


Automatically Appended Next Post:
 Ashiraya wrote:
While I am generally on the 'Knights are problematic' side, the rapid fire battlecannon is something you guys are too scared of. No one fears a couple of Russes and people are often content to ignore them. While the Knight's melee abilities is another matter, its cannon is still made too big a deal.


A squadron of Russes is very slow and unwieldy to move and position, so their Battlecannon aren't a big deal.

A Knight is fast and very agile, so starting Turn 2, he will be able to Enfilade; Turn 3? Shoot nearly anything just about anywhere. And the ability to charge and consolidate only further enhances the effect of the effectively unlimited range RFBC.


Are Imperial Knights really that powerful? @ 2016/09/08 17:09:43


Post by: Blacksails


 JohnHwangDD wrote:
@Blacksails, Plasma guns are also available in the CCS, PCS, and SWS. If we look at the points per glance for any of those, and include the Gets Hot! losses, I'm not sure they're particularly effective.

But the 24" range to get around to the side? Yeah, I'm not sure how that's going. Maybe he can put them in a FW Chimera with the Autocannon turret upgrade? Is that still legal?


Forgot about the command teams. And the SWS, because they're terrible.

The autocannon turret upgrade is as legal as anything else in the game at this point. Its in a FW list, and its a sensible option that is hardly gamebreaking. Still, I find it hard to believe the chimeras will somehow dictate the terms of engagement when the knights are more reliably popping the chimeras and then chomping the insides next turn.


Are Imperial Knights really that powerful? @ 2016/09/08 17:09:54


Post by: Ashiraya


The standard Russ has a 72" range. You cannot really give the threat range as an argument.


Are Imperial Knights really that powerful? @ 2016/09/08 17:27:46


Post by: master of ordinance


Guys, guys, its Martel. Anything not Blood Angles is really powerful and out performs everything, especially Guard. Dont forget, blobguard with two priests and two psykers is an unstoppable force of death and destruction.


Are Imperial Knights really that powerful? @ 2016/09/08 17:29:57


Post by: JohnHwangDD


 Blacksails wrote:
 JohnHwangDD wrote:
@Blacksails, Plasma guns are also available in the CCS, PCS, and SWS. If we look at the points per glance for any of those, and include the Gets Hot! losses, I'm not sure they're particularly effective.

But the 24" range to get around to the side? Yeah, I'm not sure how that's going. Maybe he can put them in a FW Chimera with the Autocannon turret upgrade? Is that still legal?


Forgot about the command teams. And the SWS, because they're terrible.

The autocannon turret upgrade is as legal as anything else in the game at this point. Its in a FW list, and its a sensible option that is hardly gamebreaking. Still, I find it hard to believe the chimeras will somehow dictate the terms of engagement when the knights are more reliably popping the chimeras and then chomping the insides next turn.


Well, yeah.

Thing is, if it's only in that FW list, then everything has to be from that FW list... If the AC is something regular that IG can take, then I'd be interested in upgrading.




Automatically Appended Next Post:
 Ashiraya wrote:
The standard Russ has a 72" range. You cannot really give the threat range as an argument.


The point is that the Russ is too slow to make effective use of the range. A Knight is fast enough to make excellent use of its range.

Consider 2 IKTs with RFBCs against 5 LRBTs. Who auto-wins? The IKTs, of course, because they will set up a crossfire that is impossible for the Russes to match. Especially as the Russes are forced into limited retrograde movement to prevent being charged and auto-D'd in Assault.


Are Imperial Knights really that powerful? @ 2016/09/08 17:40:17


Post by: master of ordinance


 JohnHwangDD wrote:
 Blacksails wrote:
 JohnHwangDD wrote:
@Blacksails, Plasma guns are also available in the CCS, PCS, and SWS. If we look at the points per glance for any of those, and include the Gets Hot! losses, I'm not sure they're particularly effective.

But the 24" range to get around to the side? Yeah, I'm not sure how that's going. Maybe he can put them in a FW Chimera with the Autocannon turret upgrade? Is that still legal?


Forgot about the command teams. And the SWS, because they're terrible.

The autocannon turret upgrade is as legal as anything else in the game at this point. Its in a FW list, and its a sensible option that is hardly gamebreaking. Still, I find it hard to believe the chimeras will somehow dictate the terms of engagement when the knights are more reliably popping the chimeras and then chomping the insides next turn.


Well, yeah.

Thing is, if it's only in that FW list, then everything has to be from that FW list... If the AC is something regular that IG can take, then I'd be interested in upgrading.



Even then, the knights are faster than the Chimeras. The issue with the Knights is not just the firepower or the resiliency, it is the combination of both of those on a very fast, very manoeuvrable chassis that can reposition itself rapidly and lay down a hell of a lot of firepower, whilst also being capable of charging units and destroying them and anything near by with its stomps.


Automatically Appended Next Post:
 JohnHwangDD wrote:

Automatically Appended Next Post:
 Ashiraya wrote:
The standard Russ has a 72" range. You cannot really give the threat range as an argument.


The point is that the Russ is too slow to make effective use of the range. A Knight is fast enough to make excellent use of its range.

Consider 2 IKTs with RFBCs against 5 LRBTs. Who auto-wins? The IKTs, of course, because they will set up a crossfire that is impossible for the Russes to match. Especially as the Russes are forced into limited retrograde movement to prevent being charged and auto-D'd in Assault.

No they wont, the Knights will just assault the Russes and destroy them on turn 1. 2 if the Russes are far enough back.


Are Imperial Knights really that powerful? @ 2016/09/08 17:45:48


Post by: Kaiyanwang


 master of ordinance wrote:

No they wont, the Knights will just assault the Russes and destroy them on turn 1. 2 if the Russes are far enough back.


Turn 1?


Are Imperial Knights really that powerful? @ 2016/09/08 17:48:27


Post by: master of ordinance


 Kaiyanwang wrote:
 master of ordinance wrote:

No they wont, the Knights will just assault the Russes and destroy them on turn 1. 2 if the Russes are far enough back.


Turn 1?

Start 12" on, move 12", then roll for assault. Your target is a tank so it wont be able to overwatch. that said, that is only if the Russ player is an egit and has started anywhere other than the back of his deployment zone.


Are Imperial Knights really that powerful? @ 2016/09/08 18:00:54


Post by: Martel732


" Dont forget, blobguard with two priests and two psykers is an unstoppable force of death and destruction."

It's obviously better than anything you field.

How does anyone get on the side of an IK? Wait for them to move out to score points and then flank them. A couple of vendettas is actually really bad for IKs.


Are Imperial Knights really that powerful? @ 2016/09/08 18:01:55


Post by: JohnHwangDD


I'd assume the LRBTs are deployed on the backline and spread out to try and get some side shots, so the wings get charged on Turn 2, then the center is crossfired from the flanks.


Are Imperial Knights really that powerful? @ 2016/09/08 18:01:57


Post by: Martel732


 Blacksails wrote:
Martel732 wrote:
Plasma guns on the side armor. Autocanns are okay vs front armor because you can start pinging from turn one.

Like everything else, knights get more manageable if you leave the russ hulls at home. Because most russes do struggle vs knights.


And how are the plasma guns getting to the side armour? On a BS3 platform, I need 3 plasma gunners within 12" to get a single glance/pen, assuming as well the shield is not on the facing I've managed to get those plasma guns into position at.

Autocannons need 6s, meaning I need 6 autocannons to get a single glance on, which, if I'm shooting from turn 1 on, I can nearly guarantee the shield will be on that facing, therefore doubling the number of autocannons I need.

Now think of the units those weapons will be on. That many autocannons are found in terrible HWS, or in expensive blobs of 50 Guardsmen doing little else than shielding the autocannon teams within.

Plasma guns come on either the basic infantry squad, vets, or stormies. Vets are the only good unit of those, but again, how are they getting to side armour without the Knight killing them first?


I manage it well enough. Knights don't get that many shots compared to Eldar or Tau, really.


Are Imperial Knights really that powerful? @ 2016/09/08 18:04:06


Post by: kronk


 Blacksails wrote:
Martel732 wrote:
Plasma guns on the side armor. Autocanns are okay vs front armor because you can start pinging from turn one.

Like everything else, knights get more manageable if you leave the russ hulls at home. Because most russes do struggle vs knights.


And how are the plasma guns getting to the side armour?


They aren't. Plasma and Autocannons are not a solution to 1 Knight, let alone a group of 5.


Are Imperial Knights really that powerful? @ 2016/09/08 18:40:20


Post by: master of ordinance


Martel732 wrote:
" Dont forget, blobguard with two priests and two psykers is an unstoppable force of death and destruction."

It's obviously better than anything you field.

How does anyone get on the side of an IK? Wait for them to move out to score points and then flank them. A couple of vendettas is actually really bad for IKs.


So good in fact that it has been demonstrated several times for all too seejust how bad it is, to the point that unless you have amazing luck most armies will have crippled, if not removed, it by turn two/three.

The thing is Martel, an army of Knights does not move out in itty bitty bits, t moves as a whole, watches its flanks and wipes out any threats. I have seen one of my local players wipe out a SM army on his own with a Knight household. the marines managed to kill one of them.


Are Imperial Knights really that powerful? @ 2016/09/08 18:47:17


Post by: Martel732


It wasn't a very good space marine army, then. Your meta sounds rather weak, which makes your predicament even more baffling to me. Other than your refusal to stop using some of the most overcosted units in your book, I mean. If the marine lists can't stop IKs, your Russes should run over them.


Are Imperial Knights really that powerful? @ 2016/09/08 19:27:23


Post by: JohnHwangDD


Martel732 wrote:
It wasn't a very good space marine army, then. Your meta sounds rather weak, which makes your predicament even more baffling to me. Other than your refusal to stop using some of the most overcosted units in your book, I mean. If the marine lists can't stop IKs, your Russes should run over them.


Well, then, I guess you're good to play all Knights all the time. Good for you. I guess your IK players must suck even worse than MoO's meta, because Russes aren't ever running over Knights. Or SMs.


Are Imperial Knights really that powerful? @ 2016/09/08 19:58:20


Post by: jeffersonian000


Oh, I get it! All these "fear the Knight" posts have a single common thread, the total lack of sufficient line of sight blocking terrain in their games. It's not the Knights, it's the fact that they play on Planet Bowling Ball!

You guys do know that Knights have trouble going around terrain since walls became impassable? Or that Knights can't shoot through tall buildings without giving up cover saves? Or that you can use the same terrain to bottleneck large models giving yourself lanes of fire to hit side and rear armor?

It's almost as if the complaints are hypothetical rather than justified.

SJ



Are Imperial Knights really that powerful? @ 2016/09/08 20:12:50


Post by: Tycho


Oh, I get it! All these "fear the Knight" posts have a single common thread, the total lack of sufficient line of sight blocking terrain in their games. It's not the Knights, it's the fact that they play on Planet Bowling Ball!

You guys do know that Knights have trouble going around terrain since walls became impassable? Or that Knights can't shoot through tall buildings without giving up cover saves? Or that you can use the same terrain to bottleneck large models giving yourself lanes of fire to hit side and rear armor?

It's almost as if the complaints are hypothetical rather than justified.


Sight blocking terrain helps with pretty much everything and too many people don't use enough of it. That's very true. That said, even with a decent amount of LoS blockers, 5 Knights remain mobile enough to get around it. Plus, it works both ways. If there's a lot of LoS blockers, the army playing AGAINST the Knights is also going to have issues delivering heavy weapons fire to said Knights. Honestly, I'm not sure what you're really getting at. First you advocate for something that has been demonstrated (both in this thread and in actual games) to not be accurate, then you suggest tying a Knight down with snotlings, and now we're all just playing theory hammer even though you are the one now using pure theory (you have no idea what terrain everyone here uses).

It IS true that using terrain is key and I think your point about that is the first thing I've seen you say that I agree with. The thing is though, as several have already said, few people are saying Knights are ZOMG OP. The points most are making are:

1. A single Knight is generally not a huge deal. Tough, but not something most would consider OP

2. Knights in groups (3 or more) become exponentially more difficult and create a very "paper/rock/scissors" type situation that, more-so than any other army in the game tend to weirdly shift the meta. Notice that nowhere in that statement has anyone said "Multiple Knights are impossible to defeat and are OP". It's just that a list tailored specifically to beat Knights is going to struggle against most other armies very significantly, while a list NOT tailored to beat Knights has almost zero chance of doing so.

3. Knights are not comparable to vehicles. You cannot simply isolate hull points (for example) and say that's it, it's just like stripping hull points off a tank. What makes multiple Knights potentially tough is the amalgamation of all their abilities rather than any one ability/trait in isolation.

I'm surprised how controversial those points appear to be ...


Are Imperial Knights really that powerful? @ 2016/09/08 20:19:14


Post by: Martel732


" Russes aren't ever running over Knights. Or SMs"

I never said anything about Russes vs Knights. Normally, SMs don't have trouble with Russes, but he's claiming they are helpless vs Knights, which puts Russes back into play for sure.

"NOT tailored to beat Knights has almost zero chance of doing so. "

Weapons that hurt MCs and GMCs also hurt vehicles, only moreso because of the damage table. So are people bringing lists that can't fight MCs, GMCs, or vehicles? AV 12 is pretty easy to HP out.


Are Imperial Knights really that powerful? @ 2016/09/08 23:45:26


Post by: Blacksails


 jeffersonian000 wrote:
Oh, I get it! All these "fear the Knight" posts have a single common thread, the total lack of sufficient line of sight blocking terrain in their games. It's not the Knights, it's the fact that they play on Planet Bowling Ball!

You guys do know that Knights have trouble going around terrain since walls became impassable? Or that Knights can't shoot through tall buildings without giving up cover saves? Or that you can use the same terrain to bottleneck large models giving yourself lanes of fire to hit side and rear armor?

It's almost as if the complaints are hypothetical rather than justified.

SJ



You are aware that terrain goes both ways, right? And that generally the more mobile force makes better use of cluttered terrain as they can dictate the ranges and fire lanes. So having a gak load of cover doesn't really impede Knights. Also because armies that rely on ranged shooting, like say Guard, will be penalized in such terrain while Knights are happy to enjoy the free cover and assault, which they're conveniently good at too.


Are Imperial Knights really that powerful? @ 2016/09/09 00:17:55


Post by: Martel732


No, he's not aware, as I've tried to explain that concept to him over and over. The terrain set up he describes heavily favors Grey Knights, which may or may not be a coincidence.


Are Imperial Knights really that powerful? @ 2016/09/09 00:28:14


Post by: JohnHwangDD


Well, no kidding that terrain matters!

The interesting thing is that Knights are generally OK with most terrain. HUGE buildings are good to cover where the shield isn't.

LOTS of Difficult Terrain is great, as Knights ignore that, whereas their opponents don't. In effect, it makes Knights even faster than they already are!

Just need wide enough alleys to march and shoot and charge through....


Are Imperial Knights really that powerful? @ 2016/09/09 02:16:17


Post by: CrownAxe


 JohnHwangDD wrote:
Well, no kidding that terrain matters!

The interesting thing is that Knights are generally OK with most terrain. HUGE buildings are good to cover where the shield isn't.

LOTS of Difficult Terrain is great, as Knights ignore that, whereas their opponents don't. In effect, it makes Knights even faster than they already are!

Just need wide enough alleys to march and shoot and charge through....

Knights don't just ignore terrain. They have to roll 2d6 and go double the highest result


Are Imperial Knights really that powerful? @ 2016/09/09 04:15:59


Post by: JohnHwangDD


 CrownAxe wrote:
 JohnHwangDD wrote:
Well, no kidding that terrain matters!

The interesting thing is that Knights are generally OK with most terrain. HUGE buildings are good to cover where the shield isn't.

LOTS of Difficult Terrain is great, as Knights ignore that, whereas their opponents don't. In effect, it makes Knights even faster than they already are!

Just need wide enough alleys to march and shoot and charge through....

Knights don't just ignore terrain. They have to roll 2d6 and go double the highest result


Which effectively ignores it, as most terrain is scaled for an undoubled roll.


Are Imperial Knights really that powerful? @ 2016/09/09 07:51:07


Post by: CrownAxe


 JohnHwangDD wrote:
 CrownAxe wrote:
 JohnHwangDD wrote:
Well, no kidding that terrain matters!

The interesting thing is that Knights are generally OK with most terrain. HUGE buildings are good to cover where the shield isn't.

LOTS of Difficult Terrain is great, as Knights ignore that, whereas their opponents don't. In effect, it makes Knights even faster than they already are!

Just need wide enough alleys to march and shoot and charge through....

Knights don't just ignore terrain. They have to roll 2d6 and go double the highest result


Which effectively ignores it, as most terrain is scaled for an undoubled roll.

Touching terrain slows you down no matter what size it is. Getting across it doesn't mean you suddenly get to go back to moving full speed. if the highest die you rolled happened to be a 2 then the IK is only going 4" (8" less then normal), even if the difficult terrain was the size of an ant


Are Imperial Knights really that powerful? @ 2016/09/09 09:11:18


Post by: Xathrodox86


 master of ordinance wrote:
 casvalremdeikun wrote:
 Xathrodox86 wrote:
Sorry, my bad. I was thinking about the cannon. Anyway, even with a single shot Melta this thing is still badass.
Actually, the melta gun is the worst weapon option for the Knights. It isn't nearly as scary as it sounds.

I will second this. The cannon, on the other hand, is utterly terrifying to Infantry on foot.


Against a tank heavy lists, which I often use it is.


Are Imperial Knights really that powerful? @ 2016/09/09 09:27:45


Post by: master of ordinance


Martel732 wrote:
It wasn't a very good space marine army, then. Your meta sounds rather weak, which makes your predicament even more baffling to me. Other than your refusal to stop using some of the most overcosted units in your book, I mean. If the marine lists can't stop IKs, your Russes should run over them.


The Marine player in question was a tournament player who is damn good. As for overcosted units, would you care to elaborate which ones? The Russ chassis I use (LRBT, Exterminator, Eradicator) are probably the leat overpriced and most effective ones and as time has shown, there are no units that can fill the Russes roll as a mobile fire support/line breaker unit.


Are Imperial Knights really that powerful? @ 2016/09/09 13:20:32


Post by: Martel732


" there are no units that can fill the Russes roll as a mobile fire support/line breaker unit."

They can't do that job when they're dead. Also, it's silly to use an ordinance gun on a heavy tank.

Your meta still sounds weak from lack of Eldar, which would cure you real fast of ever fielding a vehicle worth more than say 80-90 pts. Although I'm surprised you aren't sick of getting two-shotted by grav at this point.

So what's this marine player using? Both gladius and invisible centstar walk all over knights. As does a twc superfriends list.


Are Imperial Knights really that powerful? @ 2016/09/09 14:05:49


Post by: master of ordinance


Martel732 wrote:
" there are no units that can fill the Russes roll as a mobile fire support/line breaker unit."

They can't do that job when they're dead. Also, it's silly to use an ordinance gun on a heavy tank.

And yet there is nothing else that can do what they do, so until they are either un-nerfed or made cheaper they will continue to be all that we have. As for the Ordinance gun thing, well you just dont purchase sponsons to go with them and you are fine.

Your meta still sounds weak from lack of Eldar, which would cure you real fast of ever fielding a vehicle worth more than say 80-90 pts. Although I'm surprised you aren't sick of getting two-shotted by grav at this point.

Oh do not worry, there are a couple of Eldar players. One tries not to be too hard on his opponent but isnt often in and the other is a power gamer and neither of them is a problem as very few people play them more than once (more due to the latters wipe out list).

So what's this marine player using? Both gladius and invisible centstar walk all over knights. As does a twc superfriends list.

Not a clue - it was ages ago. A full Knight household has not been used for a long time on account of no one wanting to face them.


Are Imperial Knights really that powerful? @ 2016/09/09 14:21:59


Post by: Scott-S6


Tycho wrote:

3. Knights are not comparable to vehicles. You cannot simply isolate hull points (for example) and say that's it, it's just like stripping hull points off a tank. What makes multiple Knights potentially tough is the amalgamation of all their abilities rather than any one ability/trait in isolation.

Exactly, it's the full package.

If you could take a squadron of three russes, not take any models away until all of the squadron's hull points are gone, let them use the super heavy damage chart changes, let them split fire freely AND let them move 12" while still firing to full effect then they might be considered to be a rather better unit.


Are Imperial Knights really that powerful? @ 2016/09/09 14:26:13


Post by: Martel732


 master of ordinance wrote:
Martel732 wrote:
" there are no units that can fill the Russes roll as a mobile fire support/line breaker unit."

They can't do that job when they're dead. Also, it's silly to use an ordinance gun on a heavy tank.

And yet there is nothing else that can do what they do, so until they are either un-nerfed or made cheaper they will continue to be all that we have. As for the Ordinance gun thing, well you just dont purchase sponsons to go with them and you are fine.

Your meta still sounds weak from lack of Eldar, which would cure you real fast of ever fielding a vehicle worth more than say 80-90 pts. Although I'm surprised you aren't sick of getting two-shotted by grav at this point.

Oh do not worry, there are a couple of Eldar players. One tries not to be too hard on his opponent but isnt often in and the other is a power gamer and neither of them is a problem as very few people play them more than once (more due to the latters wipe out list).

So what's this marine player using? Both gladius and invisible centstar walk all over knights. As does a twc superfriends list.

Not a clue - it was ages ago. A full Knight household has not been used for a long time on account of no one wanting to face them.


Sounds like your group ostracizes good lists. Why are you even concerned about IKs, then? That's assuming they even count as good. This makes me wonder even more why you are struggling with IG.


Are Imperial Knights really that powerful? @ 2016/09/09 15:02:30


Post by: master of ordinance


Martel732 wrote:
 master of ordinance wrote:
Martel732 wrote:
" there are no units that can fill the Russes roll as a mobile fire support/line breaker unit."

They can't do that job when they're dead. Also, it's silly to use an ordinance gun on a heavy tank.

And yet there is nothing else that can do what they do, so until they are either un-nerfed or made cheaper they will continue to be all that we have. As for the Ordinance gun thing, well you just dont purchase sponsons to go with them and you are fine.

Your meta still sounds weak from lack of Eldar, which would cure you real fast of ever fielding a vehicle worth more than say 80-90 pts. Although I'm surprised you aren't sick of getting two-shotted by grav at this point.

Oh do not worry, there are a couple of Eldar players. One tries not to be too hard on his opponent but isnt often in and the other is a power gamer and neither of them is a problem as very few people play them more than once (more due to the latters wipe out list).

So what's this marine player using? Both gladius and invisible centstar walk all over knights. As does a twc superfriends list.

Not a clue - it was ages ago. A full Knight household has not been used for a long time on account of no one wanting to face them.


Sounds like your group ostracizes good lists. Why are you even concerned about IKs, then? That's assuming they even count as good. This makes me wonder even more why you are struggling with IG.

Ostracises good lists? How? Oh, you mean because we dont all want to be wiped out by turn two? Fair do's.


Are Imperial Knights really that powerful? @ 2016/09/09 15:13:17


Post by: Martel732


No one is letting off the gas pedal for me. I imagine ba might actually be effective in your meta. But who wants to lose to ba?

At any rate, the hull point mechanic really limits how op iks can get.


Are Imperial Knights really that powerful? @ 2016/09/09 16:08:22


Post by: master of ordinance


Martel732 wrote:
No one is letting off the gas pedal for me. I imagine ba might actually be effective in your meta. But who wants to lose to ba?

haha, nah, I get what you mean and I dont get much luxury either. I just avoid the power gamers or the ones who could flatten me as easy as snapping their fingers.

At any rate, the hull point mechanic really limits how op iks can get.

Hell Martel, I would never have ever thought that anyone could ever make me thankful for that awful mechanic


Are Imperial Knights really that powerful? @ 2016/09/09 17:36:42


Post by: JohnHwangDD


 master of ordinance wrote:
there are no units that can fill the Russes roll as a mobile fire support/line breaker unit.


Imperial Knight Titans fill that roll very effectively!


Are Imperial Knights really that powerful? @ 2016/09/09 17:46:29


Post by: Slayer-Fan123


I think the real issue is with Russes not being good rather than Imperial Knights being too good. Even if Imperial Knights didn't exist, it wouldnt suddenly make Russes worth it.


Are Imperial Knights really that powerful? @ 2016/09/09 17:49:12


Post by: Martel732


Slayer-Fan123 wrote:
I think the real issue is with Russes not being good rather than Imperial Knights being too good. Even if Imperial Knights didn't exist, it wouldnt suddenly make Russes worth it.


That's why I've been trying to say here. AV 12 just isn't that good.


Are Imperial Knights really that powerful? @ 2016/09/09 17:49:13


Post by: JohnHwangDD


Slayer-Fan123 wrote:
I think the real issue is with Russes not being good rather than Imperial Knights being too good. Even if Imperial Knights didn't exist, it wouldnt suddenly make Russes worth it.


But you'd take them, because otherwise IG would have no durable ranged firepower!


Are Imperial Knights really that powerful? @ 2016/09/09 17:50:15


Post by: Martel732


 JohnHwangDD wrote:
Slayer-Fan123 wrote:
I think the real issue is with Russes not being good rather than Imperial Knights being too good. Even if Imperial Knights didn't exist, it wouldnt suddenly make Russes worth it.


But you'd take them, because otherwise IG would have no durable ranged firepower!


They still don't, even if you take them. That's the problem. Russes are neither durable, nor provide what I'd call firepower.


Are Imperial Knights really that powerful? @ 2016/09/09 18:00:26


Post by: Slayer-Fan123


 JohnHwangDD wrote:
Slayer-Fan123 wrote:
I think the real issue is with Russes not being good rather than Imperial Knights being too good. Even if Imperial Knights didn't exist, it wouldnt suddenly make Russes worth it.


But you'd take them, because otherwise IG would have no durable ranged firepower!

Or you could spam FW Artillery or Veterans. Russes aren't doing anything special...


Are Imperial Knights really that powerful? @ 2016/09/09 18:00:34


Post by: JohnHwangDD


Compared to a Guardsman holding an Autocannon, a Russ is durable firepower. If you don't believe that, play footguard against IGAC and let us know how it goes.


Are Imperial Knights really that powerful? @ 2016/09/09 18:51:42


Post by: Slayer-Fan123


 JohnHwangDD wrote:
Compared to a Guardsman holding an Autocannon, a Russ is durable firepower. If you don't believe that, play footguard against IGAC and let us know how it goes.

And what would your point be? FW Artillery is durable if you want durable. Pretty sure that isn't the shtick of the IG anyway.


Are Imperial Knights really that powerful? @ 2016/09/09 19:45:45


Post by: master of ordinance


Slayer-Fan123 wrote:
 JohnHwangDD wrote:
Compared to a Guardsman holding an Autocannon, a Russ is durable firepower. If you don't believe that, play footguard against IGAC and let us know how it goes.

And what would your point be? FW Artillery is durable if you want durable. Pretty sure that isn't the shtick of the IG anyway.

Yes, but it requires forking out hundreds, and even then the Artillery is still less mobile than the Russ. When it comes to "mobile" firepower, nothing in the Guard codex can beat the Russ.

(BTW Martel, what is this obsession of yours with Guard Infantry?)


Are Imperial Knights really that powerful? @ 2016/09/09 20:17:42


Post by: Slayer-Fan123


 master of ordinance wrote:
Slayer-Fan123 wrote:
 JohnHwangDD wrote:
Compared to a Guardsman holding an Autocannon, a Russ is durable firepower. If you don't believe that, play footguard against IGAC and let us know how it goes.

And what would your point be? FW Artillery is durable if you want durable. Pretty sure that isn't the shtick of the IG anyway.

Yes, but it requires forking out hundreds, and even then the Artillery is still less mobile than the Russ. When it comes to "mobile" firepower, nothing in the Guard codex can beat the Russ.

(BTW Martel, what is this obsession of yours with Guard Infantry?)

Why do you need more mobility with the Russ? Almost all the weapons are above 36".


Are Imperial Knights really that powerful? @ 2016/09/09 20:27:38


Post by: agnosto


Slayer-Fan123 wrote:
 master of ordinance wrote:
Slayer-Fan123 wrote:
 JohnHwangDD wrote:
Compared to a Guardsman holding an Autocannon, a Russ is durable firepower. If you don't believe that, play footguard against IGAC and let us know how it goes.

And what would your point be? FW Artillery is durable if you want durable. Pretty sure that isn't the shtick of the IG anyway.

Yes, but it requires forking out hundreds, and even then the Artillery is still less mobile than the Russ. When it comes to "mobile" firepower, nothing in the Guard codex can beat the Russ.

(BTW Martel, what is this obsession of yours with Guard Infantry?)

Why do you need more mobility with the Russ? Almost all the weapons are above 36".


Because static gun lines went out of style about the time people stopped using flintlocks?


Are Imperial Knights really that powerful? @ 2016/09/09 20:56:23


Post by: Martel732


 master of ordinance wrote:
Slayer-Fan123 wrote:
 JohnHwangDD wrote:
Compared to a Guardsman holding an Autocannon, a Russ is durable firepower. If you don't believe that, play footguard against IGAC and let us know how it goes.

And what would your point be? FW Artillery is durable if you want durable. Pretty sure that isn't the shtick of the IG anyway.

Yes, but it requires forking out hundreds, and even then the Artillery is still less mobile than the Russ. When it comes to "mobile" firepower, nothing in the Guard codex can beat the Russ.

(BTW Martel, what is this obsession of yours with Guard Infantry?)


Because you can leverage massive force multipliers that don't exist for vehicles.


Are Imperial Knights really that powerful? @ 2016/09/09 20:58:04


Post by: JohnHwangDD


INB4 Martel says guardblobs beat Knights!


Are Imperial Knights really that powerful? @ 2016/09/09 21:00:13


Post by: Martel732


That's actually an interesting matchup with divination support. With misfortune, you can even strip HPs with incidental heavy bolters. Oh... Wyverns can chip off the side armor as well. I don't think shred works on penetration rolls, but still. You can't really miss a knight with a Wyvern.


Are Imperial Knights really that powerful? @ 2016/09/09 21:39:55


Post by: Ashiraya


Wyverns are S4 right?

Oh yeah, Rending.

Of course, misfortune with IG blobs is dumb. They'll down a wraithknight or so per turn.


Are Imperial Knights really that powerful? @ 2016/09/09 21:43:44


Post by: Martel732


I think the IG naysayers are underestimating the power of a dominating psychic phase. Go look up demons for how that goes. By my estimations, a misfortuned knight is a dead knight.


Automatically Appended Next Post:
 Ashiraya wrote:
Wyverns are S4 right?

Oh yeah, Rending.

Of course, misfortune with IG blobs is dumb. They'll down a wraithknight or so per turn.


I know, right? Russes are much better, downing zero wraithknights in a whole game.


Are Imperial Knights really that powerful? @ 2016/09/09 22:52:46


Post by: master of ordinance


Ashiraya wrote:Wyverns are S4 right?

Oh yeah, Rending.

Of course, misfortune with IG blobs is dumb. They'll down a wraithknight or so per turn.


Martel732 wrote:I think the IG naysayers are underestimating the power of a dominating psychic phase. Go look up demons for how that goes. By my estimations, a misfortuned knight is a dead knight.


Automatically Appended Next Post:
 Ashiraya wrote:
Wyverns are S4 right?

Oh yeah, Rending.

Of course, misfortune with IG blobs is dumb. They'll down a wraithknight or so per turn.


I know, right? Russes are much better, downing zero wraithknights in a whole game.


I dont even....

Do you two even real-no, I am not going to ask it, I really do not want the answer. Look, just understand this: There is a major reason why, no matter what Marine players and the like say, IG blobs with psychic support are very, very VERY unpopular with Guard players.


Are Imperial Knights really that powerful? @ 2016/09/10 00:11:54


Post by: Slayer-Fan123


 master of ordinance wrote:
Ashiraya wrote:Wyverns are S4 right?

Oh yeah, Rending.

Of course, misfortune with IG blobs is dumb. They'll down a wraithknight or so per turn.


Martel732 wrote:I think the IG naysayers are underestimating the power of a dominating psychic phase. Go look up demons for how that goes. By my estimations, a misfortuned knight is a dead knight.


Automatically Appended Next Post:
 Ashiraya wrote:
Wyverns are S4 right?

Oh yeah, Rending.

Of course, misfortune with IG blobs is dumb. They'll down a wraithknight or so per turn.


I know, right? Russes are much better, downing zero wraithknights in a whole game.


I dont even....

Do you two even real-no, I am not going to ask it, I really do not want the answer. Look, just understand this: There is a major reason why, no matter what Marine players and the like say, IG blobs with psychic support are very, very VERY unpopular with Guard players.

Because they don't want to paint that much? Understandable but oh well.


Are Imperial Knights really that powerful? @ 2016/09/10 01:25:58


Post by: Martel732


Pretty popular with my IG players.

"very, very VERY unpopular with Guard players."

The same guard players that can't even beat BA according to you? Those guard players?


Are Imperial Knights really that powerful? @ 2016/09/10 02:52:00


Post by: Vaktathi


I think ive only ever seen one of these psychically supported blobs in 7E in person. They're really not what draws most people to IG or how most people want to play the army. They also have a humongous number of common and powerful hardcounters.


Are Imperial Knights really that powerful? @ 2016/09/10 03:45:11


Post by: JohnHwangDD


hardcounters? Within the IKTs, 2x large blasts far outside IG range, followed by 3 small blasts in HtH is pretty good.

And correct that blobguard is not what IG should be. If that was the concept, I never would have bought any.


Are Imperial Knights really that powerful? @ 2016/09/10 03:48:15


Post by: Martel732


 Vaktathi wrote:
I think ive only ever seen one of these psychically supported blobs in 7E in person. They're really not what draws most people to IG or how most people want to play the army. They also have a humongous number of common and powerful hardcounters.


I can mostly agree with this.


Are Imperial Knights really that powerful? @ 2016/09/11 05:13:25


Post by: Unyielding Hunger


Sorry to bother, but a quick question for you fellows before you go back to arguing. A Harridan can still murder a knight or two in short order, yes?


Are Imperial Knights really that powerful? @ 2016/09/11 05:30:13


Post by: JohnHwangDD


Definitely. It's Forgeworld, so it has to be good.