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Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/23 09:58:00


Post by: gendoikari87


Since I looked couldn't find a tactica for the Imperial knights I figured I'd start one since I'll be making a knight army when the codex drops. Already got two armigers.

Anyone more experienced with knights care to drop their 2 cents?

https://spikeybits.com/2018/04/rumors-knight-release-order-lineup.html

So far looking good


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/25 12:26:48


Post by: gendoikari87


Currently everything seems overpriced. Cc options need a good 50 point cut.

Anyone have anything they’d like to add?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/25 12:33:21


Post by: PiñaColada


I'd argue the chassis for the big knights is vastly overpriced at 320 points. Really it's tough to say how much anything is worth pre stratagems, traits and stat changes. If the big knights don't get either a 2+ save or a 5+ invuln in close combat as well I'll be sad.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/25 12:54:53


Post by: em_en_oh_pee


All Knights are currently overpriced.

The big ones by about 100-125pt, while the baby ones by like 60pt.

Until this is fixed or the Codex gives them some bomb extra rules, they will be a non-starter force. Heck, even putting them in Soup/AdMech is a liability.

Hopefully, the upcoming Knight Codex remedies this, because it is one of my favorite forces in the Imperium and my favorite model GW has made (I own... just... so many).


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/25 15:14:54


Post by: Drakeneisen


I woudl agree that the knights are overpriced, especially the close combat options. That is partially a function of how good the Titanic Feet are, which makes attacking with any other weapon a bad idea in most cases. I would put the overcost at 40-50 points.

I disagree that the force is a non-starter though. Ive taken a Quastor list to my last two tournaments and done fairly well. It isn't a pure knights list, because tournament games generally require you to take objectives and you just can't have 500 point knights sitting on objectives. They need to me moving around to get in the proper weapon ranges and to charge people. Fortunately, you can take other Imperial forces for objective holding, screeing and psychic defense. I guess I might as well post the list Ive been using, which needs to be changed after the FAQ but not by much:

Spoiler:


Imperial Knights - 10CP - 1992 pts
Super-Heavy Detachment (+3CP) – Imperium – Imperial Knights – 1482 pts
(Lord of War) Tempest Victor – Knight Crusader (320): Avenger Gatling Cannon (95), Heavy Flamer (17), Heavy Stubber (4), Thermal Cannon (76) - 512
(Lord of War) Malleus Maleficarum – Knight Crusader (320): Avenger Gatling Cannon (95), Heavy Flamer (17), Heavy Stubber (4), Thermal Cannon (76) - 512
(Lord of War) Sabbat Martyr – Knight Paladin (320): Character (0), Heavy Stubber (4), Heavy Stubber (4), Rapid Fire Battle Cannon (100), Reaper Chainsword [RAVAGER] (30) WARLORD: Knight Seneshal - 458
Battalion (+3CP) – Imperium – Astra Millitarum – Valhallan – 273 pts
(HQ) Company Commander (30): Plasma Pistol (5), Power Sword (4) - 39
(HQ) Primaris Psyker (38): Force Stave (8) - 46
(Troops) Red Squad: Infantry Squad (40): Flamer (7) - 47
(Troops) Green Squad: Infantry Squad (40): Flamer (7) - 47
(Troops) Orange Squad: Infantry Squad (40): Flamer (7) - 47
(Troops) Blue Squad: Infantry Squad (40): Flamer (7) - 47
Vanguard (+1CP) – Imperium – 237 pts
(HQ) Primaris Psyker (38): Force Stave (8) - 46
(Elites) Astropath (30): Telepathica Stave (6) - 36
(Elites) Culexus Assassin (85) - 85
(Elites) Eversor Assassin (70) - 70



Four Infantry squads generally gives me enough to set up a screen and stop melta/plasma/Captain Smash from deepstriking right on the knights. They are also among the fastest squads in the game with the move move move order, and so are good at grabbing objectives. The psychers and the Culexus provide psychic defense to stop mortal wounds, which the knights hate. The Eversor usually ends up either grabbing an objective or charging a tank to stop it from shooting for a turn.

The knights are the core of the list, of course. With Rotate Ion Shields and rerolling saves with CP they are surprisingly survivable vs shooting, and they are usually fast enough to decide which close combats they get involved in. Just avoid getting charged by daemon princes and similar things and you can step on people all day. The Thermal Cannons are some of the few weapons that you might be able to one shot vehicles with in 8th and the Avenger Gatling Cannons are fairly good at killing everything. Giving your warlod 5 attacks (with Knight Seneshal) with Ravager means that you get 15 foot attacks or 5 S 14 dmg 6 attacks that reroll 1s to hit, which aint bad.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/25 15:36:22


Post by: Audustum


I could've sworn there was one from long ago, but this works for me!

As others have said, the Knights are just a bit overpriced right now. I'm hoping for a ramp up in firepower or decrease in cost. The main issue is that they're paying through the nose to be durable when they aren't actually very durable and can be shredded fairly easily.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/25 16:00:13


Post by: gendoikari87


Well baneblade pays for durability it does t have too but it at least has 30 heavy bolter shots and a kick ass gun


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/25 16:44:06


Post by: grouchoben


Anyone else use the Atropos? I think it's one of the only viable knights right now, because of a) its increased invuln save and b) its rerolls to hit and wound in CC vs monsters and vehicles.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 02:37:40


Post by: Suzuteo


Chainsword should be free and gauntlet 5-10 points. Base point cost should be no more than 300, preferably around 280.

Anyhow, the best Knight list is probably AdMech, a single cheap-as-possible Crusader, and a detachment that can deep strike or otherwise be extremely mobile.

You can also do something nuts like this:
Spoiler:
Cadian Supreme Command Detachment - 124

HQ - 124
1x Company Commander - Lasgun, Chainsword, Warlord: Grand Strategist, Kurov's Aquila
1x Tech-Priest Enginseer - Forge World: Stygies VIII
1x Tech-Priest Enginseer - Forge World: Stygies VIII

Stygies VIII Auxiliary Detachment - 340

Fast Attack - 340
5x Sydonian Dragoon - Taser Lance

Super-Heavy Detachment - 1536

Lord of War - 512
Knight Crusader - Titanic Feet, Avenger Gatling Cannon, Heavy Flamer, Thermal Cannon, Heavy Stubber

Lord of War - 512
Knight Crusader - Titanic Feet, Avenger Gatling Cannon, Heavy Flamer, Thermal Cannon, Heavy Stubber

Lord of War - 512
Knight Crusader - Titanic Feet, Avenger Gatling Cannon, Heavy Flamer, Thermal Cannon, Heavy Stubber

Total: 2000 points
6 Command Points


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 10:39:07


Post by: grouchoben


Yeah that's my point why wouldnt you pay 43pts more for a knight that is actually a proper terror in cc, and can have a 3++ vs shooting whenever you want? Add on 14" move and you have a plain upgrade from the standard Knight unit, all for the price of one barebones infantry squad.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 15:37:37


Post by: gendoikari87


The real question on my mind is: will knights be a viable stand alone army. Right now they have little to no anti hoard


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 15:41:47


Post by: em_en_oh_pee


gendoikari87 wrote:
The real question on my mind is: will knights be a viable stand alone army. Right now they have little to no anti hoard


That we can't know until the Armiger gets new weapon options, along with the rumored new Knights coming along. The new big Knight with all the guns could be. Or the Helliger or whatever?

Right now, too many future variables to predict what this army will look like post-Codex (provided the Codex coincides with the kit releases).


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 15:52:28


Post by: gendoikari87


Do we even have an eta on the codex? I’m expecting it to be announced early May


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 16:11:09


Post by: Cephalobeard


There's an event 5/12-14th that's rumored to get us some more information.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 17:32:00


Post by: Karhedron


 em_en_oh_pee wrote:
All Knights are currently overpriced.

Think how the poor Wraithknight feels. 400 points for the same basic stats as an Imperial Knight but without a 5++ vs shooting. :(

I have no doubt that the new codex will buff/discount the IKs as appropriate.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 17:33:42


Post by: em_en_oh_pee


 Karhedron wrote:
 em_en_oh_pee wrote:
All Knights are currently overpriced.

Think how the poor Wraithknight feels. 400 points for the same basic stats as an Imperial Knight but without a 5++ vs shooting. :(

I have no doubt that the new codex will buff/discount the IKs as appropriate.


It is paying for the sins of prior editions.

And as an AdMech player, I have immense doubts the Knight Codex will make them better (by reducing them to playable point values). GW simply does not get how to point its LoW in a balanced way.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/26 21:24:10


Post by: chrispy1991


The Knight Styrix seems pretty good. The Volkite gun it has is comparable to a rapid fire battlecannon. More importantly though, it has a 4++ against shooting and a 5++ in melee. The Siege claw is worth it because of the twin rad cleanser it comes with. Use the IK rotate ion shields strategem on a Knight Styrix and you're looking at a 3++ against shooting attacks. They also ignore cover saves when shooting, and have blessed autosimulacrum. They also blow up bigger, which is also fun.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/27 07:25:57


Post by: grouchoben


Yep, Styrix and Atropos are the only two knights worth it at the moment. I prefer the Atropos because of its unmatched tank busting capabilities. In my first game with one he walked up to one chimera and shot it open, charged into CC with another two, and killed them both in ine round of CC. The guy doesn't mess when he's up close.


Automatically Appended Next Post:
(And yes, I felt a bit bad punishing the one guy trying to make mech guard work! )


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/28 19:46:43


Post by: greyknight12


A big need for knights to function as a standalone is some form of objective secured. Without it, they can't hold anything and aren't killy enough to ward off the chaff that will contest.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/29 20:51:26


Post by: PiñaColada


I actually played my first game with my 2 armigers and a joint admech force of 1500 points today. I ended up being tabled on round 6 in a game where I was ahead 10-4 on points. I played a fun list against a much stronger list though so I'm not surprised. The armigers, much like I suspected they would, underperformed. I got round one and both of them stripped 7 wounds of a fire prism, one of them died during his turn and the other was brought down to 6 wounds. Round 2 it stripped 4 wounds of a hemlock and then died.

Thoughts? No psychic defense is really difficult to overlook. Their damage is too random. 80% of my opponents army was hiding in buildings so they couldn't charge. 12 T7 wounds wit a 3+/5++ just isn't that tough, so as soon as I ran out of CP they were sitting ducks.



The psychic defense is at least somewhat fixed by a stratagem that works like the Graia one (deny a spell within 24" on 4+) or a stratagem that gives them a 5+ FnP against mortal wounds during that phase.

The damage is probably going to stay the same way, it'll be less painful with a points drop. Maybe the warlord can give an aura that makes them reroll the random number of shots?

GW needs to fix the terrain rules. My opponent played alaitoc (which is a whole other discussion in regards to stacking modifiers) but could place almost all of his units on top of ruins, including his vehicles since they have fly. So my dragoons and armigers were rendered almost useless.



Man I wish these things would be 180ish points, which is a fair value.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/29 21:39:12


Post by: Godeskian


So for the lulz I brought out the knights to play for the first tune since seventh. Three knights (Crusader, Errant and Gallant) versus a poxwalkers farm.

It did not go well.

Between the mortal wounds from his seven characters, and the mortal wounds from the poxwalkers, and the FNP on everything, I managed to lose the Crusader and Gallant and a third of the wounds on my Errant by the end of turn four, in exchange for two of his three units of poxwalkers and several characters, but in that time due to some lucky card draw, he ended up with 10vp to my 2.

So version two has paired Crusaders and three culexus for some desperately needed psychic defence


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/30 16:11:55


Post by: Mandragola


So a friend has asked to borrow my knights for a forthcoming tournament, after his GKs were nerfed into the ground by the Big FAQ. I've put together a 2k list for him out of what I've got, and would value suggestions on how he should play.

Note: the list's been submitted and there's no chance of getting new models in time anyway. I'm after suggestions on how to use it, not criticism of it (did my best!) or other models to bring instead.

Super-Heavy Detachment, Questor Imperialis [1994 Points] + 3 CP

Knight Paladin, Rapid-fire Battlecannon, Reaper Chainsword - upgraded to Ravager relic, 2x Heavy Stubbers, Stormspear Rocket Pod – WARLORD – [503pts]

Knight Errant, Thermal Cannon, Thunderstrike Gauntlet, Heavy Stubber – [435pts]

Knight Crusader, Avenger Gatling Cannon, Rapid-fire Battlecannon, 2x Heavy Stubbers, Heavy Flamer, Ironstorm Missile Pod – [556pts]

Cerastus Knight-Castigator, Castigator Bolt Cannon, Tempest Warblade – [500pts]

My thinking is that he'll do best if he's able to concentrate the power of his 4 knights, but that this works against him in Maelstrom. The Crusader is happy enough with sitting back and shooting at things, if he draws cards that tell him to capture/defend things on his own side. Best results will probably come from having all of the knights kicking the same target though.

Any help would be welcome!

Automatically Appended Next Post:
Godeskian wrote:
So for the lulz I brought out the knights to play for the first tune since seventh. Three knights (Crusader, Errant and Gallant) versus a poxwalkers farm.

It did not go well.

Between the mortal wounds from his seven characters, and the mortal wounds from the poxwalkers, and the FNP on everything, I managed to lose the Crusader and Gallant and a third of the wounds on my Errant by the end of turn four, in exchange for two of his three units of poxwalkers and several characters, but in that time due to some lucky card draw, he ended up with 10vp to my 2.

So version two has paired Crusaders and three culexus for some desperately needed psychic defence
On the plus side, the poxwalker farm doesn't work any more. Since the latest FAQ the DG guy has to pay reinforcement points for any new poxwalkers, which makes the list pointless. Sorry for your friend with the poxwalkers - sounds like he's in the same spot as my GK-playing friend with a list that doesn't work at all.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/30 16:56:42


Post by: p5freak


Mandragola wrote:
On the plus side, the poxwalker farm doesn't work any more. Since the latest FAQ the DG guy has to pay reinforcement points for any new poxwalkers, which makes the list pointless. Sorry for your friend with the poxwalkers - sounds like he's in the same spot as my GK-playing friend with a list that doesn't work at all.


Only if the added models would take the unit above starting strength.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/04/30 17:25:20


Post by: Mandragola


 p5freak wrote:
Mandragola wrote:
On the plus side, the poxwalker farm doesn't work any more. Since the latest FAQ the DG guy has to pay reinforcement points for any new poxwalkers, which makes the list pointless. Sorry for your friend with the poxwalkers - sounds like he's in the same spot as my GK-playing friend with a list that doesn't work at all.


Only if the added models would take the unit above starting strength.

Sure, but a unit (or units) of 20 poxwalkers doesn’t constitute a “farm”, and really shouldn’t threaten a knight army. It really should be possible to kill a unit each turn.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/01 12:48:55


Post by: gendoikari87


Have there been any rumors on what the other knights are armed with? We know the big dude has a million guns and one has a spear, what else do we know?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/04 12:05:46


Post by: gendoikari87


So all the rumors focus on knights (duh) but is everything still going to be LOW? Are knights going to be delegated to nothing but super heavy detachment? Be nice if one of the kits was a troop and hq or if they’d give us praefect hqs and house guard troops so we could battalion. But then there’s imperial guard for that so at the end of the day it’s not that important


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/04 12:12:52


Post by: em_en_oh_pee


gendoikari87 wrote:
So all the rumors focus on knights (duh) but is everything still going to be LOW? Are knights going to be delegated to nothing but super heavy detachment? Be nice if one of the kits was a troop and hq or if they’d give us praefect hqs and house guard troops so we could battalion. But then there’s imperial guard for that so at the end of the day it’s not that important


It would be nice if they followed FW's lead from the Heresy. But I highly doubt that will ever happen.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/04 13:56:55


Post by: gendoikari87


Unfortunately not but at 2000pts you can still bring a brigade of ig and super heavy detachment. Giving it the grand strategist trait should make for enough cp


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/06 17:05:33


Post by: Ideasweasel


So June is when things start happening for knights yeah?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/06 23:55:27


Post by: gendoikari87


 Ideasweasel wrote:
So June is when things start happening for knights yeah?
Late may early june. Something like that. All we know is it's before orks and after harlequins.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/07 15:22:32


Post by: PiñaColada


I have to imagine we'll know more after warhammer fest this weekend. Surely they tease the date and/or show off a few armiger variants etc.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/07 15:25:13


Post by: Cephalobeard


One can only hope.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/14 02:33:26


Post by: gendoikari87


at this point I'd say august is most likely. or end of july. Time it to be around the time of the titanicus release


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/16 04:03:36


Post by: w0nderland


Current rumour mill suggests second week of June for release

One of the new rumoured kits is "Knight Preceptor / Special Character (with full cockpit & pilot figure)", and with Armigers in action, there does seem at least the possibility of more structured Knight formations.

Sources: spikeybits and belloflostsouls


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/17 19:51:22


Post by: Audustum


I sure hope so!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/17 19:54:41


Post by: gendoikari87


I kind of doubt a dam 10 weapon will be introduced in a codex


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/20 03:10:29


Post by: em_en_oh_pee


All the salt for those rumors. I wouldn't call SpikeyBits a reliable source.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/21 07:56:01


Post by: orchewer


As a Chaos player who runs a Renegade Knight, I’d be happy with <Legion> being added to their faction keywords.

One can dream ...


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/21 10:51:19


Post by: Godeskian


So I've decided I'm taking Knights to the GT in July. This has hilarious written all over it


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/27 23:39:57


Post by: Apple Peel


Ha, I found this thread once more!

So let’s ignore the potential points cost at the moment, but how ‘bout some Valiant strategy?

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/05/GWPreview-May27-KnightValiant1ed.jpg

They say this big son of a gun will be the close range walking castle. Will he be worth it to take, strategically? How many layers of guardsman need to stand in front of it?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/28 00:30:28


Post by: gendoikari87


 Apple Peel wrote:
Ha, I found this thread once more!

So let’s ignore the potential points cost at the moment, but how ‘bout some Valiant strategy?

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/05/GWPreview-May27-KnightValiant1ed.jpg

They say this big son of a gun will be the close range walking castle. Will he be worth it to take, strategically? How many layers of guardsman need to stand in front of it?

with the changes to deepstrike i don't think it's as necessary to worry about screeners as much. (watch some dumb gak interpret that as saying screeners aren't important at all anymore).

I think the bigger question, at least for myself, will be: Do i want 1 of the BIG knights and a tone of armigers or 2 crusaders and a bunch but fewer smaller armigers. IN any case i'll still be packing a brigade of guard for screening/CP generation.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/28 05:47:28


Post by: Godeskian


gendoikari87 wrote:


I think the bigger question, at least for myself, will be: Do i want 1 of the BIG knights and a tone of armigers or 2 crusaders and a bunch but fewer smaller armigers. IN any case i'll still be packing a brigade of guard for screening/CP generation.


Ideally I think you want multiples of three for bonus CP whichever you choose. Since I don't own any IG, I'm debating how best to build a 1750, and I think it'll be crusaders and four Armigers (depending on points drops of course)


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/28 05:54:11


Post by: w0nderland


I am pretty excited.

I attempted to get involved with 40k last year via Grey Knights but my first love is the giant robots.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/28 10:49:30


Post by: gendoikari87


Godeskian wrote:
gendoikari87 wrote:


I think the bigger question, at least for myself, will be: Do i want 1 of the BIG knights and a tone of armigers or 2 crusaders and a bunch but fewer smaller armigers. IN any case i'll still be packing a brigade of guard for screening/CP generation.


Ideally I think you want multiples of three for bonus CP whichever you choose. Since I don't own any IG, I'm debating how best to build a 1750, and I think it'll be crusaders and four Armigers (depending on points drops of course)


I am honestly leaning toward this. Grapping the renegade box and multiple armigers. the new knights are fancy but i'm sure relics are going to be abundant and if we get the multiple deal all should be good. my current plan for 2000 is

1 Battalion of Imperial guard for screening
1 Super heavy detachment with Crusader and 2x Helverins
1 super heavy detachment with Warden and 2x2 Armigers

Guard will be giving the relic and warlord trait that gives extra CP and between the three detatchments that's 14 CP. Then i'll give the crusader and warden relics (unless it turns out you HAVE to make your LOW a warlord to give them relics. then only one obviously and the IG get no warlord)



Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/28 16:06:12


Post by: Godeskian


While nothing is set in stone until the codex comes out, I'm hoping I can cram at least one of the big knights, two regular ones and an Armiger into 1750, for a tourney I'm going to


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 00:34:15


Post by: w0nderland


Is there any hint of points on the new Castellan?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 02:32:20


Post by: Audustum


 w0nderland wrote:
Is there any hint of points on the new Castellan?


Rumors say about 670ish, but another rumor also said you can fit 3 at 1,850.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 04:36:37


Post by: w0nderland


I guess my question is ... do I want one?
And or the new character knight and or Renegade and or Armigers. And the codex.

Seems best to let the codex drop and try and work out what the viable units will be.




Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 07:16:13


Post by: Godeskian


Regardless of whether its objectively good, I'll be buying a Castellan because it looks boss.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 10:19:10


Post by: Red__Thirst


I really want to run a Gallant, but may wind up running the Errant with Thermal Cannon and Thunderstrike Gauntlet (Or magnetize the one arm and be able to run either-or).

That said, anyone have any experience running the Gallant pattern knight? I want one to run with my Vostroyan guard. (Fielding it as the Manifest Fury, piloted by the freeblade knight Sir Yardan).

Plan is to have the left chest mount be a Meltagun, with the thunderstrike gauntlet on the left arm, and the reaper chain sword on the right arm, possibly with the thermal cannon being an alternative build option.

Any feedback and thoughts appreciated. Take it easy.

-Red__Thirst-


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 10:30:10


Post by: tneva82


Problem with gallant is that you are fielding 2 CC weapons but you have to use either or. Ability to switch isn't that useful compared to having big gun. Especially with 3-4 model army where you cannot have guys fiddling thumbs. Gallant will be sitting duck first turn and so only does something turn 2 onward. And really when having one or the other isn't enough?

At least 7th you got extra attack out of 2 weapons.

Caved in and asked FLGS to get me some. Will have errant, errant/paladin, 2 fully magnetized knight, looks like 2 autocannon baby knight, will get forge bane and also castellan. That ought to be decent knight household to support my IG.

As for your build configuration...Just magnetize it so that you can field any of the patterns. This expensive kit no point settling on one. Stupid me for being timid with first knight.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 10:36:08


Post by: Red__Thirst


Hopefully the Gallant gets some suitable price drops in the coming codex, since it's all melee all the time. I only own one knight, and don't have any plans for more than one.

As I said, I plan on being able to run it as a Gallant and as an Errant (Thermal Cannon and Thunderstrike Gauntlet), so I'll be able to play it two different ways and see which I prefer, but at least visually the Gallant wins all day long for me personally.

I do hope the Gallant gets the extra attack rule back also, as an aside, as it makes sense thematically having 2 weapons. Or, give the Reaper Chainsword and Thunder Strike Gauntlet both an extra attack a-la the normal chainsword rule so that Gallants get an extra 2 attacks for fielding all Melee weapons. Would give them some added threat for their specialty.

Just thinking out loud. Take it easy.

-Red__Thirst-


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 12:26:16


Post by: Astmeister


So the household rules leak seems to be correct, when you compare them with the teasers from the 40k facebook page.
I would like to rank their effectiveness.

Reminder:

Questor Imperial Houses

Terryn: extra d6 advance or change
Cadmus: reroll wounds in CC on anything with less than 12w profile
Griffith: +1A when charging, charged, or via Heroic Intervention.
Mortan: +1 to hit when charging, charged, or via Heroic Intervention.
Hawkshroud: has double wounds for statline purposes when damaged
forgoten knight walpaper

Questor Mechanicus Houses

Raven: When they make Advance moves, treat Heavy weapons as Assault weapons.
Taranis: 6+ FNP against Mortal Wounds.
Krast: RR hits when charging, charged, or via Heroic Intervention against TITAN keyword
Vulker: Rerolls 1’s when targeting the closest enemy unit during the shooting phase.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 12:29:51


Post by: wanzer777


A simple price reduction for the gallant could make it a terror. Imagine it being 350 points. Or 300. Basically a giant bullet magnet for cheap


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 12:36:56


Post by: tneva82


For households I'm leaning toward Terryn or Hawkshroud. Vulker maybe.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 12:40:18


Post by: Cephalobeard


We taking any bets on whether the new big Knights are stuck with their 2 Primary weapons?

IE: Harpoon/Flamer and Plasma/Volcano

Or do we think they might be able to maybe swap them out?

IE: Flamer/Flamer and Plasma/Plasma, etc

I'm, personally, hoping I can double down and I am more than happy to buy a second kit to facilitate that. Lmao


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 12:45:41


Post by: tneva82


Since theylook like separate kits not a chance


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 12:54:11


Post by: Godeskian


I wish I'd been smart enough to magnetise all the weapon options with my first quartet of knights. Sigh. Oh well


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 12:56:30


Post by: Cephalobeard


tneva82 wrote:
Since theylook like separate kits not a chance


A few things.

1.) I don't think they're separate kits. I think they're "separate" in the same way AOS kits are, in that some are sold with a different name, but the contents are all the same.

2.) I mostly mean even if they ARE single kits, I'm happy to run 2x Flamers, or 2x Plasma which are options from a single kit. I'm not in any way attempting to swap weapons cross Knight.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 14:14:23


Post by: jeffersonian000


Looks like you could run 3 autocannon turrets or 6 Missile turrets, as the Dominus has 3 carapace hard points.

SJ


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 14:22:42


Post by: tneva82


 Cephalobeard wrote:
tneva82 wrote:
Since theylook like separate kits not a chance


A few things.

1.) I don't think they're separate kits. I think they're "separate" in the same way AOS kits are, in that some are sold with a different name, but the contents are all the same.

2.) I mostly mean even if they ARE single kits, I'm happy to run 2x Flamers, or 2x Plasma which are options from a single kit. I'm not in any way attempting to swap weapons cross Knight.


Maybe. We'll see. Flg asked which one i wanted.

As for 2...depends do you get 2 plasma in 1 box or not. We have seen nothing indicating yes


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 14:29:37


Post by: Cephalobeard


I specifically imagine there will only be one of each option per box. However, it's possible this becomes a thing similar to Renegade Knights where the Renegade version can dual wield when the imperial cannot, but we'll see.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 14:32:43


Post by: tneva82


Current gw...anyway flgs guy said unlike say mek gun that's 1 order code(gw site has it as 4 units) big knights are 2 order choices so 1 kit with both options unlikely. I went with plasma guy. Harpoon looks weird fos me


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 15:36:42


Post by: Godeskian


Interesting. Obviously they don't want people magnetising two builds out of one kit


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 15:56:04


Post by: Cephalobeard


Bit of a shame considering the only difference is from the "elbow" down on each kit.

Oh well. The arms will only be $30-50 each on ebay, I'd wager. Still cheaper than full kits.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 17:22:21


Post by: KaoxVeed


Next year they will release a third variant and package them all in one box!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 21:59:07


Post by: gungo


 Cephalobeard wrote:
Bit of a shame considering the only difference is from the "elbow" down on each kit.

Oh well. The arms will only be $30-50 each on ebay, I'd wager. Still cheaper than full kits.

I doubt that!
Considering only 1 of each arm in box who in thier right mind will sell thier arms and play armless knights. You’ll be lucky to find them under $50 for a while.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 23:00:45


Post by: MrMoustaffa


https://www.warhammer-community.com/2018/05/29/29th-may-meet-the-dominus-class-knightgw-homepage-post-1/

Some pretty crazy abilities. If these have a good price I could see the Dominuses knights being good centerpiece models for a variety of armies.

Ion Aegis for example being able to potentially give a line a of Imperial Guard tanks 5+ invuln is pretty nice, as is their oathbreaker shield piercer missile strategem that basically let's you drop characters reliably even if they can't be seen. Given the popularity of IG company commanders to be CP batteries, having an ability that practically guarantees you can kill him turn 1 is very handy. Now they'd have to hide them in a vehicle or fortification.

Big kicker will be the price, but I like that GW seems to be leaning toward more Xd3 weapons as well for more consistent rolls and averages. I'm pretty sure I'd want the Castellan as it's basically an Executioner tank and a shadowsword wrapped into one titan, but that flamer on the other variant is deadly enough to even threaten most planes.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/29 23:41:20


Post by: Mandragola


If the rumours about Armigers are correct then they might be quite spammable.

~165 for a 12 wound guy with decent wounds, speed and ability in cc (especially if the rumours they're gettnig a sweep attack are true) would be a great little unit. I could honestly see a case for taking a whole bunch of them. 6 come in at around 1k points. You could have 8 of them and one of the big guys in 2k.

Whether or not they get the multi-attack is crucial to whether this would work at all. So is the profile of the autocannons on the Helligers.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 00:14:48


Post by: wanzer777


My gut says the autocannons are just autocannons.... maybe icarus autocannons


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 04:22:50


Post by: tneva82


Sounds they are 2d3 shot autocannons. Bit odd weapon choice


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 04:24:02


Post by: w0nderland


For $170 USD it would be great if it was a single kit that could be magnetised.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 04:28:33


Post by: tneva82


So it would. Why you think gw decided not to?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 05:59:57


Post by: w0nderland


Someone above ...


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 06:00:25


Post by: Klone12


 Cephalobeard wrote:
Bit of a shame considering the only difference is from the "elbow" down on each kit.

Oh well. The arms will only be $30-50 each on ebay, I'd wager. Still cheaper than full kits.


As someone (I think) who know very well the bits business and order easily more than 400€ of bits a year, I can guarentee that you wont find the single most desirable bits of a 170$ kit for less than 100 USD.
Thats literally the only thing of value in the box.

ALSO, The Carapace are different on the two models and I dont see GW giving 2 carapace on top of Huge weapons for both types in a single kit for "only" 170$. So definetly 2 different kits.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 07:01:22


Post by: Cpt. Icanus


Do we know if the meltas on the dominus knights can be swapped for something else? I really wouldn't want 60 pts worth of 12' guns on a model that will most likely sit back and lob shells...


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 07:46:33


Post by: Crazyterran


So, three single Armigers in a LOW detachment and rhen a second LOW detachment with your main knights? Get 9 command points to work with.

Was thinking of a volcano/plasma dominus with missiles, and either a pair of crusaders or two FW Knights, depending. Will probably run them as freeblades, since Ive painted all my knights in different schemes.



Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 09:29:57


Post by: Kdash


tneva82 wrote:
Sounds they are 2d3 shot autocannons. Bit odd weapon choice


I'd hope that they aren't just D3 shots apiece - especially when the "cannons" on the new Knights are 2D3 apiece... But then... This is GW, and logic doesn't really apply.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/30 14:08:52


Post by: Frowbakk


If the big Dominus is two kits, I'll take whichever one doesn't have the Plasma-type gun and kitbash from my Plasma Destructor instead.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 02:44:30


Post by: JNAProductions


Thoughts on the super flamer?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 03:01:38


Post by: kastelen


Well if the leaked terrain piece does max out random shots then put them both next to your shooting units and delete basically any hoard or CC unit that comes to tarpit or kill them.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 03:04:22


Post by: tneva82


I\m betting on rerolls rather than max shots.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 03:11:55


Post by: kastelen


Even then, you could still get a noticeable increase if you're only rerolling 1s, 2s and maybe 3s if you feel lucky.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 06:11:02


Post by: tneva82


Assuming that's not rerolling to hit's.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 08:58:39


Post by: Covenant


If my friend is right, it's max shots, regain d6 Wounds or refresh your used one-shot-weapons. For 32.50€ I'd take one.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 16:34:01


Post by: Thadin


Depending on points cost, the Forge Shrine may end up being an autoinclude, shoving a Dominus Knight on it and never leaving so you can keep it at a decent wound count, or max shots on weapons. Refresh a missile may be the lesser choice, depending on how actually effective the shrine is, and how effective the other weapons are. If the shrine max's shots on all weapons, it'll be rather absurd.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 17:21:35


Post by: gungo


The problem with terrain is even if it does slightly improve efficiency it usually costs so much it’s better to just take another unit that actually does real Damage.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/05/31 17:43:59


Post by: gendoikari87


So with today’s announcement knights got about twice as durable. 5++ to 4++ on up to two knights will be easy. If the relic holds true that’s two knights always at 4++ with one at 3++ due to RIS.

They will be vulnerable in cc however....


Automatically Appended Next Post:
If you want to get real froggy, and RIS does not specify a max, use all three on a single knight for a 2++ against shooting


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 12:17:04


Post by: Ideasweasel


Hi folks.

So those with forgeworld knights. Can someone assist me with the legality of playing them in 40k.

How do stratagems and relics etc work now the codex has been previewed. If I were to buy 3 acastus knights could I make them house Taranis and use stratagems on them legally? Or are forgeworld choosing to leave this a mystery?

I notice apps like BattleScribe etc let you add them do 40k. And yet on forgeworld website the porphryion only shows up under 30k.

Chapter approved however had point increases for forgeworld knights and applies to 40k not other game systems.

For someone new to the knights like I am it’s very confusing. Maybe I’m being a bit slow too haha.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 12:57:20


Post by: tneva82


40k rules are in index sold separately. Legal there.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 13:25:02


Post by: jcd386


 Ideasweasel wrote:
Hi folks.

So those with forgeworld knights. Can someone assist me with the legality of playing them in 40k.

How do stratagems and relics etc work now the codex has been previewed. If I were to buy 3 acastus knights could I make them house Taranis and use stratagems on them legally? Or are forgeworld choosing to leave this a mystery?

I notice apps like BattleScribe etc let you add them do 40k. And yet on forgeworld website the porphryion only shows up under 30k.

Chapter approved however had point increases for forgeworld knights and applies to 40k not other game systems.

For someone new to the knights like I am it’s very confusing. Maybe I’m being a bit slow too haha.
Presumably, since the other books are this way, the Questor Imperialis keyword is what determines if you get strategems or not, so as long as your army is battle forged and you have a detachment of Questor Imperialism, you should be good to go. Some strategems will also probably to specific to what household keyword the knight has, so you'll want to be aware of that as well. Household will also determine what chapter tactics your knights get. But generally you will just treat the FW knights the same as any other unit.

The free relic is unlocked by whatever faction your warlord is from, but if you've unlocked a factions strategems, you can spend CP to get 1-2 from their list of relics.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 20:37:35


Post by: Kdash


I don't suppose anyone has done the math on the Castallen vs Crusader yet have they?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 21:50:01


Post by: gendoikari87


Kdash wrote:
I don't suppose anyone has done the math on the Castallen vs Crusader yet have they?


From Gryphonne.


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

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

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

Also, Gallant is now 5 attacks and WS2+.

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



Automatically Appended Next Post:
Super heavy Detatchment 1
Knight warden (Ion Trait, Endless Fury, Stormspear, Thunderstrike, melta) 474
2 x Armiger Warglaive (stubber) 328
2 x Armiger Warglaive (stubber) 328

Super Heavy 2
Knight Paladin (TBD defensive trait, invuln relic(cp), Icarus autocannon, Melta) 466
Armiger Helverin 174
Armiger Helverin 174

Total 1944

High King Tybalt and his Kingsward sally forth!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 22:20:16


Post by: Kdash


gendoikari87 wrote:
Spoiler:
Kdash wrote:
I don't suppose anyone has done the math on the Castallen vs Crusader yet have they?


From Gryphonne.


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

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

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

Also, Gallant is now 5 attacks and WS2+.

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



Automatically Appended Next Post:

Super heavy Detatchment 1
Knight warden (Ion Trait, Endless Fury, Stormspear, Thunderstrike, melta) 474
2 x Armiger Warglaive (stubber) 328
2 x Armiger Warglaive (stubber) 328

Super Heavy 2
Knight Paladin (TBD defensive trait, invuln relic(cp), Icarus autocannon, Melta) 466
Armiger Helverin 174
Armiger Helverin 174

Total 1944

High King Tybalt and his Kingsward sally forth!


Just be aware though - you'd be starting the game with only 2CP with that setup :(


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 22:26:14


Post by: gendoikari87


Kdash wrote:
gendoikari87 wrote:
Spoiler:
Kdash wrote:
I don't suppose anyone has done the math on the Castallen vs Crusader yet have they?


From Gryphonne.


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

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

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

Also, Gallant is now 5 attacks and WS2+.

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



Automatically Appended Next Post:

Super heavy Detatchment 1
Knight warden (Ion Trait, Endless Fury, Stormspear, Thunderstrike, melta) 474
2 x Armiger Warglaive (stubber) 328
2 x Armiger Warglaive (stubber) 328

Super Heavy 2
Knight Paladin (TBD defensive trait, invuln relic(cp), Icarus autocannon, Melta) 466
Armiger Helverin 174
Armiger Helverin 174

Total 1944

High King Tybalt and his Kingsward sally forth!


Just be aware though - you'd be starting the game with only 2CP with that setup :(
*puts on monacle* Jolly good, 2CP sounds Terrific. I assumed i'd have to waste all CP on the extra character trait strat and Relic strat. So that's 2 more CP than I thought i'd have. Jolly good and good hunting and all that!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 23:14:37


Post by: Red__Thirst


Woof...

Ok. So I'm going to field a single freeblade knight with my Vostroyan Firstborn guard.

From the fluff, Sir Yardan and his Knight, Manifest Fury.

Going to build it as a Gallant with the chest mount sporting a meltagun so I can advance and still shoot. Should be a literal TON of fun with 5 attacks base, and hitting on 2+, he should be the apex predator of Distraction Carnifexes for the fairly reasonable price of 359 points.

Looking forward to this for sure.

Take it easy.

-Red__Thirst-


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/02 23:29:21


Post by: em_en_oh_pee


So.... two SH detachments:

3x Gallants in one
Warden, Gallant and a Warglaive in another

Lol five Knights? I have no seen anything from the 'Dex (nor even watched the video), so that may be silly but I am hellbent on having five on the table dammit!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/03 02:58:44


Post by: raverrn


 em_en_oh_pee wrote:
So.... two SH detachments:

3x Gallants in one
Warden, Gallant and a Warglaive in another

Lol five Knights? I have no seen anything from the 'Dex (nor even watched the video), so that may be silly but I am hellbent on having five on the table dammit!


You're going to run into the "no more than three of a unit" (optional) rule.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/03 03:16:02


Post by: stratigo


 raverrn wrote:
 em_en_oh_pee wrote:
So.... two SH detachments:

3x Gallants in one
Warden, Gallant and a Warglaive in another

Lol five Knights? I have no seen anything from the 'Dex (nor even watched the video), so that may be silly but I am hellbent on having five on the table dammit!


You're going to run into the "no more than three of a unit" (optional) rule.


Unlike chaos knights, imperial knights have 3 distinct data cards


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/03 03:40:04


Post by: tneva82


But not 2 separate gallant sheets. 4 gallants.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/03 03:45:05


Post by: TommyBoy13


Winters SEO has a review on YouTube of the new codex. Mouth saws a few things, but lots of interesting things coming


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/03 03:59:53


Post by: Crazyterran


Two Gallants, an Errant, a Warden, a Crusader. 5 Knights, will tide me over until they fix the FW points, I think.

Can't think of a better way to get 5 knights in a list, anyone else?

Probably make the Crusader the Character/Warlord/ with the relic gatling gun. The Gallants get 15 stomps each hitting on 2s.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/03 10:35:20


Post by: Mandragola


Throwing errands into the mix helps.

I think I’d go with a warden, errant, crusader (with battlecannon) and two gallants. That comes to 1999.

I’m trying to work out a list with an admech battalion to go with my Taranis knights. I’m thinking something like:

Castellan with Cawl’s wrath and 4++.
Paladin
Crusader with bc
Armiger Warglaive

Then a stygies battalion comprising:
2 enginseers
2x5 Rangers
3 breachers with heavy arc rifles and torsion claws

That leaves me with 40 points for toys. I could give the rangers an arc rifle or two and/or stick carapace weapons on my questoris knights. Maybe upgrade some rangers to vanguard, though mostly I expect I’ll be having them camp objectives so they’d benefit marginally more from the range.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/03 16:23:39


Post by: em_en_oh_pee


Oh yeah, forgot about that stupid rule. So, I guess that list needs a tweak. I'll brainstorm when I have the Codex in hand. But I'm hell-bent on 5 Knights. Because it'll look sick.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/03 17:55:21


Post by: Cephalobeard


Currently playing between two ideas at 1750, which is what my area has moved to locally.

I can fit:

Admech Battalion
2x Enginseer
3x 5 Rangers

AM Battalion
2x Company Commander
1x 9 Infantry 1 mortar
2x 10 Infantry

Super-heavy
Lancer
5x Armiger or Gallant, 3x Armiger

ORRRR, I can do:

Admech Battalion
2x Enginseer
3x 5 Rangers, 2 Snipers w/ Omnispex

AM Battalion
2x Company Commander
3x 9 Infantry 1 Mortar

Super-heavy
1x Lancer
2x Gallant or 1x Gallant 2x Armiger

I'm more interested in the first list, using the Lancer, Gallant and 3x Warglaives.

Between being House Terryn, Outflanking the unit of 3 Warglaives, Full tilt charging the Lancer, etc, I'm getting a good amount of turn 1 charges.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 06:19:17


Post by: Eldarain


Can you pick any combination of missiles cannons on top of the new guys or are they set?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 06:36:25


Post by: tneva82


Seems at least 2/1 and 1/2 are possible. Whether 3/0 or 0/3 are possible I don't know.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 08:32:02


Post by: Ideasweasel


jcd386 wrote:
 Ideasweasel wrote:
Hi folks.

So those with forgeworld knights. Can someone assist me with the legality of playing them in 40k.

How do stratagems and relics etc work now the codex has been previewed. If I were to buy 3 acastus knights could I make them house Taranis and use stratagems on them legally? Or are forgeworld choosing to leave this a mystery?

I notice apps like BattleScribe etc let you add them do 40k. And yet on forgeworld website the porphryion only shows up under 30k.

Chapter approved however had point increases for forgeworld knights and applies to 40k not other game systems.

For someone new to the knights like I am it’s very confusing. Maybe I’m being a bit slow too haha.
Presumably, since the other books are this way, the Questor Imperialis keyword is what determines if you get strategems or not, so as long as your army is battle forged and you have a detachment of Questor Imperialism, you should be good to go. Some strategems will also probably to specific to what household keyword the knight has, so you'll want to be aware of that as well. Household will also determine what chapter tactics your knights get. But generally you will just treat the FW knights the same as any other unit.

The free relic is unlocked by whatever faction your warlord is from, but if you've unlocked a factions strategems, you can spend CP to get 1-2 from their list of relics.


Cheers,


Automatically Appended Next Post:
tneva82 wrote:
40k rules are in index sold separately. Legal there.


You guys helped clear that all up for me


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 11:23:35


Post by: GuardStrider


So let me get this straight, If I am bringing a knight in a super heavy auxiliary detachment as an ally, I can spend 1 CP to turn him into a character with an warlord trait and another to give him a relic and he can still bring the household rules because the knight lances rule doesn't affect the auxiliary detachment?

So for example for 2 CP. I can have an ally Hawkshroud Knight with the 4++ warlord trait and any relic I feel like it, even if my army is from another faction. Or do knights have a rule similar to the IG one for super heavy auxiliary detachment where they can't get the regiment rules.



Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 11:33:01


Post by: Astmeister


 GuardStrider wrote:
So let me get this straight, If I am bringing a knight in a super heavy auxiliary detachment as an ally, I can spend 1 CP to turn him into a character with an warlord trait and another to give him a relic and he can still bring the household rules because the knight lances rule doesn't affect the auxiliary detachment?

So for example for 2 CP. I can have an ally Hawkshroud Knight with the 4++ warlord trait and any relic I feel like it, even if my army is from another faction. Or do knights have a rule similar to the IG one for super heavy auxiliary detachment where they can't get the regiment rules.



I think you should be able to do this.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 12:47:13


Post by: gendoikari87


So I’ll be trading in a warglaive to get a guard battalion... brings me to 8 cp .... 2 questoris knights 5 armigers 29 infantry models with three missile launchers


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 16:43:21


Post by: Volkmair


While good value as the Renegade boxed set only comes with one of the Warden upgrade sprues what are thoughts on running Questoris class Knights without the rocket pod. If you're running just Knights I would have thought you'd want all the guns you can bring to get the most out of each Knight and the Iccarus Autocannon alternative look rather meh.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 16:58:45


Post by: KurtAngle2


 Astmeister wrote:
 GuardStrider wrote:
So let me get this straight, If I am bringing a knight in a super heavy auxiliary detachment as an ally, I can spend 1 CP to turn him into a character with an warlord trait and another to give him a relic and he can still bring the household rules because the knight lances rule doesn't affect the auxiliary detachment?

So for example for 2 CP. I can have an ally Hawkshroud Knight with the 4++ warlord trait and any relic I feel like it, even if my army is from another faction. Or do knights have a rule similar to the IG one for super heavy auxiliary detachment where they can't get the regiment rules.



I think you should be able to do this.


I don't think you'll get an Household tradition for an Auxiliary


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 19:33:12


Post by: Stus67


KurtAngle2 wrote:
 Astmeister wrote:
 GuardStrider wrote:
So let me get this straight, If I am bringing a knight in a super heavy auxiliary detachment as an ally, I can spend 1 CP to turn him into a character with an warlord trait and another to give him a relic and he can still bring the household rules because the knight lances rule doesn't affect the auxiliary detachment?

So for example for 2 CP. I can have an ally Hawkshroud Knight with the 4++ warlord trait and any relic I feel like it, even if my army is from another faction. Or do knights have a rule similar to the IG one for super heavy auxiliary detachment where they can't get the regiment rules.



I think you should be able to do this.


I don't think you'll get an Household tradition for an Auxiliary


There's nothing that we know of right now that says otherwise, and there's nothing that leads me to believe you couldn't.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 19:47:59


Post by: Eldarain


tneva82 wrote:
Seems at least 2/1 and 1/2 are possible. Whether 3/0 or 0/3 are possible I don't know.

Thanks. Perhaps if I scour the review videos I can find a shot of the datasheet to clarify.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 22:16:07


Post by: raverrn


Here's my Starting point for a 2k Knights list:

+++ New Roster (Warhammer 40,000 8th Edition) [131 PL, 1998pts] +++

++ Super-Heavy Detachment +3CP (Imperium - Imperial Knights) ++

Household: Taranis

+ Lord of War +

Armiger Helverin
. Armiger Helverin: Heavy stubber
. Armiger Helverin: Heavy stubber

Armiger Helverin
. Armiger Helverin: Heavy stubber
. Armiger Helverin: Heavy stubber

Knight Errant: Heavy stubber, Reaper chainsword, Thermal cannon

Knight Gallant: Heavy stubber, Reaper chainsword, Thunderstrike gauntlet

Knight Gallant: Heavy stubber, Reaper chainsword, Thunderstrike gauntlet

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) ++

Forge World: Lucius

+ HQ +

Tech-Priest Enginseer: Omnissian Axe, Servo-arm

Tech-Priest Enginseer: Omnissian Axe, Servo-arm, The Solar Flare
. Warlord: Necromechanic

+ Troops +

Skitarii Rangers: 4x Skitarii Ranger
. Ranger Alpha: Galvanic rifle

Skitarii Rangers: 4x Skitarii Ranger
. Ranger Alpha: Galvanic rifle

Skitarii Rangers: 4x Skitarii Ranger
. Ranger Alpha: Galvanic rifle

Created with BattleScribe

11 cp starting, burning three on Exalted court to Character everyone - Ion Bulwark on one and Landstrider on the other. The Bulwark goes first and provides cover for the other. One more CP for the Helm Dominatus for the Errant. Seven CP is low, but it's still probably workable. If there's a particularly heavy gunline, look to spend just one on Exalted Court and Sally Forth with the Landstrider model. Also Lucius gives you the ability to hold one Ranger unit for Deep Strike, and the Solar Flare + Necromechanic + Tech-Adept lets you heal 4 wounds a turn and also keep up with your knights. Probably be used to keep the Helverins up, however.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 22:36:51


Post by: casvalremdeikun


Well, from the looks of it, I am going to be running the following Knight Setup:

House Mortan

Warden with Thunderstrike Gauntlet (upgraded to the Paragon Gauntlet) with a Stormspear Rocket Pod - 461 pts

Warden with Thunderstrike Gauntlet (AGC upgraded to Endless Fury) with a Stormspear Rocket Pod - 461 pts

Valiant with 2x Siegebreaker Missiles and 2x Siegebreaker Cannon with Traitor's Pyre - 594 pts

Total is 1516 pts.

I am thinking a small contingent of Primaris Space Marines will run alongside them (a Captain, Librarian with Null Zone, and three squads of Intercessors). The total price is 480 pts.

This gives me 11 command points of which I will be spending 3 from the start for additional relic (which, according to the reviews I have watched, makes the Knights a character so they can perform Heroic Interventions).

Fluffwise, I am making the Valiant the High King (he will be the Warlord with the Ion Bulwark Warlord Trait. The two Wardens are his fraternal twins sons.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 22:56:36


Post by: U02dah4


How do you get so many knight characters to use the relics arnt you limited to 1?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 23:05:36


Post by: casvalremdeikun


U02dah4 wrote:
How do you get so many knight characters to use the relics arnt you limited to 1?
My understanding of the Strategem is that it is one of two ways to get additional Knight characters. Exalted Court is the other. One gives you relics, the other gives you Warlord traits.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 23:05:40


Post by: Buzzdady


I believe you have to use two separate stratagems. One to make them characters with a warlord trait, and one to give them a relic. I really hope I’m incorrect though as that’d free up 3 CP from my list.

EDIT: Oh wow, crazy timing. See above.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 23:12:53


Post by: raverrn


The two stratagems are separate.

Exalted Court costs 1/3 CP and allows you to choose 1/2 non-character knights. They become characters and gain a warlord trait. You may not choose the same trait more than once.

Heirlooms of the Household costs 1/3 CP and allows you to take 1/2 relics on character knights in any detachment.

For each Super-heavy Detachment you have one Knight in that detachment is chosen to be a Character (for free).

If your Warlord is a Knight then one model in his detachment may take a relic for free.

As far as I can see, there's no way to make an Armiger a character.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 23:30:43


Post by: U02dah4


Isnt the wording on the lance detatchment rule

If your army is Battle-forged, select one model from every Imperial Knights detachment. Those models gain the Character keyword

Wouldnt that let you character an armiger


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/04 23:35:48


Post by: casvalremdeikun


Well, if the Relic Strategem doesn't allow you to put the relics on additional models somehow, it is worthless.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 00:16:35


Post by: U02dah4


No it works i wasnt aware there was a character strategem so I assumed you had to do it by multi detatchmenting


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 00:41:56


Post by: Mandragola


 casvalremdeikun wrote:
Well, if the Relic Strategem doesn't allow you to put the relics on additional models somehow, it is worthless.

It's not worthless because there are various ways to get extra character knights to give relics. For example:

- Use the stratagem to have a second (or third) knight character.
- Run a second detachment of knights.
- Run one detachment of knights, but have some random character in another detachment be your warlord. Now you need to user the stratagem to give your character knight a relic.

There are plenty of good reasons to make someone else your warlord. Knights are far from invincible and can't be hidden, and you might like some of the other warlord traits.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 00:48:20


Post by: Stus67


I'm definitely thinking about running a brigade or maybe a battalion of guard with my knights for obsec and command point purposes. Are there any leaks on point costs already?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 03:58:43


Post by: MrMoustaffa


Just wish I knew if Armigers could be characters. I picked up 4 for dirt cheap when forgebanes dropped and didn't feel like running a big knight. I know there are some relics that help them so if I could make even just one a character it'd be really nice.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 07:27:21


Post by: Astmeister



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

Also, Gallant is now 5 attacks and WS2+.

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


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 07:33:44


Post by: U02dah4


 MrMoustaffa wrote:
Just wish I knew if Armigers could be characters. I picked up 4 for dirt cheap when forgebanes dropped and didn't feel like running a big knight. I know there are some relics that help them so if I could make even just one a character it'd be really nice.


they can but only 1 per detatchment


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 07:42:26


Post by: fatbudda319


I see a few people with gallant in their lists now which makes me hapyy. Does this mean they're more viable?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 07:50:43


Post by: tneva82


Here's first list I'm planning to try when I get models.

Castellan(2 cannons, 1 missile)
Crusader
Gallant
warglaive
helverin

2 IG commanders, 3 infantry squads(2 with mortars), mortar HWS.

Not sure what house/whatever though I'm thinking of freeblading one of questor knights for fun. For warlord trait maybe 4++ for the castellan as I expect that one to soak up tons of firepower. Maybe character up crusader for relic avenger? One IG commander gets kurov's aquilla for CP stealing. Though requires 3 strategems from opponent to pay back so wonder if it's worth it

8 CP after spending 3 for extra warlord/relic for knight and kurov's aquilla.


Automatically Appended Next Post:
fatbudda319 wrote:
I see a few people with gallant in their lists now which makes me hapyy. Does this mean they're more viable?


They did get boost. Whether that's enough remains to be seen. Probably people are interested trying it out so that's why you see them soon. Need to try out whether it's worth it or not.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 08:01:02


Post by: Cybtroll


What about a Megaera made character for a 3++/4++ that you can boost up to 2++/3++ with Rotate Ion Shield?

Using the Index, it was the only knight that at least has a small chance of surviving a round of heavy fire. I think now it can be really hard to bring down...


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 08:06:19


Post by: raverrn


 Cybtroll wrote:
What about a Megaera made character for a 3++/4++ that you can boost up to 2++/3++ with Rotate Ion Shield?

Using the Index, it was the only knight that at least has a small chance of surviving a round of heavy fire. I think now it can be really hard to bring down...




The Iron Bulwark Warlord Trait gives you a 4+ invulnerable save against shooting, it does not increase your save by one.

Additionally, Rotate Ion Shields increases your invulnerable save to a maximum of 3+

Also the Styrix is leagues better than the Megaera.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 08:39:53


Post by: Mandragola


That seems a good list to me. I think I’d make the Castellan your warlord with the 4++ trait and go for an admech house so he can have Cawl’s wrath.

Then spend a cp to make your gallant a character too and give him the landstrider trait to boost him and your Armiger. First turn charges for both are feasible.

I’m considering a similar list. The main thing I’d change is to take an admech detachment instead of IG. They are a little more expensive but it lets you use canticles and the knight of the cog stratagem.

On turn 1 you can pick reroll 1s to hit with shooting and give it to your Castellan as he overcharges Cawl’s wrath and fires a missile at some unfortunate character. Later on it might be handy on the gallant to get rerolls of 1s in combat.

The admech guys themselves aren’t really better than the IG, but there are a few shenanigans you can get up to. They’ve got a warlord trait to regain cps, they can repair knights a little bit and stygies guys can infiltrate if you’re prepared to pay for it - which could come in handy sometimes.

I think that being the infantry accompaniment for knights is probably quite a thankless task. There aren’t going to be loads of them and they are going to be shot at by the many enemies that will struggle to hurt the knights.

As such, while they’ll certainly provide a useful cp store, they’ll also give you a far less useful 5 more drops - significantly reducing your chance of getting first turn - and 5 more easy KPs for your opponent. I’m not completely sure this is a good thing overall. It might be, but it needs testing.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 08:57:14


Post by: Iago40k


So, if I take a gallant in an Super Heavy Auxiliary detachment, does he get the beneftis of household traditions plus can I use Knight stratagems on him i.e. Heirlooms and exalted court?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 08:59:06


Post by: GuardStrider


 Astmeister wrote:

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

Also, Gallant is now 5 attacks and WS2+.

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


That Castellan price is without the hardpoint weapons right? Otherwise the difference between the Castellan and the Crusader is smaller than I thought. I am still really undecided which of those two would work better as a fire support ally, guess I'll just wait for battlescribe to update and then make and share some lists to see what people think.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 08:59:33


Post by: U02dah4


Can you use the strat to make your knight a character and give it a warlord trait then declare it your warlord for a second warlord trait


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 09:07:17


Post by: _Ness


no. they get the warlord trait AS IF they are a warlord. if they are your warlord they cannot get another one.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 09:15:08


Post by: tneva82


Mandragola wrote:
That seems a good list to me. I think I’d make the Castellan your warlord with the 4++ trait and go for an admech house so he can have Cawl’s wrath.

Then spend a cp to make your gallant a character too and give him the landstrider trait to boost him and your Armiger. First turn charges for both are feasible.

I’m considering a similar list. The main thing I’d change is to take an admech detachment instead of IG. They are a little more expensive but it lets you use canticles and the knight of the cog stratagem.

On turn 1 you can pick reroll 1s to hit with shooting and give it to your Castellan as he overcharges Cawl’s wrath and fires a missile at some unfortunate character. Later on it might be handy on the gallant to get rerolls of 1s in combat.

The admech guys themselves aren’t really better than the IG, but there are a few shenanigans you can get up to. They’ve got a warlord trait to regain cps, they can repair knights a little bit and stygies guys can infiltrate if you’re prepared to pay for it - which could come in handy sometimes.

I think that being the infantry accompaniment for knights is probably quite a thankless task. There aren’t going to be loads of them and they are going to be shot at by the many enemies that will struggle to hurt the knights.

As such, while they’ll certainly provide a useful cp store, they’ll also give you a far less useful 5 more drops - significantly reducing your chance of getting first turn - and 5 more easy KPs for your opponent. I’m not completely sure this is a good thing overall. It might be, but it needs testing.


There's enough terrain here that I can hide 1 or 2 infantry squads generally. If he wants to manouver to shoot he'll likely expose himself open for my knights.

Remembered I don't HAVE to have my warlord knight to get warlord traits etc. IG commander to one to get the warlord trait, 3CP to character up 2 of my knights, 3 CP more for 2 relics. 11-6=5 CP. Quite a little but 5+ regene, 5+ steal. 7 and spare+steals in average so about same if opponent uses few strategems only.

Ad mech detachment is out for now unless it's something you can build from forge bane contents but 20 infantry is rather little for infantry and I need 2nd HQ cheaply(money) for that anyway. Actually the dominus is so expensive I cant' fit without dropping something from knights so...I would be looking thus 2 engineers and 3 squads of 5 rangers.

Now albeit who knows maybe I do use them time to time. I never play same lists twice anyway.


Automatically Appended Next Post:
Iago40k wrote:
So, if I take a gallant in an Super Heavy Auxiliary detachment, does he get the beneftis of household traditions plus can I use Knight stratagems on him i.e. Heirlooms and exalted court?


Unknown yet for first and don't see why not 2nd. For 1st it depends is there similar rule to IG. So far nobody has SAID so but not quarantee.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 12:21:32


Post by: Silentz


 Thadin wrote:
Depending on points cost, the Forge Shrine may end up being an autoinclude, shoving a Dominus Knight on it and never leaving so you can keep it at a decent wound count, or max shots on weapons. Refresh a missile may be the lesser choice, depending on how actually effective the shrine is, and how effective the other weapons are. If the shrine max's shots on all weapons, it'll be rather absurd.


The Sacristan Shrine knight scenery piece COULD have been so good...

I'm not one to get angry or rage at GW for shonky rules but I am a bit sad at such a hugely missed opportunity. Paying 80 points and skipping an entire turn to heal d3 wounds?!?!!??!?! Are you crazy??!?!

Here are three ways in which it could have worked which might make it worth taking... in order of preference from 1 to 3.

1. You got the bonus before the negative.
If you end your movement within 1" of the Shrine, in your next shooting phase you get to do one of the standard rites. In your next turn, the knight cannot move, shoot or charge and is reduced to 1 attack.
At least you get the benefit immediately, at full BS on turn one. Then you sacrifice T2 to reload/refuel and can act normally again in T3.

2. The benefits were pretty much tripled
You give up a turn as per standard rules. Then in in the next turn you can either:
- Heal 3d3 wounds
- Fire any one weapon 3 times instead of once
- Move twice in your movement phase as per your current Move characteristic

3. You got all the benefits, not just one.
You give up a turn as per standard rules. Then in your next turn you heal d3 wounds AND fire at maximum capacity AND get a bonus 6".


Anyway, pure theory and wishlisting but if one of the above were the rules it would be an interesting and compelling new model.

As it is, by the time you get a benefit you have skipped a whole turn and are probably hitting on 4's or 5's anyway!

Nuts.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 12:35:31


Post by: tneva82


Yeah that shrine is super hyper mega niche. Generally it just ain't worth it. I can think about 1 scenario where that truly would be useful. That's valiant against army that's in 2 parts. One gunline that will begin at ~35" from you and lob at you so you aren't reaching them on turn 1. Other being massed deep strike force that will come down on you on turn 2.

THERE it might be worth it to make sure you make maximum hurt on the deep strike elements.

Rest of time? Unlikely to run into situation where it might be useful.

It's not even going to be any cover for you as it's too small to block LOS so not even purchasable LOS block.

I doubt I would use it much even if it was free...All it does basically is generate bit of area on terrain you have to manouver around. That might be useful to hinder opponents movement but might hinder you as well.

Ironically that usage as enemy movement blocker is about best use it has...

edit: Well same scenario except rather than deep strike regular ground infantry that somehow starts that 35" or so away AND you start the game. And other short ranged knights like gallant but valiant is obviously biggest benefitter from this in this hyper niche scenario.


Automatically Appended Next Post:
Iago40k wrote:
So, if I take a gallant in an Super Heavy Auxiliary detachment, does he get the beneftis of household traditions plus can I use Knight stratagems on him i.e. Heirlooms and exalted court?


https://www.dakkadakka.com/dakkaforum/posts/list/1950/751594.page#10009559

Seems the traditions are listed as what you get for imperial knight detachments(EXCLUDING auxiliary...) so answer would be no after all.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 13:26:13


Post by: GuardStrider


tneva82 wrote:


Automatically Appended Next Post:
Iago40k wrote:
So, if I take a gallant in an Super Heavy Auxiliary detachment, does he get the beneftis of household traditions plus can I use Knight stratagems on him i.e. Heirlooms and exalted court?


https://www.dakkadakka.com/dakkaforum/posts/list/1950/751594.page#10009559

Seems the traditions are listed as what you get for imperial knight detachments(EXCLUDING auxiliary...) so answer would be no after all.


Well, bummer there go my plans to get a knight


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 13:33:24


Post by: tneva82


Well freeblade is pseudo-tradition and seems still legal. Plus warlord&relic&strategems still probably works.

Plus you could get 2 helverins and have the traditions and average 16 S7 -1 D3 shots.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 13:39:49


Post by: GuardStrider


tneva82 wrote:
Well freeblade is pseudo-tradition and seems still legal. Plus warlord&relic&strategems still probably works.

Dunno, It seems to me that the Freeblade stuff is listed in the abilities that can only be taken in the Super Heavy Detachment


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 13:43:15


Post by: tneva82


 GuardStrider wrote:
tneva82 wrote:
Well freeblade is pseudo-tradition and seems still legal. Plus warlord&relic&strategems still probably works.

Dunno, It seems to me that the Freeblade stuff is listed in the abilities that can only be taken in the Super Heavy Detachment


Refer to thread I linked. There's more talk there. Promisingly GW in promo material spoke about lone freeblades to support your main army which hints "yes" for freeblades in auxiliary det.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 14:07:33


Post by: Cephalobeard


I'm still very much in love with House Terryn.

Waiting on exact wording so I can confirm whether the Outflank works on a unit of Armigers, but if it does then I'm quite excited to unleash martial fury.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 15:30:28


Post by: Mandragola


We haven't had confirmation but so far IG are the only army where your superheavies don't get regimental tactics in an auxiliary detachment. I'd be surprised if IKs didn't get them.

If all else fails you can take a couple of armigers or helligers. You won't get CPs but you'll be able to make your knight a character for free.

Here's a potential all-knight list. 2000 points on the nose.

Castellan 604
2 turrets and 2 missiles
4++ warlord trait, Cawl's Wrath

Gallant 354
Landstrider warlord trait, maybe

Warden 411
Stock

Crusader 457
Thermal Cannon and Avenger

Helverin 174

My existing guys are house Taranis. I'd stick with that as they seem decent enough.

I've just managed to get a ticket for heat 1 of the 40k GT, and it's actually 1750, not 2k. That's a tricky points value for knights really. It's also in not much over a month's time!Here's a first stab at a list:

Castellan 604
2 turrets and 2 missiles
4++ warlord trait, Cawl's Wrath

Gallant 354
Landstrider warlord trait, maybe

Warden 411
Stock

Tallarn Battalion

Tank commander with punisher and 3 hvy bolters

Tempestor Prime

5 Tempestus Scions

2 infantry squads.

The idea here is to run non-useless IG allies. The tank commander gives me some much-needed anti-horde, the infantry squads can skulk somewhere and the scions can be held back to drop onto objectives.

Fitting in a battalion at 1750 is still really awkward. I'm not at all sure what the best option is, and seriously considering not having one. I've just been looking at sisters as another option, as Celestine would come in very handy. That would mean trading out the Castellan for something smaller though.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 15:58:25


Post by: Audustum


There's a screenshot in the News and Rumor thread that says excluding Super-Heavy Auxiliary.

That said, you can still take the House keyword for using stratagems and relics I think. You just won't get the house bonus.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 16:14:35


Post by: WrentheFaceless


So slighty mech related and also slightly knight related, and actually fluffyish

Current new list thoughts

Stygis bat
Enginseer
Enginseer

5 man ranger squad x3

Stygis bat
Enginseer
Enginseer

5 man ranger squad x3

House Raven knight lance
Knight Gallant with 2+ to move/charge/advance WL and the 2+ armor relic and a top hat stormspear

Knight Castellan with 4 shoulder cannons and 2 missles, Cawls Wrath Relic plasma and 4++ wl trait

Knight Crusader with battle cannon, relic avenger, stormspear hat and either the ignore ap 1 WL trait or the 1cp and 1 reroll or the wounds rolls of 6s do mortal wounds

should be slightly under 2k, 16 command points to start and either 10 or 11 to use in game once all the wl traits/relics are bought


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 16:50:09


Post by: Cephalobeard


Imperial Knight Lance, 1750 Army

SuperHeavy:

Knight Lancer
Warlord (4++), Relic (2+ Armor)

Knight Gallant
Warlord (5++ vs Melee)

3x Armiger Warglaives
Melta Gun, x3

Cadian Battalion:

2x Company Commander

3x 9 Infantry, 1 Mortar

Cadian Battalion:

2x Company Commander

2x 9 Infantry, 1 Mortar

1x 10 Infantry

----


Here's what I'm working with. Local Meta moved to 1750. Digging it.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 17:33:04


Post by: buddha


Can we actually run the FW knights at this point? Would love to take my lancer.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 17:41:06


Post by: Cybtroll


A Cerastus Acheron, a Gallant and a Warden are 1260 points, leaving you enough for a small but useful Battalion (Elysian, Scion and/or Infantry Squad for objectives) even at 1500 (we usually play this size).


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 18:14:54


Post by: Cptn_Snuggles


I've had my lancer painted forever. Are they pretty good these days? I haven't played it this edition.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 19:06:15


Post by: Cephalobeard


2+ Armor (with a relic) 4++ Inv (Against everything) With a Warlord Trait, pushing to 2+3++ with 1CP.

They're tanks. They don't do a ton of damage, they just don't die.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 19:53:01


Post by: em_en_oh_pee


For those of you running Guard, are you screening or just hunkering down with them?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/05 19:55:05


Post by: tneva82


Depends scenario and opponents army. The more i need to control objectives the more i will try to keep them alive. Knights are few to control objectives


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 02:00:11


Post by: Caederes


Trying to figure out what combination of Knights to go.
Few ideas I've had, all of these assume at least a minimum Guard battalion tagging along for support;

1) Warden, Gallant, Gallant in House Terryn Knight Lance, then Valiant in Hawkshroud Auxiliary (for stratagem, looks like auxiliary doesn't get tradition rules but should still unlock the Overwatch stratagem).

2) Castellan, Valiant, Gallant in mixed House Knight Lance, then use leftover points for three Culexus Assassins. Castellan is Raven (re-roll 1s stratagem), Valiant is Hawkshroud (Overwatch stratagem), Gallant is Terryn (fight twice stratagem).

3) Same as 2) but instead of anti-psyker assassins, run a second Guard battalion with some Mortar support (should fit 2x3 teams).

It's hard to say whether taking two Dominus' and one Questoris, or one Dominus and three Questoris', is the right way to go. It's impossible to fit two Dominus and two Questoris' alongside a Guard battalion assuming all the leaked points are accurate, otherwise I'd just do that.
As far as the Dominus' shoulder weapons are concerned, I'm thinking going 2xSiegebreaker Cannon hardpoints and 1xShieldbreaker Missile hardpoint (you get 2 missiles in each battery, so 2 guns and 2 missiles) is probably the best way to go. Siegebreakers are only 9 points more than a pair of missiles and can be fired every turn with no restrictions and aren't hungry for Command Points like the Shieldbreakers are.
I don't really care for the Armigers look-wise so they're out, and I want to run at least one Dominus which means the Valiant stays put in each list, though I would prefer to run both as I adore the Castellan too. I don't like tripling up on anything either so the likely soon-to-be-very-popular Gallant trio is not what I want to run. Quite the pickle to be in!

It's sad that the Castellan is so reliant on being Mechanicus-aligned for the relic plasma weapon considering the House Mortan unique 1CP stratagem would let it obliterate Aeldari flyers with ease.

Side note, it sounds like House Terryn's fight twice stratagem doesn't trigger at the end of the phase like similar stratagems from other armies, but after a House Terryn model has made all of its attacks. That's....bananas if it's accurate. Source is GMG Gaming by the way.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 03:08:00


Post by: Buzzdady


How’re you doing a mixed house Knight Lance?

EDIT: Ah, never mind. You’re just forgoing the household benefits in face of just using stratagems, Hrmm. Definitely needs lots of CP’s then.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 03:22:44


Post by: Caederes


 Buzzdady wrote:
How’re you doing a mixed house Knight Lance?

EDIT: Ah, never mind. You’re just forgoing the household benefits in face of just using stratagems, Hrmm. Definitely needs lots of CP’s then.


Yeah exactly, a lot of the Knights really want to be from differing households, and the Mechanicus/Imperialis alignment with certain relics and stratagems is limiting unless you go mixed houses in the same detachment. For example, I don't mind losing out on Raven's advance and shoot normally buff for a Castellan if it means I get to give it re-roll 1s for a phase (which is amazing with it's guns in particular) and not lock the other Knights into that household, especially as a Valiant generally wants to be Hawkshroud with that crazy stratagem (or any flavour of Imperialis for the relic flamer) and Terryn seems like a no brainer for a Gallant (fight twice is incredible on them). Of course, actually benefiting from the Hawkshroud trait is good for literally every Knight, but at the same time the Valiant's main draw is the auto-hitting flamer and that doesn't care about a degrading profile. Similarly, being able to combine Full Tilt with Landstrider and the Terryn trait on a Gallant is a tough one to chew, but the Terryn trait itself is the least necessary component of that combo (just roll well for your runs and charges). The codex designers did a really good job of making it tough to decide between pure Household or mixed Household for a Lance depending on what Knights you want to run (and because I want to run Dominus' and Gallants together, that's a tough choice).


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 03:35:29


Post by: Buzzdady


Very insightful! Thanks for the write up. Has me thinking though...

If you take a lance under a certain household, and then a super heavy auxiliary with a fourth Knight, you’d be unable to use the stratagem to get extra relics on both detachments, right?

So the lance has 1 relic, use the stratagem to get 2 more. You could only give them to the other knights in that lance, not one to a lance knight and one to the super heavy auxiliary one. I suppose you could make that one a character and your warlord for a relic and then use the stratagem on the lance.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 03:40:28


Post by: Caederes


I don't think there's anything stopping you from giving one extra relic to your Lance and the other extra relic to your Auxiliary, ditto with the extra Warlord/character stratagem. It's certainly what I plan on doing if I go for a variation of Option 1) as listed above.

Just worked out that you can legally field Guilliman (Auxiliary), a minimum Guard battalion, and 4 Gallants (Knight Lance) in 2000 points. I wouldn't do it, but good lord that would be terrifying For CP, you get 3 (Guilliman Warlord) + 3 (Knight Lance) + 3 (Battle-Forged) + 5 (Battalion) = 14CP. You'll always spend at least 2CP on the Guard and Knight extra relics (Kurov's + Paragon Gauntlet), maybe 5CP if you want one of the other nice Knight relics a Gallant can use (i.e. Helm for +1 Attack, 2+ save, 5++ in combat, etc), then 3CP for the extra Warlords (4++ on one and Landstrider on the other seem like the best bets). Hopefully you refund a lot of those, then spam Full Tilt and Terryn's fight twice stratagem with Guilliman giving any nearby Knights re-roll 1s to-hit Also, because the Lance automatically makes one of the Knights a character and you can split the extra relic and warlord stratagems among the other three should you wish, you can have all 4 Gallants and Guilliman together capable of massed Heroic Interventions Just watch out for Flyers!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 04:08:45


Post by: Buzzdady


That would make for a pretty crazy game. I really love the flavor this codex adds now, I’ll see how I feel going against them though!

Small side question: your warlord needs to be on the table to refund spent cp’s I believe, so you couldn’t refund ones spent on relics and such as they’re before the game, right?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 04:15:34


Post by: Caederes


Good catch, that would be correct. Honestly though that's one of those grey area debates that still hasn't been resolved as far as I know (or did I miss that in the FAQ?)


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 04:22:48


Post by: Buzzdady


Haven’t looked for it specifically in a bit, I know that’s how our team and our opponents were handling it at Adepticon anyway. Obviously would be real nice if you could refund though.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 05:14:13


Post by: Suzuteo


While I would never run more than one Knight (I am technically more of a Soup player), in terms of what mix of Knights to do, I would think the deciding factor is WLT, stratagem, and relic scarcity.

That being said, this may be most efficient:

Raven Gallant - Reaper, Gauntlet, Heavy Stubber, Relic: Armour of the Sainted Ion, WLT: Landstrider
Raven Warden - Avenger, Heavy Flamer, Gauntlet, Heavy Stubber, Stormspear, Relic: Endless Fury or Paragon, WLT: Ion Bulwark
Raven Castellan - Plasma Decimator, Volcano Lance, 2x Shieldbreaker, 2x Twin Meltas, 2x Twin Siegebreaker, Relic: Cawl's Wrath, WLT: Cunning Commander


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 05:18:09


Post by: Caederes


Can't have duplicate Warlord Traits unfortunately, so no 4++ on multiple Knights without using the stratagem.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 06:10:28


Post by: Suzuteo


Caederes wrote:
Can't have duplicate Warlord Traits unfortunately, so no 4++ on multiple Knights without using the stratagem.

Oh. Well, in that case, I suppose the Castellan gets Cunning Commander? There's not much flexibility here. Gallant needs Landstrider and Armour of the Sainted Ion, Warden needs Ion Bulwark (it's less efficient on the Castellan), and Castellan needs Cawl's Wrath.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 06:11:00


Post by: luke1705


 Buzzdady wrote:
That would make for a pretty crazy game. I really love the flavor this codex adds now, I’ll see how I feel going against them though!

Small side question: your warlord needs to be on the table to refund spent cp’s I believe, so you couldn’t refund ones spent on relics and such as they’re before the game, right?


Assuming you’re talking about Grand Strategist from the IG codex?

This has not been addressed in an FAQ, but that is because it’s addressed in the codex. You need to be on the table for Grand Strategist.

What we should really do is put together a list of which knights want to be which houses. I’m firmly of the belief that the relics and stratagems are far superior to any house traditions, so I absolutely plan on running a mixed house detachment.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 09:51:25


Post by: Eldenfirefly


I am confused. Why are there two IK tactica threads? And codex is out, so we should all go over to the other thread?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 11:10:53


Post by: gendoikari87


Are there two? The other I thought was a rumors thread


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 12:18:52


Post by: Suzuteo


Now that the codex is out, the rumors thread should move here to the tactica thread.

In any case, here are my impressions:

Dominus Knights suck. They cost an awful lot, are less durable than Questoris Knights because there's no way anyone can afford 3 CP Rotate Ion Shields every turn, and only one of them has access to the tools to fulfill its role (the Castellan).

The best lone Knight you can run now is a Raven Warden with Gauntlet and Stormspear. You can take two Helverins for support. I think they are mediocre, but they do give your Warden that delicious move, advance, shoot, charge turn one--rerolling 1s the entire time.

Perceptor sucks. The Las-Impulsor is a jack of all trades weapon that essentially halves the range of better guns. Paradoxically, it pretty much forces you to take Helverins, which are a hyper-specialized T6 vehicle killer.

Mechanicus Knights have so many advantages, it's not even a fair comparison. Best Houses (Taranis and Raven), best stratagem (Machine Spirit Resurgent), access to Canticles (Death Grip with Invocation of Machine Might instant kills a ton of stuff), and they get the Castellan.

Imperialis Knights suck unless you run a Hawkshroud Lance. Furthermore, they can only take Valiant. The only bright side is outflanking Gallants, but there are much, much better deep strike options out there.

Freeblades are a big missed opportunity. I don't think the qualities are appealing enough or the burdens harsh enough to ever make someone not want to pick.

Finally, the Auxiliary and Lance rules are not fluffy and unduly punishing, especially to the Imperialis side, which relies on having a tradition to make up for their lack of Machine Spirit Resurgent.

In summary, the codex creates some really strong builds and adds much needed value to Knights, but it also intentionally created some weird de-synergy and inequality.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 12:29:19


Post by: Crazyterran


Considering that the Castellan is previewed in Terryn colours, I’m going to say that the dominus being admech/Imperialis locked is wrong


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 12:34:33


Post by: Caederes


 Crazyterran wrote:
Considering that the Castellan is previewed in Terryn colours, I’m going to say that the dominus being admech/Imperialis locked is wrong


I don't think he literally means that Imperialis can't use Castellans, but more that if you want to be competitive a Castellan should always be Mechanicus aligned for Cawl's Wrath as it turns a bad gun into a decent/good one.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 12:42:54


Post by: Crazyterran


But as he pointed out, Dominus aren’t very competitive to begin with.

Crusaders, Wardens, Gallants and allied Helverins seem the way to go this book. With the fist and Gatling gun being the relics of choice.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 12:43:19


Post by: Suzuteo


Caederes wrote:
 Crazyterran wrote:
Considering that the Castellan is previewed in Terryn colours, I’m going to say that the dominus being admech/Imperialis locked is wrong


I don't think he literally means that Imperialis can't use Castellans, but more that if you want to be competitive a Castellan should always be Mechanicus aligned for Cawl's Wrath as it turns a bad gun into a decent/good one.

This. The thing is a waste of 600+ points without Cawl's Wrath. The Valiant is in a similar situation.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 12:50:15


Post by: casvalremdeikun


Suzuteo wrote:
Caederes wrote:
 Crazyterran wrote:
Considering that the Castellan is previewed in Terryn colours, I’m going to say that the dominus being admech/Imperialis locked is wrong


I don't think he literally means that Imperialis can't use Castellans, but more that if you want to be competitive a Castellan should always be Mechanicus aligned for Cawl's Wrath as it turns a bad gun into a decent/good one.

This. The thing is a waste of 600+ points without Cawl's Wrath. The Valiant is in a similar situation.
For the Valiant it is to a much less significant degree. It kills 4ish MEQs instead of 6ish MEQs.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 13:35:34


Post by: Suzuteo


 casvalremdeikun wrote:
Suzuteo wrote:
Caederes wrote:
 Crazyterran wrote:
Considering that the Castellan is previewed in Terryn colours, I’m going to say that the dominus being admech/Imperialis locked is wrong


I don't think he literally means that Imperialis can't use Castellans, but more that if you want to be competitive a Castellan should always be Mechanicus aligned for Cawl's Wrath as it turns a bad gun into a decent/good one.

This. The thing is a waste of 600+ points without Cawl's Wrath. The Valiant is in a similar situation.
For the Valiant it is to a much less significant degree. It kills 4ish MEQs instead of 6ish MEQs.

True. But the Valiant, as cool as it looks, isn't well-equipped to do the role it is supposed to fulfill. 12" anti-MC and 18" anti-horde shooting at 3+ (but usually 4+ or 5+ because he never gets MSR) and only 10" move is awful. At least the Castellan has scary guns with good range. But Dominus in general is a white elephant. Expensive as hell, requires CP we don't have, poor in melee, and neither durable nor effective at removing threats from the board.

Raven Warden with Gauntlet and Stormspear all the way. Maybe with two Helverins; I still have yet to decide if the free Advance move is worth it or not.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 14:17:11


Post by: Silentz


I feel that results might not bear out this lack of faith in the Valiant.

I think you can thunder it up the middle of the board flaming stuff and sniping a character a turn, charging anything within range just to get the additional movement distance, then when it dies use the stratagem to make it 50% likely to detonate and do d6 mortals to all units in 3d6" range. (edit this is not entirely accurate... assuming no rerolls I think it is 75% chance to blow up but only 25% chance to blow 3d6)

It's a 600 point suicide unit and I want one.

At the absolute worst it is a total zone denial tool as your opponent will be spending a considerable amount of energy trying to stay more than 20"-28" away from it so they won't get harpooned and cremated next turn.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 15:56:29


Post by: luke1705


I don’t think you can competitively run a Castellan and a Valiant. I’ve been trying but I’m not at all certain that you can take different houses in the same detachment (try as I might)

That being said, I think you go Raven for all of those re-rolls. I think I can fit two min batallions and 3 knights, even if one is a Castellan


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 15:58:11


Post by: Mr. Funktastic


So let me get this straight, if say I take an IK SHD that has a Questoris Knight and 2 Armigers and an Ad Mech Battalion as my army but my warlord is an Ad Mech character, can I spend 2 CP on Exalted Court and Heirlooms to give the Knight in my SHD a WL trait and relic even though my warlord is from a different faction?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 16:41:50


Post by: Ideasweasel


 Silentz wrote:


It's a 600 point suicide unit and I want one.



This tech priest gets it



Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 16:45:02


Post by: Audustum


Mr. Funktastic wrote:
So let me get this straight, if say I take an IK SHD that has a Questoris Knight and 2 Armigers and an Ad Mech Battalion as my army but my warlord is an Ad Mech character, can I spend 2 CP on Exalted Court and Heirlooms to give the Knight in my SHD a WL trait and relic even though my warlord is from a different faction?


Yes.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 17:22:27


Post by: Ice_can


Thats my plan as I'm fairly sure that CP regeneration is going to be a big boost to my knight army.

Right now I'm thinking 3 of the mid size knights, exact configuration to be decieded once I have a codex

But what is everyone else thoughts on Cannis Rex?
I have an army list in mind thats probably not optimised but I'm try to do something a little less oh another IG CP farm plus actual army.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 17:55:44


Post by: jeffersonian000


I just sent this letter to 40kFAQ@gwplc.com


Hope this finds you well.

I'm writing regarding the Lance Formation from the new knights codex.

From the Imperial Knight Codex:

"Knight Lances

If your army is battle-forged, select one model in each Imperial Knight Super-Heavy Detachment in your army. That model gains the Character keyword. However, the command benefit of each Imperial Knight Super Heavy detachment is changed to none, unless it contains any combination of at least three Questorus Class, and/or Dominus Class unit"

From the big FAQ:

“When creating a Battle-forged army, the Battalion and Brigade Detachments are seen as not offering enough command points for the number of units you must include. As a result, we will increase the Battalion Detachment’s Command Benefits to +5 Command Points and the Brigade Detachment’s to +12 Command Points. These changes appear in the Warhammer 40,000 rulebook errata, but are shown below for convenience."

From the blog post about the big FAQ:

“The rules team have done a great job of giving armies access to a whole host of characterful Stratagems to play with. The only issue was, Command Points were often in short supply, especially for ‘elite’ style armies. So, to reward players who build their lists using the Battalion and Brigade Detachments, we’re offering even more Command Points to these Troop-heavy forces."

The above change was done to help elite armies who couldn't get enough command points, compared to armies that can spam cheap battalions and brigades to get more command points, without fielding the now notorious Guard CP Battery (180 points guard battalion with, with CP regenerating warlord trait and relic).

So the reason for this email is to ask, why the imperial Knight Codex actively discourages running pure knights as an army?

In a 2000 point game my army can at most have 6CP if I run only imperial Knights. Yet the rules encourage me to run the notorious Astra Militarum CP battery, as for 180 points I can get an extra 5CP (bringing me up to 11CP) and the ability to regenerate CP. In addition, it seems like the intention is to penalize players that take the new Armiger models, as there are literally no benefits for taking them when a similarly priced Guard Battery grants CP, ObSec, and CP regeneration.

It seems that there was a lack of communication between the introduction of Armigers in Forgebane, where we were told that Armigers will be a great source of cheap CP, and printing of the codex where Armigers deny CP from IK detachments. It is understandable that the increased CP cited in the Big FAQ occurred after the IK codex was already printed, however, with an official correction or explanation, I see no reason to purchase models I cannot use.

In addition, with official Grand Tournament point values dropping to 1750, the handicap given to IK armies does not encourage anyone to purchase the new models, due to the Dominus class being too expensive points wise, and the Armigers being useless for CP.

I for one will be encouraging players in my area to delay purchasing any of the new models until this issue is resolved favorably.

Thank you, and have a good day,


And yes, I encourage everyone like minded to vote with their wallets.

SJ


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 18:10:21


Post by: Ideasweasel


Done, just sent them an email. Can send it to anyone who wants a laugh


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 18:50:41


Post by: Crazyterran


Was going to get a castellan and two boxes of armigers until i saw armigers wont help with cp. :/


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 18:54:18


Post by: Cephalobeard


I'm still getting two boxes of Warglaives. Even without CP, two Guard Battalions allows me to do what I want to do, but I've sent my own angry email and will be commenting on all of their FB posts. Lol


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 19:00:25


Post by: tneva82


Well if emails works change likely come before warglaives are released outside forgebane


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 19:19:56


Post by: Dynas


Caederes wrote:
I don't think there's anything stopping you from giving one extra relic to your Lance and the other extra relic to your Auxiliary, ditto with the extra Warlord/character stratagem. It's certainly what I plan on doing if I go for a variation of Option 1) as listed above.

Just worked out that you can legally field Guilliman (Auxiliary), a minimum Guard battalion, and 4 Gallants (Knight Lance) in 2000 points. I wouldn't do it, but good lord that would be terrifying For CP, you get 3 (Guilliman Warlord) + 3 (Knight Lance) + 3 (Battle-Forged) + 5 (Battalion) = 14CP. You'll always spend at least 2CP on the Guard and Knight extra relics (Kurov's + Paragon Gauntlet), maybe 5CP if you want one of the other nice Knight relics a Gallant can use (i.e. Helm for +1 Attack, 2+ save, 5++ in combat, etc), then 3CP for the extra Warlords (4++ on one and Landstrider on the other seem like the best bets). Hopefully you refund a lot of those, then spam Full Tilt and Terryn's fight twice stratagem with Guilliman giving any nearby Knights re-roll 1s to-hit Also, because the Lance automatically makes one of the Knights a character and you can split the extra relic and warlord stratagems among the other three should you wish, you can have all 4 Gallants and Guilliman together capable of massed Heroic Interventions Just watch out for Flyers!


That sounds crazy fun.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 19:36:22


Post by: Crazyterran


Rule of 3 prevents 4 gallants, no?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 20:00:46


Post by: Cephalobeard


 Crazyterran wrote:
Rule of 3 prevents 4 gallants, no?


Correct.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 20:10:59


Post by: Mandragola


Ok since we're reviewing units, here are my thoughts so far.

The Imperialis/Mechanicus split is really important. Some of the stratagems are limited to one or the other - notably the "fight when you die" one is imperialis-only.

Don't take a Valiant. They force you to take imperialis. Actually it wants to be house Raven, with landstrider so it can get up close fast and start burning things. It can't then have the relic flamer, but I think it's a worthwhile trade-off to let you fire at all in turn 1.

That said, the harpoon is kind of a joke weapon, so the flamer has a lot of work to do to catch up. I really can't see a compelling reason to take this guy. Any model that routinely fails to fire on turn 1 is kind of a non-starter in my book.

I think a castellan with Cawl's wrath is probably worth its points. Specifically, a house Taranis (luckily the house my existing 4 knights are painted as!) knight with the 4++ warlord trait and Cawl's Wrath looks like a pretty solid option.

I actually think the preceptor looks like a solid all-rounder. If you check the maths on his gun it actually performs well against pretty much anything. It's obviously only worth taking him if you've got Armigers, but if you do then he'll be a perfectly adequate knight as well as buffing them. Not a superstar, but not a liability, basically.

This matters because the major problem knights seem to have is hordes. A decent way to deal with them might well be to send in a few armigers with a preceptor. I quite like armigers now. They've come down to a very respectable price point and can attack any target you want.

The paladin looks overcosted now. In fact the crusader does too, with a battlecannon. A battlecannon is better than a thermal cannon, but I don't think it's 28 points better. For the price you could have a carapace gun and points to spare. I'm pretty sure that's always a better option. Thermal cannon and ironstorm missile pod > battlecannon, and costs less. In reality, the decision might come down to a few points here or there. If you can afford it and the missile pod, the battlecannon is still the better of the two options.

The avenger is great, so the crusader remains by far the best option for most knights. I really wish they'd brought in a sweep attack option for chainswords and fists, to give us a reason to take them. Stomps are probably too good really.

It's definitely a strength that you have an army without many drops. I'd want to keep it that way. As such I think I'm abandoning my plan of using an admech detachment as allies. The guys you get just seem terrible. Instead I'm looking at a battalion of militarum tempestus, with a taurox prime or two. I'll be able to set up my characters in that along with a squad of 5 guys, and the others can deep strike in where needed. That also gives me a useful couple of null deployments at the start before I have to start dropping 400+ point models on the board. Here's what that list might look like at 1750:

Taranis Knight Lance

Castellan 604
2 Turrets
2 Missiles
4++ warlord trait
Cawl's Wrath

Warden 427
Avenger Gatling Cannon
Heavy Flamer
Reaper Chainsword
Heavy Stubber
Stormspear Rocket Pod

Gallant 354
Reaper Chainsword
Thunderstrike Gauntlet
Heavy Stubber
Landstrider

Militarum Tempestus Battalion

Tempestor Prime 45
Tempestor Command Rod
Chainsword

Primaris Psyker 46
Force Stave

5 Militarum Tempestus Scions 50
Hot Shot Lasguns/pistol

5 Militarum Tempestus Scions 50
Hot Shot Lasguns/pistol

5 Militarum Tempestus Scions 50
Hot Shot Lasguns/pistol

Taurox Prime 124
Taurox gatling cannon
Two Autocannons

Kind of oddly, it actually ends up working for the militarum tempestus regiment. Not a huge bonus, but it should generate an occasional extra shot now and then.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 20:50:37


Post by: casvalremdeikun


So regarding Knights Gallant. Should they get the Meltagun instead of the Heavy Stubber? And what about Carapace Weapons? It seems like they might actually benefit from having either a Stormspear or Ironstorm missile launcher for laying down some ranged shots while they rush up the field.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 21:12:42


Post by: MasterSlowPoke


I'd probably take the Meltagun and that's it. You'll probably be using the advance and charge strat most of the time.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 21:38:20


Post by: Mr. Funktastic


If you're House Raven, then a carapace weapon is a good idea if you can afford it since they can still advance and fire it with no penalty. A Meltagun complements it nicely since it wants to be up close and personal and the Heavy Stubber probably won't make a huge difference if whatever you want to charge is being screened anyway.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 23:41:20


Post by: Audustum


 Dynas wrote:
Caederes wrote:
I don't think there's anything stopping you from giving one extra relic to your Lance and the other extra relic to your Auxiliary, ditto with the extra Warlord/character stratagem. It's certainly what I plan on doing if I go for a variation of Option 1) as listed above.

Just worked out that you can legally field Guilliman (Auxiliary), a minimum Guard battalion, and 4 Gallants (Knight Lance) in 2000 points. I wouldn't do it, but good lord that would be terrifying For CP, you get 3 (Guilliman Warlord) + 3 (Knight Lance) + 3 (Battle-Forged) + 5 (Battalion) = 14CP. You'll always spend at least 2CP on the Guard and Knight extra relics (Kurov's + Paragon Gauntlet), maybe 5CP if you want one of the other nice Knight relics a Gallant can use (i.e. Helm for +1 Attack, 2+ save, 5++ in combat, etc), then 3CP for the extra Warlords (4++ on one and Landstrider on the other seem like the best bets). Hopefully you refund a lot of those, then spam Full Tilt and Terryn's fight twice stratagem with Guilliman giving any nearby Knights re-roll 1s to-hit Also, because the Lance automatically makes one of the Knights a character and you can split the extra relic and warlord stratagems among the other three should you wish, you can have all 4 Gallants and Guilliman together capable of massed Heroic Interventions Just watch out for Flyers!


That sounds crazy fun.


I believe a FAQ said you can't Regen on before the battle strats like relics. Otherwise looks good!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/06 23:44:39


Post by: casvalremdeikun


Mr. Funktastic wrote:
If you're House Raven, then a carapace weapon is a good idea if you can afford it since they can still advance and fire it with no penalty. A Meltagun complements it nicely since it wants to be up close and personal and the Heavy Stubber probably won't make a huge difference if whatever you want to charge is being screened anyway.
I am going House Mortan. So I definitely want up close and personal. I actually thought about the Ironstorm for helping with screens.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 00:03:15


Post by: Caederes


 Cephalobeard wrote:
 Crazyterran wrote:
Rule of 3 prevents 4 gallants, no?


Correct.


Yeah unfortunately I've not played too much 40K since the Big FAQ so that rule keeps creeping up on me to destroy my crazy ideas
You could still do a similar list with 3 Knights + Guilliman + Guard, just either upgrade (i.e. Stormspears) the Knights (maybe change into more expensive variants at the cost of weaker melee?) or invest more into the Guard (Pask, Mortar teams, etc) with the ~360 points you'll have spare. Conceptually a Knight torpedo bodyguard for Guilliman sounds almost awesome enough to justify owning 3 of the same Knight variant.

As far as weapons on the Gallant are concerned, it really depends on what you are doing. House Raven is the best choice if you want to give them some decent weaponry, namely the Stormspear rocket pods on top (overall the best carapace weapon). If you're not bothering with carapace weapons, the Gallants probably want to be Terryn for fight-twice (while expensive in a CP starved army, it's different from other factions' fight twice stratagems by working after a Knight has fought rather than at the end of the phase, can be a huge difference maker) and extra D6 discard the lowest for advance and charge rolls, though if that compromises the other Knights/relics in your list then don't bother (most Knights don't want to be Terryn) and look for something more universal. Landstrider and Full Tilt are really all the Gallants need to make it in quickly.

EDIT: Mortan? Hmm. See if the points saved on the meltagun are worth spending elsewhere in your list; if not, that meltagun can do some good work. I think the Stormspear maths out to be the best carapace weapon in almost any situation, but if you don't necessarily plan on shooting it every turn or having the Gallant survive too long, saving points on the Ironstorm probably isn't a bad idea.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 00:23:49


Post by: Dynas


I think the Strategem where you treat a wounded Knight at the non degraded stat line is gold. 1 Cp ( i forget the name) Probably use that one every turn. most opponents will focus fire a single knight before moving on to the next (as they should) thus you will basically always be having all your knights at full functionality. That is vital for BS/WS stats.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 00:56:20


Post by: Mandragola


Guilliman is annoyingly good. The only thing better though is probably another knight.

Stratagems are good, but I think you're better off with more killing power most of the time.

Here's a really straightforward 2k list. Looks pretty scary to me. 4 knights with lots of big guns.

Castellan 604
2 Turrets
2 Missiles
4++ warlord trait
Cawl's Wrath

Crusader 485
Rapid-fire Battlecannon
Avenger Gatling Cannon
Heavy Flamer
2 Heavy Stubbers

Crusader 457
Thermal Cannon
Avenger Gatling Cannon
Heavy Flamer
Heavy Stubber

Warden 452
Avenger Gatling Cannon
Heavy Flamer
Reaper Chainsword
Stormspear Rocket Pod

I guess you could use the exalted court stratagem, though I'm not sure what else you need really so I think maybe you'd just look after your 6 precious CPs. Then hang back and blaze away.

Incidentally, house Krast seem utterly brutal. You have rerolls to hit if you charge, are charged or heroically intervene (so always, basically). You've got a relic that makes all your weapons do 1 more damage to anything with 10+ wounds and a warlord trait that makes you always reroll 1s to hit.

They could make a list with 2 Castellans in. Give one Cawl's wrath and 4++. The other gets the Krast relic and trait. List could look like this:

Krast Knight Lance

Castellan 593
Turret
4 Missiles
4++ warlord trait
Cawl's Wrath

Castellan 593
Turret
4 Missiles
Krast Trait
Krast Relic

Crusader 457
Thermal Cannon
Avenger Gatling Cannon
Heavy Flamer
Heavy Stubber

Gallant 354
Reaper Chainsword
Thunderstrike Gauntlet
Heavy Stubber


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 01:11:24


Post by: Audustum


Personally, I'm planning to take a Castellan with full Siegebreakers, a Custodes Outrider of 3 bike squads and one Captain (adding an extra for 11 total) with the -1 to be Hit flag and then a minimum AM CP battalion.

Castellan is 4++ with Cawl's Wrath. So all his anti-vehicle with 11 Hurricane Bolters for chaff (66/132 shots!) And a manageable 9 CP.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 01:23:43


Post by: Suzuteo


 Silentz wrote:
I feel that results might not bear out this lack of faith in the Valiant.

I think you can thunder it up the middle of the board flaming stuff and sniping a character a turn, charging anything within range just to get the additional movement distance, then when it dies use the stratagem to make it 50% likely to detonate and do d6 mortals to all units in 3d6" range. (edit this is not entirely accurate... assuming no rerolls I think it is 75% chance to blow up but only 25% chance to blow 3d6)

It's a 600 point suicide unit and I want one.

At the absolute worst it is a total zone denial tool as your opponent will be spending a considerable amount of energy trying to stay more than 20"-28" away from it so they won't get harpooned and cremated next turn.

The thing about a Knight is that you have to eliminate threats to it to allow it to make back it's points. I doubt any Knight is going to kill more than 400 points worth of units without massive support. That's ultimately why I don't think Knights will be successful alone except against unprepared armies. There is also an efficiency problem because we can only use Full Tilt and Ion Shield once per phase. Fortunately, depending on the wording, Raven stratagem can be spammed because it affects multiple phases throughout the turn. Definitely use once during the Psychic phase and again in Movement and possibly again in Shooting.

That being said, the huge advantage of Mechanicum Knights means that we almost guaranteedly will be partnered with AdMech. Stygies Dragoons and Electro-Priests are probably our best bet for alpha striking. Kastelan Robots handle hordes.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 01:53:20


Post by: Eldenfirefly


Suzuteo wrote:
Now that the codex is out, the rumors thread should move here to the tactica thread.

In any case, here are my impressions:

Dominus Knights suck. They cost an awful lot, are less durable than Questoris Knights because there's no way anyone can afford 3 CP Rotate Ion Shields every turn, and only one of them has access to the tools to fulfill its role (the Castellan).

The best lone Knight you can run now is a Raven Warden with Gauntlet and Stormspear. You can take two Helverins for support. I think they are mediocre, but they do give your Warden that delicious move, advance, shoot, charge turn one--rerolling 1s the entire time.

Perceptor sucks. The Las-Impulsor is a jack of all trades weapon that essentially halves the range of better guns. Paradoxically, it pretty much forces you to take Helverins, which are a hyper-specialized T6 vehicle killer.

Mechanicus Knights have so many advantages, it's not even a fair comparison. Best Houses (Taranis and Raven), best stratagem (Machine Spirit Resurgent), access to Canticles (Death Grip with Invocation of Machine Might instant kills a ton of stuff), and they get the Castellan.

Imperialis Knights suck unless you run a Hawkshroud Lance. Furthermore, they can only take Valiant. The only bright side is outflanking Gallants, but there are much, much better deep strike options out there.

Freeblades are a big missed opportunity. I don't think the qualities are appealing enough or the burdens harsh enough to ever make someone not want to pick.

Finally, the Auxiliary and Lance rules are not fluffy and unduly punishing, especially to the Imperialis side, which relies on having a tradition to make up for their lack of Machine Spirit Resurgent.

In summary, the codex creates some really strong builds and adds much needed value to Knights, but it also intentionally created some weird de-synergy and inequality.


I would have to respectfully disagree. For maybe 100 points more, Dominus class is far more shooty than any of the regular knights. The fire power output is far higher. Not to mention the option to use that siegebreaker missile to snipe an important character is pricelss. So, If you want efficiency in fire output, Dominus outperforms regular knights by shots and damage per point. The only issue would be that if you have enough fire power to destroy a Dominus in one turn, then its more points lost compared to losing a regular knight to shooting on turn 1. However, nowadays, with the strategem on ion shields to give +1 save, and the warlord trait of 4++, its not so easy to destroy a knight, much less a Dominus class in one turn of shooting. I mean, we are talking about a 28W, T8, 4++ (upgradable to 3++).


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 01:56:05


Post by: casvalremdeikun


Suzeteo, Rotate Ion Shields is only 1 CP.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 02:43:32


Post by: MrMoustaffa


 casvalremdeikun wrote:
Suzeteo, Rotate Ion Shields is only 1 CP.

Dominuses have to pay 3cp to rotate their ion shields


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 02:44:05


Post by: casvalremdeikun


 MrMoustaffa wrote:
 casvalremdeikun wrote:
Suzeteo, Rotate Ion Shields is only 1 CP.

Dominuses have to pay 3cp to rotate their ion shields
Seriously?! What the hell for?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 03:42:36


Post by: Eldarain


Yeah. 1/2 I could maybe understand but the 1/3 is vicious.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 04:15:04


Post by: magodedisco


I wanted to chime in and sing the praises of one strat I haven't seen mentioned much yet- the Ravens' "Order of Companions"

For those who have not seen, for 2 CP it lets you re-roll 1's for the number of shots, to hit, to wound, and the number of wounds when variable. On a beast like the Castellan, this has an enormous impact, increasing the long-range damage efficiency by up to 68%, as shown below. A big part of the reason is how many times it comes into play when looking at the Castellan's weapons, with the two big ones both having variable shots. For reference, re-rolling 1s on a D6 gives you an average of 3.92 while a D3 gives 2.3333.






Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 04:27:23


Post by: tneva82


Suzuteo wrote:

The thing about a Knight is that you have to eliminate threats to it to allow it to make back it's points. I doubt any Knight is going to kill more than 400 points worth of units without massive support. That's ultimately why I don't think Knights will be successful alone except against unprepared armies. There is also an efficiency problem because we can only use Full Tilt and Ion Shield once per phase. Fortunately, depending on the wording, Raven stratagem can be spammed because it affects multiple phases throughout the turn. Definitely use once during the Psychic phase and again in Movement and possibly again in Shooting.

That being said, the huge advantage of Mechanicum Knights means that we almost guaranteedly will be partnered with AdMech. Stygies Dragoons and Electro-Priests are probably our best bet for alpha striking. Kastelan Robots handle hordes.


Well on target rich enviroment castellan will make points back with volcano cannon vs leman russ and it\s kind in 4 turns. Then shoulder guns, melta guns, carapace weapons and plasma weapon. Plus making points back doesn't mean just killing. Soaking up firepower and area control also are important.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 04:38:14


Post by: casvalremdeikun


I almost wonder if the Blessed by Sancristans would be a good option for the Valiant instead of the relic flamer. Rerolls to wound is great, but on an average of 11 hits, you are going to do two-ish mortal wounds.

By the way, Heirlooms of the Household makes the recipient model also gain the character keyword. You don't need to use Exalted Court to make them a character first.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 05:23:59


Post by: tneva82


Wow. That's big. So you need to decide is 1/3 CP's worth to give warlord trait as well as relic. IF you want relic AND warlord trait for 3 knights that's whopping 6 CP. You could save 2 by settling for 1 extra warlord trait only.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 05:38:35


Post by: casvalremdeikun


tneva82 wrote:
Wow. That's big. So you need to decide is 1/3 CP's worth to give warlord trait as well as relic. IF you want relic AND warlord trait for 3 knights that's whopping 6 CP. You could save 2 by settling for 1 extra warlord trait only.
I am more likely to do an extra relic and an extra Warlord Trait. If I take Cunning Commander for one of those traits, it refunds itself. I am more apt to take the relics though.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 05:42:20


Post by: tneva82


Knights are so CP hungry with hard way to get them especially if they want more than 3 knights I might skimp on 3rd warlord trait. We'll see. I have to look what others there are besides 4++ that really appeal to me.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 05:43:16


Post by: TheWaspinator


The rules for Armigers not counting towards CP makes this article kind of misleading.

https://www.warhammer-community.com/2018/03/12/unit-focus-armiger-warglaivesgw-homepage-post-4/

While Armigers may be “small” by the standard of Imperial Knights, they’re still comparable in power to the mightiest war machines used by other armies, and thus, you’ll find them in the Lord of War slot. Unlike other Lords of War, you’ll be able to fit up to three Armigers in a single slot, making filling out a Super-heavy Detachment – and netting three Command Points – easy! We’d recommend pairing two with a fully fledged Imperial Knight for a balanced and powerful collection of units.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 05:58:13


Post by: casvalremdeikun


tneva82 wrote:
Knights are so CP hungry with hard way to get them especially if they want more than 3 knights I might skimp on 3rd warlord trait. We'll see. I have to look what others there are besides 4++ that really appeal to me.
1d4chan has all of their information updated in their tactics section now (they don't have the relics for the Houses in yet). I am still thinking going with House Mortan. I wish their Warlord Trait made more sense for them.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 06:33:55


Post by: Red__Thirst


I'm currently starting a Gallant build to use alongside my Vostroyan Firstborn army as a Freeblade. Skipping the carapace weapon, as I want to save points where I can but I am going to splurge slightly and spend an extra 13 points on the chest mounted Meltagun as I want to be able to advance with my knight and still shoot (Assault weapon) and then use the 2CP stratagem to allow for a charge even if you advanced in the movement phase.

Am I correct in that you can make a lone knight in your force your warlord (Freeblade specifically)? If so, the 4++ Invunerable save (Ion Bulwark) WL trait or the +1 attack (Knight Seneschal) WL trait seem to be the ones to go with, depending on what kind of opponent you're facing. Up against Orks or a swarm army? Go with the extra attack WL trait. Up against a shooty force? Roll with the 4++ WL trait.

Freeblade Qualities and burdens I would chose would be Indomitable for the quality (+1 Wound and Leadership) and Driven to Slaughter (No fallback, change BS to BS:6+) and Obsessed with Vengeance (Can only target and charge the closest enemy unit). The knight has only 1 gun on it and will be charging anything it can every turn to try and do as much damage as possible before it dies, so even if I do fail the leadership test (At LD:10) it will rarely affect how I'm generally using the Knight.

Lastly, the Paragon Gauntlet seems to be the best option for the Gallant. It allows you to hit without the -1 penalty and use the Death Grip Stratagem so you hit on a 2+ with that single attack

I'm excited to get my knight built and try it out. At 367 points, I feel like it'll do well making back a fair portion of its points most games.

Take it easy.

-Red__Thirst-


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 06:36:48


Post by: Eldenfirefly


Anyone considered going heavy Amigers instead of heavy knights? I know Amigers in a supreme command detachment don't get the cp. But the fire power of a Helverin is no joke. Its the equivalent of two predator tank autocannons for just 174 points.

6 Helverins cost 1,044 points and packs the equivalent of 12 predator tank autocannons. That's 24d3 shots.with each shot doing 3 damage. @_@


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 06:48:51


Post by: tneva82


 Red__Thirst wrote:

Am I correct in that you can make a lone knight in your force your warlord (Freeblade specifically)? If so, the 4++ Invunerable save (Ion Bulwark) WL trait or the +1 attack (Knight Seneschal) WL trait seem to be the ones to go with, depending on what kind of opponent you're facing. Up against Orks or a swarm army? Go with the extra attack WL trait. Up against a shooty force? Roll with the 4++ WL trait.


Freeblades don't seem to be characters on their own and aux detachment gets no characters so to do that you need to spend CP's to make freeblade character with WL trait. Albeit that means you have the normal warlord to assign still.



Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 07:09:46


Post by: Red__Thirst


tneva82 wrote:
 Red__Thirst wrote:

Am I correct in that you can make a lone knight in your force your warlord (Freeblade specifically)? If so, the 4++ Invunerable save (Ion Bulwark) WL trait or the +1 attack (Knight Seneschal) WL trait seem to be the ones to go with, depending on what kind of opponent you're facing. Up against Orks or a swarm army? Go with the extra attack WL trait. Up against a shooty force? Roll with the 4++ WL trait.


Freeblades don't seem to be characters on their own and aux detachment gets no characters so to do that you need to spend CP's to make freeblade character with WL trait. Albeit that means you have the normal warlord to assign still.



I was under the impression that a freeblade if fielded as a lone LoW (I intend to use mine as part of a Supreme Command Detachment) you could make it your warlord, which would confer character to the Knight, and then open up the knight relic list. Or did I misunderstand how freeblade knights work in conjunction with a larger Imperial force (Guard in my case)?

Take it easy.

-Red__Thirst-


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 07:34:49


Post by: tneva82


What HQ you were planning to field with knight? With FAQ Imperium keyword is out now. What faction keyword knight share with some HQ models you plan apart from Imperium?

Haven't heard that freeblades would be automatically characters. If they are then different.

Warlord btw doesn't give automatically character. You can make any model(even lowly ripper swarm) your warlord but then unless it has character no warlord trait.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 07:51:19


Post by: Suzuteo


Eldenfirefly wrote:
I would have to respectfully disagree. For maybe 100 points more, Dominus class is far more shooty than any of the regular knights. The fire power output is far higher. Not to mention the option to use that siegebreaker missile to snipe an important character is pricelss. So, If you want efficiency in fire output, Dominus outperforms regular knights by shots and damage per point. The only issue would be that if you have enough fire power to destroy a Dominus in one turn, then its more points lost compared to losing a regular knight to shooting on turn 1. However, nowadays, with the strategem on ion shields to give +1 save, and the warlord trait of 4++, its not so easy to destroy a knight, much less a Dominus class in one turn of shooting. I mean, we are talking about a 28W, T8, 4++ (upgradable to 3++).

Your point only makes sense if you're set on running Knights. But there are a ton of more efficient shooting vehicles that you take for 600 points. (Shadowswords are an easy example.) Really, you have to get your Knights into CC to make their points back. This was the case before the codex, and even more so after the codex, since the best improvements are going toward Questoris Knights with a Thunderstrike Gauntlet.

Shieldbreaker Missiles look better on paper than in practice. But they are one shot per turn, one use per battle, cost 2CP, and might not even hit.

 casvalremdeikun wrote:
 MrMoustaffa wrote:
 casvalremdeikun wrote:
Suzeteo, Rotate Ion Shields is only 1 CP.

Dominuses have to pay 3cp to rotate their ion shields
Seriously?! What the hell for?

Yeah. You must have missed that. But the math easily bears out that Questoris Knights are much more durable than Dominus Knights. For example, they take 30% more lascannon shots.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 07:59:25


Post by: tneva82


Yeah shadowsword wrecks many targets. Of course castellan vs shadowsword duel is likely to end up in castellan win even if shadowsword gets to shoot first. 3d3=6 shots, 3 hits, let's say 3 wounds. 3++ so 1 through, 2d6 damage=7. Result firepower about halves damage with volcano lance plus plasma + shoulder+carapace. Did shadowsword have titanic keyword btw? If yes even better. No way shadowsword can take that firepower long enough to take out target. Even 2nd turn won't be enough.

What questor btw wrecks leman russ without even using even half the guns it has? As it is with russes volcano lance alone makes up points in 4 turns. Add in no CP battery for enemy IG after turn 1.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 08:02:44


Post by: U02dah4


Same toughnesd same saves fewer W how are they more durable.

Sure its more pricey to protect them but if you doiuble brigade you can do it for a couple of turns if thats your priority


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 08:23:36


Post by: Red__Thirst


tneva82 wrote:
What HQ you were planning to field with knight? With FAQ Imperium keyword is out now. What faction keyword knight share with some HQ models you plan apart from Imperium?

Haven't heard that freeblades would be automatically characters. If they are then different.

Warlord btw doesn't give automatically character. You can make any model(even lowly ripper swarm) your warlord but then unless it has character no warlord trait.


Ah, I had forgotten the removal of Imperium only as the keyword for a battleforged detachment. I almost always run mono codex (I do make the occasional Guard + Blood Angels lists but they're both in their own detachments). I had planned on running a pair of Company Commanders alongside a Lord Commissar in the Supreme Command with a Command squad as the elite and the Freeblade as my LoW in the detachment, then allying in a Battalion detachment of Guard with Tank Commanders, lots of infantry squads, a Valkyrie, a couple of armored sentinels, and a couple of artillery tanks. Just a blend of armor and infantry to help back the knight up at range.

I can just run the Battalion with a Super-Heavy Auxiliary Detachment. I'll get fewer orders perhas, but I can live with that.

Take it easy.

-Red__Thirst-


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 08:57:03


Post by: Suzuteo


tneva82 wrote:
Yeah shadowsword wrecks many targets. Of course castellan vs shadowsword duel is likely to end up in castellan win even if shadowsword gets to shoot first. 3d3=6 shots, 3 hits, let's say 3 wounds. 3++ so 1 through, 2d6 damage=7. Result firepower about halves damage with volcano lance plus plasma + shoulder+carapace. Did shadowsword have titanic keyword btw? If yes even better. No way shadowsword can take that firepower long enough to take out target. Even 2nd turn won't be enough.

What questor btw wrecks leman russ without even using even half the guns it has? As it is with russes volcano lance alone makes up points in 4 turns. Add in no CP battery for enemy IG after turn 1.

Except a Shadowsword comes in the 400 points range, doesn't eat CP like a fat kid at Hometown Buffet, and can get the Catachan or Militarum Tempestus Regimental Doctrine? Why wouldn't you take the option that requires less investment and has fewer dependencies and greater efficiency?

Comparing a Castellan to a Shadowsword is a bit unfair. The former does cost 50% more than the Shadowsword and is specialized to kill something like the Shadowsword. (I mentioned the Shadowsword because it's a better choice than the Castellan in almost every situation.)

Most of the Questoris Knights can close into CC with a Leman Russ, which effectively kills it even if it does not actually do so that turn.

U02dah4 wrote:
Same toughnesd same saves fewer W how are they more durable.

Sure its more pricey to protect them but if you doiuble brigade you can do it for a couple of turns if thats your priority

They have a 3++ invulnerable save, whereas the Dominus is stuck with 4++ unless you spend 3 CP, which is exorbitant. You will quickly run out of CP to use.

Your 3 CP is not going to be spent giving your Dominus a better invulnerable save. It is going to be spent doing two or three other, more impactful things with your other Knights. (Taking a Dominus creates a risk mitigation and opportunity cost nightmare.)


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 09:08:07


Post by: tneva82


Even 600 pts shadowswords won't kill dominus. And dominus isn't particularly shv specialist.

As fmr questor vs russ...that requires h2h weapon rather than gun and will happen t3 earliest short of super luck on advance and charge rolls. Russ begins game like 36" away and moves away. Have fun chasing one. Plus you need to clear chaff to get past first and exposes knights on the rote

And if enemy points volcano cannon at it 3cp(2 ig bat plus regen) is cheap price


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 09:10:42


Post by: Eldenfirefly


Suzuteo wrote:
Eldenfirefly wrote:
I would have to respectfully disagree. For maybe 100 points more, Dominus class is far more shooty than any of the regular knights. The fire power output is far higher. Not to mention the option to use that siegebreaker missile to snipe an important character is pricelss. So, If you want efficiency in fire output, Dominus outperforms regular knights by shots and damage per point. The only issue would be that if you have enough fire power to destroy a Dominus in one turn, then its more points lost compared to losing a regular knight to shooting on turn 1. However, nowadays, with the strategem on ion shields to give +1 save, and the warlord trait of 4++, its not so easy to destroy a knight, much less a Dominus class in one turn of shooting. I mean, we are talking about a 28W, T8, 4++ (upgradable to 3++).

Your point only makes sense if you're set on running Knights. But there are a ton of more efficient shooting vehicles that you take for 600 points. (Shadowswords are an easy example.) Really, you have to get your Knights into CC to make their points back. This was the case before the codex, and even more so after the codex, since the best improvements are going toward Questoris Knights with a Thunderstrike Gauntlet.

Shieldbreaker Missiles look better on paper than in practice. But they are one shot per turn, one use per battle, cost 2CP, and might not even hit.

 casvalremdeikun wrote:
 MrMoustaffa wrote:
 casvalremdeikun wrote:
Suzeteo, Rotate Ion Shields is only 1 CP.

Dominuses have to pay 3cp to rotate their ion shields
Seriously?! What the hell for?

Yeah. You must have missed that. But the math easily bears out that Questoris Knights are much more durable than Dominus Knights. For example, they take 30% more lascannon shots.



Knights are cool, knights are fun, and this is a knight tactica thread. Why wouldn't I want to discuss running knights... lol They might not be the most efficient shooting unit in the entire 40k universe, but they don't have to be. Everything has its own individual strengths. If everyone was only going strictly for shootiest unit, then everyone would only play one single army... That's not the case right?

They just need to good enough. And I think that with all the buffs IK has received, they are "good enough" now. I just watched another battle report last night. a 4 knight army went up against a Ynnari force (2000 pts both) with 3 squads of dark reapers and altoic goodness and illanari characters and psykers. The knight force didn't even run any Dominus units, but it still won in the end. It tabled the Ynnari force.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 09:20:09


Post by: U02dah4


You can only use the strategem to buff ion saves on one knight so if your buffing your questoris your not buffing your dominous. Your also not buffing it indefinitely if you run a knight at 3++ its still going to take damage and eventually its not worth it

It also means that only 1 questoris is a 3++ the rest are 5++ and guess who is getting shot first

Yes it is more costly to buff the dominous but you can so its disingenuous to say its less tough its just tactically poor to buff its invul so why not give it the 2+ armour save and the ++'s to another knight

As a solo knight though 2+ 4++ 6+++ 28W is pretty tough


Automatically Appended Next Post:
Eldenfirefly wrote:
Anyone considered going heavy Amigers instead of heavy knights? I know Amigers in a supreme command detachment don't get the cp. But the fire power of a Helverin is no joke. Its the equivalent of two predator tank autocannons for just 174 points.

6 Helverins cost 1,044 points and packs the equivalent of 12 predator tank autocannons. That's 24d3 shots.with each shot doing 3 damage. @_@

With the armigers I don't think its the case of or but of and - you get more value out of a warlord trait and relic on a galant than an armager but when I look at what id build armigers are definitely a great choice for non characters or freeblades
1 crusader
1 warden
1 gallant
1 armager freeblade
1 armager

A list of 9 armagers and 2 helvarins would be cool but dont overdo it on the helvarins sure all that 3 damage sounds awesome against vehicles but when you meet that horde army your 6 helvarins only have enough firepower to kill 108 pts of guardsman and will never make their points back.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 09:53:20


Post by: Astmeister


My opinion on the Dominus class:

Valliant is good, because the flamer solves problems knights have. Flyers, horde infantry and -1/2/3 to hit things. (Hemlocks).
The Harpoon is just a gimmick, but if you are close enough, it can pop a transport per turn.

Castellan seems to weak for me. He is just good with Cawl's wrath. With this relic he should be pretty good.

On the other hand, I only recommend Dominus Knights for character sniping.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 09:55:37


Post by: tneva82


Hemlock gets pretty much wrecked by Castellan. Auto hit yes but hitting like a brick when you hit is also good way. It packs enough shots to land hits and each hit hurts.

Oh and btw mechanicum traits and strategems are better than knight house so that Cawl's wrath is accessible. Or just forget household traditions. Though main point of interest is volcano lance. Plasma is just a bonus


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 10:08:30


Post by: Mandragola


Questoris knights give you a far more durable army because they are so much cheaper. You get a lot more T8 wounds across your list by taking them. Armigers give you even more wounds per point, though at only T7 they aren’t quite as valuable.

You do get the 4++ to stick on one knight though. The Castellan is a great candidate for that.

However, there are two ways to make your knights live a long time. One is to be tough. The other is to kill the things that threaten you, fast. Castellans are good at this. Valiants are terrible at it.

I’ve watched a couple of batreps now featuring valiants. Tabletop tactics have one in which when a valiant does almost nothing in turns 1 and 2. After that it starts to have fun, killing mortarion and a bunch of other stuff. In another report against nids the valiant gets taken out in cc.

Overall I’m not convinced that either is a “must have”. I do think the Castellan is useful because it looks like it wins duels against the kinds of things that usually scare knights. The valiant’s problem is that going near the enemy is risky and slow. A house raven one with landstrider and a 2+ save would be my choice I think, so that it could get around the board.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 10:12:47


Post by: tneva82


Yeah neither are must have's which is great.

And I agree on valiant having trouble doing much early. It has threat range of 28" to begin with. That's easily ignored on gunlines. If gunline doesn't want you need at least 4" advance roll to get anything and even then first target will be cheap chaff.

Castellan meanwhile at least can threaten from T1 on the word go and thanks to size and 8th ed LOS rules not many places on board where you can hide anything but basic infantry. And if those are squishy characters(ork weirboys, IG CP battery etc) even that won't be protection.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 11:00:56


Post by: gendoikari87


Suzuteo wrote:
 Silentz wrote:
I feel that results might not bear out this lack of faith in the Valiant.

I think you can thunder it up the middle of the board flaming stuff and sniping a character a turn, charging anything within range just to get the additional movement distance, then when it dies use the stratagem to make it 50% likely to detonate and do d6 mortals to all units in 3d6" range. (edit this is not entirely accurate... assuming no rerolls I think it is 75% chance to blow up but only 25% chance to blow 3d6)

It's a 600 point suicide unit and I want one.

At the absolute worst it is a total zone denial tool as your opponent will be spending a considerable amount of energy trying to stay more than 20"-28" away from it so they won't get harpooned and cremated next turn.

The thing about a Knight is that you have to eliminate threats to it to allow it to make back it's points. I doubt any Knight is going to kill more than 400 points worth of units without massive support. That's ultimately why I don't think Knights will be successful alone except against unprepared armies. There is also an efficiency problem because we can only use Full Tilt and Ion Shield once per phase. Fortunately, depending on the wording, Raven stratagem can be spammed because it affects multiple phases throughout the turn. Definitely use once during the Psychic phase and again in Movement and possibly again in Shooting.

That being said, the huge advantage of Mechanicum Knights means that we almost guaranteedly will be partnered with AdMech. Stygies Dragoons and Electro-Priests are probably our best bet for alpha striking. Kastelan Robots handle hordes.
with a single knight elimination of threats quickly is a priority because they’re all going after your one knight.... when you have 2-3 and a bunch of armigers that story changes rapidly. Also the opponent has to choose whether to shoot the 4++ knight or the 2+/5++ first and bank on whether or not you’ll blow rotate ion shields on the wrong one. And then after that head game is done the armigers that haven’t been shot at ride in and wreck face in cc


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 11:10:53


Post by: tneva82


Opponent can start firing at one target with lesser guns. If you use rotate ion shield right away he can switch target. If you wait for big guns...Well then all the lesser guns(like lascannons) gets to shoot at will.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 11:18:52


Post by: gendoikari87


tneva82 wrote:
Opponent can start firing at one target with lesser guns. If you use rotate ion shield right away he can switch target. If you wait for big guns...Well then all the lesser guns(like lascannons) gets to shoot at will.
not at will any time it’s targeted you can pop it, so you can weather one to bait them into thinking you’ll let that one go, then pop it when they start the big guns, now they’ve wasted at minimum 2 units shooting and have to choose if they’re going to keep firing at the same one


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 11:23:33


Post by: Eldenfirefly


tneva82 wrote:
Yeah neither are must have's which is great.

And I agree on valiant having trouble doing much early. It has threat range of 28" to begin with. That's easily ignored on gunlines. If gunline doesn't want you need at least 4" advance roll to get anything and even then first target will be cheap chaff.

Castellan meanwhile at least can threaten from T1 on the word go and thanks to size and 8th ed LOS rules not many places on board where you can hide anything but basic infantry. And if those are squishy characters(ork weirboys, IG CP battery etc) even that won't be protection.


Hmmm, 28 inches seem like a pretty big threat range to me. And even if it can't bring all of its guns to bear on turn 1, it will definitely be able to do so on turn 2. The guns it has on its carapace are substantial. Let's say we go 3 siege breaker cannons. That's the equivalent of having 6 predator tank autocannons shooting on turn 1. I think that's not too shabby for turn 1 shooting from the Valiant. Turn 2 onwards, we will then add the awesome firepower of the confragation cannon and that ridiculous spear, and the 4 melta guns.

And this is of course, assuming the opposing player knows how scary that confrag cannon is, and has purposely positioned himself far back enough to be out of that 28 inch threat range turn 1. To me, both the Dominus models fufill two different roles while being awesome at shooting in general, and tough to kill as well. So, if I could, I would choose to run both.

I am leaning towards a tricked out melee Gallant (very cheap), and then using the points saved for a Valiant and a Castellan. Which one would the opponent want to focus on? With the landstrider warlord trait, the Gallant could potentially be right in their face turn 1, The Castellan is firing all its ranged weapons turn 1, while the Valiant is moving into the middle of the board, creating a huge area denial midboard while providing supporting fire as well.

Give all 3 knights defensive artifacts. I expect to be shot at. With all the new heirlooms and warlord traits and such, IK just got a lot more durable to shooting while being able to handle a lot of different situations now. For example, the Gallant can have landstrider trait and Sanctuary heirloom (5++ in melee). If shot at, I will spend the 1 cp to raise its Ion shields to 4++. Valiant will take the Ion bulwark warlord trait and use Traitor's Pyre. So, that has a 4++ as well. The Castellan will use the Armour of the Sainted Ion giving it a 2+, 5++. All three will be pretty durable.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 11:26:19


Post by: tneva82


gendoikari87 wrote:
tneva82 wrote:
Opponent can start firing at one target with lesser guns. If you use rotate ion shield right away he can switch target. If you wait for big guns...Well then all the lesser guns(like lascannons) gets to shoot at will.
not at will any time it’s targeted you can pop it, so you can weather one to bait them into thinking you’ll let that one go, then pop it when they start the big guns, now they’ve wasted at minimum 2 units shooting and have to choose if they’re going to keep firing at the same one


You fire your AT guns from lesser to bigger. Until he pops all your previous guns have got through without ion shield. If knight intercepts then not only you got previously guns without ion shield now you can fire(say that volcano cannon) at another target all together.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 13:12:47


Post by: grouchoben


Just wanted to bring up the Atropos, the strongest CC Knight in the game, precodex. While it's lost that spot to a pimped out Gallant, it does benefit hugely from the advance&charge strat, as its base move is 14" and it advances 2d6".

This means that if he has a target within 30" he has a pretty great chance of getting it in CC that turn. That's a mighty big threat area. For this reason, I think the Atropos might be best suited to House Raven, purely to unlock the shoot+advance trait. One of his guns has a range of 9" too, so it synergises well with it.

The guy is now a real landstrider.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 13:17:14


Post by: Cephalobeard


Atrapos... strongest CC Knight?

Am I missing something?

Isn't the Lancer, undoubtedly, the strongest CC Knight purely through virtue of an innate 4++ (Now can be 3++) In melee and ranged?

Or do you simply mean the strongest close range Knight, not necessarily close combat?

Edit: Yes. I missed that the gun had a melee mode.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 14:10:40


Post by: Crazyterran


The Atropos can be 3++ vs shooting and 4++ in melee (4++ and 5++ normally) can reroll hits and wounds vs MC, vehicles and buildings rather than just hits on the charge.

However, I agree, the Lancer is better in melee due to the fact it can be 3++ in melee (2++ if you rotate, I think?) and the -1 to hit.

The Atropos gets there easier and has better guns on the way in, though.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 15:02:45


Post by: grouchoben


The Atropos beats the Lancer because it gets to reroll all failed hits and wounds in CC with monsters and vehicles, whereas the Lancer only rerolls hits in the same situation, if it charged.

However, as you point out, the Lancer gets a 4++ in CC, 3++ with the strat, as opposed to 5++/4++. I prefer his 3++ against shooting though.

Finally, the Atropos has two actually quite nice guns.

Hey, they're both great, but I went for the Atropos because reroll hits and wounds is scary. Now the guy can hoof it 30" to be in CC in turn one, shooting on the way with no penalty, he's just got a new lease of life.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 15:16:36


Post by: Suzuteo


gendoikari87 wrote:
tneva82 wrote:
Opponent can start firing at one target with lesser guns. If you use rotate ion shield right away he can switch target. If you wait for big guns...Well then all the lesser guns(like lascannons) gets to shoot at will.
not at will any time it’s targeted you can pop it, so you can weather one to bait them into thinking you’ll let that one go, then pop it when they start the big guns, now they’ve wasted at minimum 2 units shooting and have to choose if they’re going to keep firing at the same one

Dude. Would you fall for this trick? Never make strategies that assume your opponent is dumber than you.

In any case, defending three Knights with one stratagem is impossible at high level play. It's made even more difficult if the one the opponent opens up on is a Dominus or Imperialis Knight. The former because you have to commit 3CP to the defense. The latter because you don't have any margin of error for that damage table.

Oh, and those of you arguing three Knights are easier to defend than one need to work on your risk management skills. Instead of using mutually supporting units with diverse strengths and weaknesses to execute a strategy, you're doubling down on one set of strengths and weaknesses and mistaking redundancy for efficacy. I would be shocked if a Knight Lance ever made it to the last table in the state that they're in.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 15:46:24


Post by: _Ness


So whats the best setup for a gallant? the better save relic?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 16:04:12


Post by: Mr. Funktastic


Personally I plan to run mine as House Raven to complement my Ad Mech army, Landstrider WL trait for the +2 to advances and charges, the Paragon Gauntlet, a Stormspear Rocket Pod, and a meltagun. Run up the field turn 1 and get a good chance at a turn 1 charge, Rotate Ion Shields for a 4++ because he's going to be a big target, and then proceed to smash face.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 17:12:48


Post by: jeffersonian000


It appears that you get Rotate Ion Shields for 1cp on the Dominus if you take the Dominus as a Knight of the Cog in an AdMech detachment. Because GW doesn’t read their own rules.

SJ


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 17:58:17


Post by: Zond


Any way to buff Knights with psychic support so far?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 18:06:21


Post by: MrMoustaffa


 jeffersonian000 wrote:
It appears that you get Rotate Ion Shields for 1cp on the Dominus if you take the Dominus as a Knight of the Cog in an AdMech detachment. Because GW doesn’t read their own rules.

SJ

Purely raw, I don't believe the Dominuses would get access to any strategems from the admech codex, as they're from another book. You can see this backed up by the fact that GW reprinted all the relevant strategems in the knight codex. If they intended for you to cross reference the admech codex they wouldn't have bothered including the admech strats in the knight codex.

Even if there's some sort of legalese that theoretically let's you do this, a person would be an idiot to build a list around it right now. GW is FAQing codexes within a couple of weeks of them dropping. GW will update the admech FAQ to state that no, you must pay 3cp to rotate the shields on a Dominus, no ifs ands or buts.

So yeah, I guess you could theoretically use it for an event if it happens in the next week or something, but odds are it'll be FAQ'd soon if there is even any room for debate on this. RAI is obvious here, it's kind of like when the guard codex dropped and people were taking cover with tanks and using ogryn bodyguards to take wounds for tank commanders. There may not be anything saying you -cant- do that right now, but you'd be a fool to assume GW will let it slide.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 18:15:40


Post by: tneva82


 MrMoustaffa wrote:
 jeffersonian000 wrote:
It appears that you get Rotate Ion Shields for 1cp on the Dominus if you take the Dominus as a Knight of the Cog in an AdMech detachment. Because GW doesn’t read their own rules.

SJ

Purely raw, I don't believe the Dominuses would get access to any strategems from the admech codex, as they're from another book. You can see this backed up by the fact that GW reprinted all the relevant strategems in the knight codex. If they intended for you to cross reference the admech codex they wouldn't have bothered including the admech strats in the knight codex.


Pure RAW you get admech detachment you have access to that strategem and since it's keywords works...Strategems across codex DO work if keywords share with the sole exception of daemon deep strike which is specifically excluded and not even "this applies to all strategems across different codexes period" style but "this applies to this singular strategem" style.

Thus as long as you have ad mech det RAW that strategem IS usable...But RAI is rather obvious. We'll see how long it takes to change.



Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 18:44:33


Post by: LunarSol


Since the Dominus route feels best left for the future, I'm thinking of expanding my Knight and Guard with a couple more Questors from Renegade and a pair of Armigers.

From the looks of things, I can get essentially this combination of arms on my Questors taking into account the limits on points and sprue parts:
2x Avengers
1x RFBC
1x Thermal
1x Chainsword
1x Gauntlet

So, here's the question. Is it better to run a pair of Crusaders and a Gallant or a mix of Crusader, Warden, and.... probably a Paladin I guess?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 18:51:06


Post by: tneva82


Why not magnetize the lot and run whatever suits your fancy for each game?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 19:36:59


Post by: Doctor-boom


What is the best bataillon to add to your knight army?
Seems the choices are
1. Regular ig: 2 commanders or 1 Psyker and 1 commander, 30guards
2. Dkk: 2 officer and 30 guards
3. Mechanicus: 2 engineer and 15 rangers
4. Sisters : 2 canoness and 15 sisters.f

Everything else looks like too much points.
Guard is either the cheapest or bring much needed psychic defence. On the other hand fragile for holding objectives.
Dkk won't flee so but not much else
Mechanics can repair your knights and sanitation potshots might do something. They have several way to be a tad harder to kill.
Sister have act of faith...

So which one to take. Really are there to give co and hold objective, so we are not expecting them to do miracles.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 20:34:18


Post by: LunarSol


tneva82 wrote:
Why not magnetize the lot and run whatever suits your fancy for each game?


Already did. That's why I talk in terms of which arms I have in my army and then I have to remember what knight that combo actually refers to.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 20:35:05


Post by: tneva82


Doctor-boom wrote:
What is the best bataillon to add to your knight army?

So which one to take. Really are there to give co and hold objective, so we are not expecting them to do miracles.


I like IG for cheap bodies, mechanicus for bringing in reroll buff auras for knights. Castellan that reroll 1's to hit sounds evil. D3 cawl's wrath that is very unlikely to overheat? Oh yes please!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 21:41:36


Post by: Mandragola


tneva82 wrote:
Doctor-boom wrote:
What is the best bataillon to add to your knight army?

So which one to take. Really are there to give co and hold objective, so we are not expecting them to do miracles.


I like IG for cheap bodies, mechanicus for bringing in reroll buff auras for knights. Castellan that reroll 1's to hit sounds evil. D3 cawl's wrath that is very unlikely to overheat? Oh yes please!

Agreed, an admech battalion does sound good. Other than that though, you're basically paying a bunch of points for 5 CPs, and getting 5 drops too. I do think that's a problem in an army that wants to go first so much.

The problem with Admech is that you get the cool synergy with the knight of the cog stratagem, for one turn of the game, and then what? I guess you could do it again to give a gallant rerolls of 1s to hit in combat. But the actual rangers seem worse than useless to me. I'd actually consider trying to fit in an IG battalion and a tech priest on his own as an auxiliary, as that seems to be enough to unlock admech stratagems (due to the weirdly inconsistent way GW goes about writing rules!).

Sisters are interesting. They have Celestine, so at least one unit isn't a tax. A unit of hvy bolter retributors could also be useful, as they'll usually get to fire twice a turn. And the sisters are kind of ok for the price.

An option with guard is to bring some added firepower. I like how you can have a tank commander as an HQ, as he might actually accomplish something. Likewise a primaris psyker. I actually think it could be good to bring some scion troops, for late-ish game objective grabbing. You can of course just take 3 infantry squads and 2 officers, but they feel painfully useless to me.

I'm far from convinced that a battalion is a good idea. Maybe at 2k, so you can still have 4 proper knights with it, but if it's a choice between a knight or a few CPs and bodies I'd go for a knight every time. I can live with using fewer stratagems. I feel like if I bring 4 knights and I meet a guy with 3 knights and some trash infantry, I win. Thanks for first blood and a few extra kill points.

Ultimately I think there are two ways to lose as IKs: if your opponent can kill all your knights and if they can flood the board to capture all the objectives. If I'm taking allies I want them to help me with at least one of those problems, and right now I'm not seeing how that's the for a lot of these options. I need the allies to actually do something - not just bring CPs and then die.

This is why Guilliman has such potential. He brings 3CPs and makes a great warlord. He's 1 drop, he can't be picked out, he's a beast in cc and he makes nearby knights reroll 1s to hit for free. Oh and you get a mini version of landstrider with him too. It's a shame I hate him so much, because he'd be great if I didn't!

Accordingly, I'm looking at all-knight options for this 1750pt tournament I'm going to. I'm looking at two variants. One has a Castellan, gallant and 2 errants; the other has a castellant, warden, errant and two armigers. On the whole I think I prefer the second option, though there isn't much in it. Let me know your thoughts:

Option 1. 1750 on the nose.

Castellan 593
Turret
4 Missiles
4++ warlord trait
Cawl's Wrath

Errant 395
Thermal Cannon
Reaper Chainsword
Heavy Stubber

Errant 395
Thermal Cannon
Reaper Chainsword
Heavy Stubber

Gallant 367
Reaper Chainsword
Thunderstrike Gauntlet
Meltagun

Option 2. 1748

Castellan 593
Turret
4 Missiles
4++ warlord trait
Cawl's Wrath

Errant 400
Thermal Cannon
Thunderstrike Gauntlet
Heavy Stubber

Warden 427
Avenger Gatling Cannon
Heavy Flamer
Reaper Chainsword
Heavy Stubber
Ironstorm Missile Pod

2 Armiger Warglaives 164
2 Heavy Stubbers

To be honest I think option 2 is significantly better. The warden is a lot better than an errant, especially with its ironstorm pod. I'm not sure how two armigers stack up compared with a gallant but I like at least having the option of hanging back and shooting. The surprisingly long range on their meltas should help with that.

The trouble is, fielding 4 big scary knights at 1750 is very tempting indeed!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/07 23:52:37


Post by: raverrn


I'm toying with the idea of a Sally Forth Valiant. It solves a lot of his range and squishiness issues.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 00:11:49


Post by: casvalremdeikun


 raverrn wrote:
I'm toying with the idea of a Sally Forth Valiant. It solves a lot of his range and squishiness issues.
You can't Sally Forth Dominus-class Knights.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 00:52:17


Post by: Mandragola


A house Raven valiant with landstrider is massively better than any other option, so far as I can see. The ability to get the harpoon and 4 meltas into range on turn 1 is huge.

Even then, I really don't like how you're forced to rush the enemy. Bad things happen to knights that go near the enemy - they get smited and people rapid fire plasma at them. I like the option to hang back for a turn or two if I need to, eliminating threats, before I move forward. I'm not a fan of any unit that has to act in a particular way, especially when you're investing so many points in the thing.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 02:19:59


Post by: Suzuteo


gendoikari87 wrote:
with a single knight elimination of threats quickly is a priority because they’re all going after your one knight.... when you have 2-3 and a bunch of armigers that story changes rapidly.

The opponent's strategy does not change when you take multiple Knights. It changes when you take units that disrupt his strategy to kill your Knights. One Knight, two, three. Doesn't matter as long as you also bring stuff to kill the things that the opponent relies on to kill your Knight or Knights.

gendoikari87 wrote:
Also the opponent has to choose whether to shoot the 4++ knight or the 2+/5++ first and bank on whether or not you’ll blow rotate ion shields on the wrong one. And then after that head game is done the armigers that haven’t been shot at ride in and wreck face in cc

This is terrible game theory and economics. Always assume your opponent is going to make the optimal choice and then consider your optimal choice in response. Nobody who wins tournaments ever relies on their opponents making play mistakes, but always seeks to maximize the impact of his skill on the game state.

Furthermore, realize that Rotate Ion Shield, Ion Bulwark, etc. are SCARCE defensive resources that become suboptimal when defense demanded exceeds defense supplied. If you have one Knight, you can protect 100% of your Knight. Every Knight you add beyond that demands more defensive resources.


Automatically Appended Next Post:
Mandragola wrote:
A house Raven valiant with landstrider is massively better than any other option, so far as I can see. The ability to get the harpoon and 4 meltas into range on turn 1 is huge.

Even then, I really don't like how you're forced to rush the enemy. Bad things happen to knights that go near the enemy - they get smited and people rapid fire plasma at them. I like the option to hang back for a turn or two if I need to, eliminating threats, before I move forward. I'm not a fan of any unit that has to act in a particular way, especially when you're investing so many points in the thing.

You're not going to even want to get the meltas into range turn one because their primary targets are probably screened or deep striking anyway. Remember, Knights cannot move or advance over infantry. Only fall back. Also, without Ion Bulwark or Sacred Ion, your Valiant is dead turn one unless you remove threats to it. If most armies can kill Magnus in one turn, they can kill your Valiant too.

Smite spam is not too effective against Mechanicum Knights. Benevolence gives us an additional 5+ save from mortal wounds.

I totally agree with you on forced choices though. I think the best Knight is still the Raven Warden with Gauntlet and Stormspear, followed by Taranis/Raven Crusader because they have the option of plinking the first or second turn while acting as a counter-charger for your artillery. Death Grip with Knight of the Cog is 2 CP to almost guaranteedly kill a Captain or Space Marine character.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 02:49:08


Post by: tneva82


Mandragola wrote:
A house Raven valiant with landstrider is massively better than any other option, so far as I can see. The ability to get the harpoon and 4 meltas into range on turn 1 is huge.

Even then, I really don't like how you're forced to rush the enemy. Bad things happen to knights that go near the enemy - they get smited and people rapid fire plasma at them. I like the option to hang back for a turn or two if I need to, eliminating threats, before I move forward. I'm not a fan of any unit that has to act in a particular way, especially when you're investing so many points in the thing.


How fast that thing goes? 10" move, 2" landstrider, let's be generous and 4" for advance. 16". Unless enemy wants that's not range for melta nor harpoon. You aren't even quaranteed T1 flamer for anything but chaff.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 03:30:24


Post by: Mr. Funktastic


Suzuteo wrote:

I totally agree with you on forced choices though. I think the best Knight is still the Raven Warden with Gauntlet and Stormspear, followed by Taranis/Raven Crusader because they have the option of plinking the first or second turn while acting as a counter-charger for your artillery. Death Grip with Knight of the Cog is 2 CP to almost guaranteedly kill a Captain or Space Marine character.


I think I'm right there with you, I like the Raven Gallant with a Stormspear a lot but I feel like a Raven Warden with the Paragon Gauntlet and Stormspear might be one of the best all rounders. The upgrade of the Paragon Gauntlet over the Thunderstrike Gauntlet outweighs the improvement of Endless Fury over a regular Avenger Gatling Cannon to me. Not only does the Paragon Gauntlet make it much more threatening against other Titanic units, it also makes its Death Grip more reliable since it's hitting on 3+ instead of 4+. I still feel like the Gallant is the best "duelist" out of all of them since given its 2+ WS and 5 attacks, the Paragon Gauntlet can one round another knight, let alone almost every vehicle in the game, fairly easily. It's definitely going to be a hard choice for me to decide between them for my Ad Mech army.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 04:11:15


Post by: Suzuteo


I think cheapo Gallant is the third best option. I feel the problem with Gallant is that its really dependent on getting into CC to make its points back (more forced choices). Furthermore, the Reaper is 30 points we're not getting back, whereas Endless Fury or Avenger is always useful.

Indeed, the key comparison seems to be:

Thermal Cannon vs. Gauntlet + Stormspear vs. Reaper, +1A, +1WS


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 05:42:23


Post by: tneva82


Suzuteo wrote:
I think cheapo Gallant is the third best option. I feel the problem with Gallant is that its really dependent on getting into CC to make its points back (more forced choices). Furthermore, the Reaper is 30 points we're not getting back, whereas Endless Fury or Avenger is always useful.

Indeed, the key comparison seems to be:

Thermal Cannon vs. Gauntlet + Stormspear vs. Reaper, +1A, +1WS


Yeah. Gallant got nice boost but I'm not convinced it's good for TAC list unless the extra points open you up something good. In a shooty game h2h dedicated knight seems bit risky. Even with all the speed boosts T1 charge isn't quaranteed and def not against anything opponent doesn't WANT to get charged. So you are looking at T2 and even then if you don't have ability to clear chaff gallant will be clearing those first. Indeed T1 charge can be trap where enemy WANTS you to charge that chaff and be isolated.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 05:45:48


Post by: Suzuteo


Agreed. Hence my recommendation of Raven Warden > Taranis Crusader > Taranis/Terryn Gallant. Support it with 2x Helverin or Warglaive if you want the tradition.

I personally am thinking Knights may do great as the third element of an AdMech+Guard army.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 05:48:45


Post by: tneva82


I'm leaning toward Taranis or Vulker. Taranis for 6+++ and troll ability to bring back dead knight back, vulker gives rerolls and strategem looked nice enough. Either way mechanicum knight so that if I have ad mech allies gives me buff auras.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 06:00:17


Post by: Suzuteo


I have been saying this, so excuse me if I sound like a broken record, but a 50% chance to zombify your slightly more durable Knight is not going to be as impactful as being able to advance and shoot on top of rerolling 1s in every phase.

Definitely less CP hungry though. I may yet opt for Taranis Warden if it just becomes unmanageable, but so far, it seems okay to spend 3 CP per turn for top row stats and rerolling 1s.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 06:39:33


Post by: tneva82


Suzuteo wrote:
I have been saying this, so excuse me if I sound like a broken record, but a 50% chance to zombify your slightly more durable Knight is not going to be as impactful as being able to advance and shoot on top of rerolling 1s in every phase.

Definitely less CP hungry though. I may yet opt for Taranis Warden if it just becomes unmanageable, but so far, it seems okay to spend 3 CP per turn for top row stats and rerolling 1s.


Well yes but I'm not just for bringing him back(btw 75% with CP reroll). 6+++ means also 16% boost in survivability flat out. Plus maybe get extra AP for shooting. That might be nice for the relic gatling gun.

Advance and shoot is nice but it also makes you hit worse so it's not something I'll be doing all the time. I want my crusader to hit as much as possible. Not to mention castellan. If I pay 600 pts for castellan then by Emperor's Gog's I want him to hit with the volcano lance!

And besides it's also troll ability. Imagine opponents face when he finally takes down castellan only for it to come back knowing for 1CP(unless I missed that it's not available with that house) he'll shoot at full effect anyway Might not happen often, hell might not even be worth it if you want to optimize but lists here aren't super optimized anyway giving even flash gits chance to not be auto loss so I'm not even interested in optimizing every decimal. Sometimes rule of cool trumps absolute efficiency.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 07:06:21


Post by: Crazyterran


I dunno, Im a fan of Griffith, three extra stomps is pretty baller.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 07:24:27


Post by: tneva82


Yeah that's not bad but problem is charging in shooting game. It's also knight house rather than mechanicum denying nice synergy between them. Reroll 1's aura baby!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 07:25:50


Post by: Crazyterran


Well, Wont be running an Admech detachment to go with them, so :p

My space bretonnians dont need peasants!


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 07:29:58


Post by: tneva82


I'm sure I'll be running them time to time and since I don't do regiment/chapter/whatever hopping(nor multiple houses in same det. All my models have same colour scheme EXCEPT one I'll be using for freeblade) so future proof things.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 08:01:18


Post by: U02dah4


Doctor-boom wrote:
What is the best bataillon to add to your knight army?
Seems the choices are
1. Regular ig: 2 commanders or 1 Psyker and 1 commander, 30guards
2. Dkk: 2 officer and 30 guards
3. Mechanicus: 2 engineer and 15 rangers
4. Sisters : 2 canoness and 15 sisters.f

Everything else looks like too much points.
Guard is either the cheapest or bring much needed psychic defence. On the other hand fragile for holding objectives.
Dkk won't flee so but not much else
Mechanics can repair your knights and sanitation potshots might do something. They have several way to be a tad harder to kill.
Sister have act of faith...

So which one to take. Really are there to give co and hold objective, so we are not expecting them to do miracles.


Id go 1 + 3 (vanguard)- 1 i can give mortars to so while they sit on the backfield objective they can clear some screen 3 because i can repair my knights and they are not bad for mid board objectives and both together because my knights are so CP hungary


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 08:55:08


Post by: Mandragola


tneva82 wrote:
Yeah that's not bad but problem is charging in shooting game. It's also knight house rather than mechanicum denying nice synergy between them. Reroll 1's aura baby!

What reroll 1s aura? You can have one knight reroll 1s once a game for a cp - then maybe again if you get lucky rolling for canticles.

Or you could just not bother with any of that. Cawl’s wrath fires an average of 7 shots, so you’ll probably get a single 1. Reroll it for a cp if you want. You risk getting several 1s that way it’s true, but with the admech battalion you might not roll any 1s and waste the whole thing.

To be fair, you do also get to reroll 1s for all the other guns using an admech battalion. My issue is that the guys in the battalion are so completely useless. 200 points for a slight buff once per game is nonsense.

This is why I think Guilliman is a much better option than a battalion. He brings 3cps an the ability to get them back when spent. He’s got a 12” reroll 1s aura with landstrider half mixed in. He’s one drop that can’t easily be killed, moves quickly and hits very hard.

Even then, I’m not sure I’d take him rather than another knight.

Knight of the cog is decent if you’ve got one knight in an admech army. Then it’s essentially a bonus. Using it the other way round requires too much investment.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 09:02:14


Post by: tneva82


Mandragola wrote:
tneva82 wrote:
Yeah that's not bad but problem is charging in shooting game. It's also knight house rather than mechanicum denying nice synergy between them. Reroll 1's aura baby!

What reroll 1s aura? You can have one knight reroll 1s once a game for a cp - then maybe again if you get lucky rolling for canticles.


Canticles had the reroll 1's? Yeah can't select more than once but then again with games over generally in 2-3 turns that's significant amount of game.

And it's not just plasma but volcano etc. Reroll's are big thing in 8th ed. Knights don't have natively that. Ability to have 1/3 of effective game that is pretty good.


To be fair, you do also get to reroll 1s for all the other guns using an admech battalion. My issue is that the guys in the battalion are so completely useless. 200 points for a slight buff once per game is nonsense.


IG guys aren't much better either.

And Guillimann is ONE model. That's 1. There's one big problem with 1 model units. They are able to be in one location only. With him you are looking at what 5 model army? Good luck holding any objectives. Your knights can't really move then as you need to hold objectives. With 6 objectives spread around that's a lot of ground to cover for 5 models.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 09:03:24


Post by: lash92


Suzuteo wrote:
Agreed. Hence my recommendation of Raven Warden > Taranis Crusader > Taranis/Terryn Gallant. Support it with 2x Helverin or Warglaive if you want the tradition.

I personally am thinking Knights may do great as the third element of an AdMech+Guard army.


Why Taranis Crusader? Raven stratagem looks pretty sweet for a decked out shooty Knight.


Also carapace weapons: Which are worth and which not?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 09:18:19


Post by: casvalremdeikun


I put some recommendations for changes to the Knight Lance in Proposed Rules. I think Dominus Knights should grant an additional CP (though only one per Knight Lance).

Is Sally Forth with a Gallant with the Landstrider Warlord Trait a decent idea?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 09:47:59


Post by: gendoikari87


PUBLIC SERVICE ANNOUNCEMENT: This is 8th edition you still need screens.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 09:57:23


Post by: Silentz


gendoikari87 wrote:
PUBLIC SERVICE ANNOUNCEMENT: This is 8th edition you still need screens.

Maybe, but with no T1 deepstrike they are definitely less critical for an army like Knights which is doing a good impression of a T1 alpha strike just by their very nature - high strenth, multi shot guns that reach almost anywhere with enough elevation to see over most terrain.

Plus unlike Leman Russes who definitely need screening, knights can walk out of combat.

If there's one army that could forgo a screen, it's probably Imperial Knights


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 10:03:06


Post by: Kdash


 Silentz wrote:
gendoikari87 wrote:
PUBLIC SERVICE ANNOUNCEMENT: This is 8th edition you still need screens.

Maybe, but with no T1 deepstrike they are definitely less critical for an army like Knights which is doing a good impression of a T1 alpha strike just by their very nature - high strenth, multi shot guns that reach almost anywhere with enough elevation to see over most terrain.

Plus unlike Leman Russes who definitely need screening, knights can walk out of combat.

If there's one army that could forgo a screen, it's probably Imperial Knights


While I agree, Knights can probably get away without screens in most of their games, but, competitively, I’d always run them with a screen. It just covers off 1st turn smite spam, and will help protect against the remaining 1st turn charge options.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 10:31:21


Post by: Cybtroll


About a Battalion to escort the Knight... (I'm thinking about buying some good miniatures to model them as Feudal World Militia)

What if I go to the route of Guard, without limiting myself to a single Regiment but creating a generic Astra Militarum Battalion? Since it's so barebone, I think the advantage surpasses the loss of Doctrines.

I was thinking about a Krieg Liutenants (with CP regen) [23pt], a single Krieg Infantry Squad [50pt], a Primaris Psyker [46pt] and a couple of Elysian Drop Pod Trooper [50 each]. Total 5 drop, 30+2 bodies (20deepstriking) for 219pt.

They does not have Doctrine, but are still legit since all share AM keyword.
You have a single Infantry that can take Order ("move move move" if they survive enough to run take objectives, or whatever you need) that ignore Shooting for Morale (because, if possible, they should stay out of LoS and keep an objective). You have a (light) psyker defense, good CP regeneration from turn 1 (otherwise you should play an Elysian Commander to empower your deep strike), +5 CP and, more important than all, a couple of Troops with ObSec that can Deep Strike in the later turn of the game to exploit the damage your Knight have created (eventually, they can also drop when needed to screen your knight from a nasty CC unit).

I think that set-up is more useful than a full specialized AM (let's say, Cadian with Doctrines), because if you go cheap 10 Elysian (without special weapons) are better than 5 Scion and most of your unit will stay out of the table the better part of the game anyway.


My full list will be:
AM Battalion as above - 219pt
Cerastus Acheron (Raven) - 495pt [Yeah, I already have it modelled and half-painted, so I won't field a Valiant.... yet]
Questoris Warder (Raven) - 411pt
Questoris Gallant (either Freeblade or Raven) - 354pt

Total - 1479 (21 point left for some special weapon and/or dorsal missile for the Gallant... and I still have to assign Warlord trait and Relics with a good amount of CP to make the knight more resilient).


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 10:53:49


Post by: gendoikari87


Kdash wrote:
 Silentz wrote:
gendoikari87 wrote:
PUBLIC SERVICE ANNOUNCEMENT: This is 8th edition you still need screens.

Maybe, but with no T1 deepstrike they are definitely less critical for an army like Knights which is doing a good impression of a T1 alpha strike just by their very nature - high strenth, multi shot guns that reach almost anywhere with enough elevation to see over most terrain.

Plus unlike Leman Russes who definitely need screening, knights can walk out of combat.

If there's one army that could forgo a screen, it's probably Imperial Knights


While I agree, Knights can probably get away without screens in most of their games, but, competitively, I’d always run them with a screen. It just covers off 1st turn smite spam, and will help protect against the remaining 1st turn charge options.


don't forget screens aren't just about protecting against T1 charges, they're good for objectives, stopping shooty deepstrike (like plasceptors which are a pain) and in general they're extra cheap wounds.


Automatically Appended Next Post:
 Cybtroll wrote:
About a Battalion to escort the Knight... (I'm thinking about buying some good miniatures to model them as Feudal World Militia)

What if I go to the route of Guard, without limiting myself to a single Regiment but creating a generic Astra Militarum Battalion? Since it's so barebone, I think the advantage surpasses the loss of Doctrines.

I was thinking about a Krieg Liutenants (with CP regen) [23pt], a single Krieg Infantry Squad [50pt], a Primaris Psyker [46pt] and a couple of Elysian Drop Pod Trooper [50 each]. Total 5 drop, 30+2 bodies (20deepstriking) for 219pt.

They does not have Doctrine, but are still legit since all share AM keyword.
You have a single Infantry that can take Order ("move move move" if they survive enough to run take objectives, or whatever you need) that ignore Shooting for Morale (because, if possible, they should stay out of LoS and keep an objective). You have a (light) psyker defense, good CP regeneration from turn 1 (otherwise you should play an Elysian Commander to empower your deep strike), +5 CP and, more important than all, a couple of Troops with ObSec that can Deep Strike in the later turn of the game to exploit the damage your Knight have created (eventually, they can also drop when needed to screen your knight from a nasty CC unit).

I think that set-up is more useful than a full specialized AM (let's say, Cadian with Doctrines), because if you go cheap 10 Elysian (without special weapons) are better than 5 Scion and most of your unit will stay out of the table the better part of the game anyway.


My full list will be:
AM Battalion as above - 219pt
Cerastus Acheron (Raven) - 495pt [Yeah, I already have it modelled and half-painted, so I won't field a Valiant.... yet]
Questoris Warder (Raven) - 411pt
Questoris Gallant (either Freeblade or Raven) - 354pt

Total - 1479 (21 point left for some special weapon and/or dorsal missile for the Gallant... and I still have to assign Warlord trait and Relics with a good amount of CP to make the knight more resilient).
Feudal world militia? Mordian iron guard would be good for that.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 10:59:09


Post by: tneva82


gendoikari87 wrote:

don't forget screens aren't just about protecting against T1 charges, they're good for objectives, stopping shooty deepstrike (like plasceptors which are a pain) and in general they're extra cheap wounds.


T1 change actually stopped shooty deepstrike a bit. T1 charges still plenty of ways that works. BA slamcaptain if he wants though not likely wanting alone. But say death company with pre-turn 1 move could work(ish) though not getting pasted if knights go first might be an issue.

T2 shooty deep strike is nice bonus though if they are used for screen role it's harder to screen them T1. If they aren't screened they likely gets pulped.

But objectives is golden. Well depends on scenario you play. We play lots of maelstrom so ability to have stuff near as many objectives as possible is crucial. Hate to have to move knight away from enemy just to cover that objective. Imagine gallant having to choose between charge and vp's...


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 12:56:25


Post by: Astmeister


So, which knights would you recommend for a House Terryn army?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 13:15:53


Post by: Cephalobeard


 Astmeister wrote:
So, which knights would you recommend for a House Terryn army?


For me I'm doing:

Lancer
Gallant
3x Warglaives


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 14:42:59


Post by: Mushkilla


The Raven stratagem Order of Companions affects the RFBC more than any other questoris class weapon.

Re-roll 1s increases your number of successes by 1/6. So instead of having one success you would have 7/6 success. Using this we can determine the effect of Order Of Companions stratagem on different weapons. Because, number of shot roll, hit rolls, wound rolls and damage rolls are sequential they all feed into each other (so we can multiply them).

Note as we are using ratios number of shots, ballistic skills, strength and damage become irrelevant.

Heavy stubber/avenger: rolls to hit and to wound. So its base output is 100% or 1. With re-roll 1s to hit and to wound it becomes 7/6 * 7/6 = 49/36 or 136%.

Ironstorm pod: rolls for number of shots, to hit and to wound. So its base output is 100% or 1. With re-roll 1s for number shots, to hit and to wound it becomes 7/6 * 7/6 * 7/6 = 343/216 or 159%.

Stormspear pod/melta gun: rolls to hit, to wound and damage. So its base output is 100% or 1. With re-roll 1s to hit, to wound and damage it becomes 7/6 * 7/6 * 7/6 = 343/216 or 159%.

Thermal Cannon: rolls for number of shots, to hit, to wound and damage. So its base output is 100% or 1. With re-roll for number of shots, to hit, to wound and damage it becomes 7/6 * 7/6 * 7/6 * 7/6 = 2401/1296 or 185%.

The Rapid Fire Battle Cannon is a bit different. a 1d6 number of shots weapon with re-roll ones does increase its output by 16.66%. However, 2d6 re-rolling 1s means you go from 58% chance of rolling 7 or more to a 73% chance of rolling 7 or more. That's a 25% increase.

Rapid Fire Battle Cannon: rolls for number of shots, to hit, to wound and damage. So its base output is 100% or 1. With re-roll for number of shots, to hit, to wound and damage it becomes 5/4 * 7/6 * 7/6 * 7/6 = 1715/864 or 199%.

So depending on the weapon Order of Companions stratagem can give you between 36-99% increase in damage output (assuming my maths is right).

So the avenger gets a 35% increase, and the RFBC gets a 99% increase. Obviously all these calculations assume you are shooting a target with unlimited wounds and theirs no damage getting wasted on overkill.

So with Order of Companions RFBG is pretty brutal.

Thoughts? Mistakes?


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 15:09:51


Post by: U02dah4


 Mushkilla wrote:
The Raven stratagem Order of Companions affects the RFBC more than any other questoris class weapon.

Re-roll 1s increases your number of successes by 1/6. So instead of having one success you would have 7/6 success. Using this we can determine the effect of Order Of Companions stratagem on different weapons. Because, number of shot roll, hit rolls, wound rolls and damage rolls are sequential they all feed into each other (so we can multiply them).

Note as we are using ratios number of shots, ballistic skills, strength and damage become irrelevant.

Heavy stubber/avenger: rolls to hit and to wound. So its base output is 100% or 1. With re-roll 1s to hit and to wound it becomes 7/6 * 7/6 = 49/36 or 136%.

Ironstorm pod: rolls for number of shots, to hit and to wound. So its base output is 100% or 1. With re-roll 1s for number shots, to hit and to wound it becomes 7/6 * 7/6 * 7/6 = 343/216 or 159%.

Stormspear pod/melta gun: rolls to hit, to wound and damage. So its base output is 100% or 1. With re-roll 1s to hit, to wound and damage it becomes 7/6 * 7/6 * 7/6 = 343/216 or 159%.

Thermal Cannon: rolls for number of shots, to hit, to wound and damage. So its base output is 100% or 1. With re-roll for number of shots, to hit, to wound and damage it becomes 7/6 * 7/6 * 7/6 * 7/6 = 2401/1296 or 185%.

The Rapid Fire Battle Cannon is a bit different. a 1d6 number of shots weapon with re-roll ones does increase its output by 16.66%. However, 2d6 re-rolling 1s means you go from 58% chance of rolling 7 or more to a 73% chance of rolling 7 or more. That's a 25% increase.

Rapid Fire Battle Cannon: rolls for number of shots, to hit, to wound and damage. So its base output is 100% or 1. With re-roll for number of shots, to hit, to wound and damage it becomes 5/4 * 7/6 * 7/6 * 7/6 = 1715/864 or 199%.

So depending on the weapon Order of Companions stratagem can give you between 36-99% increase in damage output (assuming my maths is right).

So the avenger gets a 35% increase, and the RFBC gets a 99% increase. Obviously all these calculations assume you are shooting a target with unlimited wounds and theirs no damage getting wasted on overkill.

So with Order of Companions RFBG is pretty brutal.

Thoughts? Mistakes?


Rerolling 1's doesnt come close to increaseing your successes by 1/6 because when you reroll those 1's they can still role a miss on a 3+ your looking at 2/3 of a 1/6 increase. On a 4+ 0.5 of a 1/6 increase.

In otherwords on a 3+ shooting knight rerolling 1's to hit = 11.11% More success's



Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 15:12:07


Post by: Mushkilla


U02dah4 wrote:

Rerolling 1's doesnt come close to increaseing your successes by 1/6 because when you reroll those 1's they can still role a miss on a 3+ your looking at 2/3 of a 1/6 increase. On a 4+ 0.5 of a 1/6 increase.

In otherwords on a 3+ shooting knight rerolling 1's to hit = 11.11% More success's



My understanding is re-roll 1s always results in a 16.6% increase in success, regardless of the roll required to hit/wound.

Chance to hit on a 3+:

4/6

Chance to hit on a 3+ with a re-roll 1s:


4/6 + 1/6*4/6

So let X be your percentage chance to hit:

X + 1/6 * X

(1+1/6) * X

Which is exactly a 1/6 increase over X. Therefore re-roll 1s always equals a 1/6 or 16.6 percent increase in success, regardless of what you need to roll to succeed. If that makes sense?

I might be wrong though.

EDIT: Hitting on 3s has a 2/3 chance of success. Hitting on 3s re-rolling 1s has a 2/3 + 1/6*2/3 = 7/9.

7/9 / 2/3 = 1.166

So hitting on 3s re-rolling ones results in a 16.6% increase in the number of hits. Not sure where you are getting 11.1% from.

EDIT 2: Right I see where you are getting 11.1% from. Going from 66% to 77.7% is 11.11 more percentage points, but its an increase of 16.67 percent.

If you normally get 100 hits when hitting on 3s, you will get 116 hits when hitting on 3s re-rolling 1s.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 15:21:55


Post by: U02dah4


For rerolling to hit and to w rolls of 1 it would depend on what you were targeting
You would take the 111.11 and multiply it by
On a 6+ wound 1.0278 = 114.2%
On a 5+ wound 1.0555 = 117.3%
On a 4+ wound 1.0833 = 120.4%
On a 3+ wound 1.1111 = 123.4%
On a 2+ wound 1.1389 = 126.5%


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 15:26:10


Post by: Frowbakk


 Mushkilla wrote:
U02dah4 wrote:

Rerolling 1's doesnt come close to increaseing your successes by 1/6 because when you reroll those 1's they can still role a miss on a 3+ your looking at 2/3 of a 1/6 increase. On a 4+ 0.5 of a 1/6 increase.

In otherwords on a 3+ shooting knight rerolling 1's to hit = 11.11% More success's



My understanding is re-roll 1s always results in a 16.6% increase in success, regardless of the roll required to hit/wound.

Chance to hit on a 3+:

4/6

Chance to hit on a 3+ with a re-roll 1s:


4/6 + 1/6*4/6

So let X be your percentage chance to hit:

X + 1/6 * X

(1+1/6) * X

Which is exactly a 1/6 increase over X. Therefore re-roll 1s always equals a 1/6 or 16.6 percent increase in success, regardless of what you need to roll to succeed. If that makes sense?

I might be wrong though.

That's right, You're wrong!

Think of the re-roll 1's as taking that same percentage to hit but applying it to the 16.6%

Hit on a 4+? You get 8.3% greater chance to hit because when you re-roll the '1' you're still only hitting half the time.

So hitting on a 3+ is a 66% chance of success. Re-rolling that 1 only adds 66% of that 16.6, or 10.95% additional chance to hit, resulting in 76.95% to hit overall.

Roughly a 2 in 3 chance without re-roll '1's' to hit vs. 3 in 4 chance to hit with re-roll '1's'.

This is why getting into Rapid Fire range is better than re-rolling '1's'.

Which would you rather have? One shot with 78% chance to hit, or two shots each with a 66% chance to hit?

The damage potential is greater in the second scenario.

EDIT: Guess I'm not the only one to take Probability and Statisics...


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 15:29:37


Post by: tneva82


18 shots hitting 3+ with reroll. 14 hits rather than 12, 1/6 increase.

12 shots, 4+, 7 hits rather than 6, 1/6 boost.

18 shots, 5+, 7 hits rather than 6, 1/6 boost.

36 shots, 6+, 7 hits rather than 6, 1/6 boost.

1/6 boost seems pretty consistent.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 15:38:29


Post by: Mandragola


Order of companions is excellent. Personally I think it makes most sense on a Castellan with Cawl's Wrath. You don't overheat, you don't just get one shot from your volcano lance, and stuff dies - a lot. House Raven is pretty awesome, all round.

I don’t think knights need screens really – and in any case I don’t think it’s really an option. Trying to protect knights from something like plasmaceptors is basically impossible. Your screen will be shot dead in turn 1, or you’ll have overtaken them, and down the inceptors come down on turn 2. Smite spam isn't really a thing post-Big-FAQ. Good riddance.

A better idea is to have another knight. This way, when the plasmaceptors come down you can rotate the shields of their target, then scrub them away in your turn. Knights don’t like being shot with plasma, but inceptors don’t like being shot with avenger gatling cannons or rapid-fire battlecannons either.

For me, the fundamental problem with a CP-battery battalion in a knight list is that on the battlefield they are a liability, not an asset. Guard infantry are useless except in very large numbers, which you’re not bringing. It’s all very well saying they are just there to hold objectives, but how are you getting them to these objectives – and how are you keeping them alive?

The guard work better in other imperial armies than they do for knights, because those armies have other infantry. IG added to an IK army will end up on the receiving end of any and all small arms fire. They will give up easy kill points and maelstrom objectives that ask your opponent to kill units. They make it significantly less likely that you’ll get first turn.

Again, I’d much rather have one more knight that might be alive by the end of the game to claim an objective – or might have helped me to kill everything – rather than some dead infantry with flashlights lying around an objective somewhere. I genuinely think they’ll lose you more games through giving up first turn, first blood, kill points and maelstrom, than they’ll win through the 5 extra CPs and some extra bodies.

Instead I think you just need to embrace the insanity when playing knights. Anyone can deal with a single knight easily enough. Can they deal with four or five though? What if the knights go first and shoot dead the people with the anti-tank guns?

I like Guilliman because in some ways he’s quite a lot like another knight, but he brings a lot of other stuff to the table. You’d have 9 CPs and he’d help you regenerate them if you made him warlord. You get rerolls of 1s and +1 to advance and charges – so potentially up to +3 with landstrider. I’d actually consider running him with a house Terryn gallant, as you could then use the fight again stratagem (for 2 CPs on average) and the fight yet again if killed one too.

Or if points allow, take a small detachment of knights with a proper army of something else. Maybe a “real” IG army would be better if it had a Questoris or Dominus knight and a couple of armigers, for example.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 15:39:31


Post by: U02dah4


 Mushkilla wrote:
U02dah4 wrote:

Rerolling 1's doesnt come close to increaseing your successes by 1/6 because when you reroll those 1's they can still role a miss on a 3+ your looking at 2/3 of a 1/6 increase. On a 4+ 0.5 of a 1/6 increase.

In otherwords on a 3+ shooting knight rerolling 1's to hit = 11.11% More success's



My understanding is re-roll 1s always results in a 16.6% increase in success, regardless of the roll required to hit/wound.

Chance to hit on a 3+:

4/6

Chance to hit on a 3+ with a re-roll 1s:


4/6 + 1/6*4/6

So let X be your percentage chance to hit:

X + 1/6 * X

(1+1/6) * X

Which is exactly a 1/6 increase over X. Therefore re-roll 1s always equals a 1/6 or 16.6 percent increase in success, regardless of what you need to roll to succeed. If that makes sense?

I might be wrong though.

EDIT: Hitting on 3s has a 2/3 chance of success. Hitting on 3s re-rolling 1s has a 2/3 + 1/6*2/3 = 7/9.

7/9 / 2/3 = 1.166

So hitting on 3s re-rolling ones results in a 16.6% increase in the number of hits. Not sure where you are getting 11.1% from.


Try it this way I have 6 dice I need a 3+ 4/6 of the time i hit 2/6 of the time I miss 0.666% successess

Now add in reroll 1's

I have 6 dice I need a 3+ 4/6 of the time i hit 1/6 of the time I miss. 1/6 of the time I reroll now if it added a 1/6 to success rate then all those rerolls would be successes

But of the rerolled 1/6 2/3 of the time I hit and 1/3 I miss
Or an increase of (1/6)×(2/3) =11.11%
77.77% net success rate
Now imagine your knight is wounded and had a 5+BS

I have 6 dice I need a 5+ 2/6 of the time i hit 4/6 of the time I miss. 1/6 of the time I reroll now if it added a 1/6 to success rate then all those rerolls would be successes

But of the rerolled 1/6 1/3 of the time I hit and 2/3 I miss
Or an increase of (1/6)×(1/3) =0.056
0.3888% net success rate





Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 15:58:02


Post by: Mandragola


U02dah4 wrote:
 Mushkilla wrote:
U02dah4 wrote:

Rerolling 1's doesnt come close to increaseing your successes by 1/6 because when you reroll those 1's they can still role a miss on a 3+ your looking at 2/3 of a 1/6 increase. On a 4+ 0.5 of a 1/6 increase.

In otherwords on a 3+ shooting knight rerolling 1's to hit = 11.11% More success's



My understanding is re-roll 1s always results in a 16.6% increase in success, regardless of the roll required to hit/wound.

Chance to hit on a 3+:

4/6

Chance to hit on a 3+ with a re-roll 1s:


4/6 + 1/6*4/6

So let X be your percentage chance to hit:

X + 1/6 * X

(1+1/6) * X

Which is exactly a 1/6 increase over X. Therefore re-roll 1s always equals a 1/6 or 16.6 percent increase in success, regardless of what you need to roll to succeed. If that makes sense?

I might be wrong though.

EDIT: Hitting on 3s has a 2/3 chance of success. Hitting on 3s re-rolling 1s has a 2/3 + 1/6*2/3 = 7/9.

7/9 / 2/3 = 1.166

So hitting on 3s re-rolling ones results in a 16.6% increase in the number of hits. Not sure where you are getting 11.1% from.


Try it this way I have 6 dice I need a 3+ 4/6 of the time i hit 2/6 of the time I miss 0.666% successess

Now add in reroll 1's

I have 6 dice I need a 3+ 4/6 of the time i hit 1/6 of the time I miss. 1/6 of the time I reroll now if it added a 1/6 to success rate then all those rerolls would be successes

But of the rerolled 1/6 2/3 of the time I hit and 1/3 I miss
Or an increase of (1/6)×(2/3) =11.11%
77.77% net success rate
Now imagine your knight is wounded and had a 5+BS

I have 6 dice I need a 5+ 2/6 of the time i hit 4/6 of the time I miss. 1/6 of the time I reroll now if it added a 1/6 to success rate then all those rerolls would be successes

But of the rerolled 1/6 1/3 of the time I hit and 2/3 I miss
Or an increase of (1/6)×(1/3) =0.056
0.3888% net success rate

It really is a 16.6% increase in effectiveness. What it's doing is giving you an extra chance of success 16.6% of the time. That extra chance has exactly the same chance as you'd normally have. It's therefore 16% of X, where X is your original chance of success.

So for instance if you need a 6 to hit, you go from 16.6% chance of hitting to 19.4% - because you've added 16.6% of 16.6%. If you need a 2+ then you go from 83.3% to 97.2% - because you've added 16.6% of 83.34%.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 18:14:07


Post by: U02dah4


tneva82 wrote:
18 shots hitting 3+ with reroll. 14 hits rather than 12, 1/6 increase.

12 shots, 4+, 7 hits rather than 6, 1/6 boost.

18 shots, 5+, 7 hits rather than 6, 1/6 boost.

36 shots, 6+, 7 hits rather than 6, 1/6 boost.

1/6 boost seems pretty consistent.


Yes because your increaseing the success rate by 1/6 which is factoring in the chance of success

His calculations were based on directly increaseing the success by 1/6 giving you
15 hits, 8 hits, 9 hits 12 hits which is why yours are right and his isn't.

However if you look at your two 18 shot examples the first gives you an increase of 2/18 the second 1/18. Youve gained more successfull shots from rerolling 1's in the first rather than the second.

Its absolute success's that matter not relative ones


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 18:34:27


Post by: Suzuteo


gendoikari87 wrote:
PUBLIC SERVICE ANNOUNCEMENT: This is 8th edition you still need screens.

This. Unless you want to find out how well your Knights stand up to Fusion Blasters and Meltaguns...

 lash92 wrote:
Why Taranis Crusader? Raven stratagem looks pretty sweet for a decked out shooty Knight.

Also carapace weapons: Which are worth and which not?

Oh damn. Now that I see the actual copy for the stratagem, I think you're right. Raven Crusader is the way to go. I was under the impression that you could use it in any phase to reroll all of the 1s in that phase. Turns out it's only for shooting, which makes Raven Gallant and Warden much less appealing.

On the other hand, Freeblade Warden with Legendary Hero, Weary Machine Spirit and Haunted by Failure is also nice. What does everyone think the second Burden should be? Weary Machine Spirit is a given since we can always cancel it out with Machine Spirit Resurgent.

Maybe Stormspear and Heavy Stubber.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 19:11:54


Post by: Mandragola


Suzuteo wrote:
gendoikari87 wrote:
PUBLIC SERVICE ANNOUNCEMENT: This is 8th edition you still need screens.

This. Unless you want to find out how well your Knights stand up to Fusion Blasters and Meltaguns...

If people want to deep strike melta guns to fire at your knights then you can't stop them. Screens won't work.

Two reasons for this. The big FAQ came out, so they are coming down on turn 2. So your screen of 10 guys with T3 and 5+ saves no-longer exists. Also knights have a move stat of 12", while IG have a move of 6". Screens don't work if they are behind you.

You cannot cover the whole board, permanently, with 30 imperial guardsmen. People are going to get to fire their plasma guns and meltas at your knights.

The good news is that a melta gun fired by a 3+ BS model does an average 0.58 wounds to a knight with rotated shields, outside of 6" (which they will be after deep striking). Even without the stratagem it's 0.77 wounds. So instead of stressing over something that's not actually a threat, spend your points on more knights, accept that being on a battlefield is dangerous and you'll inevitably take some damage, and do unto others harder than they do unto you.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 19:27:42


Post by: Ice_can


IG Screening will work against some units if you don't get 1st turn.
But your mainly into them for the CP farm.
However a pure knight list is either going full tabling and its going to be very much superheavies vrs hoard lists or having to score objectives.
Another issue is psykic defence and anyone in a building 6.5+ inchs is can't be beat on.

My plan even though its more points is a UM battalion. Still get the 5+ Cp refunds and can take scouts and CC HQ's with deny the witches. Its not as efficient/WAC as thr IG CP farm but with the flak missle and Hellfire shell you also add in some MW ability that knights lack outside of CC bar a warlord trait that noone will be taking.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 19:40:43


Post by: Kdash


U02dah4 wrote:
tneva82 wrote:
18 shots hitting 3+ with reroll. 14 hits rather than 12, 1/6 increase.

12 shots, 4+, 7 hits rather than 6, 1/6 boost.

18 shots, 5+, 7 hits rather than 6, 1/6 boost.

36 shots, 6+, 7 hits rather than 6, 1/6 boost.

1/6 boost seems pretty consistent.


Yes because your increaseing the success rate by 1/6 which is factoring in the chance of success

His calculations were based on directly increaseing the success by 1/6 giving you
15 hits, 8 hits, 9 hits 12 hits which is why yours are right and his isn't.

However if you look at your two 18 shot examples the first gives you an increase of 2/18 the second 1/18. Youve gained more successfull shots from rerolling 1's in the first rather than the second.

Its absolute success's that matter not relative ones


So, it is essentially 16% more hits, but, if it helps to break it down here is how i generally do the math via excel.

Number of shots / 6 * chance of hitting - i.e (18/6)*4 for when you're hitting on 3's.
Total shots - total hits / chance of 1's - i.e (18-12)/2 - only missing on 1's and 2's, so chance of 1's is half.
Total 1's / 6 * chance of hitting - i.e. (3/6)*4
Add original hits to re-roll 1's to hit.


Bit of a ball ache at first glance, but it helps break things down in steps for people that aren't happy doing it all in one formula.


Imperial Knights Tactica Version 1.0 - Pre codex @ 2018/06/08 20:27:19


Post by: Mandragola


Ice_can wrote:
IG Screening will work against some units if you don't get 1st turn.
But your mainly into them for the CP farm.
However a pure knight list is either going full tabling and its going to be very much superheavies vrs hoard lists or having to score objectives.
Another issue is psykic defence and anyone in a building 6.5+ inchs is can't be beat on.

My plan even though its more points is a UM battalion. Still get the 5+ Cp refunds and can take scouts and CC HQ's with deny the witches. Its not as efficient/WAC as thr IG CP farm but with the flak missle and Hellfire shell you also add in some MW ability that knights lack outside of CC bar a warlord trait that noone will be taking.

I mainly agree with you. The only thing is that I don't think the IG will make any difference to a knights vs horde game, except by giving the horde player a few KPs and giving the knight player one less guy to kill the horde. If anything they help the horde player if they can charge IG and then consolidate into knights without taking overwatch. You can only fall back if there's somewhere the knight can physically walk to, after all.

Similarly the IG aren't particularly relevant if an enemy needs removing from the upper floors of a building.

There may be mileage in your plan, or others like it, of having an allied battalion that actually does stuff. Scouts are a decent unit - albeit somewhat less required post-big-faq. Having the occasional flak missile or hellfire shell to fire at things is no bad thing either, and null zone could make or break a game.

I'm not saying that you should never take allies with IKs. Just that I don't think the 180 point IG battalion is a complete no-brainer.