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Made in us
Devestating Grey Knight Dreadknight




U02dah4 wrote:
I dont think its all doom and gloom the castigator now looks like a decent upgrade on a warden where as i never would have considered it before and the new armigers look viable shame about the styrix though

With Endless Fury on a warden you actually get more hits on average because of exploding 6's (10.67 vs 11.67 hits). The main things you're upgrading are the move and wounds, which I suppose is worth 23 points. I was initially turned off by the tempest warblade, but it averages the same damage as the chainsword so it does give you some options.

The Lancer though is hot garbage, against knights it only averages one more wound than a gallant with a fist WHEN IT CHARGES...and that's assuming the gallant only has a standard fist vs the paragon gauntlet. Sure it can get a 4++ in melee, but so can any other knight with the right relic+rotate ion shields. And it's almost 100 pts more.

Agree with the what some posters in other threads have been saying, it sucks to see the FW knights lose their fun/specialized "niche", they added some nice variety to the army and were always fun to see and play on the table.

This message was edited 1 time. Last update was at 2019/07/26 22:20:20


Hope is the first step on the road to disappointment. 
   
Made in gb
Longtime Dakkanaut



Glasgow

Move wounds and CC output vs most units- and if you wernt going to take endless fury on it e.g. if another warden/crusader has it then shooting damage output
   
Made in us
Decrepit Dakkanaut




Did y'all see the FW update for the Knights? The Magaera got an amazing boost on the main gun it uses. A straight D3 is quite painful and the exploding 6's is...okayish.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Longtime Dakkanaut




Slayer-Fan123 wrote:
Did y'all see the FW update for the Knights? The Magaera got an amazing boost on the main gun it uses. A straight D3 is quite painful and the exploding 6's is...okayish.

Just a shame it got its 4++ resuced to a 5++ and lost it's ability to regain 1 wound per turn on a 5+ for that.
   
Made in us
Omnipotent Necron Overlord






Are those forge world armigers available to imperials too or just chaos?

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Aspirant Tech-Adept






Both
   
Made in us
Decrepit Dakkanaut




Ice_can wrote:
Slayer-Fan123 wrote:
Did y'all see the FW update for the Knights? The Magaera got an amazing boost on the main gun it uses. A straight D3 is quite painful and the exploding 6's is...okayish.

Just a shame it got its 4++ resuced to a 5++ and lost it's ability to regain 1 wound per turn on a 5+ for that.

Did the previous 4++ only work at range though? Don't have the datasheet in front of me.

That repair ability was not reliable though so I don't think that's losing much. Nice when it happened but that's it.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Longtime Dakkanaut




Slayer-Fan123 wrote:
Ice_can wrote:
Slayer-Fan123 wrote:
Did y'all see the FW update for the Knights? The Magaera got an amazing boost on the main gun it uses. A straight D3 is quite painful and the exploding 6's is...okayish.

Just a shame it got its 4++ resuced to a 5++ and lost it's ability to regain 1 wound per turn on a 5+ for that.

Did the previous 4++ only work at range though? Don't have the datasheet in front of me.

That repair ability was not reliable though so I don't think that's losing much. Nice when it happened but that's it.

No it was paying quite a points increase for it having a flat 4++, and it wasn't like it was being spammed in competitive matches to indicate that it was OP.

Gw have left it as a 500 point model with nothing to justify it's excessive cost compaired to an errant

The main studio brings out all the OP crap and the NERF's FW models at the first opertunity they get to write the rules for them

This message was edited 1 time. Last update was at 2019/07/28 20:24:30


 
   
Made in us
Regular Dakkanaut




Went 3-2 at a fairly local GT this last weekend, thought I'd give you guys an AAR. First, my list:

Tanaris Super Heavy:
Gallants, 2x Crusader w/ RFBC, Ironstorm

Graia 17

Krast Super Heavy Aux:
Crusader w/ RFBC, Ironstorm



Game 1:

Opponent brought pretty fluffy Tsons. Magnus, sorcs, demon princes, bea-utiful forgefiend, rubrics, and a few scarabs and cultists. Deployment was Dawn of War, alternating deployment. I got the +1 and we both rolled a 1 to go first, and he failed to seize.

Round 1:
I cram my Krast Crusader's bullets down Magnus' throat and with some help from my other Crusaders Magnus goes down before he can move. Gallant advances onto a mid-table objective and my Graia all advance for potential psyker denial. His turn 1 is a little lackluster, but he manages to do a lot of damage to my Gallant which will die round 2 but not before killing a demon prince.

Round 2:
Krast Crusader bonks the Forgefiend, my other Crusaders work on clearing away cultists and Rubrics, moving one up to threaten his HQs. His turn he drops in 10 Rubrics and 5 scarabs, committing everything to my right flank. He ALMOST screwed up and didn't leave enough firepower in range of my Gallant to kill it but 10 cultists manage to get a wound through and that proves to be enough to down my Gallant.

Round 3:
My Crusaders move towards my right, finishing off his cultists, some rubrics, and a single scarab. My WL Crusader charges his demon prince and whiffs so hard. I do 4 damage I think. His turn his Scarabs charge into my WL, but I still had at least 2 CP so I interrupt after they swing and do 1 damage to my WL, who then proceeds to stomp his demon prince.

Round 4:
I clear up the scarabs, remaining rubrics, and a sorcerer, leaving him with just 1 sorc left. He concedes at this point. Rough matchup for him once Magnus died. Credit to him, he played hard to get points but just couldn't threaten 4 knights hard enough.

WIN 33-13


Game 2: Opponent brings 3 Iconoclast knights, 1 melee, 2 double gatling, Mortarion, Ahriman. We get pointy dawn of war and he gets first turn.

Round 1: Mortarion is warptimed up to one of my crusaders, which my knights are split in two groups of two to try to thin out his melee threats which only slightly worked. But my Crusader there was well screened by my Graia and he couldn't get into melee with my knights. One Tanaris Crusader does take 14 damage though from all the Gatling. My turn I scatter my knights trying to just kite Morty away, but my Krast knight just whiffs hard and the whole turn I do 3 damage to Morty and 14 to his melee knight, until I charge in with my Gallant and murder his melee knight. In hindsight I should have put more shots into Morty over the melee knight.

Turn 2: RIP Krast boy as Morty ruins him. His double gatlings put the hurt on my Gallant before ruining him in melee with their AP -3 feet. My crusaders limp around trying to get points and do some damage to his WL for Old School.

The next few rounds consist of my running around the edge with my knights, trying and failing to avoid Morty while bleeding points. I do kill his WL, but his 1W remaining Morty murders my last model on the charge on the top of 5. RIP. Loss of pretty bad to pretty good.


Game 3: Opponent brought Admech soup. Mars, Cawl, 4 Robots, 3 new tonks, 2 Iccarus, 5 dragoons, Manipulus, and a bunch o rangers. Alternating deployment, I got the +1 and first turn.

Round 1: My Gallant advances up the board looking to get into his dragoons, which are screening one of the new mortar tonks. My Crusaders start walking around and try to put damage on his Iccarus and tanks but don't really do much. My Gallant makes his 7" charge after a CP re-roll and proceeds to chainsword all 5 dragoons off the board. His turn he backs off my Gallant, plants his robots, and here comes the WRATH of Mars. It did 9 mortal wounds, of which I saved 5 or 6 with the 5+++ FNP stratagem. He dumps everything he has into my Gallant, just getting enough to kill it with a freaking Enginseer in melee. So I spend 3 CP and get right back up on a 4+. But he's screened so well my gallant proceeds to be mostly useless. Still was 3CP to deny Kill 1 and guarantee me Kill More turn 1.

Round 2: I do some more damage to his tanks, enough to kill an Iccarus, and some damage to his Skitarii, but not much other than move up and sit on objectives. One Crusader charges into 2 Enginseers but kills neither. The Gallant gets revenge on the hero Enginseer of turn 1. He kills the Gallant with his Vindicare, which frees up the Robots to basically 1-shot my Krast Crusader with some help from the new tonks. Pretty good turn for him but he's running low on CP and screen. Credit to him, uses the Manipulus to great effect to advance onto objectives to contest Hold More.

Round 3: My non-WL Crusader is screened by the 2 living enginseers who are about to die, so he can't quite get into my opponents lines. I kill 2 robots and he's still got 2 tonks on low profiles and the iccarus is on mid-profile. Both Enginseers die. He does about 8 damage to my Crusader left and rotates hard to my right flank to control that side.

Round 4: My Crusader gets into his lines and touches the robits, while killing a new-tank. My WL Crusader kills another new-tank and the Iccarus dies as well. He continues to compete for Hold More and kill some Rangers.

Round 5: My Crusader falls back to step on some Skitarii nearby and is able to consolidate back into the robots, tying them up again. My WL has made it to Cawl and steps on him. Or maybe that was turn 4? I think it was turn 5 though. Time is about up, so we rush through the bottom of the turn, seeing what he can realistically score. End result is a 27-16 win for me.


Game 4: Opponent is Castellan, 2 Gallants, Warden, Loyal 32.

He got turn 1. I never stood a chance after but I tried to grind out what points I could. Super cool opponent though, let me roll a "what if" on my Krast living through turn 1. Turns out I would have done 3(!) damage. So much for that.

Game 5: Opponent is Tsons Supreme Command with Magnus, a twin-gatling Iconoclast Despoilers with Vow of Beastslayer, and like 60 Iron Warrior cultists which are fearless?

I got first turn with the +1.

Round 1: I move up and he's deployed Magnus well enough I can only just touch him with some of my knights but I get him down to 2. I plink some damage on the twin-gatling bringing him to 14. He proceeds to have a pretty awful psyker phase on his turn but it's JUST good enough to get off warptime so I go to deny that. And roll a 1. So I re-roll. And roll a 1. So Magnus moves to 11.5" from my Krast Crusader with 3 wounds left (having healed for 1). The despoilers brings my Krast down to 13. Magnus Charges. And he rolls an 11. So my Krast takes 18 damage and dies. So I go to intentionally explode and NOW I get a 4. So Magnus is now down to 2 after taking 1 in overwarch. So I roll D6 mortal wounds on him. And roll a 1. So I re-roll and get a 2. God damn that was so close.

Round 2: My knights move on up, pinching him from both of his flanks. I drop a lot of shooting into his 30-man cultist blob and do just enough to kill 31. I seriously would have been out of bullets at the end there so it was damn close. The despoiler only goes down to 10 though but it happens. He proceeds to dumpster fire into my Gallant, super-buff up a Tsons prince, launch that S9 fether into me and roll 5 1s and 2s to wound. So I take my 4+ armor (2+ relic) and make it all. No damage. I only do 4 damage back since -1 to hit and a 3++ is oppressive.

Round 3: I kill the knight and buff prince. He hides everything in a ruin except Ahriman and his second DP. The second DP does better than his brother and brings my Gallant down to 11 before dying on my 4.

Round 4: Ahriman and DP die. He concedes. Fun opponent, good game, had a good time.


Overall: I went 3-2. 3-0 when I went first, 0-2 when I went 2nd. I think that's just sort of the way it is with knights, losing one of them before you go or super early round 2 is pretty rough and they have trouble playing from behind. Had a great time at the event, wondering what to tweak in my list. Might drop the Gall for some Blangles.
   
Made in us
Oozing Plague Marine Terminator





^ enjoyable batrep.

So the Castellan is still a boss.
   
Made in us
Regular Dakkanaut




Absolutely nothing changed in its offensive capabilities. They just made you pay more for it, and made it slightly less survivable.
   
Made in us
Regular Dakkanaut




It's still an absolute monster against tank-based armies. But if you go against Eldar flyer spam or mass ork or mass GSC, it's not going to make its points back.
   
Made in gb
Aspirant Tech-Adept






Jackal444 wrote:
Went 3-2 at a fairly local GT this last weekend, thought I'd give you guys an AAR. First, my list:

Tanaris Super Heavy:
Gallants, 2x Crusader w/ RFBC, Ironstorm

Graia 17

Krast Super Heavy Aux:
Crusader w/ RFBC, Ironstorm



Game 1:

Opponent brought pretty fluffy Tsons. Magnus, sorcs, demon princes, bea-utiful forgefiend, rubrics, and a few scarabs and cultists. Deployment was Dawn of War, alternating deployment. I got the +1 and we both rolled a 1 to go first, and he failed to seize.

Round 1:
I cram my Krast Crusader's bullets down Magnus' throat and with some help from my other Crusaders Magnus goes down before he can move. Gallant advances onto a mid-table objective and my Graia all advance for potential psyker denial. His turn 1 is a little lackluster, but he manages to do a lot of damage to my Gallant which will die round 2 but not before killing a demon prince.

Round 2:
Krast Crusader bonks the Forgefiend, my other Crusaders work on clearing away cultists and Rubrics, moving one up to threaten his HQs. His turn he drops in 10 Rubrics and 5 scarabs, committing everything to my right flank. He ALMOST screwed up and didn't leave enough firepower in range of my Gallant to kill it but 10 cultists manage to get a wound through and that proves to be enough to down my Gallant.

Round 3:
My Crusaders move towards my right, finishing off his cultists, some rubrics, and a single scarab. My WL Crusader charges his demon prince and whiffs so hard. I do 4 damage I think. His turn his Scarabs charge into my WL, but I still had at least 2 CP so I interrupt after they swing and do 1 damage to my WL, who then proceeds to stomp his demon prince.

Round 4:
I clear up the scarabs, remaining rubrics, and a sorcerer, leaving him with just 1 sorc left. He concedes at this point. Rough matchup for him once Magnus died. Credit to him, he played hard to get points but just couldn't threaten 4 knights hard enough.

WIN 33-13


Game 2: Opponent brings 3 Iconoclast knights, 1 melee, 2 double gatling, Mortarion, Ahriman. We get pointy dawn of war and he gets first turn.

Round 1: Mortarion is warptimed up to one of my crusaders, which my knights are split in two groups of two to try to thin out his melee threats which only slightly worked. But my Crusader there was well screened by my Graia and he couldn't get into melee with my knights. One Tanaris Crusader does take 14 damage though from all the Gatling. My turn I scatter my knights trying to just kite Morty away, but my Krast knight just whiffs hard and the whole turn I do 3 damage to Morty and 14 to his melee knight, until I charge in with my Gallant and murder his melee knight. In hindsight I should have put more shots into Morty over the melee knight.

Turn 2: RIP Krast boy as Morty ruins him. His double gatlings put the hurt on my Gallant before ruining him in melee with their AP -3 feet. My crusaders limp around trying to get points and do some damage to his WL for Old School.

The next few rounds consist of my running around the edge with my knights, trying and failing to avoid Morty while bleeding points. I do kill his WL, but his 1W remaining Morty murders my last model on the charge on the top of 5. RIP. Loss of pretty bad to pretty good.


Game 3: Opponent brought Admech soup. Mars, Cawl, 4 Robots, 3 new tonks, 2 Iccarus, 5 dragoons, Manipulus, and a bunch o rangers. Alternating deployment, I got the +1 and first turn.

Round 1: My Gallant advances up the board looking to get into his dragoons, which are screening one of the new mortar tonks. My Crusaders start walking around and try to put damage on his Iccarus and tanks but don't really do much. My Gallant makes his 7" charge after a CP re-roll and proceeds to chainsword all 5 dragoons off the board. His turn he backs off my Gallant, plants his robots, and here comes the WRATH of Mars. It did 9 mortal wounds, of which I saved 5 or 6 with the 5+++ FNP stratagem. He dumps everything he has into my Gallant, just getting enough to kill it with a freaking Enginseer in melee. So I spend 3 CP and get right back up on a 4+. But he's screened so well my gallant proceeds to be mostly useless. Still was 3CP to deny Kill 1 and guarantee me Kill More turn 1.

Round 2: I do some more damage to his tanks, enough to kill an Iccarus, and some damage to his Skitarii, but not much other than move up and sit on objectives. One Crusader charges into 2 Enginseers but kills neither. The Gallant gets revenge on the hero Enginseer of turn 1. He kills the Gallant with his Vindicare, which frees up the Robots to basically 1-shot my Krast Crusader with some help from the new tonks. Pretty good turn for him but he's running low on CP and screen. Credit to him, uses the Manipulus to great effect to advance onto objectives to contest Hold More.

Round 3: My non-WL Crusader is screened by the 2 living enginseers who are about to die, so he can't quite get into my opponents lines. I kill 2 robots and he's still got 2 tonks on low profiles and the iccarus is on mid-profile. Both Enginseers die. He does about 8 damage to my Crusader left and rotates hard to my right flank to control that side.

Round 4: My Crusader gets into his lines and touches the robits, while killing a new-tank. My WL Crusader kills another new-tank and the Iccarus dies as well. He continues to compete for Hold More and kill some Rangers.

Round 5: My Crusader falls back to step on some Skitarii nearby and is able to consolidate back into the robots, tying them up again. My WL has made it to Cawl and steps on him. Or maybe that was turn 4? I think it was turn 5 though. Time is about up, so we rush through the bottom of the turn, seeing what he can realistically score. End result is a 27-16 win for me.


Game 4: Opponent is Castellan, 2 Gallants, Warden, Loyal 32.

He got turn 1. I never stood a chance after but I tried to grind out what points I could. Super cool opponent though, let me roll a "what if" on my Krast living through turn 1. Turns out I would have done 3(!) damage. So much for that.

Game 5: Opponent is Tsons Supreme Command with Magnus, a twin-gatling Iconoclast Despoilers with Vow of Beastslayer, and like 60 Iron Warrior cultists which are fearless?

I got first turn with the +1.

Round 1: I move up and he's deployed Magnus well enough I can only just touch him with some of my knights but I get him down to 2. I plink some damage on the twin-gatling bringing him to 14. He proceeds to have a pretty awful psyker phase on his turn but it's JUST good enough to get off warptime so I go to deny that. And roll a 1. So I re-roll. And roll a 1. So Magnus moves to 11.5" from my Krast Crusader with 3 wounds left (having healed for 1). The despoilers brings my Krast down to 13. Magnus Charges. And he rolls an 11. So my Krast takes 18 damage and dies. So I go to intentionally explode and NOW I get a 4. So Magnus is now down to 2 after taking 1 in overwarch. So I roll D6 mortal wounds on him. And roll a 1. So I re-roll and get a 2. God damn that was so close.

Round 2: My knights move on up, pinching him from both of his flanks. I drop a lot of shooting into his 30-man cultist blob and do just enough to kill 31. I seriously would have been out of bullets at the end there so it was damn close. The despoiler only goes down to 10 though but it happens. He proceeds to dumpster fire into my Gallant, super-buff up a Tsons prince, launch that S9 fether into me and roll 5 1s and 2s to wound. So I take my 4+ armor (2+ relic) and make it all. No damage. I only do 4 damage back since -1 to hit and a 3++ is oppressive.

Round 3: I kill the knight and buff prince. He hides everything in a ruin except Ahriman and his second DP. The second DP does better than his brother and brings my Gallant down to 11 before dying on my 4.

Round 4: Ahriman and DP die. He concedes. Fun opponent, good game, had a good time.


Overall: I went 3-2. 3-0 when I went first, 0-2 when I went 2nd. I think that's just sort of the way it is with knights, losing one of them before you go or super early round 2 is pretty rough and they have trouble playing from behind. Had a great time at the event, wondering what to tweak in my list. Might drop the Gall for some Blangles.


So the Gallant was a liability then? I play Taranis and have swapped mine for a Warden. Having the AVG has provided more useful in so many of my games. That and he gets screened out sometimes
   
Made in us
Regular Dakkanaut




I'm honestly not sure if my Gallant was a liability. It honestly did its job perfectly. Be a large, annoying, immediate threat that my opponent is forced to deal with. In all 3 games I won, my Gallant was either the first target or second. In the games I lost, they knew to just sort of ignore it and hunt down my Crusaders. Now, if I change my Gallant for something, do my Crusaders come more under threat and do I lose more often? I'm not sure. I really like this list, but I just wonder if it could be improved somehow.
   
Made in gb
Aspirant Tech-Adept






Has anyone had any success using a 4 knight list?

I imagine the usual pitfalls of lack of board presence to hold objectives etc are an issue, but wondered if anyone had any stories to share
   
Made in gb
Longtime Dakkanaut




 Ideasweasel wrote:
Has anyone had any success using a 4 knight list?

I imagine the usual pitfalls of lack of board presence to hold objectives etc are an issue, but wondered if anyone had any stories to share


Do you mean mono four knights list ir 4 knight's plus 32 scum?
As they are vastly different armies.

Mono 4 knight's was working rather well for me untill the FW Knights got nerfed.
The problem is that list struggles for CP when your going to want maximum relics or Warlord traits usually I would start with maybe 5CP out of the 9CP.
You also have limited board presence and hence the knights need to be self sufficient and able to death bubble if required.

This isn't really possible now.
   
Made in gb
Aspirant Tech-Adept






Knights + Loyal 32/rusty 17

Tbh after they started nerfing/adjusting things on a soup basis it kind of forces you to soup rather then deter you

I cite Taranis darkest hour as my reason for this. 2CP it’s possible but expensive in mono knights. 3CP it became too much and I had to start souping

This message was edited 1 time. Last update was at 2019/08/04 07:48:34


 
   
Made in us
Been Around the Block




Thinking about using the onager eradication beamer to convert some lightning lock armigers because it kind of looks like it would be tesla coil type weapon, opinions? Anybody doing conversions with different weapons?
   
Made in us
Hardened Veteran Guardsman




Georgia

I recently acquired a Valiant. What are the thoughts for making the most of this in a competitive list?

I'm leaning toward one of these options:

1. Junior Afleje style list...valiant/crusader/gallant with 2 guard battalions

2. Valiant in super heavy aux with tank commanders and infantry

3. Valiant with BA supreme command and loyal 32

I'm open to suggestions. Thanks!

 
   
Made in us
Regular Dakkanaut




I think that one of the main strengths of the Valiant is its super-flamer. House Hawkshroud makes the best use of it (which is probably why Junior uses that house) as their strategim allows you to overwatch on behalf of your guard with that nasty flamer (and harpoon, I guess?) then heroically-intervene 2d6 inches with a knight to support whatever is being charged.

The counter-charge approach also allows you to help with some of the Valiant's disadvantages. Its pretty short ranged, slow, and vulnerable to dedicated melee.
   
Made in ie
Regular Dakkanaut






So I know the Knight Lancer has taken a bit of a hit with the latest rules update, but I'm still of the opinion that it's the coolest looking Knight.

Is there any viability in running 2 of them? I have one at the moment that has yet to reach the table top, but I had intended to get a second for rule of cool.

I'm not very competitive and neither is my meta, so I'm not too pushed if it's not the most effective points usage.

The two would be played with a bully IG list of hellhounds, bullgryns and infantry.

Typically I play against a gunline DA list with Azreal and a lot of plasma/lascannons or against a fairly random Chaos Space Marines list.

   
Made in de
Blood Angel Neophyte Undergoing Surgeries



Bonn

As Knights lack psychic defense I was wondering, if the holy 17 won't help us. Instead I usually read about the rusty 17 and the loyal 32. Are Sororitas-allies just bad? Or simply not available as only few people own them? I mean a 4+ Strategem to end wartime and so on seems good to me. Add a Culexus for fun.

Fluff for the fluff-gods! 
   
Made in gb
Ambitious Acothyst With Agonizer





Covenant wrote:
As Knights lack psychic defense I was wondering, if the holy 17 won't help us. Instead I usually read about the rusty 17 and the loyal 32. Are Sororitas-allies just bad? Or simply not available as only few people own them? I mean a 4+ Strategem to end wartime and so on seems good to me. Add a Culexus for fun.


Rusty/logical 17, get access to a 4+ deny stratagem too if you run them as gria.

This message was edited 1 time. Last update was at 2019/08/05 13:09:52



 
   
Made in gb
Regular Dakkanaut




I'm running this list for the LWG Open. Its was inspired when I ran an evesor assassin alongside Bobby G and enjoyed hitting on 2s reroll 1s so much I decided I wanted more of it.

Spoiler:
++ Super-Heavy Auxiliary Detachment (Imperium - Space Marines) [18 PL, 400pts, 3CP] ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

+ Lord of War [18 PL, 400pts, 3CP] +

Roboute Guilliman [18 PL, 400pts, 3CP]: Warlord

++ Super-Heavy Detachment +3CP (Imperium - Imperial Knights) [43 PL, 792pts, -2CP] ++

+ No Force Org Slot [-2CP] +

Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait [-1CP]

Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom [-1CP]

Household Choice: Questor Imperialis
. House Mortan

+ Lord of War [43 PL, 792pts] +

Armiger Warglaives [9 PL, 162pts]
. Armiger Warglaive [9 PL, 162pts]: Character (Knight Lance), Heavy Stubber [2pts]

Armiger Warglaives [9 PL, 162pts]
. Armiger Warglaive [9 PL, 162pts]: Heavy Stubber [2pts]

Knight Crusader [25 PL, 468pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber [2pts], Heirloom: Endless Fury, Ironstorm Missile Pod [16pts], Thermal Cannon [76pts], Warlord Trait: Landstrider
. Avenger Gatling Cannon w/ Heavy Flamer [89pts]: Avenger Gatling Cannon [75pts], Heavy Flamer [14pts]

++ Brigade Detachment +12CP (Imperium - Astra Militarum) [60 PL, 808pts, -1CP] ++

+ No Force Org Slot [-1CP] +

Regimental Doctrine: Regiment: Tallarn

Vigilus Defiant [-1CP]: Emperor's Wrath Artillery Company [-1CP]

+ HQ [16 PL, 231pts] +

Company Commander [2 PL, 31pts]: Boltgun [1pts], Chainsword, Emperor's Wrath

Company Commander [2 PL, 30pts]: Chainsword, Display Astra Militarum Orders, Emperor's Wrath, Laspistol

Tank Commander [12 PL, 170pts]: Display Tank Orders, Heavy Bolter [8pts]
. Command Punisher [20pts]: Turret-mounted Punisher Gatling Cannon [20pts]

+ Troops [18 PL, 240pts] +

Infantry Squad [3 PL, 40pts]
. 9x Guardsman [36pts]
. Sergeant [4pts]: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman [36pts]
. Sergeant [4pts]: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman [36pts]
. Sergeant [4pts]: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman [36pts]
. Sergeant [4pts]: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman [36pts]
. Sergeant [4pts]: Laspistol

Infantry Squad [3 PL, 40pts]
. 9x Guardsman [36pts]
. Sergeant [4pts]: Laspistol

+ Elites [5 PL, 58pts] +

Astropath [1 PL, 26pts]: Laspistol

Commissar [2 PL, 16pts]: Bolt pistol [1pts]

Commissar [2 PL, 16pts]: Bolt pistol [1pts]

+ Fast Attack [9 PL, 110pts] +

Armoured Sentinels [3 PL, 40pts]
. Armoured Sentinel [3 PL, 40pts]: Plasma Cannon [10pts]

Armoured Sentinels [3 PL, 35pts]
. Armoured Sentinel [3 PL, 35pts]: Multi-laser [5pts]

Scout Sentinels [3 PL, 35pts]
. Scout Sentinel [3 PL, 35pts]: Multi-laser [5pts]

+ Heavy Support [12 PL, 169pts] +

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team [11pts]: Mortar [5pts]
. Heavy Weapon Team [11pts]: Mortar [5pts]
. Heavy Weapon Team [11pts]: Mortar [5pts]

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team [11pts]: Mortar [5pts]
. Heavy Weapon Team [11pts]: Mortar [5pts]
. Heavy Weapon Team [11pts]: Mortar [5pts]

Wyverns [6 PL, 103pts]: Emperor's Wrath
. Wyvern [6 PL, 103pts]: Heavy Bolter [8pts]

++ Total: [121 PL, 2,000pts] ++


I know running Bobby G with knights is nothing new so if people have tips I'd appreciate it. Mortan get the +1 to hit when charged/charging so thats a high number of hitting on 2s reroll 1s. Also the combo of Bobby g and Landstrider in vicinity of an armiger gives a threat range of 20" + 3d6 if you use the advance and charge strat.

As a result of taking the guard brigade and bobby as my warlord I'll have a good amount of CP. I fully accept that by keeping my crusader in reserve I miss out on 1 turn of shooting but if I know I'm going second it guarantees at least two rounds of shooting (fight after death strat). Have people tried this many times?

If I know I'm going second (missions 2,4,6 on ITC) or its going to go to a dice roll I plan to keep the crusader off the board till t2. T1 I'll push armigers, bobby and tank commander up one flank. T2 I'll bring the crusader on within 6" of the board edge (which is differently worded to the Tallarn strat and dagger relic which specifiy "wholly within 6"). If the crusader is within 12" of bobby he'll just have a 6" charge to combat. If I am going first then I'd place the Crusader with landstrider near the armigers and then sprint them forward.

Since the nerf I've been running my crusader instead of my castellan. I did some maths and while the a combo of "The black pall" and rotate ion shields is less effective than the old 3++ against BS3 enemies (only about 1.4%), its eqully effective against Bs4 enemies, and better against BS5. How come we aren't seeing a mass conversion of castellan players to House Mortan. Its an indication that the 100 points increase was too much..

Currently I'm running the Endless fury relic as combo'd with Bobby Gs reroll 1s to hit it results in a lot of hits. I have be tempted by the 2+ armour relic or the 5++ in cc (bumped to 4++ in cc with strat). I'd be keen to hear others thoughts.
   
Made in gb
Aspirant Tech-Adept






Does it have a knight in it?
Does it have a wyvern in it?
Does it have a tank commander punisher in it?

All 3 tick my box so I’m a big fan haha

I’ve only recently been experimenting with Mortan so it’s a bit too early for me to say much. As someone who’s been slapped about by alaitoc eldar on a few occasions it really does bring a smile to my face to be able to drop planes out of the sky with ease.

Have you had much practice games with it?
   
Made in gb
Regular Dakkanaut




A few tweaking games mostly against orks, Tau and other imperium.

I was running the guard as Catachan, then Mordian but there were a lot units that ended up useless (commisars did nothing as both already had ld 8. Sentinels couldn't move and shoot, pointless taking a punisher tank commander as catachan). I think I've found the sweet spot with Tallarn as they make use of all units and they can keep up with Bobby G and the armigers. I have the option to place 7 units in reserve for 7CP. Its too pricey but does give options.

Tau are particularly tough as once you enter their rapid fire range the knights are in trouble. Keeping the crusader in reserve is a must against the gunline. I spent T1 using mortars and Wyvern to take out the grav drones (Its an easy butchers bill and if you hide properly will probably give you kill more in ITC)

Against orks, Bobby G, evesor combo countercharging was hilariously awesome. Crusader benefits from Bobbys reroll 1s (in shooting, cc and overwatch) Ork Relic SSAG is the bane of my vehicles life. It seems a waste to spend 3CP putting the crusader in reserve against orks but if I know they're going first they'll get to fire off mek gunz, lootas/freebootas and SSAG can put out some pain.

The list may struggle against other Knights. I'll have to get someone to run my castellan against me. Previously against Knights I've been a big fan of forcing a 3CP rotate ion shield and then just using low AP weapons that are uneffected against that knight. Endless fury is pretty good and benefits greatly from Bobbys reroll 1s in overwatch.
   
Made in gb
Aspirant Tech-Adept






Knight brothers,

How are we feeling about these marines player buffs. Do we think we will be in for a tough time?

Anyone had much success of late to share?
   
Made in gb
Longtime Dakkanaut





UK

 Ideasweasel wrote:

How are we feeling about these marines player buffs. Do we think we will be in for a tough time?

Devastator Doctrine will have negligible effect va Ion Shields.

Tactical Doctrine will see a lot of use and I suspect that massed Ap-1/2 bolter fire is going to sting, particularly against Armigers. Even needing 6s to wound against our big Knights, there is still the risk of death by a thousand paper-cuts.

Assault Doctrine will probably not matter often as it does not kick in until T3. Whilst there is some risk of massed attacks as with the Tactical Doctrine, I don't think it will be so bad as Marines in melee with Knights are just one tap-dance away from being squished.

The various Chapter traits that are coming through will certainly make Marines stronger. With Shock Assault, watch out for more Smash Captains, even if Thunder Hammers did nearly double in price.

Marines do not gain much durability but certainly hit harder.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in gb
Aspirant Tech-Adept






Anyone still playing knights?

These new super buffed white scars look quite formidable. I’m not quite sure how to change my list to deal with the influx of marines but maybe going for 3 knights + 2 Guard Battalions is the way.

Try and screen them out as best I can. Do those among our number have plans to bring the big guys to any upcoming tournaments?
   
Made in gb
Longtime Dakkanaut




 Ideasweasel wrote:
Anyone still playing knights?

These new super buffed white scars look quite formidable. I’m not quite sure how to change my list to deal with the influx of marines but maybe going for 3 knights + 2 Guard Battalions is the way.

Try and screen them out as best I can. Do those among our number have plans to bring the big guys to any upcoming tournaments?

Finally gave up on mono knights when thw FW ones got nerf batted thanks to the new choas codex.
   
 
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