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Made in us
Regular Dakkanaut




Well, I believe it is +1 to advance, charge, pile-in, and consolidates. It also allows you to ignore movement and advance penalties, so you can move your slower knights (I miss my 12'' move!) through woods or craters.

If I remember correctly, Freeblade Lance regenerates a wound and ignores Advance and Charge modifiers, which is a side-grade on the Imperialis side of things.

I think that Imperialis is committing to a melee approach to the game. They are faster and more aggressive. I also like their custom house traits more than Mechanicus.
Mechanicus has better stratagems and are tougher to kill. They have some really good shooting tricks. Freeblade lance lets you kinda pick and choose between the other two, while not being as specialized in either role. I really favor House Griffith, Raven, Taranis, and the Freeblade Lance.
   
Made in gb
Aspirant Tech-Adept






Well I’ve just completed my first game with the book.

Got my codex on Tuesday. Played my friends sisters. He has a fairly old school list with vahl Celestine, host of characters like dogmata, cannoness with remove invulnerables etc. He had an exorcist and a couple of rhinos, 1 filled with melta girls. Repentia. Zehpheryn etc. All the toys

I ran Taranis

Crusader pimped to spit out mortal wounds (Taranis trait and endless fury) -1D in DZ.

Preceptor to buff the warglaives 2+ litanies relic 4++ vs shooting

Errant 4++ melee, vox bondsman 5+ CP regen

4 warglaives

We played the 4 objective map which with the no scout moves. In theory great for me. I chose grind them down, stranglehold and the new shadow operations one to do an action in 6” from the middle. (I had chosen the shoot and do an action as my 3rd litany, Tesla for the 2nd, and the most important was the 5+++ if bonded aura at 1)

I went first and couldn’t really see much. Killed an rhino that couldn’t really hide. I had moved into position for stranglehold but the reduced movement and me being an idiot meant I couldn’t do our new action as it required a warglaive to advance into the middle objective - whoops - who knew losing 2” would be such a big deal

The rest of the game fell apart really quickly so I won’t go into too much detail but highlights include my shooting being hilariously bad (I think we are a mostly melee army now. Just our guns feel meh even if you roll well) a knight took 55 wounds by a squad of repentia. Yup. If only we could trade up 3x our points hey! And me of course rolling a 2 for the get back up again stratagem. I wasn’t able to trade efficiently and found the big guys to be a massive liability still. Sisters being able to trade up 3x is....well it is what it is I guess

I’m not really feeling mechanicum so I think I’m going to try a really strong imperials shield build

Giant castle to turtle up on a couple of objectives and abuse transhuman -1D bubble and 4++ both phases invulnerable save. It’s kinda crazy how armigers can end up being tankier than the big guys.

I’m still undecided on the book. I won’t read too much into today’s game as it was mostly trying out the mechanics. But a few of our glaring problems aren’t fixed. So I do have a few concerns but hopefully with practice and a more armiger heavy build I can eek a few wins. I’ve been playing 1 and 10 or 2 and 7 for the last few months prior to this book and doing ok so I think now more than ever leaning into codex:Armigers is the way to go





Automatically Appended Next Post:

Ps.

Im seeing a lot of feedback on the webs is imperials is not great. As someone with the book people are sleeping on the imperials side

The chivalric system favours melee. Imperials side has better melee options. Also the exalted court stuff is leagues better on the imperials side

If you are worried about what you miss out on by going imperials (ignore bracket on a model and mortal wound 5+++ on a model strats. Just play as hawkshroud cause you count as double wounds and can get a FNP for mortals

But since you are going to be spamming armigers with a 4++ -1D 5+++ aoe bubble. Yeah it’s crazy. The high monarch ability is just bonkers good.

This message was edited 7 times. Last update was at 2022/05/12 22:53:13


 
   
Made in jp
Battleship Captain






The Land of the Rising Sun

 Ideasweasel wrote:

The rest of the game fell apart really quickly so I won’t go into too much detail but highlights include my shooting being hilariously bad (I think we are a mostly melee army now. Just our guns feel meh even if you roll well) a knight took 55 wounds by a squad of repentia. Yup. If only we could trade up 3x our points hey! And me of course rolling a 2 for the get back up again stratagem. I wasn’t able to trade efficiently and found the big guys to be a massive liability still. Sisters being able to trade up 3x is....well it is what it is I guess


Durability on a real tabletop was the issue before, and still is. But I guess that to whoever designed the book 24w looks really powerful probably because they are not playing on an enviroment where a 6 to hit means an auto wound (IG, Necrons...) or Shuriken weapons turning your armor into a 6, and so on...

We can also panic a bit when the upcoming rules halving CPs hit out formations. Starting with 0 CPs is going to be a riot.

M.

This message was edited 1 time. Last update was at 2022/05/13 03:55:03


Jenkins: You don't have jurisdiction here!
Smith Jamison: We aren't here, which means when we open up on you and shred your bodies with automatic fire then this will never have happened.

About the Clans: "Those brief outbursts of sense can't hold back the wave of sibko bred, over hormoned sociopaths that they crank out though." 
   
Made in us
Aspirant Tech-Adept






Anyone jealous of the chaos knights book and are we renaming this thread yet?

I look at what the chaos book can do and I feel the twinge of the green eyed monster. Being able to make a questoris knight not fall over to light breeze is pretty good. Wish we had such durability buffs - we have a few scattered bout locked behind sub faction paywalls but nothing like the amount they can stack.

Anyone got any positives. One thing I find cool is how much CP we have. (until the chapter approved 1/2 CP nerfs) It is nice being able to actually use our stratagems for a change. So thats cool
   
Made in us
Regular Dakkanaut




Imperial Knights have access to huge mortal wound spam. Mechanicus knights can turn a melta hit into D6+4 mortals, and Imperial Knights can do something similar with melee weapons and Helm of the Forgotten Warrior. It allows us to specialize a little more and not suck at anti-horde or anti-elite.

The Imperial Knight ability to power up Armigers is fairly insane. We want to play a more cagey game by throwing a Warglaive or two out into the midfield while the rest of the army maneuvers for lines of fire.

I really like house Griffin for an aggressive style, Taranis leans into the mortals a little more, Raven is very maneuverable and has access to more rerolls, and the Freeblade Lance lets you pick and choose some of those benefits for individual units. I'm genuinely excited to try the Freeblade Lance in particular.

Paladin (Warlord)
Mechanicus- +1 save vs D1 weapons, Ion Bulwark, Judgement, Master of Lore w/ 6s explode aura

Errant
Imperialis Noble Combatants (I'm assuming this will work for Strike profiles after FAQ), Knight Seneschal WLT, Helm of the Nameless Warrior, Herald

2x Helverins
Imperialis Hunters of Beasts, Helm of the Bastard

2x Helverins
Mechanicus Machine Focus

3x Warglaives
Imperialis Strike and Shield

You can put -1 damage, 4++ invuln in shooting and melee, advance and charge, and reroll 1s to hit and wound in both shooting and combat on two Warglaives who will also only be hit on 4+ in combat and can get transhuman with a 1 cp strat.

The Errant can use Noble Combatants to get more chances of rolling 6s to wound with a chainsword for 6 flat mortals. That is on top of the reroll a hit or wound you can get from Lay Low. The Paladin can do something similar with Judgement, which lets you do mortals with an indirect 3+d3 weapon.

Two Helverins are +1 to hit vs vehicles/monsters/characters and +1 to wound, with +1 damage vs Titanic. The Helm of Bastards also counts the second Armiger it benefits as having Bondsman, so another -1 damage for it. I'd look at outflanking the second two Helverins to threaten coming in on a flank against opponents trying to fire and fade behind cover. That forces them to either take the hit or screen out and give you shots at their screens.
   
Made in us
Aspirant Tech-Adept






Think 2 big guys is the max one can conceivably take without sacrificing the ability to play the board?

I don't hate armiger spam as much as some but I definitely would prefer to play 3 big and 4 small but it just feels after a questoris gets sniped you quickly run out of bodies

This message was edited 1 time. Last update was at 2022/05/15 16:11:40


 
   
Made in us
Regular Dakkanaut




You could run 4 big and 2 small I think. You'd be going at least two Gallants and giving up on Exalted Court buffs, though you wouldn't need many of the latter with 2 Armigers. I feel like that would be kinda weak though. I think you can get by with 3 big and 4 small reasonably well. It would take a fair amount of playtesting to see how it works.
   
Made in us
Aspirant Tech-Adept






Ah I meant 3 big 4 small.
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

I've been painting a Castellan for the last two month and by god I'm gonna use it!

I know its not the most optimal of choices as it doesn't synergies with the other units in the book well - plus the fact that it costs me an extra 3CP to bring over a questoris is darn painful :-(

I think the best way to use him is in Taranis for extra durability and the MW combo.

I'm taking two questoris and 3 armigers.

Mainly durability relics and such, can't decide between the MW helm for my Errant or the 4++.

The terrain layout will be really key to how the big boy performs and the missions could be pretty tricky given my low model count but I'm looking forward to trying.

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:deathwatch: 3,000pts
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Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I took the liberty of starting a new thread for the new book:
https://www.dakkadakka.com/dakkaforum/posts/list/805107.page
See you all there!

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
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