Vash108 wrote:
Araenion wrote:Imperial Knight isn't a good counter to a WK, or Eldar. It IS a very good unit vs Tau in general and deadly if it gets into
CC with a Riptide.
Being
GK, one of the more powerful armies out there, you do have the tools to deal with Eldar and our WK, but it's not an Imperial Knight, who is a real jack-of-all-trades, as it can take on any unit in the game except those specifically designed to kill vehicles, which a Wraithknight definitely is. Also, Fire Dragons, Swooping Hawks, Warp Spiders, Seer Council, Shining Spears, Crimson Hunter and War Walkers, etc...most of the Eldar codex is pretty good at killing an Imperial Knight. Also don't fear Invisi as much (Stomp doesn't roll to hit, does it?), Misfortune is a much bigger concern, because it can give Scatterlasers rending (the only gun in Eldar army that's widely taken, isn't natural AP2 or doesn't have Bladestorm), which is absolutely devastating against anything. Full stop. The power is also WC1.
I was debating adding a knight to my
GK. I run into a lot of Eldar. What do you suggest instead? I was hoping it could help pop serpents.
As a
GK player myself, I went with the Knight Errant to help pop armor. Paladins are good but the Errant help fill in the gap when don't have a lot of things with
AP 1 or 2. Using an Errant in combination with 2
DKs seems to be the way to run a Knight in a
GK army but some people prefer the Paladin for the flexibility.