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![[Post New]](/s/i/i.gif) 2018/04/10 18:14:07
Subject: Imperial Knights New Codex Discussion
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Longtime Dakkanaut
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Yeah. Like I said, we just see them used differently. If we're lucky, we'll have options for both.
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Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.
I have a problem.
Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.
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![[Post New]](/s/i/i.gif) 2018/04/11 07:00:01
Subject: Imperial Knights New Codex Discussion
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Ancient Venerable Dreadnought
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EnTyme wrote:I'd rather have the option to bring Armigers as cheap anti-horde while the Knights provide anti-tank, Kan. More options are always better.
This is how I envision using the Armigers. 3-4 of them pushing out in front absorbing wounds so that their leige remains untouched. I want as many options as possible.
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![[Post New]](/s/i/i.gif) 2018/04/11 09:06:39
Subject: Imperial Knights New Codex Discussion
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Battlewagon Driver with Charged Engine
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Kanluwen wrote:
This is something I've been mulling over for awhile with regards to battle cannons and things like that. I've been thinking about trying out something where for each casualty inflicted with that weapon, models surrounding them have to make a save or suffer a Wound as well from just being in the wrong place at the wrong time.
That's a cool rule. I could see something like "For every save roll of 1 this weapon causes an additional mortal wound", meaning the unlucky guy trying to push his friend out of the way not only fails that but also bites it
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![[Post New]](/s/i/i.gif) 2018/04/11 09:19:57
Subject: Imperial Knights New Codex Discussion
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Norn Queen
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Mortal wounds would be too much. An extra normal wound would be fine.
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![[Post New]](/s/i/i.gif) 2018/04/11 09:25:03
Subject: Imperial Knights New Codex Discussion
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Ambitious Acothyst With Agonizer
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I'd also like knights to be able to measure from their hull rather than their base. That way a 6" tall knight can actually fight a unit on top of a ruin... Currently you measure from the base so as soon as a unit is on the first floor of a ruin you can't assault them.
That or give the armiger a harpoon gun option for pulling units towards it.
I'm hoping that's what this is:
Edit: maybe weapons who's strength doubles the toughness of its target inflict two hits for every hit?
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This message was edited 2 times. Last update was at 2018/04/11 09:27:13
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![[Post New]](/s/i/i.gif) 2018/04/11 09:48:59
Subject: Imperial Knights New Codex Discussion
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Battlewagon Driver with Charged Engine
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I initially thought that but say it only applies to a select few weapons, like the rapid fire battle cannon in this instance. Say you luck out and roll 12 shots from the 2d6, out of those 12 roughly 8 hit assuming no modifiers. If you're shooting at some t4 unit roughly 7 of those will wound which would result in 1 or 2 (if, again, you get slightly lucky) mortal wounds in addition. This is based on maximum amount of shots and more likely it's a 50/50 shot that you get an additional mortal wound. That's not really all that powerful, and mostly a fun little fluffy twist in my opinion. Automatically Appended Next Post: Mushkilla wrote:I'd also like knights to be able to measure from their hull rather than their base. That way a 6" tall knight can actually fight a unit on top of a ruin... Currently you measure from the base so as soon as a unit is on the first floor of a ruin you can't assault them.
YES! I had forgotten fow much I hate things hiding in ruins on objectives I cannot get to. This would at least make it more dangerous for them
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This message was edited 1 time. Last update was at 2018/04/11 09:50:27
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![[Post New]](/s/i/i.gif) 2018/04/13 11:12:09
Subject: Imperial Knights New Codex Discussion
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Speedy Swiftclaw Biker
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Here's a question for you guys:
Does anyone think there will be an optional way of playing this Codex for Chaos/Renegade Knights?
As it stands, my Chaos Space Marines have an allied superheavy aux detachment with a Renegade Knight to make up their 2000pts. I'm kinda curious as to whether I ought to be buying the Knights Codex when it comes out to stay relevant or whether I'd be carrying on using the Index rules.
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10,000 30K/40K Space Wolves, 6000pts 30K Iron Warriors, 3200pts Daemons of the Ruinstorm
3500pts AoS Maggotkin of Nurgle, 3000pts AoS Stormcast Eternals, 2000pts AoS Skaven
1800pts Middle-earth Rivendell, 1000pts Grey Company, 600pts Iron Hills
1800pts Middle-earth Angmar, 1100pts Moria, 1000pts Dol Guldur
Blood Bowl Skaven, Blood Bowl Orcs
Blog | Twitter | Instagram | Middle-earth SBG Hero Tracker - now on the Play Store! |
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![[Post New]](/s/i/i.gif) 2018/04/13 12:15:33
Subject: Imperial Knights New Codex Discussion
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Longtime Dakkanaut
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Haanz wrote:Here's a question for you guys:
Does anyone think there will be an optional way of playing this Codex for Chaos/Renegade Knights?
As it stands, my Chaos Space Marines have an allied superheavy aux detachment with a Renegade Knight to make up their 2000pts. I'm kinda curious as to whether I ought to be buying the Knights Codex when it comes out to stay relevant or whether I'd be carrying on using the Index rules.
I don't expect it, no.
Purely because GW could release another book, charge the same amount, and call it the Renegade version.
The fact that we can even suggest that means they likely have, as well.
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Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.
I have a problem.
Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.
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![[Post New]](/s/i/i.gif) 2018/04/13 12:43:19
Subject: Imperial Knights New Codex Discussion
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Hard-Wired Sentinel Pilot
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Haanz wrote:Here's a question for you guys:
Does anyone think there will be an optional way of playing this Codex for Chaos/Renegade Knights?
As it stands, my Chaos Space Marines have an allied superheavy aux detachment with a Renegade Knight to make up their 2000pts. I'm kinda curious as to whether I ought to be buying the Knights Codex when it comes out to stay relevant or whether I'd be carrying on using the Index rules.
I tend toward pessimism on this issue also, BUT there is one thing that gives me some hope. There's a very strong, well sourced rumour, that the Renegade Box Set is getting re-released - supposedly around a *similar* time frame to the Knight Codex. This makes me think that even if it's handled by errata, there might be some thought toward prevision for Renegade Knights by GW.
Fingers crossed eh?
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![[Post New]](/s/i/i.gif) 2018/04/13 13:38:16
Subject: Imperial Knights New Codex Discussion
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Courageous Space Marine Captain
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Stompy feet should be made better against small stuff, worse against anything else. There should be a reason to bring the dedicated melee weapons. The shield should absolutely work in the melee. It is crazy that it doesn't. These things are supposed to go toe to toe with the most dangerous stuff in the game. It is really boring that the strongest build is just to take all shooty weapons and sit back and shoot, and the shield not working in melee further encourages that. Man, tanks can do that, I want to chop things to pieces with giant chainswords!
And yes, Armigers should tools to handle small fray. The big knights should be the ones heroically dealing with the most dangerous foes.
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![[Post New]](/s/i/i.gif) 2018/04/13 13:46:45
Subject: Imperial Knights New Codex Discussion
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Locked in the Tower of Amareo
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If they don't change the base price of armigers, that model is dead to me. Even 175 is pushing it for the melta version. It's a crappy predator.
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![[Post New]](/s/i/i.gif) 2018/04/13 17:19:19
Subject: Imperial Knights New Codex Discussion
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Lone Wolf Sentinel Pilot
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Haanz wrote:Here's a question for you guys:
Does anyone think there will be an optional way of playing this Codex for Chaos/Renegade Knights?
As it stands, my Chaos Space Marines have an allied superheavy aux detachment with a Renegade Knight to make up their 2000pts. I'm kinda curious as to whether I ought to be buying the Knights Codex when it comes out to stay relevant or whether I'd be carrying on using the Index rules.
I haven’t looked at the renegades, but I imagine if they should, they could possibly make a catch-all book in the future, maybe with assasssins or other obscure units.
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If the truth can destroy it, then it deserves to be destroyed. |
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![[Post New]](/s/i/i.gif) 2018/04/13 20:58:26
Subject: Imperial Knights New Codex Discussion
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Longtime Dakkanaut
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From what I read on BoLS they mentioned that there would be more variants of the Armigers in terms of weaponry from either Adepticon or a podcast if anyone can confirm
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2018/04/14 09:59:37
Subject: Imperial Knights New Codex Discussion
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Hard-Wired Sentinel Pilot
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gmaleron wrote:From what I read on BoLS they mentioned that there would be more variants of the Armigers in terms of weaponry from either Adepticon or a podcast if anyone can confirm Pretty much. It's been noticed that there should be additional sprues (via numbering etc) present for the Armigers which weren't in the Forgebane box. It's a reasonably safe conclusion that this indicates additional options we haven't seen yet. Of further note, an individual who was the source for the early rumours of the now announced Castellan and a bunch of other Knight info that's since been confirmed, also predicted further named 'Armiger' variants, as well as another Knight supposedly called the 'Valiant' which sounds very much like something akin to a plastic Knight Lancer kit from its load out. As with all rumours, take with a pinch of salt, however this source *has* been proven correct regarding their predictions so far.
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This message was edited 1 time. Last update was at 2018/04/14 10:00:54
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![[Post New]](/s/i/i.gif) 2018/04/14 22:38:21
Subject: Imperial Knights New Codex Discussion
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Lone Wolf Sentinel Pilot
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If someone made a IK list with a couple or few knights and maybe 4 armigers, depending on how points will cost with the new codex, with a battalion of guard to assist, would it be worth it to take a few Tech-Priest Engineseer, or is only one wound healing per model not worth it?
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If the truth can destroy it, then it deserves to be destroyed. |
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![[Post New]](/s/i/i.gif) 2018/04/14 23:38:30
Subject: Imperial Knights New Codex Discussion
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Ancient Venerable Dreadnought
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Apple Peel wrote:If someone made a IK list with a couple or few knights and maybe 4 armigers, depending on how points will cost with the new codex, with a battalion of guard to assist, would it be worth it to take a few Tech-Priest Engineseer, or is only one wound healing per model not worth it?
you could give your warlord (enginseer or magos) the autocecadeus of Arkan Land and re-roll the wounds healed.
I'm going Admech aligned so I want to run them this way but skitarii vanguard instead.
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![[Post New]](/s/i/i.gif) 2018/04/15 01:10:53
Subject: Imperial Knights New Codex Discussion
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Lone Wolf Sentinel Pilot
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Racerguy180 wrote: Apple Peel wrote:If someone made a IK list with a couple or few knights and maybe 4 armigers, depending on how points will cost with the new codex, with a battalion of guard to assist, would it be worth it to take a few Tech-Priest Engineseer, or is only one wound healing per model not worth it?
you could give your warlord (enginseer or magos) the autocecadeus of Arkan Land and re-roll the wounds healed.
I'm going Admech aligned so I want to run them this way but skitarii vanguard instead.
In the end, the warlord will probably be a Knight, and my allies will be IG since I have their codex. But, thanks anyway.
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If the truth can destroy it, then it deserves to be destroyed. |
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![[Post New]](/s/i/i.gif) 2018/04/16 11:57:19
Subject: Imperial Knights New Codex Discussion
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Hard-Wired Sentinel Pilot
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Racerguy180 wrote: Apple Peel wrote:If someone made a IK list with a couple or few knights and maybe 4 armigers, depending on how points will cost with the new codex, with a battalion of guard to assist, would it be worth it to take a few Tech-Priest Engineseer, or is only one wound healing per model not worth it?
you could give your warlord (enginseer or magos) the autocecadeus of Arkan Land and re-roll the wounds healed.
You could, but I'm pretty sure you still only get to heal a single wound on a Knight, so the re-roll wouldn't help much (or at all). The only way I know of for Imperial / Mechanicus Knights to get better than a single wound heal, is via the Necromechanic Warlord trait (which would give you two wounds healed).
Renegade Knights fair better as Hellwrights can (if memory serves) still heal D3, but then you lose out on all Stratagems, so no 'Rotate Ion shields' etc for the better invuln saves :/
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This message was edited 2 times. Last update was at 2018/04/16 11:57:54
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![[Post New]](/s/i/i.gif) 2018/04/16 12:16:22
Subject: Imperial Knights New Codex Discussion
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Regular Dakkanaut
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From what I saw in the Forgebane set, I would guess that we get at least 7 (3 for Questor Imperialis, 3 for Questor Mechanicus and whatever they will do with Freeblades) different households to choose from.
Which I find quite exciting.
I really wonder if they would implement the double fight phase stratagem that many other armies have for the knights. 24 stomp attacks or 8 reaper chainsaw attacks are more then enough to bring almost any monster down and would get me quite excited for some close combat action with my knights.
I would also guess they will do something again with the Ion Shieldwall theme they had in the formations of the 7th edition. That way multiple knights standing together would be tougher then a single one.
All in all really excited about this one. Hope we get a sneak peak as soon as possible.
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This message was edited 1 time. Last update was at 2018/04/16 12:17:36
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![[Post New]](/s/i/i.gif) 2018/04/16 12:51:08
Subject: Re:Imperial Knights New Codex Discussion
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Lone Wolf Sentinel Pilot
PA Unitied States
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I doubt they will be viable as a pure list, the "Super" Knight will most likely be far too expensive to field for one target. Not to mention many local events still have a power level cap, and I'd feel the "super" Knight will be more than 30 PL. The Armigers may be a cheap unit to field, but I still don't see it helping against plasma spam with so few total wounds in a pure list.
Just my opinion
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22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ |
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