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Made in fi
Fresh-Faced New User




The House Raven Warlord Trait might well be worth it. Any and all survivability buffs for the big knights will help, and are a good way to spend CP. Also, Revered Knight that I used might not be necessary. I wanted to have a bit of a buffer to avoid getting dishonoured, but it was not necessary in these games. More testing needed, though.

Anyway, this list went 4-1 in a 54 player tournament this weekend:

+++ Imperial Knights / Dan Cooke / Warhammer World / May 2022 (Warhammer 40,000 9th Edition) +++

++ Super-Heavy Detachment 0CP (Imperium - Imperial Knights) [106 PL, 7CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Chivalric Oath: Oath: Defend the Realm, Oath: Protect Those in Need

Detachment Command Cost

Household Choice: Questor Imperialis
. . House Griffith

+ Lord of War +

Armiger Helverins [16 PL, 310pts]
. . Armiger Helverin: Questor Ironhail Heavy Stubber
. . Armiger Helverin: Questor Ironhail Heavy Stubber

Armiger Warglaives [16 PL, 300pts]
. . Armiger Warglaive: Meltagun
. . Armiger Warglaive: Meltagun

Knight Crusader [28 PL, -2CP, 520pts]: Exalted Court: Gatekeeper, Heavy Stubber, Heirloom: Banner of Macharius Triumphant, Heirlooms of the Household, Knight Baron, Thermal Cannon, Warlord Trait: Ion Bulwark

Knight Errant [23 PL, -2CP, 425pts]: Heavy Stubber, Heirloom: Armour of the Sainted Ion, Heirlooms of the Household, Knight Baron, Reaper Chainsword, Warlord Trait: Revered Knight

Knight Gallant [23 PL, -1CP, 445pts]: Character (Knight Lance), Exalted Court: High Monarch, Heavy Stubber, Heirloom: Sanctuary, Revered Paragon, Warlord, Warlord Trait (Griffith): Master of the Joust, Warlord Trait: Landstrider

++ Total: [106 PL, 7CP, 2,000pts] ++

Created with BattleScribe

This message was edited 3 times. Last update was at 2022/05/23 17:28:40


 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Interesting that he chose Protect Those In Need as one of his Oaths. I personally thought that one to be the weakest of them, mainly because it could put you in a spot of having to charge or heroically intervene in a situation where you don't really want to (meaning you have to choose between a bad charge/HI or incurring your Troth). Defend the Realm is probably the strongest, and he did take it as well. Master of the Joust is kind of an auto-take on a House Griffith Gallant of course. Overall I definitely like the list comp; 3 big and 4 small is probably going to be a very common sight in Knights lists.

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: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
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Fresh-Faced New User





 ZergSmasher wrote:
Interesting that he chose Protect Those In Need as one of his Oaths. I personally thought that one to be the weakest of them, mainly because it could put you in a spot of having to charge or heroically intervene in a situation where you don't really want to (meaning you have to choose between a bad charge/HI or incurring your Troth).


I think the problem is that, while Protect Those In Need is annoying and forces you to possibly charge where you don't want, the two alternatives are even easier to Troth- and with less choice or more pain on your part. With Lay Low The Tyrants, especially if you go first and have a lot of enemy out of sight or in deep strike in good cover or they're just an elite army, you might just not kill two enemy units outright the first round or two- which either Dishonors you (ouchies), or at least forces you to take a few "plus first turn honor" buffs to ameliorate. Refuse No Challenge's Troth is easy to avoid, on the other hand- by basically giving up your Fall Back and Shoot and Charge bonus for being a Titanic Super-Heavy Walker, which is presumably one of the reasons you're playing knights in the first place.

So basically, if you're just trying to tread water on oaths and not shooting for some Virtuous Combo Move... being forced to get stuck in when your Knights are already stuck in is easier not to fail than failing to kill two units every single round, or being forced never to pull out give up one of the army's key mobility advantages.

Personally, I'm going for a Shooty Knights Army, and I really, really wish I could just take Defend the Realm- especially in smaller games where I'm not sure I'll have the firepower to keep Lay Low happy.

Ah well. Hope for a Chapter Approved for a couple more low-key Chivalric options. There really isn't much in the way of options at the moment, it's mostly just 'take objectives' and three flavors of choppy melee.
   
Made in us
Regular Dakkanaut




Lay Low is probably going to cost you an honor on the first turn, but you also should be gaining an honor from Defend the Realm to remain at Honor 1/Honored. The rerolls you get from Lay Low are huge for the army generally, and if you can get to Virtuous its even better. Combine that with other honor-gaining possibilities like the Princeps stopping you from losing an honor or gaining an honor from the Reaffirm Oaths secondary and you should be net positive honor over time.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Feadair wrote:
I played my first games with the new Codex this weekend. I played against a tooled-up Grey Knights list with a Paladin bomb, MW Librarian, Draigo and Dreadknights, plus Strikes and a few Interceptors. Imperial Knights won both games, while before the Codex Grey Knights tended to win. We played Tempest of War missions. The list:

++ Super-Heavy Detachment 0CP (Imperium - Imperial Knights) [106 PL, 9CP, 1,995pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Chivalric Oath: Oath: Defend the Realm, Oath: Lay Low The Tyrants
Household Choice: Questor Mechanicus
House Raven

+ Lord of War +
Armiger Helverins [16 PL, -1CP, 310pts]
Armiger Helverin: Heirloom: The Bastard's Helm, Heirlooms of the Household, Questor Cognis Heavy Stubber
Armiger Helverin: Questor Cognis Heavy Stubber

Armiger Warglaives [24 PL, 435pts]
Armiger Warglaive: Questor Cognis Heavy Stubber
Armiger Warglaive: Questor Cognis Heavy Stubber
Armiger Warglaive: Questor Cognis Heavy Stubber

Armiger Warglaives [16 PL, 290pts]
Armiger Warglaive: Questor Cognis Heavy Stubber
Armiger Warglaive: Questor Cognis Heavy Stubber

Knight Errant [25 PL, 480pts]: Character (Knight Lance), Exalted Court: Princeps, Heavy Stubber, Heirloom: Armour of the Sainted Ion, Ironstorm Missile Pod, Reaper Chainsword, Warlord, Warlord Trait: Revered Knight

Knight Errant [25 PL, -2CP, 480pts]: Exalted Court: Master of Lore, Heavy Stubber, Heirloom: Sanctuary, Heirlooms of the Household, Ironstorm Missile Pod, Knight Baron, Reaper Chainsword, Warlord Trait: Ion Bulwark

Lessons learned:
- Do not trust Battlescribe blindly, there are still errors in the Weapon Profiles
- House Raven and Knights Errant work very nicely together. The list combines mobility and lethality. I was able to dictate where battles took place, avoiding the scary but slow Paladin bomb, Librarian and Draigo, which did take the central objective, but achieved little else.
- The big knights can and will be focused upon. In the first game the opponent was just able to bring one Errant down on turn 1, but he had to devote all his resources to it and was badly positioned for the counter attack. In the second game, the Errant lived on two wounds. The big knights need defensive relics and stratagems.
- We are a CP hungry army. Stratagems like Martial Power and Machine Spirit Resurgent eat through the CP quickly.
- Armigers with the -1 to damage are a huge nuisance for Grey Knights. The opponent (I think correctly) tried to ignore them and go for the Errants, but never came close to bringing both of them down.
- It was easy to stay Honoured, and getting to Virtuous is not that hard either.
- It is hard to remember which of the Armigers are affected by the Bondsman abilities and which ones are not (I also frequently forgot the +1 to Wound from the Bastard’s Helm). Bring suitable counters.
- When doing charges, pile-ins, consolidations etc you need to remember to keep Errants and Armigers within 12” of each other so that you can use the Bondsman abilities again in your next Command Phase. This is easy to mess up.
- The list worked well. I am not sure the Exalted Court picks are optimal, but otherwise I would not change things based on these practice games.
- Next I will face some Tau. Time to die, methinks.

Thanks for sharing. Gives some inside. Shows that IK can be viable with a 2+7 list.
I'd take a Castellan instead of a 2nd Errant and drop one Armiger for this.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
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 wuestenfux wrote:

Thanks for sharing. Gives some inside. Shows that IK can be viable with a 2+7 list.
I'd take a Castellan instead of a 2nd Errant and drop one Armiger for this.


I would be wary of going down to just one Errant. If the opponent goes first, they will try to take it out and may well succeed. Two provides redundancy. The key trick of the list (advance, shoot and charge) will still work.
   
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The Great State of New Jersey

delete me

This message was edited 1 time. Last update was at 2022/05/24 16:34:34


CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

I think my biggest problem with the honor stuff is its really NOT that great of a benefit over all with the exception of the CP generation. You have to manage a lot of variables otherwise for a +1 to hit in melee or a heroic intervention instead of just focusing on the game.

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Regular Dakkanaut




So I’m a little confused because I can’t find a clear answer in the book.

Does the crusader pay to swap the thermal to a battlecannon? There is no points cost in the book for a battlecannon but BattleScribe shows it costing to change the crusaders thermal to a battlecannon. I want to make sure because it affects my list building
   
Made in us
Regular Dakkanaut




Go with the book over Battlescribe. There are more than a few errors in the first draft of their Knights update. It will get sorted out over time. The Codex is the ultimate source of authority.
   
Made in us
Fresh-Faced New User





No, the swap is free these days. It was 30 points in the old codex, and the Battlescribe list-translator just missed the change. Just ignore the validation error or bump yourself 30 points until they fix it.

Another thing to watch out for is that they also missed the Heavy Stubber upgrade to Cognis/Ironhail- watch the weapon profiles.
   
Made in us
Regular Dakkanaut




Ok thanks guys! thats what i was thinking i just wanted to make sure since the chaos codex lists the battlecannon costing 50pts
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

Drdotts wrote:
Ok thanks guys! thats what i was thinking i just wanted to make sure since the chaos codex lists the battlecannon costing 50pts


I think their prices are different because they have more options and can double up on guns compared to being stuck with the gatling.

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Aspirant Tech-Adept






Anyone got any solutions for facing tau?
   
Made in no
Liche Priest Hierophant





Bergen

 Ideasweasel wrote:
Anyone got any solutions for facing tau?


Yes. Face them sideways. That way it is harder to get line of sight on you.

   
Made in us
Aspirant Tech-Adept






very droll

I approve
   
Made in us
Regular Dakkanaut




I think it depends on what kind of Tau. Battlesuits play different from Hammerhead spam play different from Stormsurges.

For me, I'm mostly worried about the Crisis Battlesuit spam. They are by far the most non-interactive version of the army. I can shoot Hammerheads and Stormsurges and be fairly comfortable with the results.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Goonhammer just put up a Faction Focus article about Imperial Knights, written by The Art of War's Jack Harpster:

https://www.goonhammer.com/2q22-faction-focus-jack-harpster-talks-imperial-knights/

Some good points in the article showing how our strength is in our synergy.

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: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in it
Fresh-Faced New User




Italy

Just out of curiosity: before this codex, between Knight of the Kog and the specific Metalica + Raven + Knight of the Iron Cog thingy, there were ways for playing a big knight alongside a bunch of AdMech, and benefits (or at least, non-drawbacks) for doing so.

Has this new codex changed anything on that regard?
   
Made in us
Regular Dakkanaut




You'll be able to keep the AdMech stuff but lose out on the Knights pure stuff.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Hah, you're lucky that I just spent an hour writing up my ideas on that very topic. I've been running Metalica+Raven since the supplement dropped.

I'm working from the reading of Chivalric Code that you always start at 1 honour and are honoured even if your army is mixed (you just don't get Oaths). I made a post on Reddit explaining how I think this interaction works.

The trouble with mixed Imperial Knight armies is that you want some Knights and some Armigers to maximize their synergy, but the new Knight Lances rules makes that prohibitively CP expensive. Instead, we can use multiple Auxiliary detachments. You take an Auxiliary with a Questoris, choose them as the Warlord, then Knight Lances refunds the 3 CP (but they won't be a Character unless you use Knight Baron). Using the GT rules, a second Super-heavy Auxiliary detachment refunds 2 CP because it shares a specific keyword with the Warlord.

In AdMech, you'll need to use some combination of Knight of the Cog, Wandering Hero/Agent of the Imperium, or Metalica's Knight of the Iron Cog to retain your Canticles/Doctrinas.

Here's my idea in practice:
Spoiler:
1995 points, -6 CP
House Raven Super-heavy Auxiliary Detachment (3 CP refunded due to Knight Lances, chosen as Knight of the Cog)
Knight Errant, Meltagun, Thunderstrike, Stormspear, Forgemaster, 500 [Knight Baron: Ion Bulwark -1 CP; Spirit of Kolossi; Order of Companions -1 CP]

House Raven Super-heavy Auxiliary Detachment (-1 CP due to sharing a keyword with the Warlord's detachment)
3 Armiger Warglaives, Meltaguns, 450 [Knight of the Iron Cog -1CP]

Forgeworld Metalica Patrol Detachment [-2 CP]
Enginseer, 55
2x5 Infiltrators, 190
3x10 Vanguard, 270
2x3 Raiders, 120
2 Dunecrawlers, Phosphor, Stubbers, 240
Fusilave, Chaff, 170
I'm assuming the rumors that starting CP will be halved are true. My Armigers will get Canticles and Bondsman abilities, while my Skitarii use Doctrinas. The only awkward part is the Errant doesn't get the House Raven Tradition for advancing and shooting, like the Armigers do. I elected to take Order of Companions on my Errant instead of getting Canticles from Iron Cog, because often I'll want a different Canticle on my Warglaives than my Errant. Rather than dealing with that conflict, I took the more consistent buff from Companions.

That's all the mechanics of how it fits together, but why would you do this? It's a full-court press. The extra charge bonus from Invocation of Machine Vengeance makes it really easy to turn 1 charge with Warglaives. The Raiders and Infiltrators do a great job of movement blocking and board controlling. Like my old iteration, if I go first, I am turn 1 charging your entire army.

Traditionally, my worst match-ups have been Custodes and Harlequins. I haven't played against the most cut-throat Craftworlds or Tyranids, but they'd probably overpower this list. I feel quite comfortable against the rest of the field, however.

This message was edited 1 time. Last update was at 2022/05/28 22:54:09


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Made in us
Fresh-Faced New User





Quick report of a game I just played- 1000 point Incursion vs. Eternally Expansionist Necrons.

My House Taranis forces were a Blessed Wound specced Crusader (Battle Cannon, Icarus Autocannon, Endless Fury, Blessed by the Sacristans, Master Tactician into Blessed Arms), one Helverin, and two Warglaives.

He had a big squad of Warriors backed by a Command Barge, Immortals backed by a chronomancer, a good-sized scarab swarm, and a squad of Skorpek Destroyers.

We were playing Tempest of War, scoring various card-drawn secondaries while fighting over a building in the middle of the map.

He went first, and surprised me by combining Expansionists and Scarab speed to blitz my Helverin and Crusader. The Scarabs didn't do much damage, but survived Overwatch and being wailed on by both units and an Intervening Warglaive- tieing it up for a turn. He also chipped away at the other Warglaive, taking it d down with Overwatch when I tried to charge his warriors with it on my first turn.

Then I started vaporizing his units with my Crusader, and he simply didn't have an answer. First turn the Skorpeks, second the Immortals, third the Warriors, often shooting into cover and not even needing the full firepower output to wipe a unit and stop reanimation cold. The Armigers contributed Crusader-boosted supporting fire, killing the chronomancer and eventually the Barge once they left Look Out Sir. Turn three saw us about even on points (he got a lot of primary, I racked up elimination secondaries) as I cleaned up the Barge and wiped him.

My takeaways:

1) Yikes a properly kitted out Crusader can deal out damage; I didn't even have to use Calculated Targeting (not that I really could spare the CP for it).

2) Playing the objective control game is hard for Knights, despite the Armigers having ObSec; the elimination game, less so.

3) Necrons need a balance boost.

4) The 3 CP penalty Knights pay for taking a Questoris to an Incursion game is painful, but worth it.

5) Code Chivalric has been mostly a wash so far. I took Protect Those in Need and Defend the Realm; got one Honor from one Intervention then stalled. The extra CP from Defend's Honored ability was great and all I really needed; though in a larger game or against an opponent with more units, risking Lay Low The Tyrants is a definite possibility over Protect.

So yeah, getting the new Codex shaken out and seeing how my Shooty Knights handle it. Looking forward to more games soon!
   
Made in it
Fresh-Faced New User




Italy

 DarkHound wrote:
Hah, you're lucky that I just spent an hour writing up my ideas on that very topic. I've been running Metalica+Raven since the supplement dropped.

I'm working from the reading of Chivalric Code that you always start at 1 honour and are honoured even if your army is mixed (you just don't get Oaths). I made a post on Reddit explaining how I think this interaction works.

The trouble with mixed Imperial Knight armies is that you want some Knights and some Armigers to maximize their synergy, but the new Knight Lances rules makes that prohibitively CP expensive. Instead, we can use multiple Auxiliary detachments. You take an Auxiliary with a Questoris, choose them as the Warlord, then Knight Lances refunds the 3 CP (but they won't be a Character unless you use Knight Baron). Using the GT rules, a second Super-heavy Auxiliary detachment refunds 2 CP because it shares a specific keyword with the Warlord.

In AdMech, you'll need to use some combination of Knight of the Cog, Wandering Hero/Agent of the Imperium, or Metalica's Knight of the Iron Cog to retain your Canticles/Doctrinas.

Here's my idea in practice:
Spoiler:
1995 points, -6 CP
House Raven Super-heavy Auxiliary Detachment (3 CP refunded due to Knight Lances, chosen as Knight of the Cog)
Knight Errant, Meltagun, Thunderstrike, Stormspear, Forgemaster, 500 [Knight Baron: Ion Bulwark -1 CP; Spirit of Kolossi; Order of Companions -1 CP]

House Raven Super-heavy Auxiliary Detachment (-1 CP due to sharing a keyword with the Warlord's detachment)
3 Armiger Warglaives, Meltaguns, 450 [Knight of the Iron Cog -1CP]

Forgeworld Metalica Patrol Detachment [-2 CP]
Enginseer, 55
2x5 Infiltrators, 190
3x10 Vanguard, 270
2x3 Raiders, 120
2 Dunecrawlers, Phosphor, Stubbers, 240
Fusilave, Chaff, 170
I'm assuming the rumors that starting CP will be halved are true. My Armigers will get Canticles and Bondsman abilities, while my Skitarii use Doctrinas. The only awkward part is the Errant doesn't get the House Raven Tradition for advancing and shooting, like the Armigers do. I elected to take Order of Companions on my Errant instead of getting Canticles from Iron Cog, because often I'll want a different Canticle on my Warglaives than my Errant. Rather than dealing with that conflict, I took the more consistent buff from Companions.

That's all the mechanics of how it fits together, but why would you do this? It's a full-court press. The extra charge bonus from Invocation of Machine Vengeance makes it really easy to turn 1 charge with Warglaives. The Raiders and Infiltrators do a great job of movement blocking and board controlling. Like my old iteration, if I go first, I am turn 1 charging your entire army.

Traditionally, my worst match-ups have been Custodes and Harlequins. I haven't played against the most cut-throat Craftworlds or Tyranids, but they'd probably overpower this list. I feel quite comfortable against the rest of the field, however.


A fascinating reply, thank you!
   
Made in jp
Battleship Captain






The Land of the Rising Sun

Is there any point to the carapace weapons now?

Before I used to load up on Ironstorm missiles to snipe those annoying characters, or HWT that loved hiding behind a building but new indirect fire rules plus a 5 pts increase made them almost useless. Same with the Icarus, a niche weapon useful on a heavy Eldar meta, price went down, but the bonus against FLY units has been changed to AIRCRAFT. Quite the nerf!

M.

This message was edited 1 time. Last update was at 2022/05/30 00:21:48


Jenkins: You don't have jurisdiction here!
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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
Regular Dakkanaut




It's 20 points for two autocannon. That's chump change for Knights and an easy fill for a few points to round out a list. Most of my lists end up with Carapace weapons just to make up some points. 145 is still a really big increment to overcome for adding our cheapest unit.
   
Made in us
Regular Dakkanaut




So I think defend the realm, Lay low the tyrants, Taranis builds are the way to go. 1 Errant, 1 other big knight and 7 armigers. I personally prefer a crusader for my second big knight because he combos well with forgemaster and blessed mortal wounds, but I can see the value in a paladin instead with his better buff and allowing more helverins into the list.

Beyond this you have some latitude when it comes to relics and WLT (although IMO bulwark and 2+ save are a must.) That said I think this framework is the best at covering our weaknesses while still giving us plenty of strength. The Imperial side allows us to hit harder and faster, but the Ad-mech side still allows us to hit hard while giving us needed durability.
   
Made in fi
Fresh-Faced New User




Well, this list just came fourth in a GT:

++ Super-Heavy Detachment 0CP (Imperium – Imperial Knights) [108 PL, 8CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Chivalric Oath: Oath: Defend the Realm, Oath: Lay Low The Tyrants

Household Choice: Questor Mechanicus
. House Taranis

+ Lord of War +

Armiger Helverins [16 PL, -1CP, 310pts]
. Armiger Helverin: Knight Baron, Questor Cognis Heavy Stubber, Warlord Trait: Revered Knight
. Armiger Helverin: Questor Cognis Heavy Stubber

Armiger Warglaives [24 PL, 435pts]
. Armiger Warglaive: Questor Cognis Heavy Stubber
. Armiger Warglaive: Questor Cognis Heavy Stubber
. Armiger Warglaive: Questor Cognis Heavy Stubber

Armiger Warglaives [16 PL, 295pts]
. Armiger Warglaive: Meltagun
. Armiger Warglaive: Questor Cognis Heavy Stubber

Knight Crusader [28 PL, -1CP, 515pts]: Character (Knight Lance), Exalted Court: Forge Master, Heavy Stubber, Heirloom: Endless Fury, Revered Paragon, Thermal Cannon, Warlord, Warlord Trait (Taranis): Knight of Mars, Warlord Trait: Blessed by the Sacristans

Knight Errant [24 PL, -2CP, 445pts]: Exalted Court: Master of Vox, Heavy Stubber, Heirloom: Armour of the Sainted Ion, Heirlooms of the Household, Knight Baron, Reaper Chainsword, Warlord Trait: Ion Bulwark

++ Total: [108 PL, 8CP, 2,000pts] ++
   
Made in no
Liche Priest Hierophant





Bergen

What are the big differences between. The chaos and imperial armies?

This message was edited 1 time. Last update was at 2022/06/01 19:02:56


   
Made in us
Fresh-Faced New User





Feadair wrote:
Well, this list just came fourth in a GT:


Hrm. I can see going 'maximum Armigers' for the boosts... but then the list can only boost four Armigers at a time, max. I suppose it's more about using the other Armiger mobility advantages, and leveraging the BS boost from the Crusader for the Helverin back-liners and the Advance & Charge from the Errant for specific situations (which I note it can deploy anywhere on the board via Vox). Does leave three Warglaives sort of hanging around being un-boosted, though- perhaps the assumption is that the enemy is going to be killing them off quickly enough for it not to matter?

The Revered Paragon getting both Knight of Mars and Blessed by the Sacristans, though... heck of a tradeoff. 1 CP for a single free 6, until you get to Virtuous? I guess if you rip enough up with those Warglaives, then Lay Low the Tyrants could push up pretty quick.

 Niiai wrote:
What are the big differences between. The chaos and imperial armies?


Chaos Knights in the new codex have some great individual boosts to knights- Chaos God-blessed Knights, Psychic Knights, more alternatives to armament, nasty auras of doom and despair, etc. Imperial Knight Armies instead provide ways for Knights to mega-buff each other- particularly Questoris knights buffing Armigers, but some tricks for them buffing each other, too, and some army-wide bonuses for doing Honorable things.

Feel No Pain roles, for example. Chaos Knights have a spell that grants a 5+++ to one knight that casts it; Imperial Knights have a faction that just grants 6+++ to everyone in the army.

So, tradeoffs.

This message was edited 1 time. Last update was at 2022/06/01 19:16:54


 
   
Made in us
Regular Dakkanaut




RedX wrote:
Feadair wrote:
Well, this list just came fourth in a GT:


Hrm. I can see going 'maximum Armigers' for the boosts... but then the list can only boost four Armigers at a time, max. I suppose it's more about using the other Armiger mobility advantages, and leveraging the BS boost from the Crusader for the Helverin back-liners and the Advance & Charge from the Errant for specific situations (which I note it can deploy anywhere on the board via Vox). Does leave three Warglaives sort of hanging around being un-boosted, though- perhaps the assumption is that the enemy is going to be killing them off quickly enough for it not to matter?

The Revered Paragon getting both Knight of Mars and Blessed by the Sacristans, though... heck of a tradeoff. 1 CP for a single free 6, until you get to Virtuous? I guess if you rip enough up with those Warglaives, then Lay Low the Tyrants could push up pretty quick..


The Taranis warlord trait is sneaky very good. Beyond combing well with calculating targeting, it’s actually not that hard to get virtuous with the Revered Paragon. You always pick renew the vows because it’s an easy secondary and gives you extra H point on a 4+. You usually pick stranglehold to combo with defend the realm, and grind them down to combo with avoiding Lay low the Tyrants Troth. In this way you have good secondary’s that push you towards getting virtuous. Even that happens slowly/ not at all, the fact that you are changing a die roll and not pre-setting it ahead of time is extremely powerful.

I honestly think this is basically IK’s optimized list. Not exactly exciting, but unfortunately when an army has a limited unit selection, and when GW pushes certain things over others, this is what can happen.

This message was edited 1 time. Last update was at 2022/06/02 12:16:35


 
   
 
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