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![[Post New]](/s/i/i.gif) 2014/07/31 22:30:13
Subject: Running a full Imperial Knight army
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Leaping Khawarij
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Has anyone run a full Imperial Knight army? The codex provides the ability to but it seems like the most people use the Imperial Knights for is augment their current army. I am wondering just the capabilities of such an army and the challenges a player would face using them and if a full Imperial Knight army would competitive in a tournament.
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![[Post New]](/s/i/i.gif) 2014/07/31 22:43:52
Subject: Running a full Imperial Knight army
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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Knights are an awesomely one-sided army that does not fit well on its own at anything other than a few point levels.
4 Paladins = 1500pts
5 Errants = 1850pts
Lancers are 400pts each, which does not mix well with any point level.
However, 5 Knights are a pleasure to play, although they are not so pleasant to play against. Most people I know playing Knights as an army run 3 with support from another codex to cover weaknesses such is lack of AA or lack of scoring. 3 Knights are still an excellent force to play, and can still be a challenge to play against. 1 Knight, though, is a deader.
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2014/07/31 23:18:50
Subject: Running a full Imperial Knight army
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Leaping Khawarij
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I took one to augment my GK. A friend allowed me to use his during a battle and I instantly fell in love with the unit because it covers a lot of things my GK lack which promptly lead me to buy one and I have been tossing the idea around of making an Imperial Knight army. This is interesting and I am highly considering using them more.
How is the reception though when you show up and place 3 Knights on the table?
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![[Post New]](/s/i/i.gif) 2014/07/31 23:32:09
Subject: Running a full Imperial Knight army
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Trigger-Happy Baal Predator Pilot
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Well from an ork player's point of view, two things run though my mind when i see more than 2 of the monstrosities coming out of their case:
1: I dread the upcoming dead pile
2:whichever nob kills he most knights gets a promotion (after all no one seems to understand never to charge a unit with a PK when you ant challenge it out)
in the aftermath, most of boyz are dead but the amount of motor oil spilled more than makes up for it.
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![[Post New]](/s/i/i.gif) 2014/07/31 23:35:56
Subject: Re:Running a full Imperial Knight army
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Purposeful Hammerhead Pilot
Vior'la Sept
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5 knights didn't do bad at the BAO, but I don't believe they were top 10. The ones that did well were an army agument end by a knight or 3. IMO 2 is the magic support number when you are taking them to agument your army.
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![[Post New]](/s/i/i.gif) 2014/08/01 00:42:11
Subject: Running a full Imperial Knight army
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Leaping Khawarij
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I was thinking about bring two, one a paladin and the other an errant so I am better prepared for everything. I have fallen in love with the unit quite honestly.
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![[Post New]](/s/i/i.gif) 2014/08/01 01:07:08
Subject: Running a full Imperial Knight army
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Purposeful Hammerhead Pilot
Vior'la Sept
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Envihon wrote:I was thinking about bring two, one a paladin and the other an errant so I am better prepared for everything. I have fallen in love with the unit quite honestly.
I play tau, so I have plenty of melta support on crisis suits. I prefer double Paladin for 4 blasts and ten a couple of Riptides for either AA or more damage (with markerlight support). The errant is not nearly as good IMHO. With so many marines running around the Paladin puts in the work.
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![[Post New]](/s/i/i.gif) 2014/08/01 02:31:06
Subject: Running a full Imperial Knight army
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Leaping Khawarij
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Grey Knights have a slightly different problem and that is armor. Marines aren't as scary for me even when the str 8 ap 3 to eliminate MEQ like it was nothing. My problem is punching through enemy armor or heavy infantry so the Errant comes in handy. Plus the Errant plays a bit better with my Alpha Strike GK tactics and forces me to use the best part of an Imperial Knight...stomping and a strength D chainsword.
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![[Post New]](/s/i/i.gif) 2014/08/01 04:54:26
Subject: Running a full Imperial Knight army
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Cackling Chaos Conscript
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The problem is that battle cannons can't wreck tanks. Go Errant, stomp marines, instakill termies.
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![[Post New]](/s/i/i.gif) 2014/08/01 10:36:29
Subject: Running a full Imperial Knight army
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Commander of the Mysterious 2nd Legion
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Mad_Proctologist wrote:The problem is that battle cannons can't wreck tanks. Go Errant, stomp marines, instakill termies.
the D melee weapon can wreck tanks just fine though, really the errant and Paladin are both INCREDIABLY viable.
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2014/08/01 11:28:31
Subject: Running a full Imperial Knight army
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Ladies Love the Vibro-Cannon Operator
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Envihon wrote:I was thinking about bring two, one a paladin and the other an errant so I am better prepared for everything. I have fallen in love with the unit quite honestly.
Indeed, two are okay and leave enough room and tactical flexibility for the main detachment.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/08/01 12:06:34
Subject: Running a full Imperial Knight army
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Leaping Khawarij
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Right now, I only have one Imperial Knight and I am working with my friend to magnetize the gun to switch between the Paladin and Errant which will allow my some flexibility with the unit until I collect multiple models because they are really expensive. I can see that the Imperial Knights have the same policy that DKs have and that is bring two.
The Errant is a little more valuable to me though, armor and terminators can be big problems for me and the Paladin just doesn't punch through armor as well as a Paladin can and I feel like the Errant keeps bad habits from forming with the 36" range of the gun kind of forces you to put you into CC range with the Knight while the Paladin you might be persuaded to keep him the back. Let's face it when it comes to hordes, stomping is really valuable and doing a melta blast and then stomping the survivors is effective while still being able to shred vehicles like they were paper.
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