Brutus_Apex wrote:Knight House Terryn.
Give it the warlord trait of advance and charge +2 inches.
Advance with its
3d6 +2", dropping the lowest because Terryn.
Use the charge after advancing strategem,
declare a charge on multiple units with
3d6+2" drop the lowest.
Use the House Terryn fight twice strategem.
First Turn multi-charge win.
Pretty much this. When I saw the house Terryn household rule and the strat for charging after advancing, the cerastus knights were literally the first things that came to my mind. If you really don't want it to be killed on the first turn in case you don't go first, see below for my alternate take.
The +2 to advance and charge rolls may be overkill when it already has a base move of 14" and is rolling
3d6 and dropping the lowest for charges and advances using house Terryn rule. I would personally take ion bulwark so that it has a base 4+ invul in both melee and shooting, with the shooting invul save buffable to 3+ with ion bulwark. For Extra lulz, throw on the armor of the sainted ion so he has a 2+/3++ (with strat) against shooting, and a 2+/4++ in melee. That will be ONE TOUGH knight to kill without spamming tons of mortal wounds.