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Made in us
Regular Dakkanaut




picked up Renegade, so I have two knights to build and would like some advice on which variants to build. Eventual goal is knights with some guard infantry support (no awards for creativity here). Returning after a many year hiatus from 40k (since 5th), so getting up to speed with 8th.

For knight #1 I would like to go with warden or crusader (thermal cannon for the second gun). Is the crusader worth it, or is it too big of a target?

For Knight #2 I am deciding between errant or paladin. Paladin feels very middle of the road, but I don't know that I need two thermal cannons? Would consider a gallant if I get a third questoris knight, but with the first two I wan knights that can shoot.

Will probably make them hawkshroud-seems like a solid place to start.

I picked up a second carapace missle launcher so will likely add these to both.

Eventually would like to add a castelan and maybe a preceptor. I have one box of helverins to fill the list out.
   
Made in us
Lord Commander in a Plush Chair






Paladin is a very confused knight.

He had the longest range main gun(before current codex) and a melee weapon.

With guard as main you can take a single LRMBT and get what is in essence, a RFBC.

So this leaves you with the choice of 2 gun-arms and 2 melee arms, or 3 gun arms and a melee arm(and then which melee arm).

Crusader comes out as the most expensive questoris class knight, but all the dakka he brings can be worth it. The Avenger is an awesome gun to begin with and the relic version is downright nasty basically giving you back 2 of your missed shots in an even distribution(14 3+ to hit, even dis, is 4-5 misses and 2 6s to hit). The Thermal cannon is a good pair due the same range(and lower points), especially if you are going to be running him with an errant(and possibly Armiger Warglaives). A RFBC, while most expensive, is a good pairing if you want the crusader to hang out near the gunline and protect them.

Errant or Gallant are your clear other 2 choices; both are run out and strike the enemy lines-type of knights. The half-range benefit on the Thermal cannon makes the melee weapon non-redundant(unlike the paladin), either melee weapon is pretty decent and near-cost in points. The Thunderstrike -1 to hit kind of hurts especially after any degradation of profile, but the Hurl effect is just delightful if pulled off and the deathgrip strat is pure evil against any character or medium vehicles you manage to catch with it. This is also where the gallant comes in; sure he only has a stubber/melta plus any carapace weapon you decide to give him(side note: go ahead and build both rocket pod and twin icarus autocannons, don't worry about which missile plate you are using no one really cares how accurate to the instructions your pod is played as); his better weapon skill and additional attack really help with any melee situation: t-strike's -1?, you hit like another knight with a reaper. Mobbed by infantry?, 15 titanic feet attacks(and you can get more under certain conditions) with a possible thunderstomp if those didn't clear them.

As far as model building goes: you want an avenger gun-arm. Forba second gun arm: start building the Thermal cannon, put the RFBC ammo box and heavy stubber ammobin on it, magnetize(or blue-tac) the barrel&shields(each shield only fits it's own barrel). From here you have you real decision: both melee weapon so that you can make any 2 knights? Or a dedicated Thermal cannon and choice of melee weapon. The first option gives you a warden + paladin or errant, or a crusader + gallant. The second option is crusader + paladin or errant only

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in gb
Combat Jumping Rasyat




East of England

Wow, great post.

/thread!
   
Made in us
Regular Dakkanaut




Thank you for the thorough response Komisar Kel! I am thinking I will go with a melta crusader and an errant, but not permanently attach the melta arm so I could possibly pick up another avenger arm later and make it a warden instead.

I think a preceptor with its 2 mode gun will make a good addition to the above. The shooty knights look cooler to me, but the more I look at the gallant the better it looks. 6 attacks at 2+ if you give it the warlord trait (so 18stomps) is pretty nasty!
   
Made in gb
Twisting Tzeentch Horror






Oh yeah, the gallant is nasty. Then take Griffith for EVEN MORE GALLANTRY. 21(!) Stomps. And Griffith look awesome.

I think going with crusader is perfect, then magnetise arm #2 on the second knight. This will give you the option, as you mentioned, for a errant, warden, paladin, gallant etc.

 insaniak wrote:

You can choose to focus on the parts of a hobby that make you unhappy, or you can choose to focus on the parts that you enjoy.
 
   
Made in us
Lord Commander in a Plush Chair






Something I forgot to add: magnetize or blue-tacthe pauldrons on: this lets you swap out arms as you see fit.

Also if you can afford it; get a second Renegade box before they are discontinued again. The value from that box is so high you would only regret not getting a second one later on.

I had gotten the first version and when this one came out I jumped on it instead of getting one of the big knights and Helverins(I can buy them at any time in the future.

With a second box you can build any combination of the 5 knights at any time(2 avenger arms, 2 thermal cannons, 1 rfbc, and 3 melee arms in any combination) with 4 knight bodies.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in gb
Thrall Wizard of Tzeentch





every single time the crusader is the best option ive found. The relic missile pod, thermal cannon and gatling. Overwatch is something else and sometimes the 12 stomp attacks come out better in combat (not sure statistically) even against other knights.

This message was edited 2 times. Last update was at 2018/06/16 21:47:43


 
   
Made in fi
Locked in the Tower of Amareo





Don't glue arms but magnetize. For one why fix yourself to just one version for all the games? For second GW shuffles up balance periodically one way or another so if you don't want to be force sold new knights when GW decides to change it up you future proof yourself with magnets.

Crusader is still best though warden with fist comes close. Would be picking up crusader over 2nd warden though.

Errant would probably be my choice over paladin.

Gallant gets lots of hype especially for T1 charges but I'm not sold on that. For one to even get T1 charge isn't even quaranteed. For second even if opponent allows you to charge T1(or you get sick luck) it will still be against what enemy wants you to charge first. Remember you don't walk over infantry except when falling back. So you will charge first against chaff. Thus you will kill like 10 strong squad IG squad(woo) and then you are stranded middle of enemy army unsupported. And likely die.

8th ed is still shooting game so dedicated cc knight is missing out on the king edition. Shooty knights meanwhile still sport respectable WS3+ 12 stomp attacks and stomp attacks are most often used attacks anyway so the cc arms are more for the strategems.

2024 painted/bought: 109/109 
   
Made in ch
Legendary Dogfighter





RNAS Rockall

 Kommissar Kel wrote:
Something I forgot to add: magnetize or blue-tacthe pauldrons on: this lets you swap out arms as you see fit.

Also if you can afford it; get a second Renegade box before they are discontinued again. The value from that box is so high you would only regret not getting a second one later on.

I had gotten the first version and when this one came out I jumped on it instead of getting one of the big knights and Helverins(I can buy them at any time in the future.

With a second box you can build any combination of the 5 knights at any time(2 avenger arms, 2 thermal cannons, 1 rfbc, and 3 melee arms in any combination) with 4 knight bodies.


I've found that instead of fighting to magnetise the pauldron <-> shoulder join (which 5 of my knights did before I realised there was better way), it's actually easier to magnetize the *frame* of the shoulder with 2mm magnets as attached.

The dimples and divots are ideal to replace with 2-3 mm x 2mm cylinders, and the join just locks into place

[Thumb - IMG_20180617_084424.jpg]
knight magnetising


Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in gb
Thrall Wizard of Tzeentch





I magnetised the elbow position
Where it can usually swivel.
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Magnets at the swivel on each arm, at the Carapace Weapon mounting point, at the hull weapon ball joint, and at the waist ball socket. Let’s you swap out as you want while also making it easier to transport.

SJ

“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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