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Made in ca
Tough Tyrant Guard





Vancouver, BC, Canada

Hi again, All!

So Games Workshop has definitely earned some good will for releasing Index Renegade Knights completely out of the blue yesterday. I thought that my poor Renegade Knight had been relegated to Index purgatory, bu by the dark gods ... Games Workshop came through. As I speak, I'm typing through tears of joy at the thought of all the servants of the false emperor that will soon be crushed with my Knight's thunderstrike gauntlet again.

I didn't see another thread about the Renegade Knight index yet so I thought I'd create a separate one for players to go over Renegade Knights and what not.

Renegade Knights
A few major updates for our beloved Renegade Knights since the index. The first being the same reduction in points as our Imperial counterparts, which means you could almost include a minimum-sized squad of cultists with the savings. While this doesn't make the Renegade Knight cheap by any stretch of the imagination, less points is less points, which means that the cheapest Renegade Knight variant now runs at just over 350 points. Speaking of the cheapest Renegade Knight variant, we also got the same bonus as the Imperial Knight Gallant (?), which means that you can now run towards your opponent with a Gauntlet and Chainsword and with +1 Attack and +1 WS, which makes for a hilarious, albeit expensive, distraction carnifex. Finally, to my knowledge, all the weapon options remained the same and Renegade Knights still get to double-up on their ranged weapons.

Also important to note is that Renegade Knights did not get <Legion>, but instead got their own faction of "Questor Traitoris", so this does mean that including a Renegade Knight in a Supreme HQ Detachment means that your detachment will lose its legion trait (though I think that only using "chaos" as the common faction is illegal through either ITC or GW FAQ).

Renegade Knight Dominus and Renegade Armiger
To my knowledge, these models' rules are the exact same as the Imperial counterparts, so there's not much to say that hasn't been said already elsewhere (except to say that a Renegade Knight Dominus would be an amazing conversion project).

Detachment Rules
This is where things get fun! Basically, if you take a single Renegade Knight, Renegade Dominus, or Renegade Armiger in a Super Heavy Auxiliary Detachment, that is still 100% legal, but that model can never be a character or a warlord. However, as soon as you bump that up to three models, you get yourself a Super Heavy Detachment and, RAW, any single model in that detachment, even your tiny Armigers, can gain the character keyword. Furthermore, as long as a single model is either a Renegade Knight or a Renegade Dominus, you still get your +3 Command Points. Finally, include at least three Renegade Knights or Renegade Dominus' and you get yourself a cool +6 Command Points.

The Warlord Trait of "Infernal Quest" is kind of neat giving a single Renegade Knight character objective secured (and counting as 10 models). How and when you'll use this depends a lot on the composition of your Chaos army, but if you're running pure Renegade Knights, it'll make for a stupidly tough model to shift from an objective for end game. Unfortunately, the Relic "Traitor's Mark" is situational at best since since most armies have strategies to mitigate subtracted leadership. However, I can envision some fun shenanigans with this and, say, a Night Lords detachment.

Finally, we get stratagems! "Rotate Ion Shields" gives your model a +1 to its invulnerable save and "Trail of Destruction" can be used in either the Shooting or Fight phase (or both if you have the Command Points to use it twice in a game turn) to have your model re-roll any missed hit rolls. Simple and effective.


I think that about sums it up. Onward, Renegade Knights!

This message was edited 1 time. Last update was at 2018/06/23 16:42:05


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Made in ca
Longtime Dakkanaut





Toronto

My Blood Orange Knight approves!
Spoiler:


I'm pretty happy with the index, was definitely not expecting the amount we got.
Armigers are an awesome additions (though a bit bummed we don't get modular builds like autocannon/cleaver or double meltalance them like their bigger counterparts). The points on them compared to other assault walkers is a little out of whack, and I wouldn't be surprised if they got bumped in the next CA. Comparing them to Mauler/Forgefiends, Defilers, and just basic Helbrutes is pretty painful at how much better they are.

For the Knight, I'm gunna stick with my double-battlecannon/missile build because it has nice range and has been pretty reliable at putting out damage. Double gattling, double melta, or Galant builds also seem pretty good, for a lot cheaper though. I might have to mod up some conversions for mine.

   
Made in ca
Tough Tyrant Guard





Vancouver, BC, Canada

 McGibs wrote:


Comparing them to Mauler/Forgefiends, Defilers, and just basic Helbrutes is pretty painful at how much better they are.

For the Knight, I'm gunna stick with my double-battlecannon/missile build because it has nice range and has been pretty reliable at putting out damage. Double gattling, double melta, or Galant builds also seem pretty good, for a lot cheaper though. I might have to mod up some conversions for mine.



I think the big selling point the Armigers have for me is that by taking two of them alongside my Renegade Knight, I get 3 Command Points instead of the 1 Command Point from a Vanguard or Spearhead Detachment. Plus, two Armigers and a Renegade Knight definitely follow the rule of cool.

For me, I'm currently packing a Thermal Cannon and a Thunderstrike Gauntlet cause I didn't want to order and wait for the bitz. It's not the most optimal, but there have been some amazing moments with the Thunderstrike Guantlet (one of the more recent ones being where it destroyed a Chimera, then threw it down onto the disembarking Veteran squad to cause 3 mortal wounds).

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Made in gb
Ambitious Acothyst With Agonizer





Worth pointing out that a renegade Knight can get the character keyword in a Lance. This means he has Chaos and Character keywords and can therefore summon.

I like to run a renegade knight with two avenger gatling cannons and summon in a nurgle herald to cast the -1T power on a target. This makes the avengers much better against T4, T6 and T7.


 
   
Made in gb
Regular Dakkanaut





Oh that is a great idea i have a conversion idea now of a knight with a built in portal. Summon the herald one turn then lpads of nuglings to surround and bubble wrap the knight from charges
   
Made in sg
Longtime Dakkanaut





Probably our best use of a renegade knight would be a twin avenger gratling gun renegade knight. For just 1 cp, we can rotate ions shields on the knight for a 4++

And the horde clearing capabilities of such a renegade knight is potentially even higher than a Valiant. Because its 24 shots plus the twin heavy flamers. I think World Eaters legion might really like this knight. Because it helps clear away the chaff that gets in the way of their berzerkers and fighty stuff, while the knight itself can serve as a big distraction carnefix. And finally, in close combat, such a renegade knight, using its stompy feet can still do lots of damage too. I imagine a list with Rhino zerkers and other hitty stuff, backed by such a knight. First turn, the knight unloads both avengers and the flamer (if in range) and clears the chaff. Raises ion shields if focused on. Now the opponent has to decide, try and kill a 4++ knight, while ignoring the berzerker loaded Rhinos which are up in their face already? Or risk getting another 24 shots next turn if they focus on the Rhinos and killy stuff instead.

The Renegade Castallan is interesting too, because of its sheer firepower. (If you don't want to go forgeworld). But it pales besides the imperium Castellan which can use relics and warlord traits to get a 4++ basic invul save and a relic plasma decimater, which with rotate ion shields would give a 3++. Still not too bad though, if we don't want to explore forgeworld for shooty options for chaos.

This message was edited 2 times. Last update was at 2018/06/29 09:50:29


 
   
Made in gb
Ship's Officer



London

Yeah dual gatling cannons seems like the best way to go. That's a lot of dakka.

The Dominus knights don't seem worth it. The Castellan can't have Cawl's Wrath, so its plasma gun is weak, and Valiants are just bad no matter what.
   
Made in gb
Pyromaniac Hellhound Pilot






Castellan might be worth it with full re-rolls to hit? It's a huge boost to firepower on an enormous model

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Made in gb
Regular Dakkanaut





I think a chainsword armed warden would be a great distraction for your opponent. The carnage they can do in combat means they cant ignore it and it will take a lot of shooting to bring it down. All the while the rest of our shorter ranged troops and termies are closing in.
   
Made in sg
Longtime Dakkanaut





Sigh, the only issue I have is that imperium knights tend to be better than renegade knights because they have access to so many more strategems and relics and house traits and warlord traits.

There isn't even really any synergy on keywords because renegade knights only share the keyword chaos. So, I can't think of any CSM or demons strategem that benefits renegade knights...
   
Made in fr
Fresh-Faced New User




Renegades knights are in good health in the last ETC 2018, there is several lists with lots of them.

Just search Renegade https://drive.google.com/file/d/1HMJ7rZ2y_ffBg3rESG0JxjTl8J0B9Uyl/view
   
Made in gb
Ship's Officer



London

Eldenfirefly wrote:
Sigh, the only issue I have is that imperium knights tend to be better than renegade knights because they have access to so many more strategems and relics and house traits and warlord traits.

There isn't even really any synergy on keywords because renegade knights only share the keyword chaos. So, I can't think of any CSM or demons strategem that benefits renegade knights...

Hard to disagree. To me, the main thing renegades bring is the option to bring questoris knights with two of the same gun. That’s nothing special really - crusaders are really fine. It’s arguably only possible because of lazy rules writing in the index, and so you run the risk it’ll be changed at some point.

Set against that are all the stratagems and stuff that Imperial players get. It’s pretty clear which is better.

I wish they’d made “renegade” a third faction to go with the imperial and mechanicus ones. Have renegade houses and freeblades. Chaos relics and so on.
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Mandragola wrote:

Hard to disagree. To me, the main thing renegades bring is the option to bring questoris knights with two of the same gun. That’s nothing special really - crusaders are really fine. It’s arguably only possible because of lazy rules writing in the index, and so you run the risk it’ll be changed at some point.


I doubt it. They had that ability when introduced in 7th, so definitely not an Index lazy writing thing.

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Made in us
Dakka Veteran





I wish they made Chaos Daemon Knights for each of the 4 chaos gods.


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Made in gb
Regular Dakkanaut





would be easy to do just give the option to take a god keyword and they gain the deamon ability that normaly gives.
   
Made in us
Nurgle Chosen Marine on a Palanquin






 CadianGateTroll wrote:
I wish they made Chaos Daemon Knights for each of the 4 chaos gods.



Was a thing in 7th. Basically it was a normal knight titan, but it had the daemon keyword, and you could dedicate it to a chaos god. So Tzeentch had a ++4, Nurgle had FnP, Slaanesh had fleet(?) and Khorne got furious charge(?). It was pretty awesome, even without the chaos god buffs like DG, getting locus on renegade knights would be awesome, plus casting powers on them.

   
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 gwarsh41 wrote:
 CadianGateTroll wrote:
I wish they made Chaos Daemon Knights for each of the 4 chaos gods.



Was a thing in 7th. Basically it was a normal knight titan, but it had the daemon keyword, and you could dedicate it to a chaos god. So Tzeentch had a ++4, Nurgle had FnP, Slaanesh had fleet(?) and Khorne got furious charge(?). It was pretty awesome, even without the chaos god buffs like DG, getting locus on renegade knights would be awesome, plus casting powers on them.

Actually the Chaos Daemon Knights got unique bonuses, although they were god-specific. For instance, the Khorne one got +d3 attacks on the charge instead of just +1, and got to reroll the number of Stomp attacks. The other gods got different stuff that I don't remember as I didn't use them, but it wasn't the standard "Daemon of ____" abilities.

That said, I'd love it if Forgeworld brought these back. I had great fun playing my Chaos Knight Paladin of Khorne alongside the rest of my Khorne Daemonkin forces.

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