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I bought 2 boxs of Renegade Knights giving me options to build several Knights.
Because I am new to IK and could not find help on the IK Tactica. What are the best Knights to make from the Renegade boxset? I was thinking of 2 Wardens for all around usefulness but not sure what the other 2 should be?
Magnetized ones. That way you aren't locked. A) do you really all games with same b) just wait untill gw changes things around to make people who built unmagnetised to buy new ones
tneva82 wrote: Magnetized ones. That way you aren't locked. A) do you really all games with same b) just wait untill gw changes things around to make people who built unmagnetised to buy new ones
Fair enough point and one I prepared for already by buying LOTS of magnets. I am more wondering what "unit" is better in terms of playing. Not how to get the most use out of my purchases. Cheers
Well that depends on what you have and what you need it to do. There#s no universal magic bullet. As long as you avoid paladin you are in right direction
I would definitely build a Crusader (all guns) and a Gallant (all melee). The crusader is very dangerous all round, and the Gallant has the ability to do first turn charges, plus hits on a 2+ and has some great stratagems like the gauntlet crush one.
The others are a bit more of a mixed bag.
Remember you can only do each stratagem once per phase so having multiple gallants might be a case of diminishing returns... although you could have one be the first turn attacker and the second go in on turn 2.
TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.
Agreed with above. As with most things this edition, specialisation trumps generalisation. So a melee specialist or a ranged specialist will usually perform better than something mixing both. This definitely applies to Knights.
I'm magnetising. Crusader, warden and gallant all seem to be the optimal choices depending on if you want ranged, melee or a balance.
I'm also quite tempted by a gallant with a stormspear pod, as it's similar price to a warden, retains a decent gun and also the combat prowess of the gallant.
I think knights are one of the armies where you can afford to be a little more generalist as they can fall back, shoot something entirely different and charge again. I'm wary about including too many gallants as they're potentially countered by putting things up ruins it blocking them with flyers or screening infantry for most of the game. In this scenario a warden seems preferable as it'll still munch through screens in CC while putting out decent firepower.
This message was edited 1 time. Last update was at 2018/07/24 10:32:37
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
DoomMouse wrote: I'm magnetising. Crusader, warden and gallant all seem to be the optimal choices depending on if you want ranged, melee or a balance.
I'm also quite tempted by a gallant with a stormspear pod, as it's similar price to a warden, retains a decent gun and also the combat prowess of the gallant.
The problem with the carapace weapons on a Gallant is that you really want to be advancing every turn until you're in charge range.
So there is a big tradeoff there. It protects you from being totally useless if you find yourself in the middle of nowhere, but it might take you an extra turn to get in the fight if you take a turn to shoot.
Don't fall too much in love with t1 gallant charge. That's more often trap. You will never charge anything but cheap chaff against half decent opponent and then you are middle of his army unsupported and in range of all thunderhammer captains, meltas, rapid fire plasma etc
DoomMouse wrote: I'm magnetising. Crusader, warden and gallant all seem to be the optimal choices depending on if you want ranged, melee or a balance.
I'm also quite tempted by a gallant with a stormspear pod, as it's similar price to a warden, retains a decent gun and also the combat prowess of the gallant.
The problem with the carapace weapons on a Gallant is that you really want to be advancing every turn until you're in charge range.
So there is a big tradeoff there. It protects you from being totally useless if you find yourself in the middle of nowhere, but it might take you an extra turn to get in the fight if you take a turn to shoot.
no worry, just say that Knight belongs to House Raven, and you are all good.
DoomMouse wrote: I'm magnetising. Crusader, warden and gallant all seem to be the optimal choices depending on if you want ranged, melee or a balance.
I'm also quite tempted by a gallant with a stormspear pod, as it's similar price to a warden, retains a decent gun and also the combat prowess of the gallant.
The problem with the carapace weapons on a Gallant is that you really want to be advancing every turn until you're in charge range.
So there is a big tradeoff there. It protects you from being totally useless if you find yourself in the middle of nowhere, but it might take you an extra turn to get in the fight if you take a turn to shoot.
no worry, just say that Knight belongs to House Raven, and you are all good.
Definitely an option, although on balance I think I'd rather still take House Terryn on a Gallant.
Of course, if you're taking 4 Knights then there will lots of other factors that determine Household, and if you do end up on Raven then sure, take the carapace gun!
The Crusader doesn’t seem like it’s going to lose any ground in the current run. Really the best option for putting shots down field, adding in that Titan feet give it a credible ability to fight. If you were going to build a not magnetized Knight, this seems to be the one. Really the only threat is it might get repointed in the future to suck.
Paladin, Errant, Precentor all exist in the middle of the road. Some firepower, some melee, some special rules, None of these really seem to be worth it unless you have a special purpose build. You MIGHT want to try to fool around with the precentor and its Mentorship rule for Armigers. Might be able to build something worthwhile with it. Overall these are the generalists, in a game that doesn’t award generalists.
Honorable mention, The Warden. Another generalist, the fact is that the Avenger Gatling is so overwhelmingly good, it’s not as overlooked as the above generalists. A good third option, and the Avenger almost single handedly makes it worth it to spend the points to make it the Endless Fury Heirloom weapon, or the Blessed by the Sancritians also for some hilarity.
And the Gauntlet. It has 1 advantage. It is cheap. And dedicated. It doesn’t bring anything else to the table. My issue is for 28 points more you get a Errant. And there are times where you really want that reach of that gun, and you still retain the same close combat abilities.
Your mileage may vary. For disclosure I found a Avenger Cannon bit, and made a Crusader and a Warden.
And the Gauntlet. It has 1 advantage. It is cheap. And dedicated. It doesn’t bring anything else to the table. My issue is for 28 points more you get a Errant. And there are times where you really want that reach of that gun, and you still retain the same close combat abilities.
This is not entirely true. The Gallant has one other distinct advantage, and that is a 2+ WS, which no other Knight has. Whether it's enough to make the difference is another question, but it's certainly worth noting! It is the only Questoris Knight that is actually different from the others other than just weapons.
FW also has some good knights, but they are a tad overpriced at the moment. Except for maybe the Atrapos.
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
And the Gauntlet. It has 1 advantage. It is cheap. And dedicated. It doesn’t bring anything else to the table. My issue is for 28 points more you get a Errant. And there are times where you really want that reach of that gun, and you still retain the same close combat abilities.
This is not entirely true. The Gallant has one other distinct advantage, and that is a 2+ WS, which no other Knight has. Whether it's enough to make the difference is another question, but it's certainly worth noting! It is the only Questoris Knight that is actually different from the others other than just weapons.
I'd rank them in about this order. Keep in mind though - I wouldn't say any one of these units is bad ether.
This message was edited 2 times. Last update was at 2018/07/24 15:06:56
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder
nurgle5 wrote: Any thoughts on loadouts for Renegade Knights? Double gatling or rapidfire battle cannons look like fun
Double Gatling maths best.
Double RFBC is the worst all rounder except for its range. You MUST exploit its range for this to be a decent build.
Melee weapons are more redundant than on loyalist Knights due to not getting the 2+ WS of Gallants. A fist is still ok if you know you'll face super heavies, but in a TAC list you're better off staying ranged.
Given getting two Gatling Cannons is pretty expensive in terms of real money though, the Crusader style loadout is fine.
This message was edited 1 time. Last update was at 2018/07/24 16:04:06
Double fists could be pretty hilarious. You could kill 2 units and make 2 mortal wound attacks.
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder
nurgle5 wrote: Any thoughts on loadouts for Renegade Knights? Double gatling or rapidfire battle cannons look like fun
Double Gatling maths best.
Double RFBC is the worst all rounder except for its range. You MUST exploit its range for this to be a decent build.
Melee weapons are more redundant than on loyalist Knights due to not getting the 2+ WS of Gallants. A fist is still ok if you know you'll face super heavies, but in a TAC list you're better off staying ranged.
Given getting two Gatling Cannons is pretty expensive in terms of real money though, the Crusader style loadout is fine.
Thanks for the info! Just FYI, renegade knights do get the 2+ WS stat and an extra attack with the chainsword/fist combo in the index. It's obviously still inferior to the loyalists since they lack the house traits and stratagems, but I'm curious as to how worthwhile that setup would be in a chaos soup anyway.
This message was edited 1 time. Last update was at 2018/07/24 16:21:40
Xenomancers wrote: Double fists could be pretty hilarious. You could kill 2 units and make 2 mortal wound attacks.
You can already do that with just one Guantlet! A second one is totally redundant I'm afraid.
Also, the kit only makes a left handed gauntlet haha
Wait - I thought there was a limit on that.
Ah yeah - I remember now - it has to be a vehicle or a monster slain - this limits your options.
This message was edited 1 time. Last update was at 2018/07/24 16:29:53
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder
DoomMouse wrote: I'm magnetising. Crusader, warden and gallant all seem to be the optimal choices depending on if you want ranged, melee or a balance.
I'm also quite tempted by a gallant with a stormspear pod, as it's similar price to a warden, retains a decent gun and also the combat prowess of the gallant.
The problem with the carapace weapons on a Gallant is that you really want to be advancing every turn until you're in charge range.
So there is a big tradeoff there. It protects you from being totally useless if you find yourself in the middle of nowhere, but it might take you an extra turn to get in the fight if you take a turn to shoot.
I'll take my krak missile shots, thanks. I don't need to advance with a 12" move.
Xenomancers wrote: Double fists could be pretty hilarious. You could kill 2 units and make 2 mortal wound attacks.
You can already do that with just one Guantlet! A second one is totally redundant I'm afraid.
Also, the kit only makes a left handed gauntlet haha
Wait - I thought there was a limit on that.
Here's the rule:
When attacking with this weapon, you must subtract 1 from the hit roll. If a VEHICLE or MONSTER is slain by this weapon, pick an enemy unit within 9" of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
So whenever you kill something it kicks in basically.
DoomMouse wrote: I'm magnetising. Crusader, warden and gallant all seem to be the optimal choices depending on if you want ranged, melee or a balance.
I'm also quite tempted by a gallant with a stormspear pod, as it's similar price to a warden, retains a decent gun and also the combat prowess of the gallant.
The problem with the carapace weapons on a Gallant is that you really want to be advancing every turn until you're in charge range.
So there is a big tradeoff there. It protects you from being totally useless if you find yourself in the middle of nowhere, but it might take you an extra turn to get in the fight if you take a turn to shoot.
I'll take my krak missile shots, thanks. I don't need to advance with a 12" move.
Well with raven -you can advance - shoot missles and a melta gun and charge with a stratagem. It's not a bad build actually.
Automatically Appended Next Post:
Stux wrote: Generally, Gallants are best at eating vehicles, and poor against MSU that can tarpit them without much risk.
So mileage varies a lot depending on opponent. I'd say the ranged build is safer if you don't know what you're facing.
I wouldn't call them poor at tarpit. 15 attacks chews through everything.
My Gallant 1 shot a 10 man intercessor squad...sure it only would killed 10 cultist - but in 2 turns that's 20 cultists. There are no more cultist.
Typically I run one with the warlord trait for +1 attack too. So that's 18 attacks.
This message was edited 2 times. Last update was at 2018/07/24 16:34:19
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder
DoomMouse wrote: I'm magnetising. Crusader, warden and gallant all seem to be the optimal choices depending on if you want ranged, melee or a balance.
I'm also quite tempted by a gallant with a stormspear pod, as it's similar price to a warden, retains a decent gun and also the combat prowess of the gallant.
The problem with the carapace weapons on a Gallant is that you really want to be advancing every turn until you're in charge range.
So there is a big tradeoff there. It protects you from being totally useless if you find yourself in the middle of nowhere, but it might take you an extra turn to get in the fight if you take a turn to shoot.
I'll take my krak missile shots, thanks. I don't need to advance with a 12" move.
I don't think it's a bad choice by any means, but I prefer Terryn and the fairly reliable 33% boost in speed that gives when advancing. Can easily make the difference between a turn 2 charge succeeding or not.
This message was edited 1 time. Last update was at 2018/07/24 16:36:06