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Made in ie
Deranged Necron Destroyer





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?

Thanks in advance for the help.

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in jp
Locked in the Tower of Amareo





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

2024 painted/bought: 109/109 
   
Made in ie
Deranged Necron Destroyer





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

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in jp
Locked in the Tower of Amareo





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

2024 painted/bought: 109/109 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





To be a bit more helpful..

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.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
Made in gb
Horrific Hive Tyrant





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.
   
Made in gb
Pyromaniac Hellhound Pilot






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  
   
Made in gb
Horrific Hive Tyrant





 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.
   
Made in jp
Locked in the Tower of Amareo





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

2024 painted/bought: 109/109 
   
Made in us
Steadfast Ultramarine Sergeant




Stux wrote:
 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.
   
Made in gb
Horrific Hive Tyrant





Neophyte2012 wrote:
Stux wrote:
 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!
   
Made in us
Longtime Dakkanaut




Knight type thoughts…

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.
   
Made in gb
Horrific Hive Tyrant





Reemule wrote:

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.
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

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.
 
   
Made in us
Longtime Dakkanaut




Stux wrote:
Reemule wrote:

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.


Fair point.
   
Made in us
Omnipotent Necron Overlord






Castellan
Crusader
Gallant
Warden
hellverine
Warglaive
Errant
Valliant
Paladin
Canis Rex/ normal varient

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 
   
Made in ie
Virulent Space Marine dedicated to Nurgle






Any thoughts on loadouts for Renegade Knights? Double gatling or rapidfire battle cannons look like fun

 
   
Made in gb
Horrific Hive Tyrant





 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


 
   
Made in us
Omnipotent Necron Overlord






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 
   
Made in gb
Horrific Hive Tyrant





 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
   
Made in ie
Virulent Space Marine dedicated to Nurgle






Stux wrote:
 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


 
   
Made in gb
Horrific Hive Tyrant





Oh sorry, I did read through the new index but clearly forgot or missed that bit!

Yeah, Gallant loudout is ok then, though as you say they do suffer from lack of strats and traits, which can make a loyalist Gallant a real monster!
   
Made in us
Omnipotent Necron Overlord






Stux wrote:
 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 
   
Made in gb
Horrific Hive Tyrant





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.
   
Made in us
Locked in the Tower of Amareo




Stux wrote:
 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.
   
Made in gb
Horrific Hive Tyrant





 Xenomancers wrote:
Stux wrote:
 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.
   
Made in us
Omnipotent Necron Overlord






Martel732 wrote:
Stux wrote:
 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 
   
Made in gb
Horrific Hive Tyrant





MSU Tarpit specifically. Against a horde they aren't the worst for sure!


Automatically Appended Next Post:
Martel732 wrote:
Stux wrote:
 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


 
   
Made in us
Fixture of Dakka





Stux wrote:
 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


This is a chaos knight we're talking about. I think modding it so it had two left arms would make total sense.
   
 
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