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Made in gb
Unshakeable Grey Knight Land Raider Pilot





United Kingdom

Hi guys,

I'm an Admech/Knights player, and I've thoroughly enjoyed playing both armies in tandem. The combination often feels competitive without being overpowering, and very thematic. However, AdMech has slowly come to be one of the most prominent armies represented in my local meta, with several players fielding very similar AdMech builds (myself included). Its become pretty frustrating - those I try and organise a game with are often (understandably) fed up with facing AdMech, or play AdMech themselves.

As such, I'm looking at shelving the tin men for the time being and fielding something else alongside my budding knight household. I'd love to field Astra Militarum/Militarum Tempestus, though I'm aware that AM are pretty powerful nowadays. How do Militarum Tempestus run with Knights? Any recommendations/suggested builds would be awesome!

Thanks dakka!
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Astra Militarum/Tempestus aren't that powerful if you don't spam: Shadowswords, mortars, Tempestus Plasma teams, Tank Commanders or hundreds of Guardsmen/Conscripts. If you take a Guard detachment with some varied, cool looking models, you'll be fine.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Combat Jumping Rasyat




East of England

I'd shy away from guard: combined with Knights they are very powerful and are one of the most common factions in top table lists right now, and they can have a pretty dispiriting effect upon your opponent. So many guns, so much board control. Paired with knights, well, they do serious work.

Have you considered going renegade? Have any chaos factions tickled your fancy? You can run Renegade Knights alongside any of them, and whilst they're not as borked-powerful as IKs, they still do a great job. Worth considering maybe, as I always think choosing a new army should give you an exciting and different way to play the game. Something like psychic dominance (Thousand Sons) or melee monsters (World Eaters) would be very different from your Admech experience, no doubt.


Automatically Appended Next Post:
Or stick with the Imperium of Man and build a Custodes Batallion? Cheap to buy, pretty well balanced, super-elite soldiers tickle your fancy?

This message was edited 2 times. Last update was at 2018/09/12 22:16:14


 
   
Made in gb
Unshakeable Grey Knight Land Raider Pilot





United Kingdom

 mrhappyface wrote:
Astra Militarum/Tempestus aren't that powerful if you don't spam: Shadowswords, mortars, Tempestus Plasma teams, Tank Commanders or hundreds of Guardsmen/Conscripts. If you take a Guard detachment with some varied, cool looking models, you'll be fine.


I'd be more interested to run something fluffy - a command squad with all the banner/medic/vox trimmings, a typical platoon structure, that kinda thing. So it sounds like I wouldn't be upsetting most people. The plan is to replicate Vostroyans in some way!

I had considered going renegade, or even starting a whole separate army (of Orks, most likely, depending on their upcoming release). Definitely food for thought.
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Vostroyans are very very fun an fluffy. I have around 2000 points of the metal vostroyans, and I love them. They're also effective without being spammy or cheesy in my opinion.

I typically run them solo or paired with a smattering of blood angels (Only 1x Slamguinius Captain in my list, I can't stand spamming something.)

A couple of fun things with the Vostroyan regimental doctrine + Firstborn Pride Stratagem.

1.) Leman Russ Punisher Command Tank with all heavy bolters and a heavy stubber up top. You kick out 52 shots. Use the tank commander order to allow you to re-roll 1's to hit, and then burn one command point for Firstborn Pride to give you +1 to hit, so you're hitting on 2's with everything if you're stationary, re-rolling 1's. If you move the sponsons and stubber will hit on 3's, re-rolling 1's and the turret will still be hitting on 2's. Oh, and the Punisher Cannon also has a 30" range thanks to Heirloom Weapons instead of the standard 24". It's not much, but every little bit helps.

2.) Another fun point, if you choose to run it. It's more if a "SUPRISE!" option I've sprung on folks. Run a Vostroyan Special Weapons Squad, put 2 or 3 Demo Charges onto the squad (I run 2 demo charges and a meltagun). Run them up in a Chimera or Taurox and get nice and close to a high value target. I then use the Grenadiers stratagem for 1 command point, and throw 3d6 frag grenade shots and 2D6 Demo charge shots, along with the one meltagun firing as well. Prior to shooting, I use the Firstborn Pride stratagem once again for +1 to hit, so the grenades hit on 3's and if you have an officer with them, order them to re-roll 1's. The demo charges are S:8, AP:-3, and D3 damage each hit, with 2D6 hits (I'd burn a command point if I roll a 1 on either of the 2D6 for # of shots) and hope for 8 or more attacks. It'll put a sizable dent into whatever you're throwing them at. The frag grenades are just extra chances at wounds.

Hopefully that helps. Best of luck and take it easy.

-Red__Thirst-


This message was edited 1 time. Last update was at 2018/09/14 15:08:41


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Omnipotent Necron Overlord






I have a real fun time playing ultra marines and knights. It is reasonably strong too. Just take a batallion + guilliman and whatever knights you want.

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
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Red__Thirst wrote:
2.) Another fun point, if you choose to run it. It's more if a "SUPRISE!" option I've sprung on folks. Run a Vostroyan Special Weapons Squad, put 2 or 3 Demo Charges onto the squad (I run 2 demo charges and a meltagun). Run them up in a Chimera or Taurox and get nice and close to a high value target. I then use the Grenadiers stratagem for 1 command point, and throw 3d6 frag grenade shots and 2D6 Demo charge shots, along with the one meltagun firing as well. Prior to shooting, I use the Firstborn Pride stratagem once again for +1 to hit, so the grenades hit on 3's and if you have an officer with them, order them to re-roll 1's. The demo charges are S:8, AP:-3, and D3 damage each hit, with 2D6 hits (I'd burn a command point if I roll a 1 on either of the 2D6 for # of shots) and hope for 8 or more attacks. It'll put a sizable dent into whatever you're throwing them at. The frag grenades are just extra chances at wounds.

You can't re-roll 1s from orders unless they were stationary that turn though, right? So you wouldn't be able to get the re-rolls if they all got out of a Chimera that turn.


Automatically Appended Next Post:
 TheFatElf wrote:
I'd be more interested to run something fluffy - a command squad with all the banner/medic/vox trimmings, a typical platoon structure, that kinda thing. So it sounds like I wouldn't be upsetting most people. The plan is to replicate Vostroyans in some way!

Yeah, that'll be fine.
I had considered going renegade, or even starting a whole separate army (of Orks, most likely, depending on their upcoming release). Definitely food for thought.

You could go renegade, except they are disappointingly bad; basically everything hits on a 5+ (why? Cos reasons!), has no regimental doctrines or orders and has no stratagems, they also don't get access to a lot of Imperial Guard units. What they do have is covenants (which are all rubbish) and a pre-nerf Commissar (makes them alright as a wall of meat if you're running a Chaos gunline).

This message was edited 1 time. Last update was at 2018/09/14 16:22:12


Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

No, Mrhappyface, you can indeed order them to re-roll 1's if there's an officer there in range to issue the order to the special weapon squad. The "Take Aim!" order just states you re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Nothing in there about them having to remain stationary. I typically have them pile out of a chimera 3", then move up 6" further to get within 6" of the target unit, and then begin my orders with them in the shooting phase if I have the Patoon Commander officer with them (Which is most commonly the case) so they get the re-roll 1's, then burn the two stratagems (Grenadiers and Firstborn Pride) to make the combo work.

The Grenadiers stratagem (1 CP)allows up to 10 models in a unit to throw grenades instead of just one. The unit is only 6 models strong at most, and I personally have mine kitted with 3 lasguns, one meltagun, and two demolition charges (plus their lasguns). So all six can throw a grenade weapon, of which the Demo Charge is a Grenade type weapon; just a REALLY BIG one.

Lastly, the Firstborn Pride stratagem (1 CP) allows you to add +1 to the hit rolls of a single Vostroyan Regimental doctrine unit. It works quite nicely.

Yet another fun fact/trick that some might not know about with the firstborn regiment.

In the extremely unlikely event that you have the special weapons squad with demo charges in an ongoing melee combat with a unit, and they're not already all decorating the nearby walls and terrain with their entrails and blood, be sure to always remove the demo charge models last if you can. You can use the Vostroyan specific order (Repel the Enemy!) to fire any weapons you have while still within 1" of the enemy. This includes grenades. So if you haven't used the one-use only Demo Charges, you can still drop 2D6 worth of S:8, AP:-3, D3 damage shots at a unit you're engaged in melee with in the shooting phase, still benefiting from the Grenadiers and Firstborn Pride stratagem combo above as well. You can't re-roll 1's since you're using Repel the Enemey! instead of Take Aim!, but still hitting on 3's isn't terrible at all. Most people don't expect a couple of guardsmen to suddenly make a shooting attack equivalent to 2D6 powerfist swings.

Things to consider, anyway. Take it easy.

-Red__Thirst-





This message was edited 1 time. Last update was at 2018/09/14 18:54:09


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Oh aye, I'm thinking of the Cadian version of that order.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
 
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