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2018/06/09 13:51:13
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
So which FW knight is the best if I have a the Castellan, 1 Renegade set and a Warden box.
I was torn between the Archeon or Stryx but I like the look of the Lancer and Castigator as well.
Your last point is especially laughable and comical, because not only the 7th ed Valkyrie shown dumber things (like being able to throw the troopers without parachutes out of its hatches, no harm done) - Irbis
2018/06/09 15:04:38
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
Lancers are beasts this edition, and the Acheron is still a better Valiant than the Valiant. Either is a good buy.
The Atropos is still the best FW Knight overall, and the Porphoron benefits from the 1cp Rotate Ion Shield strat that cost 3cp for Dominus Knights, which is a bargain.
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
2018/06/09 17:03:56
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
jeffersonian000 wrote: Lancers are beasts this edition, and the Acheron is still a better Valiant than the Valiant. Either is a good buy.
The Atropos is still the best FW Knight overall, and the Porphoron benefits from the 1cp Rotate Ion Shield strat that cost 3cp for Dominus Knights, which is a bargain.
SJ
So like usual forgeworld is pay2win, that's sad.
2018/06/09 17:17:53
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
Opting out of a screen with this list, but having a second turn drop option that can shoot an ungodly amount of Plasma. Ideally, the Knights are shooty enough to clear a path for the MT to land. Tossed in Exalted Court, so I can get Landstrider and Ion Bulwark. Seems worth it to buff my advancing and charging Knights, who will for sure be advancing because they can shoot without penalty. That is kinda nasty. And I can always go Full Tilt with one of the CC ones, just because. Kurov's and Grand Strategist are there for CP regen, but they are on some squishy dudes who will be up front and personal, so not sure how long they will last. But even a few CP saved is helpful and the Rod for multiple Take Aim! orders sounds good enough. The Knights may also act enough as Distraction 'Fex that the Scions don't get as much punishment. Probably not a particularly good list, but just messing about. I don't own the Scions, but I love the models and wouldn't mind an excuse to get some.
Opting out of a screen with this list, but having a second turn drop option that can shoot an ungodly amount of Plasma. Ideally, the Knights are shooty enough to clear a path for the MT to land. Tossed in Exalted Court, so I can get Landstrider and Ion Bulwark. Seems worth it to buff my advancing and charging Knights, who will for sure be advancing because they can shoot without penalty. That is kinda nasty. And I can always go Full Tilt with one of the CC ones, just because. Kurov's and Grand Strategist are there for CP regen, but they are on some squishy dudes who will be up front and personal, so not sure how long they will last. But even a few CP saved is helpful and the Rod for multiple Take Aim! orders sounds good enough. The Knights may also act enough as Distraction 'Fex that the Scions don't get as much punishment. Probably not a particularly good list, but just messing about. I don't own the Scions, but I love the models and wouldn't mind an excuse to get some.
My goodness mate. More plasma than a Doom guy vs boss fight! That list looks quite fun. I was considering keeping mine Admech and opting for a Lucius style tactical nuke but you only get 3 per 10 man unit and they cost so much more. What do you think of the Gallant? Would swapping the errant for him give you a bit more punch up front?
This message was edited 1 time. Last update was at 2018/06/09 18:25:56
2018/06/09 19:34:41
Subject: Re:Imperial Knights Tactica Version 1.0 - Pre codex
Armiger damage boosted by 46% if they're within 6" of Preceptor
+2" to charge and advance for Preceptor and Armigers if they're within 6"
Packhunters (1CP) can let the 2nd Warglaive reroll a failed charge
Bonded Oathsmen (1CP) lets Armigers within 6" perform Heroic Intervention (up to 6")
The Warglaives threaten a 23" charge, the Preceptor 21", and everyone can shoot while advancing without penalty.
Considering that the Armiger buff is an efficiency upgrade over non-Gallant Questoris models in melee, it only takes 2 turns of melee against the least point efficient targets to make this Preceptor combo more point-per-wound efficient than any other shooty Questoris with a relic weapon.
The benefits come with the hassle of keeping the Warglaives within 6" of the Preceptor, keeping the Warglaives alive long enough to matter, and the Helm Dominatus only effects 1 enemy unit per turn.
So the question is: is it worth the hassle of min/maxing Armigers when I could take a more lethal (or more durable) Questoris variant?
This message was edited 3 times. Last update was at 2018/06/09 20:37:06
2018/06/10 02:36:44
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
I highly doubt you are going to get 2 turns of melee in with those Armigers.
Furthermore, the entire strategy seems to have a lot of dependencies. Lots of things can go wrong; mutually dependent is not the same thing as mutually supportive.
For example, what if they nuke your Preceptor on turn one? What if any of your units rolls a dud when they advance or charge? What if you're fighting something stronger than you in melee or shooting?
2018/06/10 02:49:53
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
I think they key with Warglaives in melee is to go after screens and use sweep attack. They will also be a good deterrant against fast moving t1 charges with the Bonded Oathsmen strat. 1CP to have then join in and sweep attack the death company 3 times will be fantastic. Once the preceptor finally gets released I think my lists will be (Big Knight 1) (Big Knight 2) Preceptor with Paragon Gauntlet, Warglaive unit with 3.
2018/06/10 05:46:03
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
Suzuteo wrote: Lots of things can go wrong; mutually dependent is not the same thing as mutually supportive.
See, that's the crux of my dilemma. I really want to like the Preceptor, but even at its best it plays like a house of cards. I think if run with 4 Armigers, the dependencies are mitigated, but that's a lot more investment than I want to make.
I want a Questoris to join my Warglaives in supporting some AdMech, not becoming a capstone in a specialized anti-armor list. So I guess a house Raven Warden with Landstrider and Endless Fury. Though if I took the 4++ trait and the 2+ relic I could shrug off the dakka from the hordes I want to engage.
2018/06/10 07:00:19
Subject: Re:Imperial Knights Tactica Version 1.0 - Pre codex
This is the list I am currently looking at doing. Two Wardens and a Valiant with a small contingent of Space Marines. I will have 9 CP to work with. Thoughts?
casvalremdeikun wrote: This is the list I am currently looking at doing. Two Wardens and a Valiant with a small contingent of Space Marines. I will have 9 CP to work with. Thoughts?
That could work. The main thing I’d do is change the marines to deathwatch. Intercessors are buffed so much by SIA.
I also think you might be better off running your knights as house raven, if you really want to run a valiant. Give someone landstrider and have him zerg forward, using the order of companions stratagem to reroll all his 1s in the shooting phase. That should help get your meltas and harpoon into range, which is when the fun really starts. Maybe give him landstrider and 2+ armour. You could stick landstrider on someone else so he could have the 4++ warlord trait, but that creates a dependency.
This message was edited 1 time. Last update was at 2018/06/10 09:08:45
2018/06/10 10:21:14
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
Super-heavy Detachment
House Krast
Crusader (Warlord) w/ Avenger Gatling Cannon, Thermal Cannon, Heavy Stubber, Heavy Flamer, Ironstorm Missile Pod: Warlord Trait = House Krast trait (re-roll 1s to-hit), Relic = House Krast relic (+1 Damage against models with Wounds characteristic of 10 or more, or +2 Damage against Titanic models)
Gallant w/ Reaper Chainsword, Thunderstrike Gauntlet, Heavy Stubber, Ironstorm Missile Pod
Gallant w/ Reaper Chainsword, Thunderstrike Gauntlet, Heavy Stubber, Ironstorm Missile Pod
Super-heavy Auxiliary Detachment
House Raven
Castellan w/ Volcano Lance, Plasma Decimator, Two Twin Meltaguns, Two Siegebreaker Cannons, Two Shieldbreaker Missiles
And the mandatory bare-bones Guard battalion with either Cadian or Valhallan rules; the army total comes to just under 2000.
Four Knights seems too good to pass up on compared to three Knights with more upgrades. I could swap the Ironstorms out to upgrade the Thermal Cannon on the Crusader to a Rapid-Fire Battle Cannon, but I think I prefer the Thermal Cannon even if the Battle Cannon can get more mileage out of the +1/2 Damage relic.
I'm committed to a Castellan and it absolutely has to be House Raven to be decent, not for the trait (which it won't get in the auxiliary) but for the re-roll all 1s in the Shooting phase stratagem that is just too awesome for 1CP on a model with such random weapons.
However, for the main detachment I went for House Krast as Gallants generally get very little value out of House Raven unless you've got Stormspears up top (whereas I don't much care if I can't fire Ironstorms) and the Crusader with the House Krast +1 Damage relic is actually a nasty tank hunter with some good dice luck (which the re-roll 1s to-hit Warlord Trait helps with). Krast is awesome for Gallants, especially when I'm trying to successfully land the Death Grip attack. Controlled Aggression is an ok stratagem, it's nowhere near as potentially game-changing as the House Terryn fight twice stratagem but I prefer Krast for Gallants, and overall Mechanicus seems like the better way to go than Imperialis thanks to all those juicy Mechanicus-specific stratagems (the main one being that you bypass the damage chart and act as normal for 1CP, meaning opponents have to commit to destroying the Knights, and my other favourite being the 5++ against mortal wounds lasting an entire phase also for 1CP).
That's what I'm leaning towards now and I think it's moderately scary while still being a mix of Knights that I like. I've considered dropping the Crusader down to a Warden, but losing out on the Thermal Cannon in exchange for a melee weapon I probably won't need is a bit of a bummer. Honestly, the Krast relic actually makes the RFBC an interesting prospect, but I'm not sure if it's worth losing out on the Ironstorms for. Interested to see what others think there.
As far as Exalted Court and Heirlooms of the Household are concerned, I will always take two extra Warlord Traits (4++ against shooting on the Castellan and Landstrider on one of the Gallants) and at least one extra Heirloom (Cawls' Wrath on the Castellan) with another one present on the Landstrider Gallant if I feel it's necessary (either the Paragon Gauntlet or the 2++ armour). This would leave me with 7CP to work with in a game provided I don't take three relics, or 6CP if I wanted to put Kurov's Aquila on a Company Commander, which should be enough for what I need to do. Ideally I won't have to use Ion Aegis on the Castellan, which is why having hyper aggressive Gallants and a really nasty Krast Crusader seems like the best way to create real target saturation problems for an opponent.
Actually, here's a quick rules question as I can't recall how it works in other scenarios; if I have "re-roll 1s" per the House Raven stratagem, how does that work with, say, a 3D3 roll for Damage? I'm assuming I don't re-roll any individual D3 rolls of 1, but that the re-roll 1s only applies to the overall roll (as technically the 3D3 Damage on the Volcano Lance is a single roll)?
This message was edited 5 times. Last update was at 2018/06/10 10:35:34
2018/06/10 15:29:24
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
Exalted Court: Exalted Court: 2 Extra Warlord Traits (-3CP)
Heirlooms of the Household: Heirlooms of the Household: 2 Extra Heirlooms (-3CP)
Household Choice . Questor Mechanicus: House Raven
+ Lord of War +
Armiger Helverins . Armiger Helverin: Heavy stubber
. Armiger Helverin: Heavy stubber
. Armiger Helverin: Heavy stubber
Knight Gallant Heavy stubber, Heirloom: The Paragon Gauntlet, Reaper chainsword,
. Character Exalted Court Member: Warlord Trait: Knight Seneschal
Knight Preceptor Heavy stubber, Heirloom: The Helm Dominatus, Ironstorm missile pod, Thunderstrike gauntlet
. Character Warlord: Warlord Trait: Landstrider
Knight Warden Heavy stubber, Heirloom: Endless Fury, Ironstorm missile pod, Thunderstrike gauntlet, Heavy Flamer
. Character Exalted Court Member: Warlord Trait: Cunning Commander
++ Total: [93 PL, 1748pts] ++
The goal is to scoot and shoot the Perceptor + Helverins, allowing them to move, advance, and shoot at BS 2+ re-roll 1’s, while the Warden mops up chaff and the Gallant smashes face. I’m not worried about 4++ or better saves on my guys, nor the standard Strat dickery, just stacking up useful bonuses and playing quick games.
Also, with a minor equipment change, I got can drop a Helverin for a Guard Battery, and have enough CP for a few choice Strats.
Any thoughts?
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
2018/06/10 16:28:18
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
Question: People at my local GW say you don't get house traits if you have less than three Questoris/Dominous class knights in a Super Heavy detachment.
Reading my 'Dex, it doesn't look like that's the case-you can grab traits with one Questoris and two Armigers.
Am I wrong? Are they wrong?
Clocks for the clockmaker! Cogs for the cog throne!
2018/06/10 16:48:31
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
JNAProductions wrote: Question: People at my local GW say you don't get house traits if you have less than three Questoris/Dominous class knights in a Super Heavy detachment.
Reading my 'Dex, it doesn't look like that's the case-you can grab traits with one Questoris and two Armigers.
Am I wrong? Are they wrong?
I've seen people saying that too, but you get to pick a character and get household benefits, the only thing you don't get is the 3CP.
What's confusing them is that you're still "battleforged" with armigers you just don't get "command benefits," and when you look at command benefits, they are just the CP. the character and household is from being battle forged, which you are.
This message was edited 1 time. Last update was at 2018/06/10 16:48:45
2018/06/10 16:51:55
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
For $250 whole american dollerydoos, you too can have 4 s16 6 damage attacks from a Lancer.
The horror I tell you, the absolute horror.
Okay that statement is quite out of context that Str and Damage characteristic only activate IF you roll a 6+ before you shoot. Jeeze man the Atrapos is good but not THAT good.
Sheep follow sheep, it's as simple as that!
2018/06/10 16:56:07
Subject: Re:Imperial Knights Tactica Version 1.0 - Pre codex
What are people's thoughts on the chain sword, specifically for errant. The gauntlet is sexy, but you really have to take the relic gauntlet if you want to fist, otherwise you're going to miss too much. So for my errant I can go relic gauntlet, or relic melee Invul save + chain sword. Can't decide if the save is worth giving up the fist, kinda feels like it is because most melee units have AP, and having your expensive knifpght get into melee just to be wrecked by 200pts of power axes sounds sad. Plus the chain sword has enough strength and so for most things you'll be in melee with, except maybe a land raider.
What do you guys think.
*btw my lance is a crusader, errant (gallant is sweet but getting past screens into melee isn't guaranteed so I feel better having at least some gun) and an armiger.
For $250 whole american dollerydoos, you too can have 4 s16 6 damage attacks from a Lancer.
The horror I tell you, the absolute horror.
Let's see, the most point per damage effective units by miles in almost every single army are forgeworld, and in this example of the knight cost 3 times standard knights. So yeah, pay2win.
This message was edited 1 time. Last update was at 2018/06/10 16:58:40
2018/06/10 17:05:13
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
For $250 whole american dollerydoos, you too can have 4 s16 6 damage attacks from a Lancer.
The horror I tell you, the absolute horror.
Okay that statement is quite out of context that Str and Damage characteristic only activate IF you roll a 6+ before you shoot. Jeeze man the Atrapos is good but not THAT good.
I wrote Lancer, friend. I never mentioned an Atrapos.
Even then, I misspoke as a Lancer is still only S14.
This message was edited 1 time. Last update was at 2018/06/10 17:06:52
JNAProductions wrote: Question: People at my local GW say you don't get house traits if you have less than three Questoris/Dominous class knights in a Super Heavy detachment.
Reading my 'Dex, it doesn't look like that's the case-you can grab traits with one Questoris and two Armigers.
Am I wrong? Are they wrong?
Far as I can tell you get traits as long as you have 3 knights. The only problem armigers have is they don't generate CP unless there are at least 3 big knights.
For example with my Admech I'm only running Armigers at the moment and they still get house traits and amusingly one even gets to be a character. There are very few relics and warlord traits they can make use of, but they look fun at least. I get they're supposed to be support knights for the big ones, but it is kind of sad there aren't more relics and abilities focused specifically on them. It looks to me that if you want to run an armiger heavy list you'll want at least 1-2 big knights to provide leadership bonuses and abilities, since so many strategems, relics, and warlord traits are made with them specifically in mind.
Another fun little thing I noticed, you can take an Armiger as a free blade. There's a couple of fun little abilities they can make use of in smaller games but I don't think you'd want to run a freeblade armiger at anything over a 1000pts.
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2018/06/10 21:52:45
Subject: Re:Imperial Knights Tactica Version 1.0 - Pre codex
casvalremdeikun wrote: This is the list I am currently looking at doing. Two Wardens and a Valiant with a small contingent of Space Marines. I will have 9 CP to work with. Thoughts?
That could work. The main thing I’d do is change the marines to deathwatch. Intercessors are buffed so much by SIA.
I also think you might be better off running your knights as house raven, if you really want to run a valiant. Give someone landstrider and have him zerg forward, using the order of companions stratagem to reroll all his 1s in the shooting phase. That should help get your meltas and harpoon into range, which is when the fun really starts. Maybe give him landstrider and 2+ armour. You could stick landstrider on someone else so he could have the 4++ warlord trait, but that creates a dependency.
Deathwatch would push me over my points limit, I think. That and I don't have any Primaris Deathwatch. The models I listed above are from my Crimson Fists army.
As for the House Tradition, I have considered House Raven, but my brother has six House Raven Knights, so that would be confusing. That and I don't want to copy. Cadmus or Taranis are a possibility. But Mortan seems like it is fun due to the bonuses to hit in CC. I haven't painted any of mine yet.
2018/06/10 22:07:36
Subject: Re:Imperial Knights Tactica Version 1.0 - Pre codex
Danny slag wrote: What are people's thoughts on the chain sword, specifically for errant. The gauntlet is sexy, but you really have to take the relic gauntlet if you want to fist, otherwise you're going to miss too much. So for my errant I can go relic gauntlet, or relic melee Invul save + chain sword. Can't decide if the save is worth giving up the fist, kinda feels like it is because most melee units have AP, and having your expensive knifpght get into melee just to be wrecked by 200pts of power axes sounds sad. Plus the chain sword has enough strength and so for most things you'll be in melee with, except maybe a land raider.
What do you guys think.
I think you're probably right that the fist is not worth it unless you're taking the relic. The only foe against which it is even slightly better than the sword is T8 with 3+ or 2+ save, without invulnerable save, and when your profile has not degraded. Sword is better in all other situations, sometimes significantly. Then again this is not taking into account tossing dead foes for extra damage or the fist stratagem with which you can pretty much make sure that a thing that needs to die dies. The sword stratagem is nice, but I don't think that it is nearly as good.
In any case, I'd probably prioritise defence over offence. If your knight with a relic fist of doom is charging towards the enemy, it will be a priority target, and that fist won't do any good when you're dead. 4++ warlord trait and the relic fist would probably be a decent combo, it may not help you in the melee, but will help you to get there in good health. Though if you have a Dominus, you probably want to give that trait to it instead.
House Mortan can run fists without issue due to their +1 to hit when charging/being charged/heroically intervening. A Mortan Gallant is better served by taking Sanctuary or the Armour of the Sainted Ion than the Paragon Gauntlet.
casvalremdeikun wrote: This is the list I am currently looking at doing. Two Wardens and a Valiant with a small contingent of Space Marines. I will have 9 CP to work with. Thoughts?
That could work. The main thing I’d do is change the marines to deathwatch. Intercessors are buffed so much by SIA.
I also think you might be better off running your knights as house raven, if you really want to run a valiant. Give someone landstrider and have him zerg forward, using the order of companions stratagem to reroll all his 1s in the shooting phase. That should help get your meltas and harpoon into range, which is when the fun really starts. Maybe give him landstrider and 2+ armour. You could stick landstrider on someone else so he could have the 4++ warlord trait, but that creates a dependency.
Deathwatch would push me over my points limit, I think. That and I don't have any Primaris Deathwatch. The models I listed above are from my Crimson Fists army.
As for the House Tradition, I have considered House Raven, but my brother has six House Raven Knights, so that would be confusing. That and I don't want to copy. Cadmus or Taranis are a possibility. But Mortan seems like it is fun due to the bonuses to hit in CC. I haven't painted any of mine yet.
Fair enough then. I play crimson fists myself so I’d never criticise that!
On the chainsword/fist question, I think you can make a case in favour of the fist. Weirdly, it mainly centres on the fact that feet are better against most targets anyway. So you’re kicking away at a unit, and then you death grip a hapless character nearby. The sword doesn’t give you that option.
For a gallant the fist is actually slightly better than the sword. It tends to hit on a 3 and wound on a 2, while the sword hits on a 2 and wounds on a 3 against tough things. So the average damage is the same but the fist lets you throw tanks at people. And you’re likely to be kicking any soft target anyway.
2018/06/11 00:05:46
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
JNAProductions wrote: Question: People at my local GW say you don't get house traits if you have less than three Questoris/Dominous class knights in a Super Heavy detachment.
Reading my 'Dex, it doesn't look like that's the case-you can grab traits with one Questoris and two Armigers.
Am I wrong? Are they wrong?
the restriction is: You only get Households tradition in a superheavy detachment.
So a single knight in an auxilary superheavy detachment doesn't get tradition.
A single knight in a superheavy detachment (with armigers) gets traditions (but no command benefits read: 3 CP).
2018/06/11 00:56:57
Subject: Re:Imperial Knights Tactica Version 1.0 - Pre codex
casvalremdeikun wrote: This is the list I am currently looking at doing. Two Wardens and a Valiant with a small contingent of Space Marines. I will have 9 CP to work with. Thoughts?
That could work. The main thing I’d do is change the marines to deathwatch. Intercessors are buffed so much by SIA.
I also think you might be better off running your knights as house raven, if you really want to run a valiant. Give someone landstrider and have him zerg forward, using the order of companions stratagem to reroll all his 1s in the shooting phase. That should help get your meltas and harpoon into range, which is when the fun really starts. Maybe give him landstrider and 2+ armour. You could stick landstrider on someone else so he could have the 4++ warlord trait, but that creates a dependency.
Deathwatch would push me over my points limit, I think. That and I don't have any Primaris Deathwatch. The models I listed above are from my Crimson Fists army.
As for the House Tradition, I have considered House Raven, but my brother has six House Raven Knights, so that would be confusing. That and I don't want to copy. Cadmus or Taranis are a possibility. But Mortan seems like it is fun due to the bonuses to hit in CC. I haven't painted any of mine yet.
Fair enough then. I play crimson fists myself so I’d never criticise that!
On the chainsword/fist question, I think you can make a case in favour of the fist. Weirdly, it mainly centres on the fact that feet are better against most targets anyway. So you’re kicking away at a unit, and then you death grip a hapless character nearby. The sword doesn’t give you that option.
For a gallant the fist is actually slightly better than the sword. It tends to hit on a 3 and wound on a 2, while the sword hits on a 2 and wounds on a 3 against tough things. So the average damage is the same but the fist lets you throw tanks at people. And you’re likely to be kicking any soft target anyway.
When my Mortan Gallant charges, even with a plain Thunderstrike Gauntlet. So that is pretty rad. And I definitely look forward to getting Death Grip off (on a 2+ no less!).
Mortan's Warlord Trait and Stratagem makes me regret getting a Valiant instead of a Castellan. Being able to camp in back and lay waste is pretty awesome. -1 to hit against a rear Knight and being able to shoot without penalty is pretty awesome. Maybe I will make a Crusader instead of one of the Wardens. The ability to blast away is pretty cool. It would give me one of every basic Knight type.
2018/06/11 01:11:12
Subject: Imperial Knights Tactica Version 1.0 - Pre codex
Household Choice
. Questor Imperialis: House Hawkhroud or Mortan
+ Lord of War +
Armiger Helverins [9 PL]
. Armiger Helverin: Heavy stubber
Knight Gallant [20 PL]: Heavy stubber, Reaper chainsword, Thunderstrike gauntlet
Knight Valiant [30 PL]: Character
. One Siegebreaker Cannon & Four Shieldbreaker Missiles: 4x Shieldbreaker Missile, Twin Siegebreaker Cannon
Knight Warden [23 PL]: Heavy stubber, Ironstorm missile pod, Reaper chainsword
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger gatling cannon, Heavy flamer
++ Total: [95 PL, 1750pts] ++
Going to build this list. Alternatively can drop the primaris Psyker and an infantry squad for a tempestor prime and a barebone tempestus squad. I think my warlord will be the Valiant and always take 3CP exalted court and 1 CP relic.
This message was edited 1 time. Last update was at 2018/06/11 01:13:07
2018/06/11 05:42:33
Subject: Re:Imperial Knights Tactica Version 1.0 - Pre codex
Opting out of a screen with this list, but having a second turn drop option that can shoot an ungodly amount of Plasma. Ideally, the Knights are shooty enough to clear a path for the MT to land. Tossed in Exalted Court, so I can get Landstrider and Ion Bulwark. Seems worth it to buff my advancing and charging Knights, who will for sure be advancing because they can shoot without penalty. That is kinda nasty. And I can always go Full Tilt with one of the CC ones, just because. Kurov's and Grand Strategist are there for CP regen, but they are on some squishy dudes who will be up front and personal, so not sure how long they will last. But even a few CP saved is helpful and the Rod for multiple Take Aim! orders sounds good enough. The Knights may also act enough as Distraction 'Fex that the Scions don't get as much punishment. Probably not a particularly good list, but just messing about. I don't own the Scions, but I love the models and wouldn't mind an excuse to get some.
My goodness mate. More plasma than a Doom guy vs boss fight! That list looks quite fun. I was considering keeping mine Admech and opting for a Lucius style tactical nuke but you only get 3 per 10 man unit and they cost so much more. What do you think of the Gallant? Would swapping the errant for him give you a bit more punch up front?
I have punch via the feet and two Reaper Chainswords. I don't think a Gallant really offers much, especially with the Raven trait.
And.yea, allllllll the plasma. Because they can re-roll ones with Take Aim, so it's less of a liability and they shoot well to begin with. I can either drop them T1 in my deployment zone or T2 for a bit of a alpha-ish strike. They aren't going to stand up to high volume shooting, but if they get one round in they'll do some hurt. And I can hold back the smaller team to drop onto a distant objective even.
Anyone else have input on the list before I blow a lot of cash on some Scions?
Opting out of a screen with this list, but having a second turn drop option that can shoot an ungodly amount of Plasma. Ideally, the Knights are shooty enough to clear a path for the MT to land. Tossed in Exalted Court, so I can get Landstrider and Ion Bulwark. Seems worth it to buff my advancing and charging Knights, who will for sure be advancing because they can shoot without penalty. That is kinda nasty. And I can always go Full Tilt with one of the CC ones, just because. Kurov's and Grand Strategist are there for CP regen, but they are on some squishy dudes who will be up front and personal, so not sure how long they will last. But even a few CP saved is helpful and the Rod for multiple Take Aim! orders sounds good enough. The Knights may also act enough as Distraction 'Fex that the Scions don't get as much punishment. Probably not a particularly good list, but just messing about. I don't own the Scions, but I love the models and wouldn't mind an excuse to get some.
My goodness mate. More plasma than a Doom guy vs boss fight! That list looks quite fun. I was considering keeping mine Admech and opting for a Lucius style tactical nuke but you only get 3 per 10 man unit and they cost so much more. What do you think of the Gallant? Would swapping the errant for him give you a bit more punch up front?
I have punch via the feet and two Reaper Chainswords. I don't think a Gallant really offers much, especially with the Raven trait.
And.yea, allllllll the plasma. Because they can re-roll ones with Take Aim, so it's less of a liability and they shoot well to begin with. I can either drop them T1 in my deployment zone or T2 for a bit of a alpha-ish strike. They aren't going to stand up to high volume shooting, but if they get one round in they'll do some hurt. And I can hold back the smaller team to drop onto a distant objective even.
Anyone else have input on the list before I blow a lot of cash on some Scions?
If things are about to get spendy then I’d consider getting a couple of sets of the start collecting box. I have a feeling that you might find the dakka from taurox primes as valuable as the pew pew from plasma.
Right now I think your list is a bit rock/paper/scissors. You could struggle with hordes. A couple of taurox Gatling cannons would help somewhat with that.
I’m not 100% sure this is correct, but on balance I think you’d find it useful to have the tauroxes in your collection, so that you had the option of running them.