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Made in us
Longtime Dakkanaut





Connecticut

Here is their, baseline, GEQ/Avenger/MEQ/TEQ/Crisis/Rhino/Russ/Landraider output.

Giving them a preceptor for rerolls to 1s makes it slightly more.
[Thumb - Glaive.png]


Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Oh, they're 4 base?

My bad. Up the numbers I gave by 33%.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Longtime Dakkanaut





Connecticut

I pinned an image of all knight weapon's damage output against all targets to the first post, just to alleviate any future claims to your math, JNA. Lol

We've seen enough of that in other threads, so helpfully this prevents any headaches for you.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Painlord Titan Princeps of Slaanesh




So which category do plague bearers fall under?
   
Made in us
Longtime Dakkanaut





Connecticut

A very unique one, lol

They're basically the definition of beefy horde.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in gb
Aspirant Tech-Adept






Daft question but I’m a daft person. I’m about to play a game with a solo knight. What is it I have to do to get warlord trait and relic on it?

Can anyone shed light on this for me. Do I burn 2CP by using exalted court and heirlooms of the household?

That sound right?


Edit** got my answer

This message was edited 1 time. Last update was at 2018/06/14 17:56:49


 
   
Made in us
Been Around the Block




 Ideasweasel wrote:
Daft question but I’m a daft person. I’m about to play a game with a solo knight. What is it I have to do to get warlord trait and relic on it?

Can anyone shed light on this for me. Do I burn 2CP by using exalted court and heirlooms of the household?

That sound right?


Edit** got my answer


Yes. You also don't get household traits, so making it a freeblade is a good option if you don't care about the household only strats. (This is free)
   
Made in us
Regular Dakkanaut




NE TN

 luke1705 wrote:
So I know it’s more of an imperial guard army with a knight ally, but I wanted to mention it here, as I came at this list with the approach of starting with a Castellan in my army and seeing what I could do to support it.

My main consideration was that there are so many good stratagems and not enough CP in the world. Even at 8 CP with a guard battalion, I found that I’d want to spend too much CP pre-game, giving multiple knights a relic and most likely a warlord trait too, which would be 6 CP spent before the word go. Let alone the stratagems I wanted to use (notably rotate ion shields being so expensive on a dominus chassis), so I gravitated towards two batallions, but didn’t really like having a Freeblade Valiant (limited by 3 sources and the need for the relic flamer), and/or putting a cc knight in house Raven (which I believe is necessary for the Castellan).

So thus enters the guard brigade. A min brigade isn’t too expensive, but I wanted to use the brigade to address the horde weakness inherent in the knights codex, so enter fast attack hellhounds. Of course mortars help, but I like the idea of basilisks putting some extra wounds out at range. The only question was did I want to have a second knight or a BA battalion for Mephiston and a Slamguinius, plus some forward Scouts? I went with the latter, but I could be convinced otherwise. There are even enough points for a Castellan, 2 Shooty armigers, a Warden, plus a small guard brigade if you want to go more knight heavy.

...


I'm glad to see someone else landed on the same page regarding IKs. Point-for-point, a Raven Castellan looks to be the most efficient ranged option the codex has to offer. Additionally, you can only use the +1 invul strat once per turn, so having more than one knight will just result in smart opponents blasting the most vulnerable Knight first. 3 CP is expensive, but you'll probably only do it for 2-3 turns. Furthermore, you can eschew it completely against lists that don't offer much of a long-ranged threat (switching WL trait too, if you're feeling bold!). Regarding the heavy CP need, I also landed on bringing an AM brigade instead of the common battalion. However, I plan to run a plasma-heavy Elysian battalion as my third detachment.

Regarding splashing Astra Militarum for cheap command points, I see a lot of posts that seem to be regarding it as a kind of "tax." As such, I want to sing the praises of the humble Infantry Squad, which I feel is one of the best units in the game when combined with Commanders. Here are a few highlights:

1. Don't underestimate how effective 10 guardsmen can be when using FRFSRF. 37 shots at 4+ to hit will tear up infantry and still ding higher-toughness units. For a paltry 110 points (2 squads + company commander), you've got a total of 74 such shots, with an 18" reach (possibly more depending on regiment).

2. Guardsmen offer incredible board control. First off, they're crazy fast when needed. If using the "Move! Move! Move!" strat, they can scoot an AVERAGE of 19" in a single turn. This can allow some gross screening potential and let you stretch out to grab objectives better than units that seem faster.

3. Guardsmen can be surprisingly survivable. Between the +1 save psychic power, the +1 save strat, and the -1 to hit strat, you can toughen a unit up quite a bit. Furthermore, you can spend the first couple of turns combining infantry squads, which maximize the value of these buffs. Finally, the 3 CP strat that gives Imperium units a 5+ invul could be combined with all of the above in a pinch to offer you 20+ guardsmen with a 3+ invul, at -1 to hit them...

In terms of just the Commanders, Kurov's Aquila + Grand Strategist is just gross in its current state and seems too good to pass up for a CP-hungry army, especially when we are talking about a codex (Knights) that can generate Warlord traits with a stratagem.

As such, don't knock the guardsmen 'til you've tried them. I can definitely respect someone wanting to keep their army pure IK, but if playing a strong list is the primary goal, I think it's a no-brainer.

 
   
Made in de
Dakka Veteran






Someone asked for a Terryn list. Mine would look like this at 2000

2×Gallant
Paladin (thunder of Voltoris)
Errant
Crusader with Thermal cannon and Ironstorm missile pod
   
Made in us
Longtime Dakkanaut




 magodedisco wrote:
 luke1705 wrote:
So I know it’s more of an imperial guard army with a knight ally, but I wanted to mention it here, as I came at this list with the approach of starting with a Castellan in my army and seeing what I could do to support it.

My main consideration was that there are so many good stratagems and not enough CP in the world. Even at 8 CP with a guard battalion, I found that I’d want to spend too much CP pre-game, giving multiple knights a relic and most likely a warlord trait too, which would be 6 CP spent before the word go. Let alone the stratagems I wanted to use (notably rotate ion shields being so expensive on a dominus chassis), so I gravitated towards two batallions, but didn’t really like having a Freeblade Valiant (limited by 3 sources and the need for the relic flamer), and/or putting a cc knight in house Raven (which I believe is necessary for the Castellan).

So thus enters the guard brigade. A min brigade isn’t too expensive, but I wanted to use the brigade to address the horde weakness inherent in the knights codex, so enter fast attack hellhounds. Of course mortars help, but I like the idea of basilisks putting some extra wounds out at range. The only question was did I want to have a second knight or a BA battalion for Mephiston and a Slamguinius, plus some forward Scouts? I went with the latter, but I could be convinced otherwise. There are even enough points for a Castellan, 2 Shooty armigers, a Warden, plus a small guard brigade if you want to go more knight heavy.

...


I'm glad to see someone else landed on the same page regarding IKs. Point-for-point, a Raven Castellan looks to be the most efficient ranged option the codex has to offer. Additionally, you can only use the +1 invul strat once per turn, so having more than one knight will just result in smart opponents blasting the most vulnerable Knight first. 3 CP is expensive, but you'll probably only do it for 2-3 turns. Furthermore, you can eschew it completely against lists that don't offer much of a long-ranged threat (switching WL trait too, if you're feeling bold!). Regarding the heavy CP need, I also landed on bringing an AM brigade instead of the common battalion. However, I plan to run a plasma-heavy Elysian battalion as my third detachment.

Regarding splashing Astra Militarum for cheap command points, I see a lot of posts that seem to be regarding it as a kind of "tax." As such, I want to sing the praises of the humble Infantry Squad, which I feel is one of the best units in the game when combined with Commanders. Here are a few highlights:

1. Don't underestimate how effective 10 guardsmen can be when using FRFSRF. 37 shots at 4+ to hit will tear up infantry and still ding higher-toughness units. For a paltry 110 points (2 squads + company commander), you've got a total of 74 such shots, with an 18" reach (possibly more depending on regiment).

2. Guardsmen offer incredible board control. First off, they're crazy fast when needed. If using the "Move! Move! Move!" strat, they can scoot an AVERAGE of 19" in a single turn. This can allow some gross screening potential and let you stretch out to grab objectives better than units that seem faster.

3. Guardsmen can be surprisingly survivable. Between the +1 save psychic power, the +1 save strat, and the -1 to hit strat, you can toughen a unit up quite a bit. Furthermore, you can spend the first couple of turns combining infantry squads, which maximize the value of these buffs. Finally, the 3 CP strat that gives Imperium units a 5+ invul could be combined with all of the above in a pinch to offer you 20+ guardsmen with a 3+ invul, at -1 to hit them...

In terms of just the Commanders, Kurov's Aquila + Grand Strategist is just gross in its current state and seems too good to pass up for a CP-hungry army, especially when we are talking about a codex (Knights) that can generate Warlord traits with a stratagem.

As such, don't knock the guardsmen 'til you've tried them. I can definitely respect someone wanting to keep their army pure IK, but if playing a strong list is the primary goal, I think it's a no-brainer.


Most of the complaints I've seen about it are because it's such a no brainier. There are very few reasons not to want cheap IG in your army as it is, and the CP make it foolish not to.
   
Made in gb
Ship's Officer



London

Luckily, nobody's talking about using just a few armigers against plaguebearers. There will be a few big knights kicking around as well. But yes, they are a definite problem.

I've faced 120, all in units of 30 that trail back to a single tree and an assortment of buff characters. They just cover the board.

It's not impossible to deal with them though. One approach seems is to really focus on a squad and try to wipe it out. I'm not sure if that's the best way though. Morale can kill lots of these big units if they don't roll a 1 (in which case D6 come back, which is super-annoying!). If you cause significant casualties to a couple of different units for them to be taking tests then you can see a lot of them run off.

Once there are <20 left at the start of a phase they lose their -1 to be hit bonus. So it probably makes sense to shoot up one squad, then charge it with two or three knights and try to smash it. Note that if there are 20+ at the start of a phase they keep the -1 until the next phase, no matter how many you kill.

Plaguebearer characters might be a prime target to have missiles shot at them using the stratagem. The problem is that one missile is very unlikely to do the job, due to their FNP, and you could end up throwing away a lot of CPs that way.

Anyway my initial point is that I don't think helverins would be a huge amount of use in this match up, and I think I stand by that. Armigers don't do as much with shooting but remember that in cc they get to fight in the nurgle player's turn as well as their own, which significantly improves their output - so long as they live long enough.
   
Made in gb
Aspirant Tech-Adept






urzaplanewalker wrote:
 Ideasweasel wrote:
Daft question but I’m a daft person. I’m about to play a game with a solo knight. What is it I have to do to get warlord trait and relic on it?

Can anyone shed light on this for me. Do I burn 2CP by using exalted court and heirlooms of the household?

That sound right?


Edit** got my answer


Yes. You also don't get household traits, so making it a freeblade is a good option if you don't care about the household only strats. (This is free)


Cool thanks
   
Made in gb
Regular Dakkanaut





For your consideration

Chillen, grab a seat and let papa Quinlan tell you de tale of how he got tabled in t'ree turns

Spoiler:

----

So, got my first game in with Knights, brought my wrecking ball list (3 x Valiant at 1750), versus a tau list containing
* Coldstar
* 7 x 5 Firewarriors squads
* 1 x 6 Stealth Suits
* Cadre Fireblade
* Longstrike
* Commander ni a battlesuit with 4 Fusion Blasters
* Riptide
* Broadside with missiles
* Broadside with Railgun
* 2 x 4 drones

This game did not go well for me. I lost the roll off with a 1 versus his four, and his turn one, between the Marker Lights, the Coldstar and Riptide and some spectacularly bad dicerolling, I lose my Landstrider Valiant, he blew up big and put 4 wounds on my HQ and 6 on the other Valiant.

In my turn one I moved both of them up and used the Raven household tradition to move them up further. I ended up using my two conflagration cannons to wipe out one squad of firewarriors and most of a squad of stealth suits. All 8 melta shots and both Harpoons failed to put a single wound onto his cold star between my inability to hit with the Harpoons and his epic save rolls. Charging accounted for 3 wounds on the Coldstar and three more dead firewarriors

His turn 2 he moved his commander into Melta-range and overcharged the Riptide and managed to nail my second Valiant, leaving me with one wounded knight. Longstrike rolled double 1 to hit for the second turn in a row

In my turn 2 I wiped out two more squads of firewarriors with the Siegebreaker and the Conflagration cannon. The harpoon missed again, but the Melta shots killed the Coldstar and I kicked the Stealth suits to death.

Unfortunately, he was now close enough to move all his remaining firewarriors into 15'' range and triple his shots thanks to the Fireblade, and he basically plinked me down to 2 wounds.

For my turn 3, I fired the conflagration cannon at the Riptide, an he saved all but one wound which he tanked onto a drone, while the Siegebreaker did well and the melta's killed his commander. The harpoon missed AGAIN.

We called it there, with him effectively a half dozen command points ahead, and me on two wounds.

My main take away is this
* Turn 1 is unblievably vital for Knights
* Three Valiants is too few models. Your opponent can simply focus them down too easy
* the close range of the weapons is crippling against an army with more firepower than you have.

Bottom line, I do not think I'll be taking this build to GT. Next week I'll be trying out my four knight build, and I shall report back on what happens.
   
Made in gb
Ship's Officer



London

Godeskian wrote:
For your consideration

Chillen, grab a seat and let papa Quinlan tell you de tale of how he got tabled in t'ree turns

Spoiler:

----

So, got my first game in with Knights, brought my wrecking ball list (3 x Valiant at 1750), versus a tau list containing
* Coldstar
* 7 x 5 Firewarriors squads
* 1 x 6 Stealth Suits
* Cadre Fireblade
* Longstrike
* Commander ni a battlesuit with 4 Fusion Blasters
* Riptide
* Broadside with missiles
* Broadside with Railgun
* 2 x 4 drones

This game did not go well for me. I lost the roll off with a 1 versus his four, and his turn one, between the Marker Lights, the Coldstar and Riptide and some spectacularly bad dicerolling, I lose my Landstrider Valiant, he blew up big and put 4 wounds on my HQ and 6 on the other Valiant.

In my turn one I moved both of them up and used the Raven household tradition to move them up further. I ended up using my two conflagration cannons to wipe out one squad of firewarriors and most of a squad of stealth suits. All 8 melta shots and both Harpoons failed to put a single wound onto his cold star between my inability to hit with the Harpoons and his epic save rolls. Charging accounted for 3 wounds on the Coldstar and three more dead firewarriors

His turn 2 he moved his commander into Melta-range and overcharged the Riptide and managed to nail my second Valiant, leaving me with one wounded knight. Longstrike rolled double 1 to hit for the second turn in a row

In my turn 2 I wiped out two more squads of firewarriors with the Siegebreaker and the Conflagration cannon. The harpoon missed again, but the Melta shots killed the Coldstar and I kicked the Stealth suits to death.

Unfortunately, he was now close enough to move all his remaining firewarriors into 15'' range and triple his shots thanks to the Fireblade, and he basically plinked me down to 2 wounds.

For my turn 3, I fired the conflagration cannon at the Riptide, an he saved all but one wound which he tanked onto a drone, while the Siegebreaker did well and the melta's killed his commander. The harpoon missed AGAIN.

We called it there, with him effectively a half dozen command points ahead, and me on two wounds.

My main take away is this
* Turn 1 is unblievably vital for Knights
* Three Valiants is too few models. Your opponent can simply focus them down too easy
* the close range of the weapons is crippling against an army with more firepower than you have.

Bottom line, I do not think I'll be taking this build to GT. Next week I'll be trying out my four knight build, and I shall report back on what happens.

Thanks for the report. Interesting to see that someone actually took the 3 valiants in 1750 list I’d thought of. Shame, though not totally surprising, that it didn’t work out. Tau are probably one of the worst possible opponents for this list, and going 2nd isn’t fun at all.

I basically think you need to start killing things on turn 1 with any normal (non-horde) army in 40k now. Where Valiants fall down is that they don’t really do that, and against a mobile enemy they never do.
   
Made in gb
Regular Dakkanaut





Part 1 review of the new Imperial Knights Codex:

https://www.glasshammergaming.co.uk/2018/06/13/imperial-knights-review-part-1/

   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

So I was looking at the Sanctuary Relic and Rotate Ion Shields. From the looks of it, Rotate Ion Shields makes the 5+ in Close Combat turn to a 4+. To me, this seems like a perfect way to keep your Knight alive when it gets rushed by a dedicated Smashy unit (Captain Slam, for example). That seems to be one of our biggest weaknesses, so being able to shrug off a good portion of CC, all for just one CP. Technically, it can be used for giving your Knight a 6+ Invulnerable in CC at any time, but there really aren't that many CC weapons with -4 AP. *Rereads* Okay, a case could be made for it not working on a non-Sanctuary Knight in CC since, at that point, it doesn't have an Invulnerable save active.

Still, I am sticking Sanctuary and Legacy of the Black Pall on my Warlord (a Knight Crusader) for maximum protection. Though which is more useful, Ion Bulwark(4++ vs all shooting) or Legacy of the Black Pall (-1 on shooting attacks from greater than 18" away). With stuff like rerolls, Bulwark might still be the better option.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Longtime Dakkanaut





Had a battle with the new Knights. I'll do my best to tell you how they went...

First Battle: 2000 pts, IK vs Harlequins
My list:
Knights - Hawkshroud - Valiant (relic), Warden (relic), Errant
Space Marines - Raven Guard - Captain, Lieutenant, 3 Tac Squads, 1 Ironclad Dreadnought

His list:
Harlequins - bunch of rules I don't understand
3 troupes in transports all with fusion pistols, 2 shadowseers, 1 solitaire, 1 troupe master, 3 units of bikes with haywires, 1 Wraithknight

Dawn of War deployment with 6 objectives that didn't matter.

Knights won first turn, got rid of 3 bike models. Moved up while Space Marines cowered in ruins near objectives that didn't matter.

Harlequins turn, everything ran up to get into fusion pistol range. Wraithknight charged my Valiant which was a huge mistake (auto-hits and re-rolling wounds brought it down to its last profile fast). Valiant then kicked the Wraithknight to pieces.

Knights turn 2, I massacred some bikes, Ironclad knocked out a transport, and the Warden shot a few things and then charged into close combat. Valiant struggled to do anything to the Solitaire due to Fog.

Harlequins did their best to kill some Space Marines. Surrounded my Warden and brought it down with fusion pistols. I then used the extra explodey stratagem that made it delete a troop squad, 2 shadowseers, a bike, and brought Troupe Master down to 1 wound.

Knights turn 3 the Valiant finally knocked out the Solitaire and the rest of the bikes were cleaned up. At that point, Harlequins conceded due to lack of models that could do anything and fusion pistols whiffing hardcore.

Harlequins simply can't pump out enough damage, even with haywire and fusion pistols, to knock out the Knights. His Wraithknight ended up being a huge point sink, though it would have probably done a lot better had it charged any of the other knights, or went in with a screen of some kind.

--

I can say with confidence that the Harpoon is really underwhelming on the Valiant. If you shoot it at anything that has an invul save, you'll just whiff or they'll make their save. However, that Conflagration Cannon, along with all the other guns, is where the Valiant really shines. Taking the Traitor's Pyre is a no-brainer if you're bothering to take the Valiant. It can delete nearly anything if you get a half-way decent roll on the auto-hits.

The other knights are just as tough as ever. I wouldn't take more than 1 Dominus in any list, and taking a battalion of just about ANY other Imperium faction is necessary to get enough command points to do what you want to do, whether that's rotating ion shields every turn, taking extra relics and warlord traits, or doing Death Grip for fun.

It's a bit sad that Knights rely on this, but I think it opens up for some thematic lists. I know a couple creative people are going to have fun turning their Skitarii or Guardsmen into Knight guards of some kind. Space Marines are simply too expensive to really work in this regard, though I have a feeling when Sisters of Battle get their update, we'll see a lot of them in Knight lists to fill out Battalions with lots of bolters.

Also, even having just a 5+ invul save is really, really, really fantastic. I don't care that it's only against shooting, most 40k armies are going to try to do the most damage they can in shooting with melta, las, and other things. That 5+ invul to ignore the one or two melta or lascannon shots that do hit is just phenomenal. Even if you don't make it, it's so much nicer to have the ability to make the roll and participate in the game, versus Space Marine and Guard vehicles that just take the damage. I now know how Custodes and Admech feel when they get all their invul saves.

This message was edited 3 times. Last update was at 2018/06/15 00:08:58


 
   
Made in gb
Ship's Officer



London

 casvalremdeikun wrote:
So I was looking at the Sanctuary Relic and Rotate Ion Shields. From the looks of it, Rotate Ion Shields makes the 5+ in Close Combat turn to a 4+. To me, this seems like a perfect way to keep your Knight alive when it gets rushed by a dedicated Smashy unit (Captain Slam, for example). That seems to be one of our biggest weaknesses, so being able to shrug off a good portion of CC, all for just one CP. Technically, it can be used for giving your Knight a 6+ Invulnerable in CC at any time, but there really aren't that many CC weapons with -4 AP. *Rereads* Okay, a case could be made for it not working on a non-Sanctuary Knight in CC since, at that point, it doesn't have an Invulnerable save active.

Still, I am sticking Sanctuary and Legacy of the Black Pall on my Warlord (a Knight Crusader) for maximum protection. Though which is more useful, Ion Bulwark(4++ vs all shooting) or Legacy of the Black Pall (-1 on shooting attacks from greater than 18" away). With stuff like rerolls, Bulwark might still be the better option.

I think that Sanctuary and Black Pall are kind of either/or. A knight that's fighting in cc a lot isn't going to get a lot of benefit out of -1 to hit outside of 18".

Black Pall is decent on something like a crusader, but to be honest I think you're right to be asking whether the straight 4++ is better in most cases. The fact is, it depends on the BS of incoming fire. Ion Bulwark reduces incoming damage by 25% compared to a 5++. Black Pall does the same thing against BS3+, but against BS 4+ it goes up to a 33% reduction, and it's a 50% reduction against BS5+. So I guess if you're worried about being out-shot by orks, Black Pall is the one for you. It's more than decent against IG too. It does almost nothing against high-BS armies that want to come towards you though. Black Pall of course helps more against AP0 or -1, against which Ion Bulwark is irrelevant, but in most cases those weapons aren't too dangerous to knights anyway.
   
Made in us
Longtime Dakkanaut




 casvalremdeikun wrote:
So I was looking at the Sanctuary Relic and Rotate Ion Shields. From the looks of it, Rotate Ion Shields makes the 5+ in Close Combat turn to a 4+. To me, this seems like a perfect way to keep your Knight alive when it gets rushed by a dedicated Smashy unit (Captain Slam, for example). That seems to be one of our biggest weaknesses, so being able to shrug off a good portion of CC, all for just one CP. Technically, it can be used for giving your Knight a 6+ Invulnerable in CC at any time, but there really aren't that many CC weapons with -4 AP. *Rereads* Okay, a case could be made for it not working on a non-Sanctuary Knight in CC since, at that point, it doesn't have an Invulnerable save active.

Still, I am sticking Sanctuary and Legacy of the Black Pall on my Warlord (a Knight Crusader) for maximum protection. Though which is more useful, Ion Bulwark(4++ vs all shooting) or Legacy of the Black Pall (-1 on shooting attacks from greater than 18" away). With stuff like rerolls, Bulwark might still be the better option.


It depends what is shooting at you. Re-rolls don't matter because re-rolls happen before modifiers so 3s still miss, but the AP of the weapon has a lot to do with it.

If you are hit with BS3+ AP2 (or AP3 if you have the 2+ armor relic) or better (so you don't get to use any armor) the -1 to hit and 5++ are just as good as the 4++ math wise. This is assuming the enemy has to roll to hit (some units don't) and is over 18" away. If you use rorate Ion shields against this fire, the 3++ becomes better than the -1 to hit 4++, because going from a 4++ to a 3++ is always better than a 5++ to a 4++ (because you reduce the number of failed saves by 1/3rd vs 1/4th).

If you are hit by something with -1 AP (or -2 if you have the 2+ armor relic) the -1 5++ is better than the 4++, because the -1 5++ gets to use it's 4+ armor save against those shots. If you rotate ion shields to get a 3++ on the 4++ knight, it becomes slightly better (10 autocannons do 2.916 damage to the -1 4+ 5++ and 2.59 damage to the 3++). The difference here is that the -1 4+ 5++ knight doesn't even pop the shields, since he is already getting a 4+ armor, so he does spend less CP at the cost of taking a bit more damage.

If you get shot by something AP0 (or AP1 if you have the 2+ armor) the -1 5++ is better than the 4++, and ion shields is useless.

Another thing to consider is that the having the 2+ armor reduces damage from:
AP0 by 50%
AP1 by 33% and saves you from popping the ion shields from 4++ to 3++ to mitigate this damage
AP2 by 25% but lets you choose to use the shields to block 33% if you already have the 4++, or saves you from popping them if you have a 5++.
AP3, 4, 5, and 6 are unaffected.

This is really only useful against small arms fire or melee attacks, since it is unlikely that people will shoot auto cannons at your knights before they shoot things like las cannons at them, meaning you probably already popped the ion shields by the time they get around to shooting the low AP stuff at you.

So ultimately, the -1 to hit and 5++ knight is generally more durable (assuming BS3+ to hit, and over 18", of course), until it's time to pop the ion shields. Interestingly, though, you could have the -1 5++ knight in the back field and another knight with the 4++ moving closer and popping the ion shields, and both would be fairly durable. And you seem to want the 2+ armor on whichever knight you feel is going to be taking the most AP0-1 attacks. This could potentially be on a third knight, to sort of spread out the durability as much as possible.


Interestingly, i also did the math for BS4+ weapons, and the -1 to hit hurts them much more than it does BS3+, pushing the advantage towards the -1 5++ knight by quite a bit, so that a -1 to hit and a 4++ with ion shields is just as good as a 3++ against AP2 (3 with the 2+) or better, and without popping ion shields, and always just as good as the 3++ against AP0-1 (0-2 with the 2+ armor) without having to pop shields. Without Ion Shields the standard 4++ is slightly better than the standard -1 5++ against AP2 BS4+, but only by 11%.

So, depending on the BS of the weapons shooting you, the -1 is even more effective, especially on a knight that isn't expected to be popping ion shields very often, such as a 2nd shooty knight in a list with another more in-your-face knight.

This message was edited 3 times. Last update was at 2018/06/15 00:34:37


 
   
Made in us
Crazed Spirit of the Defiler





I'm new to Knights and just bought the Renegade box, which looks like it has the stuff to make a Valiant and Paladin, though I'm going to magnetize the crap out of both to make other variants!

For CP generation, I need another Knight for sure, but can't decide about which one.....I play Space Wolves and can make a pretty cheap battalion with them.

Given that my Wolves are nearly all dedicated to melee, should I get a Castellan, or Valiant? Or just another regular Knight to save some points? While good in combat, I'm kinda thinking that perhaps with the sons of Russ my Knights should be more of just durable big guns that can help out by dancing on enemy heads if needed. Then they can always fall back, shoot and charge again right?

Haven't delved too deeply into the IK codex yet but my Knights will primarily black and white to emulate my cat....with mech-cat heads.... what house would that be appropriate for? I only remember Mortan being mostly black in the pictures.
   
Made in us
Regular Dakkanaut





Okay I'm going to have to eat some crow a bit here cause I tested the Armiger Helverins and they very much surprised me.

Ok First game vs Necrons.

I was fielding 9 Wargliaves and 1 Knight Preceptor w/ Ion Bulwark and Helm Dominus. Used House Krast as my Household.

My opponent was fielding 2 large units of destroyers, 9 wraiths, a Doomsday Ark, and a unit of Tomb Blades with some crypteks and a Destroyer lord sprinkled in.

For the majority of the game he stayed camped in Ruins and buildings out of reach of most of my knights melee. Game ended turn 5 with me down to 4 warglavies (2 full health and 2 pretty damaged) and him only having a Single Tomb Blade left. Realized real quick that I needed more CP. (Also I was over 100 point unspent in my list) Found the Helm and Rerolls for the Warglaives pretty useless. Realized that I needed a bit more ranged fire power to force units out of buildings where I can't melee them.

2nd game. Changed up my list a good bit dropped 4 Wargliaves for 3 Helverins and a Guard battalion for some cp. (Took grand strategist and Aquila spent 2 CP to give Perceptor Relic and Warlord trait.) Split the IK into 2 Super-heavy detachments with Perceptor and Helverins being house Taranis and the Warglaives remaining Krast.

He made very little changes to his list but got first turn this time. However he had deployed further back (Hammer and Anvil deployment) this time and didn't have his destroyers in good position to hurt my Knights much. Did a few points of damage to a couple of Armigers and moved his Wraiths up. My first and only turn saw the the Helverins buffed by helm and sticking close to the Perceptor completely destroying his big unit of Wraiths (Probably the perfect target for their Autocannons.) The Warglaives used their Meltas to drop a large unit of Destroyers. Also got to charge his tomb blades using the devastating reach ability. After his turn in which he honestly split his fire way too much. He still hadn't kill any of the knights though several where on their 3rd bracket and his remaining unit of wraiths were unable to do much he conceded.

So my thoughts are that Helverins are much better then I first thought but I'm sure if they are better to take or if it would be better to drop them and the Knight-P for some Lemans as fire support instead.
   
Made in us
Crazed Spirit of the Defiler





I was very doubtful of the Helverins, just didn't seem really worth it for measly Str7/ap-1 guns, even at 4D3 shots. They are pretty cheap in points, and dollars actually, like beefier rifleDreads.

The extra 2" move is decent on them, useful for getting the Warglaives in deadly range.

Still, I do like the big stompy look of the Dominus class.

Preceptor has a cool gun, gonna have to make that for the weapons option pile.

Not being able to get up in ruins for so many units now is pretty annoying. Gonna have to think about that for many army lists now.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

For such a thematic game there should have been an option to attack the ruins enemies are cowering in inflicting damage by smashing amd collapsing the building around them.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Eldarain wrote:
For such a thematic game there should have been an option to attack the ruins enemies are cowering in inflicting damage by smashing amd collapsing the building around them.
Yeah, it is quite stupid that ruins can't be destroyed. If I could wreck ruins, I would consider my Crimson Fists Chapter Tactics to be much better.

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Made in us
Regular Dakkanaut





Seems no one has tried the castellan! Im more drawn to that than the valiant.
   
Made in gb
Aspirant Tech-Adept






Any eta on this knights FAQ?
   
Made in gb
Longtime Dakkanaut




COLD CASH wrote:
Seems no one has tried the castellan! Im more drawn to that than the valiant.


My initial thoughts were to go with the Castellan, then, I realised that I’d be forced to go for a Mechanicus household as I think you 100% need the relic plasma.

Going to continue to test my Imperialis ideas a bit more first, and then I might see how they do as Mechanicus.



Automatically Appended Next Post:
 Ideasweasel wrote:
Any eta on this knights FAQ?


Another week at least i expect. Usually follows the "2 weeks after release" rule.

This message was edited 1 time. Last update was at 2018/06/15 10:24:36


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Kdash wrote:
COLD CASH wrote:
Seems no one has tried the castellan! Im more drawn to that than the valiant.


My initial thoughts were to go with the Castellan, then, I realised that I’d be forced to go for a Mechanicus household as I think you 100% need the relic plasma.

Going to continue to test my Imperialis ideas a bit more first, and then I might see how they do as Mechanicus.
It is almost as if Mechanicus is better than Imperialis in nearly every way...

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Longtime Dakkanaut




 casvalremdeikun wrote:
Kdash wrote:
COLD CASH wrote:
Seems no one has tried the castellan! Im more drawn to that than the valiant.


My initial thoughts were to go with the Castellan, then, I realised that I’d be forced to go for a Mechanicus household as I think you 100% need the relic plasma.

Going to continue to test my Imperialis ideas a bit more first, and then I might see how they do as Mechanicus.
It is almost as if Mechanicus is better than Imperialis in nearly every way...


They did get some of the better strategums and synergies but I don't think its as clear cut if your not running Admech or a Castellen.
I'm going Imperialis mainly as I don't like the cog boys look and I don't want my knights praying to a
Spoiler:
Ctan
   
Made in gb
Longtime Dakkanaut




 casvalremdeikun wrote:
Kdash wrote:
COLD CASH wrote:
Seems no one has tried the castellan! Im more drawn to that than the valiant.


My initial thoughts were to go with the Castellan, then, I realised that I’d be forced to go for a Mechanicus household as I think you 100% need the relic plasma.

Going to continue to test my Imperialis ideas a bit more first, and then I might see how they do as Mechanicus.
It is almost as if Mechanicus is better than Imperialis in nearly every way...


I feel like I can get more out of several Imperialis combinations, than I can with having 1 Knight come back to life on a 4+ or being able to spend a CP to act as though undamaged for a turn.

Don’t get me wrong, Mechanicus have some really nice things going for them – but there are certain combos I’m starting to look at building around that rely on Imperalis restricted options.
   
 
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