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![[Post New]](/s/i/i.gif) 2018/06/26 20:55:03
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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Okay new list idea. Albeit not sure when I get to try this as I need magnets to arrive to magnetize 2 questor chassis first.
Super heavy detachment. Raven.
Knight errant
Gallant - Sanctuary, landstrider
Warden - Warlord, endless fury, ion bulwark
Warden - Armour of sainted ion, blessed by sacristans
Blood angel battallion:
captain, angels wing, thunderhammer, storm shield
lietnaunt
3x5 tacticals. 1 has heavy bolter, 1 has missile launcher.
6+5+3=14 CP. 7 CP for extra traits and relics so 7 left. Bit thin...
I will be moving in fast with 4 knights and slamguinus out there to give me something to deal with fliers and just wreck something tough if need be. On angel's wing strategem could be used but with thin CP's not automatic. Especially as he could die then. By not rushing alone he could be harder to deal easily with knights rampaging in.
Tacticals take objectives and they do give me chance to get some mortal wounds if need be though CP lack is hindrance.
CP issue could be eased by changing errant to a helverin and IG CP battery though that would require dropping warlord trait and relic from knights. Probably non-warlord warden would lose his. This way I would have 12 CP to begin with but one big knight would change to smaller one. Plus bunch of guys to hold objectives and screen.
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This message was edited 1 time. Last update was at 2018/06/26 20:55:33
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/26 21:28:51
Subject: Codex Imperial Knights - A Legacy of Honor
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Dakka Veteran
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Welll a castellan can potentially bait out AGENTS_OF_VECT if you use OATHBREAKER on something valuable first. Maybe he makes a mistake. EDIT: yes, thanks for sharing. More castellan data is always good. My wallet is starting to burn. Commentary: as much as there is some resistance to allying up knights to guard, even Duncan himself runs 30 guardsmen as peasants next to his own house GRIFFITH army.
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This message was edited 2 times. Last update was at 2018/06/26 23:42:51
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![[Post New]](/s/i/i.gif) 2018/06/26 21:54:33
Subject: Codex Imperial Knights - A Legacy of Honor
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Lieutenant Colonel
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ph34r wrote:
I haven’t seen them being used either but is that maybe because straight up nobody owns the models?
Styrix for 475 has a 4++, 5++ in close combat, take the regeneration relic, some sort of warlord trait like reroll 1s to hit or taranis, have an enginseer follow it around, who is going to kill that?
It is rumoured that the FW team will buff/lower pts cost on some of the "no one every takes these" guys....
If only a price decrease were as likely!
BUt as a tank the styrix I think is a bit under rated as you say, it doesnt work in pure knights, but a mech/knight list? lots of good synergy.
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![[Post New]](/s/i/i.gif) 2018/06/26 21:56:31
Subject: Codex Imperial Knights - A Legacy of Honor
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Aspirant Tech-Adept
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tneva82 wrote:Played my first game with full knight army and with new toys. List was as I posted so castellan with 2 siege breakers, 4++ and cawl's wrath, crusader with thermal cannon and meltagun, errant with heavy stubber, 2 individual helverins and warglaive with meltagun. 2 raven detachments. Crusader got relic gatling gun so started with 8 CP. Oh and errant had warlord trait of 1 reroll and 1 CP so basically free one reroll(this is IMO one of the most silly traits. If you don't want to spend extra CP's for warlord traits you get one free reroll. If you take any other CP's you will then pay 1 CP for one reroll which is too expensive).
I was up against dark eldars with 3 or maybe 4 venoms with kabalites, huge 12 strong bike squad, couple HQ's, 3 cronos, 3 ravagers(one with dark lances, one with disintegrators, don't recall what other had). scourges with heat lances, scourges with haywires. Maybe something else. We played tactical gambit with vanquard deployment(the one where you are basically on quarters).
He deep striked bunch of stuff failing to regenerate CP's so after I had deployed my army all he had was warlord that went there to try CP regeneration. I got first turn but he seized. Drat. So basically he came forward fast and blew warglaive and hurt my crusader big time. To put theme to the game I failed 5 out of 7 4++ rolls. Gee. TYVM.
I circled around terrain hoping to do some hurt. I started shooting phase with raven strategem but annoyingly it was cancelled. BTW knights have precious few ways to prevent that. We have nothing really in before first shooting phase to draw it and it's first thing in shooting phase so I couldn't even tempt him to prevent something else in shooting. Not that we have anything he would want to prevent more than this...So castellan had to shoot without it. To ensure -1 to hit strategem wasn't going to screw me completely I split(plus besides otherwise soft targets so no point overkilling). I started with missile using strategem hoping to get rid of warlord. 1 to hit...Well drat. Command reroll. Hit. 1 to wound...Oh bummer.
Volcano lance against squadron of 3 cronos figuring that's good because each hit could kill one and as there's more less chance of hits going miss. It was that or ravagers but problem with ravagers would be due to terrain I was scarily close to the cronoses. Anyway moot point. 1 shot, hit, 1 wound... WTF?
At this point I was more than desperate so declaring overcharge with cawl's wrath it and the shoulder cannons I had assigned with it just to be safe fired at one ravager that blew up. Even this was BARELY as bad rolling and -1 to hit strategem played hurt me. Oh and 3 wounds to castellan for my trouble. 1 stinking ravager killed. I was hoping more.
Crusader fired at cronos. Think I Was too affraid though idea of letting them hit castellan was scary. Maybe they don't reach, maybe they might not hurt it. Either way didn't want to risk it. Thermal lance did good job killing 2(yey) but endless fury failed utterly to even hurt damn thing.
Errant failed to do anything and crusader's charge ate blaster for extra 6 damage and caused just 1 wound to biker. DRAT!
His 2nd turn scourges came in. One tried to hurt castellan for light effort, another wrecked helverin. In combat he wrecked poor crusader though only barely. Surviving cronos that had come to help just in case failed to actually hurt making me think I really overestimated them and wrecking jetbikes with endless fury would have been better.
By now VP's were 7-2 as he had better luck with them. Actually for next 2 turns I got NOTHING that I could even really hope to do...
My 2nd turn and it was Castellans shining moment. Moving up it triggered raven strategem and he had only 1 CP left so couldn't stop it. HAH! Splitting my guns to maximum effect volcano lance vaporized disintegrator ravager. 3 wounding hits, 9d3 damage rerolling 1's. BOOOM! Cawl's wrath blew out last ravager. BLAM! Shoulder guns(and missile which I wasted) dropped last cronos. And melta guns dropped venom that had came nearby to take objective. Now that's more like it!
Elsewhere errant moved forward not doing much with guns and trying to charge both bikes and venom(venom in case I roll short). I rolled short due to terrain -2 so went to venom instead destroying it and having it blow in face. Helverin charged(yes charged) scourges of mucha haywire mortal wounds failing to do anything.
Anyway rest of game was basically him hurting castellan slow and steady. Well actually steadily as my 4++ failed to work at all doing like 1 out of 6 saves. The way I Was rolling even rotating ion shield would have been useless piece of 3 CP wasted...Errant was tagged into combat with S5 bikes getting chipped steadily and prevented from getting out of combat so was stomping like crazy but 12 bikes with 6++ is surprisingly tough to clear away. Castellan managed to still finish off the scourges, cause 3 wounds to character that had come too far forward and kill bunch of other scourge unit before finally dying when 3 S8 d6 damage hits got in and I saved just 1. At this point with 20-3 vp's(I had stuff like hold 3 objectives(gee that's easy), defend objective 6(oh yeah that's the one as far from my units as possible behind big pile of dark eldars), kill character in h2h(yeah those that are behind huge pile of sacrificial minions) and have 3 units on my DZ with no enemy. Well by the time that got that was my entire army and there was scourge unit I was struggling to clear...TYVM!
That 1st turn hurt. Really hurt. He got to move boxing me in hurting objectives, he killed 1 knight and hurt 2nd with big pile of lousy saves and my return attack was pathetic due to some serious bad luck and mistarget with gatling gun...After that writing was on the wall. But at least castellan got to shine blowing whopping 4 units out out of the sky right away. Don't think I have ever managed to do that!
Cheers for sharing. So sticking with the same units next game, or shaking things up?
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![[Post New]](/s/i/i.gif) 2018/06/26 23:29:13
Subject: Codex Imperial Knights - A Legacy of Honor
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Grim Dark Angels Interrogator-Chaplain
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tneva82 wrote:Played my first game with full knight army and with new toys. List was as I posted so castellan with 2 siege breakers, 4++ and cawl's wrath, crusader with thermal cannon and meltagun, errant with heavy stubber, 2 individual helverins and warglaive with meltagun. 2 raven detachments. Crusader got relic gatling gun so started with 8 CP. Oh and errant had warlord trait of 1 reroll and 1 CP so basically free one reroll(this is IMO one of the most silly traits. If you don't want to spend extra CP's for warlord traits you get one free reroll. If you take any other CP's you will then pay 1 CP for one reroll which is too expensive).
I was up against dark eldars with 3 or maybe 4 venoms with kabalites, huge 12 strong bike squad, couple HQ's, 3 cronos, 3 ravagers(one with dark lances, one with disintegrators, don't recall what other had). scourges with heat lances, scourges with haywires. Maybe something else. We played tactical gambit with vanquard deployment(the one where you are basically on quarters).
He deep striked bunch of stuff failing to regenerate CP's so after I had deployed my army all he had was warlord that went there to try CP regeneration. I got first turn but he seized. Drat. So basically he came forward fast and blew warglaive and hurt my crusader big time. To put theme to the game I failed 5 out of 7 4++ rolls. Gee. TYVM.
I circled around terrain hoping to do some hurt. I started shooting phase with raven strategem but annoyingly it was cancelled. BTW knights have precious few ways to prevent that. We have nothing really in before first shooting phase to draw it and it's first thing in shooting phase so I couldn't even tempt him to prevent something else in shooting. Not that we have anything he would want to prevent more than this...So castellan had to shoot without it. To ensure -1 to hit strategem wasn't going to screw me completely I split(plus besides otherwise soft targets so no point overkilling). I started with missile using strategem hoping to get rid of warlord. 1 to hit...Well drat. Command reroll. Hit. 1 to wound...Oh bummer.
Volcano lance against squadron of 3 cronos figuring that's good because each hit could kill one and as there's more less chance of hits going miss. It was that or ravagers but problem with ravagers would be due to terrain I was scarily close to the cronoses. Anyway moot point. 1 shot, hit, 1 wound... WTF?
At this point I was more than desperate so declaring overcharge with cawl's wrath it and the shoulder cannons I had assigned with it just to be safe fired at one ravager that blew up. Even this was BARELY as bad rolling and -1 to hit strategem played hurt me. Oh and 3 wounds to castellan for my trouble. 1 stinking ravager killed. I was hoping more.
Crusader fired at cronos. Think I Was too affraid though idea of letting them hit castellan was scary. Maybe they don't reach, maybe they might not hurt it. Either way didn't want to risk it. Thermal lance did good job killing 2(yey) but endless fury failed utterly to even hurt damn thing.
Errant failed to do anything and crusader's charge ate blaster for extra 6 damage and caused just 1 wound to biker. DRAT!
His 2nd turn scourges came in. One tried to hurt castellan for light effort, another wrecked helverin. In combat he wrecked poor crusader though only barely. Surviving cronos that had come to help just in case failed to actually hurt making me think I really overestimated them and wrecking jetbikes with endless fury would have been better.
By now VP's were 7-2 as he had better luck with them. Actually for next 2 turns I got NOTHING that I could even really hope to do...
My 2nd turn and it was Castellans shining moment. Moving up it triggered raven strategem and he had only 1 CP left so couldn't stop it. HAH! Splitting my guns to maximum effect volcano lance vaporized disintegrator ravager. 3 wounding hits, 9d3 damage rerolling 1's. BOOOM! Cawl's wrath blew out last ravager. BLAM! Shoulder guns(and missile which I wasted) dropped last cronos. And melta guns dropped venom that had came nearby to take objective. Now that's more like it!
Elsewhere errant moved forward not doing much with guns and trying to charge both bikes and venom(venom in case I roll short). I rolled short due to terrain -2 so went to venom instead destroying it and having it blow in face. Helverin charged(yes charged) scourges of mucha haywire mortal wounds failing to do anything.
Anyway rest of game was basically him hurting castellan slow and steady. Well actually steadily as my 4++ failed to work at all doing like 1 out of 6 saves. The way I Was rolling even rotating ion shield would have been useless piece of 3 CP wasted...Errant was tagged into combat with S5 bikes getting chipped steadily and prevented from getting out of combat so was stomping like crazy but 12 bikes with 6++ is surprisingly tough to clear away. Castellan managed to still finish off the scourges, cause 3 wounds to character that had come too far forward and kill bunch of other scourge unit before finally dying when 3 S8 d6 damage hits got in and I saved just 1. At this point with 20-3 vp's(I had stuff like hold 3 objectives(gee that's easy), defend objective 6(oh yeah that's the one as far from my units as possible behind big pile of dark eldars), kill character in h2h(yeah those that are behind huge pile of sacrificial minions) and have 3 units on my DZ with no enemy. Well by the time that got that was my entire army and there was scourge unit I was struggling to clear...TYVM!
That 1st turn hurt. Really hurt. He got to move boxing me in hurting objectives, he killed 1 knight and hurt 2nd with big pile of lousy saves and my return attack was pathetic due to some serious bad luck and mistarget with gatling gun...After that writing was on the wall. But at least castellan got to shine blowing whopping 4 units out out of the sky right away. Don't think I have ever managed to do that!
Cool to see a report with a pure Knights list. Only advice I can give at all is roll better  . Agents of Vect is annoying, especially to an army that doesn't use a lot of strats and they cost a lot of CP (if they get that 6, you are boned hard).
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![[Post New]](/s/i/i.gif) 2018/06/27 01:25:29
Subject: Codex Imperial Knights - A Legacy of Honor
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Longtime Dakkanaut
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Great battle report! Always good to know how knights actually do fare on the battlefield against different armies. I do think this is why Valiant is good. Its a generalist that can handle a lot of different type of units and situations. Everyone is saying Castellan is good, but I think Valiant is equally crucial in an all knight or heavy knight army.
You might think using that confrag cannon to melt a small unit of bikes or a 10 man squad of infantry is wasted. But it isn't. That 10 man squad or bike could later score a few objectives points.
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![[Post New]](/s/i/i.gif) 2018/06/27 02:06:01
Subject: Re:Codex Imperial Knights - A Legacy of Honor
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Automated Rubric Marine of Tzeentch
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So I've always wanted a Knight army....
..and now the Renegade Rules came out...
...and I just sold my Necrons...
...so I definitely just bought a 2k Knight army.
I'll be running them as Renegades since I love the look of dual Avenger Cannons, but here's the list:
2k on the dot. Just the way I like it.
I am going to take the time at work tomorrow to read through a lot of this thread to learn a bit, but I'm definitely looking forward to exercising my airbrush and some fun weathering techniques. Glad to be here
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This message was edited 1 time. Last update was at 2018/06/27 02:12:27
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![[Post New]](/s/i/i.gif) 2018/06/27 02:43:46
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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Wulfey wrote:Welll a castellan can potentially bait out AGENTS_OF_VECT if you use OATHBREAKER on something valuable first. Maybe he makes a mistake.
EDIT: yes, thanks for sharing. More castellan data is always good. My wallet is starting to burn. Commentary: as much as there is some resistance to allying up knights to guard, even Duncan himself runs 30 guardsmen as peasants next to his own house GRIFFITH army.
Missile strategem is used when missile is fired. Raven strategem is used when shooting phase starts. Thus only way you can draw with oathbraker card VERBALLY. Rule wise raven strategem happens first.
So basically you have to mention the oathbreaker and hope like hell he decides to not bait agents on the idea that you MIGHT use missile strategem.
Automatically Appended Next Post:
Ideasweasel wrote:Cheers for sharing. So sticking with the same units next game, or shaking things up?
I'm rarely sticking same list for twice in a row(event games exception for obvious reason as apart from 1 in my life they have same list required for all games).
Above BA allied list is probably not possible for next week so maybe try castellan+warden+errant+helverin combined with 2 IG battallions for CP. So helverin and warglaive for more CP's. I ran out of those very quickly. And crusader I might have to drop for warden but at least power fist there.
Automatically Appended Next Post:
Eldenfirefly wrote:Great battle report! Always good to know how knights actually do fare on the battlefield against different armies. I do think this is why Valiant is good. Its a generalist that can handle a lot of different type of units and situations. Everyone is saying Castellan is good, but I think Valiant is equally crucial in an all knight or heavy knight army.
You might think using that confrag cannon to melt a small unit of bikes or a 10 man squad of infantry is wasted. But it isn't. That 10 man squad or bike could later score a few objectives points.
Then again castellan was my MVP in the game and if it wasn't for atrocious luck on the first turn and voeful lack of CP's would have done even more damage. And wouldn't have got that ravager on first turn with valiant.
Those bikes I could have dealt well with endless fury as well but castellan's bad luck with dice made me panic and direct endless fury to the big monsters. Which then turned out 0 wounds from endless fury(despite getting whopping 16 hits. 14 shots, 10 hits 6 of those 6's...). If it hadn't been good salvo from thermal lance...
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This message was edited 3 times. Last update was at 2018/06/27 03:14:13
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/27 04:16:58
Subject: Codex Imperial Knights - A Legacy of Honor
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Fresh-Faced New User
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ph34r wrote:
Styrix for 475 has a 4++, 5++ in close combat, take the regeneration relic, some sort of warlord trait like reroll 1s to hit or taranis, have an enginseer follow it around, who is going to kill that?
Yea, I'm surprised no one talks about the Styrix or if they do its unfavorably. For 100pts more than a standard Errant, no carapace you get:
NATURAL 4++ and 5++ in close combat
Ignores cover against everything, except vehicles but how often do they get cover anyway?
Constant five shot las cannon (minus a Str) that auto generates hits on 6 to wound meaning it will ignore negative hit modifiers
2-3 damage d3 shot Str 6 Plasma booby gun
A 2d6 flamer that will make Tyranid and Daemon players cry
A nice little self heal (albeit extremely unreliable)
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This message was edited 3 times. Last update was at 2018/06/27 04:19:42
Sheep follow sheep, it's as simple as that! |
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![[Post New]](/s/i/i.gif) 2018/06/27 04:25:40
Subject: Codex Imperial Knights - A Legacy of Honor
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Heroic Senior Officer
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So has anyone had Armigers Warglaives do... Well anything really? I've tried running 3 in a variety of IG and Admech lists and have had abysmal luck with them. Every Lance gets one shot, then misses most of the time (I have more hits with the carapace meltas  ) and in CQC I have had very little success with either profiles.
I own several thanks to forgebane but it's get really annoying to see them flounder so much. I'm running them as Raven since my admech are Metallica, which you would think would help them but so far no luck.
I will say their mobility is excellent. I've never had an issue making a charge with them or getting them in the spot I want for the thermal Lance range. The issue is they just seem to be so unreliable in both shooting and assault. I tried a landstrider Gallant with them but that doesn't solve the underlying issue of hitting, they get around just fine. I assume I need something like the helm dominatus or the Raven banner for cqc, since the buff knights weapon isn't all that great.
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'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 |
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![[Post New]](/s/i/i.gif) 2018/06/27 05:25:21
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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Yeah I'm having more success with helverins to my surprise(having heard they would have long range autocannonsx2 I wasn't sold on the concept) but one reason is warglaives for me tend to get blown to bits before they get to even shoot...That or they get blown to BS4 or 5+ and then have to hit some stinking dark angels with -1 to hit or something. Not much even helverin would then be doing. And getting blown apart before getting even to shoot helps neither.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/27 06:38:10
Subject: Codex Imperial Knights - A Legacy of Honor
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Jealous that Horus is Warmaster
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So if the general consensus is to use a Guard battalion with your Knights, what's the best "chapter tactic" (for lack of a better word, don't know what they are called) to use for them? Cadians feel the most obvious, since they are the only ones you can buy, but what about Death Korps, or Steel Legion? Forgeworlds DKoK models can be used for both, are they any good?
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Alpharius? Never heard of him. |
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![[Post New]](/s/i/i.gif) 2018/06/27 06:56:38
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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Well people use others with cadian models anyway so no biggie.
Cadian is fairly good especially if you have mortar HWS for rerolls. Alternatively tallarn could be good to give you speed to move if you want to move toward objectives or strategem to hide squads in reserve if you want to keep them alive and have CP to spare(though albeit that removes part of reason for battallion though CP generator commander will recover part of that). Valhallan could be good if you can afford the relic to get some cheap fearless guys.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/27 07:14:26
Subject: Codex Imperial Knights - A Legacy of Honor
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Dakka Veteran
Sweden
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MrMoustaffa wrote:So has anyone had Armigers Warglaives do... Well anything really? I've tried running 3 in a variety of IG and Admech lists and have had abysmal luck with them. Every Lance gets one shot, then misses most of the time (I have more hits with the carapace meltas  ) and in CQC I have had very little success with either profiles.
I own several thanks to forgebane but it's get really annoying to see them flounder so much. I'm running them as Raven since my admech are Metallica, which you would think would help them but so far no luck.
I will say their mobility is excellent. I've never had an issue making a charge with them or getting them in the spot I want for the thermal Lance range. The issue is they just seem to be so unreliable in both shooting and assault. I tried a landstrider Gallant with them but that doesn't solve the underlying issue of hitting, they get around just fine. I assume I need something like the helm dominatus or the Raven banner for cqc, since the buff knights weapon isn't all that great.
Try them as a backfield harassment unit using the Sally Forth Stratagem (3CP) and maybe Pack Hunters (1CP) i.e. outflank a unit of 3 that goes after opponent armor and guard units on home objectives and so on. This let's them avoid getting shot at while having to run up the board to get in range and also creates another tactical move for your opponent to ponder. Your Helverins should then stay at range picking out anything else.
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![[Post New]](/s/i/i.gif) 2018/06/27 07:35:47
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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Problem with that is that having over 500 pts out of game for 1 turn and then depend on having targets near flank AND making 9" charge(50-50 even if you have full reroll like orks) for 3CP is...pricey.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/27 08:04:28
Subject: Codex Imperial Knights - A Legacy of Honor
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Dakka Veteran
Sweden
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tneva82 wrote:Problem with that is that having over 500 pts out of game for 1 turn and then depend on having targets near flank AND making 9" charge(50-50 even if you have full reroll like orks) for 3CP is...pricey.
It's not for every game but when the situation calls for it. Sometimes you outflank, sometimes you outflank in your own zone for protection, sometimes you just run up the board. And 500 points out of the game for 1 turn is better than 500 points getting shot of the board as i see it.
If you mostly want your units to perform from turn 1 then long range shooting is the go to, but beware when this or similar tactics is used against you in turn. Having 3 warglaives flank your Helverins is 500 points of Helverins getting deleted.
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![[Post New]](/s/i/i.gif) 2018/06/27 08:08:59
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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Own zone for protection works for shooty knights. But for armigers having to deploy close to own DZ and then sit there for a turn...You basically start further away than you would have and then can't even move on T1 so enemy will have free pass at shooting! Not to mention you do this before knowing who gets first turn to which you have +1 so more often than not enemy will get free round of fire anyway then and you start further in turn 2 when you finally move. And wasted getting T1.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/27 08:28:12
Subject: Codex Imperial Knights - A Legacy of Honor
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Longtime Dakkanaut
Glasgow
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X078 wrote:tneva82 wrote:Problem with that is that having over 500 pts out of game for 1 turn and then depend on having targets near flank AND making 9" charge(50-50 even if you have full reroll like orks) for 3CP is...pricey.
It's not for every game but when the situation calls for it. Sometimes you outflank, sometimes you outflank in your own zone for protection, sometimes you just run up the board. And 500 points out of the game for 1 turn is better than 500 points getting shot of the board as i see it.
If you mostly want your units to perform from turn 1 then long range shooting is the go to, but beware when this or similar tactics is used against you in turn. Having 3 warglaives flank your Helverins is 500 points of Helverins getting deleted.
Also you can mitigate with landstrider for example add 2" to your charge.
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![[Post New]](/s/i/i.gif) 2018/06/27 08:38:28
Subject: Codex Imperial Knights - A Legacy of Honor
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Dakka Veteran
Sweden
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tneva82 wrote:Own zone for protection works for shooty knights. But for armigers having to deploy close to own DZ and then sit there for a turn...You basically start further away than you would have and then can't even move on T1 so enemy will have free pass at shooting! Not to mention you do this before knowing who gets first turn to which you have +1 so more often than not enemy will get free round of fire anyway then and you start further in turn 2 when you finally move. And wasted getting T1.
Depends on terrain and opponents army ofc and so on but if there is a risk of getting hit with first turn charges in my own zone, i would consider outflanking warglaives for a counter strike in my zone and deploying my forces accordingly to support this. Either way you have outflanking units which opponent needs to consider.
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![[Post New]](/s/i/i.gif) 2018/06/27 09:05:31
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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X078 wrote:tneva82 wrote:Own zone for protection works for shooty knights. But for armigers having to deploy close to own DZ and then sit there for a turn...You basically start further away than you would have and then can't even move on T1 so enemy will have free pass at shooting! Not to mention you do this before knowing who gets first turn to which you have +1 so more often than not enemy will get free round of fire anyway then and you start further in turn 2 when you finally move. And wasted getting T1.
Depends on terrain and opponents army ofc and so on but if there is a risk of getting hit with first turn charges in my own zone, i would consider outflanking warglaives for a counter strike in my zone and deploying my forces accordingly to support this. Either way you have outflanking units which opponent needs to consider.
Countercharging in your own DZ requires opponent to come to your zone. Knights needs to move forward though to fight for objectives and make sure you aren't losing on the stomp attacks so odds are good it's you who are moving forward so there won't be counter charging. Especially turn 1. Delaying further than that just makes you play handicapped and knights aren't THAT overpowered.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/27 10:46:23
Subject: Re:Codex Imperial Knights - A Legacy of Honor
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Been Around the Block
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Hello.
Did anyone try to play both Dominus variants? They should compliment each other well, apart from points cost.
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![[Post New]](/s/i/i.gif) 2018/06/27 11:20:35
Subject: Codex Imperial Knights - A Legacy of Honor
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Regular Dakkanaut
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Kind of linked to the above but how do people feel about the FW Acheron instead of the Valiant? Bit cheaper, more mobile and slightly better in CC but lacks the raw fire power of the valiant.
One of them for dealing with stacked -ve to hit modifiers like eldar, preferring the Archeron over all as with the House raven tradition and sanctuary relic he'd be a decent candidate for first turn charges with the full tilt stratagem while still offering lot's of burninating, but wondering if its worth the 1d6 less on the flamer and carapace weapons the Valiant has?
Secondly what do people think about elysians as the usual CP battery? Thinking a couple of vultures to help with initial anti-horde and due to knights durability I shouldn't have to worry about them increasing the chance of an early game tabling too badly. The infantry squads I'd probably run bare bone for third turn objective snatching when hope hopefully some gaps have been opened and major threats neutralized or deployed earlier for some FRFSRF to assisst with thinning hordes if planes and knights aren't sufficient.
Probably wouldn't use the usual grand strategist and Aquila combo due to them possibly being off the table for a few turns, but i think 5CP, some anti-horde shooting and deep striking objective secured would make it worth while and 14CP would be enough to have some fun with a few different stratagems though would probably run out by turn 3.
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![[Post New]](/s/i/i.gif) 2018/06/27 12:43:45
Subject: Codex Imperial Knights - A Legacy of Honor
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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On Warglaives, best use seems to be to shadow a larger Knight and to use it either as a support for that Knight or to tackle anything that might threaten the Knight. You know, kind of how the Warglaive is described to work.
I fine that Helverins will do the same way, only they do the heavy lifting while ranged Knights support them.
SJ
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“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
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![[Post New]](/s/i/i.gif) 2018/06/27 13:44:19
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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Shadow doesn't really help them though. Whether they are behind of front or far away question is which enemy will feel to be bigger target to deal with first
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/27 14:20:34
Subject: Codex Imperial Knights - A Legacy of Honor
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Preacher of the Emperor
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ragnorack1 wrote:Kind of linked to the above but how do people feel about the FW Acheron instead of the Valiant? Bit cheaper, more mobile and slightly better in CC but lacks the raw fire power of the valiant.
One of them for dealing with stacked -ve to hit modifiers like eldar, preferring the Archeron over all as with the House raven tradition and sanctuary relic he'd be a decent candidate for first turn charges with the full tilt stratagem while still offering lot's of burninating, but wondering if its worth the 1d6 less on the flamer and carapace weapons the Valiant has?
I've been thinking about a list along these lines..
++ Super-Heavy Detachment +3CP (Imperium - Imperial Knights) [91 PL, 1776pts] ++
Exalted Court: Exalted Court: 2 Extra Warlord Traits (-3CP)
Heirlooms of the Household: Heirlooms of the Household: 2 Extra Heirlooms (-3CP)
Household Choice: House Raven, Questor Mechanicus
+ Lord of War +
Armiger Helverins [18 PL, 348pts]
. Armiger Helverin: Heavy stubber
. Armiger Helverin: Heavy stubber
Cerastus Knight-Acheron [25 PL, 495pts]: Acheron flame cannon, Heirloom: Sanctuary, Reaper chainfist, Twin heavy bolter, Warlord Trait: Landstrider
. Character: Warlord
Knight Crusader [25 PL, 501pts]: Heavy stubber, Heirloom: Endless Fury, Ironstorm missile pod, Warlord Trait: Ion Bulwark
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger gatling cannon, Heavy flamer
. Character: Exalted Court Member
. Rapid-fire battle cannon w/ heavy stubber: Heavy stubber, Rapid-fire battle cannon
Knight Warden [23 PL, 432pts]: Heavy stubber, Heirloom: The Paragon Gauntlet, Ironstorm missile pod, Thunderstrike gauntlet, Warlord Trait: Blessed by the Sacristans
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger gatling cannon, Heavy flamer
. Character: Exalted Court Member
++ Battalion Detachment +5CP (Imperium - Astra Militarum) [13 PL, 221pts] ++
Regimental Doctrine: Cadian
+ HQ +
Company Commander [2 PL, 31pts]: Boltgun, Chainsword, Kurov's Aquila
Primaris Psyker [2 PL, 46pts]: Force Stave, Nightshroud, Psychic Barrier
+ Troops +
Infantry Squad [3 PL, 48pts] x3
. 6x Guardsman
. Guardsman W/ Special Weapon: Sniper rifle
. Heavy Weapon Team: Mortar
. Sergeant: Boltgun, Chainsword
++ Total: [104 PL, 1997pts] ++
Created with BattleScribe
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![[Post New]](/s/i/i.gif) 2018/06/27 15:36:12
Subject: Codex Imperial Knights - A Legacy of Honor
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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tneva82 wrote:Shadow doesn't really help them though. Whether they are behind of front or far away question is which enemy will feel to be bigger target to deal with first
“Shadow” means to be behind and mostly out of sight yet still near by ... like your shadow. As in, let the Gallant lead, have the Warglaives trail close behind.
SJ
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“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
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![[Post New]](/s/i/i.gif) 2018/06/27 17:02:17
Subject: Codex Imperial Knights - A Legacy of Honor
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Locked in the Tower of Amareo
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Which doesn't help. Where-ever it is question is does he want to take out warglaive or gallant. Only way you can really alter that is by having one so far it's not a threat so opponent will shoot at other but that's not a good idea...warglaive too far to threaten might just as well be dead
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/27 17:24:08
Subject: Codex Imperial Knights - A Legacy of Honor
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Discriminating Deathmark Assassin
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alleus wrote:So if the general consensus is to use a Guard battalion with your Knights, what's the best "chapter tactic" (for lack of a better word, don't know what they are called) to use for them? Cadians feel the most obvious, since they are the only ones you can buy, but what about Death Korps, or Steel Legion? Forgeworlds DKoK models can be used for both, are they any good? I've been working on three variations so far: Cadians 2 Company commanders, 3x Infantry squads w/mortar - act as meat shields, hide the warlord during deployment Elysians 2 Company commanders, 3x Infantry squads w/plasma - deep strikers for holding late game objectives, hide the warlord during deployment Scions 2 Primes, 3x 5man squads w/plasma - deep strikers for holding late game objectives, hide the warlord during deployment I like the last two as I can hold back 4 units in reserve - maybe give me a chance to get better placement.
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This message was edited 4 times. Last update was at 2018/06/27 17:29:42
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![[Post New]](/s/i/i.gif) 2018/06/27 19:12:28
Subject: Codex Imperial Knights - A Legacy of Honor
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Hurr! Ogryn Bone 'Ead!
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Scions just dont survive. They are drop in, kill target, then die units. I would only count on them to hold objectives if they are bare bones, no plasma guns.
I dont know if this has been brought up yet, but the paragon gauntlet looks like an auto included on the gallant. Not only does it give 8 damage, but the -1 to hit rolls on the thunderstrike is no longer there. So you have 5A hitting on a 2+ with 2x strength and 8 damage. That's huge. Add in your favorite warlord trait and hes a beast
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![[Post New]](/s/i/i.gif) 2018/06/27 19:39:58
Subject: Codex Imperial Knights - A Legacy of Honor
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Dakka Veteran
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Also, any of the reroll 1s to hit or KRAST full rerolls make DEATH_GRIP super accurate if you have the relic fist.
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