Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2019/06/26 20:48:19
Subject: Codex Imperial Knights - A Legacy of Honor
I've been juggling the same question lol. Smash captain, librarian dread and 3x scouts for the battalion or drop the scouts for smashy #2 and get 4 less CP. I honestly think both are very good but I'm leaning towards the battalion for more obsec and scout chicanery
2019/06/26 20:48:48
Subject: Codex Imperial Knights - A Legacy of Honor
Are you running Krast? Because If your running Krast if your careful the CP might be enough. For Raven/Taranis etc then your probably needing to consider double bat + SHD
In my findings. Some households are far more CP intensive than others. Krast is fortunate in that not only is it one of the best households(you could argue the best) it is also one of the most CP efficient ones to run to
Hope that helps - Horst is your man for a more detailed analysis on the angels and his recent exploits. My experience is more Admech/knights and recently Guard.
2019/06/26 21:00:49
Subject: Codex Imperial Knights - A Legacy of Honor
Horst wrote:What kind of Knights are you planning on running with the bood angels and guard?
Crusaders, although I have options for others as well. At least if my Warden/Crusader upgrade kit turns up in time.
Ideasweasel wrote:Are you running Krast? Because If your running Krast if your careful the CP might be enough. For Raven/Taranis etc then your probably needing to consider double bat + SHD
In my findings. Some households are far more CP intensive than others. Krast is fortunate in that not only is it one of the best households(you could argue the best) it is also one of the most CP efficient ones to run to
Hope that helps - Horst is your man for a more detailed analysis on the angels and his recent exploits. My experience is more Admech/knights and recently Guard.
Krast all the way. I really feel that House is perfect for Crusaders. And yes, I've read everything Horst types lol. On here and on reddit. His insight is valuable.
-Heresy grows from idleness-
2019/06/26 21:13:41
Subject: Codex Imperial Knights - A Legacy of Honor
Well, running a BA Battalion + Crusaders + IG Battalion could certainly work. I'd try to be careful to not take any more than min sized battalions though, because you're already at 13 drops. Knights absolutely need first turn against some armies (like Tau) because if they hit you first, you just die. Having fewer drops makes it more likely you get that turn 1 in some missions.
You could make it fit with a barebones loyal 32, barebones 2 captains + 3 scout squads, and 3 Crusaders w/ Thermal Cannons and Ironstorm Launchers. You'd have plenty of CP, and the scouts would make great objective grabbers. I think the biggest risk with this list type is if you get Hammer and Anvil, and get stuck against someone who outranges you with lots of chaff infantry, like Guard or Guard w/ a Castellan. They'd just have to shove infantry in front of your Crusaders so they can't move forward on your next turn, then pick off your Crusaders at long range. This is why I like having a few battle cannons mixed into my Crusaders, just in case I need to engage at longer ranges. Still though, that's not a common case, and a list like this should do quite well!
2019/06/26 21:27:20
Subject: Codex Imperial Knights - A Legacy of Honor
Well, running a BA Battalion + Crusaders + IG Battalion could certainly work. I'd try to be careful to not take any more than min sized battalions though, because you're already at 13 drops. Knights absolutely need first turn against some armies (like Tau) because if they hit you first, you just die. Having fewer drops makes it more likely you get that turn 1 in some missions.
You could make it fit with a barebones loyal 32, barebones 2 captains + 3 scout squads, and 3 Crusaders w/ Thermal Cannons and Ironstorm Launchers. You'd have plenty of CP, and the scouts would make great objective grabbers. I think the biggest risk with this list type is if you get Hammer and Anvil, and get stuck against someone who outranges you with lots of chaff infantry, like Guard or Guard w/ a Castellan. They'd just have to shove infantry in front of your Crusaders so they can't move forward on your next turn, then pick off your Crusaders at long range. This is why I like having a few battle cannons mixed into my Crusaders, just in case I need to engage at longer ranges. Still though, that's not a common case, and a list like this should do quite well!
I should mention it's ETC rules, so drops don't matter. At least not on current ETC missions, where you deploy your whole army and first one who gets to do that chooses to go first or second. So it comes down to a dice roll. And I really prefer at least one RFBC because of the range. Ideally two. I'll have to write some lists and think what models I have access to or what I can acquire in reasonable time.
-Heresy grows from idleness-
2019/06/27 17:30:35
Subject: Codex Imperial Knights - A Legacy of Honor
I think I finally cracked my final list that I'm going to start working towards. It's about as "Knights" as it is Imperial Soup but 1300+ points of Knights counts for something, right? So here's my idea:
This'll start at 1910 points and 19 CP to start. However game-time that'll be more like 12 after 2 CP to buy an assassin, 2 CP on the Captain (Death company + Angels Wings), 2 CP on the Gallant's Landstrider + Crusader's Endless Fury. That brings me alllll the way down to 13 CP to start, which isn't too bad.
The idea here is to use the Blood Angel scouts as advanced obsec/speed bumps vs melee. The dread is a counter-charger. The Gallant is my big, "deal with it now or else" threat, my Smashy gets jumped wherever he needs to be, and the AdMech battalion just sits in the back like a bunch of dumb dumbs. The only thing is that I lose the Storm Shield on Smashy, but I'm using him as a suicide unit so screw it, it's worth it for an assassin.
What ya'll think?
2019/06/27 17:53:12
Subject: Codex Imperial Knights - A Legacy of Honor
Jackal444 wrote: I think I finally cracked my final list that I'm going to start working towards. It's about as "Knights" as it is Imperial Soup but 1300+ points of Knights counts for something, right? So here's my idea:
This'll start at 1910 points and 19 CP to start. However game-time that'll be more like 12 after 2 CP to buy an assassin, 2 CP on the Captain (Death company + Angels Wings), 2 CP on the Gallant's Landstrider + Crusader's Endless Fury. That brings me alllll the way down to 13 CP to start, which isn't too bad.
The idea here is to use the Blood Angel scouts as advanced obsec/speed bumps vs melee. The dread is a counter-charger. The Gallant is my big, "deal with it now or else" threat, my Smashy gets jumped wherever he needs to be, and the AdMech battalion just sits in the back like a bunch of dumb dumbs. The only thing is that I lose the Storm Shield on Smashy, but I'm using him as a suicide unit so screw it, it's worth it for an assassin.
What ya'll think?
It's rather sad that to play Knight's your reduced to playing 3 codex's but thats 8th edition.
The stormshield isn't going to be relevant as much as you might think unless he's getting charged.
2019/06/27 17:56:23
Subject: Codex Imperial Knights - A Legacy of Honor
Jackal444 wrote: I think I finally cracked my final list that I'm going to start working towards. It's about as "Knights" as it is Imperial Soup but 1300+ points of Knights counts for something, right? So here's my idea:
This'll start at 1910 points and 19 CP to start. However game-time that'll be more like 12 after 2 CP to buy an assassin, 2 CP on the Captain (Death company + Angels Wings), 2 CP on the Gallant's Landstrider + Crusader's Endless Fury. That brings me alllll the way down to 13 CP to start, which isn't too bad.
The idea here is to use the Blood Angel scouts as advanced obsec/speed bumps vs melee. The dread is a counter-charger. The Gallant is my big, "deal with it now or else" threat, my Smashy gets jumped wherever he needs to be, and the AdMech battalion just sits in the back like a bunch of dumb dumbs. The only thing is that I lose the Storm Shield on Smashy, but I'm using him as a suicide unit so screw it, it's worth it for an assassin.
What ya'll think?
It's rather sad that to play Knight's your reduced to playing 3 codex's but thats 8th edition.
The stormshield isn't going to be relevant as much as you might think unless he's getting charged.
I used to run 4x knights + AdMech battalion to get some use out of my Lancer. I lost. A lot. Trading the Lancer for the Blangles hurts my mechanical soul but I think it's just a straight up better list.
2019/06/27 18:04:40
Subject: Codex Imperial Knights - A Legacy of Honor
Jackal444 wrote: I think I finally cracked my final list that I'm going to start working towards. It's about as "Knights" as it is Imperial Soup but 1300+ points of Knights counts for something, right? So here's my idea:
This'll start at 1910 points and 19 CP to start. However game-time that'll be more like 12 after 2 CP to buy an assassin, 2 CP on the Captain (Death company + Angels Wings), 2 CP on the Gallant's Landstrider + Crusader's Endless Fury. That brings me alllll the way down to 13 CP to start, which isn't too bad.
The idea here is to use the Blood Angel scouts as advanced obsec/speed bumps vs melee. The dread is a counter-charger. The Gallant is my big, "deal with it now or else" threat, my Smashy gets jumped wherever he needs to be, and the AdMech battalion just sits in the back like a bunch of dumb dumbs. The only thing is that I lose the Storm Shield on Smashy, but I'm using him as a suicide unit so screw it, it's worth it for an assassin.
What ya'll think?
It's rather sad that to play Knight's your reduced to playing 3 codex's but thats 8th edition.
The stormshield isn't going to be relevant as much as you might think unless he's getting charged.
I used to run 4x knights + AdMech battalion to get some use out of my Lancer. I lost. A lot. Trading the Lancer for the Blangles hurts my mechanical soul but I think it's just a straight up better list.
Your 100% correct in that sadly soup is always better.
I'm still plugging away at working on trying to find the holy grail pure knights list but I'm also ok with that as I'm not likely to be the next ITC or ETC champ anyway so damn it I'm going to do it my way.
2019/06/27 18:11:16
Subject: Codex Imperial Knights - A Legacy of Honor
I'm like 99% sure the best pure Knights list is going to be 2 Crusaders, 2 Gallants, and 2 Helverins. You can organize it as 2 Detachments, so you start with 12 CP, and you've got enough points left over for 3 Ironstorm pods for indirect fire. It could be quite strong in some matchups.
2019/06/27 18:30:20
Subject: Codex Imperial Knights - A Legacy of Honor
Horst wrote: I'm like 99% sure the best pure Knights list is going to be 2 Crusaders, 2 Gallants, and 2 Helverins. You can organize it as 2 Detachments, so you start with 12 CP, and you've got enough points left over for 3 Ironstorm pods for indirect fire. It could be quite strong in some matchups.
Personally while I see what your saying, I'd swap the Helverin for warglaives, that way everyone gets an ironstorm and can make more use of better house traits and strategums.
But it would still probably be better without the warglaives and 1 gallant for the 32 and another crusader.
2019/06/27 20:15:12
Subject: Codex Imperial Knights - A Legacy of Honor
Helvrin's would be better at camping objectives, while Warglaives and Gallants both want to be in the enemy's deployment zone ASAP. I suppose it depends on what kinds of mission's your anticipating. I'm curious as to what people would run for a Household in an all-knight army. Terryn are pretty awesome, but they look really CP hungry. Hawkshroud and Tarranis (sp?) are both tough, and Krast is a solid all-rounder.
2019/06/27 20:20:34
Subject: Codex Imperial Knights - A Legacy of Honor
In my example all-Knights list, I'd probably do Krast for the 2 Gallants / Crusader detachment so I could take the Headsman's Mark relic, and for the 2 Helverin / Crusader detachment I'd take Mortan, so I could use Slayer of Shadows to shoot down flyers. Since such a list only has 12 CP, probably 8 after buying relics / traits, it's important that no stratagem you use costs more than 1 CP... so Machine Spirit Resurgent, Rotate Ion Shields, Omnissiah's Grace, and Slayer of Shadows would probably be all I use... MAYBE Controlled Aggression if one of the Krast Knights is in combat with a Daemon Prince or something scary that has to die.
2019/06/27 20:47:30
Subject: Codex Imperial Knights - A Legacy of Honor
Never got to try it... haven't finished painting my AdMech guys. I'm also less hot on it than I used to be, because my new favorite thing is Smash Captains, and that list doesn't have room for one. I added the Mortan Crusader to help take down flyers, but it doesn't help against Daemons players... the Smash Captain does both.
2019/06/27 21:04:33
Subject: Codex Imperial Knights - A Legacy of Honor
Melee might be sticky for you. The classic Jim Vesal list might give you fits. Also, you might get out-shot in a shooting gallery vs Tau or Purge Chaos dreads if you go second, or even first. Also, make sure to screen good and proper if you face any Blangels. As far as knights go, I like it though. Definitely take Emperor's Wrath Artillery Company for the guard. Slighty concerned about a mirror match against a Krast Knight list since that relic will cause problems for you, but you definitely have the CP to utilize Tanaris well so you'll probably be ok.
I realize I didn't give much advice on how to improve it, but the thing is, I'm not sure what to improve really. It all kind of depends on what you'd expect to go up against. It's kind of the sad reality of knights right now: Out-shot vs dedicated shooting armies, out-fought against dedicated melee.
This message was edited 1 time. Last update was at 2019/06/27 21:14:07
2019/06/27 21:17:21
Subject: Codex Imperial Knights - A Legacy of Honor
Yeah Tau is my biggest fear. Thanks for the feedback.
I haven’t playtested it much but I’m going to try and get some practice matches in versus Tau and Alaitoc Eldar to see how it does.
GSC should be quite scary too but I’m actually feeling confident it’s not an auto lose since I have the volume of shots to deal with the numbers
Automatically Appended Next Post:
Horst wrote: Never got to try it... haven't finished painting my AdMech guys. I'm also less hot on it than I used to be, because my new favorite thing is Smash Captains, and that list doesn't have room for one. I added the Mortan Crusader to help take down flyers, but it doesn't help against Daemons players... the Smash Captain does both.
So the smash captains are the real deal then eh
This message was edited 3 times. Last update was at 2019/06/27 21:19:33
2019/06/27 21:20:07
Subject: Codex Imperial Knights - A Legacy of Honor
I actually really like your list vs GSC, since the guard can screen well for the knights and the wyverns can blow the GSC away. Altaioc Eldar and Tau will be good tests on how good your shooting really is too. If you know anyone who can pilot a good melee-centric army or a Jim Vesal list, then try to get a game in against that, see how you fare vs melee or control oriented matchups.
2019/06/27 21:25:38
Subject: Codex Imperial Knights - A Legacy of Honor
I don't think you've got any matchups you can't win with that list. Against Vesal-style Daemons, play cagey, and keep falling back. You need to whittle down the plaguebearers to nothing before they get to your lines, and the mortars / wyverns will help. Once they are gone, you can assault the princes directly and you win. If you let the princes assault you, you lose. Simple as that.
Tau will likely be your hardest matchup, vehicle Tau can easily destroy 2 of your Knights in a single round of shooting, and you lack the big alpha punch to kill them, so even if you get first turn I don't see you winning that match. Hell, you could have another Knight Crusader (so playing at 2500 points vs 2000 points) and I don't think you'd beat vehicle Tau... it just hard counters Knights unless you get first turn and kill half their vehicles, which I don't think is possible without a smash captain suiciding in and taking 2 out in melee.
I think so... most matchups are drastically improved by their presence Granted I haven't used him enough to be sure of that, but it feels good having him as an option.
This message was edited 1 time. Last update was at 2019/06/27 21:26:38
2019/06/27 21:27:07
Subject: Codex Imperial Knights - A Legacy of Honor
I know a very devious Alaitoc player and a Tau player. The JV style list is probably something a guy who wins all our local tournaments can put together
Now that would be a challenge. Can’t imagine I’d come out on top but it would be fun to try
Automatically Appended Next Post:
Horst wrote: I don't think you've got any matchups you can't win with that list. Against Vesal-style Daemons, play cagey, and keep falling back. You need to whittle down the plaguebearers to nothing before they get to your lines, and the mortars / wyverns will help. Once they are gone, you can assault the princes directly and you win. If you let the princes assault you, you lose. Simple as that.
Tau will likely be your hardest matchup, vehicle Tau can easily destroy 2 of your Knights in a single round of shooting, and you lack the big alpha punch to kill them, so even if you get first turn I don't see you winning that match. Hell, you could have another Knight Crusader (so playing at 2500 points vs 2000 points) and I don't think you'd beat vehicle Tau... it just hard counters Knights unless you get first turn and kill half their vehicles, which I don't think is possible without a smash captain suiciding in and taking 2 out in melee.
I think so... most matchups are drastically improved by their presence Granted I haven't used him enough to be sure of that, but it feels good having him as an option.
What’s your advice for fighting Alaitoc? Play aggressive or similar to chaos and try and bait flyers into range?
This message was edited 1 time. Last update was at 2019/06/27 22:41:47
2019/06/28 16:31:28
Subject: Codex Imperial Knights - A Legacy of Honor
I think against Eldar pure aggression is probably the best way to play, because no matter where you go on the map they can probably get to you anyway. If it's possible, stay out of range of the Farseer to get to you and cast Doom, but that's often not possible since it's on a bike and has such a massive threat range. If you can prevent yourself from being doomed and smited to death, than do so, but if it's not an option, just be aggressive and hope for the best.
Eldar is the matchup where I feel least like I know what to do though. Daemons is clear, and Tau (while lopsided in favor of the Tau player) is pretty clear too. Eldar though, it's gonna depend on the specific list, mission, and terrain a lot I think.
2019/06/28 17:10:08
Subject: Codex Imperial Knights - A Legacy of Honor
Sounds like it’s probably the right call. I think that’s where I often fail, I misjudged when to push out and play aggressively.
What id probably try to do is have each squad of Graia rangers act as a personal defence attachment for each knight with the engineers bringing up the rear a flat 50%-75% chance to deny is very handy
Going to be arranging a game versus a Tau player. I’ll let you know how I get on
2019/06/29 12:09:53
Subject: Re:Codex Imperial Knights - A Legacy of Honor
I had a very enjoyable game against Tau last night. I learned a lot and my opponent was both skilled and friendly enough to help a newer player learn.
My list:
Spoiler:
Krast
3x Crusaders with Thermal Cannon, Stormspear Rocket Pods
Warlord with First Knight and Endless Fury
AdMech BN/Stygies IIIV
2x Engiseers
3x5 Rangers
2x Dunecrawlers with Icarus Array and Heavy Stubbers
Dunecrawler with Neutron Laser and Heavy Stubber
14 CP
His list:
Spoiler:
Tau Sept
Etherial with the CP on 6+ relic
Shadowsun
Commander Crisis suit with full... Ion? basically plasma
3x5 Firewarriors
3x drone squads with 7x shield drones, 2x gun drones, and 4x Markerlight drones
3x Broadsides with all the missiles and 4x gun drones
3x Riptides with the 12-shot guns and smart missiles. Two had the anti-air upgrade, one had a drone controller
They were organized in a Battalion and... Spearhead? 9 CP My ignorance of Tau may have got a couple things wrong here, apologies in advance
We were playing ITC rules so he could practice for an upcoming tournament. The mission was 'What's yours is mine' This was my first mission with the ITC rules, so I had a hard time picking intelligent secondaries. My opponent helped by correcting some mistakes I made here. His list was designed in part to make this part difficult. I ended up going with Recon, Behind Enemy Lines, and Old School. He went with Engineers, Titan Slayers, and Big Game Hunters.
I spent two CP to give one Crusader Ion Bulwark and the other one the 2+ save. None of his suits were vehicles, so I don't think that Headsman's Mark would have done anything at all this battle.
He had 13 drops, I had 11, so absent a seize I was going to go first. Set up was Hammer and Anvil. Map had two tall buildings in the center, two shorter buildings in opposite corners, two hills with walls on top in the other opposite corners, and two woods on opposite middle edge-of-map. First objective automatically went into the dead middle of the board. He put his two objectives behind the building in his deployment zone and out in the open kinda close to the hill in my deployment zone. I put two objectives close enough to my building/deployment zone to control it while staying out of LOS and in the woods in his deployment zone much closer to the horizontal center of the board.
Deployment went as per expected. I usually deploy My rangers and characters first on objectives, with a couple in the woods in the middle to make a run for the objective in the center of the map. Both Icarus Dunecrawlers behind my building and out of LOS, the Neutron laser Dunecrawler also in the woods with LOS between the two buildings in the center to his castle, my Warlord and one additional Crusader on my right flank/woods/center of the map and the last Crusader on the left near the hill. He castled everything up in the middle of the board in his woods and on that objective with the exception of an engineer squad of 5x Fire Warriors out of sight behind his corner building. His drones were well wrapped around everything, with long strings of them covering his important stuff with multiple squads of bodies ready to fling themselves into my fire.
He did not seize.
My first turn I threw my Knights forward, ran my Engiseers up behind them, moved my rangers a little to grab objectives without giving away too much LOS-wise, and moved the Dunecrawlers out and forward. After much hemming and hawing on my part, I decided to go after his drones. I wanted to go after the Broadsides and Riptides as they were obviously the killy part of his army, but it felt futile with that many drones. Plus I wanted to cut down on the markerlights coming my way.The Icarus Dunecrawlers were very useful here, and I killed off something like 16-18 out of 21 shield drones and a few gun drones. I shot all my really heavy damage guns into one Riptide after finding out they had 'only' 14 wounds each (I was expecting something like 20). I also shot my Avenger Gatling Cannon into the Riptide, which in retrospect may have been better directed at the drones but I was able to bracket it down to 7 wounds. I took his second Engineer Fire Warrior squad down to one guy, but he passed leadership thanks to the Etherial. Inexperience here, I did not manage to kill anything first turn which would have lost me an Old School secondary point. Fortunately he failed a leadership save on a really beat-up drone squad and the whole unit ran.
His first turn he ran a squad of Fire Warriors out toward the objective in the middle, move-blocking my knight there and holding the objective. Otherwise drones shuffled around a little and that was it. His Bracketed Riptide got healed 3 with a strategim to my annoyance. He got a little unlucky with the Markerlights, only getting re-roll 1's on my Warlord Crusader in the center. He still shot it off of the board, and killed my squad of Rangers that was running for the middle of the board for kill more and hold more.
My second turn I continued to advance my knights, though I couldn't get entirely into his deployment zone with either one for Behind Enemy Lines. I ran an Engiseer up to the center objective and the Dunecrawlers continued their inevitable advance. Shooting I more or less wiped the drones off of the board, leaving one gun drone from the Broadsides and getting a fair number of squads killed. I also wiped the Broadsides. I charged my left-hand Crusader into a Riptide behind the woods in the center of his castle, but that 3+ invulnerable save he was activating every turn really paid off. It was somewhat isolated from the rest of his castle due to shooting casualties and overwatch was reasonable. Through the whole battle, those Riptides were incredibly tough. I was able to bracket it down to 4 wounds, 1 wound away from bottom bracket. I also charged his Fire Warrior squad in the center objective with my Engiseer after killing one with a laspistol. Both sides wiffed, but this accidentally gave me Recon. I'm terrible at remembering mission. I'm seriously going to make handouts for myself and learn to read them at the beginning of every turn just to get better at this. I also missed out on Behind Enemy Lines as I wasn't fully into his Deployment Zone. I had left a toe out, which with our big bases and diagonal deployment zones was hard to avoid.
His second turn he fell back the Riptide out of combat, wiggled around a unit here and there, and called Kal'yun or whatever the 'I reroll everything' command is. His one Riptide wasn't able to benefit due to needing to fall out of combat. He proceeds to shoot the right-hand Crusader off of the table. It had been threatening his Engineer squad hiding behind the building. Despite making every single 6+ roll he made for three turns, at least he is low enough on CP so that he can't activate the +1 wound strategim any more. That is the Knight-killer. Both Engiseer and Fire Warriors wiffed on the middle objective.
My third turn I made sure to get into his deployment zone with the last knight, fell the Engiseer out of combat through a wall and into the right quadrant of the map to maintain Recon. One Dunecrawler Icarus and the Laser Dunecrawler tried to get up into the Objective in the center, but I could only fit one between the two buildings. The third Dunecrawler was kinda hanging out on an objective in my deployment zone. I finished off his done, the Fire Warriors on the center objective, and struggled to damage his Riptides. Those stinking 3+ invulnerable saves and some poor wound rolls really hurt. I tried to charge his Etherial with the knight, took about 4-5 wounds from Greater Good overwatch, and failed the 6'' charge.
His third turn he spends a CP to allow an injured Riptide to operate at full bracket and shoots it forward to contest the center objective with the one Dunecrawler I could fit on it. His Crisis Commander and Shadowsun move close to my knight to contest that objective along with the damaged Riptide he had fought previously. He decides that he lacks the ability to kill the third knight and goes for points instead. He kills the Ranger squad and Icarus Dunecrawler that were holding the objective near the hill by my deployment zone. He charges his Riptide into my dunecrawler in the center of the map and nothing happens on either side. He does learn that Knights are characters when I heroically-intervene into Shadowsun. I only got three wounds and he made all three 5+ saves. Shadowsun sits up from a knight-shaped footprint and just dusts herself off!
The next couple of turns are kind of a blur. The game took 5 hours, as we were both doing a lot of side-talking, meeting friends that came into the store, pausing to buy glue to repair mini's, and generally taking it easy.
I finished off all three Riptides, the Crisis Commander, and the Etherial. I managed to pick up most of my secondary objectives. Last turn I would have killed Shadowsun, leaving him with just his Engineer Fire Warrior squad hiding behind the building in the corner. That would have been Turn 5. Turn 6 would have been basically nothing since I couldn't get someone into LOS with his last squad, and he couldn't kill anything. He'd already maxed out Engineers.
Final score was 24 me to 21 him. Throughout the whole game I was like 7 points behind due to his kill-stuff secondaries rewarding him much more than my movement-based secondaries. It was only on turn 5 that I would have come out ahead, and I'm not sure if I would have played as well as I did under a time limit. I'm still having to ask tons of questions and look stuff up constantly.
I think I'm going to change one of my Crusaders to a RFBC, and switch out the Stormspear Rockets for an Ironstorm Missile on a separate Crusader. The RFBC with get the Headsmans Mark if its called for, and I'll get a little bit if indirect fire to handle a squad hiding out of LOS. It will probably take a few turns to finish one off with d6 shots, but at least I can make the attempt. If I play Tau again, I'm going to try to control the range more deliberately. The Riptides are as fast as my knights, have Fly, and a 36'' range. But I might have been able to engage some of his army while staying out of his Broadsides range or force them to move for that -1 to hit. I'm still considering an Assassin, but I don't think the Callidus is the right answer. Tau spend their CP in big chunks, and her ability only goes off on a 4+ meaning every two strategims will cost 1 extra CP on average.
2019/06/29 15:02:56
Subject: Codex Imperial Knights - A Legacy of Honor
Sounds like a good game! Good thing you had first turn, I find vs Tau you really need it or you're gonna lose. Going after the drones was the right call. Maybe consider an Eversor vs Tau.... they're durable enough they stand a chance of getting through the overwatch, and with their 6" consolidate move you can often "slingshot" them into combat with things like broadsides to prevent them from shooting again!
2019/06/29 16:06:13
Subject: Codex Imperial Knights - A Legacy of Honor
Taking out a fair number of his markerlights did make a big difference in the firepower coming my way. That said, Tau seem to thrive in the 36'' range bracket. If you can set up outside that you'll greatly reduce his firepower if he goes first. Since they rely on their castle so much, its usually pretty easy to see where they will be going and measure threat range from there.
2019/07/02 14:36:26
Subject: Re:Codex Imperial Knights - A Legacy of Honor
I am going to run a detachment of 3 warglaives tu support a Tempestus Scions force (several units with plasma, and hot shot volley guns; and a couple of taurox primes). Which would be the best Household for this little detachment?
Thanks!
2019/07/02 14:38:44
Subject: Codex Imperial Knights - A Legacy of Honor
All the forgeworld Knights are generally considered "friendly"... they're fine for friendly narrative or open games, but they're not considered competitive. They usually cost 50-100 points more than they're actually worth IMO.