Switch Theme:

Imperial Knight support  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


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.




Made in gb
Fresh-Faced New User





Hi all,
What would be the best choice for some infantry bodies to support a mostly knight list, Admech or Imperial Guard? Ive been comparing pros and cons and honestly cant decide between the two, what are your thoughts Dakka? I have about 400 points spare, which army is better for supporting the knights?
Thanks

This message was edited 1 time. Last update was at 2019/04/13 18:57:55


 
   
Made in us
Terminator with Assault Cannon






OKC, Oklahoma

Depends on how you want to use them and how many detachments you already have, and the size of the game. Each has their strengths and weaknesses.
Technically, if you only have one detachment of knights in a 2k game, you could run both: a 'loyal 32" AM(IG) Battalion with mortars and an Admec Batt with two Enginseers and 3 units of Skitarii. Spend the extra points to tool them up a bit.

Of all the races of the universe the Squats have the longest memories and the shortest tempers. They are uncouth, unpredictably violent, and frequently drunk. Overall, I'm glad they're on our side!

Office of Naval Intelligence Research discovers 3 out of 4 sailors make up 75% of U.S. Navy.
"Madness is like gravity... All you need is a little push."

:Nilla Marines: 2500
:Marine "Scouts": 2500 (Systemically Quarantined, Unsupported, Abhuman, Truncated Soldiers)

"On one side of me stand my Homeworld, Stronghold and Brotherhood; On the other, my ancestors. I cannot behave otherwise than honorably."
 
   
Made in gb
Stalwart Tribune





Guard: bodies, access to mortars, orders.
AdMech: fix knights, slightly cheaper (if run at min levels), synergises well and has stratagems that can buff knights.

Judging by ITC tournaments etc. in America, Guard are more effective & better objective controllers, but AdMech synergise better and probably have better guns.

you may wish to check local meta though, as one may be better than the other in your local area e.g. if many armies are customised to fight hordes maybe AdMech are better as they can have more defensive buffs (forge world Stygies can have -1 to hit, canticles give free cover etc.

Praise the Omnissiah

About 4k of .

Imperial Knights (Valiant, Warden & Armigers)

Some Misc. Imperium units etc. Assassins...

About 2k of  
   
Made in us
Longtime Dakkanaut




Imperial guard get my vote, but its sad you only have 400 pts. If you had 650 you could get a brigade and rock those cp.
   
Made in gb
Longtime Dakkanaut




Or controversial option, stop trying to break every army in the game by bolting on ludicrously brokenness that is Imperial Guard and their CP.
   
Made in us
Dakka Veteran




Ice_can wrote:
Or controversial option, stop trying to break every army in the game by bolting on ludicrously brokenness that is Imperial Guard and their CP.


Yeah, as long as Eldar/Ynnari are a thing, that's gonna be a hard pass.
   
Made in gb
Stalwart Tribune





If you really want CP's and the ability to repair knights, you could go for two battalion of AdMech:

each battalion has the following:
2x Enginseers
3x 5man ranger squads (no upgrades)
for 165 points

so 330 total for +10CP?

for 60 additional points you could add in 4x transuranic arquebus throuout the skitarii, 4x 60" S7 -2AP, D3 damage snipers per turn could really help the firepower and force enemny characters to keep their heads down. (if you had the points you could potentially add in two per 5 man ranger squad...)

Praise the Omnissiah

About 4k of .

Imperial Knights (Valiant, Warden & Armigers)

Some Misc. Imperium units etc. Assassins...

About 2k of  
   
Made in gb
Fresh-Faced New User





Thanks for the replies guys,

If i add some context would that help? My Knight detachment is as follows:
Knight Gallant
Knight Crusader
Knight Preceptor
Two Armiger Warglaives

Im not actually picking either army for the easy CP, I just like the idea of both armies.
On the repairing side, i actually considered taking an Auxiliary Detachment with a Tech Priest as the Warlord with Necromechanic (repairs an additional wound, and then using the Tech-Adept Stratagem to repair again) and giving a Company Commander the Kuravs Aquilla to recycle enemy CP if i chose to go Guard. Would that work?

Thanks for your thoughts guys, very much appreciated.

This message was edited 1 time. Last update was at 2019/04/15 16:19:36


 
   
Made in gb
Stalwart Tribune





FaZZa wrote:
Thanks for the replies guys,

If i add some context would that help? My Knight detachment is as follows:
Knight Gallant
Knight Crusader
Knight Preceptor
Two Armiger Warglaives

Im not actually picking either army for the easy CP, I just like the idea of both armies.
On the repairing side, i actually considered taking an Auxiliary Detachment with a Tech Priest as the Warlord with Necromechanic (repairs an additional wound, and then using the Tech-Adept Stratagem to repair again) and giving a Company Commander the Kuravs Aquilla to recycle enemy CP if i chose to go Guard. Would that work?

Thanks for your thoughts guys, very much appreciated.


I think you would need a patrol detachment at minimum for the enginseer to gain access to warlord traits relics and strats. (but minimum points this can be just 65 if you take 5 rangers as well...)

you would probably be better off taking the knight warlord trait instead of the Admech ones - the 4++ save would keep your knight alive longer than the double repair. (and you could still repair two wounds per turn anyway with the tech-adept stratagem.

you could also take a bunch of guard in a battalion with a few heavy weapons teams of mortars which would enable you to really thin out an infantry heavy list before they reach you. and yes you could put the KA on the commmander to recycle CP.

Praise the Omnissiah

About 4k of .

Imperial Knights (Valiant, Warden & Armigers)

Some Misc. Imperium units etc. Assassins...

About 2k of  
   
Made in gb
Longtime Dakkanaut





UK

Actually, I very rarely make my Knight the Warlord since Knights can buy Warlord Traits. No other army can do this.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Longtime Dakkanaut




 Karhedron wrote:
Actually, I very rarely make my Knight the Warlord since Knights can buy Warlord Traits. No other army can do this.

GSC can do the this aswell. Also any army with a vigilous formation can also do this. So Marines, Guard, GSC, Choas
   
Made in gb
Longtime Dakkanaut





UK

Ice_can wrote:
 Karhedron wrote:
Actually, I very rarely make my Knight the Warlord since Knights can buy Warlord Traits. No other army can do this.

GSC can do the this aswell. Also any army with a vigilous formation can also do this. So Marines, Guard, GSC, Choas

True, I was thinking natively. I have not played any of the Vigilus Formations as they seemed too restrictive for their benefits.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Been Around the Block




You could also consider Sisters of Battle. They're cheap and if you go with Order of the Ebon Chalice the Order relic lets you get full denies from your Battle Sister Squads. So, they are a cheap CP battery but also a good source of psyker denial. Going Ebon Chalice, 2x Cannoness + 3x Units of Battle Sisters gives you 5x Deny the Witch, and the deny Strategem that they have gives you an additional deny that is more likely to work but costs a CP.

This message was edited 2 times. Last update was at 2019/04/19 21:18:45


 
   
 
Forum Index » 40K General Discussion
Go to: