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Made in my
Veteran Knight Baron in a Crusader






At my desk

I recently got a box of Imperial Knights Renegade and now I have another on the way (It's okay, I don't mind going hungry this month )

And now I'm looking at the army list, and I'm a tad overwhelmed by all of the options and choices and so I'm just looking for a bit of help to get me started. I'll be facing a lot of MEQ if that helps focus it down. But apart from that assume I know nothing.

Any thoughts or suggestions are greatly appreciated, thanks lads.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Veteran Inquisitor with Xenos Alliances






I think the choices are fairly straightforward. In 30k the Knight Household has 8 different Knights to choose from, and a number of special rules that assigns a Knight to an FOC slot.

Of the 8 Knights, Knight Errant and Knight Paladin can be built from the plastic kit. Though it seems likely FW will add some or all the options from 40k Knights when the new Crusade Imperialis red book comes out after Warhammerfest.

Most basically the Knight Errant kills vehicles, the paladin kills infantry.

The FW Knights 4 are Cerastus pattern and 2 are resin add-on to the plastic.

The two resin add-on kits are the Magera and Styrix, both are slightly more survivable. The Magaera is for fighting fortifications making its cost high for what is very situationally useful. The Styrix has a big volkite weapon, roughly equal to the general purpose battlecannon on the paladin but better for fighting infantry.

The Cerastus Knights are the fancy FW all resin Knights and are all about moving swiftly up field when they aren't shooting. The Knight lancer is mostly meant for engaging other superheavies in assault but for a while its lance was being used as a backup anti-air weapon. It's more survivable than other Knights in the assault because of it shield. The Castigator is versatile where it's twin gatling cannons perform similarly to battlecannons against ground targets but are the best anti-air choice for a knight household. The knight Acheron has a big inferno flame cannon that gives the army a much needed ability to burn marines out of cover. The Knight Atrapos is the most expensive but justified, it's cannon creates black holes with the possibility of the black hole remaining and roaming the table top; it threatens everything but provides a solution for deathstar like units that might otherwise threaten other Knights in an assault.

The HQ's are the Senechal and Scion; both improve stats of their knight but the Senechal is better though pricier choice. Take him.

The Elites are Preceptor and Aucteller... The Aucteller is a 0-1 choice who represent a knight with a grudge against a super heavy, only worthwhile if you know you're going up against other Knights; seems appropriate for a Lancer or Atrapos. The Preceptor helps with your reserve rolls and grants interceptor to other Knights so it's good against deepstriking and other late coming units.

Troops are Martials and Apirants; Martials are Knight rules as is while Aspirants lose stats in exchange for making their Knight cheaper; only worthwhile to meet point limits.

Fast attack: Dolorous and Uhlan; Uhlan sacrifices range and armor to be hit and run and gain scout. Dolorous helps gurantee a knight gets to close combat.

Heavy Support: Arbalester and Implacable; Implacable is for when you want a throw a temper tantrum destroy fortifications and stomp on infantry... Arbalester gets tank hunter and skyfire making him a staple choice that works well with the Preceptor as backfield units.

This message was edited 1 time. Last update was at 2016/05/12 18:15:41


 
   
Made in au
Liche Priest Hierophant







It should be noted that FW updated their 7th Ed HH FaQ & Errata a while back and added the Crusader, Warden and Gallant (as well as the Carapace Weapons) to the Questoris Knight Household list.

This message was edited 1 time. Last update was at 2016/05/12 07:13:36


 
   
Made in us
Veteran Inquisitor with Xenos Alliances






I forgot about the FAQ. I built my household before that and haven't really used it since the FAQ.

For the 3rd knight you mean "Gallant".

There are three carapace weapon options available the plastic Knights... Ironstorm missile pod, Stormspear Rocket Launcher, and twin Icarus autocannons. Ironstorm is anti-infantry; the stormspear is triple krak missiles, and the Icarus autocannons are skyfire and intercepting autocannons for much needed anti-air capabilities. You need to have some skyfire capabilities; I like having at least 1/3 of my Knights to have some sort of Anti-air; 2 Icarus being a minimum but either a Castigator or one of the Avenger Gatling cannon equipped Knights with a Stormspear in the Arbalester role is even better.

The Warden has an Avenger Gatling cannon and reaper chainsword. The Avenger is good for putting out a lot of hits which helps Knight armies deal with hordes or smaller tougher units that have to be killed by weight of fire by forcing saves. The warden benefits a lot from the carapace weapon options; it can double down on anti horde or as an anti flyer... the stormspear can also be used to give it versatility.

The Gallant has a reaper chainsword and the thunderstrike gauntlet. This a dedicated close combat knight. One school of thought is that a Knights greatest asset is the strength D and stomps in assault; this guy commits to that. The carapace weapons will give him something to shoot for when it's not in an assault, but don't let shooting distract you.

The Crusader has the battlecannon and avenger gatling cannon. This guy plays to the other extreme as the gallant by playing as a backfield walking tank.

This message was edited 1 time. Last update was at 2016/05/12 05:21:04


 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 Matt.Kingsley wrote:
It should be noted that FW updated their 7th Ed HH FaQ & Errata a while back and added the Crusader, Warden and Errant (as well as the Carapace Weapons) to the Questoris Knight Household list.


It also stated that these entries and weapon stats are to be taken from Codex: Imperial Knight. So that Means you need two books to play the list. Book 4: Conquest and Codex: Imperail Knights.


A updated Questoris Knight Household list will be in the new red book "Crusade Imperialis, Army Lists". (With will also have "Solar Auxiliary", and "Imperial Milita and Warp Cults".) If you haven't bought the books yet, wait for this red book to release. It will be avilable to early purchases at Warhammer fest May 14/15, so I would guess to expect it for general release in June. The Solar Aux and milita/cult army lists may be worth looking at for allies, since they can help you get the cheap bodies/objective sitters to support the knights, letting them focus on more offensive roles.

If you declare your House Hold as tratior, fearless levi squads are great. other wise SA's Lasrifle Lines with Defensive Lines are great all rounders to sit in the back feild.

This message was edited 1 time. Last update was at 2016/05/12 06:35:40


 
   
Made in at
Stalwart Tribune





Austria

Another Knight from FW is WIP too.
Arkastus something....

And there is the option of taking Draykavak from Mechanicum in a list.

This message was edited 1 time. Last update was at 2016/05/12 07:47:30


30k: Taghmata Omnissiah(5,5k)
Ordo Reductor(4,5k)
Legio Cybernetica(WIP)

40k(Inactive): Adeptus Mechanicus(2,5k)

WFB(Inactive): Nippon, Skaven

01001111 01110010 01100100 01101111 00100000 01010010 01100101 01100100 01110101 01100011 01110100 01101111 01110010 00100001  
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 Ankhalagon wrote:
Another Knight from FW is WIP too.
Arkastus something....

And there is the option of taking Draykavak from Mechanicum in a list.


Oh yah, I almost forgot about that new knight. His rules are properly in the new red book too boot I would guess. Also Drykavak is prety nice, since you get a guy with battle smith with out a whole allied detachment. Of course you then have the problem of all the anti-infantry weapons are now pointing at him.

On the topic of Mechanicum, taking a allied detachment with a Macro-tech Magos means Engine-seers as troop choices. Can't go wrong with Repairing your knights mid game. If you go SA, you can use a tank-commander as the allied HQ, and their Engine-seer's servitor's get access to the sweet SA Haywire grenade Launchers.

Now thinking about it, I wonder if the updated knight list will allow for doubles of the same guns like the new renegade knight datasheet dose. Magnetization may be a good investment just encase!
   
Made in gb
Battleship Captain




 TheManWithNoPlan wrote:
I recently got a box of Imperial Knights Renegade and now I have another on the way (It's okay, I don't mind going hungry this month )

And now I'm looking at the army list, and I'm a tad overwhelmed by all of the options and choices and so I'm just looking for a bit of help to get me started. I'll be facing a lot of MEQ if that helps focus it down. But apart from that assume I know nothing.

Any thoughts or suggestions are greatly appreciated, thanks lads.


well, I'm halfway through building a knight household myself, so I know what you mean. First thing to bear in mind: One thing coming out this weekend is the Crusade Auxilia red book - this is likely to have the odd tweak in it, so take any points values or specific special rules with a grain of salt as Forgeworld has been known to update things occasionally.

The principle of a Quaestoris list is that knights fit into a 'normal' force organisation chart rather than a unique detachment or formation like they do in 40k. You buy a pilot (who has a force organisation slot) and then buy him armour.

So a 'scion militant' - a generic, no-special-rules pilot - is always a troops choice, but he can pilot any armour suit of your choice; a paladin, or lancer, or crusader, or whatever. Obviously, certain pilots suit certain armour types better.


There are no real 'bad knight armour types' and no real bad pilots. I have a few general points, though:

1) If you're not planning on magnetizing weapons, make sure you've got a decent mix of weapon types. Knights aren't that specialised but you'll really feel it if you come a cropper with no weapon suited to engage a key opponent. The Quaestoris Battlecannon (the 'default' armament of a paladin) is a perfect example. 3 S6 AP3 pie plates is some serious destruction.....unless it's a squad of elite terminators. With a 2+ armour save, 2 wounds each and probably feel no pain from attached characters or special rules, you'll need the wrong side of 20 battlecannon rounds to put one of them down - where a Thermal Cannon would probably obliterate half the squad in a single shot. Equally, having a few non-blast weapons that can snap fire at invisible targets or flyers are important

2) Remember that even if not armed with a close combat weapon, a knight is still no walkover in close combat - it's S10 with smash and stomp, and can be reliably expected to squash a single dreadnought (except probably a leviathan) like a bug.

3) The Forgeworld knights with Ionic Flare Shields - the Magaera and (Atropos?) are a bugger to kill. It combines a 4++ with a -1 S on incoming fire, making you immune to S7 fire from the front if shielded. With the number of tank hunter autocannon shots something like Iron Havocs can put out, as well as seriously impeding S8 fire like thudd gun shatter shells, they're worth their weight in adamantium. The fact that the Magaera also gets a sort of baby it will not die is cool too.

4) If you want an impressive "distraction carnifex" in your army, a Scion Uhlan Gallant is impressive. With scout, it'll be in your opponent's lines on turn 2, and with Hit and run he can't rely on pinning it in place with a tarpit unit like miltia levy. It's killable - weaker frontal armour - but he cannot afford not to shoot it. Two such knights should have your opponent spending his first turn going "oh crud oh crud oh crud' rather than concentrating on the more important units which can actually take his stuff out.

5) The Thermal cannon isn't a tank killer. Firstly, it's only one shot, so even with a penetrating hit and AP1, a kill is far from guaranteed. Secondly, armoured ceramite and flare shields mean that important targets (say a Spartan assault tank) can laugh even a point-blank shot off without you even getting to roll dice. What it is good for is area destruction of bloody terminators, because heresy armies tend to come stocked with droves of the buggers, and a tough unit with numerous power fists and chainfists is not one you want to try and engage up close..

6) At least one Arbalester with a Gatling cannon and/or a stormspear pod is a nice idea. Ignoring flyers is good in theory, but astartes gunship and fighter armies can carry a disconcerting amount of firepower, and trying to take down 2-3 strafing run, tank hunter, lascannon-wielding flyers with a snap firing heavy stubber or two is.....not exactly the best option available to you?

Ultimately, I'd decide which knights you think look the coolest and go from there. Make sure you have at least two, ideally three classes of knight armour with significantly different weapon fits to make sure you've got the right tool for the right job. Try them with different scion pilots. There are bad combinations but very few - the Arbalester gives you skyfire and tank hunter, for example, so probably pairs best with the Castigator, Warden or Crusader, for example.





Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Trigger-Happy Baal Predator Pilot





Chicago

Something worth noting is that your basic knight troop choice has objective secured, and to the best of my knowledge, is the only model in 30k with this rule. Use it to catch your opponents off-guard.

Also, don't forget, you can shoot your guns at multiple targets, but you can charge anything you shoot. If you kit your knights out with that rapid firing battle cannon, you can fire that at one meq squad, probably nearly or totally obliterating it, and then fire your heavy stubber at another meq squad (pew pew) and then charge that meq squad, also probably nearly or totally obliterating it.

If I were you I'd stick a carapace weapon on my seneschal and give him some fancy gun in one arm to make use of his BS5, then just arm my troop choice knight with a battle cannon, stubber and sword to keep him cheap and have him hunt meqs.

Another interesting option if you get a 3rd knight is the aspirant gallant. He's a non-compulsary troop choice, so you need to deploy one of the other troop knights first, but he's an all melee knight that is only 290 points (!)

Anyway, I used two knights in one game of 30k and totally walked through my opponent. They're better than they are in 40k, and can catch people offguard when they have lists with a lot of heavy anti MEQ units (as most 30k lists do). Have fun!


 
   
 
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