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.