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Made in us
Longtime Dakkanaut





Since I looked couldn't find a tactica for the Imperial knights I figured I'd start one since I'll be making a knight army when the codex drops. Already got two armigers.

Anyone more experienced with knights care to drop their 2 cents?

https://spikeybits.com/2018/04/rumors-knight-release-order-lineup.html

So far looking good

This message was edited 1 time. Last update was at 2018/04/23 12:23:49


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Made in us
Longtime Dakkanaut





Currently everything seems overpriced. Cc options need a good 50 point cut.

Anyone have anything they’d like to add?

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Made in us
Battlewagon Driver with Charged Engine




I'd argue the chassis for the big knights is vastly overpriced at 320 points. Really it's tough to say how much anything is worth pre stratagems, traits and stat changes. If the big knights don't get either a 2+ save or a 5+ invuln in close combat as well I'll be sad.
   
Made in us
Moustache-twirling Princeps





PDX

All Knights are currently overpriced.

The big ones by about 100-125pt, while the baby ones by like 60pt.

Until this is fixed or the Codex gives them some bomb extra rules, they will be a non-starter force. Heck, even putting them in Soup/AdMech is a liability.

Hopefully, the upcoming Knight Codex remedies this, because it is one of my favorite forces in the Imperium and my favorite model GW has made (I own... just... so many).

   
Made in us
Fresh-Faced New User




I woudl agree that the knights are overpriced, especially the close combat options. That is partially a function of how good the Titanic Feet are, which makes attacking with any other weapon a bad idea in most cases. I would put the overcost at 40-50 points.

I disagree that the force is a non-starter though. Ive taken a Quastor list to my last two tournaments and done fairly well. It isn't a pure knights list, because tournament games generally require you to take objectives and you just can't have 500 point knights sitting on objectives. They need to me moving around to get in the proper weapon ranges and to charge people. Fortunately, you can take other Imperial forces for objective holding, screeing and psychic defense. I guess I might as well post the list Ive been using, which needs to be changed after the FAQ but not by much:

Spoiler:


Imperial Knights - 10CP - 1992 pts
Super-Heavy Detachment (+3CP) – Imperium – Imperial Knights – 1482 pts
(Lord of War) Tempest Victor – Knight Crusader (320): Avenger Gatling Cannon (95), Heavy Flamer (17), Heavy Stubber (4), Thermal Cannon (76) - 512
(Lord of War) Malleus Maleficarum – Knight Crusader (320): Avenger Gatling Cannon (95), Heavy Flamer (17), Heavy Stubber (4), Thermal Cannon (76) - 512
(Lord of War) Sabbat Martyr – Knight Paladin (320): Character (0), Heavy Stubber (4), Heavy Stubber (4), Rapid Fire Battle Cannon (100), Reaper Chainsword [RAVAGER] (30) WARLORD: Knight Seneshal - 458
Battalion (+3CP) – Imperium – Astra Millitarum – Valhallan – 273 pts
(HQ) Company Commander (30): Plasma Pistol (5), Power Sword (4) - 39
(HQ) Primaris Psyker (38): Force Stave (8) - 46
(Troops) Red Squad: Infantry Squad (40): Flamer (7) - 47
(Troops) Green Squad: Infantry Squad (40): Flamer (7) - 47
(Troops) Orange Squad: Infantry Squad (40): Flamer (7) - 47
(Troops) Blue Squad: Infantry Squad (40): Flamer (7) - 47
Vanguard (+1CP) – Imperium – 237 pts
(HQ) Primaris Psyker (38): Force Stave (8) - 46
(Elites) Astropath (30): Telepathica Stave (6) - 36
(Elites) Culexus Assassin (85) - 85
(Elites) Eversor Assassin (70) - 70



Four Infantry squads generally gives me enough to set up a screen and stop melta/plasma/Captain Smash from deepstriking right on the knights. They are also among the fastest squads in the game with the move move move order, and so are good at grabbing objectives. The psychers and the Culexus provide psychic defense to stop mortal wounds, which the knights hate. The Eversor usually ends up either grabbing an objective or charging a tank to stop it from shooting for a turn.

The knights are the core of the list, of course. With Rotate Ion Shields and rerolling saves with CP they are surprisingly survivable vs shooting, and they are usually fast enough to decide which close combats they get involved in. Just avoid getting charged by daemon princes and similar things and you can step on people all day. The Thermal Cannons are some of the few weapons that you might be able to one shot vehicles with in 8th and the Avenger Gatling Cannons are fairly good at killing everything. Giving your warlod 5 attacks (with Knight Seneshal) with Ravager means that you get 15 foot attacks or 5 S 14 dmg 6 attacks that reroll 1s to hit, which aint bad.
   
Made in us
Damsel of the Lady




I could've sworn there was one from long ago, but this works for me!

As others have said, the Knights are just a bit overpriced right now. I'm hoping for a ramp up in firepower or decrease in cost. The main issue is that they're paying through the nose to be durable when they aren't actually very durable and can be shredded fairly easily.
   
Made in us
Longtime Dakkanaut





Well baneblade pays for durability it does t have too but it at least has 30 heavy bolter shots and a kick ass gun

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Made in gb
Combat Jumping Rasyat




East of England

Anyone else use the Atropos? I think it's one of the only viable knights right now, because of a) its increased invuln save and b) its rerolls to hit and wound in CC vs monsters and vehicles.
   
Made in jp
Quick-fingered Warlord Moderatus






Chainsword should be free and gauntlet 5-10 points. Base point cost should be no more than 300, preferably around 280.

Anyhow, the best Knight list is probably AdMech, a single cheap-as-possible Crusader, and a detachment that can deep strike or otherwise be extremely mobile.

You can also do something nuts like this:
Spoiler:
Cadian Supreme Command Detachment - 124

HQ - 124
1x Company Commander - Lasgun, Chainsword, Warlord: Grand Strategist, Kurov's Aquila
1x Tech-Priest Enginseer - Forge World: Stygies VIII
1x Tech-Priest Enginseer - Forge World: Stygies VIII

Stygies VIII Auxiliary Detachment - 340

Fast Attack - 340
5x Sydonian Dragoon - Taser Lance

Super-Heavy Detachment - 1536

Lord of War - 512
Knight Crusader - Titanic Feet, Avenger Gatling Cannon, Heavy Flamer, Thermal Cannon, Heavy Stubber

Lord of War - 512
Knight Crusader - Titanic Feet, Avenger Gatling Cannon, Heavy Flamer, Thermal Cannon, Heavy Stubber

Lord of War - 512
Knight Crusader - Titanic Feet, Avenger Gatling Cannon, Heavy Flamer, Thermal Cannon, Heavy Stubber

Total: 2000 points
6 Command Points
   
Made in gb
Combat Jumping Rasyat




East of England

Yeah that's my point why wouldnt you pay 43pts more for a knight that is actually a proper terror in cc, and can have a 3++ vs shooting whenever you want? Add on 14" move and you have a plain upgrade from the standard Knight unit, all for the price of one barebones infantry squad.
   
Made in us
Longtime Dakkanaut





The real question on my mind is: will knights be a viable stand alone army. Right now they have little to no anti hoard

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Made in us
Moustache-twirling Princeps





PDX

gendoikari87 wrote:
The real question on my mind is: will knights be a viable stand alone army. Right now they have little to no anti hoard


That we can't know until the Armiger gets new weapon options, along with the rumored new Knights coming along. The new big Knight with all the guns could be. Or the Helliger or whatever?

Right now, too many future variables to predict what this army will look like post-Codex (provided the Codex coincides with the kit releases).

   
Made in us
Longtime Dakkanaut





Do we even have an eta on the codex? I’m expecting it to be announced early May

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Made in us
Longtime Dakkanaut





Connecticut

There's an event 5/12-14th that's rumored to get us some more information.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in gb
Longtime Dakkanaut





UK

 em_en_oh_pee wrote:
All Knights are currently overpriced.

Think how the poor Wraithknight feels. 400 points for the same basic stats as an Imperial Knight but without a 5++ vs shooting. :(

I have no doubt that the new codex will buff/discount the IKs as appropriate.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Moustache-twirling Princeps





PDX

 Karhedron wrote:
 em_en_oh_pee wrote:
All Knights are currently overpriced.

Think how the poor Wraithknight feels. 400 points for the same basic stats as an Imperial Knight but without a 5++ vs shooting. :(

I have no doubt that the new codex will buff/discount the IKs as appropriate.


It is paying for the sins of prior editions.

And as an AdMech player, I have immense doubts the Knight Codex will make them better (by reducing them to playable point values). GW simply does not get how to point its LoW in a balanced way.

This message was edited 1 time. Last update was at 2018/04/26 17:34:30


   
Made in us
Stalwart Veteran Guard Sergeant





USA

The Knight Styrix seems pretty good. The Volkite gun it has is comparable to a rapid fire battlecannon. More importantly though, it has a 4++ against shooting and a 5++ in melee. The Siege claw is worth it because of the twin rad cleanser it comes with. Use the IK rotate ion shields strategem on a Knight Styrix and you're looking at a 3++ against shooting attacks. They also ignore cover saves when shooting, and have blessed autosimulacrum. They also blow up bigger, which is also fun.

- 10,000 pts 
   
Made in gb
Combat Jumping Rasyat




East of England

Yep, Styrix and Atropos are the only two knights worth it at the moment. I prefer the Atropos because of its unmatched tank busting capabilities. In my first game with one he walked up to one chimera and shot it open, charged into CC with another two, and killed them both in ine round of CC. The guy doesn't mess when he's up close.


Automatically Appended Next Post:
(And yes, I felt a bit bad punishing the one guy trying to make mech guard work! )

This message was edited 1 time. Last update was at 2018/04/27 07:26:47


 
   
Made in us
Devestating Grey Knight Dreadknight




A big need for knights to function as a standalone is some form of objective secured. Without it, they can't hold anything and aren't killy enough to ward off the chaff that will contest.

Hope is the first step on the road to disappointment. 
   
Made in us
Battlewagon Driver with Charged Engine




I actually played my first game with my 2 armigers and a joint admech force of 1500 points today. I ended up being tabled on round 6 in a game where I was ahead 10-4 on points. I played a fun list against a much stronger list though so I'm not surprised. The armigers, much like I suspected they would, underperformed. I got round one and both of them stripped 7 wounds of a fire prism, one of them died during his turn and the other was brought down to 6 wounds. Round 2 it stripped 4 wounds of a hemlock and then died.

Thoughts? No psychic defense is really difficult to overlook. Their damage is too random. 80% of my opponents army was hiding in buildings so they couldn't charge. 12 T7 wounds wit a 3+/5++ just isn't that tough, so as soon as I ran out of CP they were sitting ducks.



The psychic defense is at least somewhat fixed by a stratagem that works like the Graia one (deny a spell within 24" on 4+) or a stratagem that gives them a 5+ FnP against mortal wounds during that phase.

The damage is probably going to stay the same way, it'll be less painful with a points drop. Maybe the warlord can give an aura that makes them reroll the random number of shots?

GW needs to fix the terrain rules. My opponent played alaitoc (which is a whole other discussion in regards to stacking modifiers) but could place almost all of his units on top of ruins, including his vehicles since they have fly. So my dragoons and armigers were rendered almost useless.



Man I wish these things would be 180ish points, which is a fair value.

This message was edited 1 time. Last update was at 2018/04/30 05:44:21


 
   
Made in gb
Regular Dakkanaut





So for the lulz I brought out the knights to play for the first tune since seventh. Three knights (Crusader, Errant and Gallant) versus a poxwalkers farm.

It did not go well.

Between the mortal wounds from his seven characters, and the mortal wounds from the poxwalkers, and the FNP on everything, I managed to lose the Crusader and Gallant and a third of the wounds on my Errant by the end of turn four, in exchange for two of his three units of poxwalkers and several characters, but in that time due to some lucky card draw, he ended up with 10vp to my 2.

So version two has paired Crusaders and three culexus for some desperately needed psychic defence
   
Made in gb
Ship's Officer



London

So a friend has asked to borrow my knights for a forthcoming tournament, after his GKs were nerfed into the ground by the Big FAQ. I've put together a 2k list for him out of what I've got, and would value suggestions on how he should play.

Note: the list's been submitted and there's no chance of getting new models in time anyway. I'm after suggestions on how to use it, not criticism of it (did my best!) or other models to bring instead.

Super-Heavy Detachment, Questor Imperialis [1994 Points] + 3 CP

Knight Paladin, Rapid-fire Battlecannon, Reaper Chainsword - upgraded to Ravager relic, 2x Heavy Stubbers, Stormspear Rocket Pod – WARLORD – [503pts]

Knight Errant, Thermal Cannon, Thunderstrike Gauntlet, Heavy Stubber – [435pts]

Knight Crusader, Avenger Gatling Cannon, Rapid-fire Battlecannon, 2x Heavy Stubbers, Heavy Flamer, Ironstorm Missile Pod – [556pts]

Cerastus Knight-Castigator, Castigator Bolt Cannon, Tempest Warblade – [500pts]

My thinking is that he'll do best if he's able to concentrate the power of his 4 knights, but that this works against him in Maelstrom. The Crusader is happy enough with sitting back and shooting at things, if he draws cards that tell him to capture/defend things on his own side. Best results will probably come from having all of the knights kicking the same target though.

Any help would be welcome!

Automatically Appended Next Post:
Godeskian wrote:
So for the lulz I brought out the knights to play for the first tune since seventh. Three knights (Crusader, Errant and Gallant) versus a poxwalkers farm.

It did not go well.

Between the mortal wounds from his seven characters, and the mortal wounds from the poxwalkers, and the FNP on everything, I managed to lose the Crusader and Gallant and a third of the wounds on my Errant by the end of turn four, in exchange for two of his three units of poxwalkers and several characters, but in that time due to some lucky card draw, he ended up with 10vp to my 2.

So version two has paired Crusaders and three culexus for some desperately needed psychic defence
On the plus side, the poxwalker farm doesn't work any more. Since the latest FAQ the DG guy has to pay reinforcement points for any new poxwalkers, which makes the list pointless. Sorry for your friend with the poxwalkers - sounds like he's in the same spot as my GK-playing friend with a list that doesn't work at all.

This message was edited 4 times. Last update was at 2018/04/30 16:15:07


 
   
Made in de
Nihilistic Necron Lord






Germany

Mandragola wrote:
On the plus side, the poxwalker farm doesn't work any more. Since the latest FAQ the DG guy has to pay reinforcement points for any new poxwalkers, which makes the list pointless. Sorry for your friend with the poxwalkers - sounds like he's in the same spot as my GK-playing friend with a list that doesn't work at all.


Only if the added models would take the unit above starting strength.
   
Made in gb
Ship's Officer



London

 p5freak wrote:
Mandragola wrote:
On the plus side, the poxwalker farm doesn't work any more. Since the latest FAQ the DG guy has to pay reinforcement points for any new poxwalkers, which makes the list pointless. Sorry for your friend with the poxwalkers - sounds like he's in the same spot as my GK-playing friend with a list that doesn't work at all.


Only if the added models would take the unit above starting strength.

Sure, but a unit (or units) of 20 poxwalkers doesn’t constitute a “farm”, and really shouldn’t threaten a knight army. It really should be possible to kill a unit each turn.
   
Made in us
Longtime Dakkanaut





Have there been any rumors on what the other knights are armed with? We know the big dude has a million guns and one has a spear, what else do we know?

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Made in us
Longtime Dakkanaut





So all the rumors focus on knights (duh) but is everything still going to be LOW? Are knights going to be delegated to nothing but super heavy detachment? Be nice if one of the kits was a troop and hq or if they’d give us praefect hqs and house guard troops so we could battalion. But then there’s imperial guard for that so at the end of the day it’s not that important

This message was edited 1 time. Last update was at 2018/05/04 12:06:38


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Made in us
Moustache-twirling Princeps





PDX

gendoikari87 wrote:
So all the rumors focus on knights (duh) but is everything still going to be LOW? Are knights going to be delegated to nothing but super heavy detachment? Be nice if one of the kits was a troop and hq or if they’d give us praefect hqs and house guard troops so we could battalion. But then there’s imperial guard for that so at the end of the day it’s not that important


It would be nice if they followed FW's lead from the Heresy. But I highly doubt that will ever happen.

   
Made in us
Longtime Dakkanaut





Unfortunately not but at 2000pts you can still bring a brigade of ig and super heavy detachment. Giving it the grand strategist trait should make for enough cp

This message was edited 1 time. Last update was at 2018/05/04 13:58:24


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Made in gb
Aspirant Tech-Adept






So June is when things start happening for knights yeah?
   
Made in us
Longtime Dakkanaut





 Ideasweasel wrote:
So June is when things start happening for knights yeah?
Late may early june. Something like that. All we know is it's before orks and after harlequins.

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