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Made in gb
Regular Dakkanaut




Fancying a change from playing my current airborne/light mechanized guard with it modern/realistic (for 40k) aesthetic, for something a bit more OTT/grimdark and a different play style. Quite fancying the new knights codex and the models look a lot of fun and open up some interesting themes to play around with.
The problem is I'm finding it difficult to pick between them, so figured I'd post some potential lists here and what folk think of them in both terms of fun (ie would you play against it) and effectiveness (not a tournament player but don't want to be losing every match )

First up is a sisters battalion, guarding a shrine on a feudal knight world, the idea being having one knight represent one of the holy trinity of flamer,melta and bolter:
Knight lance: 6cp House raven

Knight Archeron, warlord, landstrider, sanctuary 495pt
Knight errant, storm spear 440pt
Knight warden, storm spear, paragon gauntlet, knight seneschal 461pt (2cp spent)

Chose house raven for the mobility to help with the shorter range of the weapons, though not sure whether the Raven stratagem would would be worth the cp with these knights due to the lower fire power so maybe they'd be better switched to another. The stormspears help boost my anti-tank as the knights are doing all the lifting in that area, and both the acheron or warden are candidates for full tilit for first turn charges if the cp gives one of them opportunity, the archeron is more likely to be successful with their enhanced flank speed.

Sisters of battle battalion:5cp

3X canoness, stormbolter 47pt each
3X battle sister squad, 5X sisters 3X stormbolter in each 51pt
3X immolator 103pt each

Sisters are providing extra cp, anti horde and objective grabbing. Stay in their rides until either blown up (hopefully the knights will draw alot of this fire) or most anti infantry threats have been dealt with at which point each squad can put out 20 bolter shots. Having both the knights and transports able to move and shoot with similar movement values I'd probably try to keep the knights just in front to help screen from cc units hopefully the immolation flamers range will just about be able to reach past the knight.



Automatically Appended Next Post:
Thinking the second list is from the same shrine/feudal world but focuses on the knight household's supporting element and have a bretonians in space vibe:

Knight lance: 6cp House raven

Knight Castellan, 2 cannon 2 missle, Iron bulwark, cawl's wrath 604pt (2cp spent)
Knight warden,416pt
Knight warden 411pt

House raven because the strategem is so sweet with the castellan and access to Calw's wrath, the mobility for the wardens is just a bonus. The castellan is doing most of the anti-tank heavy lifting and also can provide an invulnerable for the foot troops defending him with Ion Aegis, the wardens support the deathriders in taking the fight to the enemy dealing the the heavier enemy units that the cavalry can't deal with but the stops can also help along side the riders when dealing with enemy infantry with out tying up the knight next turn. Will be very CP heavy with Ion aegis and order of companions being 2cp and wanting to be used most rounds so have only used stratgems for one knight to have relics and warlord trait.

DKOK battalion: 5cp

Deathrider squadron commander, demo charge, 45pt
Deathrider squadron commander, demo charge,, Kurovs aquilla 45pt
Marshal Karis Venner, Grand strategist 70pt

3X DKOK infantry squad 50pt each

2x deathrider squad, 8 riders each 128pt

Usual guard CP farm, but being immune to moral from shooting helps them stay on the field and the deathriders look cool plus seem decent against infantry if they don't get mulched early game. Infantry squads fit the peasant vibe and screen the castellan and can take pot shot at what ever comes at them, Karis Venner has enough orders for all 3 squads slightly boost their morale if they end up in CC and is slightly tougher than other guard infantry HQs so gets the warlord trait, mainly lets the squad get twice the volume of shots at 24" but if they are still on the board late game can move,move,move them to grab objectives. Horsey's look cool and attempt to charge down the board and bully weaker infantry units though i suspect they will get picked off unless I'm lucky with terrain, tempted to drop a commander and a couple of riders for rider command squad to outflank but I think i want to have them on the board turn 1, not sure on this thuogh could be persuaded either way.


This message was edited 1 time. Last update was at 2018/07/01 13:22:16


 
   
Made in gb
Regular Dakkanaut




Sorry to bring back an old(ish) thread but figured it's better than starting an new one.

An alternative theme for a list I've been throwing around is a long range knight patrol with air support elements. The idea being that it has been asked to assist on a high gravity world that is unable to under go orbital surveillance (in my head its large desert world with metal rich sands that has frequent sand storms that block both visual and electromagnetic signals, an ork invasion has been broken but due to these storms conventional land forces haven't been able to chase down the remnants of the orkish horde, and the high gravity means aerial assets have limited flight time and are limited to specific tasks rather than extended flights for search and destroy. The knights have been called in due to their mobility and resilience against the storms, with them searching and engaging any bands of orks and rendezvousing with naval elements at pre-planned dates/locations for resupply, and when storms allow can call them in for additional support when needed.
Again I've got 2 lists to choose between, one being simpler and more effective in my opinion the other better representing what I imagine but drawing on more rule sources and being less effective (in my opinion)

List 1:
Imperial knights- House vulker- 6cp

3X crusaders, thermal cannon + gatling gun, one has the Ion Bulwark and endless fury 457pt each

Battalion AM/DKOK 5CP

2X DKOK marshals 37pt each
4X 5 man dkok grenadier squads 45pt each

2x valkyrie, multilaser/rocket pod, 158pt
2x Sentinel power lifter

This is the less effective list in my opinion but should still offer some mobile squads to grab objeectives but relies more heavily on the knights to do all the heavy lifting. However I do like that the troop have carapace armour (I imagine them as being powered and having pressurized legging like pilots suits to assist with high grav) the powerlifters make sense for loading the knights and can charge up the field with crush them! as a distraction from the knights though I don't think it will take much to erase them.

List 2: 1999pt
Knights same as above 3X crusaders

Battalion- Elysians 5cp
2X elysian company commander 40pt each

4X elysian infantry squad, plasma gun 57pt each

2 vultures, punisher gatling, 160pt each

This one should be more effective, the knights taking the heat from the vultures due to threat and the vultures not counting towards being tabled and doing the anti vehicle role but the gatlings and stamps aren't wasted if the enemy is all infantry. The vultures provide more anti-infantry fire power to try and thin any screens stopping the knights getting where they want. The infantry squads are probably the most interesting part of the list as the can either be deployed early if needed to assist with anti infantry/grab early game objectives or be kept in reserves till turn 3 by which point hopefully the knights and planes have done their work and they can drop in and capture late game objectives with less worry of being shot off the table. Tempted to swap one squad for a stormspear on one of the knights for more antitank but doubt its worth it. From a theme point of view it lacks actua transport aircraft but i guess the vultures could be modded to atleast appear like they fill that role and I can't find the points for some sentinel power lifters.

Also not sure what house to go for with the knights, initially was thinking raven for the mobility and juicy stratagem but it is more CP heavy, while vulker will assist with offense as although it limits optimal targets to being the closest crusaders should have one weapon suited to fire at what ever that unit is and the stratagem is cheaper and synergises well with crusaders volume of fire. Though also tempted by taranis or hawkshroud for the durability (preferring taranis with the mechanicus strategem to fire at max efficiency negating hawkshrouds trait to a point.)

   
 
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