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.