Did the Imperial Armor Compendium gift us with the Rad-cleanser's range being increased to 12"? Uh... no? Putting this on a Crusader will also let it outshoot a Dominus for quite a bit less if you were thinking about just taking the one knight. The biggest weakness of this guy is that he needs to get in close to do damage, but has the slowest movement of all Knights. Guard also has access to cheap psykers in the Astropaths and Primaris Psykers for Deny the Witch and support powers. While this stratagem isn't the best, you have to remember that all Questoris and Dominus class can use it to finish off characters, so don't discount it! The downside is that marines (the dudes) are somewhat pricey, and tactical marines are rather uninspiring (even if this edition has made them better). Your Knights might be scary as fuck to noobs but not to those who keep their calm. It's 3d6h2 baby lascannon. Turn 3 comes around--all your opponents anti-tank is dead and you have this monster roaming about fucking up whatever it damn well feels like. it gets shieldbreakers and Siegebreakers to 56", which is nice, i guess, from 48", but it only adds 2" to his other weapons. Thematically, House Hawkshroud are the broest of the Knight Houses with their awesome Stratagem that allows them to help out a friendly Imperium unit that's getting charged. Who wants to fire at a 2+, 4++, T8, 28 wound monster? If the enemy charges one of your knights, you can double team on them. The Gatling array is better vs infantry, while the cannon array is better vs multi wound targets (while you can mix your firepower, it's not recommended that you do so - you want to be able to bring all your guns to bear at once, and completely destroying enemy units is more important than ever, since many armies have a medic equivalent that can resurrect fallen models). The Assassin doesn't benefit much from being with the others, so she can run off on her own to support one of your melee squads. There are two sensible ways to run inquisition: As of the WD update, Supreme-Command detachments with 3 psykers are no longer legal due to the one inquisitor maximum per detachment clause. Also makes the Castellan's Plasma Decimator safer to use when overcharged. Instead, use this to bypass HQs with high invulns like Shield Captains or Archons, who will struggle to escape your Str8 (. None, but like with Dedicated Transports, you need to be aware of your options for sweet rides. If you wanted just 1 or 2 Assassins or sister squads too bad you have to use 3 and lose cp for it. Overwatch is now a core stratagem that you pay 1 CP to use, meaning most forces will only be able to use it once per charge phase. These can be added to detachments without penalty so are the best SM option, to make the best use of them you must spend 1CP on the Arbiter of the Emperor's Will stratagem. What do Imperials do? Super Heavy Auxiliary detachment, Exalted Court (-1Cp), Extra Relic (-1CP), House Raven > Castellan Knight with Cawl's Wrath and Ion bulwark. Combine with the Ion Bulwark Warlord Trait to make any knight you want a tough son-of-a-bitch to crack. Before I leap into the tactics I’d like to mention a Grand Tournament that will be taking place the month of November in Miami, Florida. If every unit in the detachment is Questor Mechanicus, gain the following - Mechanicus Allegiance Oath - Sacristan Pledge: regain 1 wound at the start of the controlling player's turn. Karamazov - LD buff/ Hold the line - LD11 in a 12" bubble is going to make guardsmen hold their ground and make a nice counter-charger. Due to the wording of the actual stratagems they can only affect Dominus or Questoris class knights, so no using them on Cerastus or Acastus. Additionally, House Raven is somewhat unique compared to other Knight Houses, as they have not solely expanded their Household in the traditional manner of passing titles and Knight Suits via inheritance, and recruiting new pilots solely from their world's nobles, as a substantial amount of their might has come from other Knight Houses and Freeblades swearing fealty to House Raven, and ultimately being absorbed into the Household, hence the "Brotherhood of Companions" strategem makes a little more sense. Objectives are even MORE important now. Good for backing up melee-oriented squads, and since it targets the enemy, completely compatible with soup. An Imperial Knight can select a Talent from one of the Talent Trees (Imperial Knight) or Force Talent Trees. If you're only adding one knight to an existing army and that knight is in a Super-heavy auxiliary detachment it WON'T GET THESE BENEFITS. It actually makes your Knight worse. The ground shakes as the Imperial Knights march to war. 3.33 dead GEQs is equivalent to 3.33/(5/6)/(5/6) = 4.7952 Feet attacks. None, but you can use any Imperium transport, and some are better than others. Or even better, get an enemy HQ to die from overcharging their plasma weapon while shooting at another HQ or Monster. Household Traditions - Glory of the Charge: Add 1 to the Attacks characteristic of a model during any turn in which it charged or performed a Heroic Intervention - in addition, a model with this Household Tradition can perform Heroic Interventions as if it were a Character. Other weapons are an extra cost on top. Download . If an Inquisitor is looking for an effective fire support vehicle, the Taurox Prime may be the best all-around option. It's always proved worth it. Furthermore, Guard can bring Techpriests as Elites which is helpful for keeping your Knights alive. Due to the new Headshot ability, two of them should now be sufficient to kill an AM Company Commander. Only downside is that it's CP hungry : bring a guard brigade. Ironically, some of these units are still in the "Inquisition" section on GW's official web store. Owners of a uniquely advanced variant of the Throne Mechanicum (the neural link that allows Nobles to plug into and control Knights) that has none of the extremely negative side effects that the rest of the Imperial Knights suffer, and they won't share. The Imperial Armor Compendium for Forge World has changed up a few things, several of which are for the better! A 3+ armour and 5++ invulnerability save is nothing special to write home about, especially as most knights don’t get their invulnerability save against melee attacks. You need 35,000 gallantry points to recruit this very powerful soldier. Shove off, Helverin, the real long-ranged Anti-Tank walker is here. or your opponent brought Bjorn, Ashmantle, or a Chaplain Dread. With good BS and an impressive selection of weaponry for its points, the Taurox Prime is the new king of metal boxes. (CP rerolls can't be used for that anymore) Combine with the Mark of the Omnissiah Heirloom for regen shenanigans. This thing has been dominating the meta since the knight release codex, and FAQ/Chapter approved only nerfed it's counters, making it even stronger by contrast. However, by a minor miracle, two of their Knights escaped what would have been the Household's final charge, and once the war for Mars was ultimately won by the Loyalists, the Mechanicum spared no expense in rebuilding the first Knight Household. One less wound but rerolling 1s on inv saves (this requires you to bring at least 2 Crawlers and have them within 6" of each other). Furthermore, attacking first is incredibly important for Knights and other big things that degrade after taking damage, so a better charge can be the difference between victory and defeat. White Dwarf issue of March 2019 has provided us the Index Imperialis for these guys, which not only buff the Vindicare and Eversor, but provide some interesting Stratagems as well. The crush profile has the -1 to hit, but does the Sx2, AP-4, 6D (+2D to vehicles and monsters). Toughness-wise, the Crawler is on par with the Warglaive, but comes in 43 points cheaper. All your units are tough vehicles – the weakest thing in the codex is a T7, W12 walker with a 3+/5++ save! Many of the armies in the game have the IMPERIUM keyword. Tactics. Now that pieplates aren't a thing anymore there's no reason not to mob up the table with a blob of Knights, all of whom should be in range to make Heroic Interventions. 2 casts, 3 denies, 3 known powers. I haven’t been paying any attention until now because, well ya. Maybe you should instead give it a goddam chaingun and eat chunks out of that squad of terminators while pointing a crack-sniffing melta gun at your opponent's superheavies. Check out TFT origin info here. House Raven leverages their massive numbers of Knights in order to advance as an unbreachable wall of crimson war machines, unleashing their fury upon the enemies of Humanity in a rolling wave of thunder as they advance rapidly across the battlefield. High rate of fire weapons benefit from this the most, such as the gatling cannon which would deal 2 mortal wounds on average. Take the Astra Telepathica, a Culexus or the Inquisition. One of your Knight within 12" can fire Overwatch at the charging unit, and if the charge was successful that model can perform Heroic Intervention (just like a CHARACTER) with a 2d6" move at the end of the phase. Instead of a Household Tradition, Freeblades get to pick one Quality (or two if they roll for it) that gives them a significant boost. Assassins get it the worst...with Sisters getting it pretty bad too. And a further kick to the balls, it doesn't have a proper model anymore. Although tougher than they were in 7th edition, they've also gotten a lot pricier; a bare-bones Gallant runs 400 points, while a fully-kitted Crusader weighs in at. The Household Warlord Traits are equally powerful. The Stratagems below are listed as Adeptus Mechanicus stratagems in their respective codex, but several of them still work on Questor Mechanicus Knights. They will need help dealing with hordes even if they can't be tarpitted any more. In the grim darkness of the far future, duty is eternal out of date, the statistic for weapons and units in thier 8th incarnation. Negate to 3+ armour save and a good chance to deal a lot of extra damage. A flat 6 Shots PER GUN at S6 AP-2 alone stings enough, but when you add in the extra 2 Hits per 6 rolled, undamaged armigers averages as many hits as it has shots. You'll still have the keyword you chose and will be able to use Stratagems though! It's 9th Edition! It's 9th edition, and with that comes the new Imperial Armour Compendium for Forgeworld units. A mini version of the Asterius Knight (get used to this trend) With D3 S10 AP-2 D4 shots outside of 36", and the mobility to stay that far away, this gun looks like an excellent deal. Think of those long-range Heavy Flamers and those new Multi-meltas. Waltz it forward at the front of your army and watch it soak up entire turns of shooting. Won't affect any pre-battle stratagems you use, such as giving your Knight a relic, as the effects of the stratagem would have already been resolved before the Burden even has a chance to take effect. A superb stratagem that works especially well with Titanic Feet. All are armed with Concussion Grenades that are like Frag Grenades but are Grenade D3, and add 1 Damage if the target unit is within 1" off a terrain feature. There are also some really efficient units to fill out the Battalion with. you can't magnetize the weapons and get Castellan and Valiant from the same box. In the grim darkness of the far future, ... On the tabletop, ... Household Traditions - Close-Quarters Killers: Add 1 to hit rolls in the Fight phase for attacks made by a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention. Meta with a lot of character auras? The Valiant is a good choice for this- the Conflagration Cannon automatically hits so the crippled BS will make no difference. Freeing up the movement phase for Knights is a big deal and will better enable them to actively focus on getting onto objectives. There are a number of good options for a single Inquisitor. Force Techniques [edit | edit source] You have learned improved techniques to attune yourself to The Force. Tolerable on a Gallant or a Lancer, but anyone else...not so much. If your going to tool them up your probably better with a named character but if you keep them cheap they are very cost-effective for what they do. They are limited in which stratagems they can take, as they are Cerastus pattern. It costs 1CP but if the fortifications in the detachment are from the same faction as your Warlord’s detachment then the Fortification detachment is basically free. Use Flanking Maneuver on a Valiant with Landstrider (why landstrider? This is the current 9th Edition's Imperial Knight tactics. Kyria Draxus - Despite having a 2+ WS, her only melee weapon is a power fist, meaning that she will hit with it as well as most others would hit with a power sword, on top of paralysis grenades that force one model within 1" to attack last (or makes any models that must attack first lose that perk). As of the FAQ, these guys still provide zero CP when in a Super-Heavy Detachment full of nothing but themselves, but effectively no longer stop your Super-Heavy Detachments from gaining CP if you have at least one Knight with the Titanic keyword in the same detachment, thus allowing them to finally be the cheap point fillers they were advertised as. Plus it gets Canticles of Omnissiah (hence, Shroudpsalm) for free. Also give this monster Land Strider to have a 7 inch charge with a full health melee Lord of War. The potential to shrug mortals from the psychic phase is always welcome to help mitigate enemy psykers, but the cream de la creme of the House is the unique Stratagem that makes them perfect for yummy Imperial soup lists. One model can ignore all negative penalties to shooting. Some recant rules changes to the game and the Castellan itself mean that this is no longer the game-breaking meta-warping combo it once was, firstly the castellan went up by 100 points making it over 700pts (over 1/3 your list at 2000pts). 9.17 Imperial builds only require four champions if you intend to get the full synergy bonus from them. The 2019 April FAQ sadly nerfed "Rotate Ion Shields" to limit the invulnerable save a knight can have to a 4++, so you can no longer use this trait and the stratagem to make you knight Castellan a giant custodian. If you can afford it, make sure you think hard about whether you'd rather have the option for a 3rd missile on turn three (when, odds are, either your knight is dead or you've already won) or if you'd rather fire the extra cannons while he's still alive. A good if not amazing all-rounder. Household Traditions - Hunters of the Foe: Allows re-roll wound rolls of 1 in the Fight phase targeting anything under 12 wounds. While a lucky round of shooting can see a Helverin put some serious hurt on the enemy, more often than not against anything with a good save or toughness they'll only get one or two shots through. Lots of large prominent areas for freehand painting. Changes to force org rules now mean Inquisitors actually get this the easiest, since they can be shifted in for free. Then the dick move: make it House Taranis so it also gets FnP and a chance to resurrect itself if it still dies somehow. This power is pretty great if you can manage to cast it on a non-vehicle with a consumable gun who hasn't used it yet, like Anrakyr the Traveller, as you get the additional benefit of consuming the gun (or melee weapon, although one-use melee weapons are pretty rare outside of Elysian Drop Troops, and even there, most opponents won't spring for it). Always a good idea to pair with a Thermal Cannon on a Crusader Knight, as they share the same range and complement each other pretty well. You have 22 relics to choose from, the highest of any army yet. Functionally a tougher, shootier Rhino, it boasts +2 Wounds, +1 WS, a Heavy Flamer and the option to take a second, a nasty Dozer Blade and, most importantly, 6 Firing Ports. This last one combines very, very nicely with your Acolyte squads in the same way the Sisters use it for Dominions. Take the landstrider trait for +2 advance and charge. Having a single big model with Objective Secured is great but you have to hold objectives through to the beginning of your next turn. In the case of Cerastus Knights, they all lose one wound to go to 26 total, and all but the Lancer have their speed reduced to 12" (the Lancer keeps the 14" movement). As Freeblades aren't part of a Household, they work a little bit differently. Unless they bring rerollable. Likewise, you shouldn't be taking a Sororitas Rhino over this - Shield of Faith is worth the 3 point charge over a Space Marine Rhino, but not the 13 points it would take you to upgrade from this one. Predator cannon on top making your life hell? Great at wrecking vehicles and MCs, but they can be very binary - there's lots of things like Dreadnoughts with >6 wounds that take two hits to kill and can leave a nasty mark if they get to hit back, so it's always advisable to try to soften these targets up a bit first. Doubling down with both Heirlooms of the Household and Exalted Court might not be a bad idea in a mostly Dominus-class knight army. Best suited to the knight gallant due to its base 5 attacks but it does render the reaper chainsword useless. Don't get me wrong, the castellan is still a viable unit, it's just not the over-centralising auto-take it once was. Even if you're surrounded by 20 guardsmen, you wouldn't pay one CP to kill three of them, would you? Basically adds 2" to the movement characteristic of all knights within 6", as they can advance every turn without penalty. Basic guardsmen with orders can spit out a surprising amount of firepower and can be used to screen, clear chaff, or camp on objectives. Making him a Psyker costs no points, but instead has him relinquish the Iron Will ability (aka pseudo Deny the Witch). Remember that although this is a Forge World model, it's technically a. Shieldbreaker missiles seem weak at first, but the Oathbreaker guidance stratagem is 3cp for a reason. Warlord Trait - Master of the Joust: When you finish your Charge move, on 4+ one enemy unit within an 1" suffers D3 mortal wounds. Bring either Imperial guard allies for a tech-priest, or Space marine allies for a techmarine (though the IG techpriest is probably your best choice) to make full use of the Ritual of Repairing, and to repair other vehicles on your personal repair station (like leman russes). Superb for both Dominus variants as well as Gallants. Such a setup allows you to run this knight as your warlord, opening up a huge array of possibilities for improved invulnerability saves, accuracy, and armour. Knight of the Cog can give your Knights Canticles for the turn, which means cover in the open (for 2+ saves) or +1 strength (insane with Stomps and Death Grip). Excellent against all targets, as the mortal wounds bypass armour and invulnerability saves, but can also splash over into those annoying infantry swarms. Imperial Knights as part of a Space Marine army. In an event dubbed the Long March, over the course of decades colonization ships reached their pre-chosen worlds. Similar to Mortan's, but better, since rerollable 3+ is better than regular 2+. Finally, choose a household trait which suits the units/enemy you have chosen best, giving them the House Taranis trait to give them all 6+ Feel No Pain saves (to help make up for the Armigers' relatively low toughness) is always a good idea, but house griffin for plus 1 attacks on the charge will increase the warglaives melee potential by 25%, while house raven while ensure that your helervins are always accurate while kitting. Greyfax - Hector Rex is a better denier if you're prepared to pay a premium. Most other Imperium transports cost more than this does, and none have the better capacity per point, but it will limit you to 10 models at once. This is your best melee weapon if you don't already have a source of rerolls, especially on a Gallant. The Krast re-rolls give you an even higher chance of getting that sweet 6s. Also they have a rad color scheme, with red armor, and yellow and black hazard markings as a sign of a pilot's veterancy. It's like a more specialised version of the rfbc. If you are running a full knight army do not target vehicles with these guys. Your Warlord adds +1 to all hit rolls against that unit. Neural Shredder's profile: 9" Assault 1 SX APX DX: on a hit, instead of rolling to wound, roll 3d6 vs. target's Leadership; on a tie or better, it deals 1d3 mortal wounds. - posted in + ADEPTUS MECHANICUS +: I don’t know if this is necessarily the place to ask a lore/fluff question, so please correct me if I am wrong. Many online stores, including Forge World, sell conversion bitz specifically for knights, allowing you to construct them in any flavor you need to. Fighting alongside armies of the Imperium, most Imperial Knights are part of a Knightly House. The Imperial Armor Compendium has gifted us with a duel profile Siege Claw! Firstly, you take as many Armigers as you possibly can, leaving enough spare points to buy at least one Preceptor (two if you're running a mix of Warglaives and Helverins), take Warglaives if the enemy has a lot of heavy armour, Lightning Lock Moirax against hordes/MEQ, Helverins for everything else (or anything tougher than toughness 8, as at that point the Armiger autocannons rate of fire is superior). Household Traditions - Cold Fury: Allows re-roll all failed hit rolls in the Fight phase if a model charged, was charged or made Heroic Intervention this turn, or always if the target has the Titanic Keyword. They also need to take two Burdens (one Burden if it's rolled for instead of being selected manually) that are just as detrimental as the Qualities are beneficial (fortunately, they can roll leadership to resist their burdens each turn but equaling leadership still counts as a fail). Not much to say here- if you've been paying any attention to competitve 40k you've already seen this. so unfortunately you cannot spam a dozen Knosso Pronds to run around the field causing havoc. It can also grant either an extra 6" move for when you want to move away from it, maximize out the number of shots from a non-relic ranged weapon, or restore any previously used shieldbreaker missiles. Your opponent will also be thinking of little else while this is on the board, and unlike a war hound, you have points left over for meatshields or elites in a 2000 point game. This can Deep Strike in, while carrying you; you can't disembark on the same turn, but you can do so later, and right next to anything you like, without the standard 9" restrictions on a Deep Strike, thanks to the Valkyrie's best-in-the-game disembark special rule. This gives you an average threat range of 14" + 10.4" + 10.4" = 34.8" average melee range. Being able to fire 60" puts them out of range of a great deal of the more common weapon systems in theory but in reality you don't have many models and need them forward on objectives where they are targetable. 14/05/2019. If Elucia Vhane is your army's Warlord, you gain access to the Explorator Fleetmaster Warlord Trait. If you are up against a cc army, the valiant is great, because no one wants to get close, but against a gunline, that's a lot of turns of wasted potential. The sweep attack does the usual x3 hits while doing a tasty S6, AP-2, 3D - the focus attack still hits like a truck with the S12, AP-4, 6D and re-rolling wound against monsters and vehicles. The Titanic bit of this rule is almost irrelevant since you can fall back and charge Titanic units too. Also, their Fortress on their Homeworld of Kolossi, the Keep Inviolate, rivals the Fang on Fenris and even the Emperor's Palace on Terra. The assassins have stratagems now as well which can improve their tactical flexibility. Adeptus Titanicus – Knight Command Terminals. Basic Inquisitor - CP Farming - Esoteric Lore warlord trait; stratagems: Alpha-Class Psyker, Arbiter of the Emperor's Will, and Strategic Excruciation; the psychic powers Mental Interrogation and Terrify; switch the bolt pistol for a Boltgun and take the Blackshroud Relic. Hitting with 16 strength lets you wound things like Land Raiders and enemy Knights on a 2+, without suffering the -1 to hit from the Thunderstrike Gauntlet. Super-Heavy Detachments costs 6 CP now, but if the detachment has your warlord, you get 3 of those CP back. A lot of armies do not have widespread access to strength 9 or higher weaponry, so this only really matters if you're up against Guard players (lascannon swarms and shadowswords) or against other superheavies and (god-emperor forbid) Titans. Because of their AP, they technically ignore both invul and armour saves, making them absurdly good for sniping characters, especially those with 6 or less wounds. Household Traditions - Gallant Warriors: When advancing or charging, roll an extra D6 and drop the lowest. Download . Give to your knight gallant with the correct keyword trait for a total of 7 attacks on the charge, allowing a knight to kill anything smaller than a reaver titan. RAW, can be used to choose units in deep strike of any kind. While softening up a Tyranid Malanthrope sounds helpful, you'd be wounding on 4s with a regular Exitus rifle shot anyway, and then you get the chance for the d6 damage on a 6+ to wound, as well as the Headshot ability for mortal wounds anyway. Load up an Acolyte squad with Plasma, Melta, Storm Bolters, Combi-weapons, whatever your fancy is, and drive around shooting up your enemy's units while your dudes sit cozy and (relatively) safe. The Ritual of Reloading works well with a Valiant as a charge or deepstrike deterrent if you have nothing good to shoot at during your turn; the Ritual specifies the next time the weapon is 'fired', so an automatic 18 Conflagration Cannon hits if you're expecting an alpha strike is totally doable (even more flexibly with the Hawkshroud stratagem). Although it is pretty easy to stick your spare volkites on a warglaive if you want a cheap extra chassis as their similar enough. GW calls it a big knight, but it isn't that much bigger than the classic knight chassis), with 28 wounds each, the usual strength and toughness of 8, a 3+/5++ and packed full of guns. Considering the "standard" No Man's Land and Enemy Deployment Zone measure 36" wide, this means you only leave a single inch for the enemy to safely deploy in. Useful if you would like to fight twice. Combined with the +1 attack Seneschal warlord trait, the House Griffith trait on the charge for another attack and the paragon gauntlet to give you a package which will deal 31.11 damage to a warhound Titan and more than enough damage to one shot any knight that doesn’t have an invulnerability save better than a 5++. Tactics: Sit on objectives and slaughter Infantry in a hail of high caliber shells while your bigger Knights destroy the bigger targets and act as fire magnets. 14" meltas, 14" Thundercoil harpoon, 20" Conflagration cannon. If you're able to keep the distance the Asterius clearly desires, making it your Warlord opens up Cold Eradication as a solid option, as both the Cbeams and Mortar Battery use random shot generation. Has a long history of being overwatched/chainfisted gate, but this only means you can hungry: bring Guard. Character ; the Heirlooms and Exalted Court might not be a bad bonus most units of infantry will. 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