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Knight-Castigator Rules Up!


librisrouge

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Forgeworld posted the rules for the Knight-Castigator and I love/hate several parts.

 

http://www.forgeworld.co.uk//Downloads/Product/PDF/C/Castigator.pdf

 

A few things that stand out quick:

  • Strength 7, Eight shots, and Twin-Linked means that Imperial Knights have a Knight that can open up on Flyers and FMCs on its own. This thing will make Hive Tyrants bleed.
  • Only Strength 10 on the sword means that this guy actually doesn't hit as hard as most Knights but his special rules mean that he'll get his hits more reliably and then get bonus hits when fighting a horde. If you've ever found yourself getting tarpited by gaunts then this guy will help out with that a bunch.
  • Related too above, Strength 10 means he should not be considered a super-heavy/MC killer like the rest of the Knights and should just avoid melee for a lot of reasons. Hell, in most cases he is 200 points more expensive than the Dreadnought that will fight better in melee.
  • He has the standard ion Shield, unlike the Lancer, so this simplifies things if you want him to be a Seneschal. BS 5 on that gun is mighty, mighty tempting.

Thoughts fellows?

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The melee rules are awkward, yet a tad bit OP versus infantry blobs. I like that these two FW Knights can AA, with guy being slightly better at it, but he's really just a dedicated Marine killer versus the Lancer being a dedicated vehicle killer.

 

I'll have fun converting one up from a standard Pally/Errant plastic kit.

 

SJ

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Damn, that thing is gonna go through horde armies like a blender. AV10-12 also doesn't like that much S7 twin-linked on a pretty unkillable platform. The drop from Strength OP to Strength 10 is negliable, you're still going to rek most things, you just won't insta-gib or auto D6 HP on superheavies anymore. He's a horde clearance Knight, he's not meant to fight that stuff (that's what your Errants are for). Send him after expensive infantry or hordes, either will melt to his abilities. 

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