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Imperial Knight Leaks


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So leaks have been out a few hours.

 

Nothing major, but a couple of interesting bits.

 

Crusader strat to deny overwatch is nice

 

Cold eradication is a great trait

 

Build-a-house rules would be great if household traditions and their associated strats/traits/relics weren't linked to them.

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The good

 

Crusader overwatch strat is nice

 

Taranis fury of Mars with the roll 2D6 pick highest is ok

Castellan might be an ok shout but really suffers from eggs in one basket at 704 points

 

Endless fury and the always hit on 4+ is very nice for the remaining weeks we have against eldar and possessed bombs.

 

The units that don’t see any play have some boosting strats

 

 

Cons.

 

It’s still spending CP to make units effective. When compared through the eyes of the marine lens it’s still a big gap

 

None of our toughest match ups got easier. Tau drone spam, ravenguard centurions, GSC(although they are rare)

 

If we don’t soup we still lose on objectives.

 

These changes feel like side grades to me mostly. The valiant stuff is nice but he’s too expensive for what he does and his weapon loadout still feels off, the bloody harpoon should ignore invulnerable saves if you ask me.

 

 

My hopes for 9th are knights get changes in a way that makes them better but also more fun for my opponent. I tend to have games that fall into two camps

 

Casual - nobody wants to play them

 

Competitive - the opponents bring lists that can shred knights and drop them with ease.

 

If 9th can make them effective but fun for both parties that would be the best solution. Not an easy task but if They could. I’d be super excited

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While soup is still a thing the crusader strat is money.

 

Turn off overwatch on two units for 1CP is amazing.

 

For all the CP you can make a castellan terrifying, which is funny but as pointed out without being able to put it in reserve too many eggs in one basket to then be smash captained to death etc

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My hopes for 9th are knights get changes in a way that makes them better but also more fun for my opponent. I tend to have games that fall into two camps

 

Casual - nobody wants to play them

 

Competitive - the opponents bring lists that can shred knights and drop them with ease.

 

If 9th can make them effective but fun for both parties that would be the best solution. Not an easy task but if They could. I’d be super excited

I think that is just sort of the problem with knights or primarily knights anyways.  Its pretty rare you see anyone react to someone bringing kngihts to a game with, "Oh cool i love fighting knights!", and when they do you know your knights will be dead soon lol.

 

The army is just polarizing, you can either deal with an army of big vehicles or you can't, if they can its just you watching your expensive models get removed one at a time.  If they can't its a shooting gallery for you while they try to play objectives.  Neither is a particularly engaging game for one side or the other.  I've found my most enjoyable games with knights to be ones where I try to keep them half or under of my total army points costs.  Found that others tend to enjoy that a lot more too, as it makes the army less polarizing.  Unfortunately with the CP changes bit worried I will get penalized for bringing knights in that manner now.

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I am really, really tempted to run armiger horde for that reason.

 

3 moirax with dual claws

2x3 moirax with dual lightning locks

2x warglaive

2x helverin

 

With the game giving CP now, running only armigers becomes less of an issue that it could be good fun on the middle ground of mass mini knights.

Especially with the Hounds of War trait and the Mechanicus main trait. Shooting after falling back and a heal, yes please.

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I like the war dogs list idea but how will they fit into a formation and stay monofaction to get CP

 

I've not really taken too much notice of the IK codex to work out what you can take to build a mono list.

For example what are the HQ options for knights?

 

It's also clear formations are still here but we don't yet know what changes have been made to them apart from paying CP for anything outside your first battalion. I'm interested in building a low model count list so looking at options for 9th

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A knight super heavy detachment is 3-5 choices and since they are 1-3 choices it all fits in nicely.

 

3 claw moirax

3 LL moirax

3 LL moirax

2 Helverin

2 Warglaives

 

Job done, one is declared Lance leader and becomes the warlord, and I would fully expect them to get full starting CP of 12 for a 2k battle in 9th.

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A knight super heavy detachment is 3-5 choices and since they are 1-3 choices it all fits in nicely.

 

3 claw moirax

3 LL moirax

3 LL moirax

2 Helverin

2 Warglaives

 

Job done, one is declared Lance leader and becomes the warlord, and I would fully expect them to get full starting CP of 12 for a 2k battle in 9th.

 

Pretty much this, the only real issue is that a war dogs list doesn't have much in the choice of relics/traits and only one model can have those bonuses (the warlord), but with the new strats and lots of CP you can put down the hurt.

 

My favorite combo is Thin the Horde with Skyreaper Protocol to get max shots against drone screens, jump packers and even full battlesuit units.

 

2 CP to wipe out a squad of battlesuits? Worth it.

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So I did buy this Machine War of course, but do I understand my interpretation correctly here on Taranis.... can I gain one wound per Knight at the beginning of every turn? I don't give anything up for doing this, right?

 

Oddly enough I see less of a chance to play the Knights without some serious protection now. With denser terrain rules coming forth, and potentially smaller table.... armies like Blood Angels might just run through popping me with captains.

 

I know this is more of a 9th ed concern, but if I'm being honest that's my first thought even as I read these rules, I'm applying them to 9th.

 

It doesn't feel like a tremendous boost for Knights compared to my Admech. I guess playing them together I lose something with these rules. 

 

And yes, I have to agree with those that said getting max shots on larger squads from Helverins looks great. And that Preceptor strat is decent since I found that gun so very frustrating, but I liked the model and the Armiger/Warglaive aura. The idea of getting at least a few max shots off of these units makes it a more attractive idea for sure. Before I did it for fun, but it might actually have some spit and vinegar in it now. :)

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So I did buy this Machine War of course, but do I understand my interpretation correctly here on Taranis.... can I gain one wound per Knight at the beginning of every turn? I don't give anything up for doing this, right?

 

Oddly enough I see less of a chance to play the Knights without some serious protection now. With denser terrain rules coming forth, and potentially smaller table.... armies like Blood Angels might just run through popping me with captains.

 

I know this is more of a 9th ed concern, but if I'm being honest that's my first thought even as I read these rules, I'm applying them to 9th.

 

It doesn't feel like a tremendous boost for Knights compared to my Admech. I guess playing them together I lose something with these rules. 

 

And yes, I have to agree with those that said getting max shots on larger squads from Helverins looks great. And that Preceptor strat is decent since I found that gun so very frustrating, but I liked the model and the Armiger/Warglaive aura. The idea of getting at least a few max shots off of these units makes it a more attractive idea for sure. Before I did it for fun, but it might actually have some spit and vinegar in it now. :smile.:

 

Correct, that applies to all mechanicus aligned houses, either in the codex or custom ones from the new book.

 

If your worried about smash captains I'd look into taking the relic Sanctuary so that your inv can be used against melee attacks. That or a few of the forgeworld knights that have ionic flare shielding. 

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