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===Heavy Support=== *'''Suppressor Squad''': This is what you get instead of a Devastator Squad. Okay, there's a few things of note. :- Starts at the cost of a Tactical squad, exactly 84 points. :- No, you don't have a Signum :- You get to instead purchase something called Tactical Autosense, kinda like a CrossCom system for your space marines. The Tactical Autosense lets the Sarg give his whole squad Re-roll 1s to hit if he forgoes shooting. This means it is a good bit more powerful than the Signum and gets better in cost effectiveness if you take more Knights and heavy weapons. *'''Marauder Team''': The Knight's Centurion equivalents with the following difference: they have S4 and T6 instead of S5 T5 (and 3+ versus 2+). The T6 makes Marauders true DISTRACTION CARFNIFEXES as they'll take much more punishment than a Centurion, requiring even more firepower to bring them down (though Grav weapons still laugh at you). If taking extra Marauders seriously consider the Aceso to give them a pseudo-invulnerable save of 5+ and more protection against small arms fire. Placing characters with 2+ armor and invul saves or getting them cover saves through other means will go far to protect them against high volume high S and low AP fire that'll most likely be directed their way. :Weapon loadouts must be bought in addition to the bodies. Specialized Bolt Ammunition + DCCW + Heavy weapon of choice maximizes its fire power and allows for at-initiative punching should you get into a scrap. Note that double heavy weapons cost more (encouraging mixing) and double DCCW's cost less in return for only having the Storm Array as your ranged weapon (basically super Terminators at that point). *'''Predator Vaeris''': It's a predator with +1HP and BS, and can take Land Raider Sponsons. You would do well to stick this sucker in the corner of the board with a railgun, and dual TL-Lascannons. Alternatively, you can give it the MLRS and Twin-Linked Heavy Flamers, and go to town on hordes of infantry if your opponent doesn't see through the shenanigans. Besides that, there's a huge variety of ways you can kit your Vaeris, from Tank-Hunting, to Lawn-Mower, Anti-Air, and Heavy-Artillery. The only downside is that you can't bring him in Squadrons, and he takes up an '''Experimental Wargear Slot''' (Of which you have only 2 by default). *'''Predator Squadrons''': Same as Space Marines, though they can take advanced upgrades for better survivability or cheap camo netting for cover camping. *'''Vindicator Squadrons''': Same as Space Marines. However there is the notable case that you might want to buy Storm Bolters for these guys, and then swap them for Cerberus Launchers. Both are already short-range Large Blast weapons, so why the hell not throwing a BLINDING large blast on top of an S10 Large Blast to add insult to injury on anyone dumb enough to let this get close. A good but expensive solo Vindicator option is to mount the Redemptor-Pattern Demolisher Cannon and take Plating Overhaul as well as Camo Netting. A 36" S10 AP2 blast (with Get's Hot and Strike-down) with AV14 front and under cover is an expensive but dangerous target for your opponent to deal with. *'''Land Raiders''': Like Space Marines, there's three variants, though the Knights only share the Phobos/Godhammer Pattern, which is inefficient. **'''Suppressor''': The cheapest option with the largest transport capacity, it has two Torrent 2+ Poisoned weapons best used in tackling hordes or getting a few wounds on high toughness enemies **'''Land Raider Athena''': Taking up an Experimental Wargear slot, this is fearsome tank-hunting platform with no transport capacity to speak of. If you line up your shots right, you can hit multiple vehicles and monstrous creatures with a S10 AP1 Ordnance hit, beware of hitting your own units however, since there's no distinction. ::The Heavy Gravitic Accelerator Cannon is alright, but has Get's Hot. You always have the option to swap out for the more reliable but short ranged Redemptor Demolisher Cannon at no extra cost. *'''Whirlwind Squadron''': Good as always, especially with Shred & Pinning in groups of three. A single Whirlwind can also take a MLRS, 12"-60" S6 AP4 Ordnance 2, Barrage, Large Blast, IGNORES COVER. Makes hordes cry, though it almost doubles the cost while taking an Experimental Wargear slot. *'''Tempest Squadrons''': Expensive and fragile ground anti-air option. What they lack in durability is made up for their long-range anti-air guns with Twin-linked, Ordnance, and AP2 capable of outshooting the Space Marine Hunter easily. Tack on camo-netting at the least to give some cover or have them come from reserves to avoid 1st turn fire. Can also take an Experimental Wargear Anti-Air marker for Intercept goodness.
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