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===Special Characters=== <Center>'''Nearly all Knights Inductor Special Characters have a unique rule that only applies if that particular character is your warlord. This can range from army buffs, to modifying force org, to messing around with the codex rules. Keep this in mind as some of the characters are particularly fragile, and/or complete shit in melee'''</center> :If you're in an Apocalypse Game, you might want to look into bringing the Aprior War Council Formation, as it allows you to take up to 3 of the guys below as your warlord. Just be careful as yes, all 3 characters do count for Slay The Warlord, and Errata states that your opponent can therefore obtain that objective THREE times. *'''Chapter Master Zakis Randi''': A strong strategic centerpiece model with some top-notch combat ability as well. [[Darnath Lysander|He has a 2+/3++ with EW, armed with a special Thunder Hammer]] that can reduce opponents to WS1 for a single Assault phase and usually strikes at I2 instead of I1. His strategic strength comes from his Macharius Strategems Codex x3 (only three unique rules), no penalties to reserve rolls (kind of meh, but nice to have as it meshes with his own Master of Stalling Warlord Trait nicely) and the ability to have three units use Preemptive Strike (not as impressive since the rule's been nerfed, but still better than nothing and great to have if you're going second). :'''His Warlord Ability grants your entire army Leadership 10. Overall this is a VERY solid ability, coupled with the fact that Zakis Randi is a very tough character to knock down means he's a solid choice, even if his Land Raider cost is pretty prohibitive.''' *'''Captain Roland Darren''': A relatively cheap special character Captain for what he does: either causing permanent LD losses in enemy units with a good LD roll-off, or buffing the combat ability of a friendly KI unit while having Stand Indomitable ala Chaplains. He's okay in combat (go figure) but he also has a debuffing AP2 power sword that can reduce an opponents' stats permanently if they suffer an unsaved wound from him. Unfortunately you also have to take into account that his main ability can change in function depending on what race/faction opponent you're facing, since you can't negotiate with Come the Apocalypse armies, making him tricky to build an army around since his alternate ability synergizes well with dedicated combat units, which the KI don't have a lot of. His Decapitation Tactics work fine against all enemies however, granting bonuses against the enemy Warlord for Roland and his unit as well as allowing him to DS with Terminator squads. :Because of how cheap Roland Darren is, he can actually take the double role of Chaplain and Captain, meaning he's a solid alternative if you're wanting to bring a single captain in your army. Meaning he is wonderfully good at reacting to enemy assaults if spread your units out to respond to threats. Just beware that doing this takes a good bit of prep-work, as you can only grant it to a squad during your shooting phase. : '''Warlord Ability''': Darren's new Warlord ability strengthens his Decapitation Tactics, allowing the controlling player to gain bonus VP by Slaying the Warlord, and D3 if the Warlord was wounded twice by Roland's sword or bound by Electro-Shackles at the point of death. The opportunity to gain extra VP alone makes this a powerful ability. *'''Captain Isaac Rico''': A highly Schizophrenic captain who acts as "That one asshole with wings" in the ''entire army of shooty marines''. Recent buffs to him made him more reliable against infantry by giving his chainsword AP2, but other than that the only reason he should ever be taken is that he has Disrupt Reinforcements standard, and thus can troll Deep Strike armies. By default, he's not the usual take; and he's now overshadowed considerably by [[MURDERWINGS|A certain new Raven Guard Captain]] though considerably cheaper. He buffs Incursion and Vanguard squads in a helpful way, since they wouldn't likely be pinning enemies through shooting by giving them Fleet and Ob-Sec instead of The Unseen. His personal combat ability has greatly increased however, granting him bonus attacks against critical misses from enemies or all misses in challenges. :'''His Warlord Ability grants Furious and Objective Secured to Incursion Squads. Probably the worst Warlord Trait out of the lot, though he is more combat oriented than strategic''' *'''Garven Brias, Master of Ordnance''': A source of GREAT [[RAGE]] in the past. He has since been nerfed into oblivion. Originally Garven Brias was a 120 point model, that had access to an Orbital Bombardment, and could take two more for 20 points each. Then later he got nerfed into a massive points increase, and had his number of additional purchases deceased to only one more. Now he's a 150 point model that can only use a Ordnance 2 Orbital Bombardment '''If he's your Warlord'''. Just take a look at his statline: WS4, W2, and only 2 attacks. If you really want those orbital bombardments, you've got to be willing to take a 2-Wound glass cannon as your warlord. If you field him, HE WILL DIE, usually by your opponent [[Rape|Shooting him with his entire army on turn 1 as soon as you let him know what he does]]. Should your opponent make the mistake of letting him live past turn 1, expect him to lose a not-insignificant chunk of his army. Sticking him in a sizable Tac-Senseless Suppressor squad or with a loaded Tactical squad will make the most of his unit buffing Tac-Sense that he has. :If you're willing to shell out the points for it, Garven Brias can actually serve as a [[DISTRACTION CARNIFEX]] when he's your warlord. His power means your opponent will waste an entire turn just trying to kill him. Use this to your advantage to get marines into key positions on the first turn. :'''Warlord Ability''': Garven Brias' Warlord ability grants you an Ordinance 2 Orbital Bombardment, which is VERY POWERFUL. However, at Weapon Skill 4, and only 2 wounds, he's the most fragile character in the entire codex. It also grants Suppressor squads Objective Secured, which is great for a backline unit sitting on objectives for the most part. *'''Mechanicus Maestro Gajet''': A solid back-line supporter that is best kept simultaneously with a large squad and near a vehicle or two. He can repair vehicles better than any Techmarine and has an upgraded servo-harness and all the nice close-combat goodies a character can usually take. In addition, he can also take Experimental Infantry Wargear while also lifting the limit for such completely, and is able to take a better version of the GAC Platform with the HGAC multiple hit ability. For best results, take a full 12man Tactical squad with an Aceso and watch your opponent rage as their shooting does little against 3+ 4++ 5+++, though the Invulnerable save he gives worsens in close combat. :Due to recent changes, if you buy the MkI Gravitic Lance Platform for Gajet and stick him in front, you basically make him T7 W3 Sv2+/4++ against any and all shooting coming his way. Just remember to stick him back behind the Carrier once he gets too 1W or 2W to let the Rapier tank the rest of the shots. :'''Warlord Ability''': Gajet's Warlord Ability removes the restriction on Experimental Equipment. Because of this, he's tied with Zakis for the best Warlord Ability. *'''Captain Xavion''' : GOD TIER CAPTAIN. Captain Xavion's pretty well known for being the shootiest captain you'll ever put on the table. He sports a 36" Salvo 2/4 S:X Ap5 Stalker Bolter with Sniper and Shred, and is named Mandate. With his Ballistic Skill of 6, and Crack Shot, he's capable of putting 4 wounds on anything you damn well please each round. Just beware that this guy 'has no invulnerable save of any kind, and therefore will go down like a [[tau|Limp Fish]] in melee. That being said, if this guy ends up in melee, you deserve exactly what will happen to him. His Preferred Enemy: Necrons, and Necron Destroyer ability are inherently situational, and unfortunately you're paying for them regardless of whether or not you're playing against Necrons though if you do come across them, aim for the Overlords when possible relying on Reanimation Protocols to stay up when possible. :There is a noteworthy form of [[Cheese]] you can manifest with Xavion, in the form of Quad Guns. You see, the Quad Gun that can be purchased with Aegis Defense lines takes the BS of whoever is manning it. Go ahead and put xavion on it for fun. This particular editor has endlessly [[troll|trolled]] his FLG's Ork-bro, by consistently destroying his Fighta'Bommas the very turn they come in before they ever get to do anything. And the best part about this is that RAW for Interceptor means that if Xavion fires the Quad-gun during your opponent's turn, he can still fire Mandate in your turn. '''Never stop shooting!''' :'''Warlord Ability''': Xavion's new, new Warlord Ability makes ALL Knights Inductor units with Suppression Tactics in cover ignore all reductions to cover saves (except against a 6 rolled Destroyer weapon or units within 12"). Yes, this is a big-ass FUCK YOU to Tau and other widespread cover-ignoring shenanigans. If he's your Warlord, this essentially gives him a 2++ in cover, making him extremely frustrating to flush out with fire. This obviously synergizes very well with lots of camo-cloak purchases to get the most out of this ability. *'''Chief Librarian Zecherias''': A power Psyker in an army of anti-Psykers, with his Warp Surge ability he can easily generate as many Warp Charges as several lesser Psykers and hold his own. He can re-roll any one dice in the Psychic Phase, either to get that power to go through, or to re-roll a Perils result or to get an extra chances to deny the enemy in their Psychic Phase. Oddly enough he's fairly combat oriented with a (human) combat HQ statline and with a powerful Force sword and a combat-based Malediction extra power. Use him to bolster a squad with Biomancy powers or for some powerful Divination casting as you see fit. *''''Sergeant/Paladin/Captain of the Guard/Honor Guardian Ferrus''': This guy's name has been changed so many times that we decided to list all of them at once here. He is a Space Marine that fights with a shield as his main weapon (that and a stormbolter w/ Stun bolts). The shield gives him better and better protection the nastier the wounds coming his way, and even protects him from being insta-splatted by Destroyer weapons or Super-heavy Walker Stomp attacks. He can also get back up from the dead, but only once. Stick him with another HQ to protect or in an expensive squad that needs a meat shield and have him tank the hits coming their way. If possible, get him into a challenge where his between his durability, debuff to enemy attacks and the Electro-shackles he carries on him, he'll frustrate expensive enemy beatsticks to no end.
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