Editing
Warhammer 40,000/8th Edition Tactics/Imperial Knights
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Unit Analysis== All of the below are Lords of War, except for the Sacristan Warshrine (which is a Fortification). ===Named Character(s)=== *'''Sir Hekhtur “The Chainbreaker” and Canis Rex''': The first true named character for the Imperial Knights. Sir Hekhtur rides into battle in Canis Rex, a modified Knight Preceptor that is kitted out with a Las-Impulsor, a [[C.S. Goto|multilaser]], and a unique thunder strike gauntlet that has 2d6 damage and always deals at least 6 damage. Uniquely among the Knights, Canis Rex's BS and WS both start at 2+ and do not degrade below 4+. More importantly, any {{WH40Kkeyword|Imperium}} unit that flees within 6" of Canis Rex rolls a d6, with a 6 meaning that they don't flee. This makes Sir Hektur a good support for the Imperial Guard (fitting, since he was first introduced in the Regimental Standard). **If Canis Rex is destroyed without exploding, Sir Hektur is set up within 3" as if he was disembarking from a destroyed transport. Should he survive, his statline is similar to a Tempestor Prime, and he can fight with an Archaeotech Pistol, which is Pistol 1 S5 AP-2 D2. While nowhere near as strong as he is with Canis Rex, he can still put out a few potshots with some Guard squads covering him, and Canis Rex isn't considered destroyed until Sir Hektur is also slain. **Sir Hekhtur's Qualities and Burden are pre-set - his Qualities are Last of Their Line and Legendary Hero, and his Burden is Obsessed With Vengeance. Note that they apply to him while he's on foot as well! ===Armiger Knights=== Baby's first Knight, and at movement 14", strength 6, toughness 7, 12 wounds, 4 attacks and a 3+/5++ save it is most certainly a knightly (if diminutive) sight, and 3 can be taken in one Lords of War slot. Also Be aware of the fact that you don't have access to the same "Super-heavy Walker" rule that the other Knights do and your weaponry is made specifically for taking on lone targets or groups of them at range, so avoid melee hordes like the plague (although a Warglaive's Chaincleaver ''can'' put out 8 attacks, so it's not like you're completely helpless). 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 '''{{W40Kkeyword|Titanic}}''' keyword in the same detachment, thus allowing them to finally be the cheap point fillers they were advertised as. Whether you take them to round out your Super-Heavy Detachment slots or put them in Super-Heavy Auxiliary Detachment slots is completely up to you though - there isn't a massive disadvantage to either now. *'''Armiger Helverin''': The dakka variant of the armiger, armed with 2 Armiger Autocannons. These little gun walkers pack a surprising punch, the two of their cannons putting out 4d3 S7 shots each at a ridiculous 60" and with no to hit penalty after moving. Did I mention that each shot deals 3 damage?! Carapace weapon wise, Heavy Stubbers are the way to go. Their range, while not the best at 36", still gives the knight some distance. Plus, the extra shots help add to the bullet hose of the autocannons. Meltas are just too short range to help this knight. ** Their range is important. 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. Being able to fire 60" puts them out of range of a great deal of the more common weapon systems, while something like the Predator (one of the more accurate comparisons for the Helverin) will have to move to get in range. At the end of the day the Helverin occupies a nice slot and will do well much of the time, but needs to be able to get 3 turns of shooting out on average to take down a T7, 10-12W, 3+ target. Plan accordingly, or find easier to chew targets. **If you are running a full knight army, these are your objective campers. Your big boys should be running up the field to make the most of their weapons whilst drawing fire, while your armigers can sit back out of range of return fire, taking out anything that can threaten your big knights. ***(Alternate Opinion) If you are running a full knight army do not target vehicles with these guys. 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. **If you expect to get close to the enemy, ''never'' take one of these; once you're within 36", a dual lightning lock Moirax will completely outperform it against just about any horde in the game, while a dual volkite Moirax will beat it against just about anything (and if you're up against an army whose tough/hard units have good saves, within 24" a pulsar + lightning lock Moirax beats this against ''anything''). *'''Armiger Moirax''' <sup>(Forge World)</sup>: The long awaited Forge World Armiger is a much welcome addition to the family, bringing some very flexible firepower for quite cheap (for Knights, anyways, and cheaper than regular armigers). Unlike the previous two, which are locked in their weapon loadout except for their carapace gun (which ultimately isn't even a real choice), the Moirax has a lovely variety of weapons it may pick and choose from. Best part is, you can mix and match in any way you want, including double guns! They are 1-3 per slot (like regular armigers), giving you the option to field any number of them even with the Rule of 3. Special rules include no hit penalty for moving heavy weaponry, and 6" heroic intervention for titanic Household buddies. **'''Moirax Siege Claw and Rad Cleanser''': Your melee weapon choice, made all the sweeter for being completely free! As one might expect, it's a scaled down version of the Forge World Questoris Knight's Hekaton Siege Claw and Twin Rad Cleanser, granting a D1d6 Power Fist that shares the Hekaton's new vehicle busting rule (+2 Damage vs Vehicles and Titanic units), as well as the lovely buffed Rad Cleanser's D6 auto-hitting, almost auto-wounding D3 bullshit. While having two melees does nothing for you, a pair of Rad Cleansers will make everyone cry for cheap. A Moirax with a pair of claws makes for a premium Monster hunter, guaranteed to give your Tyranid friends flashbacks of their Carnifexen having their legs pulled off one by one. Even if you're not going double claw, having one of these is never a bad idea. ***Because the Claw and the Cleanser are typically good against exactly opposite units - you usually won't face non-vehicle titanics - the pair makes the Moirax a credible close-range jack of all trades, but you'll need to get ''very'' close to use them. **'''Moirax Conversion Beam Cannon''': Shove off, Helverin, the ''real'' long ranged Anti-Tank walker is here. A mini version of the brand new Asterius Knight (get used to this trend), the MCBC is a much superior version of other army's C-Beam Cannons, since you can move and fire, without penalty! 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. The one plaguefly in the sacred machine oil is that the MCBC is limited to 1 per knight, making it a terrible choice in practice - outside of 36", it'll do a credible job of chipping away at things, but at a ''worse'' points efficiency than just about anything else you can field, and inside of 36", it's worse than any of the 5 point guns. As a result, you're usually better off picking something else, and committing to getting within 36". **'''Graviton Pulsar''': A super Grav Cannon, with D6 shots at S6 AP-3 D2, up to D4 vs 3+ or better saves. Falls to the same pitfalls as most Grav weapons, as while the AP and Damage scream Anti Tank, the lackluster Strength holds it back, while the 4 damage is gross overkill against any Infantry that isn't a Character. Has a strong niche against Light Vehicles with good armor, like Armoured Sentinels and Landspeeders, but the Lightning Lock and Volkite Veuglaire have very similar stats at better range. It still does surprisingly well in the anti-tank roll with its high rate of fire and assurance that if a shot ''does'' wound, it's going to fucking hurt - provided you are shooting targets that have a 3+ or better save, at least 4 wounds, and don't have a great invuln, this will usually be your best gun. **'''Lightning Lock''': The little sibling of the (now buffed!) Magaera. 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, an undamaged armiger averages as many hits as it has shots. See that Cultist horde? Me neither. Prime escorts for a Knight Preceptor to keep those hits rolling in. The best gun you can field for murdering most units of infantry you will face, including GEQ and MEQ. **'''Volkite Veuglaire''': You guessed it, it's a tiny Styrix gun. This gun out-ranges the Pulsar, having the same range as the Lightning Lock, but the Lock is a superior horde-clearer, and the Pulsar is ''usually'' a better heavy-clearer. The only time the Veuglaire is better is against heavy targets with excellent invulns, like storm shield terminators. *'''Armiger Warglaive''':An armiger armed with a mini Thermal Cannon called a Thermal Spear at 30" Assault D3 S8 Ap-4 D1d6, as well as a Chain-Cleaver that has two attack options: Strike and Sweep. Strike is Sx2 AP-3 D3 and Sweep is SU AP-2 D1, but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat. Carapace weapon wise, the Melta is your best bet. The Armiger is going to be up close anyway, so the melta's range isn't going to be an issue. The ability to shoot after advancing is a nice bonus. The heavy Stubber, while having nice range, doesn't compliment well with the knight. ** A good if not amazing all-rounder. The Thermal Spear is unreliable like most random shot weapons, but a unit of Warglaives pose an existential threat to most armoured forces in the game at range and can reliably chew through most things in melee because of their dual profiles. Larger hordes will still pose an issue but such is the life of a Knight. Effectively a [[Devil Dog]] with melee weapon. The real effective use is with Sally Forth. Watch your opponent's face drain of hope and life as three of these babies appear in the right place at the right time to erase several pieces of armor and charge into his squishy underside, then follow up with Pack Hunters for rerollable charges. ** Pairs well with {{W40Kkeyword|House Raven}}'s ability to Advance without penalties. ===Questoris Knights=== The basic Knights that have been around since 6e, now joined by the Preceptor. *'''Knight Crusader''': The most expensive and most shooty variant, with an Avenger gattling cannon and your choice of Thermal Cannon or RFBC. Either set up can perform well. Whether it's melting Vehicles and shooting up elite infantry, or with the battle cannon in an anti-infantry role as well (although that's only because you can't take two Avengers - sadly that option is for Renegades only). Don't forget that the Crusader is still pretty handy in melee: just as good as the others versus infantry, and decent versus light vehicles, also, DAKKADAKKADAKKADAKKA. *'''Knight Errant''':Armed with the newly-buffed Thermal Cannon and a Chainsword, this is your close range and aggressive tank hunter. It's also a bit cheaper than the others.. well, every little helps. You can change the sword to the gauntlet if you want to super-specialise. *'''Knight Gallant''': Comes stock with 5 attacks and a 2+ weapon skill over the standard knight and comes kitted out with a chainsword and gauntlet, making it your go to melee knight unless you want to go to forge world for a lancer. Comes with the standard heavy stubber which you should exchange for the melta as you’ll be advancing with this knight every turn, and you can still take the standard carapace weapons, but these are somewhat wasted if you plan on advancing every turn. **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++. Alternatively you could use those 7 attacks on the charge to kill 14.58 guardsmen or 9.72 space marines (60 and 140 points respectively). In short, you either need an excellent invulnerability save or quantum shielding to survive melee with this adamantium monster. **Or run it as house Terryn and fight twice (for 3CP) leading to a total of 12 attacks with Seneschal warlord trait meaning you will, on average, deal 44.4 damage to a Warhound Titan (the same to a Reiver Titan as well) or kill 25 guardsmen. **Now one of the best Distraction Carnifexes in the game. It's got 24 wounds at T8 and 3+ / 5++ (can go up to 4++), hits like a brick if not killed (can solo superheavies with paragon gauntlet or squads of infantry with titanic feet, and as mentioned above can fight twice for 3CP if House Terryn) and looks very physically imposing. It also moves quickly so you can potentially make a turn one charge (If Terryn it moves 12"+4.5"+8.5" for an average total of 25"), making it a decent alpha strike unit. This strategy is very command point heavy though, so be sure to bring some allies to help out. *'''Knight Paladin''': Comes with a Reaper Chainsword and a Rapid Fire Battle Cannon. The battle cannon has not been served well by this edition, and as such this load-out is somewhat schizoid - the battle cannon has long range, but you need to get up close to use the sword. Of course this is all kind of moot seeing how you don't take movement penalties, and you can shoot out of combat or fall back, shoot, and charge. In practice this loadout is a decent all-rounder and having a 84" threat range is by no means bad. Unlike the Thermal Cannon and Avenger it does well against all targets, make sure you position the Paladin well to make best use of it though. *'''Knight Preceptor''': The knight preceptor is a new unit that takes the role of a Knight drill sergeant. His Mentor rule lets nearby Armigers reroll 1s to hit, so if you take one make sure it has a few Armigers backing it up. Comes packing a reaper chainsword, which it can swap for the gauntlet, and a Las Impulsor is a good all-purpose weapon that synergizes nicely with both types of Armiger: Dispersed mode can thin out infantry swarms that might tarpit a Warglaive, and Focused mode deals with the tough armored targets that the Helverin's autocannons can't reliably damage. Can take all the standard carapace weapons and, funnily enough, replace its heavy stubber with a [[C.S Goto|multilaser]]. *'''Knight Warden''': Your all-rounder, boasting a gatling cannon with built-in heavy flamer and reaper chainsword. This will perform well against almost any target, and it's a good candidate for the gauntlet upgrade to shore up its marginal weakness against landraiders and their ilk. *'''Questoris Knight Magaera''': Basically a Paladin with a few nasty surprises. Got a buff in the Summer 2019 update, though not enough to quite salvage it entirely. Its weapons still ignore cover, which is good. The lightning gun is a much better now; its been buffed to a 6 Shot S7 AP-2 D3 gun and its Rending rule has been replaced with a much better effect: every Hit roll of 6 scores a bonus 2 Hits! Its chainsword can be replaced with a Hekaton Siege Claw (which looks like one of those prize grabber claws at an arcade) which has x2 strength and -4 AP but suffers from a -1 to hit (much like how the grabber claws can never seem to get a damn prize). The update also gave the claw a bonus 2 damage vs Vehicles and Titanic targets, which is very nice! The siege claw also comes with a twin rad cleanser from 30k with 2d6 hits with poison 2+ that does 3 damage. Instead of a peashooter as a carapace weapon, it has a Plasma fusil (again another throwback to 30k) which is just like a 2 damage plasma gun but it's rapid fire 2 and no Overcharge option. Even after these boosts, its still a bit hard to justify its cost. It's no longer the garbage heap it was to start, but dust it off and play with a friend to see how it is. Experiment with re-roll mechanics. *'''Questoris Knight Styrix''': The jack-of-all-trades that the Preceptor wished it could be. Although definitely not what it used to be back in 7E, it's become a late bloomer the release of the new codex. The Styrix combines a solid high strength main gun and arm weapon with close-range anti-elite shooting. The Volkite Chieorovile is a Heavy 5 weapon comparable to overcharged plasma with lascannon damage, though now its traded in its extra Hot effect for Mortal Wounds on Wound roll of 6. This brings it in line with other Volkite weapons, though it is a bit of a downgrade, making it a touch more effective against Infantry targets, but falling off some vs tanks. Bummer. The Graviton Crusher is decent, especially once you factor in rerolls and damage bonuses. Always take the Hekaton Siege Claw and Twin-Rad Cleanser. The former is a Gauntlet that trades the throw for 2 extra damage vs Vehicles and Titanic units--not bad, but nothing to write home about. But the Twin-Rad Cleanser is amazing in a meta filled with minus to hit enemies. That being said, he's on the overpriced side now, though still a highly effective hybrid Knight for taking all comers. So you can finally make the House Krast murder machine you've always dreamed of without exploding on turn one. Consider this: with the House-specific tradition, warlord trait, and heirloom, your Volkite Chieorovile is more efficient than a Volcano Cannon and the melee capabilities are just short of a Taranis Gallant's. ===Dominus Knights=== The "biggest" Knights yet (discounting the walking box that is the Porphyrion, and the ceratus chassis. 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. But unlike the Questoris Knights these are only WS 4+ so they won't handle close combat so well. Be warned those are '''NOT''' multikit, i.e. you can't magnetize the weapons and get Castellan and Valiant from the same box. FUCK. Both knights have twin-linked melta turrets and 3 hardpoints, each of which can be equipped with either a turret with 48" Heavy 2D3 S7 AP-1 D3 Siegebreaker Cannons, or a pair of one-shot, one-per-turn 48" Heavy 1 S10 AP-4 D1d6 Shieldbreaker Missiles that ignore Invulnerable Saves. Note that you have to take two of one, and one of the other. If you have the points, always take the Cannons - ignoring invuln saves is fun, but unreliable. *Shieldbreaker missiles seem weak at first, but the Oathbreaker guidance stratagem is 3cp for a reason. 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. This player can confirm that even named characters (for example, Eldrad) can die to a single missile fired turn one. *However, the flipside is, you can still only fire one per turn. 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. Seriously consider giving these guys the 'Ion Bulwark' warlord trait. 'Rotate Ion Shields' costs 3CP on them and they ''will'' attract a lot of fire. *'''Dominus Knight Castellan''': Comes with a 48" Heavy 2D6 S7 AP-3 D1 Plasma Decimator (S8 AP-3 D2 if you Overload, but it suffers a mortal wound for every roll of 1 to-hit, so a way to re-roll 1s and/or access to a repair mechanic is a wise choice) and an 80" Heavy D6 S14 AP-5 D3d3 Volcano Lance that lets you re-roll to wound when targeting {{W40kKeyword|TITANIC}} units. This is GW's answer to FW's Atrapos. While not quite as good against other superheavies, it's a superb vehicle killer. Fire at a Guard tankline and watch it evaporate. The QUESTOR MECHANICUS Household Tradition is the only way to get access to the Cawl's Wrath relic. An upgraded Plasma Decimator. Giving you two reasons to always have a Castellan in your army. **Super Heavy Auxiliary detachment, Exalted Court (-1Cp), Extra Relic (-1CP), House Raven > Castellan Knight with Cawl's Wrath and Ion bulwark. ***This gives you a T8 3++ 28W non degrading statline (1CP stratagem), the firepower of roughly 6-7 leman russ but rerolling 1's to hit and to wound, at 60% of the cost. Only downside is that it's CP hungry : bring a guard brigade. 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. ***'''Spring 2019 FAQ Update''': [[Meme|WELL WELL, IT'S THE BIG NERF!]] Rotate Ion Shields got nerfed, meaning every Knights' Ion shield can only max out at 4++ and it got a 100 point increase thanks to the Volcano Lance and Plasma Decimator getting sharp point increases, this is easily enough to put the Castellan out of the meta although by no means makes it unplayable, it's range and high damage output is still ridiculous it's just not game breaking like it was before. *'''Dominus Knight Valiant''': The short range version of the Castellan, trades the powerful long range firepower for RIDICULOUSLY lethal short range guns (plus the twin meltas and same hardpoint weapons options as above). It sports the Flamer-type 18" Heavy 3D6 S7 AP-2 D2 Conflagration Cannon and the 12" Heavy 1 S16 AP-6 D10 (Yes, you read that right - and its real damage output is even higher!) Thundercoil Harpoon. The harpoon also re-rolls to hit against {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTERS}}, and deals an extra D3 Mortal Wounds to the target unit if it deals any damage, making the D10 an ''underestimate'' of its damage. Try and avoid firing against things with invuln saves. **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. Assume you won't be able to fire the big guns for the first couple of turns, and position to break line of sight. This can't be stressed enough. 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. **Be careful when going up against Necrons, as the QUANTUM SHIELDING rule makes vehicles that have it literally immune to any damage from the Harpoon. **A Hawkshroud knight valiant can provide fantastic protection for imperial allies, for 2cp it can fire it's overwatch including that auto-hitting conflagration cannon at a charging enemy unit, this is a potentially game winning strategy particularly if your opponent is caught off-guard. ===Forge World Knights=== Remember that these guys also have the {{W40kKeyword|<HOUSEHOLD>}} keyword, so you can buff them appropriately if your army is battleforged around that keyword. Latest FAQ adjusted things so these guys are affected just fine by all your fancy new Codex rules apart from the heirlooms and exalted court stratagems. 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. The only way for them to gain relics or warlord traits is to actually make them your army warlord. *As of the Summer 2019 update, all Forge World Knights lost their regenerating Wounds. Probably to try and push the repair shrine into more lists. ====Acastus Knights==== Unlike the Dominus Knights, who are only an inch or so taller than a normal Knight, these things are ''big''. They used to be T9 with more damage bracket levels (like usual FW superheaves), but got decreased to "slightly above Dominus" profile (just +2W, -1A). *'''Acastus Knight Asterius:''' A Porphyrion that has swapped out its magma cannons for 4 FUCKHUGE C-beam cannons. You know, the things that increase in strength, AP and damage the further away from the target you are? These monsters max out at S16 AP-3 D6, though even at minimum range they still kick like a mule, at S12 AP-1 D2. However, with a knight's high movement, this probably won't be that much of a problem. Couple with the fact that you're delivering 2D3 Shots per gun and you've just quashed any hope your opponent had of even getting to use their own superheavy. And we're not even done yet! It's got a Karacnos Mortar Battery to drop radioactive death on infantry that basically cannot be denied. Cover? You wish. Line of Sight? Get fucked, buddy. High Toughness? Oh, that's just adorable. It's also got a pair of Volkite Culverins to give some extra close range kick, just in case your opponent tries to close and reduce the brutality of your guns. *'''Acastus Knight Porphyrion''':The big brother of the other knights (seriously, this thing is huge), with four massive guns that give Tau armies inferiority complexes. With Chapter Approved (increasing it's cost), the default loadout comes in at over 850. While this thing is a murder machine with on average 8 S12/AP-3/D6 shots from its two twin magma cannon, the increase is going to make it hard to fit much else in a list. <strike>Buuut, it does have BS2+.</strike> Not anymore, thanks to the Summmer 2019 update. You may as well upgrade the autocannons to lascannons because why the fuck not. With T8, '''30''' wounds and 3+/5++ vs. shooting, it's not going anywhere in a hurry neither. It will smoke a Leman Russ in a single volley with room to spare, and stands a chance of crippling (if not outright killing) a landraider. Also has the honor of being the only FW Knight that can mount a carapace weapon. In addition to the usual Ironstorm, it can also take its own unique weapon, a rack of Helios Defense Missiles. It more or less functions as a hybrid between the Icarus and the Stormspear, firing one less missile then the later and dealing a flat D3 instead of DD6, as well as gaining a +1 bonus to Hit against {{W40Kkeyword|Fliers}} of the former. It also unfortunately takes a -1 to hit against everything else. Took a harsh hit in the 2019 Summer update, being knocked down to BS3+ and T8, same as every non-Armiger knight. On the upside, it can fire its main guns on Overwatch now. Woo? **Although you’ll mostly only use this in apocalypse battles, consider taking this instead of a Baneblade (plus something else to make up the 300-400 left over points) as your anti armour, as fully kitted out with all the lascannons there is nothing smaller than a titan or one of the tougher knights which can survive against it, and at T8 and 30 wounds there is little outside of those same categories and hordes of lascannon guardsmen which can destroy it. 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. **Keep this thing out of melee, yes it’s S8 and T8, yes it still has the triple hitting stomp attacks, yes it “can” retreat from melee and still shoot, but with no proper melee weapon, only 3 attacks at WS4+ (undamaged), a normal knight will do a lot of damage to a Porphyrion (if it can ever get close enough. It’s low attack count and no anti horde guns also mean that it will get tarpitted.) **An excellent candidate for Armiger body guards, two Helverin Armigers with their two autocannons each will throw out a lot of quality dakka downrange, which will threaten anything T7 or less while still putting out the shots to at least moderately dent hordes. 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. A pair of double Claw and Cleanser Moiraxes will also be an excellent deterrent. ====Cerastus Knights==== All Cerastus knights are a bit faster than stock, with a 14" move, and have three extra wounds, which is nice. They are limited in which stratagems they can take, as they are Cerastus pattern. They can only ever get relics/traits by being your Knight Lance Character; the Heirlooms and Exalted Court stratagems are Questoris or Dominus only. They are fast, and quality out of the gate, but limited and cost more points. Sadly, the Summer 2019 update stripped them of Flank Speed, probably to reduce the ridiculousness that some Movement speed builds were producing. *'''Cerastus Knight Acheron''': The Crazy World of Arthur Brown. I have only the most up-to-date cultural references. The Acheron flame cannon does 2D6 S7 AP-2 D3 hits at 18". This is a solid choice against pretty much any target, almost as good as the Avenger against infantry, almost as good as the Thermal Cannon against vehicles (only really falling off vs. the really heavy stuff). Barbecue those annoying Tau stealth suits with their negative hit modifiers. Twin heavy bolter is just gravy. The chainfist is equivalent to the gauntlet, trading the volleyball effect for no -1 to Hit, which is probably a worthy exchange. **With the flame cannon hitting with '''''3''''' damage, charging an Acheron is basically suicide to any unit. The Acheron enters and leaves fights on its own terms, no one else's. This can be a good strategy to mess with hard hitting melee units. ** Pair this with House Raven for some ludicrous reach, being able to advance and still fire your flamer as if moving normally allows you to reliably knock out medium and light vehicles with ease, flyers in particular, which would normally rely on their speed to pick off vulnerable targets while avoiding retaliation, are particularly vulnerable. **''Acheron vs. Valiant'': Now you might be thinking, which flavor of crispy burning goodness do I want to inflict on my opponent? In the Valiant's favor, its Conflagration Cannon is better at it's job of murdering infantry. +1D6 hits over the Acheron's Flame Cannon at the cost of -1 damage means it deals the same amount of overall damage to heavy targets, but roasts a greater number of 1W and 2W squishies. In addition, the Valiant packs an impressive amount of anti-tank weaponry with which to murder heavies. On the other hand, the Acheron is MUCH quicker, allowing you to get in there and start setting people on fire that much sooner. It also packs an actual melee weapon, letting you give some unfortunate tank an Imperial Fisting after reducing its infantry escort to ash. Finally, the Acheron is a fraction of the cost of the Valiant, allowing you to squeeze in an additional cheap Knight or a couple of Armigers to run up the field alongside it AND doesn't burn up half of your CP to use Rotate Ion Shields. In summary, the Valiant has the better flamer and can handle a broader range of targets, but the Acheron carries it better and is more easily taken with friends to cover its weaknesses. ***Take both and burn everything (smaller than a superheavy). Bonus points if you use Hawkshroud tradition - ''no one will dare charge you.'' *'''Cerastus Knight Atrapos''':The weird middle child of the knight family with some unusual weapons and sculpting. Same stats as all other Cerastus chassis with the same abilities except for a shiny new 5+ Invuln save that works in melee and +1 hit modifier for shooting units with the TITANIC keyword. So overall, a nice buff that makes it ideal for dueling other super heavies, both at range and in melee. Its weapons are very similar, and received a hefty rework in the Summer 2019 update. The Graviton Singularity Cannon is a whole different beast now, with two firing modes. The first, Contained, is more or less the old profile, minus the "lottery", at 4 S8 AP-3 D4 shots. The other mode is Singularity, which is a toned down version of the old "jackpot", granting ''4+D6'' S14 AP-4 D3 attacks. The catch is that when you pick the profile, roll a D6; on a 1, 2 or 3, you take D3 Mortal Wounds. Overall a significant buff, allowing you to hit like a de-orbiting cruiser when you need to and avoiding needless self damage when you don't. Its other weapon, the lascutter, is even better now! It still has 2 profiles, a Heavy 1 S12 AP -4 Damage 6 shooting attack that now shares the melee mode's Wound re-roll vs Vehicles and Monsters instead of its old extra attack on kill mechanic, and a S+6 (so 14, same as its old flat Strength) AP -4 Damage 6 melee attack that can roll failed wounds against monsters or vehicles. In addition, the Atrapos differs from other Cerasrus Chassis by having an additional ability; Macro Extinction Protocols. This adds plus 1 to any hit roll of an attack made against a unit with the TITANIC keyword. This makes the Knight Atrapos quite a good pick when going up against a vehicle or monster heavy army, as well as be a bit more of a bullet sponge, just be aware of the very short range on your weapons. Now that the lascutter is tied to Strength. It makes the Atropus an ideal target for Strength boosting effects to reach that S16 sweet spot. *'''Cerastus Knight Castigator''': Comes equipped with a Castigator bolt cannon and Tempest Warblade, which now might be the forefront for "new best melee weapon". The Castigator bolt cannon now puts out an impressive ''16'' str6 AP-2 D2 shots at a decent BS. Meanwhile, the Warblade strikes at str+6 AP-3 D3, two less damage than before, BUT it now swings twice for every attack you make with it. That's 8 Attacks base before any traits or Household Traditions. As you can imagine, this stack beautifully with any boosts to Attacks. **Possesses the best anti infantry gun a knight can have, the only better gun any model can have (without twin linking etc) is the Vulcan mega bolter, which puts things in perspective. *'''Cerastus Knight Lancer''': This is your ''real'' close combat specialist. Following the 2019 FAQ, the shock lance gets a boost to Sx2 8 D on the charge and has one better AP than the chainsword. However what really makes this stand out is that it gets a 4++ in the fight phase, which lets it spar much more comfortably with other melee bruisers (note this does mean you're technically vulnerable to out-of-phase attacks like Acts of Faith etc.), and imposes a -1 to hit against enemy titanic models in melee, which coupled with its 4++ invulnerability save makes it the toughest of all the knights against a all targets except a reaver with a melee weapon. Its ranged attack isn't too bad and at 420 points it's not even that expensive. **Your main issue with this knight is getting it into melee with another knight or Titan as your opponent will see it coming from miles away and keep all their super heavies as far away as possible from your probing lance. With the new codex, take full advantage of this knight. Rotate ionshields works on its melee invulnerable save and with the right choices this thing will make first turn assaults. Take the landstrider trait for +2 advance and charge. Take helm of nameless warrior for 2+ws. Use the advance and charge stratagem to nuke that superheavy turn one. Combine with household traits for more goodness, Terryn being the best. Advance 3d6, dropping the lowest, then charge 3d6, dropping the lowest. With Land Strider, a Lancer has an average move/advance/charge threat range of 36 inches. ===Sacristan Forgeshrine=== For a very lean investment, you get a platform that can heal your giant robots and protect any tech-priests/Techmarines you want around to heal your giant robots more effectively. 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. Allows for either very tough ranged knights or very fast melee ones (or both). However, as this costs both a full detachment and requires your Knight to give up a round of shooting, its use is ill-advised. *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). Can also be paired with Cadmus's stratagem if your opponent is keeping all their high value targets in reserve and you expect them to deepstrike in. Still kinda pricey for a niche use, though... *Works good for creating a distraction Carnifex with any ranged Knight. If your opponent ignores him, punish him with full firepower/ a charge from across the map. If they shoot at it, use your healing from relics, allies and such to shrug it off. Might be a bit pricey but that face when their Shooting was wasted or slammed by an entire voller at full power will be worth it. *It actually makes your Knight worse. Two shooting phases at random dice is statistically better than one at max shots, same with two movement phases rather than one slightly better one. *If you are running a Questor Imperialis Imperial Knights detachment, this is the only way to get repairs on one of your knights. 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). *Its only real use is in new Apocalypse game, where this terrain don't have downsides of 40k version.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information