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Imperial knights?


War Angel

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It is a fire magnet deluxe.  12" movement is better than you might think, it helps to keep the mega melta in the best spots.  It has one big gun and a good defense.  In a nut shell it is a 375 point tank.  It can dominate a game best by staying alive.  It really does not do as much damage like 400 points of Leman Russ tanks but if the enemy focuses on the knight, the rest of your army is free to cry havok and let slip ... well, you know how it goes.

 

The D strength melee weapon is a beatstick killer but good luck getting it into CC with the target.  In fact its best use in assaults to mop up a weakened unit and stomp other units near by.

 

If you are playing against one, avoid it for two tuns and focus on the bulk of the enemy army ... which will be 375 points smaller than your force.  Then finish it off with assault cannons and rapid firing plasma from multiple directions.

Has anyone here used one (or maybe more) of these things? What's you're experiance been? How has it preformed with various lists?

I haven't used one but it would be my preferred ally choice.

 

I think the Paladin is the better overall choice simply because two shots tend to beat one.

I prefer Paladin.

 

Used mine in 3 games. For IG it's an emperor-send. IG are cheap so I can afford the Knight. He replaces 2 LRBT. He can attack with D and stomp so you can't tarpit him. He eats through TDA and tacs like nobodies business (what he did in my 3 games).

He draws fire, a lot. This gives my units time to do their thing. Since his attacks/stomps can remove from the game with no saves allowed, he can deal with 2++ rerollable, he can also deal with MC easily.

And he is NOT a Lord of War, meaning the opponent won't get a victory point for every 3 structure points removed.

Sure, he only has 6 SP, but with 13/12/12 superheavy walker and a directional 4++ he can take way more than you might imagine at first. He died in one of those games.. right in the enemy formation and placed an apocalyptic explosion right on their head, killing a lot.

It takes a bit of practice to get the positioning right to prevent flanking but still for him to be able to charge turn 2-3. He is not overpowered for his points, very balanced I'd say.

 

Verdict? I love him and I wouldn't leave without him because I play a Knight House regiment.. and because he is awesome.

One main thing to remember is that, being such a fire magnet (especially the Errant), don't have your army ranked up around it if you can possibly help. Because when that thing goes down, which it will, the explosion can ruin you as much as the other side.

 

And I think that can be handled one of two ways. 

Paladin can hang back in a corner and lob blasts at a target, similar to a Riptide. Makes it easier to protect is as well. 

Second option is to get it close to your opponent, use that Stomp and sword and shove it down there throat. 

Would using it as a fire base, effectivly ignoring its CC abilities, be a waste of its points?

 

Fibonacci, you mentioned "gl getting it into CC with its target" what do you mean? I could only imagine that with a 12 inch move it would be able to run down most opponents.

 

Can it be shot at while in CC?

Would using it as a fire base, effectivly ignoring its CC abilities, be a waste of its points?

 

Tough question.

You could argue that Leman Russes could do the same thing for cheaper but Knights are more accurate and more durable. They are also less subject to deepstrike Melta.

 

The other element is that the Knight could serve a counter assault role here too.

 

I guess it really depends on if you're fighting something where you need S D.

He can not be shot as he follows the normal walker rules. As letting him hang back... I would not. His shooting os okay but the 3 tanks you could get instead have more dakka. His main strength are his benefits of being superheavy, walker and his melee. The only reason I'd let him hang back is if I face an army that can remove him in 1 turn. I focus my long ranged dakka on that threat and then let him advance. Ultimately, eveb if he dies, he is more useful at the front rather than hanging back.

12" move and that base gives it a big threat range. I haven't had any trouble getting it into assault. With a reasonable amount of terrain, anything that tries to avoid it will often be completely out of the game.

 

Just remember to settle for denying the area to units that try to dodge it - don't spend all game chasing after a flying/jump monstrous creature that doesn't want to play.

 

You need to support it too. Have a unit handy to intercept or help cut through blob-type tar pits.

I use mine for targeting confusion. By using it as one of three very deadly units on the board I play the odds game. Essentially whatever my opponent doesn't focus on chews him up. Since I already run cents with a 30" kill bubble I went for the paladin which gave me more range and more dakka.

 

Kind of underestimated how useful those heavy stubbers were going to be.

Is there really much allure for the big melta gun when you can quite easily just assault the tank?

Lets say there are two vindicators in charge range. You shoot one with your melta cannon and the other with your heavy stubber, making it an elligible charge target. This gives you the chance of killing two dangerous units in one turn.

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