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Imperial Knight Support


Jostal

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Hey there,

 

So I picked up an imperial knight and I love it.

 

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(Still Needs some work.. ;))

 

My Question to you all is, what would you propose to support such a points sink?

 

Some techmarines in a land raider? A master of the forge on a bike with a biker squad? Librarians to put buffs on it?

 

One thought I had would be to add a Grey Knight detachment with a Dread Knight to draw some of the fire power that the Knight will attract.

 

Thoughts?

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I think other big armoured targets to draw fire, such as land raiders and ironclad dreadnoughts are your best bet. It is already many points in one basket, building an army around it makes it even more of a target.

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The best support for a Knight is 2 more Knights, some SM Bikers, and some flyers or AA platforms.

 

Knights are best when not alone. For each additional Knight you take in your list, all Knights will double their survivability. Bikers are a good synergizing unit due the matching speed, Hammer of Wrath, and having a large enough 'footprint' to displace Podding Melta, a vital necessity for protecting a Knight's flanks. I'm also liking Stormtalons for their lower cost, good AA, and their ability to literally hide behind Knights, which adds to the Taolns' survivability, which increases their usefulness over the course of the game.

 

Another good synergy unit are Jump Troops, such as Sororitas Seraphim. Cheap, fast, multiple flamer templates, they can keep up with Knights and guard the flanks. Add in Dominions in Immolators, BSS in Rhinos, Exorcists, and some cheap OH Inquisitirs with Null Rods, and you can effectively ignore the Psychic phase while sweeping the table with strong+cheap support.

 

The new AM codex is good support for Knights, with Tank HQs, Wyvern blast marker saturation, and scoring Chimera to augment the needed blob bubblewrap.

 

SJ

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Whatever route you do end up going, make sure you've got enough anti-aircraft guns.  I was at a mini-tourney this past weekend where a Cron Air/Wraith list tabled a five Knight army because the Knights simply had zero answers for the flyers.

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They do, but with Tigarius you can re-roll the reserves so on turn two it's very common in my games for the lot to come in. I run the dataslate formation for the Raven and 2 of the Talons as it gives the Raven Strafing Run for free.

 

When a Stormraven and 3 Talons fly up to your army and unleash multuiple las cannons, assault cannons, meltas, bolters and missiles, you tend to ignore the giant Robot in the back until it's too late...

 

 

It does make for a scary first turn as I have a lot of points in reserve, and it's not a list you can always run but it's a lot of fun.

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Tigurius lets you re-roll the reserve rolls for the detachment he's in. Unless 7th changed it, Formations aren't part of any detachment? I'll check when I get home.

 

EDIT: I remember this because I wanted to do exactly that with Tigurius a while ago.

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Hmmm, that is interesting...

 

Well, I'll be running them as separate units in that case, one Talon escorting the Raven, one the Knight and the other to come in solo. Still a good chance to get them all in.

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Just checked, and Formations are indeed their own detachment.

Also, uh... Talons can only escort something from their own detachment, so they can't escort the Knight...

And now I feel bad... unsure.png

Ugh... Well, can I at least use Scrier's Gaze then??? Lol

Think I might have a re-read of all the rules... I've been playing for so long I don't even check them anymore...

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Tigurius lets you re-roll the reserve rolls for the detachment he's in. Unless 7th changed it, Formations aren't part of any detachment? I'll check when I get home.

 

EDIT: I remember this because I wanted to do exactly that with Tigurius a while ago.

Wasn't there something about this in the allies section, battle brothers?

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  • 2 weeks later...

I find some good support is Grav Centurions, as they can provide some nice killing power against things that would normally hurt your guys. a bunker-slingshot or master of ambush would work well with that!

 

 

I didn't really build a list around a knight, but use him for a fire magnet/Gunboat with his battlecannons and long range attacks.

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Feels like a Knight is fairly self sufficient as far as support is concerned.

No real weakness.

Some anti-aircraft capability is a good idea - that weedy little Heavy Stubber won't scare anyone.....

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Feels like a Knight is fairly self sufficient as far as support is concerned.

No real weakness.

Some anti-aircraft capability is a good idea - that weedy little Heavy Stubber won't scare anyone.....

True, forgot about those annoying flying things.

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they should have a rule that if a flyer is hovering then a Knight can swing at it LOL.

... There's no need for such a rule, as a Knight can already hit a hovering flyer in melee, because it's hovering and not zooming.

 

SJ

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In my experience Knight Titans are massive fire-magnets distracting the enemy army with their scary blast template, D-weapon, and 12" movement. They are an effective answer to deathstars as the knight will lock up the enemy unit and either smash them to a pulp or explode and take the unit with it. I avoid them every single game that I have played against them with my Black Legion. Their weakness is against mobs of cheap infantry so cultists, gaunts, and orks. While formidable, a Knight Titan does not have sufficient killing power to clear a large mob in less than 2 turns. Support your titan with a tactical squad or two and march it towards your enemies flank while pushing forward with your other armor: Vindicators, Predators, or maybe a landraider. This will put your opponent in the terrifying position of going against multiple high armor vehicles backed by strong infantry, or a single giant walker that won't die.

 

Do not rely on the knight to carry the game for you. He is a support unit, a big scary monster that can deliver a solid source of firepower, but not enough to really make up for his points. Use him as a metal protector of your little plastic men and you wont be disappointed. 

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I've recently been running my Knight with a detachment of Space Marines w/ Inqusitor.  In a 4000 point 2 on 1 (2 Space Marine players vs 1 Necron Player) he lived until the end.  Even slew a named charcater in Close Combat.  It helped that our opponent took the Necron HQ that automatically made it Night Fighting.  A Knight with an ambient 6+ Cover save is nothing to sneeze at.  It's also lovely to see the Rapid Fire Battle Cannon benefit from Prescience.  Anymore, I'm thinking that Divination and Telepathy might be the way to go to support the Knight.  Prescience, Foreboding, and Invisibility can  all drastically affect the Knights performance/survivability.  He soaked enough firepower to turn the tide of the game so the Sternguard could mop up his scoring units.

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The best support for a Knight is 2 more Knights, some SM Bikers, and some flyers or AA platforms.

 

Knights are best when not alone. ....

 

SJ

 

 

I concur that running two knights is almost necessary. I tired running a single knight and it was smiply wiped out by a tau heavy support unit with HQ attached to it. Re-roll miss. Re-roll AP attacks. The knight was glanced to death.

 

Mind you I did not provided enough target saturation and left the knight on its own.

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