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Help with the Knight


Ulrik_Ironfist

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So I finally broke down and got a knight for my collection. I'm pretty sure I'm going to magnetize it, so that I'm not restricted to one variant. But this still leaves me with questions. How do I employ it, what weapons are useful for what? What points levels should I bring it at, and How do I best support it, or do I just put it out there and use it as a distraction? I got it because it is a pretty cool model, and I wanted to add some superheavy and destroyer weapons to my collection.

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I prefer the Errant for his Melta. The Knight is at his best when he is in melee, so use it as aggressively as possible. I usually like to deploy mine on a flank, so that all the enemy guns will shoot his front. Remember, his shield is directional, so getting flanked is bad.

Then I just point him at the biggest unit of enemy and see it crumble.

 

It is also worth noting that Stomp attacks ignore Invisibility and can remove from the game without any saves allowed. Use it against Death Stars.

I think the Errant is the best overall choice since you can melt tanks and hordes with it. But if you want maximum horde smashy-ness then you want the Paladin with its rapid fire battle cannon. With either variant, you want to get into melee ASAP so you can stomp and give them the D!

The Paladin seems like it's pretty versatile, with S8 ordinance it should be relatively easier to punch holes in tanks as well as kill blobs, right? So here's my breakdown on both:

 

Paladin- With S8 AP3 Ordinance 2, Large Blast, I can put 2 large blasts on a big blob of troops allowing me the opportunity to wipe out whatever I point it at. With 72" of range I can do this from across the board, regardless of how the deployment zones work out. Giving me the opportunity to support my wolves as they advance. With two of said shots I also have an opportunity to punch holes in vehicles giving my troops some long range anti armour supporting fire. 

 

Errant- With a S9 AP1 Heavy 1, Melta, Large Blast, I can handily wreck vehicles, but I am restricted in the amount of damage I can do to blobs. Now against elite infantry, such as mega armoured nobz or termies, or even Riptides and Dreadknights, It will force an invuln save, which are usually more difficult to make. With only 36" of range I have to get it much closer to whatever I want to kill, but it still provides anti-armour and anti infantry punch at significant range. Against nobz or paladins it would be extremely effective given the potential for instant death. 

 

I'll have to play around with it to see which I like better. Keep the info rolling, as This is my first super heavy anything, and it was easier to include than a baneblade.

I ran the knight paladin in a game today, and it worked like a charm against a mob of Chaos Space Marines. I didn't even need to get in close combat I just hammered from range. End of my turn 2 I had wiped out most of the opposing force. It was 3k per side, Space Wolves against Thousand Suns, and the Wolves carried the day. I plan on using the errant in a game before deciding which variant I prefer. I did learn that I need a bigger table...(My kitchen table is 3x5, surprising how much of a difference that a foot can make).

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