Pigshead Posted November 17, 2015 Share Posted November 17, 2015 Howdy folks, I'm looking at investing in an imperial knight to ally with my dark Angels, I play mostly with the lions blade with a smattering of ravenwing or pure ravenwing, and was wondering if any of you lovely folk have suggestions for which knight to go for. I was leaning heavily towards the warden but I've started thinking I should maybe take something more close combat orientated as I tend to be lacking in that department. Any suggestions or advice would be most appreciated. Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/ Share on other sites More sharing options...
Canadian_F_H Posted November 17, 2015 Share Posted November 17, 2015 Magnetized. It's a extra work but then you can field a different load out every game. If/when i get a knight it will definitely be magnetized. There are several tutorials on the bnc. Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227314 Share on other sites More sharing options...
TheAvengingKnee Posted November 17, 2015 Share Posted November 17, 2015 Magnetize it, you will be so much happier with the versatility and it travels/stores so much better between games. Paladins: great range firepower with melee option Errants: great for AV 13-14 and termi kill but requires you to be within 18" for melta shots Gallant: melee only, 1 trick pony, cheapest points for a knight but gets very little for having no real shooting Warden: Assault cannon but better range, number of shots, and AP, has a heavy flamer Crusader: Shooting only, most expensive knight, lots of dakka though with either a battle cannon or thermal cannon and the wardens super auto cannon Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227388 Share on other sites More sharing options...
Canadian_F_H Posted November 17, 2015 Share Posted November 17, 2015 Yeah myself in definitely magnetizing and changing it up... It would be bad if people knew exactly what knight to expect you to bring... Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227511 Share on other sites More sharing options...
TheAvengingKnee Posted November 17, 2015 Share Posted November 17, 2015 The only one I will probably never field is the gallant solely because you don't get any extra rules or attacks with no shooting so pretty much every time I will spend the extra 50 points for a shooting attack since they are pretty much as good at melee as the gallant and can shoot. Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227566 Share on other sites More sharing options...
librisrouge Posted November 17, 2015 Share Posted November 17, 2015 Why would you not get the attack? You now have two close combat weapons. Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227606 Share on other sites More sharing options...
TheAvengingKnee Posted November 17, 2015 Share Posted November 17, 2015 One bonus CC attack and saving 50 points is hardly worth making a versatile unit a 1 trick pony, if you bring 3 gallants in the gallant lance formation they would be better. Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227615 Share on other sites More sharing options...
SnakeChisler Posted November 17, 2015 Share Posted November 17, 2015 D cc weapon + shooting weapon I use the battle canon version and to be honest with so many points sunk into it then an all rounder with 2 blast templates is a decent bet the amount of times the 1St shot goes wild doesn't bear thinking about, you get ordinance on it as well. Magnetize it anyway and battle cannon has full board range Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227626 Share on other sites More sharing options...
cypherthefallenangel Posted November 17, 2015 Share Posted November 17, 2015 Here is what i use. If i bring only one its a knight errant. I find that the S9 AP1 melta is just more effective against just about everything. And what that doesn't kill outright the S D chainsaw and stomp will. Key here is be very aggressive. My #2 is the Knight Crusader. The shear firepower that thing puts out is gold and dont forget, even though it has no S D weapon its cc attacks are still S10 AP2. Plenty good enough to insta-kill most things. Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227655 Share on other sites More sharing options...
TheAvengingKnee Posted November 17, 2015 Share Posted November 17, 2015 I have found the errant to be very underwhelming in games I have fielded it, I much prefer the Paladin or warden to soften things up before I close to CC, the Super assault cannon on the warden seems so much better than the thermal cannon if I am bringing only 1 knight. Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227673 Share on other sites More sharing options...
aura_enchanted Posted November 18, 2015 Share Posted November 18, 2015 fun fact you can save a massive magnetizing headache by cutting a bit of the barrel off the imperial knights rapid fire battlecannon and just place it on the center joint joining the two so properly that you dont need a magnetize. please be aware that this means that you would need to find a new rapid fire battlecannon Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4227960 Share on other sites More sharing options...
Pigshead Posted November 18, 2015 Author Share Posted November 18, 2015 Thanks for the help guys, think i'll do as advised and magnetise the bejesuz out of it. Link to comment https://bolterandchainsword.com/topic/316152-knight-suggestions/#findComment-4228234 Share on other sites More sharing options...
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