CommodusXIII Posted December 9, 2015 Share Posted December 9, 2015 You know, you can link the thread instead of picking my posts apart without representation. There are plenty of TEQs that are not Terminators, and vehicles that are AV14 but not Land Raiders. That's why I didn't say Terminators or Land Raiders in my post. Link to comment Share on other sites More sharing options...
jeffersonian000 Posted December 9, 2015 Share Posted December 9, 2015 Seeing as I'm the one that stated that the shorter range weapons on Knights encourage closing versus longer range weapons encouraging hanging back, my point is still valid. Not getting into melee means you aren't using the melee portion you are paying for. If all you want to do is hang back and shoot two Battlecannons, Leman Russes are cheaper. Also, a Paladin can't kill a Rhino, let alone a Land Raider. But an Errant can. Versus Gargantuan Creatures, neither are good, because neither can deliver enough damage at range to matter, hince closing for melee. As to getting angled out by MCU, its the same issue with all Knights, not just "close" Knights. Yet, playing a Knight aggressively has more of an effect on your opponent than playing one passively, as you can ignore two blasts each turn mailed in by a distant rival, but you can't ignore a CC monster on your doorstep. In addition, the Warden out preforms both Paladins and Errants due to how hull points and wounds work in the current game, as the Avenger Gatling Cannon can kill almost everything given moderate to fair dice rolling. SJ Terminus 1 Back to top Link to comment Share on other sites More sharing options...
Terminus Posted December 9, 2015 Share Posted December 9, 2015 You know, you can link the thread instead of picking my posts apart without representation. There are plenty of TEQs that are not Terminators, and vehicles that are AV14 but not Land Raiders. That's why I didn't say Terminators or Land Raiders in my post. Again, I don't understand why you are getting so defensive. I didn't want tocall anyone out nor retype all my thoughts. You fled the other thread without elaborating. Why not follow jeffersonian000's examples and share your thoughts? At no point did I attack you and I'm more than willing to continue the discussion towards some common ground. Would it help if I put more smileys in my posts? :) :) :) Link to comment Share on other sites More sharing options...
Leman Russ SW Posted January 6, 2016 Share Posted January 6, 2016 What Knight would you guys recommend for the War Convocation? I have a Acheron for when I want to run double knights so was wondering what synergies well with him and also as a single knight in the list. Thanks Link to comment Share on other sites More sharing options...
march10k Posted January 6, 2016 Share Posted January 6, 2016 (edited) My favorite knight overall is the lancer. It's the only one I'd trust against xenos wound-based knight-analogs, it buttseckses every other variant of knight in melee, and in spite of being melee-optimized, its gun is pretty decent. Because I'm not willing to pay for or convert a lancer, I'm going with my second choice, the warden. The paladin makes a lot of sense for supporting armies like space marines, but since my knight is primarily going to support IG, the rapid fire battle cannon is just more of the same, it doesn't add a new capability. The stuff you can mount on top...aren't you able to build the plug, the icarus, and one missile pod variant, and then have three options, without even resorting to magnets? It seems like the only choice you're forced to make permanent is which type of missile you want to have access to... Edited January 6, 2016 by march10k Link to comment Share on other sites More sharing options...
Lucien Eilam Posted January 6, 2016 Share Posted January 6, 2016 The stuff you can mount on top...aren't you able to build the plug, the icarus, and one missile pod variant, and then have three options, without even resorting to magnets? It seems like the only choice you're forced to make permanent is which type of missile you want to have access to... There's no "plug". The mounting point is just part of the carapace detail. You don't have to make anything permanent. The front of the missile pod is the only bit that changes, and that's a tight enough fit that you might even get away with not magnetising it. You'll be short one aquila/cog for the pod (unless you magnetise that too, which is possible but a little tricky), but you can pick those up on eBay often enough. You really need a magnet to hold the weapon to the carapace though. It's not a secure fit without glue. Link to comment Share on other sites More sharing options...
jeffersonian000 Posted January 6, 2016 Share Posted January 6, 2016 The only weapon option that is hard/complex to magnetize is the Rapid Fire Battlecannon/Thermal Cannon, because they share a lot of parts. There are tutorials, though, that show you how magnetize even those for swapping. SJ Link to comment Share on other sites More sharing options...
march10k Posted January 6, 2016 Share Posted January 6, 2016 The stuff you can mount on top...aren't you able to build the plug, the icarus, and one missile pod variant, and then have three options, without even resorting to magnets? It seems like the only choice you're forced to make permanent is which type of missile you want to have access to... There's no "plug". The mounting point is just part of the carapace detail. You don't have to make anything permanent. The front of the missile pod is the only bit that changes, and that's a tight enough fit that you might even get away with not magnetising it. You'll be short one aquila/cog for the pod (unless you magnetise that too, which is possible but a little tricky), but you can pick those up on eBay often enough. You really need a magnet to hold the weapon to the carapace though. It's not a secure fit without glue. Ah...cool, thanks. I'm not that far along in my first build, good to know I'll need to magnetize! Link to comment Share on other sites More sharing options...
Karhedron Posted January 10, 2016 Share Posted January 10, 2016 I own a single knight that I brought as an ally for my Space WolvesSince you are looking to ally with Space Wolves, I would look towards the Warden. The reason is that your own Puppies will normally be operating close to the enemy and the Avenger gattling cannon does not risk scattering on to your units the way large blast templates do. I would usually take the Stormspear rocket pod as 3 krak missiles for so few points will usually find targets in most games. The choice between Reaper or Thunderstrike is largely down to who you expect to face most. The other option that works well for wolves is to go totally fire support and get a tooled-up Crusader. It costs a fair packet but with Battle cannon, avenger cannon and stormspear, you can unload a truly astonishing amount of AP3 every turn while your wolves assault the left-overs. He may need a bit more protection from assault but don't forget that he is still S10 AP2 in combat so only specialised units (or other SHW/GMCs) will pose him a real threat. A crusader will likely be all the heavy firepower your wolves need and get around the usual problems of over-priced Marine tanks and lack of ablative wounds on Long Fangs. Link to comment Share on other sites More sharing options...
Yoyo ninja Posted January 11, 2016 Author Share Posted January 11, 2016 (edited) I got my first knight before the warden kit came out, so he was magnetised to be both a paladin and errant. After I finished him I decided I wanted some more as they are fun to build and play, now I am building a warden and another paladin so I can field Knights as a force, with a small allies contingent (most likely wolves). Edited January 11, 2016 by Yoyo ninja Link to comment Share on other sites More sharing options...
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