Stray Posted May 29, 2018 Share Posted May 29, 2018 Also, it's been confirmed on Facebook that they are indeed: TWO SEPERATE KITS I think the Harpoon and Flamer is a better loadout, personally. I think the opposite. Because range mainly. But I see the appeal of both. I gotta agree. The Harpoon is great stats wise, but it and that flamer on a Knight that slow, with that little range?... Nah. Not seeing it. I'm going to take that knight and absolutely ram it down my opponent's army's throat until they choke. It'll be glorious. Just glorious. I can tell you from experience, 18" is a fine range for a unit that I'm not afraid to move forwards each turn. It always gives it ridiculous protection from melee because overwatch is a thing. I'm in love. I'd be very afraid of the fact that you are now fielding *the* AT weapon magnet in 40K, and it get's even slower with degrading wounds. That harpoon get's a single shot too, which isn't fun with a degraded profile :/ I'd expect a non casual list, that knows you're bringing Knights, to have that obliterated or near useless in one turn of shooting. Sadly :/ Link to comment Share on other sites More sharing options...
hermanista Posted May 29, 2018 Share Posted May 29, 2018 No mention of a stabby weapon by the by And not likely with that 4+ WS. Very true. Source hasn't been wrong yet though, so still time maybe? I can let them off this one if it turns out they changed the design though and left it off the sprue Link to comment Share on other sites More sharing options...
Feral_80 Posted May 29, 2018 Share Posted May 29, 2018 I can't say I am that impressed really. It's hard to tell without knowing the whole picture and the pts cost, but honestly few of those rules seem to do justice to the looks of those things. The platform itself is not that awesome really. BS 3+ as other knights, and worse WS. Just 4 wounds over a normal Knight, for something that's so significantly builkier? Hmm. Still Armour 3+, let us hope it has a 4++ at least... As for the weapons. If the 4x meltaguns are fixed, then I can't see why wasting points for the long-range variant (with that not-very-impressive plasma thing) - better go directly for the short-range one, where at least you can use all of the weapons. And only 1-2 house traits seem to be worth it to really matter with such a rigid configuration. It's only an impression of course, but I expect half of those main weapons to be overpriced for their stats I don't know, let us see. There is a lot more yet to come of course, I am only saying that so far it seems so so. Link to comment Share on other sites More sharing options...
Guest MistaGav Posted May 29, 2018 Share Posted May 29, 2018 The fact that they are separate boxes makes it harder to decide which one to get. I like the long range guns but the Harpoon and Flamer do look pretty interesting. I just wish there was an option to swap the twin meltas for something like heavy stubbers. Link to comment Share on other sites More sharing options...
Ishagu Posted May 29, 2018 Share Posted May 29, 2018 Short range version might be better, especially with the house traits turning heavy weapons into assault weapons. You'd be running forward 13/14 inches and still shooting everything. The flamer auto hits, the harpoon re rolls hits against it's most likely targets. Meltas won't get a bs penalty. Link to comment Share on other sites More sharing options...
PiñaColada Posted May 29, 2018 Share Posted May 29, 2018 The meltas are fine on a Valiant since the harpoon is 12" range anyways and the flamer is 18". But all of the Castellans weapons are 48" range except those and now we know that the Castellan has a 4+ WS so moving in close enough to use those guns is extremely situational. Also meltas are so expensive, 17 points per pop totals 68 points for all of them. That's an insane amount of points to spend on something you don't want. Link to comment Share on other sites More sharing options...
Ishagu Posted May 29, 2018 Share Posted May 29, 2018 The meltas are fine on a Valiant since the harpoon is 12" range anyways and the flamer is 18". But all of the Castellans weapons are 48" range except those and now we know that the Castellan has a 4+ WS so moving in close enough to use those guns is extremely situational. Also meltas are so expensive, 17 points per pop totals 68 points for all of them. That's an insane amount of points to spend on something you don't want. But charging is risk free as you can leave, shoot again and charge again if wanted. Link to comment Share on other sites More sharing options...
PiñaColada Posted May 29, 2018 Share Posted May 29, 2018 Well, that's what I meant by situational. It's risk free in the sense that you can fall backthen shoot&charge. But you might not want to be there still, depends on what you're facing. End of the day, meltas are not a versatile weapon and the have no business being on the castellan IMO. At the very least not as the only option.I'd like one of the following: - Heavy stubbers as an option just to keep the point cost down (and still have a decent 36" range). - One siegebreaker cannon per slot. - Some sort of anti-air guns - Additional armour plating (I know that one won't happen) - One heavy bolter per slot - One lascannon per slot - One missile launcher per slot - One plasma caliver per slot Out of all the imperiums weapon arsenal, meltas are one of the last things I'd ever want to put on a Castellan. Link to comment Share on other sites More sharing options...
Vel'Cona Posted May 29, 2018 Share Posted May 29, 2018 Cool models, neat concept and the weapons seem fun. The Castellan wins for me so far, hands down, simply because these seem to be pure weapon platforms and I really don't want my super expensive IK brawling when it seems to have little more than its feet for melee combat. At the end of the day, though, these are likely to clock in well over 600 points and that's a huge dealbreaker for a codex that already struggles to justify its low wounds count, even with the buffed profiles. Noone seems to be talking about the missiles, though. I'm actually somewhat interested in these despite the one-shot nature simply because while they are once per turn, combining them with allied snipers (Scouts, Skitarii, Ratlings) would make for effective support-character sniping. This also has the benefit of increasing the army's body count and giving you some reasonable backfield scoring units/ablative wounds. Link to comment Share on other sites More sharing options...
Stray Posted May 29, 2018 Share Posted May 29, 2018 Cool models, neat concept and the weapons seem fun. The Castellan wins for me so far, hands down, simply because these seem to be pure weapon platforms and I really don't want my super expensive IK brawling when it seems to have little more than its feet for melee combat. At the end of the day, though, these are likely to clock in well over 600 points and that's a huge dealbreaker for a codex that already struggles to justify its low wounds count, even with the buffed profiles. Noone seems to be talking about the missiles, though. I'm actually somewhat interested in these despite the one-shot nature simply because while they are once per turn, combining them with allied snipers (Scouts, Skitarii, Ratlings) would make for effective support-character sniping. This also has the benefit of increasing the army's body count and giving you some reasonable backfield scoring units/ablative wounds. There's quite the discussion regarding the Shieldbreakers erupting on Dakka in a thread titled: 'Behold! ... the meta changer?'. I have popcorn if any one is in need :) They seem pretty balanced to me. The swingy D6 damage and one per turn nature means you're not going to one shot say Roberto Girlyman. But as Vel says, you could build an interesting sniper group set up around them, or just take out some of the more squishy buffing minor characters with a good roll. They actually present a decent threat on the table as weapons go, without being very silly. You can't ignore them, but they aren't game breaking either. Good job GW imo. Link to comment Share on other sites More sharing options...
Charlo Posted May 29, 2018 Share Posted May 29, 2018 I think one set of missiles is the way to go, eliminate a squishy warlord if possible then focus on reliable DAKKA for the rest of it. Link to comment Share on other sites More sharing options...
Stray Posted May 29, 2018 Share Posted May 29, 2018 I think so, yeah. Honestly you'll have taken enough hits by turn 3 in all likelihood that missiles will be looking more and more dubious anyway. Better to have firepower you can actually utilise those first two turns - and frankly those cannons aren't bad at all anyway. The Plasma Decimator on the other hand... I don't like it. It's almost the same statline as an RFBC but with less average wound output. There's already a reason few of us field the RFBC if we don't have to... Decimator is really not a bad name though. The Roman term for killing one in ten men in a unit is reasonably appropriate for a gun likely to kill 4 out of 40 Ork boyz :P Link to comment Share on other sites More sharing options...
Vel'Cona Posted May 29, 2018 Share Posted May 29, 2018 I think one set of missiles is the way to go, eliminate a squishy warlord if possible then focus on reliable DAKKA for the rest of it. Exactly, it won't tank the Knight's firepower to use a pair of these, and assuming you want more dudes in your list then the various sniper options (via CP awarding Battalions that this list is going to want) are actually going to make a lot of sense. Oh man, just realized this can combo with a Vindicare . . . Link to comment Share on other sites More sharing options...
hermanista Posted May 29, 2018 Share Posted May 29, 2018 You might as well write "Imperial Guard Company Commander" on the missiles and be done with it. "Sorry Terry, but I don't want you using that aquila relic of yours..." Link to comment Share on other sites More sharing options...
synthaside Posted May 29, 2018 Share Posted May 29, 2018 Im almost certain by the way they worded the stratagem Ion Aegis, that they will retain the standard ion shield 5+ save , because at otherwise it would be called Void Aegis Link to comment Share on other sites More sharing options...
Stray Posted May 29, 2018 Share Posted May 29, 2018 "One thing I do like about this missile is that it completely invalidates impenetrable forcefields, sunders the mightiest armor, and completely ignores everything... ...except for the 1/6 chance per wound for my Dark Eldar to take that missile and like it. Kinky space elf masochism conquers all." Think this is my favourite quote of the day. Link to comment Share on other sites More sharing options...
ImperialSquishiness Posted May 29, 2018 Share Posted May 29, 2018 The missile will be great for murdering Crypteks with chronometron. 4 wound models. 50/50 of taking it out and preventing most of your opponents army getting an invun. Also, turn 1 warlord kill on most regular characters. Link to comment Share on other sites More sharing options...
lhavoc Posted May 29, 2018 Share Posted May 29, 2018 How sure are we about this separate kit thing? Isn’t it really just an extra weapons spruce? Link to comment Share on other sites More sharing options...
hermanista Posted May 29, 2018 Share Posted May 29, 2018 How sure are we about this separate kit thing? Isn’t it really just an extra weapons spruce? http://i.imgur.com/8Jcp6rk.jpg Link to comment Share on other sites More sharing options...
Aothaine Posted May 29, 2018 Share Posted May 29, 2018 I'd be very afraid of the fact that you are now fielding *the* AT weapon magnet in 40K, and it get's even slower with degrading wounds. That harpoon get's a single shot too, which isn't fun with a degraded profile :/ I'd expect a non casual list, that knows you're bringing Knights, to have that obliterated or near useless in one turn of shooting. Sadly :/ Keep in mind that Hawkshroud, if correct, makes the models fire at double their current wounds. This will shore up a TON of issues with them. Also, the advance and fire all weapons with no penalty rules are going to be great if you are building an assault based list. I think one set of missiles is the way to go, eliminate a squishy warlord if possible then focus on reliable DAKKA for the rest of it. I agree. I would go with one missile just to pop some wounds off a big nasty or kill that cp farming imperial guard commander. I'm so happy I chose to mainly play Imperial Knights over two years ago. I've been waylayed and looked into other armies multiple times and want to have those armies setup after I finish my Imperial Knights. My Knights will be the main force. Link to comment Share on other sites More sharing options...
Lord_Caerolion Posted May 29, 2018 Share Posted May 29, 2018 The fact that it's two separate kits makes me wonder that there's not other weapon options they haven't shown yet. May as well take advantage of being separate kits, after all. Link to comment Share on other sites More sharing options...
Nusquam Posted May 29, 2018 Share Posted May 29, 2018 I like the previews but I have a few concerns... If siegebreaker cannons were mounted on mainline battle tanks, you’d take them in every game Like the strictly better Predator Autocannon? The one with flat 3 damage? I just can't... The V Lance is only S14. Sure you get rerolls against big things but I'm not loving it. I just don't trust D6 shots. I'm wondering if the Valiant is going to have a different statline for BS/WS/move. It wants to be close, but would be slow at 10", then there's no way you're avoiding CC with 12-18" primary weapons. So what is it going to do once it's there? Sure it can walk out of combat, but if there's a big thing there you don't want to be on the other side of a charge. A better overwatch stratagem would be great though. The missile are pure quality though, and that stratagem is insane. And the rumor about having a 3++, I wonder if their base invulnerable is 4++ or not after all. I feel as though it would have been mentioned today. The 5++ bubble stratagem is almost good. Having to be wholly within 6" severely limits it's application. It means other big things won't get it and everything else has to hug the base and be ground level. Conflagration cannon is good, 28" threat range if deployed aggressively means it can threaten a quadrant. Harpoon is hilarious, too bad there's no melee profile. Perhaps the Valiant will have a special rule for the chassis though... All in all I like but have a few mixed feelings. Mostly excited to paint them. Link to comment Share on other sites More sharing options...
Lysere Posted May 29, 2018 Share Posted May 29, 2018 One thing with the missiles is a lot of the characters who need to be worried about these can be protected by bodyguards. If they do somehow have an impact on the meta it'll probably just be that certain bodyguard models will actually see the table again. Just hide the Guard commander behind his trusty Ogryn and you're good for a few turns. Link to comment Share on other sites More sharing options...
Aothaine Posted May 29, 2018 Share Posted May 29, 2018 One thing with the missiles is a lot of the characters who need to be worried about these can be protected by bodyguards. If they do somehow have an impact on the meta it'll probably just be that certain bodyguard models will actually see the table again. Just hide the Guard commander behind his trusty Ogryn and you're good for a few turns. Yes but that leaves fewer points for other shenanigans though. It is a good thing. Link to comment Share on other sites More sharing options...
Nusquam Posted May 30, 2018 Share Posted May 30, 2018 Oh and the plasma cannon is a worse rapid fire battle cannon. Why are hellblasters AP-4 with a S8 option but a knight Dominus class weapon is as strong as a regular plasmagun? I feel like they're banking on people buying the terrain peice. Maybe one mode will be max shots with every weapon. Link to comment Share on other sites More sharing options...
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