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New Knight Castellan Revealed!


Vash113

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According to the latest, Dominus class knights always have a chance to explode in a whopping 3d6 radius doing d6 Mortal wounds to everything around them. There is also a detonation stratagem that betters the odds of this happening to a more regular occurrence, perfect for that noble sacrifice!

 

As you can see from the Shieldbreaker missile profile above and its sniper stratagem, reloading said missiles in the Forgeshrine may be worth it to finish off pesky units or characters late game.

 

Buff wise there is a relic that confers a 2+ save, and a warlord trait that lowers the ion shield to a 4+ for the game, making your warlord quite the walking fortress with the ability to rotate ions down to a 3+ with the stratagem above.

 

Will you choose that or the trait that gives you one re-roll and Command Points?

 

Also if you like that plasma gun, but think it’s a little lacking on punch for such a large model, Cawl has a relic that bumps it to S9 -4ap 3 damage on the overcharge. Now you’re playing with POWER!

Spikeybits rumours.

'...warlord trait that lowers the ion shield to a 4+ for the game, making your warlord quite the walking fortress with the ability to rotate ions down to a 3+ with the stratagem above...'

 

2++ Atrapos confirmed? :tongue.:

 

God, I hope they thought that through and didn't just make a +1 invuln Warlord trait...

Just chiming in to say I love the phrase 'catastrophically mediocre'. Perfectly describes that gun.

It's a sad day when that's an apt description for that beast of a plasma weapon

 

 

According to the latest, Dominus class knights always have a chance to explode in a whopping 3d6 radius doing d6 Mortal wounds to everything around them. There is also a detonation stratagem that betters the odds of this happening to a more regular occurrence, perfect for that noble sacrifice!

 

As you can see from the Shieldbreaker missile profile above and its sniper stratagem, reloading said missiles in the Forgeshrine may be worth it to finish off pesky units or characters late game.

 

Buff wise there is a relic that confers a 2+ save, and a warlord trait that lowers the ion shield to a 4+ for the game, making your warlord quite the walking fortress with the ability to rotate ions down to a 3+ with the stratagem above.

 

Will you choose that or the trait that gives you one re-roll and Command Points?

 

Also if you like that plasma gun, but think it’s a little lacking on punch for such a large model, Cawl has a relic that bumps it to S9 -4ap 3 damage on the overcharge. Now you’re playing with POWER!

Spikeybits rumours.

 

OoooH, better plasma! Although knights should always have had a 2+ save, so that one still annoys me

'...warlord trait that lowers the ion shield to a 4+ for the game, making your warlord quite the walking fortress with the ability to rotate ions down to a 3+ with the stratagem above...'

 

2++ Atrapos confirmed? :tongue.:

 

God, I hope they thought that through and didn't just make a +1 invuln Warlord trait...

I was gonna say that hopefully it only works on questoris and dominus pattern knights but then I realised that the styrix already has a 4+ invulnerable. So +1 to that with the trait and an additional +1 with rotate ion shields and we're now in the broken, boring territory. I don't know what the easiest solution to the wording is..

 

'...warlord trait that lowers the ion shield to a 4+ for the game, making your warlord quite the walking fortress with the ability to rotate ions down to a 3+ with the stratagem above...'

 

2++ Atrapos confirmed? :tongue.:

 

God, I hope they thought that through and didn't just make a +1 invuln Warlord trait...

I was gonna say that hopefully it only works on questoris and dominus pattern knights but then I realised that the styrix already has a 4+ invulnerable. So +1 to that with the trait and an additional +1 with rotate ion shields and we're now in the broken, boring territory. I don't know what the easiest solution to the wording is..

 

 

I think it came up in the recent Harlequins release over something similar. There, they said like 'to a maximum of 3+' stopping 2++ Solitaires.

 

But, depends on the person writing catching this stuff doesn't it? We've seen it before...

 

I think it came up in the recent Harlequins release over something similar. There, they said like 'to a maximum of 3+' stopping 2++ Solitaires.

 

But, depends on the person writing catching this stuff doesn't it? We've seen it before...

 

But even that might be too good, since you're now free to spend that rotate ion shields on another knight.. 

'...warlord trait that lowers the ion shield to a 4+ for the game, making your warlord quite the walking fortress with the ability to rotate ions down to a 3+ with the stratagem above...'

 

2++ Atrapos confirmed? :tongue.:

 

God, I hope they thought that through and didn't just make a +1 invuln Warlord trait...

Maybe they thought ahead and the trait isn't a +1 but just modifies it to be a 4++ instead. So it doesn't affect things that have a 4++ already.

 

 

I think it came up in the recent Harlequins release over something similar. There, they said like 'to a maximum of 3+' stopping 2++ Solitaires.

 

But, depends on the person writing catching this stuff doesn't it? We've seen it before...

 

But even that might be too good, since you're now free to spend that rotate ion shields on another knight.. 

 

 

Indeed so buddy.

 

There's a big difference between mitigating 1 in 3 hits, and mitigating half of all incoming hits. Or 2 in 3 hits, as can already be the case for some Knights.

 

'...warlord trait that lowers the ion shield to a 4+ for the game, making your warlord quite the walking fortress with the ability to rotate ions down to a 3+ with the stratagem above...'

 

2++ Atrapos confirmed? :tongue.:

 

God, I hope they thought that through and didn't just make a +1 invuln Warlord trait...

Maybe they thought ahead and the trait isn't a +1 but just modifies it to be a 4++ instead. So it doesn't affect things that have a 4++ already.

 

 

I sincerely hope so :)

 

Honestly, I suspect it'll work precisely as you describe (if it's even an accurate rumour), but then again, the balls been dropped before :P

Using a warlord trait and a command point to get 3++ on two knights at the same time is "too good" in your book? Knights have been noncompetitive throughout most of 8th edition. Going from a 3++ and a 4++ to two 3++s alone isn't going to do much about that.

I'd also like to point out that you are commenting rumors from spikeybits. If they are true, even in the meaning that they are worded, then they aren't showing much of the picture. All codexes in 8th that have an ability to upgrade invuln saves have a safeguard against upping them to 2++, for instance. I'd wait a bit before calling something over- or underpowered.

Using a warlord trait and a command point to get 3++ on two knights at the same time is "too good" in your book? Knights have been noncompetitive throughout most of 8th edition. Going from a 3++ and a 4++ to two 3++s alone isn't going to do much about that.

 

I'd also like to point out that you are commenting rumors from spikeybits. If they are true, even in the meaning that they are worded, then they aren't showing much of the picture. All codexes in 8th that have an ability to upgrade invuln saves have a safeguard against upping them to 2++, for instance. I'd wait a bit before calling something over- or underpowered.

Well too good in the sense of internal codex balance. Getting two knights with 3++ (or one with 3++ and one with 4++, depending on the knights) is a whole lot better than just 1. And yes, obviously these are just rumours and should not be taken as gospel, this is just a discussion under the assumption that they are indeed correct

Has anyone noticed an issue for compatibility purposes with forge world knights not having the questor mechanicus keyword?

 

Yes, it's been a point of contention for a while. I don't suspect we'll see anything addressing it in the Codex, but the longer look at Knights may trigger an FAQ fix, or something in CA.

Well I am glad I am not the only one. Correct me if I'm wrong, but due to the wording, this is preventing me from adding in FW knights to a mech household like raven.

 

Has anyone noticed an issue for compatibility purposes with forge world knights not having the questor mechanicus keyword?

 

Yes, it's been a point of contention for a while. I don't suspect we'll see anything addressing it in the Codex, but the longer look at Knights may trigger an FAQ fix, or something in CA.

 

 

Well I am glad I am not the only one. Correct me if I'm wrong, but due to the wording, this is preventing me from adding in FW knights to a mech household like raven.

 

 

Hmm. Not in terms of using the trait, no. The way I see it you'll be fine there.

 

But in terms of relics and stratagems? Yes, you could have some issues. In fact they already exist when just wishing to use the content in Codex: Mechanicus.

Has anyone noticed an issue for compatibility purposes with forge world knights not having the questor mechanicus keyword?

They fixed knight keywords in Forgebane. It's <QUESTOR ALLEGIANCE> Now for knights instead of preset

 

Has anyone noticed an issue for compatibility purposes with forge world knights not having the questor mechanicus keyword?

They fixed knight keywords in Forgebane. It's <QUESTOR ALLEGIANCE> Now for knights instead of preset

 

 

That certainly applies to Armigers, and will almost certainly cover all the Citadel produced Knights in the codex, but RAW, the FW Knights will still be 'Questor Imperialis' without an FAQ fix. As stupid as that is :/

 

Using a warlord trait and a command point to get 3++ on two knights at the same time is "too good" in your book? Knights have been noncompetitive throughout most of 8th edition. Going from a 3++ and a 4++ to two 3++s alone isn't going to do much about that.

 

I'd also like to point out that you are commenting rumors from spikeybits. If they are true, even in the meaning that they are worded, then they aren't showing much of the picture. All codexes in 8th that have an ability to upgrade invuln saves have a safeguard against upping them to 2++, for instance. I'd wait a bit before calling something over- or underpowered.

Well too good in the sense of internal codex balance. Getting two knights with 3++ (or one with 3++ and one with 4++, depending on the knights) is a whole lot better than just 1. And yes, obviously these are just rumours and should not be taken as gospel, this is just a discussion under the assumption that they are indeed correct

 

"Internal codex balance" is a good way of putting it.

 

Yes, I agree that 2x3++ is better. Still, given that the rumours are true, you are zooming in on a very specific part of a larger picture and making judgments on the larger picture based on your assessment on a fine detail. That leads to mistakes more often than not. You could make the same argument on invuln saves making certain knights much better than others pre-codex, but the big winner was the renegade with two gatling cannons. Thousand sons have a 3++ warlord trait and a spell that can upgrade invuln saves to a maximum of 3++ - still, VERY few Thousand Sons players ever take that trait, prefering either bonuses to casting or something else. Most competitive imperial armies play soup and ally in something with a warlord trait that can recycle command points - and you could see this trend continue even with the option to take a invuln trait on a knight.

 

 

On the matter of stratagems and keywords. Chapter approved has a stratagem that specifies that you can target "either a Questor Mechanicus" or a "Questor Imperialis" model from your army. The Forgebane box rules allow the mini-knights to choose which of the two keywords they want. Maybe that'll be replicated in the codex? Fingers crossed :)

It is in a section for all Knights. It has no limit and is comprehensive in it's coverage. I expect a copy paste into the Knight Dex.

 

I'm sure that's true, but it still doesn't mean a thing until the other sources are FAQ'd. It's just super unlikely you'll see any mention of the FW Knights in the Codex, and Forgebane as a standalone game with it's own rules, isn't an update source for everywhere else that people will pay attention to :/

 

You're completely right. That's how it should work, and someone at GW obviously wants it that way, but they'll need to print it in an update to the Index sources for anyone to use it I fear. That's the only current source for FW Knight rules.

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