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New Knight Castellan Revealed!


Vash113

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With the fact the range is as short as it is too, I'd bet 9 times out of 10, you'll have taken enough fire getting in range to use it that you won't get a 3+ to hit either...

 

 

Well, you can still use the Machinespirit resurgent Stratagem to ignore hit penalty if you realy need to hit something hard.

 

Most likely only if you're mechnicum aligned, although there is hawkshroud for the imperialis side I suppose

 

 

 

 

 

Pretty sure the stratagems for relics clearly state they can only be used once.

 

Huh, that it does. Clear as day. Nevermind then

 

 

 

Well, it'll one shot a Rhino, Leman Russ (with an average D3 roll) if it hits and wounds. The damage on it is high, and very consistent, the issue is landing the damage in the first place. You basically have 2 to 3 rolls with a chance of failure before you get the damage, and with just the one shot, there's a decent chance you'll get nothing.

 

That's really the issue, it's not reliably consistent. You get either OMG:cussBBQ!!!11 Damage, or you get absolutely nothing. Zip. Nada. 

With the fact the range is as short as it is too, I'd bet 9 times out of 10, you'll have taken enough fire getting in range to use it that you won't get a 3+ to hit either...

 

And even if you one-shot a rhino you still can't use the flamer to roast the guys inside. The harpoon doesn't interest me at all rules wise unfortunately, because the model of the weapon is quite cool. 

 

 

Yeah, it's just so swingy. I think (forgive my memory if I'm wrong, I'm being lazy and not looking it up again) it was like a 57% chance of successful damage against most things? It was surprising how little above 50/50 it seemed to work out anyway, and it's just going to tank lower and lower as you degrade. 

 

Mind you, that's all in a vacuum. Factoring in traits etc could make things look far better. Still, I think there are better options - especially for a main weapon slot.

 

It's a shame in a way because the Conflagration Cannon was really very impressive. I'd love to not see them both locked into that chassis :/

That'll most likely fix itself when they release the Castellan+ and Valiant+ kit within the next 12 months. I'm happy with the guns on the Castellan (sans the meltas). The plasma is not great but if we really get a relic plasma that seem to be significantly buffed then I'm not going to regret getting the "basic" Castellan.

 

Another weapon option or two might be required for me to splurge on a Valiant down the line though, so I'll most likely wait for the bigger box that they're almost guaranteed to make. Maybe a dominus sized close combat weapon, that would pair nicely with the conflagration cannon.

Not arguing that the Valiant is necessarily likely to be competitive, the downsides with utilizing an enormous and expensive close range specialist are obvious. Still, the upside with the harpoon is that the humble reroll a single dice stratagem is going to be extremely valuable for that one, crucial to hit roll.

 

 

 

With the fact the range is as short as it is too, I'd bet 9 times out of 10, you'll have taken enough fire getting in range to use it that you won't get a 3+ to hit either...

 

 

Well, you can still use the Machinespirit resurgent Stratagem to ignore hit penalty if you realy need to hit something hard.

 

Most likely only if you're mechnicum aligned, although there is hawkshroud for the imperialis side I suppose

 

 

Honestly I had better be a generic or Mechanicus knights will have a massive boost over all Imperial and Freeblade knights except Hawkshroud.

 

Also as for the Harpoon it's a weapon tailored for very specific targets, and against those targets it has a very high chance of nuking them. Against everything else it will be fun when it does work. The flamer is the real workhorse and I don't doubt the Harpoon was paired with it for that very reason. The same way that the Castellan Plasma is meh at best but the Volcano cannon looks solid.

 

 

Not arguing that the Valiant is necessarily likely to be competitive, the downsides with utilizing an enormous and expensive close range specialist are obvious. Still, the upside with the harpoon is that the humble reroll a single dice stratagem is going to be extremely valuable for that one, crucial to hit roll.

 

The harpoon already re-rolls hits against monsters and vehicles.

 

Adamantum Knight is VERY interesting. I don't recall seeing anything like that before. Auto failure of any wound roll against you 50% of the time, regardless of the weapons strength.

 

This is damned awesome! It hurts Blood Angels Red Thirst a lot, las cannons, and a TON of other high strength weaponry. Really really like this. 

 

Red thirst is add 1 to the roll..so Blood angels are still good:)

Ven Dred with double twin autocannons cost 156. WS2 BS2 (3+ on the move) 48" Heavy 8 S7 AP-1 D2. T7/8W/3+/ 6+++

 

So Helliger is 14 points more for better movement speed, longer range guns, more wounds (degrading profile), and 5++, but less accuracy and a less consistent weapon profile with the same avg damage.

 

Also for comparison, LRBT with Battle Cannon and 3x Heavy bolters is 168pts. BS4 (5 on move) 2d6 (shooting twice) 72" S8 AP-2 Dd3, plus 9 HB shots. T8/12W/3+

 

The questions are (1) Will that autocannon profile be effective enough to help us handle hordes? and (2) If Armigers cost the same (and get a multi attack melee mode) would you rather have them instead?

 

Red thirst is add 1 to the roll..so Blood angels are still good:)

 

 

 

Hmmm... I think this needs to be FAQed then. 

 

"Wound rolls of 1,2 or 3 made for attacks against your warlord always fail, even if the attack has a Strength characteristic higher than your warlord's Toughness characteristic."

 

I take this to mean that every rolled dice of 1,2 or 3 fails. So with the Blood angels you add +1 to the wound roll. Basically we need to find out if the wound rolls of 1, 2 or 3 , after modifiers, fail to wound or if all wound rolls of 1, 2 or 3 just fail regardless of modifiers.

 

Or am I stretching too far?

As cool as Helliger is it's killing 4 guards men a turn.. That's not enough for Chaf removal it will be OK to strip a couple of wounds off light vehicles but I think it's weapons needed a fixed decent rate of fire, really could have been heavy 6 and just 1 damage

GW seem to think multiple damage is good, but it's not because not everyone is running 2W Primaris all over the place.

Yeah, it's a shame we haven't got more just S4/5 D1 weapons with buckets of dice. D3 damage is good but often wasted. It does help with the "all is dust" rule though, since thousand sons only get +1 to saving throws against D1, but most thousand sons armies are jampacked with tzaangors, not rubricae. 

 

And it helps against units with a FnP, so it's not always wasted but I really hope that the warglaive box give us another weapon that's more in line to true chaff removal. Let us switch out the thermal lance for a twin heavy flamer or something.

 

 

Red thirst is add 1 to the roll..so Blood angels are still good:)

 

 

 

Hmmm... I think this needs to be FAQed then. 

 

"Wound rolls of 1,2 or 3 made for attacks against your warlord always fail, even if the attack has a Strength characteristic higher than your warlord's Toughness characteristic."

 

I take this to mean that every rolled dice of 1,2 or 3 fails. So with the Blood angels you add +1 to the wound roll. Basically we need to find out if the wound rolls of 1, 2 or 3 , after modifiers, fail to wound or if all wound rolls of 1, 2 or 3 just fail regardless of modifiers.

 

Or am I stretching too far?

 

I think this is somewhat similar to when people give a Lord of change 2++. the roll cant be better than 3++ but you then add one to the roll. Or with reroll to hit, you reroll before adding modifiers. Same should work here..  By RAW red thirst says..you add one to the roll.. And adamantium will says. wound rolls of 1,2,3 fail.So the Blood angel captain roll X amount of dice. you remove those rolls that where 1,2,3 and then you add +1 to 4,5,6. That is how i see the RAW anyways. But yeah...needs a FAQ:).

 

 

Edit. Helliger looks super meh btw:/.. I think i will stick with the normal armigers.  

I kind of tend towards Red Thirst etc still working (although you could say I'm biased, given I play Lamenters, but I also have Mechanicus/Knight allies). After all, that 3 on the dice isn't a roll of a 3 with Red Thirst, it's a roll of 4. I mean, it specifies higher Strength causing the lower required normal roll, it doesn't state that modifiers don't count. It most certainly needs a speedy FAQ though, and I wouldn't hesitate to play it the other way, if that's what people agree.

There are conditions for a super heavy detachment generating CPs as well it seems.

 

We'll see soon though I guess

That is something I was thinking about, a warlord trait to get them back, plus Canis Rex giving bonus ones like Abbadon would be nice, but something like: if your super heavy detachment is made entirely of Questoris Knights, gain +2 CP. That would restrict baneblade SHD to still only getting 3CP, but give us, whose only option is a SHD, the boost in CP they gave battalion armies.

I love the styling of the autocannons on the hulverin. The lance like circular shield is so thematic. Pait these up with carapace mounted stubber and they are handy flankers and anti horde units. I can see myself with 4 or 6 of these in my AM collection.

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