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The (Knight) Best Fit For Mechanicus


Prot

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I’d say the only Knights left behind are those with a RFBC, since 100 points for that weapons is still a bit too much.

 

FWIW the Terryn-unique Relic RFBC is much better, but being shorted into HAVING to play that House to get it really stinks.  It bothers me because I love the classic Paladin and it's the only Knight I currently have painted, but running him as a Freeblade (given how melee centric Freeblades are) is sub-optimal.

 

 

Yup. Coulda woulda shoulda had that as a generic relic I feel. I'm sure Terryn players would agree for the most part too being so very CC orientated. Something else that feeds into that might have been better for them as a house.

 

 

Hey, anyone know if the autocannon helverines can be made into the regular warglaives?

 

I think it's two different kits. Which is both odd and unfortunate really :/

 

okay, but why tho?

 

The sprue with the weapons also has leg armour and head pieces, basically it's the same spure but replace the thermal spear/chain cleaver with the two autocannons.

Hey, anyone know if the autocannon helverines can be made into the regular warglaives?

From a modeling standpoint, it’s the same arm socket which means all of the arms are interchangeable.

 

From a kit standpoint, the weapon sprues are different between the two Armiger kits.

 

SJ

The one thing that bothers me about the Armigers is that neither variant gets a proper helmet face as they have only produced the Admech style robo-faces. Fine for Admech but it would have been nice to see some Questor Imperialis faces in there.

So what do you guys feel like is the best variant of knight to run with a Stygies VIII Battalion gunline with infiltrating Dragoons and 2 Helverins? 

I like the Raven Gallant with the Paragon Gauntlet and a Stormspear a lot, giving it Landstrider to advance it up turn 1 and using Full Tilt to charge but I feel like a Raven Warden with the Paragon Gauntlet and Stormspear and Ion Bulwark might be one of the best all rounders. The upgrade of the Paragon Gauntlet over the Thunderstrike Gauntlet outweighs the improvement of Endless Fury over a regular Avenger Gatling Cannon to me. Not only does the Paragon Gauntlet make it much more threatening against other Titanic units, it also makes its Death Grip more reliable since it's hitting on 3+ instead of 4+. I still feel like the Gallant is the best "duelist" out of all of them since given its 2+ WS and 5 attacks, the Paragon Gauntlet can one round another knight, let alone almost every vehicle in the game, fairly easily. But then again, having stronger shooting with the Warden is also appealing plus it can take advantage of Order of Companions to reroll all 1's during shooting way better. It's definitely going to be a hard choice for me to decide between them and I keep switching between one and the other.

 

 

I’d say the only Knights left behind are those with a RFBC, since 100 points for that weapons is still a bit too much.

FWIW the Terryn-unique Relic RFBC is much better, but being shorted into HAVING to play that House to get it really stinks. It bothers me because I love the classic Paladin and it's the only Knight I currently have painted, but running him as a Freeblade (given how melee centric Freeblades are) is sub-optimal.
My idea for taking that relic is take a crusader with a battlecannon in a super heavy aux. Take the relic one, and take the mortal wounds on 6 on the gatling and go hunting. Yeah you dont get the household bonus but not much use with that build.

Going back to the Crusader talk - I'd say house raven is the best way to field shooty knights, simply because they have more mobility. Also a crusader that can reroll all 1's (or a castellan with the relic plasma weapon) is a beast for that shooting phase, even if you find the RFBC a tad expensive. For that particular task, I'd probably go RFBC, avenger, stubber and ironstorm. That one sits around 500 points, as far as I recall, but does a lot of hurt. Because it can advance and shoot everything, and if you want it to, charge afterwards for 2CP, it can even more easily get into flamer range if need be. Afterall, you pay 17 points, why not use it? ;)

Joking aside, more experienced knight players than me know that to make the most of the big boys, they have to be fighting in every possible phase. At least that's what I've heard on the reviews. Stomping works on all the bigger knights, might as well make the most of it. Perhaps that aspect is what is slowly but surely making me drift from house raven, as I feel that the list I have planned, is too melee focused to work with that house. I'll probably end up playing Krast rules, as I want to make the most of the stuff I have planned.

The one thing that bothers me about the Armigers is that neither variant gets a proper helmet face as they have only produced the Admech style robo-faces. Fine for Admech but it would have been nice to see some Questor Imperialis faces in there.

 

For your consideration:  https://www.shapeways.com/shops/gadgetsplus?li=pb

The new building is underwhelming/terrible. As you sacrifice a turn of movement, shooting and assaulting. It's really hard to justify using it. It does provide terrain and cover, and might have some niche use with a gallant but even then that's questionable.

 

My understanding is knights only get access to households if you have at least three of them. As the house hold rules specifically apply to super heavy detachments and not auxiliary super heavy detachments. This means if you want house rules at a minimum you need to run 3 armigers, or a questoris/dominus and two armigers.

 

The mechanicus knights houses are great, from memory:

 

Krast: re-roll to hits in close combat when charging, being charged and heroic intervention. Re-roll hits in the right phase all the time against titanic vehicles.

 

Krast stratagem 1CP: exploding 6s in the fight phase, 6s to hit become 2 hits, 3 hits against units with the chaos keyword.

 

Taranis: 6+ FNP against all wounds that are not mortal wounds.

 

Taranis stratagem 2CP: when a knight model is destroyed but does not explode at the end of the phase on a 4+ it gets back up with d3 wounds.

 

Vulker: re-roll 1s when resolving shooting attacks against the closest target.

 

Vulker stratagem 1CP: exploding 6s, 6s to hit in the shooting phase count as 2 hits.

 

Raven: when advancing all heavy weapons count as assault, assault weapons do not suffer the penalty to hit for advancing.

 

Raven stratagem 2CP: re-roll all 1s in the shooting phase: number of hits, hit rolls, wound rolls, damage rolls.

 

Hope that helps. :smile.:

 

 

There's a lot of great info in the thread. I'll try not to repeat too much of it.

 

To me Taranis talks to the Death Guard player in me. It's definitely the tankiest of the Houses.  You could say raw Knight firepower is enough, and you'd be saving 2 CP's for the resurrection. And 1 CP to use the top row for performance. This House favours the larger (Dominus) Knights to me because rotate shields is too expensive here. And the resurrection gets the most mileage with your expensive knights of course.

 

House Krast appeals to me on a Death Grip level. House rules let us re-roll all to hit in CC (whether charged, or being charged) and the 2 CP Full Tilt let's you charge if you advanced. And I love the Krast specific fight phase Strategem which turns 6's to hit into 2 hits.... that's better than generating extra attacks which Chaos has with Death to the False Emperor.

 

This brings a basic knight into Knightmare status if he can get in to a juicy target. You'd think other Knights could clear the chaff for him. The problem is as described above, this is expensive.

 

I do like Raven a lot though. I think having that reroll 1's all Shoot phase is incredibly strong with the right load out.

 

 

The new building is underwhelming/terrible. As you sacrifice a turn of movement, shooting and assaulting. It's really hard to justify using it. It does provide terrain and cover, and might have some niche use with a gallant but even then that's questionable.

 

My understanding is knights only get access to households if you have at least three of them. As the house hold rules specifically apply to super heavy detachments and not auxiliary super heavy detachments. This means if you want house rules at a minimum you need to run 3 armigers, or a questoris/dominus and two armigers.

 

The mechanicus knights houses are great, from memory:

 

Krast: re-roll to hits in close combat when charging, being charged and heroic intervention. Re-roll hits in the right phase all the time against titanic vehicles.

 

Krast stratagem 1CP: exploding 6s in the fight phase, 6s to hit become 2 hits, 3 hits against units with the chaos keyword.

 

Taranis: 6+ FNP against all wounds that are not mortal wounds.

 

Taranis stratagem 2CP: when a knight model is destroyed but does not explode at the end of the phase on a 4+ it gets back up with d3 wounds.

 

Vulker: re-roll 1s when resolving shooting attacks against the closest target.

 

Vulker stratagem 1CP: exploding 6s, 6s to hit in the shooting phase count as 2 hits.

 

Raven: when advancing all heavy weapons count as assault, assault weapons do not suffer the penalty to hit for advancing.

 

Raven stratagem 2CP: re-roll all 1s in the shooting phase: number of hits, hit rolls, wound rolls, damage rolls.

 

Hope that helps. :smile.:

 

There's a lot of great info in the thread. I'll try not to repeat too much of it.

 

To me Taranis talks to the Death Guard player in me. It's definitely the tankiest of the Houses. You could say raw Knight firepower is enough, and you'd be saving 2 CP's for the resurrection. And 1 CP to use the top row for performance. This House favours the larger (Dominus) Knights to me because rotate shields is too expensive here. And the resurrection gets the most mileage with your expensive knights of course.

 

House Krast appeals to me on a Death Grip level. House rules let us re-roll all to hit in CC (whether charged, or being charged) and the 2 CP Full Tilt let's you charge if you advanced. And I love the Krast specific fight phase Strategem which turns 6's to hit into 2 hits.... that's better than generating extra attacks which Chaos has with Death to the False Emperor.

 

This brings a basic knight into Knightmare status if he can get in to a juicy target. You'd think other Knights could clear the chaff for him. The problem is as described above, this is expensive.

 

I do like Raven a lot though. I think having that reroll 1's all Shoot phase is incredibly strong with the right load out.

Nice summary Prot. I’m leaning towards Taranis. The 4+ zombie trick just has cinematic appeal to me. Imagine it’s a Porphyrion! Hahaha

I went over some of the juice on my blog mostlu so I could remember it all for when my book comes.

 

I think the natural draw will be to Taranis. But I really like Armiger models, and the House Raven rule gels with that nicely not to mention their stratagem.

 

I’m trying to look at this as a complete army and something I use with my AdMech. In both cases I like Raven for movement and damage.

I’m taking Taranis because that’s what my existing knight is painted to be. I’m hoping to use the get back up stratagem to wind my regular opponent up, it’s exactly the kind of thing that will make him immediately start drafting a strongly worded email to GW. I’m effectively considering it a 3cp stratagem because that 4+ looks like a good time for a Command reroll. 4 if you count the inevitable machine spirit resurgent stratagem in the following turn. I can certainly imagine there are times when it’s just not worth it though. If you are set up t9 be charged anyway it might pay to stay dead.

I’m taking Taranis because that’s what my existing knight is painted to be. I’m hoping to use the get back up stratagem to wind my regular opponent up, it’s exactly the kind of thing that will make him immediately start drafting a strongly worded email to GW. I’m effectively considering it a 3cp stratagem because that 4+ looks like a good time for a Command reroll. 4 if you count the inevitable machine spirit resurgent stratagem in the following turn. I can certainly imagine there are times when it’s just not worth it though. If you are set up t9 be charged anyway it might pay to stay dead.

I eagerly await this comical batrep

So how does the knight codex work with the detachments exactly? I know the lance is a thing, but do we get anything special in the aux detachment too?

 

In so much as they work at all :P...

 

In an Aux detachment you get access to everything except the Household Tradition (for whatever they very specifically call that out as an exception). 

RAW you can still spend CP to give whatever you field in that detachment Warlord traits, relics etc though.

 

So how does the knight codex work with the detachments exactly? I know the lance is a thing, but do we get anything special in the aux detachment too?

 

In so much as they work at all :tongue.:...

 

In an Aux detachment you get access to everything except the Household Tradition (for whatever they very specifically call that out as an exception). 

RAW you can still spend CP to give whatever you field in that detachment Warlord traits, relics etc though.

 

oh, okay then i suppose! I guess I can't use household specific relics and such, but using relics at all seems kinda weird. still, pretty neat that I can use endless fury still with my admech (or the missile launcher since I still dont have a warden)

 

Also, props to  sneakybamsen for the link! Now I can buy a warglaive box and still use the autocannon bits to make a helliger, so thank you!

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