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The (Knight) Best Fit For Mechanicus


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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!

 

 

You can still use Household specific relics and Strats RAW, no problem at all. It's just the household tradition you won't get. You'll still be allowed to add a household keyword allowing access to everything BUT those specific tradition rules.

 

I know, it's weird. O.o

So after some careful thought, I still think a knights main job when with the mechanicus is to Act as a counter charge for our gunlines and to finish off what our neutron lasers dont. An errant, paladin and crusader are all still obvious choices, so not much has changed outside of needing a few warglaives to join. A good detachment for mechanicus could be:

 

1 crusader with endless fury, thermal cannon and storm spear

1 heliger

1 warglaive

 

Add either krast or raven traditions and we now have enough support to cover all our bases for allies in a mechanicus list. Crusader is out front with the warglaive ready for a counter, and heliger is finishing off units that our neutron lasers will probably not kill off the bat.

I agree but I want the three CP and the House rules as well so I guess that means I’m trying to wedge 3 Questoris Knights (or bigger) into my lists.

 

If I go back to Cawl, then yes I think the Knight portion has to be one Crusader and some Warglaives ( my preference).

It's pricey but hardly a "tax" when you consider the roles they cover and how efficient they are, especially if you go for a nice synergistic house.

 

Gallant and two Warglaives, all with Meltagun upgrades is some serious anti-big-stuff that Ad Mech lacks outside of NeutrOnagers or Lascannon Ballistarii (who are silly espensive money wise!)

It's pricey but hardly a "tax" when you consider the roles they cover and how efficient they are, especially if you go for a nice synergistic house.

 

Gallant and two Warglaives, all with Meltagun upgrades is some serious anti-big-stuff that Ad Mech lacks outside of NeutrOnagers or Lascannon Ballistarii (who are silly espensive money wise!)

 

honestly, I just realized how crazy a Krast crusader with a Battle cannon,  headsman mark relic & first knight warlord trait can get for big game hunting.

 

the relic gives +1 damage to all weapons targetting units with a wounds characteristic of 10 or more. Unless I'm not thinking right, by characteristic this means that even if the vehicle has taken damage it's still considered having the profile's amount of wounds.

 

most vehicles have 10 or 11 wounds, so mister First can launch a salvo of damage 3 gatling cannon rounds and 2d6  D3+1 battle cannon shots at anything remotely big, rerolling ones and such. Sure, he would struggle against dreadnaughts just a little, but holy heck the kind of firepower he can bring against leman russ's is terrifying, and against titanic vehicles it's even better. add a storm spear for more shots and that guy can decimate a tank battalion easily. heck, a thermal spear may still be better, less shots but more penetration and higher damage...

 

Or, put the huntsman relic and blessed by the sacrosants trait on an archeon and have the best anti-mech flamer in the game when facing vehicles or monsters. 2d6, str 7, 6+ to hit deals mortal wounds and every hit that goes through does 4 damage... man krast just seems like the best for raw damage on the mechanicus side in my opinion

______________________

 

@Vel'cona no, you only need three questorous / dominus chasis to get command points in a super heavy detachment. to get household rules, you just need a super heavy detachment filled with whatever you want!

 

@Vel'cona no, you only need three questorous / dominus chasis to get command points in a super heavy detachment. to get household rules, you just need a super heavy detachment filled with whatever you want!

 

[rant]

Have I already said how much I despise the convoluted mess that is IK Detachment rules? :P

 

I swear, every time I talk to someone about them I get a different "read" on what was intended by GW, and it's so radically disjointed from existing Detachment rules (in an edition that claimed to be attempting to streamline said rules across the factions) that sometimes I feel like just tossing the faction out with the bath water and going back to IG.  At least there I know what I need to make a damn Battalion work.

[/rant]

 

 

@Vel'cona no, you only need three questorous / dominus chasis to get command points in a super heavy detachment. to get household rules, you just need a super heavy detachment filled with whatever you want!

 

[rant]

Have I already said how much I despise the convoluted mess that is IK Detachment rules? :tongue.:

 

I swear, every time I talk to someone about them I get a different "read" on what was intended by GW, and it's so radically disjointed from existing Detachment rules (in an edition that claimed to be attempting to streamline said rules across the factions) that sometimes I feel like just tossing the faction out with the bath water and going back to IG.  At least there I know what I need to make a damn Battalion work.

[/rant]

 

I think we have a pretty good idea of how they work now, and what the limitations are. But it's taken far too much debate to get there, and the fact that there are still people with questions pretty clearly indicates that there is a big issue with the clarity of the rules. 

 

I kind of wonder whether it would be beneficial to have an FAQ post of our own within the forum here? We could keep it up to date via edits, and the wonderful knightly hive-mind we have here would be pretty guaranteed to keep it error free too. 

 

We've seen questions come up at least once in almost every thread around the codex, maybe a catch all post would help? What do you think Vel?

 

We've seen questions come up at least once in almost every thread around the codex, maybe a catch all post would help? What do you think Vel?

 

Please do!  We've definitely had a lot of new blood in here lately and getting a B&C/IK FAQ thread could save us a lot of hassles (especially for crusty, forgetful old players like myself :P)

 

 

We've seen questions come up at least once in almost every thread around the codex, maybe a catch all post would help? What do you think Vel?

 

Please do!  We've definitely had a lot of new blood in here lately and getting a B&C/IK FAQ thread could save us a lot of hassles (especially for crusty, forgetful old players like myself :tongue.:)

 

 

I shall see it done :thumbsup:

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