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Gallant Appreciation and Shenanigans


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So specialists are certainly very powerful and I think the gallant speaks to this because it has the extra attack and WS.

 

However Knights as a generalist unit are crazy powerful too. Usually generalist units are sacrificing major use in one or more phases of the game to be minorly useful in a single one.

 

With knights though, you can move, shoot, charge, retreat, shoot, charge all with impunity. Nothing locks you down and they are pointed as such.

 

Going full shooty offers a great deal of firepower, but you are wasting the combat potential you pay points for by simply standing back. Even feet are worth using if you have the chance.

Yes, you pay for those feet to be riverdancing, so might as well make the most of it, and in turn make your opponent fall back if stuff survives to be able to shoot at your knights.

 

When I get to field a crusader, I have to remember that myself, it takes some getting used to, but I am going to have to try.

The feet also aren't bad at taking on vehicles just because of the number of attacks. I charged a Land Raider with a Crusader, mostly just to keep it from shooting next turn, but ended up trashing it (it was wounded before but not very badly).

Considering you can split your attacks as you want, probably always worth doing something like 2 (6) feet attacks and 2 Chainsword attacks against something like a Land Raider?

 

Though I don't know the pure math on it. Would be good to know!

Out of curiosity, does Renegade have enough weapon bits to make two Gallants? I know you can build one from it, but are their enough swords and fists for two? Asking for a friend (that friend being my Gallant, Simikiel).

 

Also, I'm loving all the love that's coming from this thread! Makes me smile (does not make me ree, despite the picture to my left).

 

So right now, the plan is 2 more Gallants, getting me up to 3. Plus my 4 Warglaives, squads of 2 so they all fit into one SHD. Krast if/when I go Mechanicus, Terryn for Imperialis (depending on who I feel like killing the enemy for that day, Emperor or Omnissiah). Landstrider and Seneschal for WL Traits, Paragon Gauntlet and either Sanctuary or the Helm (whichever one gives +1 attack) for relics. And then...... CHARGE!

Out of curiosity, does Renegade have enough weapon bits to make two Gallants? I know you can build one from it, but are their enough swords and fists for two? Asking for a friend (that friend being my Gallant, Simikiel).

 

Sadly no. Renegade allows you to build two Paladins or Errants but only has the necessary sprues to build one Knight as a Crusader, Gallant or Warden. There's only one Gauntlet in the box.

Out of curiosity, does Renegade have enough weapon bits to make two Gallants? I know you can build one from it, but are their enough swords and fists for two? Asking for a friend (that friend being my Gallant, Simikiel).

 

Also, I'm loving all the love that's coming from this thread! Makes me smile (does not make me ree, despite the picture to my left).

 

So right now, the plan is 2 more Gallants, getting me up to 3. Plus my 4 Warglaives, squads of 2 so they all fit into one SHD. Krast if/when I go Mechanicus, Terryn for Imperialis (depending on who I feel like killing the enemy for that day, Emperor or Omnissiah). Landstrider and Seneschal for WL Traits, Paragon Gauntlet and either Sanctuary or the Helm (whichever one gives +1 attack) for relics. And then...... CHARGE!

 

It's one Paladin kit and one Crusader kit, so you get:

 

2 Battlecannons

2 Meltacannons

2 Chainswords

1 Fist

1 Avenger Gattling

1 of each carapace weapon

 

So sadly only one Gallant from the kit!

Just remember Gallants won't be able to fight flyers and need CP to engage anything on the second level of ruins. That could be a massive CP sink.

 

I'm still wondering what household best benefits the Gallant, though its hard to turn down Hawkshoud

I'm still wondering what household best benefits the Gallant, though its hard to turn down Hawkshoud

Hawkshroud is good but Terryn with Landstrider is also good and really fast. It virtually guarantees you a T1 charge unless your opponent hangs well back from his board edge (29.5" average charge range if you use "Full Tilt"). This also benefits any Armiger Warglaives that may accompany him as their 14" move means they may be able to pull off lucky charges, even without using "Full Tilt" (25" average range on T1).

 

Survivability upgrades are good but the best way to ensure no one kills you Gallant is to get in their face on Turn 1 and obliterate anything that could threaten it. :biggrin.:

 

I'm still wondering what household best benefits the Gallant, though its hard to turn down Hawkshoud

Hawkshroud is good but Terryn with Landstrider is also good and really fast. It virtually guarantees you a T1 charge unless your opponent hangs well back from his board edge (29.5" average charge range if you use "Full Tilt"). This also benefits any Armiger Warglaives that may accompany him as their 14" move means they may be able to pull off lucky charges, even without using "Full Tilt" (25" average range on T1).

 

Survivability upgrades are good but the best way to ensure no one kills you Gallant is to get in their face on Turn 1 and obliterate anything that could threaten it. :biggrin.:

 

 

Hawkshroud is by far my favorite for various reasons but the Gallant is the one knight that isn't going to care as much as even at half you still hit as well as a normal knight and at worst you hit half the time. Makes me wonder if the +1 in combat relic might be worth it on some other imperial households since you need to basically be dead before you actually hit less.

Just remember Gallants won't be able to fight flyers and need CP to engage anything on the second level of ruins. That could be a massive CP sink.

 

I'm still wondering what household best benefits the Gallant, though its hard to turn down Hawkshoud

 

Gallants can always carry an Icarus Autocannon if you're really concerned about such things, though your best bet is probably either Helverins or allied units.

 

Hawkshroud is good but Terryn with Landstrider is also good and really fast. It virtually guarantees you a T1 charge unless your opponent hangs well back from his board edge (29.5" average charge range if you use "Full Tilt"). This also benefits any Armiger Warglaives that may accompany him as their 14" move means they may be able to pull off lucky charges, even without using "Full Tilt" (25" average range on T1).

 

Survivability upgrades are good but the best way to ensure no one kills you Gallant is to get in their face on Turn 1 and obliterate anything that could threaten it. :biggrin.:

 

I feel like if you're going in for Gallants you'll want to go ALL in, as others have said.  Running 3 of them is the best way to make sure they have significant impact on the opponent, and honestly this may be the one area that Questor Imperialis is generally superior to Questor Mechanicus.  I'd agree that Terryn gives a huge mobility boost, and access to Sally Forth will be huge to attack the opponent from an unexpected direction.  That being said, if you're going for 100% crazy melee Knights, you'll want some allies with significant fire support to keep a multitude of threats present.

 

I feel like if you're going in for Gallants you'll want to go ALL in, as others have said.  Running 3 of them is the best way to make sure they have significant impact on the opponent, and honestly this may be the one area that Questor Imperialis is generally superior to Questor Mechanicus.  I'd agree that Terryn gives a huge mobility boost, and access to Sally Forth will be huge to attack the opponent from an unexpected direction.  That being said, if you're going for 100% crazy melee Knights, you'll want some allies with significant fire support to keep a multitude of threats present.

 

 

I guess there'd be nothing to stop someone taking a Gallant detachment as say Terryn, then a detachment of Helverins or whatever as Raven/Vulker etc. Best of both worlds, and the rules seem to allow it. 

So if i'm taking 4 knights is it worth it to only have one Gallant? Between a Warden, Gallant, Paladin and Errant what is the typical target priority by opposing players? 

 

It would depend on what their army is made up of really.

 

Personally, I can't think of a situation in which the Paladin wouldn't typically be my lowest target priority. RFBC is just the least scary weapon.

If I'm infantry heavy, the Warden is likely to be quite frightening, if I have armour, the Errant would be more so.

 

The Gallant would be scary full stop if I can't lock it down with something. It hurts infantry, it hurts vehicles, and if I'm a shooty army it stops me doing that too once it connects with me.

Personally I'm going to field one in my pure knight 2K list. Especially with the stat boosts it got in this addition, only question is if I give it the relic thunderfist or not do to all the other great relics.

I think survivability build will be the best bet. The more firepower he can absorb on his way in the better, and the damage he does is only marginally improved by relic weapons.

Before the codex I liked bringing a Gallant because it requires an answer. Running one with no upgrades is definitely viable, especially since they're stronger now. Running two might be a good idea; one to rush in first and eat firepower and another to follow just behind. I don't think I would use 3 though outside of a game bigger than 2k. Maybe if I know my opponent ahead of time and they struggle in assault. It would be relatively easy for an opponent to keep valuable targets out of reach.

 

Personally I'm going to field one in my pure knight 2K list. Especially with the stat boosts it got in this addition, only question is if I give it the relic thunderfist or not do to all the other great relics.

I think survivability build will be the best bet. The more firepower he can absorb on his way in the better, and the damage he does is only marginally improved by relic weapons.

 

Yeah, looking at the 2+ armour relic or the healing one. Depends on what I give my warlord (or make it my warlord... hmmm)

Yeah, looking at the 2+ armour relic or the healing one. Depends on what I give my warlord (or make it my warlord... hmmm)

My hunch is that the 2+ save relic will protect you from more wounds than the healing one will regenerate over the course of the battle. It depends of course on what you end up facing.

I'm on the fence with using the second Knight from the Renegade box I picked up last week as either an Errant or a Gallant.  I honestly like both but I currently have a Paladin, Warden and Crusader "on deck" so where I go next is really a matter of filling gaps.  Since my plan is to run the Crusader with the Thermal Cannon (perhaps the Relic one) I don't feel that I need the Errant specifically, but at the same time since I'm going Questor Mechanicus I won't have access to Sally Forth so the Gallant will have to march up as normal.  With how sketchy melee is in general in 8th (particularly for Knights, where they risk all kinds of scary melee specialists), I'm still struggling to validate a Knight that is 95% melee-focused :/

Sally forth (charging after advancing) is not limited to questor imperialis. At least not in the reviews I've seen of the codex, and wouldn't Raven be quite gimped if it was, as they are all about advancing?

 

I would, if I were you, especially with what you already have, get a gallant. It's the gem of the codex, it's the cheapest (and most fieldable) knight. And it's awesome. :)

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