Charlo Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103721 Share on other sites More sharing options...
sneakybamsen Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103727 Share on other sites More sharing options...
ImperialSquishiness Posted June 12, 2018 Share Posted June 12, 2018 I think the best way to field Knights on general is run them up the field. Crusaders are good for tap dancing infantry of all types and light vehicles. Gallants can deal with monsters and vehicles too. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103734 Share on other sites More sharing options...
Tyriks Posted June 12, 2018 Share Posted June 12, 2018 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). Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103764 Share on other sites More sharing options...
ImperialSquishiness Posted June 12, 2018 Share Posted June 12, 2018 The stompy feet are as effective as the rfbc. After all, each hit is effectively a battle cannon shot Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103772 Share on other sites More sharing options...
Charlo Posted June 12, 2018 Share Posted June 12, 2018 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! Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103785 Share on other sites More sharing options...
Frostglaive Posted June 12, 2018 Author Share Posted June 12, 2018 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! Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103794 Share on other sites More sharing options...
Commander Dawnstar Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103798 Share on other sites More sharing options...
Charlo Posted June 12, 2018 Share Posted June 12, 2018 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! Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103799 Share on other sites More sharing options...
Ninjoe42 Posted June 12, 2018 Share Posted June 12, 2018 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 Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103806 Share on other sites More sharing options...
Aegir_Einarsson Posted June 12, 2018 Share Posted June 12, 2018 Hawkshroud in my opinion. 2+ save And relic gauntlet or 4++. Tough nut to crack. Also as addition crusader with relic gatling cannon is Nice option. One shooty And one hard punchy. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103820 Share on other sites More sharing options...
Karhedron Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103865 Share on other sites More sharing options...
Lysere Posted June 12, 2018 Share Posted June 12, 2018 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. 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5103930 Share on other sites More sharing options...
Vel'Cona Posted June 12, 2018 Share Posted June 12, 2018 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. 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104032 Share on other sites More sharing options...
Stray Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104046 Share on other sites More sharing options...
Lord Ragnarok Posted June 12, 2018 Share Posted June 12, 2018 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? Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104114 Share on other sites More sharing options...
Stray Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104120 Share on other sites More sharing options...
Focslain Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104126 Share on other sites More sharing options...
Ninjoe42 Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104138 Share on other sites More sharing options...
Tyriks Posted June 12, 2018 Share Posted June 12, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104161 Share on other sites More sharing options...
Focslain Posted June 13, 2018 Share Posted June 13, 2018 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) Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104766 Share on other sites More sharing options...
librisrouge Posted June 13, 2018 Share Posted June 13, 2018 I used the old Gallant Lance formation and am honestly considering using it again besides some IG. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5104945 Share on other sites More sharing options...
Karhedron Posted June 14, 2018 Share Posted June 14, 2018 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. Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5105160 Share on other sites More sharing options...
Vel'Cona Posted June 14, 2018 Share Posted June 14, 2018 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 :/ Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5105340 Share on other sites More sharing options...
sneakybamsen Posted June 14, 2018 Share Posted June 14, 2018 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. :) Link to comment https://bolterandchainsword.com/topic/348072-gallant-appreciation-and-shenanigans/page/2/#findComment-5105371 Share on other sites More sharing options...
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