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30k rules for Armigers & Dominus Knights!


Charlo

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Enjoy all!

 

https://www.warhammer-community.com/2019/01/14/14th-jan-the-horus-heresy-new-imperial-knights-rulesgw-homepage-post-1/

 

They've made the Dominus a little under powered IMO, but still a lot of dakka. I'd rather it was weaker now then buffed with new options later!

Woo these are putrid. The Dominus is basically no threat to vehicles outside of Stomp in melee, the Armigers are very overcosted for being 4HP walkers. They’ll never make it to melee and the autocannons mean you’re over 200 points for 4 shots. I know these are explicitly “get you by” rules but jeez they’ll need to do some pretty heavy reworks to get these playable.

The Dominus with missiles looks like it'll be brutal against Leviathans and their ilk. Make it an Arabalester or Preceptor (maybe even have a Preceptor nearby) and you've got a decent way to stop deepstriking leviathans or termites.

 

I think i'll load mine up with the siege turrets just to force a wall of blasts onto light vehicles or infantry.

 

I think i'll load mine up with the siege turrets just to force a wall of blasts onto light vehicles or infantry.

It isn't blast, just heavy2. I'm not scoffing at an included heavy 6 TL autocannon battery, but it isn't crazy powerful.

 

I kind of like The missiles though. Are they made specifically for hunting enemy knights? Might be a big gambit designing a list around a weapon with such a niche role, but chucking 6 missiles and deleting an enemy titan in The first round would be useful.

 

Dropping twin plasma pies every turn would be fun as well.

 

 

I think i'll load mine up with the siege turrets just to force a wall of blasts onto light vehicles or infantry.

It isn't blast, just heavy2. I'm not scoffing at an included heavy 6 TL autocannon battery, but it isn't crazy powerful.

 

I kind of like The missiles though. Are they made specifically for hunting enemy knights? Might be a big gambit designing a list around a weapon with such a niche role, but chucking 6 missiles and deleting an enemy titan in The first round would be useful.

 

Dropping twin plasma pies every turn would be fun as well.

 

 

It seems like a good weapon loadout to pop Rhinos, every other Knight gun seems to be massively overkill.

Oh man, I finally get to make that ridiculous over the top Anime-esque "Castle in the Sky" Walking Dakka Battleship with twin volcano lances and three siegebreaker turrets for the Dominus.  Is it good?  Who cares, it'll look awesome (The Shielbreaker missiles are better, and feel like a good way to crack open Leviathans as well as other knights while the Decimator plasma should be able to kick around the two-wound terminators decently with their large blast).  But in the end... I just want my walking battleship, I'm totally okay with this.

 

As for the Armagers, they seem pretty good as they're squadroned, get cheaper, the autocannons are extreme long range with sunder like a Deredeo, but better AP and say what ya like, the notion they have different munition loadouts actually gets me too.  Even if the dual close combat weapon versions and thermal lances are probably going to be a fair bit better.  Too bad it's effectively just Questoris and Taghmata so that rules 'em out for me. 

I like that, on the table, the Armigers with Autocannons seem like they will play best by running them up the table to flank other knights, which is exactly how they should perform based on the fluff. Once in the flanks, 4 shots that glance on 5+ rerolling isn't great, but it's a threat.

Somewhat sad that the rules don’t feel that fresh or inspired. There are some neat gimmicks like running any loadout you want on either the Armigers or Dominus’, but they seem kind of underpowered for what they do.

 

The Armigers feel like they’re gonna get cracked open painfully easy but at least they act like light mech runners. It’s a shame their specialty autocannons don’t have rending to make them useful against armor 14 and up but at least they have AP3. It would be super cool for their Thermal Spear to have D3 shots instead, but that’s also asking for a lot. Surprised they don’t count as having Dreadnought Chainfists since it’s...a giant chainsaw on the model. Overall fun rules but they need a little love.

 

The Dominus is just super weird. I’m really glad it can take any mixed loadout but some of its weapons are incredibly...lacking. The Siegebreaker Cannons really need to be Small Blast at the least. The Shieldbreaker missiles should be Armourbane. The Volcano Lance not being Large Blast, Strength D, or Armourbane is absurd, but it thankfully has decent strength and AP, The Plasma Decimator is fun but shouldn’t have Gets Hot, Conflagration Cannon is awesome, Thundercoil Harpoon is raw and is clearly designed to never fail so that’s cool. Overall it’s really not that good but thankfully it comes in under 500 points. As it stands I’m a lot less impressed by it than I am a Crusader or Atropos. It’s definitely a walking gun tower however, and I can I appreciate that. I feel like it will do a bit better when given a good Household Rank.

Funny that the Shieldbreaker rule does nothing against Void Shields.

 

Void shields are kind of a different system in this universe, versus the protective fields the shieldbreakers are designed to pierce. Warp missiles breach void shields, though.

Oh man, I finally get to make that ridiculous over the top Anime-esque "Castle in the Sky" Walking Dakka Battleship with twin volcano lances and three siegebreaker turrets for the Dominus. Is it good? Who cares, it'll look awesome (The Shielbreaker missiles are better, and feel like a good way to crack open Leviathans as well as other knights while the Decimator plasma should be able to kick around the two-wound terminators decently with their large blast). But in the end... I just want my walking battleship, I'm totally okay with this.

 

As for the Armagers, they seem pretty good as they're squadroned, get cheaper, the autocannons are extreme long range with sunder like a Deredeo, but better AP and say what ya like, the notion they have different munition loadouts actually gets me too. Even if the dual close combat weapon versions and thermal lances are probably going to be a fair bit better. Too bad it's effectively just Questoris and Taghmata so that rules 'em out for me.

Your army could use an allied detachment of knights. It’s a little small ;)

I think you might be right there, Marshal Rohr.  A few infantry and a tank or two only gets you so far, so it could really use with a little bit of beefing up, couldn't it?  And if friendship is magic, and an army has no friends or, it's kind of a sad day isn't it? 

 

Come to think of it, it's almost offensive to not do it now!  Practically a crime, one might say.  I'm just being a good person when it comes down to it :wink: . Thanks for helping me see the li- 

 

... the woes of colour schemes now haunts me. 

Harpoon actually seems like one of the best weapons in the game for single target removal. You should pen any armour value with 10+2d6*2pick-the-highest-and-reroll-fails, then can feasibly explodes or do a chunk of hull points to superheavies. Can also one shot primarchs with some good luck, will smush the rest really. It's also the only real appeal of the unit; every other knight can do the load out of the other guns more or less. Archeron for the flamer, apropos for anti tank small blast, porphyron for large blasts (actually it's just far better for pretty much the same points, also what happened to its rules download?). You can't go anywhere for the harpoons though lol

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