chapter master 454 Posted May 15, 2022 Share Posted May 15, 2022 Consider this a thread for the new Knight's codex since I don't think it reasonable to put any sort of discussion of the codex that is now out in a thread called "speculation". We ain't speculating anymore, we're calibrating! As normal, it was harder figuring out where every rule was in the flipping book than anything. I seriously want to put the person who lays out the order of rules under the foot of a dominus! Speaking as someone who runs House Taranis and thus is a Questor Mechanicus boy, my main focus has been on the (better (read: opinion(read: facts (read: don't @ me)))) half of the forces. Some major improvements have been made but in some I feel there is lacking. First off the bat that I don't feel was cleared up well by previews and leaks is what the difference was between Cognis and Ironhail Stubbers was and considering that difference is the sole reason for the word spaghetti that is wargear options for our knights, kind of a curious sticking point. The difference? Ironhails get AP1 while Cognis are Assault weapons. That's it. Carry on. Initial scanning through the book and considering things, we have most certainly had our damage values universally increased or made consistent. Damage 3 on RFBCs is something I really didn't notice somehow and that does make those guns a bit more worth it. Quite a generous boost however they still have to suck down the the fact they are a 2D6 blast weapon so will never get to have any sort of use of the blast rule except in extreme circumstances (again why I say it should be per die, not the whole attack which funny thing: Land Strider is nice for that feature). The only real question in my opinion is if the Volcano Lance still retains it's ability to body tanks with little care. While getting a damage floor now of 9 is nice (prior that was it's ceiling), only D3 shots can be extremely swingy and easy for it to feel lack lustre. However, with an average of 11 to 12 damage (maxing out at 14) this thing can quite easily delete up to medium class tanks/high end monsters with even just one shot getting through. Speaking of big game hunting, the Thermal Cannon is certainly an odd ball. 2D3 shots is nice, consistent even but will again highlight blast weapon rule issues that need updated but in fairness: why is it shooting mass targets? This thing is now a pretty beefy melta cannon that can have multiple shots with damage profile of D6+4 (when in half range), putting the damage floor at 5 per shot and an average shot count of 4 also helps. Errants also pack likely what could be considered one of the more popular Bondsmen boons to give, allowing an Armiger to Move, Advance and Charge we may be seeing more of this Knight Variant show up, even if as a one of in lists That being said, not all roses from my gleaning. Thunderstrike Gauntlet's Death Grip is from my understanding...not great? It only negates invulnerable saves meaning with AP3 it is often better to just let them roll on the Invulnerable than let them get 2 chances at negating damage, armour depending but even then it isn't looking good for the ol' Gauntlet. Reaper Chainsword however, its eating good due to having the ability now to swing it horizontally now; our knights graduated the College of Chop and finally got a Degree from the School of Sweep. Feels good to be using our melee weapons proper now, instead of our dance shoes! (Dominus however certainly wasn't happy about this. They liked the Tango). Early door looks for myself, I like some basic stuff I am seeing but I also believe we are likely to see a lot of similar set-ups. I can certainly see a future where knight lists are going to be starting with 6-8 CP each game, with some usual suspects showing up in every list. Sanctuary is now especially good with being a 4++ for melee, wouldn't be surprised to see Double Gallants with Armour of Sainted Ion and Sanctuary running around with an Errant in the back (exalted court, Master of Lore to give 2 armigers advance and charge). That being said, while Dominus aren't Bondsmen material; can't help but notice that while I was figuring out how to make my Castellan play nice with his painted role (Archimaxes. According to his heraldry from the 8th edition book, he is a master of lore), I can see some value in a Castellan...Castle? Have them recite the exploding 6s litany with 3 Helverins running around them getting 4++ from Ion Aegis stratagem, give the Dominus Ion Bulwark; that could be an extremely scary gun base for any knight list to have. Could even have a questor knight, master of vox, on the field hand out bondsmen boosts to 2 of them as so they get -1 damage defence. Anything anyone else has had some first scan impressions from the codex? Are any of you from the (Inferior) Imperialis seeing something spicy on your end? (and to make it clear, my remarks about Mechanicus and Imperialis are jokes. They aren't dataslate adjustments, don't take them so hard!) Karhedron and N1SB 2 Back to top Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now