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So as my Grey Knights army continues to grow along with my Inquisition/ Imperial Agents forces, it is time to build models to repair, equip, and rearm the forces from Titan

 

Deimos_Skitarii.thumb.jpg.56975274fb6d7ea89892cc53c580bf21.jpg 

 

So far I have a unbuilt Box of Skitarii and an Iron Strider

 

So the Tech Priest Engineseer can serve Militarum Tempestus or Adeptus Mechanicus.

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The Technoarchaeologist is for my Imperial Navy. 

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The Skitarii Marshall (Warlord) and Tech Priest Dominus are just for Adeptus Mechanicus.

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What is most interesting in the Deimos scheme for me is, beside the ky blue/grey robes, the Terracota/Sinopia/Dirty Copper of the amour plates.  It is red without being red and it brings some depth to the illustration.

 

 

Edited by Bouargh

As I reinforcement my Grey Knights with the Land Raiders I have for them (3 built, 1 in progress, 1 more to start), I am still picking up models for Forgeworld Deimos when I can. 

 

My 1000 Point list:

Characters

  • Skitarii Marshall (Warlord - Built)
  • Tech Priest Dominus (Built)
  • Tech Priest Engineseer (Paint in progress) 

Battleline

  • Skitarii Rangers (purchased)
  • Skitarii Rangers
  • Skitarii Rangers
  • Skitarii Vanguard

Other Datasheets

  • 2 Ironstrider (1 of 2 purchased)
  • Onager Dunecrawler (purchased) 
  • Onager Dunecrawler

Once I get my second box of Rangers I think I will build half what I have then focus on buying other half of army.....plus Skitarii are out of stock at most stores by me right now. 

 

The Terracota color for the armour.  Since I am using the Army Painter Fanatic line, I think the color I am going to use is

 

 WP3185-EvilChrome-Metallics-2copy_1024x1024@2x.jpg.03417b1e3b2a3c7def3f564721dc9102.jpg

How do you plan going for Ironstriders: Ballistari or dragoons? Seen your built I would go Dragoons to get some antivehicle/walkers hitting power. 

 

The other question is how to set the onagres. At 1000pts I found the blasters and autocannon+missiles quite versatiles, less at bigger games. But you already have a strong gunline with 4 battleline units, so may be the other configs are worth being explored. I would keep in mind the autocannon combined with missile for their antiflyer rules, which is very valuable against aeldari or drukhari... and probably against tau too. At keast gor one of the two. The second one could go any other config, although I found neutron laser works better in pair. But it is because my dice are doomed...

Edited by Bouargh
3 hours ago, Ulfast said:

Looks solid. I would perhaps build the third ranger as a vanguard unit. A better mix for the future.

 

Originally I had 2 of each and can switch it back. 

 

4 minutes ago, Bouargh said:

How do you plan going for Ironstriders: Ballistari or dragoons? Seen your built I would go Dragoons to get some antivehicle/walkers hitting power. 

 

The other question is how to set the onagres. At 1000pts I found the blasters and autocannon+missiles quite versatiles, less at bigger games. But you already have a strong gunline with 4 battleline units, so may be the other configs are worth being explored. I would keep in mind the autocannon combined with missile for their antiflyer rules, which is very valuable against aeldari or drukhari... and probably against tau too. At keast gor one of the two. The second one could go any other config, although I found neutron laser works better in pair. But it is because my dice are doomed...

 

I was going to do Lascannon Ballistari as one Guy in my group bought 2 Valour Strike boxes another has a tank Guard army.  Same reason I planned on dual Neutron lasers Onagers

Against knights, balistarii vs. Dragoons is probably 50:50. Depending of the game style of yours. 

Against AM tanks, balistarii are probably a better fit.

 

In both cases, if you are going to face vehicles heavy list such as these 2, may be it is worth thinking about kataphrons with heavy arc gun and arc claw... but these are going to cost you 2 battleline units. Yet at 1000 pts, you will still have enough units to get decent amount of time to bring down these knights or LRusses.

Edited by Bouargh

I'd be careful with the kataphrons. While they are decent at anti-vehicle, knights and guard have plenty of D3 weapons to take them out. The knight player will have lots of them. While arcs are decent, again might want to look at the destroyers' grav, while shorter range it has more shots and anti-vehicle 2+ and the extra pip of T won't matter too much against return fire. 

 

Will agree that the balistarii is a good choice for both opponents, though the Dragoons with taser lances will eat armigars for breakfast with a decent roll.  

 

More food for thought.

Edited by Focslain
40 minutes ago, WAR said:

Awesome Food for thought @Bouargh and @Focslain, keep the ideas coming. 

 I can give you a tactica against the knight player since there are few combinations they can build. Not sure on how much you know about knights though. 

 

I'll have a rough draft in the morning. 

15 hours ago, Focslain said:

I'd be careful with the kataphrons. While they are decent at anti-vehicle, knights and guard have plenty of D3 weapons to take them out. The knight player will have lots of them. While arcs are decent, again might want to look at the destroyers' grav, while shorter range it has more shots and anti-vehicle 2+ and the extra pip of T won't matter too much against return fire.

 

Stat wise the grav gun is indeed a tad better. But what it gains in number of shots and with antiv +2 is compensated by the lack of armour penetration. If you add the breacher special rule I end up with an average of 4 wounds per turn for breachers vs 5 for destroyers against arminger. Not too different. So for me the decision lays into the other weapons. And here the HtH capacity of breachers makes the breakeven, plus the rapid fire 2 for the arc gun. But, and it is with a big B, it requires an agressive play style and seeking contact. Which may be delicate with so slow moving cyborgs and 1000pts only... That and the fact that you are likely not to reach ennemy at full strength. But if they target breachers, used as decoy, the onagres may have more room to deal damages, so...

Edited by Bouargh

@Bouargh In my experience I've had more issues with the grav then arc. The extra pip of AP tends to be a non-factor due to Rotate Ion. But it really depends on the player, generally you use the helverins to take out the striders and kataphrons, leave the ongar for the warglaives and big boy with AT weapons. Plus on a personal preference I found that destroyers with grav/flamers make for a nice rear guard against lightly armoured deep strikers, like in the guard. Breachers have their uses, I use full arc breachers myself.  

 

@WAR Ok, here's a quick guide. If you have other questions just ask.

 

As a fellow knight player, I'm taking this as a beginner guide to knights using the Valor box as your primary force. If the valor boxes are all your opponent has, there are generally two options for them. Depending on if they are super aggressive or not.

 

Armigar wise your most likely looking at 2 warglaives and a helverin at least. If his aggressive it has a high chance of the Errant (melta) w/ a thrid warglaive, otherwise your looking at facing a Paladin (battle cannon), coin flip on the fourth armigar. 

 

Errant can be dealt with by bubble wrapping your ongars as it's ability is against the closest target. So placing some skartarii around them removes his main re-roll. But you want to stay more then 12" away anyway cause besides the Melta 6 of the cannon, a knight chainsword can hit hard on it's own.

 

If they are smart they will try and keep from having to face more than one ongar at a time. I'd place them last so you can get a good fire lane also makes them keep guessing on where they will be.

 

With how cheap (never thought I use that word describing knights) the bigger boys have gotten you can fit four armigars in a 1K list these days. The combination will depend on your opponents style as stated above. I’ve included two lists that I would build using the box for a 1K game and will go over the units later.

 

 


valor box 1 (995 points)

Imperial Knights
Incursion (1000 points)
Noble Lance


CHARACTERS

Knight Errant (415 points)
  • Warlord
  • 1x Meltagun
    1x Reaper chainsword
    1x Thermal cannon
  • Enhancement: Mysterious Guardian


BATTLELINE

Armiger Helverin (140 points) x2 (280 pts)
  • 2x Armiger autocannon
    1x Armoured feet
    1x Questoris heavy stubber

Armiger Warglaive (150 points)
  • 1x Meltagun
    1x Reaper chain-cleaver
    1x Thermal spear

Armiger Warglaive (150 points)
  • 1x Questoris heavy stubber
    1x Reaper chain-cleaver
    1x Thermal spear

Exported with App Version: v1.23.0 (63), Data Version: v507

valor box 2 (995 points)

Imperial Knights
Incursion (1000 points)
Noble Lance


CHARACTERS

Knight Paladin (405 points)
  • Warlord
  • 2x Questoris heavy stubber
    1x Rapid-fire battle cannon
    1x Reaper chainsword


BATTLELINE

Armiger Helverin (140 points)
  • 2x Armiger autocannon
    1x Armoured feet
    1x Questoris heavy stubber

Armiger Warglaive (150 points) x2 (300 pts)
  • 1x Meltagun
    1x Reaper chain-cleaver
    1x Thermal spear

Armiger Warglaive (150 points)
  • 1x Questoris heavy stubber
    1x Reaper chain-cleaver
    1x Thermal spear

Exported with App Version: v1.23.0 (63), Data Version: v507

 

In general there are two types of armigars, Warglaives and Helverins.

 

The backbone is going to be the warglaives. They are fast (12", no pivot), hit hard at range and melee, more so if bonded. They have melta 4 at 12" and that places them in charge range and the cleaver is D3 or D1 if it sweeps (which doubles it's attacks). if I didn't have access to Moriax (FW armigar) I'd replace them with warglaives paws down. They also get sustained hit 1 on the charge. 

 

Helverins are fire support but not that good in melee other then for tank shock. Thier carrying two four shot autocannons. So plenty of lead down field and will kill a kataphron if you fail the save. Since you don't have fly units your safe from it's anti-fly ability.

 

For the big boys we have the Errant and Paladin. Both will have the chainsword and that thing hits hard in strike and sweep modes. Strike is Dmg6 so good for splitting your ongar/striders in two. The sweep is only Dmg 2 but gets 3x the attacks (12 to the strikes 4). 

 

Range and abilities are the main differences. 

 

Errant has a Thermal Cannon, multi-shot (2d3) version of the warglaives thermal spear and melta 6. His ability isn’t much, re-roll to hit against the closest target and can give an armigar’s weapons assault and re-roll advances.

 

Paladin is my preferred main knight. Armed with a Rapid Fire Battle Cannon, it does what it says. So at half range (36”) it gets 2D6+6 shots with blast. All of which are S10, AP -1 (meh) and Dmg 3. So it basically gets that all the time. It’s ability is actually good. Base is a re-roll hit, wound or save per phase, making it tanky and deadly. Bonding grant the armigar Lethal and Lance which makes the warglaives hit that much harder on the charge. 

 

If they take the Paladin they don’t have the points for an enhancement unless they swap a few warglaives for helverins. The Errant is cheap enough to get one and Mysterious Guardian is one of the best. It allows them to deep strike the knight, which could be hard to fit that large base into the back field, but it will allow them to place it in melta range if your not careful. 

 

Another thing with the big guys you need to know is how their extra abilities of Towering and Titanic work. Towering means that they can see thru a ruin if they are partially in it, No need to be fully (if even possible) in to shot out. As Titanic characters they can do actions and shoot, only downside is that Titanics can’t overwatch. 

 

Defense wise all (in the box) knights are 3+ sv, 5+ Inv v/ ranged, and in our current detachment a 6+ FNP that can be buffed to 5+ if we complete our quest, smalls are T10/12W and the big guys are T12/22W. This is why the anti-vehicle is needed to cut thru the high toughness. Knights also have a defensive strat called Rotate Ion which is 1CP and increases the Inv to 4+ this is why the high AP of ranged weapons tend to not be an issue. Volume and a little AP work just as well if not better against knights then a few high damage shots. At least in my experience. 

 

One thing to consider is that while you can debuff a knight with damage, killing it is better, so focus fire when you can. 

 

Good luck to you, I know knights can be an issue if your not prepared for them. 
 

Edited by Focslain

Thank you four the awesome write up, @Focslain

 

The knights are not gonna be fun and unfortunately his waac attitude and poor attitude when things go sideways makes him less fun of an opponent. Luckily I only play him every so often compared to others in the group. 
 

So what are some of the must haves and what detachments are the preferred ones for ad mech. 

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