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6 minutes ago, Focslain said:

The split boxes makes abit more sense now. Since Chaos can't use the preceptor and now the Defender might be another Imperial only knight, why charge the chaos players for sprues they can't use. 

I'd argue the contrary, it speaks more that they might get full use of one and not the other.

34 minutes ago, Mogger351 said:

I'd argue the contrary, it speaks more that they might get full use of one and not the other.

So why split the box then? If Chaos is getting access to the defender there is 0 reason to do split.

2 hours ago, Tokugawa said:

Rumor says knight defender reroll any inv save of 1 for friendly IK unit in 9 inches. 

 

If so, so hilariously bad that the guns better be worth it.

However, lets get speculating and wishlisting to discuss possible rules. Personally, I think it would be interesting if it was an aura for all knights nearby (armigers included) that they get a 3++, but the moment you fail an invulnerable save the shield weakens, and now it only grants a 4++. Fail again and it is reduce to a 5++ of you ion shield. Adds actual defense but won't hold out against sustained pummeling. The ability would restore at the start of the battle round.

Other thoughts I personally think could be damage blanking X times in a turn for Knights within range of it. However these charges don't auto-refresh and you roll to see how many you get back each turn on a D3 (I'd have this ability start at 3 charges) but -1 to the roll to see how many charges you get back (so you get 1-2 charges back each turn). Again, could maybe tie a mandatory use clause to it when you are hit by a weapon that would push you to your invulnerable save (as to stop lasguns from chewing it up), means using plasma could be an effective means of causing use without losing out on lascannons...hmm...

Then again, both of those suggestions would REALLY suck if someone brought 3 of them...9 damage blanks a turn? 3 more blanks restored...or possibly trying to blow through triple layered 3++...hm...

 

Just anything but re-roll invulnerable save of 1...bladeguard have that and it is the most hilariously :cuss: ability you can have and on knights its even worse with 5++, and only against ranged. Maybe even just a simple Bondsman ability that can be applied to other Questoris knights that grants them a 4++ against ranged attacks.

 

...I just want knights to be good.

 

and BEFORE ANYONE runs off, grabs Auspex Tactics to say they are doing good: Canis Rex and his 10 retainers AREN'T good for the army. Literally. Even old mordian glory had to sit back and drink humble sauce when he had to face 3 games back to back of war dog spam and comment about how he said "if you have a good list, you can't complain". The only good knight list is Canis "the most pushed datasheet in the game" rex and 10 some Armigers, 2 short of the max take cap of our battleline options.

 

I like this new loadout. I even got myself on a list at my LGS to get one. But...

honestly...I just want a good codex and I would of loved to have another armiger variant...Helverins and Warglaives are so boring at this point....

10 hours ago, Focslain said:

So why split the box then? If Chaos is getting access to the defender there is 0 reason to do split.

Because they can't use any of the canis rex components at all, so there's 0 incentive to buy that box. To offer a box with 0 potential wastage - which is I imagine the intent - they therefore would be more likely to use all of the other one.

 

That said, the splitting is likely a combination of sales, space inside the box, and as a way to review costs of the kit.

 

How it can be used by chaos is likely secondary.

Edited by Mogger351
21 hours ago, Karhedron said:

 

 

I am not quite sure. I think we will have 5 questoris sprues once this new Knight drops.

  • 2 core sprues that cover the chassis, Paladin and Errant
  • Avenger/Crusader sprue that covers Fist, carapace weapons and Avenger gatling cannon.
  • Preceptor sprue that has the Las Impulsor and pilot.
  • Defender sprue which will have Plasma cannon, C-Beamer and Void shield

We will have to wait and see what combo of sprues GW settles on. It would be weird to include the Warden sprue with the Defender since it doesn't look like it will use any of the parts from it.

 

 

 

Okay, but still the main issue for running an army of these is that they all have the same foot striding forward.....no army variety.  When you compare that to say the tau big boys, their legs are multi pose.  I have like 8 knights.  they all step the same.  I shouldnt have to take a hacksaw to my models, or purchase expensive 3rd party legs to get a little bit of variety.   Perhaps its just me, but i like to have something a little bit more given the cost of these kits.  It just seems lazy by GW.

1 hour ago, Mogger351 said:

Because they can't use any of the canis rex components at all, so there's 0 incentive to buy that box. To offer a box with 0 potential wastage - which is I imagine the intent - they therefore would be more likely to use all of the other one.

 

That said, the splitting is likely a combination of sales, space inside the box, and as a way to review costs of the kit.

 

How it can be used by chaos is likely secondary.

 


I am not sure about wastage - it is effectively a 'free' discount to chaos players to resell the Rex sprue (if they want to - I am useless at selling off things I dont 'need'!). I think I paid around £15, possibly a bit less for one off ebay a good while ago. 

 

 

36 minutes ago, lhg033 said:

 


I am not sure about wastage - it is effectively a 'free' discount to chaos players to resell the Rex sprue (if they want to - I am useless at selling off things I dont 'need'!). I think I paid around £15, possibly a bit less for one off ebay a good while ago. 

 

 

And I imagine GW would rather not sell you boxes with chunks of a ~£100 kit you explicitly can't use or instead sell on to reduce their sales elsewhere.

8 hours ago, Tokugawa said:

Rumor says knight defender reroll any inv save of 1 for friendly IK unit in 9 inches. 

 

If that is the special rule then I hope the Defender is either cheap as chips or its guns are good because that is awful. :blink:

my biggest issue with this kit is that the legs are still unposable. 

 

my second issue is with the entire faction, knights really should be able to select weapons per arm not being "fixed" loadouts. 

8 hours ago, chapter master 454 said:

 

If so, so hilariously bad that the guns better be worth it.

However, lets get speculating and wishlisting to discuss possible rules. Personally, I think it would be interesting if it was an aura for all knights nearby (armigers included) that they get a 3++, but the moment you fail an invulnerable save the shield weakens, and now it only grants a 4++. Fail again and it is reduce to a 5++ of you ion shield. Adds actual defense but won't hold out against sustained pummeling. The ability would restore at the start of the battle round.

Other thoughts I personally think could be damage blanking X times in a turn for Knights within range of it. However these charges don't auto-refresh and you roll to see how many you get back each turn on a D3 (I'd have this ability start at 3 charges) but -1 to the roll to see how many charges you get back (so you get 1-2 charges back each turn). Again, could maybe tie a mandatory use clause to it when you are hit by a weapon that would push you to your invulnerable save (as to stop lasguns from chewing it up), means using plasma could be an effective means of causing use without losing out on lascannons...hmm...

Then again, both of those suggestions would REALLY suck if someone brought 3 of them...9 damage blanks a turn? 3 more blanks restored...or possibly trying to blow through triple layered 3++...hm...

 

Just anything but re-roll invulnerable save of 1...bladeguard have that and it is the most hilariously :cuss: ability you can have and on knights its even worse with 5++, and only against ranged. Maybe even just a simple Bondsman ability that can be applied to other Questoris knights that grants them a 4++ against ranged attacks.

 

...I just want knights to be good.

 

and BEFORE ANYONE runs off, grabs Auspex Tactics to say they are doing good: Canis Rex and his 10 retainers AREN'T good for the army. Literally. Even old mordian glory had to sit back and drink humble sauce when he had to face 3 games back to back of war dog spam and comment about how he said "if you have a good list, you can't complain". The only good knight list is Canis "the most pushed datasheet in the game" rex and 10 some Armigers, 2 short of the max take cap of our battleline options.

 

I like this new loadout. I even got myself on a list at my LGS to get one. But...

honestly...I just want a good codex and I would of loved to have another armiger variant...Helverins and Warglaives are so boring at this point....

 

Not to put too fine a point on it, but...give me 3 ranged damage blanks per game for Knights and no ranged army will ever stop my big boys from smashing into their lines. :biggrin:

Would be hillariously busted, don't even need a recharge on that ability.

 

Also, while Canis and Armigers is undeniably very strong, it's far from the only viable Knight build out there atm. From all Armigers to 1, 2 or 3 bigs have all landed event wins and 5-0/4-1 results, with and without Canis.

 

I went 4-1 and came 4th at GT recently with a Castellan, an Atrapos, 7 Armigers and an Assasin. Second at the event was Lancer, Canis, Valiant and some Armigers with a squad of Voidsmen.

 

Knights are definitely strong and have more than one list to win with. My main hopes for the Codex are that Bondsman becomes useful again and that the Hybrid Questoris Knights learn to hit harder than a wet noodle in melee. 

Really big fan of this new knight, but I was hoping they’d rework the base chassis sprue into something more dynamic ten years on. Especially because it made its development cost back in three weeks or whatever Jes said in the Voxcast episode. 

3 hours ago, sarabando said:

my biggest issue with this kit is that the legs are still unposable. 

 

my second issue is with the entire faction, knights really should be able to select weapons per arm not being "fixed" loadouts. 

We know they can do posable legs cause of the Ceastus kit has that option.

 

Speaking of options, if you want that kind of selection, go Chaos. The Despoiler can select it's weapons in any combination. Friend uses a double RFBC build to decent effect.

On 5/7/2025 at 2:20 AM, Tokugawa said:

Rumor says knight defender reroll any inv save of 1 for friendly IK unit in 9 inches. 

There are two different sets of rumors running around for IK , and they are mutually exclusive (as in, they say conflicting stuff) 

 

Likely both are fake but if i had to believe one, i'd go with the one this specific bit isn't from (for the record, those give the KD an incoming-ap-reduced-by-one aura ) because they "feel" a bit more like what GW would do instead of having knights going super saiyan once per game, but who knows

 

Edit: since i don't think they are here, this is the second set. Keep in mind the start of the second line above

 

Spoiler

Noble lance: same as now (FNP / rerolls)

 

Armigers: -1T / 5++ same as now / Same points

Quaestoris/Dominus: 10 to 20% drops in points / 4++ (see below before screaming)

 

Strats: no more Rotate Ion (there, you might still scream a bit) 

 

Bondsman: once applied on an armiger they don't expire until you swap them with another. The big knight throwing out the bonus gets a (different) buff for itself for the turn it gives a bondsman ability out

 

KD: 

 

Aura: 9" of lowering enemy AP

Weapons: no swaps except for the nipple guns, no carapace weapon

Plasma executor: BS3 36", Str 8, D3+3 shots, AP -2  D2 + overcharge + blast

Conversion beam obliterator: BS3 36", Str 14, 3 shots, AP -2 D4  + sustained hits D3 + conversion (18")  

Bondsman: +1T (armiger) / -1D until next command phase (self)

 

Detachmnets:

 

Defenders of the Realm: warpbane/canoptec court rule ( deployment zone counting as Protected ground/etc etc) 

As long you sit on Protected ground, +1 to hit / additional +1 to wound if also staying on an objective 

Sticky objectives strat

 

Omnissiah conclave: buff table, active all game, either pick one or roll twice 

+1 to Hit melee

+1 A on strikes / +3A on sweeps

+1 STR to ranged weapons

+1 BS while stationary

+1" M

+2" charge

Strat to give one extra buff for the turn to a model (armigers take MW when using it) 

 

Freeblades Crusader: ignore the degrading profile stat malus on all <Imperial Knight> keyworded units

If no friendly unit within 6", 5+ FNP 

 

Adamantine Hunt: can deploy units in the reinforcement step of the first 3 turns, regardless of mission rules

They also can use strategic reserves counting the turn as +1 

 

Strats for DS and another one for 6" drop

 

Edited by Fenriwolf

Not sure if anyone's mentioned it, but all the Knights using the Questoris Chassis have disappeared from the 40k Loyalist Knights webstore (presumably ahead of the box splitting).

 

There's still 1 Forgeworld Knight listed (the Morax) and the new Cerastus Knights are still present, along with a random terrain kit.

 

I think that might be what survives into the Knights Codex.

3 hours ago, Fenriwolf said:

Likely both are fake but if i had to believe one, i'd go with the one this specific bit isn't from (for the record, those give the KD an incoming-ap-reduced-by-one aura ) because they "feel" a bit more like what GW would do instead of having knights going super saiyan once per game, but who knows

 

Edit: since i don't think they are here, this is the second set. Keep in mind the start of the second line above

 

  Reveal hidden contents

Noble lance: same as now (FNP / rerolls)

 

Armigers: -1T / 5++ same as now / Same points

Quaestoris/Dominus: 10 to 20% drops in points / 4++ (see below before screaming)

 

Strats: no more Rotate Ion (there, you might still scream a bit) 

 

Bondsman: once applied on an armiger they don't expire until you swap them with another. The big knight throwing out the bonus gets a (different) buff for itself for the turn it gives a bondsman ability out

 

KD: 

 

Aura: 9" of *see the unspoilered bit*  

Weapons: no swaps except for the nipple guns, no carapace weapon

Plasma executor: BS3 36", Str 8, D3+3 shots, AP -2  D2 + overcharge + blast

Conversion beam obliterator: BS3 36", Str 14, 3 shots, AP -2 D4  + sustained hits D3 + conversion (18")  

Bondsman: +1T (armiger) / -1D until next command phase (self)

 

Detachmnets:

 

Defenders of the Realm: warpbane/canoptec court rule ( deployment zone counting as Protected ground/etc etc) 

As long you sit on Protected ground, +1 to hit / additional +1 to wound if also staying on an objective 

Sticky objectives strat

 

Omnissiah conclave: buff table, active all game, either pick one or roll twice 

+1 to Hit melee

+1 A on strikes / +3A on sweeps

+1 STR to ranged weapons

+1 BS while stationary

+1" M

+2" charge

Strat to give one extra buff for the turn to a model (armigers take MW when using it) 

 

Freeblades Crusader: ignore the degrading profile stat malus on all <Imperial Knight> keyworded units

If no friendly unit within 6", 5+ FNP 

 

Adamantine Hunt: can deploy units in the reinforcement step of the first 3 turns, regardless of mission rules

They also can use strategic reserves counting the turn as +1 

 

Strats for DS and another one for 6" drop

 

 

Interesting rumours and I take with a healthy pinch of salt. Some of them are kinda believable though. A 4++ on the big Knights would certainly give an incentive to take them rather than just spamming Armigers and losing RIS would mean that we can actually use some of the interesting Stratagems. Rerolling 1s would actually be a bit more meaningful on a 4++ since you have a 50% chance of converting a failed save into a pass rather than a 33% chance.

 

I won't go into a more detailed analysis of the 4 Detachments until we get some more evidence of their veracity but if they do turn out to be genuine, I think it would be pretty cool.

24 minutes ago, Indy Techwisp said:

Not sure if anyone's mentioned it, but all the Knights using the Questoris Chassis have disappeared from the 40k Loyalist Knights webstore (presumably ahead of the box splitting).

 

There's still 1 Forgeworld Knight listed (the Morax) and the new Cerastus Knights are still present, along with a random terrain kit.

 

I think that might be what survives into the Knights Codex.

Not to toot my horn but made a thread on it on the 2nd.

3 hours ago, Karhedron said:

Interesting rumours and I take with a healthy pinch of salt. Some of them are kinda believable though. A 4++ on the big Knights would certainly give an incentive to take them rather than just spamming Armigers and losing RIS would mean that we can actually use some of the interesting Stratagems.

 

Yeah, rotate is flavorful but also a relic of the original ion shield incarnation. These days it's more of a tax than anything 

 

Dropping has also a few malus but all in all it'd be a welcome change

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