Warhammer 40,000/Tactics/Imperial Knights(8E)
- 1 Why Play Imperial Knights
- 2 Keywords
- 3 Special Rules
- 4 Stratagems
- 5 Warlord Traits
- 6 Tactical Objectives
- 7 Wargear
- 8 Unit Analysis
- 9 Allies
- 10 Tactics
Why Play Imperial Knights
- Tough as nails. With 24 wounds, T8/3+/5++ vs shooting, it'll take on average 23 BS3+ lascannon shots to take one down. Waltz it forward at the front of your army and watch it soak up entire turns of shooting. (Just be careful if the Guard player sets down a Shadowsword.)
- Low unit count will be getting first turn almost all the time.
- Cool models. As in "psychologically-intimidating" cool. Putting a Knight on a table will cause your opponent to internally go into "aww shit" mode.
- Can be magnetised so that you can customise your knight depending of the opponent/meta, although not so much of an option with forge world models. They’re also surprisingly easy to build and paint, painting in particular is made so much easier by the presence of nice large armour panels, the ability to built the knight in separate sub assemblies, and nice sharp details which take highlights very well.
- They make for an excellent Imperial ally in 2000 point or more games, especially more as it can be more efficient having the slightly weaker knights running around killing stuff than a single warhound Titan.
- While you would never really put some imperial factions together (sisters of battles and marines for example) there is no imperial faction which does not gain something by the presence of a Knight (although every time this is to perform the role of “a giant fuck off robot with big guns”, but who doesn’t need a giant robot on their side?)
- Knights have all of the ranged firepower, possessing strength 9 ranged weapons for your name blade chewing needs, high rate of fire strength 6 guns for your GEQ chewing needs and even more heavy firepower to come in the form of the 3 new knights we’ll be getting.
- You absolutely destroy most balanced armies because they take a spread of different weapons for taking on different targets, and as your whole army is vehicles you can pretty much ignore large parts of their armies threats. Watch out for Dark Eldar though, they pack anti-tank like no ones business.
- Lots of large prominent areas for freehand painting.
- You are That Guy.
- Damage Tables mean that your Knights get slower and less accurate the more worn down they are from combat.
- Although tougher than they were in the previous edition, they've also gotten a lot pricier-a bare-bones Gallant runs 352 points, while a fully-kitted Crusader weighs in at 523.
- Knights die surprisingly easily and hit surprisingly weakly. Expect to take a lot of wounds and miss a lot of shots. As mentioned in the Pros section, their best weapon is the sheer intimidation factor of the models. Speaking of intimidation...
- You won't win the psychological warfare against level-headed opponents. Your Knights might be scary as fuck to noobs but not to those who keep their calm. That's why you are That Guy.
- A 3+ armour and 5++ invulnerability save is nothing special to write home about, especially as most knights don’t get their invulnerability save against melee attacks. Unless you’re up against “small arms” fire you will take a surprising amount of damage very quickly. Stuff like Tesla guns with +1 or +2 to hit will do an obscene amount of damage despite your saves.
- They will need help dealing with hordes even if they can't be tarpitted any more.
- Hammernators will wreck your shit mercilessly and almost look cost-effective doing it. Bjorn will tear one of your knights a new asshole if you let him attack. Even generalist infantry melee blenders (like Khorne Berzerkers) will wear you down quickly through sheer volume of attacks.
- Dedicated anti-tank guns will bring them down with shocking rapidity. With the changes to ion shields, static gun lines threaten them quite a bit.
- You have to ally with the Mechanicus to get Engineseers and other Techpriests to repair Knights at a reduced efficiency (1 wound instead of D3, although the right warlord trait can boost that to 2).
- You're big, but there are even bigger kids on the block, and the firepower and melee capability these beasts can bring to a battle makes your knights look like an Ork trukk by comparison.
- You are That Guy.
Knights have either QUESTOR IMPERIALIS or QUESTOR MECHANICUS Keywords, which are relevant for certain interactions with other Imperial factions like the Adeptus Mechanicus and also determine whether or not they can benefit from a few Relics. Non-Freeblades also have the <HOUSEHOLD> Keyword, which will define their Household Tradition.
Super-heavy Walker: Knights can simply walk out of combat whenever they so please without taking any of the regular penalties for doing so. Tired of slicing up his Tactical squad? Walk away and smash his Predators! Not going to win that combat against their geared up HQ? Walk away and blast them to bits in the shooting phase instead! This half of the rule effectively means that Knights can never be tarpitted. Additionally, when they Fall Back, they can move over enemy INFANTRY and SWARM. The other half of this rule removes the penalty from moving and firing heavy weapons, as well as dictates that the knight only gains cover if at least half the model is obscured, but with how tough these are anyway, you don't need cover.
If your army is Battle-forged, select one model in each Imperial Knights Super-heavy Detachment in your army. Each model you selected gains the Character keyword. In addition, as of the new FAQ, you get no CP if your Detachment contains no Knights with the Titanic Keyword, your usual amount of CP if you have at least one Knight with the Titanic keyword, or 6 CP if you have at least three Knights with the Titanic keyword. A massive upgrade from the previous version of the rule, and now it even covers the Forge World Knights too!
Your new Chapter Tactics equivalents for Knight Houses. At first glance, Houses may seem akin to the sub-factions of the other Codexes, but the difference of some of them being Questor Imperialis or Questor Mechanicus means they have different access to a trio of mutually-exclusive Stratagems and Relics.
- House Cadmus - Hunters of the Foe: Allows re-roll all failed wound rolls in the Fight phase targeting anything under 12 wounds.
- Against T4 and below this almost guarantees that your stomp attacks will get through, and re-rolls to wound against high wound, high invulnerability save models like Guilliman will ensure that your assaults will not falter.
- House Griffith - Glory of the Charge: Add 1 to the Attacks characteristic of a model during any turn in which it charged or performed a Heroic Intervention - in addition a model with this Household Tradition can perform Heroic Interventions as if it were a Character.
- Now that blast weapons aren't a thing anymore there's no reason not to mob up the table with a blob of Knights, all of whom should be in range to make Heroic Interventions. Also remember that as House Griffith you can make 15 stomp attacks, 18 for Gallants.
- House Hawkshroud - Oathkeepers: Wounds count twice as many for the purposes of your Damage Chart.
- A useful trait to have in any battle, but especially useful against opponents who will try to incapacitate your knight in a single strike, or against things like other knights who charge you and get all their attacks in before you can make your response.
- Probably one of the best traits in the codex. The loss of effectiveness from damage can really gimp your knight, but if your enemy has to deal 18 wounds to your Questoris, 21 to your Dominus and 9 to your Armigers to even drop their statistics by one point, it means you can survive far longer putting out higher damage, and give you a definite edge against other knight armies, or armies that kill you with chip damage.
- House Mortan - Close-Quarters Killers: Add 1 to hit rolls in the Fight phase for attacks made by a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention.
- Makes up for the minus one to hit of the gauntlet, and with a knights high movement speed you can reliably position yourself to make the charge:
- House Terryn - Gallant Warriors: When advancing or charging, roll an extra D6 and drop the lowest.
Pretty underwhelming on anything that isn't built for meleeThe basic Knight Paladin has 2D6 shots, but kicks 12 times in melee. Since Knights are like tanks that can stomp and have giant chainswords, you're missing out when they aren't in melee. Unless tactics dictate keeping your distance is better, where this Tradition also aids your escape if the enemy gets too close. Furthermore, attacking first is incredibly important for Knights and other big things that degrade after taking damage, so a better charge can be the difference between victory and defeat.
- House Krast - Cold Fury: Allows re-roll all failed hit rolls in the Fight phase if a model charged, was charged or made Heroic Intervention this turn, or always if the target has the Titanic Keyword. The Titanic bit of this rule is almost irrelevant, since you can fall back and charge Titanic units too. It only matters when the target has a mean overwatch, or your Knight is unable to Fall Back. It is extremely relevant if you're bringing Armigers Warglaive and perhaps Armigers Helverin (though you really shouldn't be locking the latter in combat).
- Similar to Mortan's, but better, since rerollable 3+ is better than regular 2+. Unless they bring rerollable 2+, like Mortan Armigers around a Knight Preceptor.
- As with all re-rolls, the percentage gain is greater the worse the base stat (in this case even as your knight takes damage and degrades). Even at its lowest tier on the damage table, a Krast Gallant will hit with 75% of his 15 stomps, which is a huge threat for an otherwise 'almost dead' LoW. This only increases the Gallant's capabilities as a distraction-fex and requires that your opponent completely finish off any wounded knights that are within their lines.
- House Raven - Relentless Advance: After advancing, Heavy weapons becomes Assault weapons, and Assault weapons do not suffer hit roll penalty when fired after advancing.
- Better than Terryn's Gallant Warriors when you value mobility for things other than rushing straight forward, as it enables you to do a fighting retreat. Benefits Crusaders and Armiger Warglaives the most for obvious reasons - always load up on Carapace Weapons if you're running House Raven.
- House Taranis - Omnissiah's Grace: Straight and simple 6+ FNP against non-mortal wounds. Not too spectacular, but it can cover for the Ion Shields' inability to protect against melee attacks. And since Knights have so many wounds, that's a lot of opportunities for this trait to activate.
- House Vulker - Firestorm Protocols: When targeting the closest enemy unit with a ranged weapon, re-roll hit rolls of 1. A good choice for Knights that like to get in their opponent's faces with short-ranged weapons, like the Atrapos (The Valiant benefits little from this trait since the Conflagaration Cannon already auto hits while the Thundercoil Harpoon re-rolls failed hit rolls against Vehicle and Monster units). Also makes the Castellan's Plasma Decimator safer to use when overcharged.
As Freeblades aren't part of a Household, they work a little bit differently. Instead of a Household Tradition, Freeblades get to pick one Quality (or two if they roll for it) that gives them a significant boost. The catch? They also need to take two Burdens (one Burden if it's rolled for instead of being selected manually) that are just as detrimental as the Qualities are beneficial (fortunately, they can roll leadership to resist their burdens each turn but equaling leadership still counts as a fail). The end result is a high-risk high-return combination of strengths and weaknesses that you really need to build around in order to make use of, but can work wonders in the right hands.
- Indomitable - Add 1 to Wounds and Leadership. Not as impressive as some of the others, but one more wound never hurt anybody and leadership can help a little to ignore your burdens.
- Last of Their Line- Re-roll failed hit rolls of 1 vs units with 10+ models.
- Will only activate against a small collection of opponents, and will deactivate as soon as the unit drops below 10 units.
- Legendary Hero - One free re-roll for your hits, wounds, damage, charge or save once per round.
- Very nice to have one, as this is the only legal way to free re-roll your damage roll.
- Mysterious Guardian - Allows you to make Heroic Intervention as if you were a Character and sets its distance to 6".
- Peerless Warrior- Roll a d6. On a 1-3, add 2" to Movement. On a 4-5, add 1 to WS (i.e. WS3+ becomes WS2+). On a 6, add 1 to BS.
- Whatever you end up rolling will definitely help a lot, but its randomness will end up defining how you use your Freeblade. You will hate the day that you get plus two movement every game.
- Sworn to a Quest - Re-roll 1 to hit vs enemy Warlord and gives you normal Objective Secured (you still count as 1 model for the purposes of it).
- Driven to Slaughter - BS is reduced to 6+ and cannot Fall Back.
- Tolerable on a Gallant or a Lancer, but anyone else...not so much.
- Exiled in Shame - You can't use ANY stratagems on Freeblade with this burden. (including Command Point Re-roll).
- Not a huge issue as long as your strategy doesn’t rely on specific stratagems, but you may end up wishing you could make that Command Point Re-roll. And it’s helpful to choose as it’s -1 to your Burden Ld roll (ie helps you pass it) - I’m assuming GW thought it was super harsh that you can’t use stratagems so they made it harder for this burden to come into play) (Any information on how this works for relics?)
- Haunted by Failure - You must re-roll hit rolls of 6.
- The most tolerable burden of all, though it does mean anything that would normally trigger on a hit roll of 6 won't work unless you roll another 6.
- Impetuous Nature - Whenever your Freeblade moves, it must always do so towards the nearest enemy model, and also must declare charges against all enemy units within 12" unless it's already within 1" of an enemy.
- Slightly more manageable than Driven to Slaughter; the movement restrictions also technically disable falling back (since falling back is a type of movement and you obviously can't fall back towards an enemy) but it doesn't apply if you don't actually move, and while the mandatory charges can be an issue at least you can shoot things without a BS that make an Ork look like a Vindicare Assassin by comparison.
- Obsessed with Vengeance - Forces you both to target nearest visible enemy unit in the Shooting phase and be able to declare charges only against it in Charge phase.
- Weary Machine Spirit - Count half your wounds left for the purposes of your Damage Chart. Having stats degrading at double speed means you can't afford to lose a single wound.
- Auto-take for Mechanicus Knights, as they have access to Machine Spirit Resurgent
- Death Grip (1 CP): Models with Gauntlet-type weapons only. Make an extra attack on a single-model enemy within 1" and if it hits, you deal D3 mortal wounds instead of normal damage, then the two roll-off their Strength. If the enemy rolls equal or higher it breaks lose, otherwise you deal another D3 mortal wounds, then you roll-off again repeating the same steps. Works best with the Paragon Gauntlet, as you have to hit first. Close your eyes and seize it, clench your fist and beat it...
- Remember that the wording is “single model”, so you can’t use the mortal wounds to squish blobs of infantry. Instead, use this to bypass HQs with high invulns like Shield Captains or Archons, who will struggle to escape your Str8 (you use your model's strength for the roll, not your weapon's). While tempting, vehicles like S8 Land Raiders and even S7 Rhinos actually have an easier time to escape your death grip.
- Ion Aegis (2 CP): At the start of your opponent's movement phase, choose a Dominus Class Knight (e.g. Castellan or Valiant) in your army. It can't move until the end of your next turn, but until then all friendly Imperium units wholly within 6" of that Knight get a 5++. Works best with the Castellan, whose longer range means it isn't as affected by being unable to move.
- Affects not only nearby infantry hordes (Primaris are certainly not hordes), but also helps nearby Imperial Guard TANKS, further protecting their tough hulls behind an invuln. Not even Custodes banners can give you that because those don't affect Vehicles.
- Heirlooms of the Household (1 CP/3 CP): Not quite the same Extra Relics Stratagem everyone else gets, for you see while it does allow one or two Questoris or Dominus class Knights to gain Relics, they also gain the Character Keyword so they can take those Relics, meaning you don't have to spend CP on the Exalted Court Stratagem to do so. Speaking of, mixing this with the Exalted Court Stratagem is the fastest way to burn though all your CP before the game begins, so it's not recommended, even if you have a wide variety of good Relics available. Pick whichever one suits you better.
- Doubling down with both Heirlooms of the Household and Exalted Court might not be a bad idea in a mostly Dominus-class knight army. There are only a few stratagems which can be used by these big boys, so if you're bringing 3 (you monster) you might as well give them all warlord traits and relics.
- Exalted Court (1CP/3CP): After choosing your Warlord, spend 1 CP to turn another Questoris or Dominus class knight from your detachment into a Character, or spend 3 to turn two of them. Does not work on Cerastus, Acastus or Armiger class. Knight Characters may pick a warlord trait (For the purposes of traits that specify a warlord the Knight using it is considered the warlord). Probably one of the best stratagems simply because a) the Warlord Traits in the codex are absolutely fantastic, b) allows your Knights to perform Heroic Intervention without being HOUSE GRIFFITH, which is fantastic for melee-Knights, and c) allows you to get WTs for your Knights even if your Warlord is from a different faction. If you want to give them Relics however, you must also buy the Heirlooms of the Household Stratagem, which is the only real downside of this superb Stratagem.
- Oathbreaker Guidance System (3 CP): When selecting a target for a shieldbreaker missile in the shooting phase, the missile can ignore lines of sight and snipe characters. And let's remember they effectively ignore both invuln and armour saves.
- Rotate Ion Shields (1 CP/ 3 CP): Use when an enemy targets your Knight (for a Dominus Knight it costs 3 CP instead) and get +1 to any invulnerable saves for the rest of the phase. This is fantastic, and you will be using it every turn. There is some strategery involved if you have more than one Knight, because you can only use a given stratagem once per phase as enemies only have to declare shooting one unit at a time; a savvy opponent may bait you into using it on one Knight by shooting a couple of missiles, and then unload the rest of they army into another one. You have been warned.
- Couple with Ion Bulwark Warlord trait and congrats, you have a 3++ on a fucking Knight! God-Emperor, I love this game...
- You can activate it when the enemy targets your Knight, doesn't specify they have to shoot at it (presumably so that it can interact with the Sanctuary relic). As such, you can also use it in the melee phase, where a Cerastus will also gain a 3++.
- Chainsweep (1 CP): Use this stratagem immediately after fighting with a Imperial Knights model from your army that is equipped with a Reaper Chainsword, Ravager, or Honour's Bite. Roll a D6 for each enemy model within 3" of that model; on a 6 that enemy model's unit suffers a mortal wound. Remember it's available to a Knight that HAS a chainsword, not one that fought with it. You can stomp, then Chainsweep.
- You better be fully surrounded, since it only wounds on a 6+. Even if you're surrounded by 20 guardsmen, you wouldn't pay one CP to kill three of them, would you?
- Full Tilt (2 CP): Used in the Charge Phase. Pick a Knight that has advanced this turn; it can charge normally despite having Advanced. Good for the already speedy Armiger Warglaives and Cerastus Knights. Push for melee! Being a Superheavy Walker means you're not locked in melee with the enemy - THEY'RE LOCKED IN THERE WITH YOU!.
- Aaaaw yeah, "good" doesn't do it justice. And not just for Gallants (who go from distraction Carnifex to Inescapable Collosus of destruction). Unless a Crusader or shootier, a Knight actually does more damage with its stompy feet than with its gun arm. This bumps your melee threat radius up to 22.5", and House Raven doesn't even need to forfeit its shooting!
- HOUSE TERRYN can pull off a turn-one charge with this strategem. See Tactics for details.
- Noble Sacrifice (2 CP): Machine Spirit's Revenge, in Knight Flavour. Spend 2 CP to make your Knight go ka-boom on a 4+. Dominus Knights can have the range of their explosion extended to 3D6 if they can make a second 4+ roll. Fun times abound.
- Thunderstomp (1 CP): After fighting with a Knight, choose an Infantry or Swarm unit within 1"; it takes d3 mortal wounds on a 4+...which means an average of ONE mortal wound. MEH. Paying CP to kill a single guardsman, are we?
- Don't use this against Guardsman. Use it to deal the final few points of damage to Slamguinius that charged you! While this stratagem isn't the best, you have to remember that all Questoris and Dominus class can use it to finish off characters, so don't discount it!
- Skyreaper Protocols (1 CP): In the shooting phase, choose an Armiger Helverin that is about to attack a unit with FLY. Its Helverin Autocannons re-roll failed hits against that unit.
- Devastating Reach (1 CP): In the charge phase, pick a Titanic Knight that has not yet charged, then pick an enemy unit entirely within ruins or a Sector Mechanicus structure (which must not have any models on the ground floor). That Knight can charge the enemy unit, and if its charge brings it within 2" horizontally and 6" vertically of the unit, the charge succeeds and the Knight can attack it in the fight phase (but not with Titanic Feet).
- Without this stratagem your gallant effectively becomes a big computer game boss after a player who’s just out of reach, combine with deaths grip to crush that character who thought that they had the higher ground.
- Pack Hunters (1 CP): After an Armiger Warglaive charges, all other Warglaives from the same household can re-roll charges if they are within 12" of the first one. Excellent after "Sally Forth!".
- Bonded Oathsmen (1 CP): Choose a Questoris-class or Dominus-class Knight that has been charged this turn. Any friendly Armiger-class Knights within 6" of that Knight can perform Heroic Interventions as if they were Characters.
Questor Imperialis Specific
- Ironhail Heavy Stubbers (1 CP): At the start of the battle, select one Imperial Knights Detachement. All Heavy Stubbers on Questor Imperialis units in that detachment become -1 AP. Depending on how many Stubbers you have, this could be obscenely good value.
- Valiant Last Stand (2 CP): One of two "On Death" Stratagems you have, and only usable if the Knight did not explode- this one allows the Knight to fire his ranged weapons or fight as if it was his turn in the combat phase before being removed, though the Knight counts as having only one wound left when making these attacks. Pretty damn good for its cost.
- The Valiant is a good choice for this- the Conflagration Cannon automatically hits so the crippled BS will make no difference.
- Sally Forth (3 CP): Allows a Questoris or Armiger class UNIT to Outflank, coming in 6" from a table edge at the end of the movement phase. I.e.: at the end of your second movement phase, as I don't think your want to outflank inside your own deployment zone.
- A bit more useful to Armigers, since not only trying 3 charges is better than a single one, nor because of their exclusive Pack Hunters stratagem, but that allows you to bring up to three Thermal Spears into melta range, while Questoris either bring just one or a weapon with enough range that it doesn't need to outflank.
Questor Mechanicus Specific
- Cognis Heavy Stubber (1 CP): The Mechanicus version of the Ironhail Heavy Stubbers stratagem. Used in the same way, but lets heavy stubbers fire after advancing with a -2 penalty (not like House Raven cares). In addition, you overwatch at full Ballistic skill with heavy stubbers, which does synergize with Vulker's rerolls. Of course, this is relevant only if feel threatened by charging GEQ, who are literally unable to tie you down. But on the other hand, it's still cost-effective and can get you a few extra kills.
- Benevolence of the Machine God (1 CP): When a model suffers a mortal wound roll 5+ to ignore it and all other mortal wounds for the rest of the phase. Great versus smite spam armies. Same as Benevolence of the Omnissiah.
- Machine Spirit Resurgent (1 CP): Old reliable. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
- House Mortan - Slayer of Shadows (1 CP): Use in shooting phase. One model can ignore all negative penalties to shooting. It also ignores positive modifiers to shooting, but those are so rare that you can ignore that downside. Just EXCELLENT against Eldar.
- House Terryn - Glory in Honour (3 CP): Use it after one of your units has fought, NOT at the end of the Fight phase unlike other "Fight Twice" stratagems. It lets you fight twice, btw. Useful if you would like to fight twice. Which you would, it's fight twice, man. You killed the enemy? Then Pile in to the next one. Didn't kill the enemy? Then don't stand around trying to catch a chainsword with your faceplate. Punch it once again to either kill it or make it drop a wound bracket - corpses and cripples have a hard time fighting back.
- If you have enough CP, you could always have your Gallant become John Cena. Full Tilt, charge, fight, Glory in Honour to fight again and throw in a Thunderstomp, Death Grip or Chainsweep when appropriate. Beatdown!
- House Hawkshroud - Staunch Allies (2 CP): Use immediately after an enemy unit declares charge at an IMPERIUM unit that belongs to you. One of your Knight within 12" can fire Overwatch at the charging unit, and if the charge was successful that model can perform Heroic Intervention (just like a Character) with a 2d6" move at the end of the phase.
- You don't even have to use it. Just let the enemy know that Crusader of yours could fire all its guns at the offending unit and they might change their strategy. And this isn't just to protect lowly allied guardsmen from melee bullies (an Avenger Gatling's Heavy Flamer works nice, Dominus Conflagration Cannons work best). If the enemy charges one of your knights, you can double team on them. Hawkshroud just will not let you down!
- House Griffith - Dragon Slayers (2 CP): Use in shooting or the fight phase. +1 to wound against units with 10 or more wounds. Basically turns that Reaper Chainsword into a Thunderstrike Gauntlet without the hit penalty. Sure it overlaps with the Paragon Gauntlet, but this only means you can effectively have two of them.
- House Cadmus - Bio-scryer Cogitator Array (3 CP): Lets you immediately shoot at a unit that is set up from tactical reserve, provided it shows up within 12". Notably, this does NOT impose a to hit penalty, setting it apart from other similar stratagems. Not to mention having a Crusader pump a tank squad's worth of firepower into an oportunistic deepstriker is better than other armies infantry-only responses.
- House Krast - Controlled Aggression (1 CP): Use before a model fights. Any unmodified hit rolls of 6 cause 2 hits instead of 1, unless its a chaos unit. In which case, it causes 3 hits. Cannot be combined with Deathgrip, Thunderstomp, or Chainsweep.
- House Raven - Order of Companions (3 CP): Use during the shooting phase. That model may re-roll all 1s. Yes, all of them. To hit, to wound, damage, and number of shots. Use on a Castellan, point at one or two things you want to delete, and commence the hurt.
- House Taranis - Our Darkest Hour (3 CP): Use when one of your models dies and doesn’t explode. Roll a dice, on a 4+, the knight gets back up with d3 wounds left. Notably, this happens at the end of the phase meaning your Knight isn’t just going to be pasted immediately. This is why you take Taranis, so save a CP for a re-roll. Combine with the Mark of the Omnissiah Heirloom for regen shenanigans.
- House Vulker - Saturation Bombardment (1 CP): Use before a model shoots. Any unmodified hit rolls of 6 cause 2 hits instead of 1. Better on Crusaders, the more dakka the better.
Adeptus Mechanicus Codex
The Stratagems below are listed as Adeptus Mechanicus stratagems in their respective codex, but several of them still work on Questor Mechanicus Knights. The ones affecting Knights (directly or indirectly) are:
- Benevolence of the Omnissiah (1 CP): See above.
- Important to note that since this and Benevolence of the Machine God don't share the same name (at least if they don't FAQ it out) if you have an Adeptus Mechanicus detachement, you could use both in the same phase to give two different knights a 5+ negate mortal wounds if you need to.
- Knight of the Cog (1 CP): use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12" of a friendly ADEPTUS MECHANICUS CHARACTER. That unit gains the Canticle of the Omnissiah special rule until the end of the next turn. Can we say Shroudpsalm? I thought we could.
- Sounds good on paper, but since canticles only work if every model in the detachment has the Canticle of the Omnissiah rule, it is completely useless if you have more than one knight. Nice to buff up the auxiliary knight in an AdMech list, pointless in a list where knights are the main force.
- Tech-adept (1 CP): An AdMech HQ can repair your knight twice in one go. Granted, each repair only restores 1 wound, but that small difference can still be enough to bring you up a bracket on the damage table. Excellent on a Necromechanic warlord, as those repair 2W at a time, 4W with this stratagem.
- Blessed by Sacristans: One weapon of your choice (obviously can't be used on Relics) deals a mortal wound on the unmodified wound roll of 6.
- High rate of fire weapons benefit from this the most, such as the gatling cannon which would deal 1.33 mortal wounds on average. Excellent against all targets, the mortal wounds bypass armour and invulnerability saves, but can also splash over into those annoying infantry swarms.
- Cunning Commander: Free re-roll for your hits, wounds, saves or damage once per battle and you start with +1 CP if you are Battle-Forged. The re-roll is nice, but the Command Point is what you really want this for. If you arent taking the Exalted Court stratagem, use it to give one of your knights this trait. Since the loss/gain of cp cancels out, your knight gets a free reroll once per game.
- Fearsome Reputation: -1 Leadership penalty for all enemy units within 12" of your warlord, and -2 if they are within 6". Insufficient on its own, Imperial armies have a ton of different Ld debuffs that can stack with it, and it's not like you weren't bringing allied detachments. Canis Rex and Sir Hekthur both have this trait.
Here's a list of the Imperial units that stack with Fearsome Reputation:
- Adeptus Astartes (-3Ld): Reivers can deepstrike near an Angel of Death Warlord, and the Standard of the Emperor Ascendant can be mounted on an Index Biker Ancient. These sources of debuffs can quickly arrive wherever you need them.
- Dark Angels (-3Ld): Interrogator Chaplains have a natural -1Ld aura, they have the Eye of the Unseen relic for further -1Ld, and Interromancy's Mind Wipe inflicts -1Ld (and will proc more often with your help), along with other Ld powers. That's -3Ld from two characters with Jump Packs.
- Blood Angels (-1Ld): Sanguinior have a natural -1Ld aura, as does anyone wearing a Sanguinary Mask.
- Inquisition (-1Ld): Psykers Terrify inflict -1Ld from 18" away, and disable overwatch.
- Astra Militarum (-3Ld): Psykana's Terrifying Visions inflict -2Ld from a safe 18" away. Armageddon Officers can also bring the Skull Mask of Acheron to spook nearby enemies. Bringing them in a Supreme Command/Battalion is not only cheap, but gives you CP. Bringing them in a Spearhead detachment grants you access to Russes with Objective Secured and Basilisks. Versatile, powerful and easy to use at range. Complements your close-and-personal units.
- Adeptus Mechanicus (-2Ld): Sicaran Infiltrators are the Mechanicum's faster Reivers, and Metallica has a -1Ld Stratagem.
- Adeptus Custodes (-1Ld): Inspire Fear makes enemies add 1 to Morale tests, and Custodes have extra deepstrike gimmicks.
- Ion Bulwark: Ion shield invulnerable save is increased to 4++ vs. shooting.
- Combine this with Rotate Ion Shields to make your warlord custodian levels of resilient, best used on a shooty warlord as your shiny 4++ save will not save you in melee. Unless you also took the Sanctuary relic/a Lancer- then you're fine.
- Knight Seneschal: Simple +1 attack for your Warlord.
- Give to your knight gallant with the correct keyword trait for a total of 7 attacks on the charge, allowing a knight to kill anything smaller than a reaver titan.
- Landstrider: All units with the same Household as the Warlord within 6" add 2 to Advance and Charge rolls. Synergizes with packs of Warglaives, to all but guarantee a charge. Powerfull charge gimmicks, especially Turn One Charge with Terryn.
- Hysterical on a House Raven warlord. Basically adds 2" to the movement characteristic of all knights within 6", as they can advance every turn without penalty. Great for playing keep away and quickly repositioning with your shooty Knights. Also great for a Gallant- watch as the four inches of additional total movement (with the use of Full Tilt, of course) means they charge directly into the heart of the enemy lines on the first turn.
- House Cadmus - Veteran of Gryphonne IV - All damage recieved in the Fight phase is reduced by one to a minimum of 1.
- House Griffith - Master of the Joust - When you finish your Charge move, on 4+ one enemy unit within an 1" suffers D3 mortal wounds.
- House Hawkshroud - Duty of Forsworn - Pick an enemy unit at the start of the game but before it began. Your Warlord adds +1 to all hit rolls against that unit.
- Not always great, but put this on a Castellan and pick the biggest baddest thing they have and watch the look of fear on your opponents face as you tell him your Volcano Lance is hitting on 2's and you can overcharge your Plasma without any fear of mortal wounds.
- RAW, can be used to choose units in deep strike of any kind.
- House Mortan - Legacy of the Black Pall - Enemies must substract 1 from thir hit rolls targeting your Warlord from Shooting attacks further than 18".
- Useful, but only really on a backfield camping knight where they cannot be flanked by deepstriking foes.
- Couple with the Castellan's Oathbreaker Guidance System Stratagem to turn your Knight into a giant vindicare for a turn.
- House Terryn - Champion of the Household - Re-roll failed Charge rolls.
- House Krast - First Knight - Re-roll hit rolls of 1 for your Warlord.
- House Raven - Master of the Trial - Ignores AP-1 (as it adds 1 to your save vs this attacks).
- House Taranis - Knight of Mars - When you roll 6+ to wound in the shooting phase, the attack is resolved with 1 more AP (-4 becomes -5).
- House Vulker - Adamantium Knight: Wound rolls of 1, 2 and 3 made against the Warlord with this WT are auto-fails, even if the wound chart says otherwise.
- Considering that most of the Knights have T8, this will mean even dedicated superheavy-killer weapons like Volcano Cannons will only be able to wound on a 4+, dramatically reducing their effectiveness against you.
- A lot of armies do not have widespread access to strength 9 or higher weaponry, so this only really matters if you're up against Guard players (lascannon swarms and shadowswords) or against other superheavies and (god emperor forbid) Titans. In short, you usually won't need this trait, but when you do it will be a life-saver.
- 11 - Yield No Ground
- 1 VP if there are no enemy units in your deployment zone which rises to D3 if there also no enemy units within 12" of the center of the map. Can't be achieved on your first turn.
- 12 - Duel of Honor
- 1 VP if you destroyed at least 1 character with a Knight.
- 13 - Assail the Foe
- 1 VP for a successful charge, d3 if you made 3 or more charges. Easy.
- 14 - Titan Killer
- 1 VP for each Vehicle or Monster killed (3 if it was Titanic), up to a maximum of 6 VP.
- 15 - Honor of the House
- The opponent chooses a Knight from your army. If it controls an objective for two consecutive turns, score 1 VP.
- 16 - A Grudge to Settle
- The opponent chooses a unit from his army. Score 1 VP if one of your Knights kills it this turn.
- Ion Shield: Now just a 5++ all-round versus shooting. It will at least eliminate all those in-game arguments on where exactly your "front" arc stops. Interestingly it makes a knight as tough as a hierophant in most cases, at only a fraction of the points cost.
- Heavy Stubber: Pop-gun, now not even needed for setting up charges. You never know when it'll kill the last model in a unit, though. Well, probably not often. The Ironhail Heavy Stubbers Stratagem and Cognis Heavy Stubbers Stratagems make them better.
- Meltagun: Can replace aforementioned pop-gun, but at a cost of 17 points (or a 13 point upgrade). Given this was a take-it-or-leave-it option at 5 points last edition its probably not worth it. But then, a few more points isn't a big deal on such expensive models, and you can walk out of combat to fire it.
- Twin Meltagun: Meltaguns at Assault 2. Nothing to shout about until you realize that the Dominus mounts two of these.
- Titanic Feet: Now we're talking. Triple attacks at S8/AP-2/DD3, this replaces Stomp and makes terminators weep salty crocodile tears. This is literally the equivalent of getting smacked by a Battle Cannon...in melee. It beats the other (cooler) melee weapons against any 1- or 2-wound models, including terminators. It's also surprisingly decent at kicking Rhinos and the like to death, but falls off badly against anything T8 or with a 2+.
- House Griffith can potentially put out 15 stomp attacks on the charge or after making a Heroic Intervention
- Rapid-Fire Battle Cannon: The battle cannon is no longer the reliable MEQ-slayer it once was. While it does have massive 72" range, if you're sitting back and sniping you're not really getting the best out of your knight. Overall, excels at very little (it has a marginal advantage over the other weapons against T7 vehicles due to the wound math).
- Take one if you want more dakka on the crusader, and it still ok at dealing with medium vehicles, just dont expect it to be as good as it was in 7th.
- With House Raven the RFB has an effective range of 87" (with no movement penalties), easily capable of hitting anything anywhere on the board.
- One use I've found for the massive range on the RFBC is to fire the knights armed with it last. 72" are long enough to reach almost anywhere on the board and it's pretty difficult to hide from a knight. If your dice get cold and your other knights leave some stragglers, you can use the cannon(s) to clean up.
- Another good use for it are the necron's Quantum Shielding as even when your rolling high, it will still be hard for it to stop the damage.
- Don't underestimate the battle cannon in 8th. Its combination of multiple shots, s8, decent ap and multiple damage means that it will perform reliably, if not spectacularly, against just about everything in the game.
- Armiger Autocannon: Unique to the Armiger Helverin, 60" Heavy 2D3, S7, AP-1, 3 damage. In addition, the weapon ignores the penalty for moving and shooting heavy weapons. It will have difficulty with T8 heavy armor and 3+ saves mean quantity is vital...but the Helverin mounts two of them. Fantastic for how cheap a platform it is mounted on, it will do work for you.
- The most efficient weapon you have for taking out Guilliman, S7 allows you to wound him on a 3+ without being excessive, while the ap of -1 is just enough to make him use his 3++ invulnerability instead of his 2+ armour save and the weapons high damage and high rate of fire helps to compensate for his high invulnerability save. All of this means that you “only” need 20.25 shots from this gun to take him down, and for guillimans price you can buy two armigers which can pump out an average of 16 of these shots a turn (although this doesn’t take into account his regeneration ability or the fact he’ll be hiding behind meat shields).
- Avenger Gatling Cannon:The best all-rounder, and now cheaper than the RFBC even after including the mandatory heavy flamer! 12 S6/AP-2/D2 is the absolute champ against all kinds of infantry, including TEQ (that 2 damage in particular will make Primaris marines and the like cry). Tears up light vehicles and can do useful work against the heavy stuff - out-shooting the RFBC even if it doesn't match the Inferno cannon.
- Always a good idea to pair with a Thermal Cannon on a Crusader Knight, as they share the same range and complement each other pretty well.
Meltas and Flamers
- Thermal Cannon: What melta guns dream of being when they grow up. This is your heavy armour hunter, and now doing D6 shots to all targets thanks to a change in the new AdMech codex it far excels the other weapons in a vehicle-hunting role. The number of shots is a good candidate for a CP re-roll. Also, the cheapest of the three big guns by almost 30 points. Surprisingly though, not your best choice against TEQ - it really needs to be targeting multi-wound models to make it count (Terminators have 2 wounds, so the Avenger Gatling Cannon wins out).
- When you consider that Knights don't take movement penalties on heavy weapons (and can advance + shoot with no penalty if House Raven) the range on a Thermal cannon goes from 36" to a pretty respectable 49" to 54" (ave of 51"). Also, while the RFB gets double the number of shots it's really outclassed by the Avenger Gatling Cannon, and the Thermal Cannon hits harder (+1S, +1AP, x2 damage) AND costs less.
- Thermal Spear: The Thermal Cannon's lesser cousin carried by the Armiger Warglaive. 30" Assault D3 S8 Ap-4 D6 damage.
- Considering Armigers have a movement of 14", the range on these is more like 44", which makes them really good.
- Conflagration Cannon: The middle child between a Titan Inferno Gun and a Hellhound's Inferno Cannon. 18" Heavy 3d6 with S7 AP-2 2 D as well as the auto-hitting goodness of a flame weapon. At full movement this gives your Knight a surprisingly scary 30" threat range.
- Blessed by the Sacristans (Warlord Trait) vs Traitor's Pyre (Relic): Mathhammer shows that with Blessed by the Sacristans this weapon will chew GEQs, MEQs, and even TEQs with 3++. The Traitor's Pyre, on the other hand, excels against Vehicle and Monster units.
- Plasma Decimator: The Castellan's first arm weapon. 48", Heavy 2d6, S7/8, AP-3, 1/2 D. Like most plasma weapons, it can be overcharged for the boosted S and D, but it'll take a mortal wound for each hit roll of 1 it makes.
- Range aside this is basically a Leman Russ Executioner Cannon on a sturdier platform. It's not bad per se, until you consider that Guard players can bring 4 of these bad motherfuckers for the same price and it suffers the same problem every plasma weapon has on a platform with a degrading staline, in that its low power version is underpowered compared to what else you can take, while overpowering isn't worthwhile unless you can re-roll ones (hint: House Vulker lets you do exactly that).
- Counter opinion: yes this gun is pretty average. But when overcharging you really only have to worry about 1-3 mortal wounds. Which is not ideal of course, but on a model with so many wounds, it sort of does take a bit of the danger out of it.
House Raven players using their house command benefit "order of companions" to re-roll all 1s, letting you overcharge this (and by this i mean replace the plasma decimator with the cawls wrath relic) and do 3 damage a shot with a little chance to self damage.
- After a bit of experience with this weapon, it actually isn't that bad. It's like a more specialised version of the rfbc. Excels at murdering elite infantry, and whilst it does seem pretty lackluster, in reality if you are firing at the right target (elite infantry with only one or two wounds) 2d6 shots can really fucking hurt.
- Volcano Lance: The Castellan's other arm weapon. Basically a smaller Volcano Cannon, with slightly less range and Strength than its Shadowsword-mounted cousin. But a 80" Heavy d6 S14 AP-5 3d3 D gun that rerolls failed wounds against Titanic units is still nothing to sneeze at.
- Las Impulsor: The new weapon carried by Canis Rex and the Knight Preceptor. Essentially a laser shotgun. Has two firing modes. 36" heavy 2d6, S 6, Ap -2, d3 damage or 18" heavy d6, S 12, ap -4, d6 damage.
- This perfectly supports both the long-range anti-infantry Helverin and the short-range anti-tank Warglaive, while still being able to mix it up if an enemy slips through.
- This is the jack of all trades option, with the inevitable "master of none" downside. 2-12 avenger cannon shots, but not guaranteed to get 2D, or a shorter-ranged thermal cannon with enough strength to wound T6 enemies on a 2+. On the other hand, it's never going to be wasted on inappropriate targets and the d3 damage on the Dispersed mode gives it a little extra usefulness against 3-wound models like Grey Knight Paladins.
- Thundercoil Harpoon: MAN THE HARPOONS! But seriously, this thing is a monster. 12" of range means you'll need to be right in your opponent's face to use it and it only has 1 shot, but with S16 AP-6 10 D and rerolling failed hits against Vehicles and Monsters and up to d3 extra mortal wounds for good measure, that one shot will fuck up almost anything it doesn't just kill outright.
- Given that you'll only get one or two shots with this thing over the course an entire game you need to beware of anything that can screw with your BS (hit modifiers, damage tables, etc). Also anything with an invulnerable save (like, say, another Knight) can still try to use that. Overall, the Thundercoil Harpoon is a "fun" option and is best suited for:
- Stuff with lots of wounds but no invulnerable saves, like Baneblades, Land Raiders, Tyranid monsters of all types, and Gorkanauts
- Dealing the final fuck you to said stuff when they are at 11 wounds or less (10D + d3 mortal wounds)
- Hilariously, Quantum Shielding makes Necrons completely immune to this weapon, as they'll autopass their roll against a 10D weapon.
- Given that you'll only get one or two shots with this thing over the course an entire game you need to beware of anything that can screw with your BS (hit modifiers, damage tables, etc). Also anything with an invulnerable save (like, say, another Knight) can still try to use that. Overall, the Thundercoil Harpoon is a "fun" option and is best suited for:
These guys have lost the big "D", and in exchange do a flat 6 damage per hit. Great at wrecking vehicles and MCs, but they can be very binary - there's lots of things like dreadnoughts with >6 wounds that take two hits to kill and can leave a nasty mark if they get to hit back, so it's always advisable to try to soften these targets up a bit first. As noted above, you're better off kicking most infantry to death instead.
- Reaper Chainsword: S+6 (14)/AP-3/D6. Best for light-medium vehicles and medium-sized gribblies. It's not bad against stuff like Land Raiders, but the gauntlet edges it out.
- Chain-Cleaver: Has two attack options: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S-/AP-2/1D but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat.
- Thunderstrike Gauntlet: S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds. The choice between the two is pretty much a toss-up depending on your opponent - take the gauntlet vs. IG and the sword vs. Deldar, etc, but either one will do the job most of the time.
- With the codex the Gauntlet gives you access to the Death Grip stratagem, which is a death sentence for any infantry warlord. Sure, he was probably already dead if you got into melee with him in the first place, but this is faster...and way more satisfying.
- Ironstorm Missile Pod: It's cheap AND it ignores LOS (if that's ever an issue for a nearly foot-tall model). At 16 points for D6 S5/AP-1/D2, it excels at nothing. Maybe if it had twice the attacks for half the damage it would be worthwhile anti-horde, but as it stands the Stormspear does everything better. Favourite targets Nobz, Rough Riders, Raveners. Still the budget option. Alternate opinion: it's basically a 72" range heavy flamer (without the auto-hits) that costs the same amount of points, so it's not that bad. And its cost is almost 1/3 of a Stormspear rocket pod's.
- Stormspear Rocket Pod: Take this one, always. Sure it's 45 points, but it's effectively three krak missiles, and most armies pay more than 15 points a pop for a missile launcher on a platform that's not remotely as survivable. This is better than the other carapace weapons against any target barring a few weird edge cases (Inceptors). Use it to soften up light vehicles, pick off lone Crisis suits, or even kill a MEQ or two.
- Twin Icarus Autocannons: Lots of surprising things have <FLY>, right? Tau suits, jetbikes & skimmers, jump infantry... This is true, but is not enough to stop the Icarus being aggressively mediocre. Embarrassingly, the Stormspear will knock more wounds off flying vehicles due to its higher damage per shot, even counting the penalty to hit. It's not even particularly cheap. The only scenario where you would take this over Stormspear Rockets is against Necron flying vehicles with Quantum Shielding since D6 damage doesn't do so well against them.
- It's not too bad, as of the Knight Codex, as it's only 30 points, and can put a dent into enemy flyers. Now down to 20 points as of Chapter Approved 2018, making it even cheaper!
- Twin Siegebreaker Cannons: 48", Heavy 2d3, S7 AP-1 DD3. Pretty much a bigger autocannon and works just as well as one..
- Shieldbreaker Missiles: 48" S10 AP-4 d6 D. Each missile can be fired only once per game and you can't fire more than one in a turn, like the Hunter-Killer Missile. Unlike its little brother, it also bypasses invulnerable saves, which means it works wonders against big multi-wound targets with high invulnerable saves. It's even better when paired with the Oathbreaker Guidance System, which makes it an absurdly powerful tool for sniping characters as if your knight was a snipers nest for Vindicare assasins.
- Try not to overload on these things. The Oathbreaker Stratagem is very expensive for an army that already struggles with CP, and their one shot per turn / one use per battle coupled with your good but not spectacular BS makes them unreliable at best. At most take four of these and one twin cannon, as you'll get around 3-5 turns of potential shooting out of the missiles and the cannons provide excellent low power shooting capability but taking one back of two missiles is worthwhile for sniping characters when the opportunity arises.
- These missiles also help to somewhat mitigate how powerful invulns can be on some units. Yeah, odds are that volcano lance will fuck up a Leviathan Dreadnought, but if he gets lucky with his saves, at least you have these bad boys hanging around
They did the maths
At least some values below are suspect, so do not assume any are correct until they've been verified. For example, the correct value for a Thundercoil Harpoon firing into a GEQ unit of at least 4 models is 2/3*5/6*3=5/3=1.7 after rounding, not the 0.6 shown in the table (2/3 chance to hit, 5/6 to wound, bypasses the save entirely, deals 1 damage, killing a model, and then, on average, 2 more mortal wounds, which spill over).
|Expected Wounds (BS3+)||GEQ||Dire Avenger||MEQ||TEQ||Crisis||Rhino||Leman Russ||Landraider|
|Las Impulsor (Dispersed)||2D6/S6/AP-2/DD3||3.9||3.2||2.1||2.6||4.1||2.1||2.1||1.6|
|Las Impulsor (Focused)||D6/S12/AP-4/DD6||1.9||1.9||1.9||2.6||5.8||5.4||5.4||4.5|
|Plasma Decimator (Standard)||2D6/S7/AP-3/D1||3.9||3.9||2.6||2.1||2.6||1.9||1.3||1.0|
|Plasma Decimator (Overcharged)||2D6/S8/AP-3/D2||3.9||3.9||3.2||5.2||5.2||5.2||3.8||3.1|
|Cawl's Wrath (standard)||2D6/S8/AP-4/D2||3.9||3.9||3.9||5.2||6.2||6.2||4.7||3.9|
|Cawl's Wrath (Overcharged)||2D6/S9/AP-4/D3||3.9||3.9||3.9||5.2||9.3||9.3||9.3||7.8|
|Atropos lascutter (shooting)||1/S12/AP-4/D6||0.6||0.6||0.6||0.7||1.7||2.7||2.7||2.2|
|Porphyron magma (BS2+)||2x2D3/S12/AP-3/D6||5.6||5.6||4.6||7.4||13.9||22.2||22.2||17.8|
|Paragon Gauntlet (Non-Gallant)||4/S16/AP-4/D8||2.2||2.2||2.2||3.0||6.7||17.8||17.8||14.8|
|Paragon Gauntlet (Gallant)||5/S16/AP-4/D8||3.5||3.5||3.5||4.6||10.4||27.8||27.8||23.1|
|Ravager (Gallant)||5/S16 /AP-3/D6||4.1||4.1||3.4||5.4||10.1||20.3||20.3||16.2|
|Icarus (vs. ground)||4-/S7/AP-1/D2||1.4||1.1||0.7||0.9||1||1||0.7||0.4|
|Helios (BS2+, vs. ground)||2/S8/AP-2/D3||1.1||0.9||0.7||0.8||1.8||1.8||1.2||1|
|Skyshield (vs Ground)||6-/S7/AP-2/D2||2.5||2.1||1.3||2.0||2.6||2.0||1.3||1.0|
- Shows average number of wounds, including abilities that proc on 6+, so some weapons will be much swingier than others. Particularly the Atropos gravy gun, which gets a third to a half of its average damage from charged shots.
- Damage calculation for infantry accounts for overkill, e.g. D1d3 weapons vs. TEQ has an effective damage of 1.67, not 2.
- Tempest warblade's mortal wounds are folded into the total, so will be a little better vs. things with invulns.
- Haven't included flyers because I am lazy.
- If you want to view these same guns against TITANIC targets, then go to Warhammer 40,000/Tactics/Apocalypse(8E).
- This maths does not take into account any effects brought on by knightly household traits or warlord traits, and should be seen as a baseline on which to improve on.
You have 22 relics to choose from, the highest of any army yet.
- Endless Fury: Replaces an Avenger Gatling Cannon. 36" Heavy 14 S6 AP-2 2 D, and unmodified hit rolls of 6 count as being two hits.
- Gives you on average 11.67 hits compared to the normal gatling cannons 8 hits, giving you a total of 9.72 and 6.66 dead GEQ's respectively. The extra 3.67 hits can be useful and is nearly a 50% improvement on the standard gatling cannon, and also helps against negative hit modifiers since the bonus hit triggers on a natural roll of 6.
- should give you at least 4 hits on overwatch, which isn't huge, but if your opponent gets very unlucky could put a big hole in his TH/SS terminators
- Judgement: Replaces Stormspear Rocket Pod. Flat out upgrade for it, as it becomes AP-3 and allows rerolls to hit.
- Ravager: Replaces a Reaper Chainsword. Is S+8 AP-4 D6 and allows the Knight holding it to re-roll 1s to hit.
- Hitting with 16 strength lets you wound things like Land Raiders and enemy Knights on a 2+, without suffering the -1 to hit from the Thunderstrike Gauntlet. Re-rolling ones is a nice bonus, but you have other sources of re-rolls.
- This is your best melee weapon if you don't already have a source of rerolls, especially on a Gallant.
- House Krast's Household Tradition improves this, letting it re-roll all failed hits.
- Skyshield: Replaces a Twin Icarus Autocannon. 60" Heavy 6 S7 AP-2 2 D, otherwise identical to the regular twin Icarus Autocannon.
- Underwhelming as the normal Icarus cannon is a bit meh, and is outstripped by your missile launchers.
- The Paragon Gauntlet: Replaces a Thunderstrike Gauntlet. Sx2 AP-4 8 D, and with no hit roll penalty either!
- A flat upgrade over the basic version and your best melee weapon, combine with additional re-rolls and bonus’ to hit and your knight can lay even a warlord Titan low. Best suited to the knight gallant due to its base 5 attacks but it does render the reaper chainsword useless.
- Sanctuary: The user's Ion Shield invulnerable save works against melee weapons as well as ranged weapons. Good on a Knight that expects to go up against enemies with powerful melee attacks.
- Superior to the Armour of the Sainted Ion against high ap ranged and melee attacks but does not improve your resilience to low ap attacks or melee attacks.
- Armor of the Sainted Ion: Grants the user a 2+ armor save. Doesn't get simpler than that.
- Best used against swarms of low strength, low ap fire, if your opponent has easy access to ap-3 then the plus one to your armour save will make no difference.
- Also good against massed low-AP melee attacks,
though you'll want Sanctuary if your opponent brings out the Thunder Hammers.Actually this will perform just as well since -3 ap gives you a 5+ armour save and sanctuary gives a 5+ invulnerable save. Always take this over sanctuary since -4 or better AP in combat is very rare and -1 or 2 is quite common even on anti-tank weapons. Since this also helps with shooting this is definitely the better option
- Combine with the Ion Bulwark Warlord Trait and the Rotate Ion Shields Stratagem to basically make one of your Knights impervious to damage.
- No seriously, I've used the above several games over on my Castellan and let me fucking tell you the best reason to do it. No one even bothers to shoot at it. Who wants to fire at a 2+, 3++, T8, 28 wound monster? No one does. Yeah it burns some CP but holy fuck does it ruin someones day when your mini titan walks through a volcano cannon unscathed. So they ignore it and kill your other knights, all the while your Castellan survives and then all of a sudden its turn 3 and all your opponents anti-tank is dead and you have a full health Castellan roaming about fucking up whatever it damn well feels like.
- Banner of Macharius Triumphant: Questoris Class Knights only. +1 Ld to all Imperium units within 6" of the bearer, and also grants Objective Secured to the bearer. If an objective is contested with an enemy unit that also has ObSec or an equivalent, the bearer counts as being 10 models instead of just one.
- Traitor's Pyre: Replaces a Conflagration Cannon. Re-rolls failed rolls to wound.
- Gives you 6.22 dead MEQ's as opposed to the 4.66 dead MEQ's of the vanilla version.
- Helm of the Nameless Warrior: Add +1 to hit rolls in the Fight phase.
- For when you haven’t taken one of the many ways to get re-rolls for your warlord with house traits (or when you do have re-rolls and you want your knight to only miss 1 in 36 of its attacks). Best used on the gallant as they have the extra attack to truly make the best use of the 2+ weapon skill (in the new codex Gallants have a Natural 2+ weapon skill), and it goes without saying that this trait is completely wasted if you plan on keeping your warlord in the backfield.
- If you have multiple Gallants, give one of them this, one of them the Paragon Gauntlet, and the other Ravager, and just go to town
- Mark of the Omnissiah: At the start of the turn, roll a d6. The bearer heals 1 wound on a result of 1-5, and heals d3 wounds on a 6. Like having a built-in techpriest at all times.
- Sit your knight in a sacristan forgeshrine to heal an average of 3 wounds a turn, more if your also grab a tech priest. Then kit your knight out with your long range guns, sit on the back objective in the shrine and force your enemy to come to you, while your knight heals all but the most powerful shots your opponent can throw at it. Then the dick move: make it House Taranis so it also gets FnP and a chance to resurrect itself if it still dies somehow.
- The Helm Dominatus: Questoris Class and Dominus Class only. At the start of the shooting or fight phase, pick an enemy unit within 24". Until the end of the phase, all Armiger Class Knights within 6" of the bearer add 1 to their hit rolls against that unit.
- Put this on a Knight Preceptor to get a swarm of Armigers hitting on twos and rerolling ones.
- Cawl's Wrath: Replaces a Plasma Decimator. Improves AP to -4 and adds +1 to damage in both regular and overcharged modes, making this basically a supersized version of the Redemptor Dreadnought's Macro Plasma Incinerator. Naturally, this makes it much better at wiping out TEQs and light vehicles than its standard counterpart.
- House Terryn- Thunder of Voltoris: Replaces a rapid-fire battle cannon. 72" Heavy 2d6 S9 AP-2 d3 D, and when rolling for shot number it rolls 3d6 and drops the lowest. Take this. It's 3d6h2 baby lascannon.
- House Griffith- Mark of the Lance: When you finish your Charge move, roll a d6; on a 2+ one enemy unit within 1" suffers D3 mortal wounds, which is improved to 3 mortal wounds on a 6. Basically a better version of the House Griffith Warlord Trait. (Why not Take both?)
- House Hawkshroud- Angel's Grace: Each time you suffer a mortal wound in the psychic phase, roll a d6; on a 4+ you don't lose the wound being rolled for.
- House Cadmus- The Hunter's Eye: Nullifies cover bonuses against the user's attacks.
- House Mortan- Honor's Bite: Replaces a reaper chainsword. S+6 AP-4 6 D, and wound rolls of 6 deal d3 extra mortal wounds.
- House Raven- The Banner Inviolate: Questoris Class only. All House Raven models re-roll 1s to hit in the fight phase when within 6" of the bearer.
- House Taranis- Fury of Mars: Replaces a Thermal Cannon. Same statline as the basic one for the most part, but you get the Melta effect (two D6 take the highest Damage) at its full 48" range.
- House Krast- The Headsman's Mark: Improves damage for all weapons by 1 when targeting an enemy with 10 or more wounds. If the target unit is Titanic, damage is improved by 2 instead. Superb for both Dominus variants as well as Gallants.
- House Vulker- The Auric Mask: When an enemy takes a Morale test within 12" of the user, it must roll 2d6 and keep the highest.
All of the below are Lords of War, except for the Sacristan Warshrine (which is a Fortification).
- Sir Hekhtur “The Chainbreaker” and Canis Rex: The first true named character for the Imperial Knights. Sir Hekhtur rides into battle in Canis Rex, a modified Knight Preceptor that is kitted out with a Las-Impulsor, a multi laser, and a unique thunder strike gauntlet that has 2d6 damage and always deals at least 6 damage. Uniquely among the Knights, Canis Rex's BS and WS both start at 2+ and do not degrade below 4+. More importantly any Imperium unit that flees within 6" of Canis Rex rolls a d6, with a 6 meaning that they don't flee. This makes Sir Hektur a good support for the Imperial Guard (fitting, since he was first introduced in the Regimental Standard). Also, he has an upgraded Thunderstrike Gauntlet that does between 6 and 12 damage!
- If Canis Rex is destroyed without exploding, Sir Hektur is set up within 3" as if he was disembarking from a destroyed transport. Should he survive, his statline is similar to a Tempestor Prime and he can fight with an Archaeotech Pistol, which is Pistol 1 S5 AP-2 2 D. While nowhere near as strong as he is with Canis Rex, he can still put out a few potshots with some Guard squads covering him and Canis Rex isn't considered destroyed until Sir Hektur is also slain.
- Sir Hekhtur's Qualities and Burden are pre-set- his Qualities are Last of Their Line and Legendary Hero, and his Burden is Obsessed With Vengeance. Note that they apply to him while he's on foot as well!
The basic Knights that have been around since 6e, now joined by the Preceptor.
- Knight Crusader: The most expensive and most shooty variant, with an Avenger gattling cannon and your choice of Thermal Cannon or RFBC. Either set up can perform well. Whether it's melting transports and shooting up the chewy goodness inside, or with the battle cannon in an anti-infantry role (although that's only because you can't take two Avengers - sadly that option is for Renegades only). Don't forget that the Crusader is still pretty handy in melee: just as good as the others versus infantry, and decent versus light vehicles, also, DAKKADAKKADAKKADAKKA.
- Knight Errant:Armed with the newly-buffed Thermal Cannon and a Chainsword, this is your close range and aggressive tank hunter. It's also a bit cheaper than the others.. well, every little helps. You can change the sword to the gauntlet if you want to super-specialise.
- Knight Gallant: Comes stock with 5 attacks and a 2+ weapon skill over the standard knight and comes kitted out with a chainsword and gauntlet, making it your go to melee knight unless you want to go to forge world for a lancer. Comes with the standard heavy stubber which you should exchange for the melta as you’ll be advancing with this knight every turn, and you can still take the standard carapace weapons, but these are somewhat wasted if you plan on advancing every turn.
- Combined with the +1 attack Seneschal warlord trait, the house Griffith trait on the charge for another attack and the paragon gauntlet to give you a package which will deal 31.11 damage to a warhound Titan and more than enough damage to one shot any knight that doesn’t have an invulnerability save better than a 5++. Alternatively you could use those 7 attacks on the charge to kill 14.58 guardsmen or 9.72 space marines (60 and 140 points respectively). In short, you either need an excellent invulnerability save or quantum shielding to survive melee with this adamantium monster.
- Or run it as house Terryn and fight twice (for 3CP) leading to a total of 12 attacks with Seneschal warlord trait meaning you will, on average, deal 44.4 damage to a Warhound Titan (the same to a Reiver Titan as well) or kill 25 guardsmen.
- Now one of the best Distraction Carnifexes in the game. It's got 24 wounds at T8 and 3+ / 5++ (can go up to 3++), hits like a brick if not killed (can solo superheavies with paragon gauntlet or squads of infantry with titanic feet, and as mentioned above can fight twice for 3CP if House Terryn) and looks very physically imposing. It also moves quickly so you can potentially make a turn one charge (If Terryn it moves 12"+4.5"+8.5" for an average total of 25"), making it a decent alpha strike unit. This strategy is very command point heavy though, so be sure to bring some allies to help out.
- Knight Paladin: Comes with a Reaper Chainsword and a Rapid Fire Battle Cannon. The battle cannon has not been served well by this edition, and as such this load-out is somewhat schizoid - the battle cannon has long range, but you need to get up close to use the sword. Of course this is all kind of moot seeing how you don't take movement penalties, and you can shoot out of combat or fall back, shoot, and charge. In practice this loadout is a decent all-rounder and having a 84" threat range is by no means bad. Unlike the Thermal Cannon and Avenger it does well against all targets, make sure you position the Paladin well to make best use of it though.
- Knight Warden: Your all-rounder, boasting a gatling cannon with built-in heavy flamer and reaper chainsword. This will perform well against almost any target, and it's a good candidate for the gauntlet upgrade to shore up its marginal weakness against landraiders and their ilk.
- Knight Preceptor: A bit of a surprise in that it was only discovered after reviewers got their hands on preview copies of the knight codex. The knight preceptor is a new unit that takes the role of a Knight drill sergeant. His Mentor rule lets nearby Armigers reroll 1s to hit, so if you take one make sure it has a few Armigers backing it up. Comes packing a reaper chainsword, which it can swap for the gauntlet, and a Las Impulsor is a good all-purpose weapon that synergizes nicely with both types of Armiger: Dispersed mode can thin out infantry swarms that might tarpit a Warglaive, and Focused mode deals with the tough armored targets that the Helverin's autocannons can't reliably damage. Can take all the standard carapace weapons and, funnily enough, replace its heavy stubber with a multilaser.
Baby's first Knight, and at movement 14", strength 6, toughness 7, 12 wounds, 4 attacks and a 3+/5++ save it is most certainly a knightly (if diminutive) sight, and 3 can be taken in one Lords of War slot. Also Be aware of the fact that you don't have access to the same "Super-heavy Walker" rule that the other Knights do and your weaponry is made specifically for taking on lone targets or groups of them at range, so avoid melee hordes like the plague (although a Warglaive's Chaincleaver can put out 8 attacks, so it's not like you're completely helpless). As of the FAQ, these guys still provide zero CP when in a Super-Heavy Detachment full of nothing but themselves, but effectively no longer stop your Super-Heavy Detachments from gaining CP if you have at least one Knight with the Titanic keyword in the same detachment, thus allowing them to finally be the cheap point fillers they were advertised as. Whether you take them to round out your Super-Heavy Detachment slots or put them in Super-Heavy Auxiliary Detachment slots is completely up to you though - there isn't a massive disadvantage to either now.
- 14" movement and Assault weapons makes this the fastest Knight available. Be mindful that it's also much more squishy than its larger cousins. More efficient in terms of slot use at least if you have a full team of 3 in one slot.
- Armiger Knight Warglaive:An armiger armed with a mini Thermal Cannon called a Thermal Spear at 30" Assault D3 S8 Ap-4 DD6, as well as a Chain-Cleaver that has two attack options: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S user/AP-2/1D but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat. Carapace weapon wise, the Melta is your best bet. The Armiger is going to be up close anyway, so the melta's range isn't going to be an issue. The ability to shoot after advancing is a nice bonus. The heavy Stubber, while having nice range, doesn't compliment well with the knight.
- A good if not amazing all-arounder. The Thermal Spear is unreliable like most random shot weapons, but a unit of Warglaives pose an existential threat to most armoured forces in the game at range and can reliably chew through most things in melee because of their dual profiles. Larger hordes will still pose an issue but such is the life of a Knight. The real effective use is with Sally Forth. Watch your opponent's face drain of hope and life as three of these babies appear in the right place at the right time to erase several pieces of armor and charge into his squishy underside, then follow up with Pack Hunters for rerollable charges.
- Pairs well with House Raven's ability to Advance without penalties.
- Armiger Knight Helverin: The dakka variant of the armiger, armed with 2 Armiger Autocannons. These little gun walkers pack a surprising punch, with 4d3 shots strength 7 each at a ridiculous 60 inches and with no to hit penalty after moving. Did I mention that each shot deals 3 damage?! Carapace weapon wise, Heavy Stubbers are the way to go. Their range, while not the best, still gives the knight some distance. Plus the extra shots help add to the bullet hose of the Autocannons. Meltas are just too short range to help this knight.
- Their range is important. While a lucky round of shooting can see a Helverin put some serious hurt on the enemy, more often than not against anything with a good save or toughness they'll only get one or two shots through. Being able to fire 60" puts them out of range of a great deal of the more common weapon systems, while something like the Predator (one of the more accurate comparisons for the Helverin) will have to move to get in range. At the end of the day the Helverin occupies a nice slot and will do well much of the time but needs to be able to get 3 turns of shooting out on average to take down a T7, 10-12W, 3+ target. Plan accordingly, or find easier to chew targets.
- If you are running a full knight army, these are your objective campers. Your big boys should be running up the field to make the most of their weapons whilst drawing fire, whilst your armigers can sit back out of range of return fire, taking out anything that can threaten your big knights.
- (Alternate Opinion) If you are running a full knight army do not target vehicles with these guys. Sit on objectives and slaughter Infantry in a hail of high caliber shells while your bigger Knights destroy the bigger targets and act as fire magnets
The biggest Knights yet (discounting the walking box that is the Porphyrion, and the ceratus chassis. GW calls it a big knight, but it isn't that much bigger than the classic knight chassis), with 28 wounds each, the usual strength and toughness of 8, a 3+/5++ and packed full of guns. But unlike the Questoris Knights these are only WS 4+ so they won't handle close combat so well. Be warned those are NOT multikit, i.e. you can't magnetize the weapons and get Castellan and Valiant from the same box. FUCK.
Both knights have twin-linked melta turrets and 3 hardpoints, each of which can be equipped with either a turret with 48" Heavy 2D3 S7 AP-1 D3 Siegebreaker Cannons, or a pair of one-shot, one-per-turn 48" Heavy 1 S10 AP-4 D1d6 Shieldbreaker Missiles that ignore Invulnerable Saves. Note that you have to take two of one, and one of the other. If you have the points, always take the Cannons - ignoring invuln saves is fun, but unreliable.
Seriously consider giving these guys the 'Ion Bulwark' warlord trait. 'Rotate Ion Shields' costs 3CP on them and they will attract a lot of fire.
- Dominus Knight Castellan: Comes with a 48" Heavy 2D6 S7 AP-3 D1 Plasma Decimator (S8 AP-3 D2 if you Overload, but it suffers a mortal wound for every roll of 1 to-hit, so a way to re-roll 1s and/or access to a repair mechanic is a wise choice) and an 80" Heavy D6 S14 AP-5 D3d3 Volcano Lance that lets you re-roll to wound when targeting TITANIC units. This is GW's answer to FW's Atrapos. While not quite as good against other superheavies, it's a superb vehicle killer. Fire at a Guard tankline and watch it evaporate. The QUESTOR MECHANICUS Household Tradition is the only way to get access to the Cawl's Wrath relic. An upgraded Plasma Decimator. Giving you two reasons to always have a Castellan in your army.
- Dominus Knight Valiant: The short range version of the Castellan, trades the powerful long range firepower for RIDICULOUSLY lethal short range guns (plus the twin meltas and same hardpoint weapons options as above). It sports the Flamer-type 18" Heavy 3D6 S7 AP-2 D2 Conflagration Cannon and the 12" Heavy 1 S16 AP-6 D10 (Yes, you read that right - and its real damage output is even higher!) Thundercoil Harpoon. The harpoon also re-rolls to hit against VEHICLES and MONSTERS, and deals an extra D3 Mortal Wounds to the target unit if it deals any damage, making the D10 an underestimate of its damage. Try and avoid firing against things with invuln saves.
- The biggest weakness of this guy is that he needs to get in close to do damage, but has the slowest movement of all Knights. Assume you won't be able to fire the big guns for the first couple of turns, and position to break line of sight. This can't be stressed enough. If you are up against a cc army, the valiant is great, because no one wants to get close, but against a gunline, that's a lot of turns of wasted potential.
- Be careful when going up against Necrons, as the QUANTUM SHIELDING rule makes vehicles that have it literally immune to any damage from the Harpoon.
Forge World Knights
Remember that these guys also have the <HOUSEHOLD> keyword, so you can buff them appropriately if your army is battleforged around that keyword. Latest FAQ adjusted things so these guys are affected just fine by all your fancy new Codex rules apart from the heirlooms and exalted court stratagems. Due to the wording of the actual stratagems they can only affect Dominus or Questoris class knights, so no using them on Cerastus or Acastus. The only way for them to gain relics or warlord traits is to actually make them your army warlord.
All Cerastus knights are a bit faster than stock, with a 14" move and the ability to advance 2D6; have three extra wounds; and heal a wound per turn on a 5+. Which is nice. They are limited in which stratagems they can take as they Cerastus pattern. They can only ever get relics/traits by being your Knight Lance Character; The Heirlooms and Exalted Court stratagems are Questoris or Dominus only. They are fast, and quality out of the gate, but limited and more points.
- Cerastus Knight Acheron: The Crazy World of Arthur Brown. I have only the most up-to-date cultural references. The Acheron flame cannon does 2D6 S7/AP-2/D3 hits at 18" range. This is a solid choice against pretty much any target, almost as good as the Avenger against infantry, almost as good as the Thermal Cannon against vehicles (only really falling off vs. the really heavy stuff). Barbecue those annoying Tau stealth suits with their negative hit modifiers. Twin heavy bolter is just gravy. The chainfist is equivalent to the gauntlet, but without the volleyball effect, boo.
- With the flame cannon hitting with 3 damage, charging an Acheron is basically suicide to any unit. The Acheron enters and leaves fights on its own terms, no one elses. This can be a good strategy to mess with hard hitting melee units.
- Pair this with House Raven for some ludicrous reach, being able to advance and still fire your flamer as if moving normally allows you to reliably knock out meadium and light vehicles with ease, flyers in particular, which would normally rely on their speed to pick off vulnerable targets while avoiding retaliation, are particularly vulnerable.
- Acheron vs. Valiant: Now you might be thinking, which flavor of crispy burning goodness do I want to inflict on my opponent? In the Valiant's favor, its Conflagration Cannon is better at it's job of murdering infantry. +1D6 hits over the Acheron's Flame Cannon at the cost of -1 damage means it deals the same amount of overall damage to heavy targets, but roasts a greater number of 1W and 2W squishies. In addition, the Valiant packs an impressive amount of anti-tank weaponry with which to murder heavies. On the other hand, the Acheron is MUCH quicker, allowing you to get in there and start setting people on fire that much sooner. It also packs an actual melee weapon, letting you give some unfortunate tank an Imperial Fisting after reducing its infantry escort to ash. Finally, the Acheron is a fraction of the cost of the Valiant, allowing you to squeeze in an additional cheap Knight or a couple of Armigers to run up the field alongside it AND doesn't burn up half of your CP to use Rotate Ion Shields. In summary, the Valiant has the better flamer and can handle a broader range of targets, but the Acheron carries it better and is more easily taken with friends to cover its weaknesses.
- Take both and burn everything (smaller than a superheavy). Bonus points if you use Hawkshroud tradition - no one will dare charge you.
- Cerastus Knight Atrapos:The weird middle child of the knight family with some unusual weapons and sculpting. Same stats as all other Cerastus chassis with the same abilities except for a shiny new 4+ invul save (5+ in combat), +1 hit modifier for shooting attacks against units with the TITANIC keyword, and explodes on a 5+. So overall, a nice buff making it slightly more durable but with possible downside, making it much like its 7th Ed counterpart. Its weapons are very similar as well with the "lottery" Graviton Singularity Cannon which on an additional D6, causes a mortal wound to the user on a one (much less of a drawback with the amount of wounds it has and it can still fire regardless), and on a six, is double strength to strength sixteen (holy balls! That wounds most things on a 2+!), doubles damage, and becomes AP -4. Its other weapon, the lascutter has 2 profiles, a Heavy 1 S12 AP -4 Damage 6 shooting attack which can fire again at a different target if it destroys a monster or vehicle, and a S14 AP -4 Damage 6 melee attack that can roll failed hits AND WOUNDS against monsters, buildings or vehicles. This makes the Knight Atrapos quite a good pick when going up against a vehicle or monster heavy army, as well as be a bit more of a bullet sponge, just be aware of the very short range on your weapons and the possibility of exploding and causing quite a bit of damage, although if you play your cards right you could make it explode right in your opponents lines using a reroll command point to give it a better chance at exploding as a final fuck you before a decent points investment comes crashing to the ground.
- Possesses the second best (surpassed by the new paragon gauntlet relic, but if your not counting relics it’s still the best) melee weapon a knight can have, outwounding everything except infantry (which you have your stomp attack’s for), although it’s not the same level of long term sparrer and survivor that the lancer is, it still deals far more damage, and if it doesn’t kill its target outright then it will at least knock it down to below half wounds, at which point they become unthreatening.
- Cerastus Knight Castigator: Comes equipped with a Castigator bolt cannon and Tempest Warblade. No longer gains extra hits from unsaved wounds in melee, instead dishes out additional mortal wounds against monsters or vehicles on wound rolls of 6+. The Castigator bolt cannon puts out an impressive 14 str6 AP-2 D2 shots at a decent BS while the Warblade strikes at str+6 AP-3 D5, making the Castigator a much more versatile option than it's previous incarnation.
- Basically a Warden+. A couple more shots, a couple more wounds, melee is largely a wash, on average the war blade will deal the exact same amount of damage to all targets.
- Possesses the best anti infantry gun a knight can have, the only better gun any model can have (without twin linking etc) is the Vulcan mega bolter, which puts things in perspective.
- Cerastus Knight Lancer: This is your real close combat specialist. It's lance allows you to re-roll hits on the charge (and you can always fall back and re-charge) and has one better AP than the chainsword. However what really makes this stand out is that it gets a 4++ in the fight phase, which lets it spar much more comfortably with other melee bruisers (note this does mean you're technically vulnerable to out-of-phase attacks like Acts of Faith etc.), and imposes a -1 to hit against enemy titanic models in melee, which coupled with its 4++ invulnerability save makes it the toughest of all the knights against a all targets except a reaver with a melee weapon. It has a unimspiring shooting attack so it's almost entirely useless out of combat, and at 480 points it's not even that expensive.
- Your main issue with this knight is getting it into melee with another knight or Titan as your opponent will see it coming from miles away and keep all their super heavies as far away as possible from your probing lance. With the new codex, take full advantage of this knight. Rotate ionshields works on its melee invulnerable save and with the right choices this thing will make first turn assaults. Take the landstrider trait for +2 advance and charge. Take helm of nameless warrior for 2+ws. Use the advance and charge stratagem to nuke that superheavy turn one. Combine with household traits for more goodness. Hawkshroud or any of the imperialis traits work well.
Similar to the vanilla Questoris Knights, but with very different loadouts.
- Questoris Knight Magaera: Basically a Paladin with a few nasty surprises that can have your opponent calling bullshit as you happily regen wounds and ignore cover before failing to do shit with its weapons. The lightning gun is terrible; low AP makes it useless v. armour and the low number of shots is not enough for the rending effect to make a difference. Its chainsword can be replaced with a Hekaton Siege Claw (which looks like one of those prize grabber claws at an arcade) which has x2 strength and -4 AP but suffers from a -1 to hit (much like how the grabber claws can never seem to get a damn prize). The siege claw also comes with a twin rad cleanser from 30k with 2d6 hits with poison 3+ that does 3 damage. Instead of a peashooter as a carapace weapon, it has a Plasma fusil (again another throwback to 30k) which is just like a plasma gun but it's rapid fire 2. However, to try and justify its mediocre weapons is its special rules which give it a 4+ invul save, ignores cover and IWND from 7th. Overall a pretty meh knight. In most cases, a warden with its Gatling cannon will do a better job while costing less. So unless you find yourself rolling lots of 4's for invul saves, leave this one at home for now---the thing is just too many points (as of 2018's chapter approved, the Magaera is receiving a point reduction, which GW is claiming to be a, "more appropriate level". Maybe it'll be good then)?
- Questoris Knight Styrix: The jack-of-all-trades that the Preceptor wished it could be. Although definitely not what it used to be back in 7E, it's become a late bloomer the release of the new codex. The Styrix combines a solid high strength main gun and arm weapon with close-range anti-elite shooting. The Volkite Chieorovile is a Heavy 5 weapon comparable to overcharged plasma, and the Graviton Crusher is decent, especially once you factor in rerolls and damage bonuses. Always take the Hekaton Siege Claw and Twin-Rad Cleanser. The former is a Gauntlet without the throwiness--nothing to write home about. But the Twin-Rad Cleanser is amazing in a meta filled with minus to hit enemies. That being said, he's overpriced by roughly 75 points. But wait! There is one very important caveat: he has a built-in Ion Bulwark and Sanctuary. This represents a MASSIVE improvement in opportunity cost because you have essentially paid for the warlord traits that everyone is almost required to have, only with points! So you can finally make the House Krast murder machine you've always dreamed of without exploding on turn one. Consider this: with the House-specific tradition, warlord trait, and heirloom, your Volkite Chieorovile is more efficient than a Volcano Cannon and the melee capabilities are just short of a Taranis Gallant's.
Unlike the Dominus Knights who are only an inch or so taller than a normal Knight, these things are big.
- Acastus Knight Porphyrion:The big brother of the other knights (seriously, this thing is huge), with four massive guns that give Tau armies inferiority complexes. With Chapter Approved (increasing it's cost), the default loadout comes in at over 850. While this thing is a murder machine with on average 8 S12/AP-3/D6 shots from its two twin magma cannon, the increase is going to make it hard to fit much else in a list. Buuut, it does have BS2+. You may as well upgrade the autocannons to lascannons because why the fuck not. With T9, 30 wounds and 3+/5++ vs. shooting, it's not going anywhere in a hurry neither. It will smoke a Leman Russ in a single volley with room to spare, and stands a chance of crippling (if not outright killing) a landraider. Also has the honor of being the only FW Knight that can mount a carapace weapon. In addition to the usual Ironstorm, it can also take its own unique weapon, a rack of Helios Defense Missiles. It more or less functions as a hybrid between the Icarus and the Stormspear, firing one less missile then the later and dealing a flat D3 instead of DD6, as well as gaining a +1 bonus to Hit against Fliers of the former. It also unfortunately takes a -1 to hit against everything else, but with the Porphyrion's BS2+, that just means it's firing at the same BS as every other knight.
- Although you’ll mostly only use this in apocalypse battles, consider taking this instead of a Baneblade (plus something else to make up the 300-400 left over points) as your anti armour, as fully kitted out with all the lascannons there is nothing smaller than a titan or one of the tougher knights which can survive against it, and at T9 and 30 wounds there is little outside of those same categories and hordes of lascannon guardsmen which can destroy it. Your opponent will also be thinking of little else while this is on the board, and unlike a war hound you have points left over for meatshields or elites in a 2000 point game.
- Keep this thing out of melee, yes it’s S9 and T9, yes it still has the triple hitting stomp attacks, yes it “can” retreat from melee and still shoot, but it’s main weapons cannot overwatch for it and it has no proper melee weapon, a normal knight will do a lot of damage to a Porphyrion (if it can ever get close enough. It’s low attack count and no anti horde guns also mean that it will get tarpitted.
- An excellent candidate for Armiger body guards, two Helverin Armigers with their two autocannons each will throw out a lot of quality dakkka down range which will threaten anything T7 or less while still putting out the shots to at least moderately dent hordes. Such a setup allows you to run this knight as your warlord, opening up a huge array of possibilities for improved invulnerability saves, accuracy and armour.
For a very lean investment, you get a platform that can heal your giant robots and protect any tech-priests/Techmarines you want around to heal your giant robots more effectively. It can also grant either an extra 6" move for when you want to move away from it, maximize out the number of shots from a non-relic ranged weapon, or restore any previously used shieldbreaker missiles. Allows for either very tough ranged knights or very fast melee ones (or both). However, as this costs both a full detachment and requires your Knight to give up a round of shooting, its use is ill-advised.
- The Ritual of Reloading works well with a Valiant as a charge or deepstrike deterrent if you have nothing good to shoot at during your turn; the Ritual specifies the next time the weapon is 'fired', so an automatic 18 Conflagration Cannon hits if you're expecting an alpha strike is totally doable (even more flexibly with the Hawkshroud strategem). Can also be paired with Cadmus's strategem if your opponent is keeping all their high value targets in reserve and you expect them to deepstrike in. Still kinda pricey for a niche use, though...
- Works good for creating a distraction Carnifex with any ranged Knight. If your opponent ignores him, punish him with full firepower/ a charge from across the map. If they shoot at it, use your healing from relics, allies and such to shrug it off. Might be a bit pricey but that face when their Shooting was wasted or slammed by an entire voller at full power will be worth it.
Okay, these aren't called "allies" anymore but whatever. Unless you're planning to take an all-knight army - which may be cool every now and then, but gets kinda boring both to play and to play against - you're gonna need some boots on the ground. Remember the adage "The tanks can take the ground but can't keep it.".
So, what do you want from your pathetic inch-high minions?
- Anti-horde - It could take all game for a single knight to chew through a blob of 50 conscripts. Bring some massed low-strength shooting and free up your big guys for bigger fish.
- Objective capturing - Camping a back-field objective means that your knight can't get into the thick of things (unless it's a Castellan/Crusader who doesn't want to), and now that you need relics or the right WT to get Objective Secured you'll have a hard time with that too.
- Surgical threat removal - Enemy got a special character that's buffing their troops? Out-of-LOS artillery giving you a headache? Snipers and/or deep-strikers, or even just high mobility units are what you're looking for here.
- Cheap anti-tank - The knights' dirty secret is this: for their points, they don't actually have a whole lot of firepower. You can easily struggle to get through large number of tanks such as Space Marine Razorspam or an IG tank army.
- CP - A cheap minimum-sized battalion nets you five delicious CP. Considering how cheap they can go, this is so worth it (a guard detachment will only set you back around 200 points, and for that cost you get 32+ bodies which you can bring to the field).
I'm just gonna come out and say it - pick this one. The synergy with AdMech is too strong to ignore, with four of the nine Knight houses swearing fealty to Forge Worlds, so this is also a pretty fluffy choice. Machine Spirit Resurgent is the best stratagem in the codex, allowing you to use the top row of the damage table (which cancels out the Weary Machine Spirit burden); Benevolence of the Machine Spirit lets you ignore mortal wounds on 5+; and Knight of the Cog can give your Knights Canticles for the turn, which means cover in the open (for 2+ saves) or +1 strength (insane with Stomps and Death Grip)
Enginseers come at the low price of 30 points each including gear (and he can heal your Knights!), AND both Rangers and Vanguard have dropped to 7/8 points each, so a minimal battalion runs for as little as 165 points. While we're at it, consider the Necromechanic warlord trait to double up healing from your Enginseers--more with the Tech Adept stratagem. Monitor Malevolus also lets you recycle your CP and the opponent's CP on rolls or 6. There are also some really efficient units to fill out the Battalion with. Dunecrawlers and Mars Kastelan Robots offer great anti-tank or air and anti-horde or character, respectively. Stygies VIII Dragoons and Fulgurite Electro-Priests are great alpha strike melee options that can infiltrate at the start of round 1 for 1 CP each (Post BIG FAQ 2 that strategem changed to a 9" scout move rather than a full infiltrate). The former gets a disgusting -2 to hit and has high volume, high strength attacks, which is great for vehicles and characters. The latter is riskier, especially if you aren't going first, but they vomit mortal wounds and can fight twice for 3 CP.
- An Onager Dunecrawler with Neutron Laser and 2x Cognis Heavy Stubber costs 119pts. The Neutron Laser is better than the Thermal Spear in every aspect. (48" vs 30", S10 vs S8, same AP, and more or less equal damage but on all 48" of range). Toughness-wise, the Crawler is on par with the Warglaive, but comes in 37 points cheaper. One less wound but rerolling 1s on inv saves (this requires you to bring at least 2 Crawlers and have them within 6" of each other). Plus it gets Canticles of Omnissiah (hence, Shroudpsalm) for free. You are paying
8737 points for the 14" movement and some CC capability. The recent point drop now means that the Warglaive combines some of the better traits from a Dunecrawler and a Dragoon into a single platform for a reasonable price. While this can be very advantageous (especially now that "Rule of 3" is slowly becoming a thing), doing this means that you risk putting all your eggs into one unit; while more cost-effective, this unit is still relatively fragile, since they don't get -2 to hit like Dragoons do.
Wherever you find the armies of the Imperium, you'll find the Guard in support. That, or you can paint them up in the same colours as your Knight and say that they're his household retainers.
- Their low cost means you can bring a decent number of bodies on the cheap, but the most important reason why you want Guardsmen is CP. A battalion of 2x Company Commander and 3x Infantry costs 183 points if you give the sergeants bolters. This provides 5 CP, and with Grand Strategist and Kurov's Aquila, you are recycling CP for you and your opponent on 5+ rolls. Not anymore, now that you can only regain 1 Command Point per battle round, so choose one.
- Good models for retainers: Freeguild Handgunners, FG Archers, Flaggellants, Necromunda Gangs (Cawdor, Escher and Goliath), Cadians in [Dress Uniforms], and [Daughters of the Burning Rose] as Sororitas
As for options, Elysians have free deepstrike and a healthy number of shooting options, especially sniper rifles and mortars. Scions can also be attached for deep-striking plasma and Tauroxes. IG artillery is also great: Mortar Heavies or Wyverns for anti-horde; Lascannon Heavies, Basilisks, or Manticores for anti-vehicle. Keep in mind that Heavy Weapon Squads, although a great bargain, are extremely fragile. For infantry, keep 'em cheap, dump them on an objective, and hope the enemy ignores them. I don't actually recommend Conscripts in this role, as they're unwieldy to move, and you shouldn't have anything that really needs bubble-wrapping. Primaris Psykers are cheap too, and they give you at least a chance to Deny the Witch.
Also, instead of a single hideously overpriced Armiger, consider taking a pair of Tallarn Devil Dogs instead. Give them track guards (so their movement never degrades) and meltagun sponsons. Or take a pair of Catachan Hellhounds for clearing out hordes. Scout Sentinels are also about the same size as an Armiger, cost 1/5 of the price, and can create a huge buffer zone. Edit- reduced cost on the Armiger makes it a good pick.
Sir Hektur is an especially good pick for infantry-heavy Guard; he reduces the chances of them fleeing after a failed morale test, and if Canis Rex is destroyed he'll have plenty of screening units to hide behind.
Well, you've probably got some lying around, so that's a start. Oathsworn Knights can often be found accompanying the marines into battle, though fluffwise it's very much on the side of Marines supported by Knights rather than Knights supported by Marines. The downside is that marines (the dudes) are somewhat pricey, and tactical marines are rather uninspiring (even if this edition has made them better). Marines have good and cost-effective tanks, though, so that's always an option; you'll find it hard to go wrong with Razorspam. Librarians are a no-brainer for your HQ; it'll be nice to actually have something to do during the psychic phase for a change.
Vindicares and Culexus are great for anti-character and anti-psyker duty, and Eversors are excellent in anti-horde duties. Just be aware that if you turn up to your FLGS with an army of just knights and assassins your name will be mud before the day is out. That said, these guys can now only be taken in groups of 3-6 thanks to the BIG FAQ restricting them to a HQ-less Vanguard Detachment with no CP bonuses.
Sisters of Battle
Sisters offer you cheap, shooty, and decently durable troops. Load up on storm bolters (only 2 points!), and use them either MSU-style in transports or footslogging in blobs of 10+. Take Celestine if you want to drink your opponent's tears. Melta-toting Dominions is a perennial favorite. Exorcists, OTOH, are actually fairly mediocre tank hunters this edition.
Adeptus Astra Telepathica
An alternative take on Sisters of Battle are the sisters of silence, which you’ll take for one reason, anti-psyker, smite spam can do a surprising amount of damage to your knights, and the sisters are excellent of making mincemeat out of psykers and also provides Primaris Psykers as HQs. ** Note the update to the rules means that Sisters of Silence can only go in battle forged detatchment with other Sisters of Silence... the only possible ways to field them are without a command unit with no CP added, or at the cost of a CP to gain a single unit. Except... The Index entry for a Primaris Psyker has the keyword for Astra Telepathica so can be used to fill out your detachment with a HQ for the extra CP and some psychic support.
An interesting and complimentary mix, as the custodes are excellent character hunters and are capable of controlling objectives with their jet bikes, but lack anti-vehicle weapons, while the knight is excellent at hunting down vehicles but lack the shot output to deal with hordes. This combo will struggle to rake in the command point of other armies, but your army will be effective whatever enemy is thrown at it, and it gives you an excuse to paint your knight gold and red (go on, you know you want a golden banana knight), plus there’s a kick ass custodes knight conversion kit on shapeways.
Army of Armed Armigers
Armigers provide a cheap supply of quality ranged firepower in either your long ranged, high volume Helverin form, or the armour melting Warglaive form, all for (at most) 184 points, and can be taken in large unit sizes, allowing you to take up to nine of each type of Armiger, avoiding the rule of three which will hobble many other armies. Firstly, you take as many Armigers as you possibly can, leaving enough spare points to buy at least one Preceptor (two if your running a mix of Warglaives and Helverins), take Warglaives if the enemy has a lot of heavy armour, Helverins for everything else (or anything tougher than toughness 8, as at that point the Armiger autocannons rate of fire is superior). Then, take a Preceptor to be your warlord in a detachment with all your Armigers (giving them the Helm of Dominatus and whatever warlord trait suits the situation, a 4++ invulnerable save is recommended though), giving them the House Taranis trait to give them all 6+ Feel No Pain saves (to help make up for the Armigers' relatively low toughness).
In a one thousand points game this gives you one Preceptor, 3 Armigers (of your chosen flavour) and three command points, but more importantly you can get your Armigers to hit on 2s (admittedly against a single target at a time), rerolling 1s in both the shooting and fight phases, all with weapons which other factions would pay through the teeth for (60” D3 autocannons, S12 dual profile chainswords and 30” meltas).
Terryn's Terrifying Turn-One Charge
Cerastus chassis roll 2d6" advances, House Terryn rolls an additional dice for advances & charges drop the lowest (8.4"), the Landstrider WT gives you a +2" to Advance & Charge aura. This gives you an average threat range of 14" + 10.4" + 10.4" = 34.8" average melee range. Considering the "standard" No Man's Land and Enemy Deployment Zone measure 36" wide, this means you only leave a single inch for the enemy to safely deploy in. Did you also happen to read how you can give your Lancer a 3++ up there? If you don't want to pay FW price, a regular Terryn Landstrider Knight still rushes 28.86", more than enough to cross the 24" No Man's Land.
Not much to say here- if you've been paying any attention to competitve 40k you've already seen this. Take a House Raven Castellan, give him Cawl's Wrath, and pop Order of Companions. Split your fire and take out two tanks a turn, or focus down on that pesky Tesseract Vault. Costs an arm and a leg in CP and requires a screen, so ally in some Guardsmen and fire away.
The staunch allies stratagem of Hawkshroud can be pretty strong paired with a pair of valiants. Your opponent now has to survive overwatch from two giant autohitting robots. If your opponent is a monster of vehicle, they have a 2/3 chance of getting 'pooned in overwatch. Made better by Hawkshroud's stellar house ability.
|Warhammer 40,000 Tactics Articles|