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===Additional Knightly Orders=== The Empire Knightly Orders supplement available on the WFP website provides numerous variations on the classic Knights. Most are some variations of your basic Knights with additional weapons and abilities. Almost all can take Inner Circle knights with +1S & I for 3 more points, becoming special 2 more if in heavy armor, upgrading to plate (expect Reiksguard and Demigryph). Most can also bring their own named grandmaster (listed above), following the restriction that they need a unit of their order in the army. The majority of the following Orders are Special choices unless specified otherwise. *'''0-1 [[Reiksguard Knights]] (Special):''' They're their own unit now! They started out like Inner Circle knights with lances and shields, but now they're Stubborn naturally. That's right, Stubborn knights with 1+ armor. Stubborn only costs them pennies more per man than regular Inner Circle knights, so they're totally worth it, especially when you bring Karl or Kurt Helborg to remove their unit cap. The Bretonnians are weeping with envy right now. **"Alternate View" - They're more expensive than the inner circle for stubbornness. For most, this isn't bad, but remember that they are lance cav. This means they are strong in only really one round, and these guys can't take great weapons, so is it even benefitting you that much? Yes, they do. Take them in 5 man units, and they make a great tarpit, which can also kill something. *'''0-1 Reiksguard Foot Knights:''' (Special) For less them half the price, you can have Reiksguard without horses but with a sword & board to be an efficient elite holder that will refuse to fold all game. They make a great general bunker in an army built around an infantry line. *'''[[Knights of the Blazing Sun]] (Core):''' Decent chance to lower enemy WS and BS the turn they charge by one, making it safer for them to charge handguns and average WS high strength units. *'''[[Knights of the White Wolf]] (Core):''' Fluffwise: AWW HELL TO THE FUCKING YES! They are motherfucking Viking-furries with greathammers from the deep forests of Middenland. What's not to love?. They are the closest you'll get to [[vikings]] in an Empire army. To become a Knight of the White Wolf, you have to kill a wolf with your bare hands and skin it. They wear no helmets, 'cause they are just that [[awesome]]. They wear the fur of the skinned wolf on their armor, so they look pretty badass. They come without shields, so they lose that 2+/1+ armor save, but the wolf pelts give +1 against Missiles. They're wielding Hammers that give them effectively S4/5 Ap2/3 attacks for no Initiative penalty. They hate Cowardly hoards like Skaven and Undead. They also have a Magic Standard that gives Fear and then Terror on charges. They are effective at breaking chaff while maintaining their effectiveness in protracted fights. *'''[[Knights Panther]] (Core):''' Their steeds add D3" to charges. Useful for the Far or more reliable charge rolls. Also, they get a banner option for some cheap MR(3) more magic defense. *'''[[Morr|Black Guard of Morr]] (Core):''' Can freely swap lances and Shields for great weapons, trading charge power, and initiative for consistent strength even if they get charged. They are scary and Immune to Terror. Better at causing enemies to break while not succumbing to Terror themselves. *'''[[Morr|Black Guard of Morr on Foot]] (Special):''' Only Armed with polearms, they are discount Reiksguard Foot Knights, but they have an easier time chasing off enemies in CC. *'''[[Knights of the Everlasting Light]] (core):''' The Fantasy [[Lamenters]]. The Brave Knights have to reroll wound rolls of 6 and are more likely to trip when moving over dangerous terrain. This is offset by them having magic attacks and a 5+ ward during CC. An Order if you want your knights to tank even more rather than killing. *'''[[The Longshanks]] (Special):''' Knights of the Verdant Field but better by paying +1pt more for paired hand weapons. *'''[[Knights Griffon]] (core):''' they don't need to roll when Reforming after a charging a fleeing unit or lose a round of combat, but they are too prideful to run from a charge or use Swifstride when fleeing. They are better at changing their formations for the current situation and good positioning rarely puts knights in a position they have to run. *''' [[Manann|Sons of Manann]] (core):''' they wear medium armour, wield Tridents (polearms), and gains +1 to hit during the first CC round. They have the best time translating their attacks into wounds when fighting other humans. *''' [[Manann|Sons of Manann on Foot]] (core):''' On foot, they become upgraded Swordsmen with medium armor & bucklers, making them fairly tanky with a 4+/5++ save. Another good holding and grinding unit against low-armor infantry. *'''[[Knights of the Raven]] (Core):''' Undead Hunters. They dropped their Lances for bows to shoot as they closed into melee. They are mounted archers in +2/+1 armour. Currently, they are an inverted role of Pistolier, where they are well protected from even handguns but far less killing power and maneuverability. They also do slightly better against Vampire counts having hatred for them and Immunity to Terror. **Don't know, but I don't think they are that good, paying 19 points per bow when you can get 3 archers and a standard bearer. *'''[[Knights of the Verdant Field]] (Special):''' Elite Huntsmen with 4 in WS and BS and Light Armour. You want a scouting bow unit that can also perform melee for occasions. Unless your need points, The Longshanks fill the role better. *'''[[Knights of the Twin-Tailed Orb]] (Core):''' Have their Hands full with a Flaming Flail and can't be outnumbered but must pursue fleeing units. Good at engaging with and chasing off regenerating monsters and animal-based units. *'''[[Knights of the Black Bear]] (Core):''' Knights with strength bonuses on charges, giving a total Strength with lance up to 6 or even 7 on the charge, but has a chance not to move each turn. When they do charge, the receivers are unlikely to live. They are the best candidates for the role of anti-calvary cavalry. *'''[[Hunters of Sigmar]] (Core):''' Cheap Countryside knights. With the lack of maintenance, they downgrade to Heavy armour and must reroll wounds and Saves of 6. Despite their neglect, they have a Hated for Beastmen, able to Vanguard and ride unimpeded with Forest strider. In melee, they charge with lance bet and then switch to Greatweapons the next round to maintain their high strength attacks. They are a must for early aggression lists but need wizard magic to help with their minor reroll problem. *'''[[Knigths of the Broken Sword]] (Core):''' Hate all Forces of Destruction but suffer from Berserk Fury. They cost the same as normal Knights, and facing a Forces of Destruction armies are common, worth considering if you don't mind losing control on occasions. *'''[[Knights of the Sacred Scythe]] (Core):''' Hunters of Vampires. Vampires are a popular faction, so if caught, Sacred Scythe can counter one of the strongest character choices in-game. For 2ppm less, they dropped the lance for Immunity to fear, Hate the Vampire counts, and have KB against Vampires, but nobody besides their Grand Master can join them. *'''[[Knights of the Gold Lion]] (Core):''' Discount Reiksguard, don't have an inner circle or grandmaster but are stubborn during first cc round and only cost +1ppm over base knights. They will at least hold the enemy back for a round if lances don't win. *'''[[Knights of Sigmar's Blood]] (Core):''' knights that let nearby units reroll Panic, Fear or Terror tests within 6" (this includes themselves). Lance Knights usually go for the flanks instead of close to your font line. They are help full at winning pincer attacks. *'''[[Knights Encarmine]]:''' (core) for sustained cc, with dual weapons that reroll 1s to hit, but they can't receive a bonus from ranks. Go wider for more efficiency. They are still fast-moving bricks but put out ok DPS when flanking. Encarmine holds up and kills units with a flurry rather than high-strength attacks. Becoming an inner circle is helpful as their 2 attacks gain ap. *'''[[Knights of the Hammers of Sigmar]] (core):''' Sigmar's Blood Knights that trade lances and shields for great weapons. They have less problem walking alongside your flanks to give them their aura. *'''[[Templars of Sigmar]] (Special):''' The Knightly Order of [[Witch Hunter]]s, they have a Brace of pistol and light amour, a deviation from the typical knightly model. They have more in common as upgraded free Companies. They are Skirmish with Magic attacks, hate Warriors and daemons of Chaos, and possess Magic Resistance 1 to protect them from the various heresies they'll inevitably fight. *'''[[Knights of the Fiery Heart]] (core):''' May replace their lance and shield for great weapons for free and Hate Greenskins. *'''[[Knights of the Black Rose]] (core):''' Currently are Bodyguards of the Ottilia of [[Talabecland]]. Have Fear, and gain Stubborn when guarding a General but give a penalty to the LD of nearby friendly units. *'''[[Knights of the Black Lynx]] (Special):''' Halberdiers with WS4, Scout, and be upgraded to deal S5 attacks. Can be a disrupting roadblock or as early-game monster hunters. *'''[[Knights of the Vengeful Sun]] (Rare):''' Demigryph Knights with Lances and have Devastating Charge. Super hard-hitting but equally expensive. *'''[[Knights of the Taal's Fury]] (Rare):''' Halberd DEMIGRYPH KNIGHTS with Hatred(Beastmen). Have the same price, but Hatred Beastmen makes them objectively better vs. Beastmen than Vanilla Demigriphs.
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