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===Imperial Knights=== This is partly debatable, unlike Guard. Knights are an enormous point-sink and don't have quite as much firepower for their point-costs. However, the following Household-specific stratagems can make these big boyz infuriatingly hard to kill, or infuriating in general. This being said, many of these stratagems were slapped with an additional Command point tax due to how cheesy they were. *'''Rotate Ion Shield:''' Watch how I turn this 24W with 5++ behemoth into a 24W 4++ behemoth, at the cost of 1 CP. Or 3CP for a Castellan. When combined with 'Ion Bulwark' it gives your 24/28W Knights a 3++ (CA 2018 nerfed this to a maximum of 4++). For maximum cheese, the Knight player can use the House Hawkshroud trait so that the Knight's wounds count as double for the purposes of the damage table. NOW have fun taking it down. *'''Order of Companions:''' House Raven stratagem which makes your knight reroll every hit rolls, wound rolls, damage rolls, number of shots rolls of 1 in the shooting phase for 2 CP. The aforementioned Castellan with Cawl's Wrath relic (S8/9; AP-4; D2/3) make sure that not only your big boy is not going down easily, but he can just pop any vehicle without invul save or with negative hit modifier in a single turn of shooting using the overcharged profile. Or just point the Lance in the general direction and let it go. One of the reasons why 3 of the top 4 players in NOVA Open played what is basically the same stuff: AM battalion/brigade for CP and board control - BA battalion with Slamguinis and a lone Raven Castellan. After the 2nd big FAQ bomb, this had been nerfed to 3 CP. Some lists simply drop the Blood Angel Battalion to keep the CP and fuel the knight instead. *'''In our darkest hours:''' House Taranis stratagem. On a 4+ your Knights get back up with D3 wounds remaining if it didn't explode. Your opponent thought they finally killed the raid boss, only for it to unleash hell next turn thanks to 'Machine Spirit Resurgent'. Fun times inbound. *'''Death Grip:''' You and your opponent roll a d6 and each add your respective strengths, if your opponent rolls equal to or greater nothing happens otherwise they take d3 mortal wounds and YOU KEEP ROLLING UNTIL THEY DIE OR WIN. Given you're strength 8, this means you can effectively auto kill certain character's like Creed and Eldrad unless you roll a 1 and he rolls a 6. Not so obscene now that your opponent auto-escapes on a 6 but can still infuriate your opponent if he rolls badly.
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