Editing
Tactics - Knights Inductor
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Building an Army== Standard stuff if you're taking the CAD, 1 HQ and 2 Troops! Ferrus is your cheapest named character who is hella durable as a Warlord, making him an troll to take down. The Librarian is your cheapest non-named HQ and can provide some nice utility for his cost. <br> The way I tend to structure my lists is through a Take All Comers (TAC) approach, which is the following: x2 of anti-infantry/horde, x2 of anti-armor/vehicle, x2 of anti-toughness/MC, x0-2 of anti-air, x1-2 of anti-psychic. Following that general pattern will allow you to cover your corners decently and not fall completely flat against any specific army type, though see my notes below on anti-infantry and anti-armor. *'''On Troops''': Thanks to Squad Issue Wargear your troops can become pretty useful! Specialized Bolt Ammunition is a safe choice, allowing you to out-range other Space Marines, deal with Monstrous Creatures, and support forward assault units in one nice package. Unless you're taking a Pacification Detachment this does make Tacticals as expensive as jump infantry. Specialized Bolt Ammunition does provide the same versatility if you give it to a cheaper unit like Scouts or Guard Aspirants. :As mentioned earlier, an Aceso on a full 12-man squad of Tacticals, perhaps with Camo cloaks dug into cover, makes them dead 'ard and a pain to remove from any objective. Perhaps you might want a squad like that holding the Attrition Objective objective which has a huge target on it. *'''Anti-Infantry and Anti-Armor''': The Knights Inductor as a whole excels at this, their entire Chapter Tactics revolve around Pinning or shooting the fuck out of any exposed infantry units within range. They also have access to some half-decent artillery and can easily pull some good pie plates out to dole out to hordes. This also means you NEED anti-armor units, and maybe more so than usual, since the Knights are unusually weak against Mechanized armies or armies packing a lot of armor. Guard Aspirant squads deep striking with meltas are a good start, but you should also have some longer-ranged anti-armor like Lascannons or Gravitic Mass Drivers in order to pop those transports at range. *'''Taking Silencers''': Silencers' powers and abilities as a whole are incredibly short-ranged. They will do absolutely jack for you sitting in your gunline. This necessitates either teleporting, or more smartly, taking a Drop pod with a retinue of some sort. Silencer Minoris are obviously the safest choice, generating Null Charges and they won't run when silencer perils come around. They are however expensive as hell and blinging them out (especially with that almost obligatory Aceso) will drive up their cost very fast. *'''Experimental Wargear''': In general you will have to choose between taking a restricted unit using a slot or taking a supportive piece of wargear on an Independent Character. It mainly comes down to points and how much you're willing to spend on said units or characters. If you have a good amount, getting an Innovatus squad will provide some serious firepower against high AV targets at a good range, while the Predator Vaeris can mount the excellent MLRS or similar weaponry. If you're spending on a budget, an ASS or Tracer bolts will do you little harm, especially if you take a storm bolter for the latter. And though it took a small price hike, a Macharius Stratagems Codex is one of the best purchases to make, as you can choose a special rule to give out before battle, making it a very versatile piece of strategic wargear for the cost.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information