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Warhammer 40,000/9th Edition Tactics/Imperial Knights
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===Gameplay Pros=== * 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.) * They make for an excellent Imperial ally in 2000 point or more games, especially more as it can be more efficient having a couple of 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 MEQ chewing needs, high rate of fire strength 6 guns for your GEQ chewing needs and even more heavy firepower in the dominus class. *Some of the best [[Forge World]] support of any faction. While others might get a few units which are ultimately superfluous, the forge world knights are/can be more powerful than the basic varieties and come with some very unique and interesting weapons. **The Imperial Armor Compendium for Forge World has changed up a few things, several of which are for the better! * Chicks. Dig. Giant. Robots.
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