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=Allies= As Imperial Knights are somewhat...limited as a main detachment, this section will mostly focus on how to act as a good ally to another army. ==Battle Brothers== *'''Imperial Guard:'''Hellhounds make great hunting dogs for the Knights and guard also gives pretty decent air cover. They also provide the one thing you lack - large bodies of cheap, expendable wounds. Also Techpriests with servitors can repair Knights<s> if they can manage to keep up</s>. **'''Militarum Tempestus:''' Their ability to lay down fire and travel quickly makes them pretty good at keeping up with the knights and clearing away tarpits. *'''[[Space Marines|Multiple]] [[Blood Angels|Flavours]] [[Dark Angels|of]] [[Grey Knights|Power]] [[Space Wolves|Armor]]:''' In general, the Space Marines can always benefit from an IK in combination with any tactics. The Stormravens/Stormfangs make great AA protection and Devastators/Long Fangs synergize well with stopping other tanks and any long range threats to the Knight of your choice. **Blood Angels provide close combat rape **'''Clan Raukaan:''' It's expensive as heck, but you can grab a Master us of the Forge and 3 techmarines, give them all servo harnesses and put them on bikes, and repair your knights on 3+. You won't slow down the knight, and unless it gets killed in one turn, it's going to be back up and running by your next shooting phase. *** '''Angels of Death Update:''' Grab two Librarians with Technomancy (or a Librarian and Bike Captain if you want bikes as troops) and you can field up to 6 techmarines. **'''Death from the skies:''' A new tactic from death from the skies is to take a air superiority detachment of two interceptors and fix your anti-air problem for about 250 points. Seriously, there is no reason not to take these guys. *'''Adepta Sororitas:''' The Knight Paladin augments the Sister's limited long range options, while the Knight Errant can support the Sister's tank hunters with its thermal cannon and as melee deterrent. Also, a cheap Cannoness on a Quad-gun can give the Knights valuable anti air coverage. *'''Inquisition:''' Do take them. The Knight Paladin and its Battle Cannon benefit greatly from squads of Acolytes along with cheap access to Valkyries to save your ass from enemy fliers (one of the few weaknesses of the Knights). Due to the cheapness and less restrictive FOC of the Inquisition, they are your best bet for "filling in the holes" of your Knight army (either by providing a cheap low-cost but effective primary detachment in lower point games so you can run a single Knight as an Allied Detachment, or by buying some cheap upgrades to fill in the holes at larger points, most notably at the 1750 and 2000 point marks. ** Take an inquisitor and 3 units of henchmen, each with a psyker and two acolytes. For under 80 points, you get a few units that can hold back field objectives while you let your knights rip things to bits, and 3 denial dice, which will help you hopefully stop a crucial power or two from going off when you don't want it too. *'''Officio Assassinorum:''' The new Dataslate doesn't have too much to offer Knights, but a Vindicare can pick off virtually any kind of threat to your Knight from a big distance if your Knight somehow has trouble against it, Callidus and Eversor Assassins make good distractions because they give the enemy a lot to worry about too. Although 90% of time you will accidentally kill your own Callidus assassins with scattered pieplates, so bear that in mind. *'''Legion of the Damned:'''These guys are amazing for knights, a 10 man squad can drop in and kill a small infantry squad with ignores cover bolters, meaning those Pathfinders hiding behind an Aegis Defense Line are dead. Provides a much needed small infantry killer squad. Take a 10 man with animus malorum and a 5 man with a melta and multimelta to get that basilisk in ruins. *'''Skitarii:''' Another good one, especially if you like spamming fast-moving walkers (who doesn't). Keep in mind that Skitarii don't need a lot of ranged help especially when it comes to anti-infantry, but vehicle bustin' and especially close combat are where they need the most help. Use Onagers for anti-air, Vanguard to soften heavy infantry (specifically hammernators), Rangers (especially with transuranic arquebi) to pop transports and help erase any infantry and then throw a Knight reaper chainsword and/or thunder gauntlet at vehicles, buildings, monstrous/gargantuan critters and all those generally fighty bastards. Use supporting guns for anything else that needs attention. *'''Cult Mechanicus:''' Take a Dominus and hit it with the Uncreator Gauntlet for hilarious 1-6 HP repair per turn, coupled with his regular repair ability. *'''[[Solar Auxilia]]:''' If you don't mind sacrificing the soul of your firstborn child, multiple daemonic contracts, or a few kidneys in the usual manner of forgeworld payments, [[Solar Auxilia]] is the PERFECT ally for Imperial Knights. A Nanyte Blaster Legate with Volkite Charger Veletaris sitting in an Arvus lighter is essentially '''[[Rape|Kryptonite to tarpits, and will cause them to experience critical existence failure in the span of a single shooting phase]]'''. And if you don't like the idea of waiting until turn 2 to remove tarpits with extreme prejudice, then 300 points worth of Lasrifle Sections can do pretty much the same thing, pumping out 120 shots as 36" Heavy 2 Lasguns. While it is legal in 40k, you're going to have to bash some heads in with your copy of Horus Heresy in order to get people to accept that GW and Forgeworld are literally the same company making shit for the same game. :: As an added bonus, 3 Lasrifle Sections with a Medicae Section makes for god-tier backliners. Their Collimator(Heavy 2 36" S3) Lasguns mean they can contribute to a fight even from the objective, and their good saves(4+ standard, rerollable leadership when near another section) means they'll sit on the objective for multiple turns. Just be sure to give them Blast Chargers so they can still threaten MCs.
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