Editing
Warhammer 40,000/9th Edition Tactics/Imperial Knights
(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!
====Auto Weapons==== *'''Rapid-Fire Battle Cannon with Heavy Stubber''': 72" Heavy 2D6 8 AP-2 D3, Blast. While it does have massive 72" range, if you're sitting back and sniping you're not really getting the best out of your knight. Overall, excels at very little (it has a marginal advantage over the other weapons against T7 vehicles due to the wound math). **With {{W40Kkeyword|House Raven}} the RFBC has an effective range of 87" (with no movement penalties), easily capable of hitting anything ''anywhere'' on the board. **A good tactic would be to fire the RFBC last; 72" is long enough to reach almost anywhere on the board and it's pretty difficult to hide from a Knight. If your dice get cold and your other knights leave some stragglers, you can use the cannon(s) to clean up. **Now officially delivers flat 3 damage, which is pretty solid into several units, and now free to equip on a Crusader! *'''Armiger Autocannon''': Unique to the Armiger Helverin. After suffering a bit in early 9e, the codex, we've now been blessed with an extra point of AP, making the gun 60" Heavy 2d3 S7 AP-2 D3. Works against the two and three wound Marines of 9th but it will have difficulty against the T8 fatties (Land Raiders, Leman Russ', Wraithknights) and 3+ saves mean quantity is vital, but the Helverin mounts two of them. Fantastic for how cheap a platform it is mounted on, it will do work for you. **Loses no effectiveness when targeting Gravis-armored primaris marines compared to the usual sort without added defenses, scoring one kill per failed 4+ armor save. When supported by a apothecary, 3 damage will usually overwhelm their FNP on a 2-wound marine, but 3-wound Gravis Marines may survive. But that's hardly a unique problem. **The most efficient weapon you have for taking out Guilliman; you hit and wound on 3+ with 4d3 attacks, the AP knocks him down to a 3+ save, and damage 3 means he'll go down quick. All of this means that you “only” need 20.25 shots from this gun to take him down, and for Guillimans price you can buy two Armigers which can pump out an average of 16 of these shots a turn (although this doesn’t take into account his regeneration ability or the fact he’ll be hiding behind meat shields). *'''Avenger Gatling Cannon with Heavy Flamer''': Same old 36" Heavy 12 S6 AP-2 D2. Serves as a good all-rounder, and is the absolute champ against all kinds of infantry, including TEQ (that 2 damage, in particular, will make MEQ and the like cry).
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