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===Armiger Knights=== Baby's first Knight, and at movement 14", strength 6, toughness 7, 12 wounds, 4 attacks and a 3+/5++ save it is most certainly a knightly (if diminutive) sight, and 3 can be taken in one Lords of War slot. Be aware of the fact that you don't have access to the same "Super-heavy Walker" rule that the other Knights do and your weaponry is made specifically for taking on lone targets or groups of them at range, so avoid melee hordes like the plague (although a Warglaive's Chaincleaver ''can'' put out 8 attacks, so it's not like you're completely helpless). As of the FAQ, these guys still provide zero CP when in a Super-Heavy Detachment full of nothing but themselves, but effectively no longer stop your Super-Heavy Detachments from gaining CP if you have at least one Knight with the '''{{W40Kkeyword|Titanic}}''' keyword in the same detachment, thus allowing them to finally be the cheap point fillers they were advertised as. *'''Armiger Helverin''': The dakka variant of the armiger, armed with 2 Armiger Autocannons. These little gun walkers pack a surprising punch, the two of their cannons putting out 4d3 S7 shots each at a ridiculous 60" and with no to hit penalty after moving. Did I mention that each shot deals 3 damage?! Carapace weapon wise, Heavy Stubbers are the way to go. Their range, while not the best at 36", still gives the knight some distance. Plus, the extra shots help add to the bullet hose of the autocannons. Meltas are just too short range to help this knight. ** Their range is important. While a lucky round of shooting can see a Helverin put some serious hurt on the enemy, more often than not against anything with a good save or toughness they'll only get one or two shots through. Being able to fire 60" puts them out of range of a great deal of the more common weapon systems in theory but in reality you don't have many models and need them forward on objectives where they are targetable. At the end of the day the Helverin occupies a nice slot and will do well much of the time, but needs to be able to get 3 turns of shooting out on average to take down a T7, 10-12W, 3+ target. Plan accordingly, or find easier to chew targets. **They are as woeful in melee as most vehicles. **If you are running a full knight army do not target vehicles with these guys. Sit on objectives and slaughter Infantry in a hail of high caliber shells while your bigger Knights destroy the bigger targets and act as fire magnets. The "Thin Their Ranks" engine war stratagem greatly helps Vs large units. **If you expect to get close to the enemy, ''never'' take one of these; once you're within 36", a dual lightning lock Moirax will completely outperform it against just about any horde in the game, while a dual volkite Moirax will beat it against just about anything (and if you're up against an army whose tough/hard units have good saves, within 24" a pulsar + lightning lock Moirax beats this against ''anything''). *'''Knight Moirax''' <sup>(Forge World)</sup>: The long-awaited Forge World Armiger is a much-welcomed addition to the family, bringing some very flexible firepower for quite cheap (for Knights, anyways, and cheaper than regular armigers). Unlike the previous two, which are locked in their weapon loadout except for their carapace gun (which ultimately isn't even a real choice), the Moirax has a lovely variety of weapons it may pick and choose from. The best part is, you can mix and match in any way you want, including double guns! They are 1-3 per slot (like regular armigers), giving you the option to field any number of them even with the Rule of 3. its Special rules is a 6" heroic intervention for titanic Household buddies. <tabs> <tab name="Moirax Siege Claw and Rad Cleanser"> Your melee weapon choice made all the sweeter for being completely free! As one might expect, it's a scaled-down version of the Forge World Questoris Knight's Hekaton Siege Claw and Twin Rad Cleanser, granting a D1d6 Power Fist that shares the Hekaton's new vehicle busting rule (+2 Damage vs Vehicles and Titanic units), as well as the lovely buffed Rad Cleanser's D6 auto-hitting, almost auto-wounding D3 bullshit. While having two melees does nothing for you, a pair of Rad Cleansers will make everyone cry for cheap. A Moirax with a pair of claws makes for a premium Monster hunter, guaranteed to give your Tyranid friends flashbacks of their Carnifexen having their legs pulled off one by one. Even if you're not going double claw, having one of these is never a bad idea. *The claw outperforms the warglaive in melee vs vehicles but the warglaive outperforms the Moirax vs infantry. The Grav/Claw combination is pretty interchangeable with the warglaive. *Because the Claw and the Cleanser are typically good against exactly opposite units - you usually won't face non-vehicle titanics - the pair makes the Moirax a credible close-range jack of all trades, but you'll need to get ''very'' close to use them. Cleanser vs screens and claw vs the thing behind the screen. *The Rad Cleansers love the blessed arms tradition giving +6 range gives a lot more wiggle room. </tab> <tab name="Moirax Conversion Beam Cannon"> Shove off, Helverin, the ''real'' long-ranged Anti-Tank walker is here. A mini version of the Asterius Knight (get used to this trend) With D3 S10 AP-2 D4 shots outside of 36", and the mobility to ''stay'' that far away, this gun ''looks'' like an excellent deal. The one plaguefly in the sacred machine oil is that the MCBC is limited to 1 per knight, making it a terrible choice in practice - outside of 36", it'll do a credible job of chipping away at things, but at a ''worse'' points efficiency than just about anything else you can field, and inside of 36", it's worse than any of the 5 point guns. As a result, you're usually better off picking something else, and committing to getting within 36". * The Imperial Armor Compendium now lets you rock two of these, at the cost of twenty points. Now we can finally run the Moirax as a highly mobile Great Value Asterius. Also, the ranges have changed now. Each moirax conversion beam cannon does D3 S6 AP 0 D2 shots between 0-18", S8 AP -1 D3 between 18-42" (which pairs decently with any of the 24"/36" moirax guns if you choose to mix and match) and S10 AP -2 D4 between 42-72" (ideally you would be doubling up on the conversion beam cannons if you're relying on this profile). </tab> <tab name="Graviton Pulsar"> A super Grav Cannon, with D6 shots (blast) at S6 AP-3 D2, up to D3 vs 3+ or better saves. Falls to the same pitfalls as most Grav weapons, as while the AP and Damage scream Anti Tank, its lackluster Strength and 3 damage is actually better at killing MEU/TEU and may not be overkill if they happened to have some kind of FNP. Has a strong niche against Light Vehicles with good armor, like Armoured Sentinels and Landspeeders, but the Lightning Lock and Volkite Veuglaire have very similar stats at a better range. It still does surprisingly well in the anti-tank role with its high rate of fire and assurance that if a shot ''does'' wound, it's going to fucking hurt - provided you are shooting targets that have a 3+ or better save, at least 3 wounds, and don't have a great invuln, this will usually be your best gun. In 9th, this weapon outperforms lightning locks against 2W and 3W (3+) models, which is useful considering all marines got upped to 2W and gravis to 3W. Being d6 Blast, it also comes closer to the Lightning Lock's number of shots when targeting hordes (on equal 12 shots/8 hits vs. 12 shots/12 hits). </tab> <tab name="Lightning Lock"> The little sibling of the (now buffed!) Magaera. A flat 6 Shots PER GUN at S6 AP-2 alone stings enough, but when you add in the extra 2 Hits per 6 rolled, undamaged armigers averages as many hits as it has shots. See that Cultist horde? Me neither. Prime escorts for a Knight Preceptor to keep those hits rolling in. The best gun you can field for murdering most basic units of infantry you will face, including GEQ. Against MEQ, it is slightly overshadowed by the graviton pulsar, due to marines going up to 2W. </tab> <tab name="Volkite Veuglaire"> You guessed it, it's a tiny Styrix gun. This gun out-ranges the Pulsar, having the same range as the Lightning Lock, but the Lock is a superior horde-clearer, and the Pulsar is ''usually'' a better heavy-clearer. The only time the Veuglaire is better is against heavy targets with excellent invulns, like storm shield terminators, Death Guard Terminators, Adeptus Custodes and Thousand Sons. *Forgeworld only stock twin lightning lock moiraxs or Volkite/Claw. Other weapons are an extra cost on top. Although it is pretty easy to stick your spare volkites on a warglaive if you want a cheap extra chassis as their similar enough. </tab> </tabs> *'''Armiger Warglaive''': An armiger armed with a mini Thermal Cannon called a Thermal Spear at 30" Heavy 2 S8 Ap-4 D1d6 (D6+2 at half range, like all melta weapons), as well as a Chain-Cleaver that has two attack options: Strike and Sweep. Strike is Sx2 AP-3 D3 and Sweep is SU AP-2 D1, but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat. Carapace weapon wise, it depends on what your view the role of the Warglaive. If you view it as a tankbuster, going into melee VS heavy infantry with the strike profile or if your a House Imperialis the Melta is your best bet. The Armiger is going to be up close anyway, so the melta's range isn't going to be an issue. The ability to shoot after advancing is a nice bonus and the heavy Stubber, while having nice range, doesn't compliment well with the knight. However if you want Warglaive's going into melee using your sweep profile against lighter infantry AND your a Mechanicus house, then the Cognis Heavy Stubber can give you 4 additional shot's against lighter targets in melee. **A good if not amazing all-rounder. A unit of Warglaives pose an existential threat to most armoured forces in the game at range and can reliably chew through most things in melee because of their dual profiles. Larger hordes will still pose an issue but such is the life of a Knight. Effectively a [[Devil Dog]] with melee weapon. The real effective use is with Sally Forth. Watch your opponent's face drain of hope and life as three of these babies appear in the right place at the right time to erase several pieces of armor and charge into his squishy underside, then follow up with Pack Hunters for rerollable charges. ** Pairs well with {{W40Kkeyword|House Raven}}'s ability to Advance without penalties. ** Now only 145 pts per model according to the new codex, making them the cheapest unit availible to us.
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