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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. Also 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. Whether you take them to round out your Super-Heavy Detachment slots or put them in Super-Heavy Auxiliary Detachment slots is completely up to you though - there isn't a massive disadvantage to either now. *'''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, while something like the Predator (one of the more accurate comparisons for the Helverin) will have to move to get in range. 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. **If you are running a full knight army, these are your objective campers. Your big boys should be running up the field to make the most of their weapons whilst drawing fire, while your armigers can sit back out of range of return fire, taking out anything that can threaten your big knights. ***(Alternate Opinion) 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. **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''). *'''Armiger Moirax''' <sup>(Forge World)</sup>: The long awaited Forge World Armiger is a much welcome 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. 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. Special rules include no hit penalty for moving heavy weaponry, and 6" heroic intervention for titanic Household buddies. **'''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. ***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. **'''Moirax Conversion Beam Cannon''': Shove off, Helverin, the ''real'' long ranged Anti-Tank walker is here. A mini version of the brand new Asterius Knight (get used to this trend), the MCBC is a much superior version of other army's C-Beam Cannons, since you can move and fire, without penalty! 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". **'''Graviton Pulsar''': A super Grav Cannon, with D6 shots at S6 AP-3 D2, up to D4 vs 3+ or better saves. Falls to the same pitfalls as most Grav weapons, as while the AP and Damage scream Anti Tank, the lackluster Strength holds it back, while the 4 damage is gross overkill against any Infantry that isn't a Character. 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 better range. It still does surprisingly well in the anti-tank roll 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 4 wounds, and don't have a great invuln, this will usually be your best gun. **'''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, an undamaged armiger 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 units of infantry you will face, including GEQ and MEQ. **'''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. *'''Armiger Warglaive''':An armiger armed with a mini Thermal Cannon called a Thermal Spear at 30" Assault D3 S8 Ap-4 D1d6, 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, 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. The heavy Stubber, while having nice range, doesn't compliment well with the knight. ** A good if not amazing all-rounder. The Thermal Spear is unreliable like most random shot weapons, but 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.
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