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Warhammer 40,000/9th Edition Tactics/Imperial Knights
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===Gameplay Cons=== * Damage Tables mean that your Knights get slower and less accurate the more worn down they are from combat. * Although tougher than they were in 7th edition, they've also gotten a lot pricier; a bare-bones Gallant runs 400 points, while a fully-kitted Crusader weighs in at ''555''. *Most of your models are '''Titanic''' and more than 5" tall. If ruins are frequently used terrain pieces, you'll find yourself being shot at by infantry armies while not being able to shoot back at times. * Knights die surprisingly easily and hit surprisingly weakly. Expect to take a lot of wounds and miss a lot of shots. As mentioned in the '''Pros''' section, their best weapon is the sheer intimidation factor of the models. Speaking of intimidation... * You won't win the psychological warfare against level-headed opponents. Your Knights might be scary as fuck to noobs but not to those who keep their calm. * A 3+ armour and 5++ (ranged) invulnerable save is nothing special to write home about, especially as most knights don’t get their invuln against melee attacks. Unless you’re up against “small arms” fire you will take a surprising amount of damage very quickly. Stuff like Tesla guns with +1 or +2 to hit will do an obscene amount of damage despite your saves. * They will need help dealing with hordes even if the revised chainblades and fists do help address with most of your concerns. * Hammernators and equivalent melee units will still wreck your shit mercilessly and almost look cost-effective doing it (although thunder hammers are slightly less effective than in 8th.) *Dedicated anti-tank guns will bring them down with shocking rapidity. With the changes to ion shields, static gun lines threaten them quite a bit. * You have to ally with the Mechanicus to get Engineseers and other Techpriests to repair Knights at a reduced efficiency (1 wound instead of D3, although the right warlord trait can boost that to 2), and even that limits which households you can take. * You're big, but there are even [[Titan_(Warhammer_40,000)|bigger]] [[Skarbrand|kids]] on the block, and the firepower and melee capability these beasts can bring to a battle makes your knights look like an Ork trukk by comparison. * 9th mission structure doesn't lend itself to knights, although new secondaries in the codex may help with this.
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