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==Tactics== ===The Barmy Armi Army=== Armigers provide a cheap supply of quality ranged firepower in either your long ranged, high volume form (Helverin, Moirax), or the armour melting Warglaive form, all for (at most) 159 points, and can be taken in large unit sizes, allowing you to take up to nine of each type of Armiger (Helverin, Warglaive, Moirax), avoiding the rule of three which will hobble many other armies. Firstly, you take as many Armigers as you possibly can, leaving enough spare points to buy at least one Preceptor (two if you're running a mix of Warglaives and Helverins), take Warglaives if the enemy has a lot of heavy armour, Lightning Lock Moirax against hordes/MEQ, Helverins for everything else (or anything tougher than toughness 8, as at that point the Armiger autocannons rate of fire is superior). Then, take a Preceptor to be your warlord in a detachment with all your Armigers (giving them the Helm of Dominatus and whatever warlord trait suits the situation, a 4++ invulnerable save is recommended though). Finally, choose a household trait which suits the units/enemy you have chosen best, giving them the House Taranis trait to give them all 6+ Feel No Pain saves (to help make up for the Armigers' relatively low toughness) is always a good idea, but house griffin for plus 1 attacks on the charge will increase the warglaives melee potential by 25%, while House Raven while ensure that your Helverins are always accurate while kitting. Against other knights/other large single entities Hawkshroud is recommended to ensure that your units always fight at peak performance, as in such battles it becomes a case of which site starts missing the most shots first. In a one thousand points game this gives you one Preceptor, 3 Armigers (of your chosen flavour) and three command points, but more importantly you can get your Armigers to hit on 2s (admittedly against a single target at a time), rerolling 1s in both the shooting and fight phases, all with weapons which other factions would pay through the teeth for (60” D3 autocannons, S12 dual profile chainswords and 30” meltas). ===Gallant Rush=== This one's pretty self-explanatory, take a detachment with 3 gallants, from either house Terryn for reliable advances or Hawkshround for great durability and heroic interventions up to 12", give 1 the paragon gauntlet and another one Landstrider (don't put both on 1 or it will draw too much attention) then just throw them up the board. Gallants are the cheapest questoris class knights so this one's not too expensive in points, at least by knight standards; this means you have more points to spend on allies, ideally a double battalion or even a brigade of guard with a wyvern and basilisk in the new formation. Oh, and it goes without saying that you should bring as many mortars as possible. ===Terryn's Terrifying Turn-One Charge=== Cerastus chassis roll 2d6" advances, House {{W40kKeyword|Terryn}} rolls an additional die for advances & charges drop the lowest (8.4"), the Landstrider WT gives you a +2" to Advance & Charge aura. This gives you an ''average'' threat range of 14" + 10.4" + 10.4" = '''34.8" average melee range'''. Considering the "standard" No Man's Land and Enemy Deployment Zone measure 36" wide, this means you only leave a single inch for the enemy to safely deploy in. Did you also happen to read how you can give your Lancer a 3++ up there? If you don't want to pay FW price, a regular Terryn Landstrider Knight still rushes 28.86", more than enough to cross the 24" No Man's Land. *Alternative and updated for 9th (pre-codex): This got significantly stronger post-Engine War as House {{W40kKeyword|Terryn}} being {{W40kKeyword|Questor Imperialis}} gives it a +1 to all Advance and Charge rolls that do not stack with other sources (so the Landstrider WT is a bit of a waste by only giving +2 even if it is an aura). This DOES free you up to take the Champion of the Household WT to re-roll ALL failed charges which more than makes up for it. This makes your charge range 3d6h2+1” (9.4”) with a re-roll (which ends up giving you a consistent >10” charge range the math gets complicated quickly). With the standard board size reduced and the bonus to advance distance as well, you should have no problem closing to close combat even if you don’t want to field a Cerastus. **If you want to attack ANY part of your opponent’s line in CC, use the Sally Forth Stratagem, especially since Knight lists are not hurting anywhere near as much for CP. ===Raven Castellan=== Not much to say here - if you've been paying any attention to competitve 40k you've already seen this. Take a House Raven Castellan, give it Cawl's Wrath, and pop Order of Companions. Split your fire and take out two tanks a turn, or focus down on that pesky Tesseract Vault. Costs an arm and a leg in CP and requires a screen, so ally in some Guardsmen and fire away. *Some recent rules changes to the game and the Castellan itself mean that this is no longer the game-breaking meta-warping combo it once was, firstly the castellan went up by 100 points making it over 700pts (over 1/3 your list at 2000pts). It can no longer get an invuln higher than a 4++ and many of its stratagems went up in CP cost dramatically. Just as if that weren't enough, you can now only gain 1 CP a battle round so there's no way to make up for the increased stratagem cost. *A Knight Valiant version of this strategy. Use Flanking Maneuver on a Valiant to create a monstrous turn 1 assassin to remove any lynchpin character or vehicle deployed relatively close to the front of your opponent’s territory. Remove even screened characters by using the Electrothaumic Overload and Oathbreaker Guidance Systems stratagems to make your opponent concede before the end of your first turn. ===House Hawkshroud's Double Valiant=== The staunch allies stratagem granted by House Hawkshroud can be very strong when paired with a pair of Valiants. Any opponent foolish enough to charge you now must survive overwatch from two giant autohitting superflamers. If your opponent is a monster or a vehicle, they have a 51.77% chance of getting 'pooned in overwatch. This whole combo is improved by Hawkshroud's stellar house ability which keeps those harpoons at full power for longer. [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] [[Category: Imperial]] [[Category: Adeptus Mechanicus]] {{Warhammer_40k_Tactics}}
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