Tactics - Knights Inductor: Difference between revisions
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This is the Tactics Page for [[Codex - Knights Inductor|Knights Inductor]] | [[Knights Inductor|Light Up the Night!]] | ||
This is the Tactics Page for [[Codex - Knights Inductor|Knights Inductor]]. | |||
==Why Play Knights Inductor== | ==Why Play Knights Inductor== |
Revision as of 01:14, 21 June 2015
This is the Tactics Page for Knights Inductor.
Why Play Knights Inductor
Do you think that Space Marines need a more interesting armoury? Do you think that Nulls are a cool concept and deserve expansion? Do you like the capacity to pretend it's the Horus Heresy in the 41st Millennium and bring squadrons of tanks and 20+ guys in a squad? Then the Knights Inductor are for you!
The Knights Inductor are an unique chapter of space marines that emerged as an attempt to create a viable chapter of reasonable marines. They have diverged from the path of the regular Space Marine and taken up an independent style of warfare aimed at minimising casualties, aided by developed science and their Null Powers. Taking the field in squads of up to 24 marines which divide into Fire Teams like regular Combat Squads but far more flexible, having a single squad of Knights Inductor marines come to your aid is a far greater force than it initially may appear.
Special Abilities
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Unit Analysis
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Building an Army
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Tactics
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Counter-Tactics
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Common Playstyles
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