Warhammer 40,000/10th Edition Tactics/Imperial Knights: Difference between revisions

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===Melee===
===Melee===
*'''Reaper chainsword:'''  
*'''Reaper chainsword:''' All-rounder good at carving up both infantry and vehicles.
**strike: A4 WS3+ S14 AP-4 D6
**strike: A4 WS3+ S14 AP-4 D6.
**sweep: A12 WS3+ S9 AP-3 D2
**sweep: A12 WS3+ S9 AP-3 D2.
*'''Thunderstrike gauntlet:'''
*'''Thunderstrike gauntlet:''' Trade AP and attacks in sweep mode to wound Titanic units and deal more damage. (maybe more efficient against TEQ as they have invul saves, so less AP is not misted).
**strike: A4 WS3+ S20 AP-3 D8
**strike: A4 WS3+ S20 AP-3 D8.
**sweep: A8 WS3+ S10 AP-2 D2
**sweep: A8 WS3+ S10 AP-2 D3.


==Unit Analysis==
==Unit Analysis==

Revision as of 23:48, 14 June 2023

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This is the current 10th Edition's Imperial Knights tactics. 9th Edition Tactics are here.


Why Play Imperial Knights

Pros

  • The universal Toughness bump on tanks and monsters means that your knights no longer have to worry about stray meltaguns laying low your knights.
    • That said, it's now more incentive for the enemy to bring in lascannons en masse.

Cons

  • Seeing as your Armigers are only OC8 and your Questoris Knights OC 10, you're going to need to wipe off a few models from a battleline squad before you can claim something from the enemy.
    • If your big knights are damaged too much, this makes their OC drop hard.
  • Your Invulnerable saves only work on guns, not on anyone going up to punch your giant mechs.

Faction Rules

  • Code Chivalric: Similar to last edition, you have a mini-mission you want to accomplish each game. Accomplishing it not only makes your detachment "Honoured", but it also gives you 3 CP to blow out the gate. Pick one of the following after reading your mission objectives:
    • Lay Low the Tyrant: Your units get to re-roll 1s to hit and to wound. Your goal is to kill the enemy Warlord, which is more than a worthwhile goal.
    • Reclaim the Realm: Your units get +1" to movement and +1 to advance and charge rolls. Your goal is to claim an objective in the enemy DZ.
  • Freeblades: How you attach knights to other armies. You can only attach three Armiger models or one larger knight to another army, being unable to be the warlord or receive any enhancements.

Detachments

Noble Lance

Special Rules

  • Indomitable Heroes: A 6+ FNP is something you'll absolutely be needing, as you're going to be in the line of fire immediately. If you manage to finish your goal and get Honoured, that FNP gets upped to a 5+.

Stratagems

  • Shoulder the Burden (2 CP): If one of your knights is wounded, they can pull this off in order to get a +1 to Toughness, Movement, Save, Leadership, and OC for a turn as well as +1 to hit. This should only be used to get that knight closer to finishing your code, as you can only use it once per game, with getting Honoured lets you use it one more time.
  • Trophy Claim (1 CP): When one of your knights faces off against an enemy Monster or Vehicle, you can use this to get +1 to Wound. While it's only usable once per game if you don't kill something, killing the enemy not only lets you reuse it but it also refunds your spent CP.

Equipment

Ranged

Side weapon

  • Meltagun: [MELTA 2] 12" A1 BS3+ S9 AP-4 Dd6.
  • Questoris heavy stubber: [RAPID FIRE 3] 36" A3 BS3+ S4 AP-1 D1

Questoris Back weapon: Pick one only.

  • Icarus autocannons: [ANTI-FLY 2+, TWIN-LINKED] 48" A3 BS3+ S7 AP-1 D2
  • Ironstorm missile pod: [BLAST, INDIRECT FIRE] 48" AD6+1 BS3+ S5 AP0 D1
  • Stormspear rocket pod: 48" A3 BS3+ S8 AP-2 DD6

Questoris weapon arm:

  • Avenger gatling cannon: 36" A18 BS3+ S6 AP-2 D2.
  • Rapid-fire battle cannon: [BLAST, RAPID FIRE D6+3] 72" AD6+3 BS3+ S10 AP-1 D3.
  • Thermal cannonL [BLAST, MELTA 6] 24" A2D3 BS3+ S12 AP-4 DD6.

Melee

  • Reaper chainsword: All-rounder good at carving up both infantry and vehicles.
    • strike: A4 WS3+ S14 AP-4 D6.
    • sweep: A12 WS3+ S9 AP-3 D2.
  • Thunderstrike gauntlet: Trade AP and attacks in sweep mode to wound Titanic units and deal more damage. (maybe more efficient against TEQ as they have invul saves, so less AP is not misted).
    • strike: A4 WS3+ S20 AP-3 D8.
    • sweep: A8 WS3+ S10 AP-2 D3.

Unit Analysis

Battleline

  • Armiger Helverin:
  • Armiger Warglaive: T10 means that it can now tank the odd plasma or meltagun aimed at it with some reliability, though any hits it does suffer won't be pretty. Its Thermal Spear, however, is more than capable of taking down any rival War Dogs, especially if you're in range to trigger its Melta 4 rule. Its Reaper Chain-Cleaver remains as useful as ever against mobs, and Impetuous Glory makes it gain Sustained Hits 1 on the charge.
    • The Heavy Stubbers got merged into one Questoris Heavy Stubber, being essentially the old Ironhail Stubber with Rapid Fire 3 so it can fire even more in close range.

Questoris-Class

  • Knight Paladin: the allrounder verient?
  • Knight Errant: the run-and-gun-and-shoot-a-melta-Cannon-in-the-face verient.
  • Knight Gallent: the melee only verient.
  • Knight Warden: the kill infantry with a Gatling cannon variant.
  • Knight Crusader: the stand still and shoot variant.
  • Knight Preceptor: the Obective taker and kill one guy with a giant laser variant.

Epic Heroes

  • Canis Rex: Sir Hekhtur's Knight returns, reaping the benefits of the edition change with a monstrous T12 and W22 as well as being able to get one stratagem spent on it for free. All of its attacks score critical hits on a natural 5+, which works quite well since all of its weapons get Sustained Hits 1 regardless of which way they're used. Freedom's Hand grew quite monstrous with its strike being a monstrous S20 AP-3 D9 to demolish anything smaller than an Armiger while the sweep remains able to cut through marines on a 2+ to wound. The Chainbreaker Las-Impulser similarly got boosted with its high-intensity setting being able to damage enemy knights with ease while the low-intensity setting gets more use out of Blast with 2d6 shots.
    • The Damage Track for the Canis Rex comes with two different settings - When it reaches 7 wounds, it not only suffers the typical -1 to hit, but its OC is now cut in half from 10 to 5. If the Canis Rex goes down, however, you still have the option to get Sir Hekhtur out for an additional round.

Dominus Class

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