Warhammer 40,000/Tactics/Renegade Knights (8E): Difference between revisions
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==Why Play Renegade Knights== | ==Why Play Renegade Knights== | ||
You | You like Imperial Knights, but not the Corpse-Emperor they serve. | ||
Or, maybe you want a passable Superheavy for Chaos forces and don't want to go to Forgeworld to get one. | Or, maybe you want a passable Superheavy for Chaos forces and don't want to go to Forgeworld to get one. | ||
Revision as of 20:32, 24 June 2017
Why Play Renegade Knights
You like Imperial Knights, but not the Corpse-Emperor they serve.
Or, maybe you want a passable Superheavy for Chaos forces and don't want to go to Forgeworld to get one.
Or maybe you play a Xenos army (that's not Eldar) and want to use Imperial Knights without needing to worry about Come the Apocalypse bullshit.
Whatever your reason, you want a big stompy robot possibly bristling with guns.
Wargear
Unit Analysis
Obviously, all of these are Lords of War. All but the first entry are FW.
Renegade Knight
Unlike the loyalist Knights, there are no pre-set patterns: you pay for the chassis with 2 CC weapons by default and can swap either of them for the weapon(s) you want. 24 wounds and a 5+ invul against shooting so it isn't leaving the tabletop any time soon, but a fully kitted-out (with huge gun and carapace weapon) one costs even more than a Lord of Skulls and doesn't regenerate. At its best against an opponent that has lots of tanks or other huge things needing a lot of killing.