Warhammer 40,000/10th Edition Tactics/Imperial Knights
This is the current 10th Edition's Imperial Knights tactics. 9th Edition Tactics are here.
Why Play Imperial Knights[edit | edit source]
Pros[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- Bondsman Abilities: During the command phase, any knight with a Bondsman ability can give it to one Armiger unit within 12". This buff lasts until the next Command phase. Big change in 10th Edition is it only can target one Armiger and it and impacts both the Armiger and the Bondman unit.
- 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: This is the subject of some debate. Some content creators are saying units get to re-roll 1s to hit and to wound, others content creators are saying it's a single it re-roll of 1 and a single wound re-roll of 1, so make sure to ask your tournament organizer which ruling is in effect (until the FAQ happens). 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.
- Superheavy Walkers: A general rule that allows knights to walk over any small terrain pieces and non-Titanic units. Vehicles are no longer excluded from this if they are 4" or less in height,
- 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[edit | edit source]
Noble Lance[edit | edit source]
Special Rules[edit | edit source]
- 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[edit | edit source]
- 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.
- Rotate Ion Shields (1 CP): Old Reliable. When a Knight is selected as a target of a shooting attack, you get a 4++ until the end of the phase.
- Thunderstomp (1 CP): Targeting one Knight model that hasn't fought yet in the Fight Phase. You can't target Monster or Vehicle units, but all melee weapons on your model gain Devastating Wounds.
- Squire's Duty (1 CP): Select two or more Armigers at the start of your Shooting Phase or start of your Fight Phase. The strength and AP characteristics of those Armiger's weapons increase by 1 until the end of the phase. If you're Honoured, add 1 to the damage characteristic.
- Valiant Last Stand (1 CP): During the Fight Phase, before seeing if you explode, you can fight on death provided you hadn't fought yet during the phase. You're treated as having 1 wound remaining, unless you're honoured then you're treated as having full wounds remaining. With the change to bracketing you're hitting on 4's (if not Honoured), making this a tidy piece of work,
Equipment[edit | edit source]
Ranged[edit | edit source]
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. anti-MEQ that is well suited to swat jump packs, Battlesuits, and Eldari vehicles out of the air.
- Ironstorm missile pod: [BLAST, INDIRECT FIRE] 48" AD6+1 BS3+ S5 AP0 D1. The GEU cleaner and INDIRECT FIRE get around terrain now that they are harder to shoot through in 10th.
- Stormspear rocket pod: 48" A3 BS3+ S8 AP-2 DD6. Like a multimelta without melta, it is a MEQ, TEQ, and light vehicle killer gun.
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.
Dominus weapons:
- Shieldbreaker missile launcher:[ANTI-TITANIC 4+, DEVASTATING WOUNDS] 72" A1 BS3+ S12 AP-6 DD6+1. now unlimited. Used to kill titans and other Vehicles and monsters.
- Twin siegebreaker cannon: [BLAST, TWIN-LINKED] 36" DD6 BS3+ S6 AP0 D1. The Anti-infantry weapon.
- Twin meltagun: [MELTA 2, TWIN-LINKED] 12" A1 BS3+ S9 AP-4 DD6.
Melee[edit | edit source]
- 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 [waiting on math]). add Tank Shock stratagem for a lot of MWs on the charge (like rolling 22 dice even if note using the strike profile[?]).
- strike: A4 WS3+ S20 AP-3 D8.
- sweep: A8 WS3+ S10 AP-2 D3.
Unit Analysis[edit | edit source]
Battleline[edit | edit source]
- Armiger Helverin: The shooty little robot returns, and finally no longer having a random number shots - now offering 4 shots at S9 AP-1 D3 per gun, with 48" range. As an added bonus, the Skyfire Protocols give you ANTI-FLY 2+ if you're wholly in your deployment zone or within range of an objective marker you control. You can add the Stubber or Melta, with the Stubber being the right choice because you do not want this guy to get within 12" of an enemy model.
- 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.
- Armiger Moirax IA:
Questoris-Class[edit | edit source]
Improved bracketing this edition! All Questoris models take a -1 to hit and -5 to their OC when they are at 1 - 7 wounds left. Every one of them except Canis can take the tophat weapons.
- Knight Paladin: After a stellar showing in 9th Edition, the Paladin remains a very good choice. Its Bondsman Ability grants Lethal Hits and Lance to an Armiger and itself, while Seasoned Noble lets the Paladin re-roll one hit, one wound, or one saving throw. The RFBC returns losing its built-in Stubber but now getting a wild D6+3 shots and Rapid Fire D6+3.....and keeping the 72" range. So at 36", you're throwing 6+2d6 shots at S10 AP -1 D3. You get to choose between the sword and the gauntlet, both are great.
- Knight Errant: No longer giving the Advance + Charge, the Errant now lets itself and an Armiger re-roll Advance rolls and turns all your ranged weapons to Assault, functionally turning this into Advance + Shooting. This ties in nicely with Aggressive Assault, it lets the Errant get +1 to its hit roll when attacking the closest eligible target, which you'd want to do since the Thermal Cannon now has MELTA 6 - meaning within half range you're clocking D6+6 damage. The rest of the Thermal Cannon's profile is S12 AP-4 /w Blast, and a large decrease in range (now 24"). Basically, you have a lower floor but a higher ceiling than previously. Add a glove or a sword based on your personal preference and playstyle.
- Knight Gallent: The Melee Missile itself returns packing the double melee weapons and a Bondsman ability that lets itself and an Armiger re-roll charges and re-roll all hits in melee. Martial Pride helps your melee endurance by making the Gallant -1 to hit in melee.
- Knight Warden: Underwhelming last edition, the Warden returns with a salacious Bondsman ability; -1 damage for the Warden and an Armiger. The Warden itself also has Thin Their Ranks, which gives your ranged attacks (excluding Monsters and Vehicles) Devastating Wounds. This, of course, pairs great with the returning 18 attack S6 AP-2 D2 bullet hose that somehow also kept the heavy flamer (12" D6 S5 AP -1 D1 ignores cover). Flavor to season with a sword or gauntlet.
- Knight Crusader: Your favorite shooting platform and mine returns, once again with a Bondsman ability that grants +1 to hit with shooting attacks, this time around with the Crusader benefiting from that buff along with the Armiger. Punishing Salvos grants all the Crusader's ranged weapons Sustained Hits 1 if you remained stationary until the start of your next movement phase. Pairs marvelously with the bullet hose and your choice of the RFBC or Thermal. At this point, we're now three editions into this guy being a very good option, and we are the richer for it.
- Knight Preceptor: The Bondsman abilities were so good last edition that no one used the Knightly Teachings the Preceptor did. The solution? Make it a Bondsman! You can increase its and an Armiger's leadership by 1 and their OC by 2. Exemplar of the Code has you select one unit from your opponent's army at the start of the battle; the Preceptor gets to re-roll all hit rolls against that unit. The Las Impulsor checks in with two profiles; a tank hunting 24" D6 S14 AP-3 D4 and a troop hunting 36" 2d6 S7 AP-1 D2. You can take the sword or the gauntlet as well. This seems underwhelming compared to the others at first glance.
- Knight Magaera IA:
- Knight Styrix IA:
Epic Heroes[edit | edit source]
- 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. After several editions of no one taking Canis Rex due to either him not being very good or the other options having been superior, the Chainbreaker has awoken at 405 (four hundred and five) points. Needless to say, he's definitely an option worth looking at.
Dominus Class[edit | edit source]
Bigger than the Questoris, with -2 Movment, +1 toughness (T13) +2 wounds, and bigger weapons to show. Each has a Ion Aegis (Aura) to give Armigers Cover. Comes with two arms, one for Titanics and the other for Infantry clearing. Verients are basted on if better at close or long range.
- Knight Castellan: the Ranged verient, with big plasma cannon arm and an long-range anti-titanic Volcano lance.
- Knight Valiant: Mid to close range, with super heavy flammer and force one unit to take Battle-shock. Harpoon arm no longer has movement shenanigans, just a single S24 Ap-6 D12[ANTI-MONSTER 4+, ANTI-VEHICLE 4+, DEVASTATING WOUNDS] gun, very likely to kill what it aims at and funnily will shishkabob Tau battlesuits.
Cerastus ClassIA[edit | edit source]
- Cerastus Knight Lancer:
- Cerastus Knight Castigator:
- Cerastus Knight Acheron:
- Cerastus Knight Atrapos:
Acastus ClassIA[edit | edit source]
- Acastus Knight Asterius:
- Acastus Knight Porphyrion:
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