Knight Titan: First Contact

So, I had the opportunity to play against both variants of the Imperial Knights today.  I met up with our Master Of The Fleet down at Critical Hit Games, we setup a table and let it rip.  I wrote up a tau list for the day, not as hard of a list as I could have run, but not a slouch either.  For reference, I played the farsight enclave.

Commander – Drone Crontroller, Shield Generator, Stimulant Injector

Cardre Fireblade

Riptide – Earth Caste Pilot, Velocity Tracker, Early Warning Override, Heavy Burst Cannon, Smart Missiles

Stealth Suits – 4 including Shas’vre, Burst Cannons, Bonded

Fire Warriors – 12 including Shas’vre, Pulse Rifles, Bonded

Fire Warriors – 12 including Shas’vre, Pulse Rifles, Bonded

Crisis Suits – 3 including Shas’vre, 2 Missle Pods Each, Advanced Targeting System, Bonded

Crisis Suits – 3 including Shas’vre, Fusion Gun and Plasma Rifle Each, Advanced Targeting System, Bonded

Pathfinders – 10 including Shas’vre

Drone Squadron – 8 Marker Drones

Tetra – Disruption Pods

Hammerhead – Submunition Blast Railgun, Disruption Pods, Smart Missile System, Longstrike

Broadsides – 3 including Shas’vre, Heavy Railrifles, Smart Missiles Systems, Early Warning Override

Aegis Defense Line – Quadgun

2000pts

 

First game my opponent took the Errant variation to try out its big thermal cannon.  His guard was a fairly typical list, I don’t have his army list on hand but I will try to remember the key units.  I believe he fielded 2 basilisks, 2 leman russ variants with the demolisher cannons, a hellhound, 2 squads of guardsmen in chimeras, and 2 units of psychers in chimeras.  Looking at his list, I wanted to take out the leman russes first before they could bring their guns to bear.  The knight would have to wait and I don’t usually worry about the basilisks.

We rolled up dawn of war deployment and purge the alien.  I was able to take out his leman russ line with minimal damage and dropped the hellhound as it advanced.  I tried to deep strike in the fusion crisis suits to take on the knight, but in the end only caused one glance thanks to that ion shield.  I managed to drop the knight by turn 4.  It had advanced up my right flank an forced me to redeploy.  Since I had taken out the leman russes that were on my left flank, I wasn’t hurt by this redeployment.  When the dust settled, I had won handily.

Looking at it afterwards, we felt the knight did add a great mobile threat to the army.  That D weapon sword was a big threat to me.  Since I was able to stay away from it though, I was able to whittle it down with shooting.  I don’t think it was a waste of points.  If his battle line was able to survive my shooting better, my army would be trapped between big blast templates from tanks on one side, and a D sword with big blast template on the other.  I think the weakness was in the guard, not the knight.

We had time, so the Lord Primarch threw together a space marine list (ultramarines) for the Master Of The Fleet to use.  He event lent him his pretty blue boys to play with.  The list featured 2 thunderfire cannons, a squad of 10 scouts, 2 tactical squads in drop pods, 1 tactical squad in a rhino with Tigerius, 2 storm talons, and a drop pod with 10 sternguard. This time we tried out the Paladin variant of the knight.

Rolled up vanguard strike deployment and crusade with 4 objectives.  I changed tactics slightly, deploying my fire base deep within my deployment zone and holding both squads of crisis suits in reserves.  My opponent landed both drop pods of tactical marines right in front of my fire base and more or less hemmed my units in there.  Then the knight advanced up the middle with Tigerius and friends.

In short, this army put too many threats in my face and left me nowhere to run.  My riptide was eventually caught by the knight (although I did some amazing rolling and put 5 hull points on him during overwatch). Close combat was bloody and short.  I was able to put down the knight, but in the end I was down to the missile suits, commander with 4 drones, and 5 pathfinders.  I hadn’t even scratched his back field units, and still had tigerius and the sternguard running around in my firebase.

Honestly, I felt the knight added a ton to that list.  It was able to force my right flank in combination with tigerius.  With the marines holding steady on my left flank I had nowhere to run.  I was so busy dealing with the drop pod troops, the rhino’s troops, and the knight, I didn’t even get to think about taking out his scouts on objectives or his thunderfire cannons.

Interestingly enough, in both games, the titans failed to earn back their points.  But the threat they present and the amount of shooting it takes me to deal with them left a noticeable impact on both games.  I think they could have easily earned their points back, but I just kept running away and trying to deny them that chance.

So far, I am encouraged by today’s results.  I still want to play test them more.  I will probably end up with one eventually.  I am interested to see how they fair against eldar and tyranids.  Daemons as well.  I also would like to see what they add to certain armies, like space wolves, blood, angels, and dark, angels.  More playtesting is required.

Leave a Reply

Your email address will not be published. Required fields are marked *