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



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.

Imperial Knights: Codex Review

Knights Codex

Greeting readers!  Ralshenik taking a break from my series on Chaos Space Marines to give you a quick review of the Imperial Knights codex.  Yesterday was a tough one for my wallet as I had missed the past few 40k books that were released after the Tyranid codex.  I ended up finally wandering into my FLGS and grabbing all the stuff I had missed.   One of those books of course was the Imperial Knights codex released only a few weeks ago.

For those of you who don’t know, Imperial Knights are smaller scale titans that fight as part of the Adeptus Mechanicus’s Titan Legions.   The codex is a compilation of the rules for the titans (originally found in the White Dwarf Weekly), background information on the titans, and information on starting your very own Imperial Knight army.

For starters, the Knight models themselves look awesome……


Pretty sweet huh?  Scale wise they stand about as tall as that god awful Lord of Skulls model.  The kit contains everything you need to build either a Knight Paladin or a Knight Errant, and based off what I saw in the book, offers a pretty wide variety of bits for a chance to customize the big guy.

The background section is neat; explaining the history of the Knights, different Knight worlds, what wars and battles they have been a part of, and examples of what the different knight houses color schemes/symbols are.   My personal favorite of this section is where they go over the famous Freeblades (lone knights whose allegiances where not tied to the Imperium), if I ever grab up one for my model collection i’m painting it like the Obsidian Knight (now THATS a Lord of Skulls).

There’s a section on Super Heavies, Stomps, and a Destroyer Weapons table for those who don’t have the Apocalypse or Escalation books.  After which they have a section to explain how Knight detachments work; basically they function as an entirely different detachment altogether.  Independent from allies, Lords of War, Formations, all of it.  The cherry on top of all this of course being the ability to field an army made up ENTIRELY of Imperial Knights.  No that was not a typo, you can seriously field an army made up of 3-6 of these bad boys plus a required Knight Warlord.  If you’re not worried about fielding an entire army they are available as battle brothers for any imperium army (allies of convenience for Grey Knights) and either desperate allies or allies of convenience for every other army except ‘Crons, Orks, Tyranids, and Chaos Marines/Daemons.

If the thought of facing 7 of these at once terrifies you fear not!  For one their point costs are pretty high, so in most standard games I could see people fitting 4-5 at the most. There is actually a chance when you field that many you end up with a couple knights in training, causing them to lose a point of Ballistic Skill and reduces the effectiveness of their Ion Shields.  Flip side of this of course, there’s the same odds they turn out to be the Lancelot of knights and gains a Ballistic Skill bonus with a better Ion Shield! Anywho no use in foreplay anymore, we know why you’re here!  RULES!!!  The two different knight variants are as follows….

  • Knight Paladin
  • Knight Errant

Both units are Super Heavy Walkers with Armour Values of 13/12/12 and 6 hull points. Each has the Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, and Strikedown special rules.  Both models also come stock with a Reaper Chainsword (str D close combat weapon) and an Ion Shield (a 4+ invulnerable save that can only cover one facing on the vehicle).   Oh, and a Heavy Stubber……can’t forget the Heavy Stubber!

The differences come in their main shooting weapon with the Paladin carrying the Rapid Fire Battle Cannon, while the Errant wields the Thermal Cannon.  A Rapid Fire Battle Cannon (we’ll go with RFBC to save some breath) is EXACTLY what it sounds like.  A two shot battle cannon, which is to say a 72″ range Str 8 Ap 3 hurt.

The Thermal Cannon being a bit more complex is basically a giant Multi Melta, 36″ range Str 9 Ap 1 Large Blast with the Melta Rule.  Anything tank or terminator will disintegrate as soon as the Errant looks at them.

My personal favorite is the Paladin as I feel he is good enough at killing vehicles with 2 Str 8 Ordnance shots that it just doesn’t make sense to take the lesser range and less shots the Thermal Cannon posses.  If you run into AV 14 or TEQ just charge those mofo’s and slap them silly with your Chainsword of death.

Overall, Codex: Imperial Knights is a cool little book that wraps up the history and rules of the Knights very nicely while offering a lot of fun, new option for your games of 40k.

Fun Factor: A (I love the models and the rules, the fact you can create an army of just them is nerdgasmic)

Competitiveness: B (They’re Super Heavies with Str D weapons, good armor, solid shooting attacks, and an invulnerable save……they’ll be able to take care of themselves.  How they will fare against the top tier armies remains to be seen)   

Well that’s all for today friends, i’ll be back in a few days to continue our swim through the CSM codex.  Until then folks, Ralshenik out!

Early Thoughts on Imperial Knights

So, Imperial Knights, the new hotness.  The model and rules made an appearance in the last white dwarf.  There were leaks on the various rumor blogs out there prior to the white dwarf.  I got a copy of the weekly so I could have a better look at things.

Overall, the models look great in pictures.  As many before me have said, they look very close to the epic versions, which to me is a good thing.  I like all the trim and little “flare” bits on them.  The battle cannon arm looks a little awkward to me, I am not sure why.  I really like the inferno cannon arm.  Honestly, if I get one I will put the inferno cannon arm on just from the aesthetics alone.  If I could magnetize the arms, I would.  I will be interested to see one in person.  Some GW models have a habit of looking better or worse depending on the picture.  I am interested to see how it scales up to everything.

In terms of in game rules and stat lines, they look like super heavies meant to fight non super heavies.  Yes they can take down a super heavy in close combat with their giant chainsword.  But there ranged weapons won’t do much to an opposing super heavy.  Now infantry and regular vehicles on the other hand, watch out.

I really, really, really want to see these models make an appearance in our local group.  One, I want to see how tough they really are.  We can sit here and theory hammer all day long, but until models hit the table it is just theory.  I suspect they will be a little more fragile than most people will initially suspect.  The D weapon close combat attacks are not that scary on paper.  The guns look balanced.

We will just have to wait and see.  Hindsight is always 20/20.  More to follow.