Post by RedsandRoyals on Jun 19, 2018 10:58:17 GMT -5
This is my 'working list' for a combined Knight and Guard force. I need to reread the 8th Ed. rules about warlords and relics before I finalize it.
Battalion +5CP
Cadian
Company Commander
- laspistol, chainsword
Company Commander
- laspistol, chainsword
Infantry Squad
- Flamer
Infantry Squad
- Flamer
Infantry Squad
- Heavy Bolter
Infantry Squad
- Heavy Bolter
Heavy Weapons Team
x3 Mortars
Heavy Weapons Team
x3 Mortars
Basilisk
Battalion +5CP
Tempestus Scions
Tempestor Prime
- Bolt pistol, Chainsword
Primaris Psyker
Scions
- x2 Plasma Guns, Sgt w/ plasma pistol
Scions
- x2 Plasma Guns, Sgt w/ plasma pistol
Scions
Super Heavy Detachment +3 CP
Exalted Court -3CP
Heirlooms of the Household -3CP
House Hawkshroud
Knight Crusader
- Gatling Cannon & Heavy Flamer, Rapid Fire Battle Cannon, Heavy Stubber, Ironstorm Missile Pod, Armor of Sainted Iron (2+ sv), Ion Bulwark WL trait (4++ against shooting)
Knight Gallant
- Reaper Chainsword, Thunderstrike Gauntlet, Meltagun, Sanctuary (5++ Inv), Knight Seneschal WL trait (+1 attack)
Knight Errant
- Paragon Gauntlet, Thermal Cannon, Meltagun, Landstrider WL Trait (+2in move to friendly Knights within 6in)
1998pts, 16CP total (10 after pre-game strategems applied), 110PL
---------------------------------------------
A relatively straightfoward list. The infantry squads screen the Knight Crusader and basilisk, as well as claim any objectives in my deployment zone. The mortars clean up hordes that might tie down the melee knights, and the basilisk is there to be a tank destroyer that doesn't need line of sight. The Scions are there to grab objectives and throw plasma at anything that might make the knights' lives difficult. They can either deepstrike or run with the knights, depending.
The knights themselves are obviously the main focus. The Crusader is there to sit in the back field and dump shots downrange. With a 2+/4++, T8, 24 wounds, and not suffering stat degradation until it loses 20 of them (thanks, House Hawkshroud!), it should be pretty hard to kill, and it dumps out 15+3d6 shots at various strengths, AP values, and ranges, so it should be hard to ignore too. The Gallant is designed to be a wrecking ball and DISTRACTION CARNIFEX. I may downgrade the meltagun to a stubber and use the extra points elsehwere, but the extra AT is nice. The Errant is my main tank hunter thanks to both the thermal cannon and the Paragon Gauntlet, which doesn't take a penalty to hit like most power fists. It's movement buff trait is there primarily to supercharge the Gallant.
The primary weaknesses in this list are alpha strike vulnerability and ranged AT. Unless my opponent is smart and picks one knight to try and blast into oblivion the Hawkshroud rules should mitigate having to suffer a round of shooting. With 8-11 drops (depending on how I reserve things), there's a solid chance of getting first turn, too. The ranged AT is another matter- most of my vehicle crunching power comes from melee weapons, so I REALLY need the basilisk and thermal lance to hit most turns. The Crusader can do some AT by sheer shot attrition, but it's really meant to hit infantry.
Battalion +5CP
Cadian
Company Commander
- laspistol, chainsword
Company Commander
- laspistol, chainsword
Infantry Squad
- Flamer
Infantry Squad
- Flamer
Infantry Squad
- Heavy Bolter
Infantry Squad
- Heavy Bolter
Heavy Weapons Team
x3 Mortars
Heavy Weapons Team
x3 Mortars
Basilisk
Battalion +5CP
Tempestus Scions
Tempestor Prime
- Bolt pistol, Chainsword
Primaris Psyker
Scions
- x2 Plasma Guns, Sgt w/ plasma pistol
Scions
- x2 Plasma Guns, Sgt w/ plasma pistol
Scions
Super Heavy Detachment +3 CP
Exalted Court -3CP
Heirlooms of the Household -3CP
House Hawkshroud
Knight Crusader
- Gatling Cannon & Heavy Flamer, Rapid Fire Battle Cannon, Heavy Stubber, Ironstorm Missile Pod, Armor of Sainted Iron (2+ sv), Ion Bulwark WL trait (4++ against shooting)
Knight Gallant
- Reaper Chainsword, Thunderstrike Gauntlet, Meltagun, Sanctuary (5++ Inv), Knight Seneschal WL trait (+1 attack)
Knight Errant
- Paragon Gauntlet, Thermal Cannon, Meltagun, Landstrider WL Trait (+2in move to friendly Knights within 6in)
1998pts, 16CP total (10 after pre-game strategems applied), 110PL
---------------------------------------------
A relatively straightfoward list. The infantry squads screen the Knight Crusader and basilisk, as well as claim any objectives in my deployment zone. The mortars clean up hordes that might tie down the melee knights, and the basilisk is there to be a tank destroyer that doesn't need line of sight. The Scions are there to grab objectives and throw plasma at anything that might make the knights' lives difficult. They can either deepstrike or run with the knights, depending.
The knights themselves are obviously the main focus. The Crusader is there to sit in the back field and dump shots downrange. With a 2+/4++, T8, 24 wounds, and not suffering stat degradation until it loses 20 of them (thanks, House Hawkshroud!), it should be pretty hard to kill, and it dumps out 15+3d6 shots at various strengths, AP values, and ranges, so it should be hard to ignore too. The Gallant is designed to be a wrecking ball and DISTRACTION CARNIFEX. I may downgrade the meltagun to a stubber and use the extra points elsehwere, but the extra AT is nice. The Errant is my main tank hunter thanks to both the thermal cannon and the Paragon Gauntlet, which doesn't take a penalty to hit like most power fists. It's movement buff trait is there primarily to supercharge the Gallant.
The primary weaknesses in this list are alpha strike vulnerability and ranged AT. Unless my opponent is smart and picks one knight to try and blast into oblivion the Hawkshroud rules should mitigate having to suffer a round of shooting. With 8-11 drops (depending on how I reserve things), there's a solid chance of getting first turn, too. The ranged AT is another matter- most of my vehicle crunching power comes from melee weapons, so I REALLY need the basilisk and thermal lance to hit most turns. The Crusader can do some AT by sheer shot attrition, but it's really meant to hit infantry.