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40K IMPERIAL KNIGHTS: KNIGHT ARMIGERS by Games Workshop

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Taranis: The 6+ FnP style save is always good, and their strat that keeps a Knight on the table on a 4+ after it dies is obviously just good in general. Lastly, the Warlord Trait to get an additional -1 AP on a 6+ to wound for Armigers is very useful if you opt to go for it.

The Dataslate was specifically cruel to Imperial Knights and may have been an over correction. The Good

Armiger Videos

Ordinatus Engines are the staggeringly powerful (and staggeringly expensive) super-heavies unique in form to the Mechanicum, and both types come with an Ordinatus Dispersion Shield, reducing the strength of incoming shooting by -2 and ignoring Explodes results if anything gets through, a neat way of making sure you get to play with your absurdly expensive toys. The Aktaeus is the cheap and cheerful 800 point transport drill thing, carrying up to 42 models in a subterranean assault. There’s not really much more to say about it; it has 14HP, so it’s getting to where it needs to go, and once per game you can immobilise it to send out continual pulses of death to nearby units, in a cute range

From the smallest Knights to one of the bigger boys – the Knight Dominus kit will now let you build the enemy-incinerating Knight Valiant or the bombarding Knight Castellan. Chaos Knights players can also construct an Imperium-destroying Knight Tyrant for the glory of the Dark Gods. War Zone Nachmund: Rift War Or you can go with Reclaim the Realm and just be awesome at charging around the battlefield. This is mainly only a benefit to knights that want to get into close combat, though in theory this would help a bit if a Knight ever wanted to run away from something. This is good for Knight Errants and their Warglaive Bondsmen, as we’ll see. The original Knight Worlds were founded during the Dark Age of Technology, settled by Humanity in its first great stellar exodus. In an event dubbed the Long March, over the course of decades colonization ships reached their pre-chosen worlds. When they arrived however, they found often lethal wildlife and plant-life alike, or devastating meteorological conditions. The founding materials for the colonists were the ship themselves, while they were able to flourish and expand thanks to STC machines. Among the creations of the STC during this time were the first Knight suits to defend against predators and hostile Xenos. The pilots for these suits were carefully chosen, but over extended exposure to their Throne Mechanicum console their concepts of practical self-defense and communal survival was replaced by ideas of authoritarianism, chivalry, and martial honor. Over the decades a feudal system formed, and those protected by the Knights increasingly became vassals to their masters. [11a] There will be more rules for your Knights – of both loyal and traitorous varieties – coming up soon, so sign up to the Warhammer Community newsletter to avoid missing a single titanic tidbit. After this procrastination period, I decided to complete it a few years ago because I couldn´t stand the unfinished torso resting on a shelf.

Knight Seneschal: A ceremonial role (rather than a specific model of Knight armor) that works closely alongside the ruling Lord of a Knightly House. [7c] A Mix of Big and Small Knights is a Must: If you want to go all Armigers, go play Chaos. Bondsman abilities mean that you want big and small Knights in your list working together to get the most out of them.

If your metagame features a lot of hull/monster heavy forces or a lot of 2+ saves, The Errant, Atropos, and Castellan have some words. Because of how easy it is for large models to get cover (especially against Crusaders that want to stand still), bringing a bunch AP-1 and AP-2 shooting like the Paladin or Crusader can fall short, especially if the opponent is smart and knows to prioritize killing Warglaives. If this is something you run into, there’s a couple of things you can try. There are two key ways to field Knights: as their own army or as freeblades (one titanic or three armigers) accompanying another Imperial army. Finally, his Djinn-skein lets him increase the BS of joined units by 1, and also lets your entire Detachment re-roll Scatter rolls as long as he can see the targeted unit or point of Domination: Score 3 points at the end of your turn if you control more than half the objectives. With most of the missions being 5/6 objectives, this means typically you will need to hold 3 or 4 objectives at the end of your turn. This seems like it is potentially doable in early turns of the game, but will get progressively harder as the game goes on. If you soup in some objective grabbing units, this becomes a lot more feasible. This objective also gives you end-of-turn scoring, which can help mitigate going second. (Good.)Once you move past this into the larger titans you’re moving out of “you might bring this to a game” and into “this is for a special event or weekender” and honestly does it matter if they’re good or not? All of them are hugely tough, absurdly killy, and utterly impractical for anything approaching a normal game. If you are playing a game big enough to bring a Warlord then you probably don’t care overly about tight game balance, and just want it to be huge stompy and kill things – it’ll definitely do that. Your resin toddler will have a great time. Questoris Knight Households enduring the mental dominance of another. It is for this reason that many Armiger pilots train at the side of a Knight Preceptor before assuming their duties alongside their Knight armies march to war with only a handful of units, so losing the firepower of even a single Armiger Helverin while it completes a vital battlefield action is a punishing blow. Thankfully, sage pilots can extol the virtues of multi-tasking – or rather, The Folly Of Mercy . Domitars are Automata who are your tank and dreadnought hunters extraordinaire, armed with a pair of graviton hammers that at range put out a template with Haywire and Graviton Pulse. Since these are both rules which you use instead of rolling to wound normally, so we’re not sure what happens there other than “Vehicles, Automata and Dreadnoughts are all sad”. If we’re forced to make an interim suggestion for a ruling – it does both. In melee, Domitars will hit you with four S10 Ap2 Armourbane, Concussive (2) hits each, which are nasty, but weirdly don’t have any form of Brutal, so you’re likely still coming out on the wrong end of a fight with a dreadnought.

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