If you jump in with the Grand Master Edition, you
will be the proud owner of six (6) of these mighty war machines, which will give you a
full Banner. Mighty as they are, however,
their power pales against the fearsome might of the Titans.
(We used my old Imperial Knights from the Old Titan Legion Box set. I painted them specially to game with the
Titans. With them is a review copy of the Warlord Battle Titan. - Hertford)
Bad positioning of Knights
Good positioning of Knights
We have currently identified four roles in the game form that
the knight can perform.
THE TACTICS
THE TACTICS
1. Capturing Objectives
Questoris Knights have a good movement (10” base) that is
faster than a Warhound when not using locomotion orders. They are faster than the Reaver and significantly
faster than the Warlord. Also, the cheap
points cost of a banner (150 with minimum weapon options) means they will not take up a large number of points if they become redundant within the force. They can hide in cover near the objective and
hopefully get some easy Victory Points.
2. Flanking and Harassing Large Prey
Knights are most effective against Titans when in the rear
arc and up close. Titan arm weapons
(including Close Combat weapons) are limited to the front arc. Warlord carapace weapons are fixed forward,
while Reavers are 360°. The rear and side
armour is weaker and as a Titan is damaged its armour deteriorates, making
even the lighter Knight weapons capable of damaging them. Carapace
weapons on Titans have a minimum range which prevents them from being fired at a range when closer than its
scale in inches (10” for Warlords, 8” for Reavers).
Battle Titans are lumbering behemoths and once the Knights
are in the kill zone, it will be hard for a Titan to shake them due to its limited
manoeuvrability. Warlords have some defencive weapons which will help take a
toll on the Knights. However, Knights still have Ion Shield saves (which are at their
strongest against str 6 or less) that will reduce the damage. Against Knights within range, the Reavers Titans are
relatively defenceless.
The agility of the Warhound makes them harder to pin down. However, the Knight weapons are more effective against the Warhound as the armour is (slightly) lower
and only the Avenger cannot damage the front arc of the Warhound.
The limited manoeuvrability of a Titan, particularly a Warlord, means that once Knights are in their rear arc, they will find it impossible to shake them, especially against a skilled Scion.
3. Screening
This can be using your own Knights to counter your opponent Knight's, freeing up your Titans to shoot other Titans, or by trying to draw enemy fire away from your own Titans. Aggressive use of Knights is recommended to
make them a threat. Be aware that Knights are not massively survivable, so you may
lose a Banner in a single shot of a belicosa.
4. Fire support
Knights weapons are not massively long-ranged, but they are
effective for stripping shields. Bringing them closer to shoot off an enemy Titan's shield can be effective, allowing larger calibre weapons to do damage. A Warlord is very robust, so bringing down
the shields quickly to cause damage early on is critical.
IN SUMMARY
In our play testing we found knights to be a fun, low-cost
and interesting unit. We can’t wait to
get the new models and try them out in larger games.
-TOC
Are Knights as good in CC, like mighty Armigers? ;)
ReplyDeleteTheir WS is equivalent to their larger counterparts, however, their BS is one point worse.
Delete#feartheArmiger
DeleteI feel for Myrmidom Maniples they will form a close knit guard for my Warlords (hunting Warhounds and rival Knight Banners.
ReplyDeleteFor Axiom Maniples I will let them run amok though.