Showing posts with label Imperial Knights. Show all posts
Showing posts with label Imperial Knights. Show all posts

Monday, May 25, 2015

Adeptus Mechanicus War Convocation

I've been excited for Adeptus Mechanicus ever since GW started releasing Skitarii. Even before I had the Skitarii codex in hand, I used the White Dwarf rules to create a 2000 point Skitarii Maniple list (i.e., 2 Troops minimum with the option for 6 more Troops, 0-2 Fast Attack, 0-4 Elites, 0-4 Heavy Support, and 0-1 Fortifications). I even went as far to develop a 2500 point War Cohort list; a War Cohort being composed of three Skitarii Battle Maniples. This was a huge list since each Battle Maniple is composed of 1 Vanguard Squad, 1 Ranger Squad, 1 Sicarian Ruststalker Squad, 1 Sicarian Infiltrator Squad, 1 Ironstrider Squad (either Ballistarii or Sydonian Dragoons), and 1 Dunecrawler Squad. Not only was the total monetary cost of this latter arrangement quite high (around $1,000), but the model count was extremely prohibitive for a slow modeler such as myself.


I was encouraged when the Cult Mechanicus models were released. With the exception of the Electro-priests, Cult models are reasonably durable and worth quite a few points. Since Skitarii and Cult Mechanicus are obviously designed to complement each other, I ditched the idea of a pure Skitarii army in favor of a mixed Mechanicus army. With the release of the Adeptus Mechanicus War Convocation Formation in the recent White Dwarf, I began to develop a Mechanicus list around the new Formation.

The War Convocation is composed of a Cult Mechanicus Battle Congregation (1 HQ and 2 Troops minimum with the option for 6 more Troops, 0-4 Elites, 0-2 Heavy Support, and 0-1 Fortifications), a Skitarii Battle Maniple, and an Imperial Knight Oathsworn Detachment (1-3 Imperial Knights). Where the Formation goes entirely insane is in the Might of the Adeptus Mechanicus rule:
All weapon and wargear options taken by units in this Formation, including any Relics of Mars or Arcana Mechanicum, are free. Furthermore, all weapons with the Gets Hot special rule carried by a model in this Formation no longer has the Gets Hot special rule.
This rule eliminates several of the Mechanicus' weaknesses. The base weapon of the Kataphron Destroyers is a two-shot plasma cannon, while one of the Skitarii's most potent weapons is the three-shot plasma caliver. Under normal circumstances, the likelihood of frying your own troops might cause you to reconsider your weapons choices. As for costs, with the exception of the Sicarians, Skitarii units are generally inexpensive. However, their wargear can be very expensive and can easily double the cost of a Vanguard or Ranger Squad. Similarly, an Onager Duncrawler with a base cost of 90 points can add upwards of 80 points of upgrades.

For 1985 points (I was unable to get up to a full 2000 points), I built a list that included a Tech-priest Dominus, one Kataphron Destroyer Squad (3 servitors), one Kataphron Breacher Squad (4 servitors), one Kastelan Robot Maniple (1 datasmith, 2 Robots), one Vanguard Squad (10 men), one Ranger Squad (10 men), one Ruststalker Squad (5 men), one Infiltrator Squad (5 men), one Ironstrider Squadron (1 Ballistarii), one Onager Squadron (2 Dunecrawlers), and a Knight Crusader. Alternatively, I could swap out the Knight Crusader for a Knight Errant and take an additional Kataphron Destroyer servitor. Of course I took advantage of the free upgrades, loading the squads up with quite a few options. I would have added more upgrades, but I'll be integrating models into my existing army as I finish them. It could be a very long time before I can play a full War Convocation and I won't be able to take advantage of the free options until then.


Out of curiosity, I calculated how much free stuff using the War Convocation Formation would give me. The cost difference turned out to be a full 395 points, which is more than the cost of most Imperial Knight patterns. [Correction 5/31/15: It's actually 430 points; I forgot to add in the Knight's upgrades. That puts the value of the Formation at that of a Knight Crusader with a battle cannon.] In other words, the Formation is fantastically broken and will almost certainly be one of the most common ways that Adeptus Mechanicus are fielded.

Tuesday, April 28, 2015

The New Knights: Not Quite What We Were Expecting

Just yesterday I speculated on the weapons that the Knights shown in silhouette were carrying. Much of my speculation was based on rumors that had been floating around for about a week. Now that images from the upcoming White Dwarf have leaked, it turns out that many of the rumors were in error. First, the new Knights do not have any ranged D-weapons. Second, their armor, Ion Shield, and Hull Point count are the same as the Paladin and the Errant. Without upgrades, the Knight Warden even costs exactly the same as a Knight Paladin.

To be honest, I was kind of disappointed to see that the most jaw-dropping (and thus the most suspect) rumors were false. Once I got over that fact, I found that I'm still really excited for the new Knights. They might not be Shadowswords on legs, but they still add a lot of versatility to the army.

Wargear
The Knight Crusader is built for ranged combat. Its base weapons are the Thermal cannon or rapid-fire battle cannon, a heavy stubber, and the Avenger gatling cannon with built-in heavy flamer. The Avenger gatling cannon is a 36" range, S6, AP3, Heavy 12, Rending weapon. This turned out to be the gun I misidentified as a possible Volcano canon.


The Knight Warden is armed with the Avenger gatling cannon, a heavy stubber, and a Reaper chainsword. For 10 points the chainsword can be replaced with the Thunderstrike gauntlet. This giant power fist is Strength D, AP2, and has the Colossal rule which causes the model fighting with it to strike at Initiative 1. The gauntlet also has the Hurl rule, which allows the model to throw a defeated Monstrous Creature or non-super heavy vehicle at an enemy unit within 12". The result is an AP- Large Blast with a Strength equal to the Creature's Toughness or half the vehicle's front Armor Value, respectively.


Finally there's what I assume to be the Knight Gallant (none of the leaked photos seem to specifically identify it by that name). The Gallant has a Reaper chainsword and a Thunderstrike gauntlet.


Now we get to the upgrades. From what I gather from the German images, the cheapest is the 5 point cost to swap the heavy stubber for a meltagun. Then there are the three carapace weapon options. One is the Twin Icarus autocannon; a twin-linked, 48" range, S7, AP4, Heavy 2, Interceptor, and Skyfire gun for 35 points. For 40 points you can get the Stormspear rocket pod; a 48", S8, AP3, Heavy 3 weapon. Finally, there's the Ironstorm missile pod; a 72" range, S5, AP4, Heavy 1, Large Blast, Barrage weapon for 30 points. Interestingly, it sounds like the Knights Paladin and Errant may also be permitted to take a carapace weapon. One photo shows the Knight Errant Crimson Reaper with an Ironstorm missile pod mounted on it.


At first glance I wasn't particularly impressed by the carapace weapons. Once I thought about it, though, I realized that the fact that they're mounted on Super-heavy Walkers makes them a good deal. Since a Super-heavy can fire its weapons at different targets, each additional weapon is like adding one more unit to the army. Four 40 points you can get almost as many S8, AP3 shots as a Space Marine Devastator Squad can give you. The Ironstorm missile pod is effectively a 30 point Whirlwind tank. And the Twin Icarus autocannon is essentially a Space Marine Stalker tank with half the shots but with the Interceptor rule.

For a Knight Crusader, I'm considering the heavy infantry-busting combination of the Rapid-fire battle cannon, the Avenger gatling cannon, and the Ironstorm missile pod. That's two S8, AP3, Large Blasts, one S5, AP4, Large Blast, and 12 S6, AP3, Rending shots from a single model.


The Models
The models are about 95% identical to the Paladin and Errant. In fact, the White Dwarf says that the new kit has all the sprues needed to build the original models (as I originally suspected). There are a few additions that are kind of neat, though. For those who didn't like putting tiny aquila heads on their Mechanicus-aligned Knights, the new kit has little Cogs Mechanicus. Sadly, since I already have two unbuilt Knights, I won't be able to replace all the aquilas unless the new kit has extras.

The new model kit also adds a rim to the shield on the right side of the torso. And it includes two new faceplates: a Mechanicus one that looks half armored and half organic and a brutish one with a snout.

[Edit 5/1/2015: Make that three new faceplates. A couple leaked photos now show a third new faceplate with a solid upper half and a perforated "mouth guard".]

My Impressions
I had really hoped that this release would include ranged D-weapons, if only to keep up with Eldar. However, if Eldar are removed from the equation, this is actually a very nice release that gives Imperial Knights a lot more variety and allows them to be a full, reasonably well-rounded army. (And leaving ranged D-weapons out of the army makes it easier to keep friends.) It looks like five Knights, a few meltagun upgrades, a Thunderstrike gauntlet here and there, and a few carapace weapons bring the army up to 2000 points.

I also like that there are enough options to give each Knight a specific role in the army. It's easy to see a Knight Gallant with its Reaper chainsword and Thunderstrike gauntlet leading the charge. A Knight Errant and a Knight Warden with their 36" range weapons follow just behind the Gallant, taking out tanks and infantry, respectively. The Knight Paladin with its longer ranged Rapid-fire battle cannon guards their backs. At the rear, a Knight Crusader covers the rest of the army with its ranged weapons.

Unfortunately, I'm now extremely excited about building a Knight army, meaning that there could be a substantial delay in starting my Skitarii army.

Monday, April 27, 2015

New Imperial Knights Incoming

Not long ago, we started getting rumors about new Imperial Knights: the Knight Warden and the Knight Crusader. Like the Knights Errant and Paladin, these Knight types existed in GW's small scale game, Epic 40,000. Although there are a few differences between the old Errants and Paladins and the new ones (e.g., the original Errants had giant power fists instead of chainswords), they're similar enough that it's been generally assumed that any future models will share certain features with the old ones.

The original Knights Warden and Crusader were both heavily armed, long-range Knights. Thus, it wasn't surprising when the rumormongers eventually gave us the following:
Crusader is armed with: Quake Cannon, TL Las-cannons
Warden is armed with: Volcano Cannon, Multi-barreled Autocannon
Both models have an optional top carapace missile launcher weapon mount, with multishot S8, AP3 anti-flyer capability
Both models are protected by a single energy field based heavily on the rules for the Stronghold Assault book’s Void Shield Generator.
Armor Values: Front:14 Side:13 Rear:13
Hull Points: 8
Both models clock in well above the cost of the Knight Paladin/Errant
As is now the norm, both Knights were supposed to be built from the same kit. Not long afterward, we were told that the kit would build a third Knight: the Knight Gallant. The Gallant doesn't appear to have an Epic counterpart.

Today, GW released their teaser for the Knights. Although the teaser only shows the new Knights in silhouette, we can guess a few things about them.

For starters, the legs, torso, and shoulder armor appear to be identical. Second, the new models can be equipped with weapons found on the Paladin and Errant. Both the rapid-fire battle cannon and the Reaper chainsword make an appearance. It's very likely that the new kit contains all the Paladin and Errant sprues plus at least one more sprue with new weapons.

Mystery Knight #1
Given that the Warden and the Crusader are supposed to be equipped for long-range combat, I'm going to guess that this one is the Knight Gallant:


The Reaper chainsword and the power fist show that this is primarily a close combat Knight, although the structure on its back is probably the missile launcher mentioned in the rumors. Its shape and location are nearly identical to the missile launchers found on larger Titans like the Reaver:


I'm very curious as to whether or not the power fist has special rules (perhaps it's AP1 versus the chainsword's AP2) or if it's just there to give the model an extra attack. If it's effectively identical to the chainsword (and assuming the kits are interchangeable), hobbyists who want to better distinguish their Errants from their Paladins could follow the pattern of the Epic models and equip the Errants with power fists.

Mystery Knight #2
This one is interesting since it's equipped with two new weapons that are difficult to identify. Obviously, its right arm is equipped with a standard rapid-fire battle cannon. However, its left arm has a large weapon with a complex shape on the end:



It's possible that this is the multi-barreled autocannon that the rumors mentioned, but I don't think the shapes are round enough to represent a rotary weapon. In fact, it looks like it could be the tip of the Volcano cannon, like the one carried by the Shadowsword:


That leaves us with the gun on the carapace:


It's difficult to tell what this is, but the rounded shapes and the loops at the top make me think that it could be a twin-linked or multi-barreled autocannon with ammunition drums and feeds.

It's worth nothing this model doesn't seem to match the rumors, which said nothing about the Crusader or Warden being able to carry the rapid-fire battle cannon.

Mystery Knight #3
Now we're really deviating from the rumors. Mystery Knight #2 may have a twin-linked/multi-barreled autocannon and a Volcano cannon, which would make it the Knight Warden. This Knight, however, doesn't match the rumor's description of either the Warden or the Crusader. It's armed with a missile launcher, the mystery arm cannon (possibly a Volcano cannon), and a power fist. If the model has twin-linked lascannons, they're hidden within the rest of the silhouette.


Given what we've been shown, I strongly suspect that Gallant, Warden, and Crusader are going to be very loose terms for the new Knights. Although the Epic Knights followed rigid patterns, the new fluff says that the weapons are actually interchangeable (GW even put tiny lifting lugs on the guns to suggest that they can be hoisted off their arm mounts) and that it's only by tradition that certain types of Knights carry certain weapons.

The GW teaser was probably meant to show the variety that the new/revised kit has and that those providing the rumors may only be aware of a couple of major builds. As for the missing Quake cannon, the only difference between the Volcano cannon-equipped Shadowsword and the Quake cannon-equipped Banesword models is literally a single piece at the tip of the cannon. It would be very easy for the Knight model to do the same.

Monday, March 30, 2015

Adeptus Mechanicus and Skitarii

My first exposure to the Warhammer 40,000 universe outside of a codex or rulebook was through Dan Abnett's excellent novel Titanicus. At that time, I barely knew what a Titan was and all I knew about the Adeptus Mechanicus was that they worshiped some sort of Machine God and trained the Techmarines that maintained the Astartes' vehicles. I was completely new to the idea of the Skitarii, the Noosphere, or the strained relationship between Mars and the Imperium. By the time I finished Titanicus, I was very interested in the Mechanicus and was disappointed that they weren't a playable faction in the game.

As soon as the pictures leaked, I became tremendously excited for the new Skitarii and the fact that the Adeptus Mechanicus would finally take an active role in 40K. The most recent White Dwarf provides the rules for the recently released models and gives hints of more to come. Presumably the current release and those that are expected over the next couple weeks are meant to act as a companion force for other armies of the Imperium. I can only hope that this release does well and that GW expands the Mechanicus into as large and diverse a force as other 40K mainstays.

The Models
They're amazing. I love the robes, the masks, the cybernetic enhancements, and the archaic weapons. The arc rifle is as steampunk as you can get and looks like it was lifted from an H.G. Wells story. The other weapons look even older; the "radium jezzail" that some Sydonian Dragoons carry is inspired by the long barrelled, muzzle-loading, and occasionally rifled firearm commonly used in the Middle East up until the 1800s. "Arquebus" and "caliver" were terms that originally referred to muzzle-loading smoothbore guns used between the 15th and 17th centuries. The fact that a musket rest is provided for the transuranic arquebus shows how much attention went into these models. Apparently, "arquebus" could be a fairly broad term, with some referring to lighter versions as "calivers" while larger ones that required a rest were called "muskets".



I'm a big fan of design consistency, which is another reason why I find the Skitarii so appealing. The recent White Dwarf says that the Skitarii models were deliberately designed to fit in with the design philosophy of other Imperium units; the models share both artistic elements and technical details. For example, the fleur-de-lis emblem on the armored plates of the Imperial Knights, on the Tempestus Scions' armor, and on the Scion/Guard Taurox, also appears on the Ironstrider walkers. And a close comparison shows that, under their armor plating, the legs of the Imperial Knights and the Ironstriders share similar design features. Even the Knight's "faces" resembles a Skitarii mask.



The Rules
I have to admit that, with the exception of their archaeotech weapons, Titanicus made me expect the Skitarii to be something more akin to cyborg Space Marines. Once I accepted that their stat-lines more closely represent Astra Militarum Veterans in carapace armor, I looked more closely at their special rules and wargear.

Honestly, I like the models so much that I would play them even if their rules were mediocre. However, it looks like a lot of thought went into making the Skitarii a useful addition to any army since their rules are apparently meant to allow for some mean combinations.

For example, Vanguard don't seem too impressive as an assault unit by themselves. But when a unit is locked in combat with them, their Rad-saturation rule drops the enemy unit's Toughness by 1. Once the enemy is weakened by Rad-saturation, you can hit them with another unit (e.g., a Space Marine Assault Squad) to finish them off quickly.

Phosphor weapons also have some potential. These S5 AP4 weapons have the Luminagen rule. If a unit suffers an unsaved wound or a glancing or penetrating hit from a phosphor weapon, its cover saves are worsened by 1 until the end of the phase. Combo this with an Omnispex (cover saves taken against attacks made by a unit with an omnispex have a -1 modifier) for some real fun.

My only concern is that we still don't know what "Doctrina Imperatives" are. All the units introduced this week, both infantry and vehicles, include it as a special rule. The only hint we're given is that "Data-tether" wargear adds 1 to the Leadership of a unit affected by a Doctrina Imperative until the start of their next turn. The fact that the special rule is plural (i.e., "Doctrina Imperatives") indicates that there are several Imperatives and the fact that a Data-tether enhance a unit's Leadership suggests that whatever the Imperatives do, they are based on a Leadership test. Some have guessed that this may be similar to Tyranids' Instinctive Behavior and that a unit will attempt to execute a "pre-programmed" task unless they pass a Doctrina Imperative test. Although I hope that this isn't the case and that Doctrina Imperatives are more of a benefit than a liability, it wouldn't be a deal-breaker for me if they do resemble Instinctive Behavior.

Skitarii and Imperial Knights
Just over a year ago, GW released the Imperial Knights. Although I was attracted to the idea of depicting a Mechanicus-aligned house, particularly the Mars-based House Taranis (whose paint scheme I was particularly fond of), I had thought that my Knights were going to go into combat alongside the Ultramarines. I decided against Taranis because:
While the story of House Taranis is interesting, it's obvious that their true loyalties lie with the Adeptus Mechanicus. This would be fine if I were playing Iron Hands or the Imperial Guard, but I play Ultramarines; a Chapter whose captains bear titles like "Knight Champion of Macragge" and "Regent of Ultramar". I want to model a knightly house that will remember a favor and repay a debt millennia after the fact, not one that will ally with the Ultramarines because the Mechanicus' and the Astartes' interests are generally aligned.
Needless to say, my opinion has changed significantly now that we can finally pair up Imperial Knights with an Adeptus Mechanicus army. House Taranis' fluff now makes it the ideal Knightly House for allying with Skitarii. From The Imperial Knight Companion:
The Ritual of Becoming is a hazardous process. Many of those who undertake its stresses do not survive, or if they do are rendered insensate. [...] House Taranis, gifted with the learned presence of the Adeptus Mechanicus and an understanding of the Throne Mechanicum like no other, has a much more practical use for those incompatible with the device's delicate neural matrixes. Known to the Tech-priests of Mars as the Psychosis-Neuracanium, nobles that have failed the Ritual of Becoming and survived are still a valuable resource. [...]

Primarily, the Psychosis-Neuracanium are adapted for use as Skitarii captain-overseers. Their forebrains are implanted with emotive-selectors and memory-catheters to keep their rages and madness in check. [...] The families of House Taranis willingly give these broken sons to the attentions of the Mechanicus, on the promise that the regiments they lead, and the formations they fight in, will find a place at the side of the household Knights.
In other words, I'll almost certainly be building two Knights of House Taranis. Since my fever dreams still include a total of three Knights, the third will either be from House Terryn (as I originally intended for all three Knights) or the Freeblade known as the Obsidian Knight.

Future Releases
Rumor has it that we'll be getting more infantry in the form of the "Sicarians", which will supposedly be revealed this week. While we know very little about additional infantry units, we definitely know that Skitarii will be getting another walker thanks to a single leaked image:


The vehicle, which is rumored to be called the "Onager Dunecrawler", looks to be pretty large based on the size of the gunner.

My biggest concern right now is whether or not Skitarii infantry will get some sort of transport. The Vanguard and Rangers have some awesome rules and weapons, but with the stat-line of a Guard Veteran, they simply won't last long out in the open. The easiest route would be for GW to stick with preexisting fluff and designate the Rhino as a Dedicated Transport for Skitarii squads. The release of the Skitarii Transfer Sheet, which has multiple decals that appear to be sized for vehicles, has made me suspicious that an existing model might find its way into the new army. While I wouldn't be too excited about building even more Rhino chassis, I'd rather field more Rhinos than lose my troops en masse.

Final Thoughts
As I said before, I'm very excited for this release. Not only are fans of the Adeptus Mechanicus getting some great models, but GW's recent history has left the door open for even more releases. Late last year, GW unexpectedly released multiple new Tyranid models, with several of them representing entirely new units. Rather than waiting to release the models with a new codex, the models' rules were simply released in White Dwarf and the Shield of Baal supplements.

If the Skitarii line is successful (and it's hard to imagine that they won't be), I think we can expect the kind of treatment that Tyranids received, with periodic releases of models whose rules are published in White Dwarf and/or supplements. In a few years, the Adeptus Mechanicus might become a full blown army on par with the game's major factions.

Saturday, March 15, 2014

Choosing a Knightly House

When I first got into this hobby, I chose Space Marines primarily because they were the first army that I ever played. Although Bryce originally got me interested in the game with the Black Templars and their fluff, I ended up doing Ultramarines simply because I had bought GW's starter paint set, which came with five Tactical Marines with Ultramarine logos. I ended up liking the paint scheme and, fortunately, also liked their fluff.

Now that I've bought a couple Imperial Knight kits (and intend to get at least one more when my hobby budget recovers), I have to determine what knightly house I want to model. I briefly considered doing a few Freeblades (i.e., Knights who have gone off on their own or who have outlived the rest of their house) but I found the idea of a house detachment to be more appealing.

Until I read through the Imperial Knight Codex and The Imperial Knight Companion (which is a beautiful book and well worth the cost to us fluff-minded hobbyists),  I was pretty certain that I wanted to do a Mechanicus-aligned house. Not only do I find the Adeptus Mechanicus in general to be interesting, but I like the red color scheme used by Mechanicus units. I figured that a few red models could be a nice change of pace after painting so many blue-armored Ultramarines.

While looking through the photos and illustrations in the Codex and the Companion, I found that I really liked the black and white accents used by the Knights of the Mars-based House Taranis; the first of the knightly houses.

A Knight of House Taranis from The Imperial Knight Companion

I intend for the Knights to accompany my Ultramarines into battle. Although I was leaning towards Taranis' color scheme, I continued to read through the Codex and the Companion to see if there were any knightly houses that might have close ties to Macragge or notable interactions with the Ultramarines. The more I read, the more I realized that Taranis' fluff wasn't all that interesting to me, regardless of what I thought of their paint scheme.

With the sole exception of House Taranis, all Nobles who pilot a Knight suit are neurologically altered by the Throne Mechanicum that links the pilot to the suit. According to the Codex, the Throne "implant[s] strong positive associations to notions of fealty, obligation and hierarchy, as well as a deep respect for the Noble's ancestors". This was a deliberate feature of the device and was meant to mentally condition Nobles on far-flung colony worlds, preventing them from going rogue and turning on their fellow settlers. With the highest ranking members of the colonies thus conditioned, all Knight worlds became highly conservative feudalistic societies whose Nobles are willing to die for their own people as well as for any allies that they deem worthy. This arrangement is reminiscent of Ultramar itself, which is a feudal realm ruled by various lords, all of whom are inevitably Astartes of the Ultramarines Chapter.

Taranis, on the other hand, has protected Mars since the Age of Technology. Having always been loyal to the Cult Mechanicus, Taranis' Nobles have never adopted a feudalistic system nor has there been a need to condition them through their Thrones Mechanicum. The only reason that there is a knightly house on Mars is because of the discovery that certain genetic lineages are more likely to be neurologically compatible with the Knight suits. Otherwise, the Knights of Mars are effectively a branch of the Legio Titanicus.

While the story of House Taranis is interesting, it's obvious that their true loyalties lie with the Adeptus Mechanicus. This would be fine if I were playing Iron Hands or the Imperial Guard, but I play Ultramarines; a Chapter whose captains bear titles like "Knight Champion of Macragge" and "Regent of Ultramar". I want to model a knightly house that will remember a favor and repay a debt millennia after the fact, not one that will ally with the Ultramarines because the Mechanicus' and the Astartes' interests are generally aligned.

Of course, this doesn't necessarily preclude me from modeling some other Mechanicus-aligned house. The Nobles of House Raven or House Krast may be aligned with the Adeptus Mechanicus and are obligated to support the Forge Worlds first and foremost, but their Nobles have been mentally conditioned just like those of the other knightly houses. Unfortunately, none of the paint schemes of the other Mechanicus-aligned houses really interest me. Many of them use chevron patterns that look pretty sharp, but I don't have any confidence that I'd be able to pull them off.

Like Space Marines, Knights laugh at the idea of camouflage

After a little bit of searching, I found a knightly house with the ideal fluff. House Terryn is based on Voltoris, which puts it relatively close to Ultramar. Although well known for straying far from Voltoris in search of battle, in recent years the Knights of House Terryn have found themselves protecting their region of space from the Tau and the Tyranid hive fleets. This would very likely put them into direct contact with the Ultramarines.

Terryn's Knights have been known to become lost to the House and to act more like Freeblades than a house detachment while single-mindedly pursuing a vendetta or fulfilling a vow. With this kind of background, it would be easy to model a detachment of Knights that had vowed to support the Ultramarines until death or until they are released from a debt of honor.

I only have one minor issue with House Terryn:

Blue armor with white markings? Again?

That's right; they're blue. I would be adding blue Knights to my already very blue army. Well, the recommended base color of House Terryn is Kantor Blue, which is different from the Mordian Blue, Ultramarines Blue, or Macragge Blue that I've been using for my Ultramarines, but they're blue nonetheless.

And the idea of allying Terryn with the Ultramarines isn't particularly novel:

So much blue...

The Codex even features a Knight of House
Terryn striding among an army of Ultramarines

But come to think of it, I like the color blue and I've never claimed to be very imaginative. The fluff for an Ultramarines/Terryn alliance works out perfectly and has great storytelling potential, so I guess I can live with a thoroughly blue army that looks suspiciously like GW's promotional material.

Friday, February 21, 2014

Knights Officially Revealed

GW is finally advertising the White Dwarf containing the rules and background for the Imperial Knights. Of course, all of the more obsessive fans already knew what was coming. I just might have gotten my hands on a copy of the White Dwarf a day or two early and have already pored over it.

The Fluff
As expected, the magazine discusses the fluff of the Knight Houses. For the most part, this is shown to be similar to that of the original Imperial Knights from Epic. However, the revised Knight fluff now divides the one-man Super-heavy Walkers into factions. Although the Knight Houses predate the Imperium, and still remain relatively independent, most have chosen to align themselves with different groups. There are effectively three types of Knights: Imperial-aligned Knights, Adeptus Mechanicus-aligned Knights, and the independent Freeblades.

At this point, there is no difference in the rules for Imperial, Mechanicus, or Freeblade Knights; the difference appears to be cosmetic. The Imperial-aligned Knights tend to forgo the imagery of the Adeptus Mechanicus, decorating their walkers with Aquilas and the emblems and colors of their Houses. The Mechanicus-aligned Knights sport a predominately red color scheme. They also bear the logo of their House, although this symbol inevitably incorporates the Cog Mechanicum. Freeblade Knights are independent of any House, each having its own individual symbols and colors.

The Decal Question
A short while ago, the rumor mill revealed that a sheet of Imperial Knight transfers was going to be sold separately from the kit. This inevitably caused an uproar among those who are perpetually looking for a reason to complain about Games Workshop. As expected, they immediately assumed the worst and decried the greed of GW for selling the decals separately, not once thinking that perhaps the separate sheet was supplemental to one included in the kit.

A sheet of transfers is indeed included in the kit and is shown in full detail in this issue of White Dwarf. The variety of decals on this sheet puts those included in other kits to shame. It contains imagery specific to three Imperial-aligned Houses, two Mechanicus-aligned Houses, and one Freeblade Knight in addition to multiple Imperial, Mechanicus, and generic symbols.

As good as the sheet included in the kit is, the one that is being sold separately is even better. It's an enormous A4-sized sheet (i.e., about letter-sized) that covers four additional Imperial-Aligned Houses, two additional Mechanicus-aligned Houses, and four Freeblades. There are also a huge number of symbols used by the Imperium and the Adeptus Mechanicus. Interestingly, the sheet includes personal heraldry for Imperial-aligned Knights, some of which include imagery from Space Marine Chapters such as the Ultramarines and the Imperial Fists. Although I'm not usually a fan of water-slide decals, I'm actually tempted to buy this sheet if only to get the Mechanicus logos.

The Model
Although I had already seen plenty of leaked images of this issue of White Dwarf, those low resolution images didn't capture the level of detail and the thought that have gone into the Knight models. For starters, the weapons have lifting lugs on them. The designers envisioned the pre-Imperium Knights' as all-purposes walkers. Since they might be used for heavy labor one day and combat the next, the walkers' arms were designed to accept any number of tools or weapons. Lifting lugs on the arms would have aided in swapping out the various equipment.

Also, one image in the magazine and the accompanying blurb show that the GW design team modeled a highly detailed frame underneath the Knight's armor plating. The idea is that the Knights were originally fielded as skeletal machines in support of their various Houses. As time went on, armor plating, heraldry, and decorations were added.

I was happy to see that the models come with a selection of three heads. One is patterned after a medieval knight's helm, one looks like a stylized skull mask, and the third has a cybernetic look that is clearly meant to resemble a skull.

[Update: Images on GW's pre-orders page shows that the cybernetic skull isn't a separate head; it's the head used on all Knights. You can either go with the bare face or you can cover it with one of three face plates: either a stylized skull mask or one of two masks resembling medieval helms.]

What am I Going to Do?
For starters, I'm buying at least two right off the bat. I intend to field them as an Allied Detachment alongside my Ultramarines. And I'm definitely building Knights Errant. The Paladin's rapid-fire Battle cannon isn't particularly interesting to me given how much difficulty an S8 gun has at taking out vehicles with heavier armor. Plus, the Knights have Hammer of Wrath and their Reaper chainsword is a close combat D-weapon. Clearly they're meant to get in close and do some real damage; the long-range Battle cannon doesn't exactly complement that strategy. Now, a S9, AP1, large blast, 36" range weapon with the Melta rule is a different story. The Thermal cannon is the next best thing to a D-weapon.

The paint scheme is a less obvious decision. I like a lot of the Imperial-aligned imagery and the fact that some of the personal heraldry incorporates symbols of Space Marine Chapters suggests that a few Imperial Knights have earned the respect of the Astartes. But I'm also a fan of the Adeptus Mechanicus and I would really like to have a group of red Knights sporting the Cog Mechanicum stomping alongside my Marines.

[Update 2: Pre-order photos let us see how tall the Imperial Knight really is. Although the GW website is currently saying it's 8 inches tall (i.e., about an inch shorter than a Wraithknight) a little Photoshop work shows that it's actually about 6.5 inches tall (which is what I guessed before). I created the image below by matching the base sizes of the Space Marine and the Eldar Guardian. I then used the width of the 25mm bases to determine heights.]

Saturday, February 15, 2014

More On Imperial Knights

Another image has been leaked which may give us a better indication of the height of an Imperial Knight:


This photo suggests that the Knight may be about an inch taller than a Trygon. The Trygon and the Riptide are very nearly the same height, which would make the Knight slightly taller than I had previously guessed. However, I suspect that the Knight Paladin is actually in the foreground of the image, making it look slightly larger than it actually is. I think I'll be standing by my guess of a 6.5 to 7 inch tall Imperial Knight.

I also neglected to mention the rumors that the Imperial Knight codex (whether it's in the form of a White Dwarf or possibly a Dataslate) is supposed to contain instructions for fielding an Imperial Knights army, a Mechanicum army, or a Freeblades mercenary army. Unfortunately, I've been unable to find out what any of that means. I'm not sure if it's a fluff-only difference or if it affects force organization.

Imperial Knights Incoming

Shortly after it was revealed that Escalation only allows the Primary Detachment to bring the Lord of War, Bryce was able to convince me to sell him my unbuilt Baneblade and Shadowsword models. I had every intention of saving the money for a Thunderhawk, but then the following images from an upcoming White Dwarf leaked:

Knight Errant: I love the model's skull-shaped head

Knight Paladin: the Avatar of Khaine in
the foreground gives an indication of size

Knight Paladin

Back when Apocalypse 2.0 was still just a rumor, there had been whispers of so-called Imperial Knight models. (Knights are essentially Adeptus Mechanicus mini-Titans.) I was sorely disappointed when these failed to materialize. Now that these images have leaked, I have to wonder if the rumor-mongers were correct that GW was working on Knights but wrong about the release dates or if this is just a coincidence.

The Models
The look of the models is exactly what I would have hoped for; i.e., hunched, aggressive-looking, and fantastically garish. I guess my only complaint is that I had hoped that they would be a little taller. The Forge World model of the Avatar of Khaine seen taking on a Knight Paladin is about 4.7 inches tall, which suggests that the Imperial model is somewhere between is 6.5 and 7 inches tall. This puts it at about the height of a Riptide.

Although I had been hoping for something closer to a Wraithknight in size, the model will easily dwarf my troops and Dreadnoughts and should be adequately intimidating. And the bulk looks like it will easily make up for any lack of height.

The Rules
Images showing the rules for the Knight Paladin and the Knight Errant have been leaked and are readily available. I don't know if there will be other Knight variants with this release, but what we know so far suggests that we will only be getting these two.

The Knights are relatively small Super-Heavy Walkers and have a lower points cost than the Super-Heavies found in the Escalation book (each is about 50% more than a Land Raider). Both are equipped with a D-strength Reaper chainsword. The Knight Paladin also carries a two-shot Battle cannon while the Knight Errant has a Melta weapon called a Thermal cannon. This weapon, which I find a lot more interesting than the Paladin's armament, has slightly more range and greater strength than other Melta weapons, in addition to being a large blast.

The Imperial Knights' armor values are middle-range, although they benefit from a 4+ invulnerable save granted by an Ion Shield (which has no effect in close combat). This shield protects a single facing during any given turn; the player chooses which facing is protected at the start of the opponent's shooting phase.

At first glance, the Knights seem to be lacking compared to other Super-Heavies, and I was a little concerned that a single model would have a hard time surviving long on the table. However, only a short while after I first saw the rules for the Knight Errant, I saw another image from the White Dwarf revealing that the Knights aren't Lord of War choices at all. Instead, a player can take three to six as a Primary Detachment or he can take up to three as an Allied Detachment. Individually, an Imperial Knight might not cause an opponent too much worry. A pack of two or three would be a different matter.

Unfortunately, as always seems to be the case with the 40K hobby, the new models were immediately compared to Wraithknights and Riptides, with any number of players griping that the Knights are overpriced for what they do and that nobody will buy the models with those rules. Well, call me "nobody" since I was already determined to buy one regardless of the rules. And once I found out that I could field several, I decided to buy at least two. Despite the certainty of some people, there are plenty of us who are modelers first and foremost; if a great new model has awesome rules, then they are merely the icing on the cake.

White Dwarf Rules?
Now, it's certainly possible that the complainers are right and the Knights won't work well under their current rules. That's why I think it's interesting that these rules are being released in White Dwarf. Given what a big release this will be (pun intended), and that GW is going as far as allowing players to form Primary Detachments of Knights, I would have expected at least a digital codex to accompany the new models rather than a few pages of rules in a magazine. There's also a lot of fluff that could go with the Imperial Knights that a single issue of White Dwarf probably won't be able to get into. For these reasons, I think that these are essentially glorified beta rules meant to allow players to use the brand new model as soon as possible.

Similarly, the Stormtalon's original rules were included in White Dwarf upon its release. Less than a year later Death from the Skies was published and the Stormtalon saw a decrease in points cost, it was given the unit type of Flyer, Hover, upgrade costs were revised, and the Hover Strike rule was deleted and replaced by the Strafing Run rule. All these changes seemed to be in response to players' experience with the model.

Here's my theory; as with the Stormtalon, GW is reluctant to set down the Knights' rules in a more permanent format until they can polish them and ensure that their expensive new model is adequately competitive. It's also possible that the new kit is merely the first in a line of Adeptus Mechanicus models that will eventually get their own official codex.
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