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SUPER HEAVY MADNESS

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Post  Grey Master 2014-04-14, 19:52

So, Gentlemen, and Ladies...

I recently purchased an Imperial Knight.

I am deciding on how to build him, Knight Errant or Knight Paladin.

I know that there is a lot of hype around the IK's, but I want to know more opinions on the Chaos, Ork and Eldar Alternatives, plus the ridiculously over priced, but awesome looking models from Forge world, eg the Thunder Hawk and titans.

I was looking in the Apocalypse rule book and one of the Titans is over 4,000 points...

Yeah...

WTF

Anyway, thoughts people?
I will also post pictures of my IK as I build it on here.

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Post  BDA 2014-04-14, 22:57

the imp knights are a good low level super heavy and while there firepower is nasty they are most nasty in combat with there str D hits home. they have a very hard time vs flyers mind. also watch out for puppet master as that can cause all sorts of nasty if cast on your imp knights.
out of the 3 main knights at the moment (imp knight, riptide and wraithknight) the imp knight is the hardest but also the most expensive. they are also very handy in that you can team them up with most of the good aliened races.

watch the hell out for other super heavies that have ranged Str D who will eat the imp knights for dinner. eldar are probably the worst for this.
to give you an idea of what a super heavy with ranged Str D can do to a army that dose not watch this vid

https://www.youtube.com/watch?v=9I64qaKknZE
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Post  BDA 2014-04-15, 12:35

Also as imperial knights are a lot of points make the most of them. Use them to fill a gap in your army.

The thermal cannon is good for taking on tanks and things like terminators while the rapid fire battle cannon is more all rounded and good for taking on hordes, and most vehicles.

The battle cannon is also well suited to sit back and hold an objective while pumping out shots while Mr mega melta cannon is much more suited to get up and close So keep that in mind and how it suits your playing style and compliments the forces he will team up with.
Don’t forget you can probably magnetise his weapon arm to swap between them
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Post  Ninjagosplat 2014-04-15, 18:20

That Revenant can do one just OMFG why would something need that much firepower, admittedly the guard just had no dice
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Post  RemoteRyan 2014-04-15, 19:05

In regards to alexs mention of magnets i agree gives you more options in the long run and in regards to the titan and why: because you can lol
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Post  BDA 2014-04-15, 21:28

lol you can never have to much firepower Smile
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Post  Grey Master 2014-04-15, 21:32

Yo dawg, I heard you like guns, so I twin linked your twin linked guns and twin linked those new guns.
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Post  Ninjagosplat 2014-04-15, 21:52

Either way the titans are disgustin, hell even D weapons can go do one
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Post  RemoteRyan 2014-04-16, 15:24

Feeling a bit left out Tony? Smile
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Post  BDA 2014-04-16, 15:28

I think ranged Str D weapons should be agreed apon before any game as they can really take the fun out of it for the other side if they are lacking them.
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Post  Grey Master 2014-04-16, 15:32

I disagree
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Post  BDA 2014-04-16, 15:36

I have a Lynx that can gut in an imperial knight and just about any super heavy tank in one turn………….. do you still wish to disagree?
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Post  Grey Master 2014-04-16, 15:38

Yes. You can't just change a rule to suit yourself. If it is legit, then it's allowed. If you can kill it in one turn, so be it, that's just the rules of the game Smile
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Post  Ninjagosplat 2014-04-16, 15:39

Tbh I think they should be reserved for Apoc only but that's just my opinion as for feeling left out... Not so much just have to get a metric ton of flyers lol
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Post  BDA 2014-04-16, 15:44

most clubs have house rules and i am just trying to be fair for those who dont have the money to get forgeworld stuff that has big old Str D weapons with a 5' range.

close combat Str D weapons are not so bad.
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Post  Grey Master 2014-04-16, 15:46

Which is what the imperial knight has.
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Post  BDA 2014-04-16, 15:55

indeed he has and i have no problem with them being used in a game of 40k. but my lynx would would horrendously unfair even in a game against 4 imp knights.
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Post  Grey Master 2014-04-16, 15:56

Where are the rules? For it, I want to have a gander
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Post  BDA 2014-04-16, 16:00

SUPER HEAVY MADNESS Captur10
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Post  Grey Master 2014-04-16, 16:08

Image is a bit small lol.
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Post  Grey Master 2014-04-16, 16:15

Got another copy. Seems like it only has two structure points. So it can do a lot of damage, but can't take a lot of damage. So its not too unfair, my land raider terminus could take it down in one turn. Luck of the dice I suppose.
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Post  BDA 2014-04-16, 16:27

If you click it, it will enlarge. And your copy is out of date. each structure point is = to 3 hull points so it has 6.
It also has Eldar holo-fields so it gets a 4+ safe in effect from shooting if it moves.

In return it pumps out 2 str D shots that use large blasts and ignore everything other than void or power fields and can inflict up to 12 hull points each.
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Post  Grey Master 2014-04-16, 16:29

Ahh. Wasn't aware of the change in structure /hull
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Post  BDA 2014-04-16, 17:52

It is much simpler I am pleased to say Smile
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Post  BDA 2014-04-21, 10:43

i have heard that a good way to take out imp knights and other super heavies is to use grenades , melta and haywire for the main.
the down side is that they often die in a Str D blast so this is not so good for the individuals assaulting said super heavy lol. not to mention getting into base contact in the first place lol
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