Imperial Knights in Warhammer 40K – an Army Overview and Strategy



Let’s talk about Imperial Knights and how they’re going in 40K…

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0:00 Intro
0:51 Knights in 9th
2:08 Strengths and Weaknesses
4:06 Core Rules
6:59 Code Chivalric
10:37 Warlord Traits
11:49 Relics
13:21 Exalted Court
16:56 Stratagems
18:41 Secondaries
21:12 Imperialis and Mechanicus
23:24 Knight Households
25:51 Freeblades + Martial Traditions
28:13 Freeblade Lance Army of Renown
29:52 Units – Questoris Knights
33:26 Units – Armigers
34:58 Units – Dominus Knights and Forge World
37:28 Allies
39:37 Army List – Freeblade Lance
43:04 Army List – House Taranis

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26 thoughts on “Imperial Knights in Warhammer 40K – an Army Overview and Strategy”

  1. This might be a good time for me to ask for help to settle a debate with a knight player regarding ruins and line of sight.

    The knight player thinks that when they touch their model against the outside of the ruin wall they no longer need to draw line of sight to models/units hiding behind/outside of that ruin, regardless if there is another solid wall inbetween the two units. Picture a ruin with three or four walls, two of which are between the two units.

    My belief is that when the knight touches the ruin they can now ignore obscuring but still need to be able to see the unit they are trying to target.

    Any help with this is greatly appreciated as it's been a hot topic for the past few days in my play group.

    Reply
  2. Well let me tell you about this new army that passes out judgment tokens. When any model has 3 of them on it they take a wound on a 4+ hit. Doesn't matter how much toughness you have. Add in this army has no armour of contempt the bikes of said army can dish out enough to take out your big boy 18+ wounds in a go.

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  3. Haven't watched the video yet as of writing this, but personally I'd like for a way to make pure big knight list of interesting synergies. Maybe the bondsman ability can be given to the knight itself but give a lesser buff?

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  4. I dont want to play against an army of only superheavies. We have tried it and decided that 5 wraithknights being meta was toxic for the game. These types of lists were stopped for a reason. It is a game of armies.

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  5. Seems a bit weird that the biggest and most expensive plastic set (Dominus) is also not worth taking. I guess that's good if you haven't bought one already but too bad if you own one

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  6. In the "Allies" section, you could have pointed out the only synergy with Ad Mech this days:

    Metalica – Requisition Stratagem (1CP)

    The legions of Metalica have a long-standing alliance with the Knights of House Raven, and the two have fought beside each other on countless occasions.

    Use this Stratagem before the battle, when you are mustering your army. Select one HOUSE RAVEN unit from your army. That unit gains the Canticles of the Omnissiah ability and is considered to have the ADEPTUS MECHANICUS keyword for the purposes of this ability (the inclusion of this unit in your army does not prevent ADEPTUS MECHANICUS units in your army from using any rules that require every model in your army to have the ADEPTUS MECHANICUS keyword).

    Personally I don't like it that it is only limited to Metalica and House Raven (though this adds to the fluff of them).

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  7. I'm new to the hobby and you've been really helpful in helping me pick which armies I want to start for my first two. I've wanted to do Knights since I learned about them because giant robots are cool, so this is very helpful. Thanks!

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  8. Knights are an army I just could not care less about. I get some elite armies exist but it's like they're just playing a different game. I think making them an entire army of their own was a mistake at the 40k scale/level. That being said just commenting and liking for the algorithm.

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