Let’s talk through the full contents of the Imperial Knights 9th Edition Codex!
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0:00 Intro
0:59 Contents
3:16 Core Rules
7:36 Allegiance Oaths
9:48 Code Chivalric
17:12 Warlord Traits
19:30 Relics
26:27 Knightly Teachings
29:37 Exalted Court
39:23 Stratagems
53:38 Noble Households
1:05:43 Martial Traditions
1:12:45 Freeblade Lance Army of Renown
1:15:55 Secondary Objectives
1:19:52 Questoris Knights
1:27:48 Preceptor + Canis Rex
1:30:43 Armigers
1:32:26 Dominus Knights
1:35:19 Closing Thoughts
source
CORRECTIONS:
– Sorry, managed to majorly mess up the 'Refuse No Challenge' oath – the honoured ability is +1 to HIT in melee (not +1 attack), and the virtuous ability is re-roll advances and charges (NOT advance and charge). Really sorry about the errors, terrible reading from me there, and it does change melee knight strategy quite a bit from the way I had it…
– The Princeps upgrade prevents you LOSING an honour point on a 5+, not gaining one – so it is different to High King.
Thanks to all who have pointed those out, and apologies for the mistakes – there were a LOT of rules to go over in this one!
With the AP creep being what it is, I would have expected 2+ base save, -1 damage and +1 to save against D1 attacks across the board just to stay relevant. This codex doesn't feel like an upgrade to me.
There's a typo for the Siegebreaker Cannons for the Dominus Knights page, it says 12" when the actual range nerf is 36" (down from 48").
Awesome stuff! Would love to see you do a forgeworld unit video too now that we have the new codex!
The volcano lance is FUBAR, in my opinion. Why not ignore invuls? It is one of the two premier AT guns of the Imperials. Just give me the previous version, jeez
Thank you for the review
Hold on, Imp. Knights don't get the new Armiger variants that Chaos gets?
I’m really enjoying the look of the new Dex
Pure shooting Knight armies are screwed. The only pledge you can gain honor from is defend the realm. The other 3 pledges are all melee focussed. There are no pledges you can take to gain honor by killing with ranged weapons but you will likely lose honor pointd every round via the troths of whichever other pledge you are FORCED to take.
You wont want to heroically intervene. So you wont ever pick "protect those in need". Refuse no challenge is terrible for shooting. You wont be charging into melee to try to gain honor. And you ABSOLUTELY want to fall back to shooting if you find yourseld charged.
The least worst choicr is Lay Low the Tyrants. Atleast you cab try to limit honor loss by killing 2 units per turn. But killing a warlord, character, monster or vehicle in melee isnt going to happen so you wont gain honor with it.
Nice work GW.
Thanks for the video
Any updates to the FW knights?
the battle cannon upgrade is not minor at all, it's not just taking an average of 7 attacks and making it 9.5, it's making it an average of 9.5 with a lower limit of 7, whereas the lower limit of 2d6 is 2. same upper limit of 12, but it guarantees a minimum number of shots as the average of a normal battle cannon, with a 16% chance each for 8, 9, 10, 11, or 12 wounds. you seemingly just added on 2.5 to an average of 2x2d6 which is 3.5×2, when the actual average is 6+3.5. it turns a fully random bell curve into a sharply truncated curve, wherein while the average is only 2.5 shots higher, the variance is cut down by a shocking 50%, which means that you'll end up averaging the same damage in 5 turns over 50 games that it would take you 5 turns in 100 games to stabilize on normally. The impact of this is huge. 1d6+3 will result in an overall "better" result in terms of an actual wounds inflicted in a given wargame than 2d6 would, despite it technically lowering the maximum thresh hold for damage, based purely on the improved consistency. making it 1d6+6 totally obliterates those results compared to regular 2d6.
Wander all the way over is right. My space puppies are jealous enough to pee on someones prized magnolias.
My guess with monarch’s ward is that it’s a bodyguard ability and will be erratad
This seems really very weak, Espescially for shooty knights. All the buffs and synergies seem to be trying to shoehorn you into melee, and the Dominus Classes feel completely left out.
I mean it's nice to not be total dogshit, but I don't think that will actually last very long. All the honor system, most of the armiger buffs, and most of the tradition changes seem to be shoehorning us even harder into a melee list.
I really appreciate the time and effort you put into this video. The time stamps make this the most useful resource for Imperial Knights I have found so far. Excellent job!
Dont imperial knights suck tho?
Wait how do Knights deal with hordes now that the extra attacks for titanic feet are gone? That legitimately concerns me cause that was like the bread and butter for me getting rid of those annoying blobs of tyranids and orkz in inevitable melee.
Are warglaives really 145pts? Goonhammer's review said they were 10pts cheaper than they used to be.
I'll find out for myself Saturday but still very upsetting for my plans.
With how common invul piercers are becoming, I really expected the Valiant’s harpoon to be able to pierce them.
Question, Does the new codex mean I can't use the Engine War supplement. The Answer might be a obvious no but since I haven't played a game of 9th I'm unsure, I want to know if I can use the Knight specific stats like the one for wardens that auto hit with the avenger at 8". Cheers
Can the Imperial Knights now double up on weapons like the chaos ones or are we still being stiffed of a massive advantage?
so glad the relic that defended against 50% of mortal wounds in psychic phase got nerfed. I mean..why would we want any defenses in an already hellish psy phase ? got 1100 points of knights wiped in 1 turn by magnus last week, and now they are weaker vs psy. woot.
If I'm reading the Thundercoil Harpoon rules right it does 3 mortal wounds even if the normal damage gets saved. It specifically says it does 3 MW when the hit is allocated (step 3). A step that takes place before saving rolls (Step 4) are made.
Am I reading that right, or am I misreading how allocation and saves works? I skipped 8th edition and so the some of the tweaks to the wounds and damage are new to me.
Also, if I did read this right does this make the valiant a bit more worth taking over a Maghaera or Atrapos?
Something to point out for armies that may be attempting to build a force with just a Preceptor and Armigers is that the ability of the "Bastard's Helm" relic is a Bondsman ability. So even though one of your Armigers becomes immune to Knightly Teachings and other Bondsman abilities the Armigers affected by the ability it distributes through the relic have no such restrictions allowing you to use your teachings to propagate the effect; enabling you to get the -1dam without other Questoris class Knights.
I got confused… crusader knight. Battle cannon and thermal cost the same but you either go up +10 points or -20 depending on battle cannon or thermal?
Terrible Codex, what a massive let down😡 had been looking forward to it since the start of 9th.
I would LOVE a full deep dive in Crusader Knight. Someone needs to do it! Its such an interesting unit.
I was just wondering what is meant by "Double" or "Triple" the attacks with the gauntlet or the Reaper Chainsword? Does that mean you can reroll the dice two or three times on misses?