Big, stompy robots; ever since the edition began, way back when we were still just little bitty babbies playing with the indices, Knights have been a boogeyman for players of all sorts, and following their codex release they have been a legitimate competitor on the tournament scene. But what is it that makes Knights so strong?
In this episode, we go over the basics of a Knight army- be it pure Knights or the much more common mixed version that includes support from other Imperial factions. We talk about their options and stratagems that you should be aware of as well as some of the most common variants you’ll see and why people run them.
More importantly, though, we talk about the weaknesses of the Knight list and how you can prepare yourself to beat them, focusing especially on their performance in ITC missions. From keeping pace with them on the primary to taking advantage of their tendency to bleed secondary points, we discuss the ways in which you can easily out-score a Knight army and even look to methods to wipe them off the table entirely if the situation permits. Being a hundred feet tall has its advantages, but it does make it miiiiiiiiiighty difficult to reach all the way down to the ground and tag Home Base, after all.
Episode Music: Dankmus
Icon Artist: Rylan Woodrow
Our Patreon: In the Finest Hour
Website: https://www.inthefinesthour.com/
Directed by: Sean Morgan
Edited by: Shaylynn Allen
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What does a “Faithful 20” consist of?
Probably celestine, a canoness, and 3×6 sisters of battle to make a round number for faith points.
Canoness, Missionary, 17 Sisters in some combination to make a battalion. Occasionally Celestine sneaks her way in replacing the Canoness, if the list needs some melee punch.
Same idea as the other two, really- a cheap way to get backfield scoring units and command points, only in this case you also want to take those three extra bodies to make the magic twenty in order to get the extra faith point as well.
So, let’s see how many minimum size battalions we can name.
Loyal 32 – 2 company commanders + 3×10 infantry squads
Rusty 17 – 2 enginseers + 3×5 rangers
Faithful 20 – canoness, missionary, 3×6 battle sisters
for T’au there’s the
Shooty 16 – fireblade + 3×5 strike teams that opens up a commander slot
Chaos Marines
Piratical 17 – (Red Corsairs) 2 warpsmiths + 3×5 chaos marines for 8cp
Dark Eldar
Spiky 17 – 2 archons and 3×5 warriors, at least one of these units is Black Heart for access to Agents of Vect
Tyranids, uh, 3 units of rippers to turn those two flyrants into a battalion?
That’s all I got
There is also, of course, the Disloyal 32, which is to say two Renegade Commanders and 3×10 of the troop squads from the Renegade options; it’s basically just as good as the Loyal 32, but since Chaos tends to have more of a need for detachments you don’t see it as often.
You can also get Daemonic version, which is (random HQ of choice), Daemon Prince with Axe, and then three of either Nurglings or Brimstone Horrors, to taste.
For Tyranids, it’s almost always Swarmlord, Broodlord (or Neurothrope), 2×20 Genestealers and a unit of Rippers. I think BIF called it the Swarmy 45 or something like that?
I love these nicknames for common list strategies.
They come out in magic all the time, and really promote effective communication in the community.
Until you’re getting back in after 18 years away and trying to figure out what the hell and IzzeTron or Jund Aggro or whatever are. I’ve been getting kind of frustrated by that lately.