Hey everyone, Reecius here with the first part of our Imperial Knights Codex review! Check the Tactics Corner for more great articles!
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The Knights are here and they got a BIG boost! They’ve now got the lighter Knight Armigers and the larger Dominus class Knights to bolster their ranks in addition to a host of awesome special rules in the form of relics, stratagems and Household Traditions. In this review we’ll cover the generic rules and in part 2, we’ll jump into the Household Specific rules. Let’s jump in a take a look at these Colossi of the battlefield.
Rating system
Here’s our rating system:
- Competitive: This is a codex entry (unit, stratagem, item, etc.) that has a place in essentially any competitive list built with this faction regardless of unit choices or is the source of a significant force multiplication effect for other units.
- Efficient: This is a codex entry that can stand on its own merit in a matched play list but works best when combined up with other units or in specific situations to become very powerful but may not always be seen.
- Situational: This is a codex entry that may not pass as competitive on its own merits but can be made effective in a creative list, as a meta-buster, or in a specific combo or scenario where it ratchets up in power to potentially very high strength but otherwise will not be seen very often.
Imperial Knight Special Rules
- Questor Allegiances: Imperial Knights have a second layer of faction keywords. Whereas most factions have a single sub-faction (such as the Ultramarines within the Space Marine faction) Knights must also declare allegiance to either the Imperium of Man or the Machine Cult of the Adeptus Mechanicus. Beyond cool backstory this also opens up different suites of rules to the Knight in the form of Stratagems, Household Traditions, and Relics.
- Knight Lances: If your army is Battle-forged, select one model from every Imperial Knights detachment. Those models gain the Character keyword. If you have at least three of Dominus and/or Questoris class knights in the detachment in any combination, you gain the listed Command Benefits. Competitive.
- This is solid as Character gives you so many benefits in addition to allowing you access to Relics, etc.
- Freeblades: Freeblades are basically Ronin Imperial Knights and a lot of fun to use. They do not gain Household Traditions which is a big loss, but they do gain access to the Freeblades Qualities and Burdens to reflect their backstory. The mechanic for how these work is quite cool. You can either pick one benefit or randomly generate two! Likewise, you can either pick two negative rules or randomly generate one. Very fun for the gamblers out there! The burdens kick in if you roll over the Freeblade’s leadership on 2D6-1. Otherwise you can ignore them. The benefits are always in place. Situational.
- I personally don’t opt to use Freeblades much but I can see an intrepid gamer finding a way to make them effective. They’re great for modeling and narrative play, though.
- Household Traditions: Your “Chapter Tactics.” These are very good for Knights and we will break them down and take a look at each set of them with their Stratagems, unique Relics and Warlord Traits. Generally speaking, there are two groups of Traditions, Questor Imperialis and Questor Mechanicus.
Generic Stratagems
Here we’re covering Stratagems available to all of the Knights and in the next article, we’ll dig into house specific strats as I prefer to analyze a Household as a complete picture with all of their special rules.
- Ion Aegis: 2CP, used at the start of your opponent’s movement phase on a Dominus class Knight. That model cannot move until the end of its next turn and friendly Imperium units wholly within 6″ have a 5++. Competitive.
- This is a great stratagem. As you really want to take other units to bolster your CP count for your Knights, this will often be Astra Militarum or Adeptus Mechanicus, this benefits them greatly, particularly if you end up going second.
- Noble Sacrifice: 2CP, used with seeing it a Knight is going to explode. Armigers and Questoris Knights go boom on a 4+, Dominus class Knights do so if either roll of the die is a 4+. If both are a 4+ for the Dominus, then the blast radius is 3D6″. Competitive.
- This is a great strat. As you often lose Knights in melee (in my experience) and melee Knights are now very viable, this will come in handy more frequently than you may expect. It’s a bit pricey but man, in the right circumstances it can change the course of the game and take out some of your opponent’s best units.
- Thunderstomp: 1CP, used after a Titanic Knight fights. On a 4+, an Infantry or Swarm unit within 1″ of the Knight takes D3 Mortal Wounds. Situational.
- Not a bad strat, but not one you will be using all the time as only triggering on a 4+ for an average of 2 Mortal Wounds isn’t amazing. However, when you absolutely need to finish off a unit for missions purposes, or a key enemy Character, etc. this can pay big dividends.
- Skyreaper Protocols: 1CP, used in your shooting phase on an Armiger Helverin. This unit re-rolls misses when targeting an enemy unit that can Fly. Efficient.
- As the Fly keyword is so prevalent, this will be relevant a lot more frequently than one may at first expect. And when firing on Hard to Hit flyers who have a latent -1 to be hit, it helps a ton to overcome that defense.
- Rotate Ion Shields: 1CP/3CP: used when one of your Knights is targeted in the enemy shooting phase. You get +1 to your invulnerable save (to a maximum of 3++). The 3CP cost kicks in when used on a Dominus class Knight. Competitive.
- This is a bread and butter strat. You will likely be using this more turns than you don’t.
- Heirlooms of the Household: 1CP/3CP, used before the battle, same as all the other Codexes with this strat. You gain 1 extra Relic for 1CP, 2 for 3CP. Competitive.
- As always, this strat is as good as the relics it opens up and in this case, the relics are AWESOME. I see Knight players using this and the Exalted Court strat more often than not.
- Exalted Court: 1CP/3CP, used before the battle. For 1CP you can make a second Questoris or Dominus Knight a Character, for 3CP you can do so for 2 Knights. With the Knight Lances rule this means you can have 3 Character Knights in a single detachment. They also gain a Warlord Trait, although you can not have any duplicate traits. Competitive.
- This is amazingly good as, again, the Warlord traits are all good. I see this being taken very frequently as stated above.
- Pack Hunters: 1CP, used after an Armiger Warglaive has charged. Until the end of the phase, you can re-roll failed charge rolls for friendly Armigers while they are within 12″ of that model. Efficient.
- A solid strat, perhaps not one you will use every game but quite good when you need it.
- Oathbreaker Guidance System: 2CP, used when firing a Shieldbreaker missile. That missile can target an enemy Character, even if they are not the closest enemy model or are not in LoS. Competitive.
- A great strat. As Shieldbreaker Missiles are 48″, strength 10, AP-4, D6 damage and ignore invulnerable saves, they’re quite deadly. Things like Daemon Princes, Custodes Shield-Captains on Jetbikes, etc. can all be dealt a heavy blow at range, or you can outright kill smaller support characters such as many Psykers in the game with this weapon. Very, very potent and probably going to strike dread in the other player.
- Full Tilt: 2CP, used in the Charge phase. One of your Knights may charge even after Advancing. Competitive.
- This is one of the many new rules that makes melee Knights viable. Really, this is good for any Knight as their stomps are so good, but in a Knight detachment you can gear one of the Knights towards melee and this helps a ton, making it very possible to get first turn charges off, especially when used in combination with other rules such as the Landstrider Warlord Trait.
- Ironhail Heavy Stubbers: 1CP, used before the battle. One detachment of Knights in your army counts all of their Heavy Stubbers as AP-1. Efficient.
- The only reason this doesn’t automatically get the Competitive ranking is because not all Knights can make use of it. However, if you have lots of basic Knights, for a measly 1CP this is a no brainer.
- Devastating Reach: 1CP, used in the Charge phase when one of your Knight charges an enemy unit entirely in ruins and not on the ground floor. If you end your move within 2″ horizontally and 6″ vertically of the enemy unit you count as having completed the charge and you can swing at the enemy unit with non kick attacks. Efficient.
- This resolves those annoying situations where you cannot attack a unit because they are not on the ground floor or a ruin due to the way the rules work with assaults being measured base to base. As such, this will be very handy but only with Knights that have a melee weapon which some do not.
- Chainsweep: 1CP, used after fighting with one of your Knights equipped with a reaper Chainsword or relic version of the same weapon. Roll a D6 for each enemy model within 3″, on a 6 that model’s unit suffers a Mortal Wound. Efficient.
- This is one of those strats that when it kicks in, it’s golden, but won’t always be a viable option. However, when wading into a mob of Ork Boyz, Cultists, Imperial Guardsmen, Genestealers, etc. this is going to be absolutely awesome.
- Death Grip: 1CP, used after one of your Knights with a Thunderstrike Gauntlet or a relic version of that weapon fights. Make one more attack with the Gauntlet against an enemy unit that consists of 1 model and if it hits, you deal D3 Mortal Wounds. Both players then roll off adding their strength characteristic. If the Knight player rolls higher, you deal D3 more Mortal Wounds. If the other player rolls higher, their model escapes any further damage. Both players continue to roll off until either the model is crushed to death or escapes. Competitive.
- This is possibly the coolest stratagem ever written, lol. The idea of a Knight just crushing something in its giant Power Fist is amazing. It’s also very good as Knights are strength 8, and so they will typically be winning that roll off, allowing you to just obliterate a high value enemy model.
- Bonded Oathsmen: 1CP, used at the end of the enemy Charge phase. Choose a Questoris or Dominus class Knight in your army that has been charged. All friendly Armiger class Knights within 6″ of that unit can immediately perform a Heroic Intervention as if they were Characters and move up to 6.” Situational.
- Not bad at all for protecting say, a Dominus class Knight, but there are a lot of conditions that have to kick in for it to work. However, when all moon and stars align and you’re able to toss a few melee Armigers into a charging enemy unit and catch them by surprise, it can be quite good.
Warlord Traits
Again, here we will cover the generic Warlord Traits available to all Knights and in the next article will dig into the house specific versions.
- Cunning Commander: Once per battle, you may re-roll one hit, wound, damage or saving throw roll for your Warlord. Additionally, you gain +1CP if your army is Battle Forged. Efficient.
- Not bad, but not great. If you’re playing pure Knights this is certainly one to consider as you need every CP you can get your hands on but for competitive play you can assume Knights will pretty much always have a CP battery detachment to go with them and as such, this trait isn’t strictly needed.
- Ion Bulwark: Your Warlord has a 4++ vs. ranged attacks. Competitive.
- Awesome. Just, awesome and a trait you will see taken very frequently. Combo it with Rotate Ion Shields to make this Knight extremely durable.
- Knight Seneschal: Add 1 to your Warlord’s Attack characteristic. Situational.
- This is a great choice for a melee knight in a detachment using the Exalted Court strat. But, outside of that context it isn’t going to be chosen very frequently and isn’t as good as Landstrider. It does, however, mean you get 3 extra kick attacks in melee which is no joke.
- Landstrider: Add 2 to all advance and charge rolls for friendly Household Knights within 6″ of your Warlord. Competitive.
- This is a great Warlord Trait and one of my favorites. Adding distance to charges really alters the math of the way the Charge phase works in your favor, and makes even long charges vastly more likely to occur while making short charges automatically successful.
- Blessed by the Sacristans: Choose one non-Relic weapon on this model, for each unmodified wound roll of a 6 the weapon deals a Mortal Wound in addition to any other damage. Efficient.
- Not bad at all, and obviously taken on a Knight Warden or Crusader to use on their Avenger Gatling Cannon where you will pick up some extra damage every turn and potentially roll hot and really pack a punch.
- Fearsome Reputation: Enemy units subtract 1 form their Leadership characteristic while within 12″ of your Warlord and subtract 2 while within 6.” Situational.
- This is a Warlord Trait that when it is good is awesome, but in many games simply won’t be used. However, when fighting against high value model armies that don’t have sufficient morale mitigation this can be incredible useful.
Heirlooms of the Noble Houses
Here are the generic relics available to all Knights and next article we’ll dive into the house specific relics. Knights are absolutely spoiled for choice in the relic department!
- Sanctuary: Gives the bearer at 5++ against melee weapons in addition to ranged weapons. Competitive.
- Great relic for a melee Knight as this is where they are typically most vulnerable, ironically.
- Ravager: Replaces a Knight’s Reaper Chainsword and has the following profile: Strength +8, AP-4, 6 damage, re-roll hit rolls of 1 unless the Knight is House Krast in which case you re-roll all misses. Efficient.
- Great relic! The bump to strength 16 means you wound nearly anything on 2’s and the re-rolls to hit make it ultra-efficient. The only thing holding this back from a Competitive rating is the sad fact that Kicks are still your best bet in most cases and that other defensive relics tend to just be better choices. However, if you take it you will not be mad you did.
- The Paragon Gauntlet: Replaces a model’s Thunderstrike Gauntlet: Strength x 2, AP-4, 8 damage, if you slay a Vehicle or Monster with this weapon, you can throw it at an enemy unit within 9″ dealing D3 Mortal Wounds to it on a 4+. Also important to note is that there is no -1 to hit on this weapon! Efficient.
- As with the Ravager above, this is a great relic but oftentimes you will opt to choose a defensive relic instead. However, in instances where you have a viable target for it, it is brutally good!
- Armour of the Sainted Ion: The bearer has a 2+ armor save. Competitive.
- Absolutely amazing relic and my personal favorite. This makes a Knight essentially invulnerable to low strength, no AP weapons. It also gives you a boost in melee where Knights often struggle defensively.
- Endless Fury: Replaces a model’s Avenger Gatling Cannon. 36″, Heavy 14, Strength 6, AP-2, 2 Damage, each unmodified hit roll of 6 scores two hits instead of 1. Competitive.
- Outstanding weapon! If you have an Avenger Gatling Cannon in your army (which you probably do) then you take this. It’s that simple. 2 extra shots and an average of 2 sixes to hit means you will net an average of 4 shots over the standard Avenger and if you roll hot it can get stupid really quick.
- Judgement: Replaces a model’s Stormspear Rocket Pod. Heavy 3, strength 8, AP-3, D6 damage, re-rolls failed hit rolls. Competitive.
- Twin-linked, AP-3 Krak missiles? Yes, please.
- Skyshield: Replaces a model’s Twin Icarus Autocannon. 60″, Heavy 6, strength 7, AP-2, 2 Damage, +1 to hit vs. models with the Fly keyword, -1 to hit vs. all other targets. Efficient.
- Loads of models in the game have the Fly keyword so it has more targets than one may expect at first glance. And, even with the -1 to hit vs. non-Fly keyword units this is still a great weapon. Not top tier perhaps but still very viable.
Whew, part 1 of our review done and dusted! What do you think of Knights so far? Planning on making a Knight army? Stay tuned for part 2 in which we look at the Household specific rules.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
Can you take Knights (armigers) in a SHD and get the command points? I am assuming they don’t get household benefits or have the option of being characters, of course.
No command points unless you take 3+ Questoris or Dominus in any combination.
I wonder if Forgeworld or GW will add the Acastus or atleast the Cerastus hulls to that list in an FAQ.
I’m interested to see what you can use with FW knights out of the book.
How does this mesh with the very specific bundle GW has on their website selling a “Knight Lance” that includes just two Dominus and a pair of Helverins?
I couldn’t say, sorry. It does seem weird. You can still use the Knight Lance rule making one model a character, but you don’t get the CP from the detachment.
But, for everyone’s benefit, I will just post the rule:
“If your army is Battle-forged, select one model in each Imperial Knights detachment in your army. Each model you selected gains the Character keyword. However, the Command Benefits of each Imperial Knights Super-heavy Detachment is changed to ‘None’ unless it contains any combination of at least three Questoris Class and/or Dominus Class units.”
So if you don’t have the full three biggies, it seems to your advantage to break the forces down into as many distinct detachments as you can swing, alongside some modest admech or guard detachment for some CPs, since it seems like as long as you break them up you can have quite a few characters.
This was great!!! Wish you gave T’au the same treatment…yep I went there lol. Appreciate all the awesome articles, and again this breakdown method is the best around in my opinion. Pretty easy to follow and spot good combos and ideas and things that work or could work well with eachother.
T’au need luv too tho.
Glad you liked it! Yeah, I missed T’au, and Harlies, too. I sometimes just don’t have time, these take me a long time to write.
But, we have a dedicated T’au player coming on board to write some reviews and Abuse Puppy has asked to write a bunch of the T’au reviews, too and he does great work.
Looking forward to seeing AP’s take on the T’au codex. He’s great at giving an unbiased, no bullshit look at whatever he’s reviewing.
Yeah, he writes good reviews. I always try to find ways to see a unit’s strengths but I know not everyone approaches the game that way.
It’s better Reece missed doing a T’au review. T’au players would just attack it and drown the comments in bullshit.
Leave it to T’au players to turn a review on Knights into a complaint about T’au reviews…
Anyway, great review!
So, if I read that right, you’re not allowed in Matched Play to have an army that’s a single Questoris or Dominus class as the Warlord, and then all Armigers? Or you can, but just getting no Knights that become characters and can have Relics, or Household traits?
No you can still have all those things you just miss out on the three CP from the detatchment.
It may be you just miss out on making a knight a character, and people may not have been clear on the wording, but I’ll wait till I can see the book to break out the torches and pitchforks.
it’s a shame the knight lance rule goes almost entirely again the recent FAQ.
more command points make the game fun
less soup please.
a pure knight list gets 6cps….
or you take a sub 200 battalion and make use of the amazing stratagems. an easy 11cps’ and 5+ cp farms quite easily.
It’s a peculiar choice.
it also makes the armiger class quite a hindrance:( Especially when they specifically said that you could use them to fill out a super heavy detachment to get more cp’s.
It’s false advertising…. fingers crosse they FAQ it
I believe you can take Armigers in a Super Heavy Detachment, you just cant take them in the Lance Formation, so no charcter Knight
If u have 1 knight and 6 armigers u can still take lance formation and gain character. U just dont get the 3 command points.
If u have 3 detachments 1knight and 2 armigers u still get the 3 character knights in each detachment for zero command points again.
The problem is they killed it all with the Exalted Court stratagem. For 3 command points u can have the same 3 characters plus gain a warlord trait as bonus. And dont lose detachment command points. That is beyond human logic for me.
On top of that the wording on the knight lance rule says u need to select one knight from each imperial knight detachment.
And btw the rule says select one model. So a armiger knight can be character too and even a warlord. And can take a relic too.
Yeah, you can use the Knight Lance rules, just no CP unless you have 3+ of the big boys.
So, I have to wonder about whether Armigers are intended to be part of that, since there’s a bundle available on GW that calls it a Knight Lance with two Dominus class and a pair of Helverins, which clearly doesn’t add up to three Questoris if the Helverins don’t count.
You can still make a Knight Lance, just no CP
@Reece.
For a new player would you advise against purchasing forgeworld knights for the time being?
I’m concerned about rules limbo
I wouldnt worry about it too much, the FW Knights all come with the necessary Keywords to take advantage of the new codex.
The Cerestus Patterns will be able to male some dynamite long bomb charges with the new strategems and Chapter Tactics comibg available to them.
Interesting article, but I have to ask, why have you posted a picture of a knight bearing the SS Deaths Head insignia?
https://frontlinegaming.org/wp-content/uploads/2014/09/Knight.Matt_-932×1024.png
That is the Totenkopf badge of the Schutzstaffel (SS) as worn by concentration camp guards.
What the hell?
And also the same badge used by german military units since Frederick the great
It’s a skull and crossbones. It’s been used by lots of armed forces pre and post WWII. It still even used today by the Royal Lancers of the British Army.
To suggest anything else says more about you than Frontline Gaming.
It’s not exactly a Jolly Roger. It’s practically traced from that specific badge.
Dude, it’s just a skull, lol. The guy who painted that is Asian American, my friend and most assuredly not pro-Nazi (laughably far from that).
He just free-handed a skull on to a Knight, if it happens to resemble something else that is purely coincidental. IIRC it was supposed to like a jolly rogers or something like that. We’ve posted this picutre many, many times as it is a cool looking Knight and no one has ever said anything about the skull being offensive until now.
But, le sigh, as in this day and age people throw fits over seemingly anything, I will take it down as I don’t want to deal with the headache. I have too much on my plate to spend time arguing over an imagined slight.
Sorry if this seems short but I hope you can step into my shoes and try and see this from our perspective. You’re saying either we’re Nazi sympathizers or ignorant based on total speculation with no actual knowledge of what the image is meant to represent. You THINK it is a Nazi symbol but I’m telling you, it’s just a regular old skull. In fact, you’re telling us what we painted is, instead of simply asking, lol. It’s very presumptive and frankly, insulting.
In the future, before assuming, perhaps just ask. If your suspicions are confirmed maybe then press the righteous indignation button. But don’t jump the gun, please.
While I 100% support vigilance against the alt-right/Nazis, the SS Totenkopf is a VERY specific symbol–coloration and the details of the skull are very precise since it is/was a military device. The skull on the knight is drawn in the same three quarters profile, but the jaw, crossbones, and skull plate joins are all different from the Nazi/alt-right symbol. It’s not the symbol you think it is.
Source: Grew up around honest to God Nazis.
Thank you. Yeah, it is just a skull, nothing more.
I don’t think it was an intentional nod to the Nazis, but I find it hard to believe the Totenkopf wasn’t accidentally used as a source image when doing the freehand.
https://i.imgur.com/8OFDOcv.png
Thanks for taking it down.
No it clearly has the the same skull joins and crossbones as a dozen other renditions of the totenkopf, it’s pretty unmistakable.
I don’t think anyone at FLG is a Nazi or knowingly used a Nazi symbol, but I find it highly plausible someone did a GIS for skull and crossbones references and unwittingly got the totenkopf. Reece’s response and complete non-apology is incredibly disrespectful of this community. Own up that this is a fuck up and that you’ll be more careful about stuff like that, don’t attack people for being vigilant about Nazi imagery in a hobby that is unfortunately rife with it.
My goodness, again, it’s just a skull. I can see the similarities and that is an unfortunate coincidence but it was not created to represent what some of you think it was. It’s that simple.
I’m not apologizing for something people are trying to push on to it that it isn’t. Sorry if that upsets you but this is seriously silly.
And while I would love to engage in a debate on this topic, Frontline Gaming is not here for political/philosophical/morale debates. We’re here to talk about games and in this article specifically, the Imperial Knight codex so I respectfully ask that now that everyone has aired their opinion and the image has been removed, we kindly drop it and move on. I don’t want to derail this discussion any more than it already has been.
Oh fuck off, it got taken down.
You’re searching for reasons to be offended.
Literally no one but you sees these images, you’re manufacturing outrage.
My dude, your response should have been “Both FLG and the client were unaware of the background of that particular skull symbol. Our bad, we’re removing the image. Thanks for the heads up!” No one was accusing you of being a crypto nazi with the obscure symbol. Why make nazi symbols a hill to die on? Are you surprised that people don’t want nazi shit in our game?
That’s the point, though. I understand what you’re saying, not trying to die on any hill, but just because someone sees something, think’s it is something it isn’t (although I totally see the resemblance now so I can understand how people thought there might be a connection) but then expects/demands us to prostrate ourselves and instantly issue a public apology or something is silly. It should be enough for me so say that the resemblance was accidental and unintentional. We’re not robots, or some massive corporation with a policy of just doing what the customer wants to make them go away, we know and interact with a great many of you in person and it’s frustrating to have folks assume something pretty shitty about us and then refuse to accept what we’re saying as truth. The truth is: it was not a Nazi symbol. So there’s no reason to apologize as it straight up was not what is upsetting folks, lol. As I said, I can see the resemblance now that folks have shown me some pictures but when we’re saying that it is just a circumstantial resemblance and people are telling us we’re wrong about what we painted, lol, I am sure you can see how that is aggravating.
We’re all adults here, and I am sure were the shoe on the other foot any of you would want to be taken at your word. To then be further pressed on it is basically saying we’re either lying, or to partially admit truth in the accusation by apologizing for it just to placate people. Neither of those options is palatable.
So again and finally: it’s not what some folks think it is, it’s just a skull that happens to resemble something inflammatory. That sucks, I wish it didn’t strike that resemblance, but I can’t change it now and as there was no ill intent when it was created, there’s nothing to apologize for but it does bear explanation, which I have. If folks see something crappy in it, that sucks, but knowing that their assumption as to what it means is not accurate should be enough to realize that it’s nothing to get mad about. I can’t go around reacting on queue like a puppet every time someone says they’re offended about something. If we legitimately did produce something that was offensive in that way, then I would instantly and sincerely apologize but this is not that situation. This is people seeing something in it that it isn’t. I have no control over that.
Anyway, lol, I’m stressed out trying to get everything ready for LVO reg tomorrow so may have gotten more defensive than was appropriate but still, this is a silly argument. I appreciate you offering what is sound advice though, so thank you but sometimes I just can’t bring myself to eat crow when it isn’t justified.
I’m sure the painter didn’t intend for it to be a near identical representation of the totenkopf and it’s just what turned up when they googled for a reference image. Nonetheless, it is the totenkopf, regardless of intent.
The adult thing is to own up to it, say that it wasn’t your intent, and that now that you’re aware you won’t use the image in the future, not to come up with bullshit reasons for why it’s not actually the totenkopf and you’re just removing it to try to avoid an argument. Nobody would be upset in the slightest if you hadn’t gotten defensive.
Okay, dude, I gotta ask, if this is what gets you riled up how do you play 40k? Are you one of those people who magically didn’t notice the empire is what you get if those guys and the Inquisition have a baby? I mean Starship troopers is a subtle touch in comparison. Frontline only gets to deal with the finished product. Go to GW and complain to them.
I’m confused, you think that because the Imperium is social commentary on how extreme authoritarianism is terrible and doesn’t work that means it’s OK to paint Nazi symbolism on our models?
Lots of companies have had this kind of thing happen recently. I realize you’re a small shop, but you’ve taken a lot more time to defend yourself than if you had just said ‘Sorry about that, it wasn’t our intention to share a hate image, it’s down now.’
Booley, I never think that is okay and I live in a place in which it is literally illegal to paint those symbols on anything and you can absolutely get fined/arrested for it and I’m actually fine with that. I’m also aware that the Steel Legion, Death Korps of Krieg, etc. are already a very much distilled version of them anyway. The symbolism with the double eagles and skulls is heavily inspired by it. So a skull symbol that is sort of also inspired by it just seems like a silly thing to make a big deal out of to me. In my book, if you take it this seriously you should just not buy GW at all. That I’d understand and respect. It is after all the setting they promote. Now I just read Reece’s comment above so this is the last I’ll say to this. It is their store, it is not their setting or their fault it is full of unfortunate symbolism.
In the spanish army a very very similar skull and bones is the shield of some cavalry and tank-hunter units, and nobody says nothing about that nazi crap.
Oh my god, please kindly fuck off. You already got the pic removed, now you’re just crusading to feel superior. Why would he apologize? It’s clear that there was no intent to use it to promote any sort of ideology, it’s just a damn skull painted on a mini.
*Nazi screeching intensifies*
I don’t know if I am reading this right, if I have a battalion detachment of guard, and I take Heirlooms of the household and and exalted court for 6 CP for a 3 questoris detachment, each of the knights are characters and can take a warlord trait and relic without actually choosing one as a warlord so I can then take a company commander with Grand Strategist and Kurov’s Aquila?
Not quite. You’d get 2 Warlord Traits and 2 relics. To get 3 one of the Knights has to be your Warlord to get the “free” relic and third Warlord trait (as he’s the actual Warlord). Otherwise you’d have 3 character knights but only two of them would get upgrades as the free relic and actual Warlord would be in the Guard detachment.
Dang that’s too bad. Could two have a warlord trait, one of the two a relic, and the other one that does not have a trait take a relic, or the two with warlord traits have to take the relics, since I still believe all 3 are characters.
Any of the Character Knights can take a relic, they don’t also have to have a Warlord Trait.
The Lance rules are odd.
Why GW is concerned about 3 Armigers gaining 3 CP for 550 some odd points, but five for 200pts of admech, Tau, guard, etc is fine is an… Interesting thing, but thems the ropes.
As im new to knights can you clarify as to how the relics work, at what cost can you apply a relic to a knight? is it points based or cp based? Do knights with warlord trait gain free access to a relic? So if I had a 3 Knight detachment would it be a matter of say choosing between exalted court or spending cp on some relics?
Mhhh so can i take a super heavy auxiliary detachment with a Taranis Gallant, exalted court and heirloom him and get the benefits of his household Tradition?
You can do everything except the last bit… Super Heavy Auxiliary Detachments don’t give the tradition, which in this case is a 6+ FNP.
However, you can do the rest and I think it is still totally worth it to have a Knight Crusader with a 2+ save and the relic gatling cannon, who has a 50% chance of respawning when he’s killed, can get Canticles of the Omnissiah and can ignore his damage table!
You just need to feed it command points.
I am excited!
If I just have 1 knight in a super heavy aux, does he gain the character keyword automatically or do I have to use the stratagem?