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 [40k] les nouveaux knights

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yul

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MessageSujet: [40k] les nouveaux knights   Dim 27 Mai - 18:56

First and foremost of these new additions are the Dominus-class Knights. These magnificent engines of war are amongst the biggest plastic kits we’ve ever made – each is a walking fortress, bristling with all manner of deadly ordinance. If you’ve been looking for a Lord of War for your Imperium army, this is it – devastate enemies at close range with then Knight Valiant or annihilate foes at a distance with the Knight Castellan.





Looking for something a little (but only a little) more subtle? Look no further than the Armiger Helverins – fast-moving, long-ranged fire support that’ll have a place in any knightly house – or just an Imperium army that needs even more guns. Like the Armiger Warglaives, you can get three of these guys per Lord of War slot, making them ideal for rounding out a larger Detachment of Imperial Knights.







The personalities of each household – nay, each Imperial Knight – are as diverse as the Chapters of the Adeptus Astartes or Regiments of the Imperial Guard, and now, you’ll finally be able to represent that on the tabletop with nine new Household Traditions. These powerful faction abilities let you customise your collection to suit your play style.

If you prefer to go your own way, well, you’re in luck – the book ALSO features tables for generating your very own Freeblades, complete with epic, tragic backstories. Build your own from the traits you like, or throw caution to the wind and roll for them – you could, for example, end up with a Freeblade who fires with unerring accuracy… but also occasionally falls into murderous rages where he is forced to charge the foe. These rules are thematic, fun, and really let you go to town in bringing these characters to life.





Last, but not least, the hobby team thought it was high time the Imperial Knights got some scenery of their own. The Sacristan Forgeshrine is a battlefield repair-and-reload station that’s a great choice in any Imperial Knights army. Used defensively, you’ll be able to keep your Knights in the fight for longer. Used offensively, you can ensure that your weapons with a random number of shots (like the volcano lance wielded by the new Knight Castellan) always perform at maximum effectiveness.



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MessageSujet: Re: [40k] les nouveaux knights   Lun 28 Mai - 10:30

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MessageSujet: Re: [40k] les nouveaux knights   Lun 28 Mai - 18:08

une maison qui envoie du pâté ! (pour le dieu du calembour, il n'y a pas de jeu de mot facile ou trop moisi, tous contribuent à Sa gloire).

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MessageSujet: Re: [40k] les nouveaux knights   Lun 28 Mai - 22:42

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MessageSujet: Re: [40k] les nouveaux knights   Mar 29 Mai - 18:03

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MessageSujet: Re: [40k] les nouveaux knights   Mar 29 Mai - 18:11

vous en avez assez des gros robots ? moi je ne m'en lasse pas



Hello everyone !!

Warhammer community released an article about the new knight class : Dominus Class !

Patterns
There is 2 patterns for now :
Castellan (long range support, the blue one)
Valiant (short range support, the red one)





Stats

Both have the same statline :




Weapons
Castellan use a Plasma decimator and a Volcano Lance





Valiant use a Conflagration Canon and a Thundercoil Harpoon





Relic version of these weapons are aviable in the codex.

Both version have 3 supports slots for Siege Breaker cannons or Shield Breaker Missiles





note : Castellan start with 2 canons and 1 missile rack (2 missiles per slot)
note : Valiant start with 1 canons and 2 missile rack (2 missiles per slot)
note : Missile can be fired once per game and once per turn (meh)

Armor
3+ & 5++ is ok on a T8 W28 but you can get to 2+ / 4++ with the right choice Wink .

Conclusion
with only a 4+ in BS the conflagration canon is my favorite !!! By stacking with the new scenery (max random shot) you can get 18 hit ^^ (ouch)
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MessageSujet: Re: [40k] les nouveaux knights   Mer 30 Mai - 5:13

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MessageSujet: Re: [40k] les nouveaux knights   Mer 30 Mai - 16:08

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MessageSujet: Re: [40k] les nouveaux knights   Jeu 31 Mai - 18:51



One model in each of your Imperial Knights Super-heavy Detachments can be a Character – and one of these Characters can be your Warlord and gain access to a range of new Warlord Traits. If you’re fielding an army of only Knights, this allows you to fully represent the unique skills of your Warlord. If you’re taking one of the larger Imperial Knights as part of a wider Imperium force, consider adding a couple of Armiger Warglaives or Helverins to fill out a full Super-heavy Detachment, so your larger Knight can gain Character keyword.

Your Warlord can be customised with no fewer than 15 unique Warlord Traits – that’s 6 for everyone and one for each of the nine specific Knight Households. Each of these traits is very powerful – Ion Bulwark, for example, is a great way to bolster the already prodigious durability of a Knight Valiant, while Landstrider is perfect for an army of assault Knights looking to quickly close the distance on the foe:



The Household Warlord Traits are equally powerful. Legacy of the Black Pall, from House Mortan, makes your chosen Imperial Knight incredibly difficult to hit at long range, while Vulker’s Adamantium Knight prevents anyone from wounding you on anything better than a 4+ – perfect if you’re going toe-to-toe with other Titanic units!





The relics of each Knightly House are among the most potent in Warhammer 40,000 – after all, upgrading a Company Commander is one thing, but when your army is being led by a colossal war machine it’s another entirely.
There’s a ton of special wargear – known as Heirlooms of the Noble Houses – in Codex: Imperial Knights, designed to represent the unique equipment accumulated by these champions over a lifetime of war.
Maybe, for instance, the thunderstrike gauntlet isn’t quite powerful enough for your taste – well, how does one with a massive 8 Damage sound?



Perhaps you’ve got an army made up of only Imperial Knights and need a way to deal with those pesky Flyers? Skyshield’s extra AP, range and shots should help out:



Maybe you’re looking to use your Imperial Knight as a bulwark for the rest of your army – in this case, the Banner of Macharius Triumphant will allow you to capture and hold objectives, even those contested by greater numbers of enemies.



Last, but not least, we’d be remiss in not mentioning Endless Fury – an avenger gatling cannon that’ll scythe through hordes and heavy infantry alike with a terrifying hail of ammunition.




These are just 4 of 22 Heirlooms available in the book, with options to suit every kind of player and every kind of Knight – even if you’re not using an Imperial Knights Warlord, you’ll be able to grab one for a mere Command Point (or three!) with Heirlooms of the Household:



When you’re adding an Imperial Knight to your army, you’re free to take advantage of the new Knight Household Traditions – but we reckon you’ll find it equally rewarding (not to mention fun) to create a Freeblade.

Freeblades are Imperial Knights without households – some left of their own volition, some have undertaken long, personal crusades and some are the sole survivors of once-great knightly houses.
Codex: Imperial Knights contains tables for generating one of these legendary heroes. For each, you’ll be able to pick one Quality – a powerful ability that represents their unique form of heroism – or you can roll on a table for two. But in return, you’ll have to pick two Burdens (or roll for one) to represent the eccentricities and flaws of each Freeblade. Burdens don’t apply all the time – you’ll test your Leadership at the start of each turn to see if they have an effect.
By using this system, you can quickly end up with some really interesting options. You could, for example, end up with a Freeblade of unparalleled skill with the Peerless Warrior and Indomitable Qualities…

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/05/40kKnightsChampions-May31-Freeblade1nt.jpg[/img]


…who occasionally falls into a murderous, unstoppable rage and is forced to charge the nearest foe thanks to Driven to Slaughter and Impetuous Nature:






For MAXIMUM GALLANTRY, throw caution to the wind and roll on both tables for the best results – while you’ll lose out on choice, the potential rewards are well worth it.
The best thing is that each Freeblade can be your Warlord AND can take Relics, making them the perfect choice if you’re looking to add a lone Knight to your army and offering you huge freedom when customising them. Freeblades are also great picks in a wider Imperial Knights force, helping you fill roles that the rest of your Household might not be suited to – for example, you could add a close-combat focused Freeblade to a shooting force from House Vulker. Freeblades won’t benefit from Household Traditions, but taking one won’t stop the rest of your army getting to use one, so they’re a natural pick in any force.



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MessageSujet: Re: [40k] les nouveaux knights   Sam 2 Juin - 11:46



Rules
General rules
-All knights must choose a Questor Allegiance : Mechanicus or Imperium. Doesn't change much but grant access to different Artifacts, stratagems.
-HouseHold : All knights must choose an HouseHold or be a FreeBlade.
-If you choose an Household you get a special abilities (there is 9 options)
-If you go the FreeBlade way you get a Quality and a Burden (1 or 2 depending if you roll or choose.)

Knight Lance
: Super heavy detachment with a twist
-All the knights in a lance must be from the same Household.
-FreeBlade can be added to a Lance without loosing the benefit of it.
-You don't get Command Points if you don't have at least 3 Questoris/Dominus knight. Armiger pattern doesn't generate Command points Sad.
*It was confirmed that FW pattern that are big enough are going to qualify for command points.
*One model per Lance is a character.



Warlord Traits

-One warlord
-Can be sir Hecktur but then the Trait is imposed (-1 moral at 12", -2 at 6")
-6 generalist options or 9 Household Specific traits. Nothing crazy but a few good one (4++ vs shooting, RR all 1 to hit, +2 run and charge rolls buff aura)
Relics

22 Heirlooms. There is a bit a of everything : Upgraded weapons,bonus to melee hit roll, repairs.
My 2 favorites are : +1 armor save super suit and the helm grating +1 to hit to nearby Armiger models.
This could be a very cool combo ! The new preceptor class grant reroll to hit for Armiger and this one grant +1 to hit. The Armiger Autocanon is 2d3 s7 ap-1 Damage 3. each on have 2 Autocanons ^^ So 4d3 attacks that hit on 2+ RR1 with 60" range per Armiger.



Stratagem

28 stratagems, some are super duper good (Full tilt ! ) other are okish. HouseHold an Questor Allegiance affect the list of stratagems you can choose from.



stats
-Preceptor knight is a new guy models and use the new Laz weapon from Hekthur (it's the generic Hekthur)
-Canis Rex is the only 2+ 2+ in the codex.
-Only one way to reach 2+ 2+ is by going the freeblade way and roll a 6 at the start of the game.
-The Gallant was improved a lot, reduced base price and 2+ ws, +1A













Conclusion
Let me say it right now, the codex is weak ^^ . Not in an absolute power way, as you still field Frigging Imperial Knights ! But in the Synergy way. Off course there are cute combo. Most involve the Scout class knights or the Gallant. You can still try the freeblade Castellan and hope for a 6 (for 2+ BS castellan). But all in all the synergies are quite mild and it's totally normal. The knights are so powerful that a single synergy is nearly game breaking.

For exemple : I am pretty sure that the Gallant bombs with a 16+3d6 threat range are going to be scary.
Only regret with the codex is that sacristan are missing from the rules section Sad

My conclusion is : "Fuck this i am starting a knight army right now ! " (see my next post )

Thanks for ready Charge all the things !

/cheers.
bob.


Dernière édition par yul le Sam 2 Juin - 18:33, édité 2 fois
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MessageSujet: Re: [40k] les nouveaux knights   Sam 2 Juin - 18:29

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