After the untimely demise of 1d4chan, I am attempting to put together at least some bits of tactica here and there. I know the tactica is precisely the main draw of 1d4chan, so like the Magos Explorator of the Adeptus Mechanicus I am, I will attempt to recover the lost knowledge and scraps of data. Obviously, most of my focus will be on Imperial Knights and the Adeptus Mechanicus (or Mechanicum in Horus Heresy). Ave Omnissiah!
|Knights of the Imperium...we march!|
Well, this particular post will be dedicated to the Questoris Knight Crusade Army List. For the last couple of years, every time I participate in a Horus Heresy campaign (the latest one being the Janus Campaign), I bring an Imperial Knight army. Ahem...I mean a Questoris Knight Crusade Army. The reason is simple. Because I don't have any other Horus Heresy models. Well, strictly speaking, actually I do have a couple of Magos Macrotek and their servo-automata, I have 20 Secutarii Hoplites (which don't count as compulsory troops because I don't have a 28mm scale Titan), and a bunch of battle-automata in the form of 4 Castellax-Achea battle-automata (which I'm running as regular Castellax battle-automata with Darkfire cannons), 2 Thanatar siege-automata and a single Vultarax stratos-automata. I could technically use my Tech-priest Dominus or Cybernetica Datasmith as an Archmagos Dominus and form a minimum-sized Horus Heresy army, but I don't have enough models to form a proper army. Like, okay, that would be 1,545 points. Not enough to play a Horus Heresy game.
But Knights...now that's a different story. I love my regular 9th Edition Warhammer 40,000 games (I'm very different from most Horus Heresy players in that regard, the majority of them seeming to swear off 9th edition and focus solely on Horus Heresy), and my Knights allow me to have my cake and eat it. I can freely swap between them in Horus Heresy and the 41st Millennium 9th Edition without needing to make any major adjustments. Best of all, they are magnetized, so if there's no Knight Preceptor in 30K? Easy, I'll swap his arm for a thermal cannon or rapid-fire battle cannon. Or make him a Knight Crusader!
That is one of the best strengths of a Knight army - you can play them in both 30K and 40K without needing major model changes or weapon swaps (it's hard to play a 30K Space Marine Legion in 40K, even if you go entirely Firstborn, especially with volkite weapons missing and all the special units, and obviously Primaris Space Marines aren't in 30K, nor are Centurions and a lot of stuff). Hell, even Imperial Militia and Cults are hard to convert between 30K and 40K. I can't use my Leman Russ Executioner tanks in 30K, and if I go Solar Auxilia, I can't take sponsons. Just...wow. So Knights it is. And I haven't even brought up the Mechanicum problem that has been plaguing us. WHY AREN'T WE GETTING 40K RULES FOR MECHANICUM ROBOTS AND UNITS?! I love my Cybernetica models. I really do. But it hurts to see them on the shelf, unable to play them in 40K. I could theoretically play them in 30K and I intend to do so...eventually. But I'll need a lot of new Mechanicum models to make up the shortfall, which isn't compatible with my Adeptus Mechanicus army. It baffles me that the Skitarii show up frequently in Horus Heresy lore and novels (Mechanicum, Cybernetica, Master of Mankind and Know No Fear being many of them) but they just don't show up on the tabletop because there simply are no rules for them! Apparently the Road to Terra Podcast is doing beta rules for the Skitarii, but right now they're still fixing errors that I've pointed out to them, and they have yet to update it. Maybe they'll update and upload a new version once the new Adeptus Mechanicus codex comes out, and they can add the Skitarii Marshal to their ranks. I hope. I'll write an article on it one day.
Best of all, Adeptus Titanicus is supposed to take place in the Horus Heresy (though you can also play Adeptus Titanicus matches set in the 41st Millennium). And I play a Knight Household Army. So I have both big Knights and small Knights. I can literally use the same army for my Questoris Knight Crusade Army and Adeptus Titanicus Knight Household Army in the Horus Heresy, especially in these campaigns! How cool is that?
Why Play The Questoris Knight Crusade Army?
Two words. Giant robots.
Giant robots piloted by the most badass, noble dudes in the Imperium. Okay, you have Traitor Knights who are...well, not so noble, and you have ruthless Mechanicum overlords who command tyrannical houses of Knights such as House Malinax (the archenemy of my House Yato).
Their rules are fairly simple. You don't have to worry about the Vehicle Damage Table, so no crew stunned or shaken. Only thing you have to worry about is losing D3 hull points on an Explodes! result, but that's about it. They Move Through Cover, they are super-heavy walkers, they can fall back and shoot and charge, they can fire their weapons at different targets (but you can only charge at a unit you fired at least one of your weapons at). They can stomp! Also, the robots have beaten the kaiju! So if Tyranids do somehow show up in the 31st Millennium (courtesy of the Pharos machine in Sotha), you'd want a Household of Knights on your side.
Also, they pack heavy firepower, have easy access to Strength D weapons, are fairly sturdy (though your opponent can still easily take them down with enough anti-tank weaponry and Haywire - I lost like 6 Knights to Iron Havocs with Tank Hunter). Some people claim they are unfriendly, but hey, make sure your opponent knows what they are facing and allow them to tailor their list, and it should be a close battle. Even if you're facing a load of anti-tank, you still stand a good chance of winning as long as you know how to use your list well. Knights are strong, flexible and durable. They might not be as durable as in 40K (24 Wounds is a lot better than 6 Hull Points, and an all-round 5++ invulnerable save is sometimes better than 4++, plus there are no Strength D weapons in 9th edition), but they certainly pack a punch and can stomp your opponent to the ground if they are unprepared.
QUESTORIS KNIGHT CRUSADE ARMY WARLORD TRAITS
You can roll on the table when determining Warlord Traits for your Knight Seneschal.
1. Hell Rider: In the first turn, your Knight Warlord and all Knights within 12" of him gain +1 to their Movement, and +1 on To Wound and Armor Penetration rolls. Sweet! Allows your Knights to move faster and their ranged weaponry become deadlier. It'll be hard to pull off a charge on Turn 1, but even so, weapons like thermal cannons and rapid-fire battle cannons would benefit a lot from this.
2. Glorious Renown: Your opponents get -2 penalty to their Leadership tests when taking Fear tests against your Knight Warlord, while your allied units within 12" may re-roll failed Morale checks. It's okay, I guess? Should be good for Imperial Militia allies.
3. Favored of Mars: Choose one of your Knight Warlord's weapons to be Master-crafted. Nice. House Taranis rides again! Also very useful on a Reaper chainsword or Strength D weapons.
4. Lord of the Abyss: The Knight Warlord gains Monster Hunter and Adamantium Will. Would be great if you have more Monstrous Creatures running around in 30K, but I guess it works well against Mechanicum robots (ouch, Legio Cybernetica lists had best watch out) and maybe Primarchs?
5. Pussy...ahem, I mean Puissant Commander: Add +1 to your Seize the Initiative roll, and opponents' reserve rolls suffer a -1 modifier. Pretty good, especially in missions where your opponent has lots of units in reserves. Also helped me seized the initiative when I rolled a 5 (by the Emperor's grace, I got this Warlord Trait during one of the Janus Campaign missions). Hah!
6. Indomitable: It Will Not Die. My personal favorite. Nothing like seeing the look on my opponent's face when I tell him my Warlord just gained a hull point after rolling a 5+.
QUESTORIS KNIGHT CRUSADE ARMY FORCE ORGANIZATION CHART
Now, one of the things you must take note when playing a Questoris Knight Crusade Army - you are not using the normal Force Organization Chart. You have to use a special Force Organization Chart unique only to Knights. That means...
Questoris Knight Paladin: Same as above, almost the same as his 40K version in 7th edition (how time flies, it's already 9th edition). Almost. Instead of the normal rapid-fire battlecannon that we all know and love, we can exchange that 2-shot Ordnance S8 AP3 Large Blast for a 3-shot Ordnance S6 AP3 Large Blast, both at a range of 72". I personally like the 3-shot better for more dakka. Except that when I played him in reality, the Strength 8 variant did a lot better...especially against vehicles and Titans. Well...funny how things work out sometimes. Also gets access to occular augmetics for night-fighting, but quite a meh upgrade, and for some reason the bio-corrosive rounds for his heavy stubber is 2 times more expensive than the Knight Errant - EACH, so it's actually 4 times more expensive if you upgrade both. Argh. Not worth it, unless you're up against Monstrous Creatures and high Toughness units, but this is 30K and so the only Monstrous Creatures you face are Cybernetica automata with Cybernetic Resilience...which makes the whole Poisoned pointless. In any case, a very flexible Knight with much-needed long-range weaponry that you can tailor to be a complete Space Marine killer with his Questoris battle cannon, or capable of performing anti-vehicle duties and Instant Death-ing Space Marines with his Ordnance rapid-fire battle cannon if you so prefer. Can also take carapace weapons, so people tend to take the Ironstorm missile pod to complement the 72" range of the battle cannon.
Questoris Knight Styrix: Already blessed with Blessed Autosimulacra, this fellow comes with a graviton gun for Haywire, an ionic flare shield that reduces the strength of shooting attacks by -1 and -2 if it's a Blast or Template weapon (no effect on Haywire or Destroyer attacks, though) in addition to a 4++ invulnerable save and can be upgraded with a Hekaton siege claw with a twin-linked rad cleanser. But his most noteworthy weapon is the Volkite chieorovile, which fires 5 Heavy S8 AP3 Deflagrate shots at 45". A Space Marine killer, he can be awesome in a gunline, but not so good in melee with I2, so keep him at the back and wipe out those annoying Marine squads! With Deflagrate, he can potentially kill twice as many Marines as he hits!
Questoris Knight Magaera: What happens when a Thallax evolves? He becomes a Knight Magaera! As with above, he has an ionic flare shield and Blesed Autosimulacra and the option to upgrade his reaper chainsword into a Hakaton siege claw with twin-linked rad cleanser, but that's as far as the similarities end. He has the same lightning cannon as the Krios Battle Tank, firing a S7 AP3 Large Blast with Shred and Rending at 48". In place of a graviton gun, he has a phased plasma-fusil, and this makes him another Space Marine killer. As with the Knight Styrix, he's not so hot in combat with I2, and should also keep his distance. I've no idea which is better, but this guy has Shred and Rending at least while the other one has Deflagrate, so it depends if you want to stack the number of wounds, or you're worried about wounding something.
Cerastus Knight-Castigator: As with above, he has Flank Speed and can get occular augmetics for 10 points. Unlike the Lancer, he has an ion shield and a Castigator-pattern bolt cannon that fires 8 S7 AP3 Heavy shots at 36", more rounds than the Knight Styrix but without Deflagrate and the extra 9" range. His Tempest warblade is the only Knight close combat weapon without Strength D, being S10 AP2 instead but with Deflagrate, Tempest Attack and Sunder. Can kill blobs with Deflagrate and Tempest Attack, the latter allowing the Knight to make a single special attack at I2 instead, but automatically inflicts a single hit against each model in base combat with him at S10 AP2. The tarpits will get scared off, and Deflagrate potentially kills off two times as many models as your hits.
Cerastus Knight-Acheron: Again, with Flank Speed and an ion shield, with an occular augmetics option, but has a Strength D Reaper chainfist with an inbuilt twin-linked heavy bolter. This guy is different in that he uses an Acheron pattern flame cannon that uses a Hellstorm template to dish out S7 AP3 Ordnance attacks. Unlike the Knight-Castigator, this guy can roast blobs without needing to get into combat, and can even wreck vehicles with the high strength and Ordnance Hellstorm he unleashes on them. He's also decent in close combat, but if you do so you might want to Charge stuff with an Armor value to make full use of his Machine Destroyer Reaper chainfist. He's not a bad choice, and is flexible like the Knight Paladin.
Mechanicum Cerastus Knight-Atrapos: An amazing Knight who can take down Warhound Titans if you're lucky (my Knight Atrapos actually rolled 6s on his singularity cannon AND the vortex that resulted from it), he's the only one who actually benefits from the occular augmetics upgrade, which allows him to re-roll ones on the Destroyer table for his shooting attack at less than 12". And the maximum range of his weapon is 8". Yay. Unlike the others, the Knight Atrapos comes with an innate Blessed Autosimulacra, which means you recover a Hull Point on a roll of 6 at the end of your turn and the same ionic flare shield as the Knight Styrix and Knight Magaera. Meaning -1 Strength to shooting attacks and -2 if they are Blast or Template, as long as they aren't haywire or Strength D. This guy's Atrapos lascutter fires an 8" beam at Strength D AP2, and can also be used in melee as a Strength D AP1 Wrecker close combat weapon. He also carries a Graviton singularity cannon that fires at 36" range with a S8 AP2 Armorbane and Concussive Large Blast. Not only that, it has the Collapsing Singularity rule, which basically means you open up a Black Hole on a roll of 6, planting a Vortex right on top of the target. Be careful, on a roll of 1, the Knight-Atrapos loses a Hull Point with no saves allowed (ouch!). Being a Super-heavy and Gargantuan Creature hunter, he has Macro-extinction Targeting Protocols, which turns all his shooting attacks against them Twin-linked! Beware, if he dies, his Catastrophic Destruction adds +2 to the Catastrophic Damage table, so you don't want any friendly units around when he blows. Good for kamikaze-ing him into a horde of enemies PLUS Superheavies/Gargantuan Creatures, and laugh when he dies as he leaves a Strength D explosion right in those 5 stupid Wraithknights' faces. The catch? You can only take 0-1 of them per 2,000 points in a Questoris Knight Crusade army, so no spamming them. Not that you need more than 1 of them...
- Iron Warriors
- Iron Hands (notice both Iron legions made it to this list!)
- Sons of Horus (NOOO!)
- Salamanders (for some good old flamer and melta lists)
- Raven Guard (while the Knights take on the enemies, the Raven Guard sneak around in the shadows)
- Mechanicum (makes sense if you think about it, and they're essentially the same faction. Not to mention your Knights rely on their Battlesmiths to repair them, and your Mechanicum allies benefit from long range firepower and AV13, ion shield and super-heavy durability)
- Dark Angels
- Emperor's Children
- White Scars
- Space Wolves
- Imperial Fists (you would think House Taranis would be buddies with the other siege warfare Legion, not to mention their close proximity to Mars during their defense of Terra)
- Night Lords
- Blood Angels
- World Eaters (they eat up any technology they find, and those they can't swallow, they break. Damn Khorne worshippers)
- Ultramarines (basically House Terryn)
- Death Guard (well, they're also obsessed with the death of flesh)
- Thousand Sons (psychic powers and robots don't match...cough Castellax-Achea...cough)
- Word Bearers (freaking Traitors)
- Alpha Legion (don't know what they're thinking)
- Imperial Army
- - Solar Auxillia: A great idea if you need bodies on the table, especially since you're lacking a lot of models whenever you play Knights. Claiming Objectives would be easier with them.
- - Imperial Militia and Cults: Very flexible allies with a wide selection. You can make pseudo-Skitarii with a combination of Survivors of the Dark Age and Cyber Augmented! Throw in lots of cheap, expendable soldiers as bodies, if that's your fancy, the way you spam Solar Auxillia Lasrifle sections, and again, tanks! They also have a Malcador if that's what you want.
Er...I don't think I'm qualified to talk about this. I mean, I did okay with a pure Questoris Knight Crusade army during the Horus Heresy campaigns I participated in, and I can tell you one thing. If your opponent isn't prepared, it'll be one-sided. If your opponent is prepared, then it won't be one-sided. You just need to adjust the facings of your Knights to make sure they tank the most devastating hits on their ion shields. Be careful of Strength D weapons, they can really ruin your day, but unless your opponent rolls 6s on the Destroyer table, which is unlikely, don't be overly afraid of them.