George Labour
03-09-2014, 05:27 PM
Despite the relative simplicity of the 'army' in question I figured there's at least some discussion to be had in how to employ them in a game.
As such I'm just going to swallow the bullet and be the first one to post a list, and my thoughts on how to run it.
Firstly I should mention my primary opponents will be Eldar, Tau, and Tyrannids in that order. I don't fight Marines to often but I will at some point. I also usually play Imperial Guard so I'm falling back on my experience with Tank companies and Mechanized Infantry as far as basic battle plans go.
2000 Points-actually 2015 but my opponents are okay with such a variance.
Primary Detachment-Imperial Knights
HQ-
1 Knight Paladin-seneschal
TROOPS-
1 Knight Paladin
1 Knight Errant
1 Knight Paladin
1 Knight Errant
FORTIFICATIONS-
2 Vengeance Weapon batteries with Quad Icarus lascannons
So that's 5 scoring units, and 2 AV14 gun platforms. Versus...what you'd usually expect to kill a tank heavy IG army.
Now the general plan is this.
1) The Vengeances are there to provide some moderate AA. While they're BS2 they do get rerolls, and can't be captured by my opponent. Combined with their AV14, and some terrain placement I should be able to keep them on the board to deal with any armored fliers, or attempts at deep striking in heavy support.
2) I gave my Warlord a Paladin because I intend to place him as far backfield as possible in order to make my opponent work harder for first turn attempt at Slay the Warlord AND first blood. Though this potentially wastes his WS of 5 I've already seen how easily a knight can go down if an enemy can bring all their anti tank fire on it at once.
3) The Errants will likely go in the center with the Paladins on each flank. If Possible I'll try to start them behind cover, and put one side and maybe their backs at an angle to deny my opponent the ability to surround one. If he goes for the center ones I'll be able to either move to one flank or another, or focus firepower from four knights at once before charging in to finish them off.
4) I might hold one Errant in reserve, especially if I roll the Outflank ability. While this diminishes my firepower for a few turns it MIGHT be worth it for late game objective pushes or to try and catch any deep strikers who infiltrate my backfield. If outflanking it would let me potentially do the same thing to my opponents who have a tendency to plop a troops choice on an objective and just go to ground when shot at.
Other than 'wow that's a list so simple why even bother posting it' any thoughts?
As such I'm just going to swallow the bullet and be the first one to post a list, and my thoughts on how to run it.
Firstly I should mention my primary opponents will be Eldar, Tau, and Tyrannids in that order. I don't fight Marines to often but I will at some point. I also usually play Imperial Guard so I'm falling back on my experience with Tank companies and Mechanized Infantry as far as basic battle plans go.
2000 Points-actually 2015 but my opponents are okay with such a variance.
Primary Detachment-Imperial Knights
HQ-
1 Knight Paladin-seneschal
TROOPS-
1 Knight Paladin
1 Knight Errant
1 Knight Paladin
1 Knight Errant
FORTIFICATIONS-
2 Vengeance Weapon batteries with Quad Icarus lascannons
So that's 5 scoring units, and 2 AV14 gun platforms. Versus...what you'd usually expect to kill a tank heavy IG army.
Now the general plan is this.
1) The Vengeances are there to provide some moderate AA. While they're BS2 they do get rerolls, and can't be captured by my opponent. Combined with their AV14, and some terrain placement I should be able to keep them on the board to deal with any armored fliers, or attempts at deep striking in heavy support.
2) I gave my Warlord a Paladin because I intend to place him as far backfield as possible in order to make my opponent work harder for first turn attempt at Slay the Warlord AND first blood. Though this potentially wastes his WS of 5 I've already seen how easily a knight can go down if an enemy can bring all their anti tank fire on it at once.
3) The Errants will likely go in the center with the Paladins on each flank. If Possible I'll try to start them behind cover, and put one side and maybe their backs at an angle to deny my opponent the ability to surround one. If he goes for the center ones I'll be able to either move to one flank or another, or focus firepower from four knights at once before charging in to finish them off.
4) I might hold one Errant in reserve, especially if I roll the Outflank ability. While this diminishes my firepower for a few turns it MIGHT be worth it for late game objective pushes or to try and catch any deep strikers who infiltrate my backfield. If outflanking it would let me potentially do the same thing to my opponents who have a tendency to plop a troops choice on an objective and just go to ground when shot at.
Other than 'wow that's a list so simple why even bother posting it' any thoughts?