I managed to put a bit of paint on some Malifaux Gremlins. I’m experimenting with leathers and skins. Nothing special, but I have some pretty pictures.
I am also quite happy with how the basing is coming out. They’re not done yet, as they need some grass and other detritus, but they look good so far.
Still a lot of work to finish up, but it’s a start.
I’ve also had a discussion about Imperial Knights on a Facebook group that I thought would really make for a decent blog post, so here it is!
I am a regular Imperial Knight player when it comes to Warhammer 40k lately. I regularly run a 5 knight list at tournaments (I ran 5 at the BAO this year and did reasonably well). There are a great many options now for play with the semi-recent codex update. It comes out to something like 9 basic chassis options. They are, on the whole, quite different from the two options we started with just a couple years ago. Here’s a breakdown of my opinions on each:
GW Knights: These are the knights in the standard codex. They all run off of the same basic chassis and provide a rather fair variety of firepower and Close Combat potential.
Warden: The Avenger cannon provides a lot of solid firepower. Its many high strength, low AP shots work very well. It’s a perfectly viable alternative to the Paladin (who is the same points cost). Though I think I would take a Paladin before the Warden. It is certainly a matter of personal preference though. Also don’t forget it’s heavy flamer. There is a way or two of granting overwatch, and that can help keep him from getting chaged. With 12 shots on the main gun, it can even put some potential hurt on Flying Monstrous Creatures, but don’t rely on that too much. It
Paladin: Two-shot battle cannon is all you really need to know! It is able to sit back and rain firey death upon your foes. The second heavy stubber is also entirely worth remembering. It seems small, but is very worthwhile.
Crusader: Lots of guns! It is excellent for back-field duty providing supporting fire. The Melta Cannon complements the Avenger well with similar ranges, but I think that the Battle Cannon is still worthwhile for the 5 points. It lacks the D strength in CC, but since it still has smash and is base S10, you’re still capable in combat.
Errant: At a 5 point discount from the Paladin/Warden, he’s an okay option. The S9, 36″ Range, Large Blast, Melta Cannon is solid, especially if you are facing a lot of high armor that you want to kill far away, but you can realistically kill it in CC more effectively. It isn’t a bad option though. It does look cool too!
Gallant: All CC, all the time! He has two CCW, so an effective 4 base attacks. He also comes in at ~50 points less than any other knight. If you are running a multiple Knight list, you’ll probably have one of these. Upgrading the stubber to the Melta Gun is worthwhile to open up the occasional transport and assault the chewy innards! Also, throwing around dead vehicles is amazingly fun. I wouldn’t bother with it against Monstrous Creatures, but it’s worth remembering when assaulting vehicles.
Forge World: There are currently two knight chasses from Forge World. The Cerastus and the Questoris. The Cerastus is a faster, more agile variety while the Questoris is a more technologically advanced version of the standard knight. This is borne out in the kits themselves, the Questoris knights are an upgrade kit to the standard plastic knight, while the Cerastus are an all-resin kit.
Cerastus Lancer: This is actually my favourite knight of the lot. He looks cool and will absolutely destroy just about any other super-heavy/Gargantuan Creature without too much trouble. The Ion Shield doesn’t work on his rear arc, but he gets a 5++ in close combat to make up for it, and the shield forces a -1 to hit him in CC vs Super-heavies and Gargantuan Creatures. He also gets an extra base attack (all the Cerastus knights do) for a total of 4 and +1 initiative on the charge (for I5). Additionally, all of the Cerastus knights get 3d6″ run (take the total of the dice, not just the highest), which makes them super fast. I often run him as my Warlord, granting him extra WS/BS and making him a character. His lance can be fired as a 6 shot plasma gun (doesn’t get hot though) at 18″ with Concussive. It’s an excellent gun, but he doesn’t have a stubber, which means you have to be careful about what you shoot. He’s worked very well for me, but requires a fair bit of learning to really use to greatest effect.
Cerastus Acheron: This is generally considered the best of the Cerastus bunch. His giant AP3 flamer template of doom can kill many things, is strong enough to kill light armor, and he has a slightly upgraded D close combat weapon. All combined with a TL Heavy Bolter, so he doesn’t have to charge a target of the doom flamer. Very solid choice. I think his head looks terrible, but that’s really my only complaint.
Cerastus Castigator: The poor castigator. He looks amazing with his shiny sword, but his TL gatling cannon is overshadowed by the Warden’s being significantly better. His sword isn’t Strength D either. He does have deflagrate on the sword, and an attack that targets everyone in base contact (potentially clearing out a horde), but there really are better options for that. I’ve never had a need for one.
Questoris Knight Magaera: It has some really neat special rules that are fairly complicated, but it’s biggest problem is that it is Initiative 2. It’s got a solid main gun and some cool options, but it just doesn’t quite hold up to the rest for its point cost IMO. It looks cool though! Also worth noting that its 40k rules are still experimental at the moment if that matters to you.
The Questoris Knight Styrix isn’t usable in 40k. Though it really suffers from many of the same problems as the Magaera, it does have a much cooler gun!
That rounds out a basic description and what I think of them. I will probably come back to the topics of my favorite giant stompy robots in a few weeks to talk about actually building an all knights list. Hopefully, I will have some progress pictures on my army as well!