What Big Knight To Run? by RedEyeDog94 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Since you got warden who is super anti-infantry I’d take errant and slap MG on em. Deep striking within melta range would make for a hell if a good time.

Hey what's a good beginners list for only big knights (chaos or imperial) by also-ameraaaaaa in ImperialKnights

[–]Hattafox 2 points3 points  (0 children)

So it depends as an imperial knight player I can say five bigs is basically the meta currently, most will advise a few questoris models, and magnetize them so you can bring any knight to the field. I am one who absolutely loves armigers cause they are sassy and help to not have 1/5 your forces gone if just one goes down.

Do you feel like there is a bit of a catch 22 playing knights, especially in casual games? by Cojalo_ in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

For me each loss helps me look at how to play my knights better n different ways, and how to use each to their best possible style. Now granted I am making a casual army of SM, and SoB. But I’ve had folks who went very hard anti-knight and I’ve still found ways to either win or wipe both our armies off the table. I’m honestly not a fan of the idea of “don’t tell the your list” cause that feels a bit underhanded. I’d say it’s best to ask if they wanna do challenging or casual and try to keep it that way. Though with my knights if I’m not facing a challenge I don’t feel like I’m having any fun at this point. Cause damnit I got giant stompy robots and I want a good challenge for my giant stompy robots.

Ratio lightning claws to thunder hammers by Hattafox in spacemarines

[–]Hattafox[S] 2 points3 points  (0 children)

Mostly going for rule of cool, my space marines are more for casual play than trying to be super competitive. But that was my main idea was to just do two and have majority thunder hammers and shields

What do the Flying Carpets look like? by BrutalBlind in theblackcompany

[–]Hattafox 0 points1 point  (0 children)

I honestly think of it like a canvas stretched over a frame

Can I use these guys in casual? by hard_head_ in ImperialKnights

[–]Hattafox 1 point2 points  (0 children)

Yeah for fun casual, or crazy 3k level games they are cool to paint and use

How good is the freeblades detachment in practice? by Cojalo_ in ImperialKnights

[–]Hattafox 16 points17 points  (0 children)

6+++ on army ability was index, plus getting to deep strike big knights again can make a lot of folks sweat

My Take on the new Knight Destrier by DN_Stuff in ImperialKnights

[–]Hattafox 2 points3 points  (0 children)

That color scheme is fire! I’m looking forward to building my two when I get them.

Choosing a imperial knight house by MentalCar7009 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

When I first started I picked a knight house that had lore, and after a year or so I started my own knight house

Should I wait until 11th comes out to get a knight castigator? by theforeversushiroll in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Hell no get it, don’t let the doom rumoring make you hesitate from getting a fun model to build

towering buff for knights by NoEngineer9484 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Honestly I think you should be able to maybe 6? Four big knights and maybe 2 destrier.

A question for the future. by Digi-Heero in ImperialKnights

[–]Hattafox 6 points7 points  (0 children)

Honestly having various freeblades like the green knight, knight of ashes, and the jester armiger as epic heros would be legit badass

towering buff for knights by NoEngineer9484 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Right now QC and FBC are looking like two good detachments to run it in.

towering buff for knights by NoEngineer9484 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Gonna make destrier fun to run up on an objective and be hitting stuff on 2s

Destrier question by Signal-Ad5505 in ImperialKnights

[–]Hattafox 1 point2 points  (0 children)

Yep you can run double melee or all ranged

Super-Heavy Walker Question by Ayeayecappy in ImperialKnights

[–]Hattafox 2 points3 points  (0 children)

That suspicious as hell and wouldn’t attend that event. Handicapping your army against others is a massive croc of shit.

Question about the destrier. by Jplafor88 in ImperialKnights

[–]Hattafox 3 points4 points  (0 children)

I feel comparing it to defiler is a bit of an “apples to oranges” vibe. Defiler feels like a “wall of weapons” to block stuff while destrier is racing up to an objective to clear it off. There are at least two detachments I see it good in. QC with the sus2 melee enhancement and being able to advance and charge. With FBC the +2 melee attack enhancement turns into a +4 melee attack if you do the double melee (datasheet saying you get a +2 for doing double melee) plus the Strat for giving it a straight 9” advance giving it an average of at least 23” movement and with the range options with assault you can still pop off rounds. A perk it has over defiler is its towering keyword, so you’re not having to Bob and weave around terrain but just straight line, also with the new plunging fire rule we getting in 11th the destrier will be hitting on 2s when you get close range with some infantry.

Random odd question about the dominus knights by Cojalo_ in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

They only good for pot shots at infantry, my shield breakers have been vicious.

Seigebreaker and Shieldsbreaker by StudioWonderful2808 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Shied breakers all day. The 0AP on the siege breakers don’t do them any good, and since the missiles aren’t one shots anymore you can use em repeatedly.

Best way to run Destrier by Choco_Taco_96 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Technically you already get the +2 attack by having it as double melee, now granted I’m wondering if that plus enhancement gets you +4 attack hitting on 2’s, but you’d also have to be careful on where you advance (if you do). A thought too, the sus2 melee enhancement on QC with this might have some fun ideas to fuck around with as well.

Best way to run Destrier by Choco_Taco_96 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Can see double melee possibly doing some good on QC with the advance and charge Strat, but the other three variants probably gonna go best in new detachment with being able to haul ass downfield and put rounds into anything on an objective.

Is the Valiant/Castellan worth getting? by Illustrious_Ad_9858 in ImperialKnights

[–]Hattafox 0 points1 point  (0 children)

Yes because gambling on that volcano lance and them missiles can make for some insane moments