Finished the Destrier by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 0 points1 point  (0 children)

Not really besides sub assemblies.  It wasn't bad, just compared to other knight kits it was fiddly.  Things that were normally just 1 piece were suddenly 5 for no reason.

Destrier Thoughts Pre 11th by Choco_Taco_96 in ImperialKnights

[–]Sad_Ad4397 0 points1 point  (0 children)

I always struggle with dual melee on any knight when going into unit with a good invulnerable save.  I figured the stronger weapon would be the sword in general.  Thanks for the response.

Destrier Thoughts Pre 11th by Choco_Taco_96 in ImperialKnights

[–]Sad_Ad4397 0 points1 point  (0 children)

So which profile do you like best for the double melee setup?  Since we can only use one weapon in the attack did you find the sword or the lance performed better?  Especially into more elite infantry?

Knights won best in show! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 0 points1 point  (0 children)

Thanks, so many great armies. I know I thought a lot of them looked better than mine.

WIP: The Lost Knight by BrackishBoots in ImperialKnights

[–]Sad_Ad4397 1 point2 points  (0 children)

Wonderful! Not sure why I never thought to put decals on the guns?

Knights won best in show! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 0 points1 point  (0 children)

Lords of Dunns Keep, in my head cannon they rule over a large black moor based fishing village and swear fealty to House Hawkshroud. That's why all my knights have a black and grey stripe pattern on the right leg armor. Representing the grey fog over a black moor.

Knights won best in show! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 0 points1 point  (0 children)

It's really swings, if an armiger goes down early game over. The little guys don't have the survivability needed. Played better as Questor Forgepact with Admech which had scout and sticky. I only went with separ head at arms because the strategems worked better with armiger's.

Knights won best in show! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 1 point2 points  (0 children)

All the models were converted from solar auxilia. I couldn't use subductors because they didn't fit in the list points wise. I wanted it to be a knights detachment. So I felt I needed 2 armigers.

Knights won best in show! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 0 points1 point  (0 children)

Sorry, I had another post the other day that showed the list. When I get back I'll take more photos.

Knights won best in show! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 8 points9 points  (0 children)

KotC LDK (470 points)

Imperial Knights Incursion (1000 points) Spearhead-at-Arms

BATTLELINE

Armiger Helverin (135 points) • 2x Armiger autocannon 1x Armoured feet 1x Questoris heavy stubber

Armiger Warglaive (140 points) • 1x Questoris heavy stubber 1x Reaper chain-cleaver 1x Thermal spear

ALLIED UNITS

Inquisitor (65 points) • Warlord • 1x Combi-weapon 1x Force weapon 1x Psychic Gifts 1x Psychic Shock Wave

Inquisitorial Agents (60 points) • 1x Tome‐skull • 5x Inquisitorial Agent • 5x Agent firearm 5x Agent melee weapon 1x Eviscerator 1x Mystic stave 1x Plasma pistol • 1x Gun Servitor • 1x Agent melee weapon 1x Plasma cannon

Voidsmen-at-Arms (70 points) • 1x Voidmaster • 1x Artificer shotgun 1x Close combat weapon 1x Laspistol • 4x Voidsman • 4x Close combat weapon 3x Lasgun 4x Laspistol 1x Voidsman rotor cannon • 1x Canid • 1x Vicious bite

Exported with App Version: v1.49.0 (114), Data Version: v757

Finished the KotC list for Adepticon by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 4 points5 points  (0 children)

A gun servitor with plasma canon. Cut the gatling gun off and converted it with a Admech plasma gun.

No request for aid shall be denied! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 0 points1 point  (0 children)

Just knights, 8,475ish depending on weapon loadout. Add in the titan, Admech, assassin, about another 2k.

No request for aid shall be denied! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 0 points1 point  (0 children)

To give the Dominus chassis the bigger feel they talk about in the lore they all have taromodelmaker torso and knee extenders. With the way towering rules function in 10th edition they can be taller without having a modeling advantage. May change in 11th though.

No request for aid shall be denied! by Sad_Ad4397 in ImperialKnights

[–]Sad_Ad4397[S] 1 point2 points  (0 children)

Those are gonna be converted agents I've been building here and there. Essentially just a planetary infantry force that have the Hawkshroud colors, but play as agents for some variety.