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Posted: Sun Mar 02, 2014 2:12 pm
Alas, no Knights in the Netherlands. At least I got both issues of White Dwarf Weekly, which offer some interesting bits of info on the fluff to keep me sated until either the kit or codex finally arrives.
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Posted: Sun Mar 02, 2014 11:56 pm
Lt. Brookman Alas, no Knights in the Netherlands. At least I got both issues of White Dwarf Weekly, which offer some interesting bits of info on the fluff to keep me sated until either the kit or codex finally arrives. You actually bought them! gonk
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Posted: Mon Mar 03, 2014 12:00 am
Well if it's any consolation, the last time I saw mine it was leaving Mississippi...Like four days ago...
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Posted: Mon Mar 03, 2014 12:29 am
Volan d Vol Well if it's any consolation, the last time I saw mine it was leaving Mississippi...Like four days ago... I'd shout "Race you!" but we all know that most of the Knights have ended up in the United States, so we have a winner. emo
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Posted: Mon Mar 03, 2014 12:33 am
It was supposed to have an update yesterday but that never happened. I don't know if Fedex is pulling shenanigans or if they are just going to power it all the way to California. It still seems to think it'll be here Tuesday though so we'll see if it gets here.
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Posted: Mon Mar 03, 2014 1:50 am
Lady Blodwynn Lt. Brookman Alas, no Knights in the Netherlands. At least I got both issues of White Dwarf Weekly, which offer some interesting bits of info on the fluff to keep me sated until either the kit or codex finally arrives. You actually bought them! gonk Perhaps even more shocking, they've got actual, useful content in them: Rules, fluff, painting tips and designer notes. Just ignore the battle reports and the "expert" insider info on how to properly use them. But other than that, dare I say, a White Dwarf actually worthy of purchase. Mind, not going to take up a weekly habit now, but at least now I know that when an issue pops up with an interesting cover, I know it will have nothing but relevant content.
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Posted: Mon Mar 03, 2014 4:34 pm
I guess it is legit going to be here tomorrow.
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Posted: Tue Mar 04, 2014 12:57 pm
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Posted: Tue Mar 04, 2014 11:01 pm
I'm sorry if this is the wrong place to ask this, but I didn't see a thread for rules questions about Apocalypse and, with the Imperial Knights being the faction triggering the question, I figured that I'd give it a go here...
Super-Heavy Walkers have Move Through Cover. They also move 12" in the movement phase. However, what happens when they actually move through difficult terrain? MTC says that you roll 3d6 and take the highest die: does this mean that the fastest that a Super-Heavy Walker such as an Imperial Knight can move through difficult terrain is 6"? Another player in my local game shop said that you take the highest die rolled and double it for your distance moved, but I couldn't find it in the rules. Is this true?
... also, on a more related topic, my Dark Eldar are shooting venomous glances at me, because I'm jumping on the Imperial Knights bandwagon and ordered one yesterday rather than building them up. It's the closest that I'm ever going to get to satiating my adolescent urge to play games with Gundam models short of writing up rules for it in GURPS or something.
~Oci out.
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Posted: Tue Mar 04, 2014 11:49 pm
Ociluce I'm sorry if this is the wrong place to ask this, but I didn't see a thread for rules questions about Apocalypse and, with the Imperial Knights being the faction triggering the question, I figured that I'd give it a go here... Super-Heavy Walkers have Move Through Cover. They also move 12" in the movement phase. However, what happens when they actually move through difficult terrain? MTC says that you roll 3d6 and take the highest die: does this mean that the fastest that a Super-Heavy Walker such as an Imperial Knight can move through difficult terrain is 6"? Another player in my local game shop said that you take the highest die rolled and double it for your distance moved, but I couldn't find it in the rules. Is this true? The rules for super-heavy walkers clearly state that aside from moving 12" in the movement phase, they do not gain any extra benefits or abilities, so when moving into a terrain feature, roll 3D6 as normal and pick the highest result. No multiplying or anything is involved or mentioned anywhere, 6" is the fastest it can go in these cases. As an aside, the Imperial Knight codex will include the complete rules for super-heavy walkers, so one does not need to purchase Apocalypse or Escalation first. Ociluce ... also, on a more related topic, my Dark Eldar are shooting venomous glances at me, because I'm jumping on the Imperial Knights bandwagon and ordered one yesterday rather than building them up. It's the closest that I'm ever going to get to satiating my adolescent urge to play games with Gundam models short of writing up rules for it in GURPS or something. ~Oci out. Dark Eldar can ally to Eldar as Battle Brothers, so you could always take the Wraithknight and convert that into something darker. ninja
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Posted: Wed Mar 05, 2014 12:01 am
Lady Blodwynn (Assorted words of wisdom) Ah, I see. I thought that was the case, but thanks for the confirmation! I'm just going to assume that, as it moves through area terrain, its colossal feet punch so deep into the mud and rubble and it takes the pilot a few seconds to pull it free, accounting for the slower speed. Quote: Dark Eldar can ally to Eldar as Battle Brothers, so you could always take the Wraithknight and convert that into something darker. ninja When I get better at using green stuff (the horror!) or get my hands on enough bitz, I will definitely consider this. -Oci out
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Posted: Wed Mar 05, 2014 2:28 am
I got the pelvis and legs all put together and then most of the torso, just need to finish putting the head together and two of the four assemblies I plan to end up with will be done. I want to get my hands on some Eldar bitz and strew them across his base, maybe even have him stepping on an Eldar...Which may postpone my putting it together a bit, but I think it is worth it and my deep seated hatred for the Eldar must be satiated...
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Posted: Wed Mar 05, 2014 8:56 am
Ociluce Lady Blodwynn (Assorted words of wisdom) Ah, I see. I thought that was the case, but thanks for the confirmation! I'm just going to assume that, as it moves through area terrain, its colossal feet punch so deep into the mud and rubble and it takes the pilot a few seconds to pull it free, accounting for the slower speed. Quote: Dark Eldar can ally to Eldar as Battle Brothers, so you could always take the Wraithknight and convert that into something darker. ninja When I get better at using green stuff (the horror!) or get my hands on enough bitz, I will definitely consider this. -Oci out Last Sunday I hosted a monstrous creature event and one of the players brought along a Wraithknight converted to look more spikey and nasty. He used a Jetbike as faceplate and added the sails from a Raider to the back, along with other spikey bits from these vehicle kits to make it look more mean.
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Posted: Thu Mar 06, 2014 1:04 pm
Quote: The knight detachment is separate from allies 1-3 can be taken, Do not score Cannot ally with Chaos, Daemons, Crons, Orks or Nids. Allies of convenience with Eldar and Grey Knights Desperate allies with Dark Eldar and Tau Imperial Knight Armies These rules are for the primary detachment of knights: Knights are scoring and one is the warlord. Knightly ranks "Players that want to include knights apparent or seneschals in their games must roll a dice for each of their knights errant or knights paladin (other then the warlord) at the same time as warlord traits and refer the knightly rank table below to see what the rank that knight has" 1: Knight apparent. Subtract 1 from the knights Ws and Bs. in addition a apparents ion shield confers a 5+ invulnerable save instead of the normal 4+ 2-5: Knight. Standard rules 6: Seneschal. Add 1 to the knights Ws and Bs. In addition a knight seneschals ion shield confers a 3+ invulnerable save insteaf of the normal 4+ Warlord table: The warlord is always a Seneschal 1. Master of the Hunt: All friendly knights in 12" add +1 to run or charge range 2. Fearsome Reputation: Enemy units within 12" of the warlord use the lowest leadership value 3. Master of the Joust: The Knight warlord rerolls failed to hit rolls in any assault phase in which he successfully charges into close combat 4. Master of the Field: The Warlord up to D3 friendly knights have outflank 5: Master of Siege: The warlord and all friendly knights add +1 to rolls they make on the building damage table 6: Indomitable: The warlord has "It will not die"
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Posted: Mon Mar 10, 2014 8:47 am
Knight fluff sucks, only men are allowed to become pilots and women are used for political schemes and to produce sons. emo
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