First Impressions – Imperial Knights
I
won’t lie. When rumors started surfacing about the Imperial Knights that have
now come to be true, I simply smiled and shook my head.
There’s no way
Games Workshop will do something THAT silly…
Does every army
require a ridiculously over-the-top model now?
With
that said, I was wowed when the models for the Imperial Knights released. They
were not at all what I was expecting. There are some details that could have
used more attention, like that cumbersome chainsword as an example. For the
most part, however, I’m happy with the design that they devised.
Nervously,
I took a peek at their rules, expecting something on the level of
ridiculousness previously inhabited only by the Revenant Titan and Tom Cruise.
Instead, I found something rather…tame.
The
Imperial Knights are one of the few Super-Heavy models that seem correctly
costed and balanced in terms of power. Their weapons are fairly powerful, but
you pay the points for their power. Destroyer Weapons are seen as the bane of
all that is, but with the Knights only having access to a melee weapon with
Strength D, I believe they will be okay. A Destroyer Weapon avails you little
when you are trapped in a huge mob of Ork Boyz!
Ultimately,
I think the true strength of the Imperial Knight will show through when they
are allied to other lists in ones and twos. An army formed of nothing but
Imperial Knights will struggle mightily against Flyer-heavy armies, hordes, and
significant numbers of Monstrous Creatures. However, when they are used as
mobile artillery platforms to soften a foe while their allies close, I think
they will shine. This is doubly true in objective based missions, since they
can hold your backfield objective in the place of some squishy campers.
My
regular Space Marine opponent is already discussing when he will pick one or
two of these up, so I’m eager to play against them and see how they operate.
All told, I think they will make a fine, balanced addition to the Warhammer
40,000 game.
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