Once I got hold of the new Imperial Knight Codex, I just knew I had to get a couple of them. During this summer I had an extra-long vacation, with time to build and paint them. A very nice set indeed. Here are some pictures taken during assembly.
It is always a little bit tricky achieving the same colours as on models made several years ago (2015). Trying to mach the same colour pallet and markings, I think they blend in with the rest of my knights. I see now that I have forgotten to put on the Heavy Stubbers / Melta Guns when taking these photos (I magnetized all of them).
I have already tried them (one of them) together with my other knights. I think they would do better when they team up, so I will try to reconfigure my list, so I can fit them both into my list.
Cheers,
Ørnulv
Showing posts with label Imperial Knights. Show all posts
Showing posts with label Imperial Knights. Show all posts
19 September 2018
22 November 2015
Hunker in the Bunker... November 2015
It's been a while since the last time we've had the pleasure of being invited to Ørn's place for a weekend of gaming, drinking and a big casserole of chilli.
Apart from a couple of test games, this was the first real field test for my new Khorne Daemonkin army.
First game, on Friday, was against Trond's Eldar. I either need some tools specifically designed for killing Wraithknight(s, without dying in the process), or I need to figure out how to take them out with the tolls that I do possess.
On the other table, Inger Helene dropped in on Ørn's Knight Titans.
After breakfast on Saturday, I set up opposite Inger Helene's Black Templars to play Adepticon 2015 Championship primer mission one. After four tense rounds trying to catch up to Inger Helene's early break-away, the cards finally turned in my favour and I was able to secure a two-points victory.
On the other table, Ørn's Knights were fending off Tom-Erik's Eldar army.
A little later, Ørnulv went and got his Imperial Knights. I knew that in a straight Kill-points game, I would have to play the run-away-and-hide game to minimize the inevitable loss. So I insisted we'd roll up a book scenario with objectives, to keep it interesting and give me a fighting chance. I managed to rush his deployed Knights early and keep the pressure up, leaving me in control of two of the three objectives.
Another great weekend in the Eagle's Nest!!!
I'm looking forward to the next one already.
My only regret is not managing to get a game in against the Tyranids no longer played by Ørn...
Apart from a couple of test games, this was the first real field test for my new Khorne Daemonkin army.
First game, on Friday, was against Trond's Eldar. I either need some tools specifically designed for killing Wraithknight(s, without dying in the process), or I need to figure out how to take them out with the tolls that I do possess.
On the other table, Inger Helene dropped in on Ørn's Knight Titans.
After breakfast on Saturday, I set up opposite Inger Helene's Black Templars to play Adepticon 2015 Championship primer mission one. After four tense rounds trying to catch up to Inger Helene's early break-away, the cards finally turned in my favour and I was able to secure a two-points victory.
On the other table, Ørn's Knights were fending off Tom-Erik's Eldar army.
A little later, Ørnulv went and got his Imperial Knights. I knew that in a straight Kill-points game, I would have to play the run-away-and-hide game to minimize the inevitable loss. So I insisted we'd roll up a book scenario with objectives, to keep it interesting and give me a fighting chance. I managed to rush his deployed Knights early and keep the pressure up, leaving me in control of two of the three objectives.
Another great weekend in the Eagle's Nest!!!
I'm looking forward to the next one already.
My only regret is not managing to get a game in against the Tyranids no longer played by Ørn...
JørnN
Coming up: "Tham'pa'xtr'o'let"
Coming up: "Tham'pa'xtr'o'let"
Etiketter:
[J],
Battle Report,
Black Templars,
Imperial Knights,
Khorne Daemonkin
20 September 2015
Prima Nocte in the House of Hawkshroud
The engines of the Mechanicus lander was long lost in the pale blue sky as the the sun crested the distant horizon, but the dust it had left behind was only just starting to settle down. Hugh de Bracy marched down onto the red sandstone flats ahead of the four Knights accompanying him. The signal strength of the distress beacon from the explorator team was increasing steadily. They would reach the magos and his team within the hour.
'My Baron..?'
It was de Bois-Guilbert. He'd registered the sudden cut-off too.
'Line abreast, sirs!' De Bracy interrupted the Castigator's pilot.. 'Shields to the fore!'
Ørn's recently completed Knight Titan army gets their first game on some of Per's lovely gaming terrain. Per uses most of his collection of Necrons to match the 2000 points Ørn was bringing. I had tagged along to take pictures and notes - and to 'remembrance' the account below. The combatants had agreed in advance to play a straight Kill Points game with a Dawn of War deployment. Since only one side has any Super Heavies, the rules from the Escalation book affording the Necrons +1 to Reserve rolls as well as giving them a Kill Point for every three Hull Points caused off any Super Heavy are in effect.
I'd also like to beg your pardon in advance, for any mix-up between Knights in the narrative below. I'm sure Ørn will be on hand in the morning, to help make any necessary corrections. ;)
We set the terrain up aiming to use as many different pieces as possible, to create a varied and interesting table. Ørn wins the roll off to choose table edge while Per takes the second roll-off and is able to force the Knights to set up first. Failing to roll the Warlord Trait that would allow a handful of Knights to Outflank, Ørn opts to spread out across the entire table with. He makes sure to keep each Knight within six inches of at least another one, to benefit from the improved Ion Shield save from shots in the Knights' front arc.
Per also spreads his army out across the width of his deployment zone, making sure to keep some distance between his heavy hitters; two Doomsday Arks and a unit of three Heavy Destroyers. Per sets up two units of Necron Warriors to fill out his centre, as well as one on each flank. A unit of Scarabs and a C'tan shard of the Nightbringer takes Per's right flank, while six Wraiths materializes just behind the Warriors on the extreme left. The Necron Overlord and his Immortals retinue is held back, to arrive by Deep Strike at an opportune moment.
After deployment is complete, the two gentlemen shakes hands across the table, before Per rolls the game's first six - to Steal the Initiative.
Round One
The Wraiths moves over the Warriors in front of them to get as close as possible to the Knight Paladin. The two Warrior squads in the centre march far enough ahead to make room for the Heavy Destroyers to get within range of the Knight Errant. The Doomsday Ark on the right and the Heavy Destroyers shoots at the Knight Errant while the other Doomsday Ark targets the Knight Warden. The Errant makes two Ion Shield saves against the Penetrating hits caused, while the last Arc misses.
All of the knights move up as far as their Difficult Terrain rolls allows. In his shooting phase, he uses two Knights to take out two of the Heavy Destroyers. The rest of the Super-Heavy Walkers expend all their shots on the Canoptek Wraiths, killing four.
Round Two
The Necron Overlord and his retinue of Immortals Deep Strike behind the Knight Castigator, and takes two Hull Points off it with their Gauss Blasters. The Necron Warriors in the centre shoots at the Knight Crusader, the shield saves the few glancing hits their Gauss Flayers cause. Both Doomsday Arks hits the Knight Castigator, but only one hull point is lost to the one Penetrating Hit caused. The two remaining Wraiths assaults the Knight Warden, but quickly gets stomped into oblivion. First Blood to Ørn!
The Knight Castigator turns about and advances on the Immortals that had cowardly attacked him from the rear. The Knight Errant shoots at the closest Doomsday Barge, failing to penetrate, and at the rearmost Warrior squad in the centre, killing three. The Knight Warden shoots at the closest Warrior squad, killing five, and kills the last Destroyer. The Crusader also shoots at the closest squad of Warriors, finishing it off. Bois-Guilbert shoots and kills four Immortals, before assaulting the Lord’s retinue. The Immortals prove impossible to wound in close combat, however. Even the Stomp attack fails to do any damage.
Round Three
The Necron infantry advances again, firing volleys at the Knights Warden and the Paladin. They take a Hull point off the Warden for their efforts. Both barges, as well as the C’tan Shard shoots at the Knight Warden, but the shield holds firm. The Castigator makes a Tempest attack before Stomping and kills another four Immortals, but not before loosing two Hull Points to the Necron Lord’s Warscyte.
The Knight line advances again, before opening fire. The Warden on the hill in the centre fires at the Warrior squad below, killing the last seven. The Crusader spreads its fire power among the C’tan shard, the warriors and the Ark on the right, but fails to do any damage. The Paladin fires its Battle Cannon at the Warriors in front of it. Both shells smash straight into the squad, and blows six warriors away. The Heavy stubbers kills another one, forcing them to fall back. The Errant fires his Melta Cannon at the Barge, scoring yet another Hit on the scatter dice but fails to penetrate. At the rear, the Castigator falls to the Necron Lord.
Round Four
The C’tan shard summons an Antimatter Meteor at the Knight Warden. One Doomsday Ark and the last warrior in the centre fires at the same Knight. The Ion shield saves every shot that rolls high enough to cause damage. The Warriors that fell back into the river regroups and shoots at the Knight Paladin, but also fails to penetrate anything. The Lord and last Immortal assaults the Knight Crusader, and the Scarabs assaults the Errant. The Lord causes a Penetrating hit, but only takes a Hull Point off the Knight. In return, the Knight Stomps one wound off the Necron Lord. The Errant hits and kills three bases of Scarabs before loosing two Hull Points in return. The Errant then stomps out the rest of the Scarabs.
The Knights Errant and Warden close in on the C’tan shard and the Necron Warriors. The Knight Paladin fires its battle Cannon at the Doomsday Ark and the Heavy Stubber at the Necron Warriors in the river. The Errant fires at the Warriors squad. The Melta cannon kills four, the Stubber another one. The Knight Warden fires his Avenger Gatling Cannon at the same Warriors squad, wiping the rest of the unit off the board, and then the Stormspear missiles at the C’tan, taking two wounds off it. The Knight Crusader swings and kills the last Immortal. It then loses three Hull Points to the Necron Lord’s Warschyte before stomping the Lord into the ground, earning Ørn Slay the Warlord. The Knight Paladin assaults and slays the last two Warriors in the river.
Round Five
The Doomsday Ark on the left flank fires at the Knight Errant, taking off one Hull Point. The C’tan shard summons another Antimatter Meteor at the Knight Crusader, but fails to penetrate. The Ark on the right flank misses its shot.
The Knights Errant moves to flank the C’tan shard, shooting its Battle Cannon and Avenger Gatling cannon. The Battle cannon fails to do any damage, but the Avenger takes the last two wounds off the Necrodermis construct. The Knight Errant advances to within melta range of the Doomsday Ark on the left flank, firing the Melta Cannon but rolling snake eyes to penetrate. The Warden then assaults the Doomsday Ark on the right flank and causes a Glancing Hit on the Impact Hit and another two with the Reaper Chainsword. The Paladin assaults the Doomsday Ark on the left flank and causes it to explodes with the Impact Hit.
Round Six
The doomsday Ark on the right flank remain stationary to shoot at the Knight Warden, taking another Hull Point off it.
In return, the Warden swings and cuts the last Doomsday Ark in half…
The final score is four Victory Points to the Necrons, versus a massive fourteen to the Knights.
The strange war machines and battle automata vanished as suddenly as they had appeared. Sir Brian de Bois-Guilbert's Castigator would likely never rise again and both Philip de Malvoisin's Errant and Sir Front de Boeuf's Crusader would need weeks in the restoration halls before being able to to take to the field again.
There was still a chance to achieve the mission's primary objective, it seemed. It would fall to Sir Hugh de Bracy and Ralph de Vipont to complete it, and uphold the honour of House Hawkshroud...
+ + + SIGNAL LOST + + +
'My Baron..?'
It was de Bois-Guilbert. He'd registered the sudden cut-off too.
'Line abreast, sirs!' De Bracy interrupted the Castigator's pilot.. 'Shields to the fore!'
- o - o -
Ørn's recently completed Knight Titan army gets their first game on some of Per's lovely gaming terrain. Per uses most of his collection of Necrons to match the 2000 points Ørn was bringing. I had tagged along to take pictures and notes - and to 'remembrance' the account below. The combatants had agreed in advance to play a straight Kill Points game with a Dawn of War deployment. Since only one side has any Super Heavies, the rules from the Escalation book affording the Necrons +1 to Reserve rolls as well as giving them a Kill Point for every three Hull Points caused off any Super Heavy are in effect.
I'd also like to beg your pardon in advance, for any mix-up between Knights in the narrative below. I'm sure Ørn will be on hand in the morning, to help make any necessary corrections. ;)
We set the terrain up aiming to use as many different pieces as possible, to create a varied and interesting table. Ørn wins the roll off to choose table edge while Per takes the second roll-off and is able to force the Knights to set up first. Failing to roll the Warlord Trait that would allow a handful of Knights to Outflank, Ørn opts to spread out across the entire table with. He makes sure to keep each Knight within six inches of at least another one, to benefit from the improved Ion Shield save from shots in the Knights' front arc.
Per also spreads his army out across the width of his deployment zone, making sure to keep some distance between his heavy hitters; two Doomsday Arks and a unit of three Heavy Destroyers. Per sets up two units of Necron Warriors to fill out his centre, as well as one on each flank. A unit of Scarabs and a C'tan shard of the Nightbringer takes Per's right flank, while six Wraiths materializes just behind the Warriors on the extreme left. The Necron Overlord and his Immortals retinue is held back, to arrive by Deep Strike at an opportune moment.
After deployment is complete, the two gentlemen shakes hands across the table, before Per rolls the game's first six - to Steal the Initiative.
Round One
The Wraiths moves over the Warriors in front of them to get as close as possible to the Knight Paladin. The two Warrior squads in the centre march far enough ahead to make room for the Heavy Destroyers to get within range of the Knight Errant. The Doomsday Ark on the right and the Heavy Destroyers shoots at the Knight Errant while the other Doomsday Ark targets the Knight Warden. The Errant makes two Ion Shield saves against the Penetrating hits caused, while the last Arc misses.
All of the knights move up as far as their Difficult Terrain rolls allows. In his shooting phase, he uses two Knights to take out two of the Heavy Destroyers. The rest of the Super-Heavy Walkers expend all their shots on the Canoptek Wraiths, killing four.
0 - 0
Round Two
The Necron Overlord and his retinue of Immortals Deep Strike behind the Knight Castigator, and takes two Hull Points off it with their Gauss Blasters. The Necron Warriors in the centre shoots at the Knight Crusader, the shield saves the few glancing hits their Gauss Flayers cause. Both Doomsday Arks hits the Knight Castigator, but only one hull point is lost to the one Penetrating Hit caused. The two remaining Wraiths assaults the Knight Warden, but quickly gets stomped into oblivion. First Blood to Ørn!
The Knight Castigator turns about and advances on the Immortals that had cowardly attacked him from the rear. The Knight Errant shoots at the closest Doomsday Barge, failing to penetrate, and at the rearmost Warrior squad in the centre, killing three. The Knight Warden shoots at the closest Warrior squad, killing five, and kills the last Destroyer. The Crusader also shoots at the closest squad of Warriors, finishing it off. Bois-Guilbert shoots and kills four Immortals, before assaulting the Lord’s retinue. The Immortals prove impossible to wound in close combat, however. Even the Stomp attack fails to do any damage.
1 - 2
Round Three
The Necron infantry advances again, firing volleys at the Knights Warden and the Paladin. They take a Hull point off the Warden for their efforts. Both barges, as well as the C’tan Shard shoots at the Knight Warden, but the shield holds firm. The Castigator makes a Tempest attack before Stomping and kills another four Immortals, but not before loosing two Hull Points to the Necron Lord’s Warscyte.
The Knight line advances again, before opening fire. The Warden on the hill in the centre fires at the Warrior squad below, killing the last seven. The Crusader spreads its fire power among the C’tan shard, the warriors and the Ark on the right, but fails to do any damage. The Paladin fires its Battle Cannon at the Warriors in front of it. Both shells smash straight into the squad, and blows six warriors away. The Heavy stubbers kills another one, forcing them to fall back. The Errant fires his Melta Cannon at the Barge, scoring yet another Hit on the scatter dice but fails to penetrate. At the rear, the Castigator falls to the Necron Lord.
2 - 3
Round Four
The C’tan shard summons an Antimatter Meteor at the Knight Warden. One Doomsday Ark and the last warrior in the centre fires at the same Knight. The Ion shield saves every shot that rolls high enough to cause damage. The Warriors that fell back into the river regroups and shoots at the Knight Paladin, but also fails to penetrate anything. The Lord and last Immortal assaults the Knight Crusader, and the Scarabs assaults the Errant. The Lord causes a Penetrating hit, but only takes a Hull Point off the Knight. In return, the Knight Stomps one wound off the Necron Lord. The Errant hits and kills three bases of Scarabs before loosing two Hull Points in return. The Errant then stomps out the rest of the Scarabs.
The Knights Errant and Warden close in on the C’tan shard and the Necron Warriors. The Knight Paladin fires its battle Cannon at the Doomsday Ark and the Heavy Stubber at the Necron Warriors in the river. The Errant fires at the Warriors squad. The Melta cannon kills four, the Stubber another one. The Knight Warden fires his Avenger Gatling Cannon at the same Warriors squad, wiping the rest of the unit off the board, and then the Stormspear missiles at the C’tan, taking two wounds off it. The Knight Crusader swings and kills the last Immortal. It then loses three Hull Points to the Necron Lord’s Warschyte before stomping the Lord into the ground, earning Ørn Slay the Warlord. The Knight Paladin assaults and slays the last two Warriors in the river.
3 - 8
Round Five
The Doomsday Ark on the left flank fires at the Knight Errant, taking off one Hull Point. The C’tan shard summons another Antimatter Meteor at the Knight Crusader, but fails to penetrate. The Ark on the right flank misses its shot.
The Knights Errant moves to flank the C’tan shard, shooting its Battle Cannon and Avenger Gatling cannon. The Battle cannon fails to do any damage, but the Avenger takes the last two wounds off the Necrodermis construct. The Knight Errant advances to within melta range of the Doomsday Ark on the left flank, firing the Melta Cannon but rolling snake eyes to penetrate. The Warden then assaults the Doomsday Ark on the right flank and causes a Glancing Hit on the Impact Hit and another two with the Reaper Chainsword. The Paladin assaults the Doomsday Ark on the left flank and causes it to explodes with the Impact Hit.
3 - 11
Round Six
The doomsday Ark on the right flank remain stationary to shoot at the Knight Warden, taking another Hull Point off it.
In return, the Warden swings and cuts the last Doomsday Ark in half…
4 - 12
The final score is four Victory Points to the Necrons, versus a massive fourteen to the Knights.
- o - o -
The strange war machines and battle automata vanished as suddenly as they had appeared. Sir Brian de Bois-Guilbert's Castigator would likely never rise again and both Philip de Malvoisin's Errant and Sir Front de Boeuf's Crusader would need weeks in the restoration halls before being able to to take to the field again.
+ + + SIGNAL REACQUIRED + + +
There was still a chance to achieve the mission's primary objective, it seemed. It would fall to Sir Hugh de Bracy and Ralph de Vipont to complete it, and uphold the honour of House Hawkshroud...
Etiketter:
[J],
Battle Report,
Imperial Knights,
Necrons
9 August 2015
Imperial Knights – House Hawkshroud
When the first
Codex Imperial Knights came out, I was very drawn to the models and the concept.
When I discarded my idea of building an Imperial Guard
Army, I bought 3 Imperial Knights. But, I never got around to building (or
painting) them until I attended the Adepticon event 2015 (where I bought my
Forge World Castigator Knight, see separate post). And when the new Codex Imperial Knights came
out (about at the same time), well – why not field 4 variants at the same time?
I wanted the
models to theme with my Ultramarines, hence I chose a base with "desert look",
but the size of the base and models compelled me to add some ruins so that they
“told a story”.
A picture of one
of the 4 bases before priming
With
3 kits of the ordinary Knights, and the new kit, I decided to magnetize not
only the torso and legs, but most of the weapons as well. Thus, I can field several of them in different
configurations (I had to build from scratch a second Avenger Gatling Cannon as
well as some rocket launchers though).
A picture of
the main guns being magnetized
A picture of
all the parts after washing (before priming)
Early on I decided that my Knights should come from House Hawkshroud. Why? Because they are famed for being the most Imperium-loyal of the Knightly houses, and always known to aid when called for. Hence, I was inspired “fluff wise”. They are also the only (named) Knight house that incorporate markings and badges from their allies, and that show variety in their Standard and Personal livery. For me, variety was key.
The “Family”
from House Hawkshroud that is Oathsworn to my Ultramarines has chosen the Imperial eagle (and Eagle) as their
Personal Emblem, and they have inverted the House Livery and Personal Livery on
the left shoulder shields. They have also chosen to incorporate the campaign badge
shown on my Ultramarines vehicles, and to add the Ultramarines markings (in
black) as part of the Personal Livery. I wanted them to look a little torn
and worn.
Sir Philip
DeMalvoisin, pilot of the Imperial Knight Errant – the Vengeance
Sir Ralph
DeVipont, pilot of the Imperial Knight Paladin – the Accuser
Sir Hugh De
Bracy, pilot of the Imperial Knight Warden – the Retribution
Sir Front De
Boeuf, pilot of the Imperial Knight Crusader – the Avenger
| Optional |
| Optional |
What next? I have
a Zone Mortalis table to finish, plans for expansion of my Dark Eldar Army and
my Ultramarines army. One of them I guess…
By the way,
the names of the pilots and the knights are themed from to very different ”sagas”.
Anyone recognizing them?
Cheers,
Ørnulv
Etiketter:
[Ø],
Army Progress,
House Hawkshroud,
Imperial Knights
6 August 2015
Cerastus Knight Castigator - House Hawkshroud
During the 2015
Adepticon event in Chicago, one of our team members encountered a Cerastus
Knight-Castigator. I thought it was a beautiful model, and knew I just had to get one.
The day after, as soon as Forge World opened their sales stand, I bought it.
I started the
project in May. I have worked with models from Forge World before, and I have
experienced “paying the price” for not “planning ahead “ and “cleaning” the
parts properly before undercoating them. This time, I took my time.
As this Knight
primarily is going to fight alongside my Ultramarines, I decided to make a base
that matches them, adding some ruins in order to accommodate the large base and
model.
The model was
ok to build, and I pinned extensively.
I used 100mmX100mm disc magnets connecting the torso and legs. And since there are no weapon
options, this was the only magnetising I decided to do.
Now, what
colour scheme to choose? Since my Dark Eldar, my Ultramarines and my High
Elves have a blue colour scheme, I intended to use a main colour that I have not
used before. At the same time, I knew I wanted them to look a bit torn and worn. It was also important that the “house” I chose gave me the “right
feeling”. “Oathsworne”, “no request for aid shall be denied”, and their use of markings
and badges from their allies attracted me. It had to be – House Hawkshroud!
Behold; Sir
Brian De Bois-Guilbert, pilot of the Cerastus Knight-Castigator – the Executor
What next? The
Ultramarines have requested further assistance from house Hawkshroud.
Etiketter:
[Ø],
Army Progress,
House Hawkshroud,
Imperial Knights
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