Imperial Knight Valiant Unboxing and Review

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With the release of the 8th edition Imperial Knights codex, Games Workshop unveiled two new patterns of Knights, the Dominus class chassis. These variants, the Castellan and the Valiant, are slightly larger than their standard cousins and come loaded with several new types of weapons. Retailing at $170 per kit, they are definitely a pretty penny! Let’s take a look at their stats:

Both Knight variants share an impressive Strength and Toughness 8, 28 wounds, 4 attacks and a 3+ save. Combined with the Ion Shield ability, which gives the Knight a 5++ invulnerable save against ranged attacks, these new walkers are definitely tough to take out!

For this review, the Knight Valiant is in the spotlight. This close range variant of the Dominus chassis trades the safety of distance from a foe for devastating firepower.

  • Conflagration Cannon: 18″ range auto hitting, 3d6 Shots @ Strength 7, -2ap and 2 damage.
  • Thundercoil Harpoon: 12″ range, 1 shot, rerolling misses against vehicles and monsters @ Strength 16, -6ap and 10 damage, plus an additional d3 mortal wounds if damage is inflicted
  • Shieldbreaker Missile: 48″ range, 1 shot/turn @ Strength 10, -4ap and d6 damage, in addition to ignoring invulnerable saves
  • Twin Seigebreaker Cannon: 48″ range 2d3 shots @ Strength 7, -1ap and d3 damage.
  • Twin meltagun: 12″ range 2 shots @ Strength 8, -4ap and d6 damage, rolling 2 damage dice per successful wound if your opponent is within half range
  • Titanic Feet: Melee weapon with 12 attacks @ Strength 8, -2ap and d3 damage

As you can see, this Knight will absolutely wreck anything within range. Whether its liquefying a Land Raider or harpooning an Hive Tyrant, the Knight Valiant will make your opponent reconsider their strategy!

Right out of the box, this kit is massive! With over 141 pieces, a large transfer sheet and assembly instructions, you definitely get what you pay for with this kit!

Overall I’m excited to put this kit together and start painting! I’ll post progress pics and any useful tips I find, so stay tuned!

Painting Glowing Lascannon Effects

Lascannon.jpg

Lascannons, the backbone of Imperial anti-armor. With a stat line of S9 AP-3 and D6 damage, these weapons will punch a hole in whatever they are pointed at! I wanted to give my devastator’s lascannons a glowing coil effect, and in this tutorial I will show you how I did it!

I used the flowing paints:

  • Citadel
    • Mephiston Red
    • Troll Slayer Orange
    • Seraphim Sepia
    • Nuln Oil
  • Vallejo
    • Flat Red

To start, base coat the coils with Mephiston Red. Make sure to thin your paints with a little water first. Otherwise the following coats will lump on top of the thick base coat and look bad. (This is a good general principal to use for any painting)

Next add a layer of Vallejo Red, focusing on the recesses.

Now take Troll Slayer Orange and carefully paint the coils themselves. I used a fine detail brush as not to get orange into the recesses. Touch up any areas you spill over from the coils with Vallejo Red.

IMG_5341

Finally, once the paint is done drying, add a wash of Seraphim Sepia, making sure to only coat the coils. IMPORTANT! Make sure that the paint is fully dry before applying the wash. If the paint is still wet the wash will make the paint run and ruin your work!

The one on the left has no wash while the right one has the Seraphim Sepia. The details really pop! In retrospect I wish I would’ve used less wash, but otherwise I’m pleased with the results. Once you are done painting the entire weapon apply a light coat of Nuln Oil. This will draw all the colors together and make a nice finished project!

A word of warning. Make sure that you don’t have any paint on your fingers while handling the model or you may run into this issue…FullSizeRender (1)

The nice part of this tutorial is that you can substitute any of the colors and still have the same effect. For example, if you wanted a blue glowing effect, you could use Macragge Blue as the base, followed by Caledor Sky  for the recesses and Calgar Blue for the raised coils. Wash Nuln Oil and you will be all set!


I hope you found this tutorial helpful. While far from award winning quality, the principal can be followed to achieve an awesome glowing weapon effect!

Adeptus Custodes v. Adeptus Astartes

 

I’m eyeing starting a Custodes army. Their models look awesome and on paper they seem to hit like a truck. As starting an army will cost a fair amount and Custodes point values are very high,  I decided to proxy a few games to see how they fair.

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I used this Custodes list:

  • HQ
    • Shield-Captain on Dawneagle Jetbike

      Selections: Auric Aquilis, Hurricane Bolter, Superior Creation, Warlord

  • Troops
    • Custodian Guard Squad
      • Custodian

        Selections: Guardian Spear

      • Custodian

        Selections: Guardian Spear

      • Custodian

        Selections: Misericordia, Sentinel Blade, Storm Shield

  • Fast Attack
    • Vertus Praetors
      • Vertus Praetor

        Selections: Hurricane Bolter

      • Vertus Praetor

        Selections: Hurricane Bolter

      • Vertus Praetor

        Selections: Hurricane Bolter

Total: [32 PL, 597pts]

 

Against them, I ran this Space Marine list:

 

    • **Chapter Selection**

      Selections: Raven Guard

  • HQ
    • Captain

      Selections: Bolt pistol, Chainsword, Teeth of Terra

  • Troops
    • Scout Squad

      Selections: 10x Camo cloak

      • Scout Sergeant

        Selections: Chainsword, Sniper rifle

      • 9x Scout w/Sniper Rifle

        Selections: 9x Sniper rifle

  • Elites
    • Aggressor Squad

      Selections: 2x Aggressor, Aggressor Sergeant, Flamestorm Gauntlets

  • Heavy Support
    • Devastator Squad
      • 5x Space Marine
      • Space Marine Sergeant

        Selections: Chainsword, Storm bolter

      • Space Marine w/Heavy Weapon

        Selections: Plasma cannon

      • Space Marine w/Heavy Weapon

        Selections: Lascannon

      • Space Marine w/Heavy Weapon

        Selections: Lascannon

      • Space Marine w/Heavy Weapon

        Selections: Lascannon

Total: [32 PL, 599pts]

 

I played two games of Search and Destroy on a standard 4×4 board with ample terrain.

Game 1

The first game, Space Marines seized the initiative and started turn 1.

Using the Raven Guard Stratagem “Strike from the Shadows”, I placed my Aggressors 9″ away from the squad of Custodian Guard. They moved up within easy charging range during their movement. During the shooting phase, my Sniper Scouts killed one custodian with their sniper rifle’s mortal wounds. This softened up the Custodians for my Aggressors to hose down with flames before charging in and killing the second Custodian. The last Custodian struck back and killed one Aggressor with ease. On the other side of the table, my devastators killed one Praetor outright and put a wound on another in the squad. The rest of the shooting phase was uneventful. Once the custodians got their turn, the game turned into a bloodbath.

The two remaining praetors and Shield-Captain moved up to attack the Devastators. With three hurricane bolters, the Custodes made short work of the bolter marines and the plasma cannon. During the charging phase my Shield-Captain charged the Space Marine Captain while the Praetors made for the remaining Devastators. Both succeeded the charge and proceeded to wipe out their targets. The last footslogging Custode was left standing with one wound left after killing another Aggressor.

Turn two saw the Space Marines wiped from the table. While the last Aggressor killed the last Custode, he was mowed down by the Shield-Captain’s hurricane bolter. The sniper scouts managed to kill the Praetors thanks to some lucky sixes and some poor rolling but were eventually wiped out by the Shield-Captain. He remained standing alone on the tabletop with 2 wounds remaining. Initially I was a little underwhelmed by their performance. But round two changed my mind.

 

Game 2

I reset the deployment as exactly the same as the first game, but instead started with the Custodes.

Turn 1 was brutal. The Custodians moved up to attack the Aggressors while the Praetors and Shield-Captain moved to take on the devastators and Space Marine Captain. The combined power of 4 hurricane bolters wiped out 6 of the 10 Devastators, while the charge from the Praetors wiped up the stragglers. The Shield-Captain succeeded charging the Space Marine Captain, dishing out 3 wounds and taking 2 in return. The Custodians killed one Aggressor with their guns and another with their melee weapons. During the Space Marine’s turn, the last Aggressor fell back while the scouts took their shots at the Custodes. A poor set of rolling only put 1 wound on the Custodes, while in the fight phase the Captain was wiped out by the Shield-Captain.

Turn 2 saw the last Aggressor gunned down by the Shield Captain and Praetors as they moved toward the scouts. The Custodians killed 5 scouts with their Guardian Spear’s and Sentinel Blade’s guns, and finished them off in close combat. A solid victory for the Custodes.

 

Observations

Though the lists were far from optimized, the first game was pretty evenly matched. Thanks to scout’s mortal wounds and a few good lascannon shots, the Space Marines were able to hold their own fairly well.  I think if the game would have had objectives, the Space Marine would have won simply due to the fact that they have more bodies on the field. If I would have taken a Dreadnought like I usually do, the jet bikes wouldn’t have been as effective in close combat.

The second game shows how well an alpha strike can throw off a game. During the first turn, the Praetors managed to destroy the devastators before taking any return fire, thus neutralizing 1 of 2 major threats. The Custodians put the hurt on the Aggressors and managed to evade the mortal wounds from the scouts, further sealing the Space Marine’s doom. The sheer mobility and power of the Praetors is awesome. Since they stayed close to the Shield-Captain, they gained re-rolls of 1s. Their WS and BS is already a 2+, meaning that most shots/hits connected. Their melee weapons allow for re-rolling all failed wounds if they succeed a charge, meaning that they are re-rolling all fails to hit and wound. This is extra powerful considering that their damage is D3.

TL;DR

Overall I liked their play style. I played an elite vs elite game, and the mobility shows its superiority. However, against a horde army like the guard, I wonder how the Custodians would fare. Before I buy I’ll run a few games against the Astra Militarum and see how the bodyguards of the Emperor fare against his Hammer!