I was under the assumption that the reason the large pattern knights weren’t effective was because they weren’t durable enough. I guess GW didn’t agree with me.
@viktorgabriel2554 those armies win by ignoring the knights and swarming objectives/grinding out secondaries. Knights have a 50% win ratio. They are clearly not needing any nerfs.
I'm really curious about their internal testing. Like do they play knights against armies without any anti-tank weapons and then say "Wow, they really are just too tough"
They play against Balanced armies what you are running in to is skewed armies the issue Knights have is that they dont have their servant units that they have in the Lore the guys running around whit shields and spears infantry currently it feels horrible to play against knights and has been for the entire edition
@@andrewlaidlaw7975 Void shields rule for titans in previous editions was a fun rule. Still don't think it would help in 10th though where everything is ultrakilly and my knight essentially dies to mass heavy bolter fire more often than it does lascannons
I said to my bro they should have lowered the T to 10 gave then a 2+ save and lowered the cost to between 250 and 300 depending if they can equip ranged in both hands that way you have double the amount on the board and they still have their cool tricks of shooting over ruins and running through them
Rules are temporary but as someone who has played knights all throughout this edition at GTs with hundreds of players repeatedly, and with team tournament wins and top placings these knight datasheets will make a massive difference. Unless the points are significantly different knights will be even worse, which is horrific when they were already terrible in comp play. Rules are just rules but these give me the worst of vibes.
@@viktorgabriel2554bring fracking anti-t. It is like - it is horrible to play against tyranids, when they went horde and I don’t have any anti-horde guns.
@viktorgabriel2554 how about you bring a balanced list instead of spamming how your all grot army didn't win against knights, do you spam this much when someone puts 10+ russes down?
It is simply a case of bring Anti-tank. I don't get why people don't bring anti-tank in general given vehicles are one of the most common things to encounter on an army list. Or some heavy melee hitters as Knights tend to struggle in melee if they haven't got a dedicated weapon for it. The amount of people I have seen go off on a hissy fit because someone brought a tank to a game when their opponents list is just Anti-infantry is pathetic. A great example of this being one of my mates is a Death Guard player and every time I speak about a vehicle model he goes quiet and starts complaining.
There seem to be a few issues with MESBG 3rd edition: 1. The massive cull of models and factions and with many models either cut or moved to legends. 2. Restrictions on army composition and lack of freedom to put an army together. 3. Cost of GW products Personally I think quite a few players will look back on 2nd edition fondly and decide they just don’t need 3rd.
My Russ's with there T 11, 13 Wounds with a +2 save have survived more prolonged fire and more anti-tank shots than my Imperial Knights, currently The changes knights are going under is going to only make them even worse in the future
The changes to Aeldari give me hope that GW is willing to completely change the army rule for a faction with their codex. Chaos Knights definitely require a rules rework, especially in light of these profile changes.
Oh god, as a chaos knight player, I can feel the heavy hand of the nerfbat coming towards us. We weren't even doing anything! You're still yet to nerf the one thing that’s making us a viable faction! Don’t make the worst parts even worse!
I feel like Knights are just not good to sell. Sure they are expensive but they also basically never get new ones so people wont keep buying new shit. Very sad to see still.
for real. The harpoon has been garbage for ages. Anything worth targetting with it probably will just make an invul save, and anything else it doesn't have the rate of fire to do any meaningful damage. The 4+ anti big things combined with dev wounds finally made it good at its one task, and then they take it away and give it blast, which slaps it right back where it was before. d3 + however many attacks for blast is next to nothing for a large swarm of gaunts, and unless you get extremely lucky and roll multiple 6s the chaos knight you just shot will laugh at you and reroll its invuls until it is no longer bracketed then charge you with its powerfist.
Can almost guarantee you the price dip in kill team box is not because of the content size, it's just them giving their consumer a break to breath easier before the coming universal price hike to make everything unaffordable.
Knights would need to come down by a minimum of 100+points for that huge of a nerf. This is such a dogshit change by someone who clearly doesn't play the faction.
My Drukhari are pretty happy about it... only because it makes enemy Knights ridiculously easier to kill. I wouldn't be surprised if they did the nerf only to lower their points costs so they could make people feel a need to buy an extra $180 knight kit to round out their force.
They will need to make the knights cheaper since they are making the stats so much worse, but then you get the problem of them being too cheap which can lead to people having to play against 7+ knights in a normal game.
Yay! Can't wait for direct nerfs to all the big knights for the chaos knights too! They TOTALLY Needed that nerf as they were WAY too overpowered! While your at it, buff the little guys even more as they are clearly underpowered!
I think this is going to work out for the better... If Rampager is coming in at like 285 and Desecrator at 310 with Cerastus at 350 ish, it would be pretty neat
@jag1460 that's what ck players have already been doing, and it's not really all that fun to play tbh, unless this comes with some huge points cuts and some actually good rules, big knights will just be completely dead.
@@watergaming7543 i was thinking of playing them again(returning player) then I saw those lists and it's just well sad. Like I want the big boys maybe a unit or so of armies but the big knights are literally too expensive for what they bring to the table.
Titus is the $42 and will be available in store. Was in my local WH store this weekend and the store manager was showing us the unboxing. If you're in the US and want the model, get the Space Marine board game from Target. It's $30 and includes the same Titus model and a bunch of tyranids.
Yes, lets make the anti monster/vehicle gun worse at killing the monsters and vehicles that you would need this knight for, as your normal anti armour knights would struggle against the invulns. Good job, there is now even less reason to take the valiant.
The Thundercoil Harpoon lost a point of BS according to that rule sheet, too, it currently hits on 2+. If nothing else, this really reinforces the case- again- for the Chaos Knight Tyrant to be split into two Datasheets like the Imperial one is, because the gulf between the two builds just got even wider. In general I'm assuming the idea here is to allow more units to meaningfully threaten the big Knights rather than just be largely ignored by them, but I'm not certain that was necessary. In particular it seems to make the Dominus knights feel particularly squishy against Death Guard who can reduce them to T11/ 4+ fairly trivially and then chip quite a lot of damage off them with Lethal Hits small-arms even before the big stuff gets to work.
They REALLY need to do that. The harpoon hitting less consistently and losing anti monster/vehicle completely removes the point of the weapon. Sure, more attacks and blast is ok "i guess," but it isn't meant to fire at targets with enough models for blast and without the guaranteed 50/50 for damage against most targets it's intended to fire at, its right back to basically only having one meaningful weapon in its arm hard points and even then it's second arm mounted weapon isn't all that great and even if it was the mech isn't sturdy enough to last long enough to use it.
Ayo that Castellan is like a 360 pt unit. I was ok running one allied with Guard as its a slightly more expensive baneblade with a 5+ inv in shooting and some fun weapons. Now its rogal dorn toughness?? wat
@nickrivas6429 naw a baneblade is 480, Banesword is 480. Cheapest is ShadowSword at 440. At 510 it it's literally a slightly more expensive Baneblade. It comes with a volcano cannon (similar but not exact) to the ShadowSwords cannon. It has twin meltagun and shield breaker rockets which are similar to lascannons and heavybolter setup. It also has a *second cannon the plasma, which is essentially a leman Russ turret but higher toughness. The knight also comes with a 5++ invul in shooting. Considering a Baneblade plus Tech priest (4++ invulnerable save) is 480 +45 = 525
Well then, knights will hopefully get a bunch of points reductions to mirror these changes if they are to be true. The only reason I think this cannot be right because throughout every edition the harpoon has never been a blast weapon and only had one shot.
I want that new Here-Tek because I want to kitbash the Servo-drone with the Servo-Turret from the Aquilons. Give it little treads and a steeple to go with the Big Gun attached to the side
If they get a drop in points that's fair, this isn't necessarily a bad thing, especially if it means you can field more of them. It's one way to put an end to Armiger/War Dog spam.
In casual game IK are sometime hard for the game partner. Nerf them a bit is ok if points drop. If I have more knight on table, it's also more gameplay avaible so I'll wait a bit before starting crying 😅
One detail missed (unless I didn’t hear it) is that the harpoon drops from hitting on 2s to hitting on 3s. Keep in mind also that Tyrants don’t get reroll like the imperial knights do. Seems like a bit of a downgrade, but with much more “swing” making them much less reliable for a unit that already has pretty unreliable guns (the tyrant, not as much the castellan / valiant because of their rerolls).
Does everyone seem to forget that most GW models still ship with outdated stat sheets attached to the instructions? Most of my space wolf boxes ship with data sheets that arent anywhere close to what the actual 10th edition ones are,so as someone who also uses Knights as allies, Im not too concerned until the actual stats get released by GW
17:01 congradulations GW you “fixed” a game that did not need fixing Also Auspex….i have not yet seen Gw do any form of derestriction in the past edition - it’s not their MO
@@boredmagala5701 the model has been consistently nerfed over and over again, It's hard to wait to keep stuff around when the faction isn't allowed to even function.
I don’t really understand why people just sell their models because GW made them worse for an edition. I find it hard to believe you’re only playing for grand tournaments where you win for cash, and you absolutely have to have optimized lists
Wild people will drop projects they've dumped hundreds of dollars and dozens of hours into at the drop of a hat, over a change you can just flat out ignore in casual games and just use the old stats if these are true.
I mean sure if you want to drop the toughness to help the armies without much anti tank go for it but give em more than a couple extra wounds at least. Like 6-8 at least on the meduim knights. Then they still feel tough. Like a questoris with 28 wounds wouldnt feel so bad at T11 when lascannons still need and average of 6 or so hits to take em down
With the knights people are missing the point that the abilities, points costs, detachments and especially the invul use is unknown at the moment. Knights might be able to regen wounds like in 9ths mechanicum detachments, or keep invuls in melee. They might also be costed cheaper so you can field even more on the board
Yippee, sure love most things of note getting +1 to wound my already bad big knights in return for a.marginal wound increase, and still being stuck on 3+ saves
As a CK player im watching GW somehow manage to make the disparity between big knights and wardogs even worse lol. All we've wanted edition after edition is for our big knights to be relatively on par with wardogs.
Yeah. What is it with these people and making things more "Meh" for knight players? The durability changes are fine, I guess. quite unflavourfull but fine.. The weapon changes just feels boring. "Yay, we took the second least used knight in the roster and made it worse - why aren't you all cheering?". Yes, the range cut is that bad.
If GW think making Knights -1t but giving them more wounds and dropping their cost like 100 points is a good idea for the game I can't wait for it to be ruined by me running 156 T11 wounds across 6 OC8 models that can shoot fight and action.
I wonder if this is them nerfing the data sheets before they buff the auras they used to have Maybe we’re gonna see that thing they do to buff armigers affect big knights again? Can you tell i don’t play knights?
Imma make the call of the century rn , there army rule will include something about adding plus one to there toughness , this nerf will only impact allying in knights
Man 40k players are so annoying lol. Slight change to rules that hasn't even been confirmed or tested yet....WELL MY ARMY SUCKS, IT NEVER WILL RECOVER. GW HATES THIS ARMY. MY WIN RATE ISN'T 100% OBVIOUSLY GW HATES THEM.
@samwisegame-geek3392 your missing the reason why we are mad lmao. Big knights, especially CK have been struggling all edition long, and this is a potential performance to them with no confirmed bu
Ah yes, mess with knight stats when they are perfectly balanced in the middle and had a history of being tough. A 3+ save on a dominus is a joke. If this comes true I will join the riot of others. We are going to protest in Nottingham!
Pls 5 points of Vanguard veterans with jump pack. They already lost most good weapon options. They are not jump intersessors, that don't even need to engage to do damage...
Knights is going to be a shitty book with fun rules, the fun rules will be patched out after the following Balance data sheet and the army will be left being just a statline/statcheck army. Youll be pushed to buy either big knights or Small based on whats in the warhouse at the time of writing. since its been armigers for a while they may be getting low and questoris knights might get bondsman abilities back to make them valued, Points will be low at first to encourage sales, then nerfed to normal levels a little while later. (source...every knights codex since 7th)
@ actually, I was thinking three sixty-dollar, ten-strong units of battleline foot-soldiers. But that’s possible too, especially if they plastify the admech knight kits.
The main problem is that a lot of armies lack units with anti vehicle/anti monster, this makes the toughness way to high, not to mention the invul save of 4+ this paired with d6 damage makes knight waay to hard to kill. I mostly ignore them and just focus on armigers.
Pretty sure T11 but more wounds makes knights tankier vs all small arms fire and any 13+ strength attacks. Only squishier vs Str 12 where theres an abundance of str 9 and str 10. We don’t even have any points or detachments/rules yet. Everyone just loves to complain for the sake of complaining
Or, consider knights players know what kills them, and what doesn't. Taking this as accurate, my knights would be more dead, more quickly. As 4 extra wounds is really nothing to chew through, but getting big guns punching you out on 3s is nasty. Before we consider that invuln MAY have gone (as that is even less certain than the toughness/wounds rules)
It does not. Lascannons, the literal most common anti tank weapon just got +1 to wound us as did a lot of equivalents and that will very quickly overwhelm any benifits from the +4 wounds. Big knights needed MORE durability, not less
I have both chaos and Imperium knights They are perfectly fine at dealing with small arms fire. They have enough wounds that if one or two sneaks through it won't cause a big problem Meanwhile, anti-tank guns like Laz cannons which every single faction has a variant of or even some bigger ones like rail guns for the tau make Knights basically unplayable, if anything all of the big ones should have a natural minus one to wound and a +2 save One of my primary armies is guard and I have had Russ's survive longer under prolonged fire, then The giant robots under the exact same prolonged fire
Yeah yeah custodes also were very bad wen arrive and look at them winning well and with a player winning the world cups... Stop crying until we have an official release and the full set of rules is out
bruh spends 1/10th of his run time on ads. RUclips really is getting worse then cable. Kinda sad way to beg on the internet bud. If i pay you 1000 bucks will you spend 1/10th of your video talking about how dumb you are for me.
I was under the assumption that the reason the large pattern knights weren’t effective was because they weren’t durable enough. I guess GW didn’t agree with me.
Accurate - if they wanted to fix knight durability, why weren't questoris class given the 2+ they've no reason to not have?
some armies cant deal whit knights at all already if you make them more durable then you are auto winning against some armies as a knight
@viktorgabriel2554 those armies win by ignoring the knights and swarming objectives/grinding out secondaries. Knights have a 50% win ratio. They are clearly not needing any nerfs.
@@viktorgabriel2554if knights stomped you- sorry you are bad
@@viktorgabriel2554 skill issue, take lascannons noob
I'm really curious about their internal testing. Like do they play knights against armies without any anti-tank weapons and then say "Wow, they really are just too tough"
“Internal testing” lmao
They played against NIDs and orks
You think they do any testing?
Pretty sure they don't do any testing since they sacked all their testing guys.
They play against Balanced armies what you are running in to is skewed armies the issue Knights have is that they dont have their servant units that they have in the Lore the guys running around whit shields and spears infantry currently it feels horrible to play against knights and has been for the entire edition
Knights should have a 2+ save change my mind.
Definitely, if not a 3+ save with regenerative shields
@@andrewlaidlaw7975 Void shields rule for titans in previous editions was a fun rule. Still don't think it would help in 10th though where everything is ultrakilly and my knight essentially dies to mass heavy bolter fire more often than it does lascannons
Making medium Knights the toughness of a Russ is insulting. Making big Knights the toughness of a Dorn is preposterous. WITH WORSE SAVES?
literally just a squishier tank for twice the points and price
I said to my bro they should have lowered the T to 10 gave then a 2+ save and lowered the cost to between 250 and 300 depending if they can equip ranged in both hands that way you have double the amount on the board and they still have their cool tricks of shooting over ruins and running through them
With the trend of Knights losing a toughness I'm dreading what they'll do to Armigers. The best not make them the same toughness as a bloody Taurox
Logically they have more segments in their armour, etc
Wait what were there values before if you remember?
Rules are temporary but as someone who has played knights all throughout this edition at GTs with hundreds of players repeatedly, and with team tournament wins and top placings these knight datasheets will make a massive difference. Unless the points are significantly different knights will be even worse, which is horrific when they were already terrible in comp play. Rules are just rules but these give me the worst of vibes.
Knights winning GTs and doing tops??? 😂😂😂😂 What a good joke hahahahaha
its a terrible experience to play against Knights
@@viktorgabriel2554bring fracking anti-t. It is like - it is horrible to play against tyranids, when they went horde and I don’t have any anti-horde guns.
@viktorgabriel2554 how about you bring a balanced list instead of spamming how your all grot army didn't win against knights, do you spam this much when someone puts 10+ russes down?
It is simply a case of bring Anti-tank. I don't get why people don't bring anti-tank in general given vehicles are one of the most common things to encounter on an army list. Or some heavy melee hitters as Knights tend to struggle in melee if they haven't got a dedicated weapon for it.
The amount of people I have seen go off on a hissy fit because someone brought a tank to a game when their opponents list is just Anti-infantry is pathetic. A great example of this being one of my mates is a Death Guard player and every time I speak about a vehicle model he goes quiet and starts complaining.
There seem to be a few issues with MESBG 3rd edition:
1. The massive cull of models and factions and with many models either cut or moved to legends.
2. Restrictions on army composition and lack of freedom to put an army together.
3. Cost of GW products
Personally I think quite a few players will look back on 2nd edition fondly and decide they just don’t need 3rd.
If the Knights get a terrible codex, maybe that means Guard will get the good one this season...?
Forsake all hope sergeant, it's the hope that kills you
My Russ's with there T 11, 13 Wounds with a +2 save have survived more prolonged fire and more anti-tank shots than my Imperial Knights, currently
The changes knights are going under is going to only make them even worse in the future
Excited for that Heretek mini. That's a Technoarchaeologist proxy model for my army, right there.
At least my robots will look cool on the shelf.
The changes to Aeldari give me hope that GW is willing to completely change the army rule for a faction with their codex. Chaos Knights definitely require a rules rework, especially in light of these profile changes.
Oh god, as a chaos knight player, I can feel the heavy hand of the nerfbat coming towards us. We weren't even doing anything! You're still yet to nerf the one thing that’s making us a viable faction! Don’t make the worst parts even worse!
Yeah...let's take the army that's perfectly in the middle of the game and make em worse. That's the play right? They just don't like Knights too much
as a former Deathwatch player. First time?
Don’t be surprised when Knights get the same treatment Daemons are about to get.
@@Rebumai Oh, I played Deathwatch too buddy
I feel like Knights are just not good to sell. Sure they are expensive but they also basically never get new ones so people wont keep buying new shit. Very sad to see still.
They get allied too much
Knights aren't that strong to start with and they are making them weaker
I wonder if the Rune Priest comes with a canister of "I'm totally not Heretical Psyker Scum." Copium.
Same with white scars
@@Saf_Ibn_Sayyad_Baconwhite scars never claimed to not be psykers.
They weren’t hypocrites like SW
Better than coping about about being demon possed like a certain legion made of psykers
If they get rid of my instant primach deletion button with that change to the harpoon I will fucking riot
for real. The harpoon has been garbage for ages. Anything worth targetting with it probably will just make an invul save, and anything else it doesn't have the rate of fire to do any meaningful damage. The 4+ anti big things combined with dev wounds finally made it good at its one task, and then they take it away and give it blast, which slaps it right back where it was before. d3 + however many attacks for blast is next to nothing for a large swarm of gaunts, and unless you get extremely lucky and roll multiple 6s the chaos knight you just shot will laugh at you and reroll its invuls until it is no longer bracketed then charge you with its powerfist.
Can almost guarantee you the price dip in kill team box is not because of the content size, it's just them giving their consumer a break to breath easier before the coming universal price hike to make everything unaffordable.
Knights would need to come down by a minimum of 100+points for that huge of a nerf. This is such a dogshit change by someone who clearly doesn't play the faction.
My Drukhari are pretty happy about it... only because it makes enemy Knights ridiculously easier to kill. I wouldn't be surprised if they did the nerf only to lower their points costs so they could make people feel a need to buy an extra $180 knight kit to round out their force.
nah i play knights alot. they will be fine
They will balance this with a Detachment.
However, the weapon stats of the Valiant are hillarious bad.
They will need to make the knights cheaper since they are making the stats so much worse, but then you get the problem of them being too cheap which can lead to people having to play against 7+ knights in a normal game.
for this bad of stat like they would need to drop down to like 250 points maximum for big knights. As of this leak, they are just worse leman russ's
@@kirbyball97 Man 210 pts is dreadnought, 250 are deathwing knights. You are dreaming if you think that is well balanced
I think that’s exactly what Gw wants 😂 - force you to buy extra knights
They are not dropping the points they are doing this to try to make it bareble for all armies to play against knights right now
@@kirbyball97 yhea and they will drop Hive Tyrants down to 50 points while they are at it
Necromunda consistently has the best 40K models. They don’t miss
Yay! Can't wait for direct nerfs to all the big knights for the chaos knights too! They TOTALLY Needed that nerf as they were WAY too overpowered! While your at it, buff the little guys even more as they are clearly underpowered!
Might as well just run only little knights.
I think this is going to work out for the better... If Rampager is coming in at like 285 and Desecrator at 310 with Cerastus at 350 ish, it would be pretty neat
@jag1460 that's what ck players have already been doing, and it's not really all that fun to play tbh, unless this comes with some huge points cuts and some actually good rules, big knights will just be completely dead.
@@watergaming7543 thats what IMP knights players are doing too, they at least get canis rex as an auto include
@@watergaming7543 i was thinking of playing them again(returning player) then I saw those lists and it's just well sad. Like I want the big boys maybe a unit or so of armies but the big knights are literally too expensive for what they bring to the table.
Gw: sees no one uses big knights in chaos. Also gw:this idiocy (im not even a knights player)
Titus is the $42 and will be available in store. Was in my local WH store this weekend and the store manager was showing us the unboxing. If you're in the US and want the model, get the Space Marine board game from Target. It's $30 and includes the same Titus model and a bunch of tyranids.
Yes, lets make the anti monster/vehicle gun worse at killing the monsters and vehicles that you would need this knight for, as your normal anti armour knights would struggle against the invulns. Good job, there is now even less reason to take the valiant.
The Thundercoil Harpoon lost a point of BS according to that rule sheet, too, it currently hits on 2+. If nothing else, this really reinforces the case- again- for the Chaos Knight Tyrant to be split into two Datasheets like the Imperial one is, because the gulf between the two builds just got even wider. In general I'm assuming the idea here is to allow more units to meaningfully threaten the big Knights rather than just be largely ignored by them, but I'm not certain that was necessary. In particular it seems to make the Dominus knights feel particularly squishy against Death Guard who can reduce them to T11/ 4+ fairly trivially and then chip quite a lot of damage off them with Lethal Hits small-arms even before the big stuff gets to work.
They REALLY need to do that. The harpoon hitting less consistently and losing anti monster/vehicle completely removes the point of the weapon. Sure, more attacks and blast is ok "i guess," but it isn't meant to fire at targets with enough models for blast and without the guaranteed 50/50 for damage against most targets it's intended to fire at, its right back to basically only having one meaningful weapon in its arm hard points and even then it's second arm mounted weapon isn't all that great and even if it was the mech isn't sturdy enough to last long enough to use it.
Good to know that termies and hellhounds get a 2+ save but EMPEROR FORBID the 40ft tall walking fortress gets one !!!
Not even an invuln save without strats...
And it only works at range.
Dont have un armored joints and system critical cable bundles hanging exposed every where. Suffa heretic
@@KnightsofTitanMfw the hellhound is literally a drivable propane tank 🌞
Ayo that Castellan is like a 360 pt unit. I was ok running one allied with Guard as its a slightly more expensive baneblade with a 5+ inv in shooting and some fun weapons. Now its rogal dorn toughness?? wat
More expensive baneblade? You sure about that? Maybe a stormbalde, but all the tanks are 400 minimum
@nickrivas6429 naw a baneblade is 480, Banesword is 480. Cheapest is ShadowSword at 440. At 510 it it's literally a slightly more expensive Baneblade. It comes with a volcano cannon (similar but not exact) to the ShadowSwords cannon. It has twin meltagun and shield breaker rockets which are similar to lascannons and heavybolter setup. It also has a *second cannon the plasma, which is essentially a leman Russ turret but higher toughness. The knight also comes with a 5++ invul in shooting. Considering a Baneblade plus Tech priest (4++ invulnerable save) is 480 +45 = 525
Well then, knights will hopefully get a bunch of points reductions to mirror these changes if they are to be true. The only reason I think this cannot be right because throughout every edition the harpoon has never been a blast weapon and only had one shot.
I think Titus is GW shops only. I seem to recall the WH Community post saying that in passing.
Custodes treatement 😂
I want that new Here-Tek because I want to kitbash the Servo-drone with the Servo-Turret from the Aquilons. Give it little treads and a steeple to go with the Big Gun attached to the side
gunna throw some tech heresy in my traitor guard
If they get a drop in points that's fair, this isn't necessarily a bad thing, especially if it means you can field more of them. It's one way to put an end to Armiger/War Dog spam.
In casual game IK are sometime hard for the game partner. Nerf them a bit is ok if points drop. If I have more knight on table, it's also more gameplay avaible so I'll wait a bit before starting crying 😅
Dark mechanicum
My friend is gonna be happy
S and T breaking out of the 1-10 scale was and will always be a mistake, IMO. It feels like everything has gone kind of damn wild, since then.
A third army book - Armies of Middle Earth - will likely have the full range lists and what if's as it's not tied to any of the 7 movies.
One detail missed (unless I didn’t hear it) is that the harpoon drops from hitting on 2s to hitting on 3s. Keep in mind also that Tyrants don’t get reroll like the imperial knights do. Seems like a bit of a downgrade, but with much more “swing” making them much less reliable for a unit that already has pretty unreliable guns (the tyrant, not as much the castellan / valiant because of their rerolls).
The only thing better than this is if the chaos knights battleshock negatives affected themselves aswell
Does everyone seem to forget that most GW models still ship with outdated stat sheets attached to the instructions? Most of my space wolf boxes ship with data sheets that arent anywhere close to what the actual 10th edition ones are,so as someone who also uses Knights as allies, Im not too concerned until the actual stats get released by GW
17:01 congradulations GW you “fixed” a game that did not need fixing
Also Auspex….i have not yet seen Gw do any form of derestriction in the past edition - it’s not their MO
How is everyone else except 40k getting dark mechanicum and/or hereteks
Its insane they would make knights so weak
God finally Vespids are a separate box. I’ve been waiting so long for them
Seeing these knight datasheets makes me wonder if they are weakening the knights to work in/bring back bondsman abilities. One can dream.
Can they do a physical release of titus for once
Reducing the range on the Valiant Harpoon while also making it Blast is so hilariously bad. Time to sell my Knights for good.
They are cool center piece models still.
I think that’s a little hasty, but you do you ig
@@boredmagala5701 the model has been consistently nerfed over and over again, It's hard to wait to keep stuff around when the faction isn't allowed to even function.
I don’t really understand why people just sell their models because GW made them worse for an edition. I find it hard to believe you’re only playing for grand tournaments where you win for cash, and you absolutely have to have optimized lists
Wild people will drop projects they've dumped hundreds of dollars and dozens of hours into at the drop of a hat, over a change you can just flat out ignore in casual games and just use the old stats if these are true.
I mean sure if you want to drop the toughness to help the armies without much anti tank go for it but give em more than a couple extra wounds at least. Like 6-8 at least on the meduim knights. Then they still feel tough. Like a questoris with 28 wounds wouldnt feel so bad at T11 when lascannons still need and average of 6 or so hits to take em down
The only hope for knights is that there's some really good stuff coming in the codex if they ever get one.
With the knights people are missing the point that the abilities, points costs, detachments and especially the invul use is unknown at the moment. Knights might be able to regen wounds like in 9ths mechanicum detachments, or keep invuls in melee. They might also be costed cheaper so you can field even more on the board
Titus is Warhammer stores only to manage supply. I imagine he'll be standard marine character price
Yippee, sure love most things of note getting +1 to wound my already bad big knights in return for a.marginal wound increase, and still being stuck on 3+ saves
The Valiant saw little enough play as is, I guess they just wanted it to never reach the table, huh?
I hope Chaos Knights detachment is at least decent.
As a CK player im watching GW somehow manage to make the disparity between big knights and wardogs even worse lol. All we've wanted edition after edition is for our big knights to be relatively on par with wardogs.
Hans got quite the majestic moustache.
Dang big knights that don't get seen nerfed wild
I can't wait for your average knight to be weaker than your average guard tank.
Rube Priest looks like he runs a craft beer store his dad paid for.
Said it before, I'll continue to play DG and make Knights T9 with contagion and a GUO.
a Knight Castellan having the same toughness as a Rogal Dorn (even if temporarily) is a travesty...
Friendly reminder that heretek doesnt automatically mean Chaos. This looks like an unorthodox techpriest to me.
I just picked up chaosknights and they get neved before I even finished building them 😑
Yeah. What is it with these people and making things more "Meh" for knight players? The durability changes are fine, I guess. quite unflavourfull but fine.. The weapon changes just feels boring. "Yay, we took the second least used knight in the roster and made it worse - why aren't you all cheering?". Yes, the range cut is that bad.
The knight rules better be worth it.
And yet people say the Wraithknight is so overpowered it needs to be 495pts
I’m going to strangle he if they nerf the big knights that
Much right after the valourstike lance
How in the name of hell are Knights a 3+ armor, when Custodes has even more models than them, more armor, and such at a 2+?
If GW think making Knights -1t but giving them more wounds and dropping their cost like 100 points is a good idea for the game I can't wait for it to be ruined by me running 156 T11 wounds across 6 OC8 models that can shoot fight and action.
Can finally get my beastmen for chaos
I wonder if this is them nerfing the data sheets before they buff the auras they used to have
Maybe we’re gonna see that thing they do to buff armigers affect big knights again?
Can you tell i don’t play knights?
Imma make the call of the century rn , there army rule will include something about adding plus one to there toughness , this nerf will only impact allying in knights
Man 40k players are so annoying lol. Slight change to rules that hasn't even been confirmed or tested yet....WELL MY ARMY SUCKS, IT NEVER WILL RECOVER. GW HATES THIS ARMY. MY WIN RATE ISN'T 100% OBVIOUSLY GW HATES THEM.
The worst part of the 40k experience is the 40k community
@samwisegame-geek3392 your missing the reason why we are mad lmao. Big knights, especially CK have been struggling all edition long, and this is a potential performance to them with no confirmed bu
I've never bought any kill team/ warcry / necromunda kits, are they all resin? never knew that but explains the higher price
Kill Team and Warcry are plastic. Necromunda single and paired minis are resin, but full gang kits are plastic.
@@kglguy Thanks!
Damn GW really don't like Knight players, huh?
I'm doubting the validity of these knight leaks.
welp back to chaos war dogs, weren't they wanting to end that ?
Ah yes, mess with knight stats when they are perfectly balanced in the middle and had a history of being tough. A 3+ save on a dominus is a joke. If this comes true I will join the riot of others. We are going to protest in Nottingham!
Lovely face on the wolf, pity we've been getting such doughy doughy faces in 40k plastic lately.
its weird how 30k continues to get unique model releases while they basically killed alot of the unique stuff in 40k
Hot take. Knights should have never been in base 40k. They should have stats and a point cost for apocalypse only.
Three videos in one day is crazy
Knights were already bad for competitive play, if they do those changes they will suck even more. What a shame.
Yeah do the warhammer 40k player thing... and cry about everything...
Pls 5 points of Vanguard veterans with jump pack. They already lost most good weapon options. They are not jump intersessors, that don't even need to engage to do damage...
Knights is going to be a shitty book with fun rules, the fun rules will be patched out after the following Balance data sheet and the army will be left being just a statline/statcheck army. Youll be pushed to buy either big knights or Small based on whats in the warhouse at the time of writing. since its been armigers for a while they may be getting low and questoris knights might get bondsman abilities back to make them valued, Points will be low at first to encourage sales, then nerfed to normal levels a little while later. (source...every knights codex since 7th)
Knights should basically be unkillabke so space marine infantry cannot wound them
Seems like they’re making knights cheaper so people will suddenly have room in their lists for a new unit…
Yes for you to buy another 200 dollar model a
@ actually, I was thinking three sixty-dollar, ten-strong units of battleline foot-soldiers.
But that’s possible too, especially if they plastify the admech knight kits.
The main problem is that a lot of armies lack units with anti vehicle/anti monster, this makes the toughness way to high, not to mention the invul save of 4+ this paired with d6 damage makes knight waay to hard to kill. I mostly ignore them and just focus on armigers.
this shit has to be rage bait bro there's no way they're gimping knights even harder
Okay, hear me out.
Nerf the knights
Decrease the point costs
Force people to have to buy more knights to fill an army out
Profit
If knights get nerfed I quit until 11th
This saddens me
GW has ruined Knights for me. 😔
Ah yes, "leaked" rules that probably aren't legitimate ruined knights for you. Get out of here tourist
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Pretty sure T11 but more wounds makes knights tankier vs all small arms fire and any 13+ strength attacks. Only squishier vs Str 12 where theres an abundance of str 9 and str 10. We don’t even have any points or detachments/rules yet. Everyone just loves to complain for the sake of complaining
Or, consider knights players know what kills them, and what doesn't. Taking this as accurate, my knights would be more dead, more quickly. As 4 extra wounds is really nothing to chew through, but getting big guns punching you out on 3s is nasty. Before we consider that invuln MAY have gone (as that is even less certain than the toughness/wounds rules)
It does not. Lascannons, the literal most common anti tank weapon just got +1 to wound us as did a lot of equivalents and that will very quickly overwhelm any benifits from the +4 wounds. Big knights needed MORE durability, not less
I have both chaos and Imperium knights
They are perfectly fine at dealing with small arms fire. They have enough wounds that if one or two sneaks through it won't cause a big problem
Meanwhile, anti-tank guns like Laz cannons which every single faction has a variant of or even some bigger ones like rail guns for the tau make Knights basically unplayable, if anything all of the big ones should have a natural minus one to wound and a +2 save
One of my primary armies is guard and I have had Russ's survive longer under prolonged fire, then The giant robots under the exact same prolonged fire
Noob
Yeah blast for all big knight??! GW are freaking clowns
Yeah yeah custodes also were very bad wen arrive and look at them winning well and with a player winning the world cups... Stop crying until we have an official release and the full set of rules is out
the rune caster looks a bit like a scent for men model. is the right grooming regime the true source of rune-priest power?
Made valiants even worse’s. Useless gw can’t write rules
bruh spends 1/10th of his run time on ads. RUclips really is getting worse then cable. Kinda sad way to beg on the internet bud. If i pay you 1000 bucks will you spend 1/10th of your video talking about how dumb you are for me.