Imperial Knights


Showcase: Imperial Knight Adeptus Custodes

Hi all! Just wanted to let you know that I finished my Imperial Knight of the Adeptus Custodes. This is the fourth Knight I painted beside the ones for the Mechanicum and the Ministorum. For the left arm weapon conversion (I imagine some kind of fusion weapon) I used some bits from the Onager Dunecrawler and the Kataphron Breachers. What do you think? Leave a comment or reaction...

» View Source Article

Imperial Knights - House Corvus Twins in manufactorum pt5. 'skipping leg day'

I know I agreed to pledge both these Knights to Dreadtober it's clear now they are never going to be complete. At this point I'll be happy with basing and primed. As I want to do both I really needed to crack on with the re-pose for the second Knight. I can say right now I am not enjoying it one bit. The feet aren't glued to the ankles, which aren't glued to the legs, which aren't glued to the hip pipes which aren't glued to the waist and times that by both legs [the second not even joined the two halves together] and it's a blooming nightmare.I'd been avoiding dealing with it but had to press on. I split the toes so it could stand 'clamped' on the old Ben 10 toy. I drilled and pinned all the toes. Then I split a 12mm [or 10mm?] wooden bead and glued it in place for the ankle joint.I removed the molded ankle joint - *Top Tip* score all the way round the ball joint then twist the piece off with needle nose pliers. So long as you go perpendicular to the cut it snaps off with minimal effort. Much safer than tryi

» View Source Article

Imperial Knights - House Corvus Twins in manufactorum pt4. All your base...

Here we go, back on familiar ground - quite literally. Red Planet BASE! I used my Valejo black wash for this. Slightly thinned and mixed with the Sepia, it's worth noting that in some recesses the powdery residue, always present when using Seraphim Sepia, also materialised. But a quick touch up on those spots with Army Painter Dark Shade covered those up.Vermilion drybrush.1st stage highlight [Vermilion + pumpkin orange, roughly 4:1 ratio, maybe 5:1].2nd stage highlight [Vermilion + pumpkin orange, roughly 3:1 ratio]Lastly 3rs stage highlight - pumpkin orange.The pipe is going to be very rusty but yellow - next level grunge compared with my Genestealer Sentinels. The supports might just be rusted metal though. I was really chuffed how quick this progressed and the knight is almost ready for priming too, but you see the guns in the background that need magnetising, while the second knight needs posing and basing too...All of this is something I can get done in a week of concerted effort, I'm confident of that.

» View Source Article

Gamestart: A Time of Legends Game 3

Scenario 3: Nexus ControlAfter the pairings were announced (on the app so no more screaming), I was pleasantly suprised that I would play with Lum. Lum chose the following secondary missionsHeadhunterMark for DeathGround ControlI chose the followingKingslayer: CastellanTitan SlayersGround ControlHis army was a simple and direct one, 2 Imperial Knights supported by one Castellan (with a Company Commander and 2 Psykers. It's the type of list my list was created to counter. As deployment was narrow, I chose to deploy the Scouts hidden where possible while stacking one flank heavily. I knew I would struggle taking the Knights down so I needed to concentrate. Mounted the DC in the SR prior to deployemtnLOS blocking is critical as it allowed my smaller infantry models to move up rather untouched.While Lum managed to win the roll off for Turn 1, I seized and took it. Slamguinus and Lemartes was in Deepstrike ReservesThose Scouts in the ruins stood little chanceDestroyed the first Imperial Knight befor

» View Source Article

2000pts battle report - Imperial Knights & Dark Angels v ORKTOBER!

Ben has been busy home renovating recently so it's been a challenge to arrange a gaming but as we've all signed up for the Last Chance Open we thought we'd better learn how to play 40k again 😃 We rolled Front Line Assault deployment map - long-ways arrow. We were trying to understand the ITC rules but I think we gave up in the end - bodes well for January!Ben has just 2,000pts of Orks so his army had no options or opportunity to fine-tune. Lots of Boyz, Nobz, Bikerz and Tankbusters in Trukks. There was also Snikkrot and his Kommandos.I took my Cerastus, 2 Warglaives, My Knight Errant [as a Freeblade], 2 min Dark Angel Tactical Squads [one with Plasma cannon], Scout Snipers, Techmarine, Chaplain, 2 Ravenwing bike squads with Plasma Guns and my Old Skool Predator - in use for the first time ever.Ben won first turn and I failed to steal. As you can see everything got up in my face pretty quick.Snikrott's Komandos appeared on my flank, although he turned up in the middle of the board.There was a lot of greenskin

» View Source Article

Imperial Knights - House Corvus Twins in manufactorum pt3.

With my base 'iced' with tile adhesive it was time to put on some sand and slate. I freely admit I hadn;t really thought about the placement of the slate and so the sand needed to go some way to blending it all in. However when the Knight was put in place it just looked so dull. There was just too much empty space and I thouhg it needed something in the foreground to break ot up...I may have gone a little overboard though. It definitely solves the problem but it's a little overwhelming in some respects. Overall it's better though so I can live with it.I found th eplastic tube in the garage, no idea what it was from but new it would work. I had some Drop Pod harnesses to use as supports, the round thing was another bit that PeteB gave me years ago that looked like a cool pipe manifold. I then used masking tape to make pipe collars, wrapping them round the pipe.I had to dig/drill/gouge out chunks of grout/slate/MDF to fit it all in and then Valejo Red Oxid [sic] paste to blend it all inI also added the extra bi

» View Source Article

Imperial Knights - House Corvus Twins in manufactorum pt2.

Got chance to go pick up my Knight legs from Liam, this is what he did for me.I wanted it in motion, I had quite the mental block that was preventing me from attempting both knights poses at once and we'd discussed how much he enjoyed the modelling side so I bullied him into doing it for me.But I'm going to be putting it on a different base so it'll be moving a little bit more 'at pace'.I think that tread pattern is ribbon cable actually. It's pretty cool anyways.And the resculpted toe joints.Here's the base, starting with a section from a Star Wars Ice Planet of Hoth toy that was going in the bin. I screwed it in place.And tried three different placements. Starting in the bottom left black hole, then the middle left and finally I had to have it standing on the hatch.Every other position had been unbalanced or almost horizontal! Now I have quite a linear approach to some of these projects. As much as the hobby butterfly flits me from one project to another when I get the urge I must act on it. Filling out t

» View Source Article

1750pts battle report - Imperial Knights & Blood Angels v Imperial Knights & Nurgle Death Guard - game 3

Double Trouble 4 and Alex From the Fang's doubles tournament replacing Blog Wars. 875pts with random pairings but all match-ups are Battle Brothers. Once again my recollection is pretty hazy so for the most part enjoy the pictures, the commentary will be secondary ;)  My first Blog Wars was Blog Wars 6 in June 2013, in that time I don't think Alex and I have ever faced or paired with each other. We've been on adjoining tables but with this our last chance to dance Alex twisted the strands of fate to put us both on the same table - Knight on Knight! I'm paired with Tom Capper again [paired with for DT3 and opposite for Never Mind the Blog Wars] he had his Blood Angels, Mephiston, possibly Astorath some Assault Terminators and Sanguinary Guard. Alex had his two Helverins and a Knight Warden and was partnered with Jonathan Lyness [regular attendee both at Alex's events and my own Birthday Bash] he had Nurgle and Death Guard - a Damon Prince, big blob of cultists, 2 Bloat Drones, unit of Pl

» View Source Article

1750pts battle report - Imperial Knights & Blood Angels v Astra Militarum & Tyranids - game 2

Double Trouble 4 and Alex From the Fang's doubles tournament replacing Blog Wars. 875pts with random pairings but all match-ups are Battle Brothers. Once again my recollection is pretty hazy so for the most part enjoy the pictures, the commentary will be secondary ;) Game 2 and I'm partnered with Matt Longmore again [I'd been paired with him at DT2 and he was my opponent in DT3]. He'd brought his Blood Angels with 'Captain Slam', some Veterans, Death Company, a squad of Helblasters and some other units [THSS Terminators] that would benefit from reserve deployment. We were up against Andy Peat and his Tyranids [5 Carnifex, Old One Eye, a Neurothrope and a Biovore] and Lucas Rooney and his Astra Miliarum [2 Leman Russ, 2 Basilisks, a small unit of Bulgryns, a 'Command Point Farm' and mortars. We managed to win first turn and not lose the initiative. Matt had kept all but a unit of Veterans in the ruins above my Lancer and the Helblasters on the top floor of the ruins at the top of the board. I dep

» View Source Article

1750pts battle report - Imperial Knights & Astra Militarum v Astra Militarum & Khorne Daemonkin - game 1

Double Trouble 4 and Alex From the Fang's doubles tournament replacing Blog Wars. 875pts with random pairings but all match-ups are Battle Brothers. Once again my recollection is pretty hazy so for the most part enjoy the pictures, the commentary will be secondary ;)  Here we go with the last Double Trouble ever. I'll cover my feelings in the wrap up but suffice to say the event was it's usual fun, tinged with a hint of sadness as it has come to a fitting end. First game and I'm partnered with Matt Greenwood [Alex's regular opponent] and his Astra Militarum [3 Leman Russ with Pask, a Psyker, some Ratling Snipers and Vets but with no Command Point farm!].Facing us was Greg Barber, again with Astra Militarum [Baneblade, Command Point Farm, Psykers and a Bullgryn squad]. He was partnered with Duncan Gray and Khorne Daemonkin [Soul Grinder, Blood Letters, Flesh Hounds, Skull Cannon and some Forgeworld Greater Daemon].Setup was table ends but with the pointed ends 18" apart. That would hav

» View Source Article

875pts battle report - Imperial Knights v Tyranids

I managed to arrange a little game with Otty in preparation for Double Trouble 4. Never having solely used my Knights and with their new rules it was a perfect opportunity to familiarise myself with my 3 guys. The main issue with taking the Lancer is you automatically lose half your Stratagems as they invariably work with Questoris Knights, or those with specific weapons. Take away any other Knightly houses and I was left with just on page of Stratagems to choose from! I gave the Lancer Land Strider to add 2" to his move and the Warglaives too. He also had the Sainted Ion Armour for a 2+ save!Otty brought 2 Broods of Genestealers [one maxxed out], a Broodlord, a Neurothrope and 6 Hive Guard. Otty got first turn, moved the Neurothrope into the crater and the Hive Guard into range of the nearest Warglaive. The fired off two salvoes, taking it down to just 2 woundsBig Brood advanced, little brood conga'd to secure objectives. No combat this turn but the next turn?The Lancer advanced, [14" move +2" Land Strider +

» View Source Article

Imperial Knights - House Corvus Twins in manufactorum pt1. How NOT to magnetise your Knight!

With Liam helping out with a running pose for one of my Knights it made sense to crack on building the torsos. They will both have the Mechanicum finials on, not just the one on the right in this pic.All the handles need adding, even though I have a recollection when it came to painting they were a right pain once they were glued in place. I made use of the two different Mechanicum badges for variety and installed magents in the carapace for the extra weapons. These were the ones I started on my first Knight that still need completing but they clearly work and I got the magnet poles correct.I originally used Alex's guide From the Fang to lock and key the torso join, so no need for magnets in his magnetising guide ;)A small bit of sprue on my first Knight shows that the new torsos function perfectly. I'll just need to recreate that on the new legs and hips.I then extrapolated that concept to the weapon joints too. There's a flat area on one side  of the joint [where one of those eyelet things are] that is

» View Source Article