Unit Focus: Armiger Warglaives

The Armiger Warglaive is a new kind of Imperial Knight – a lightweight assault walker that combines the power of its larger cousins with frightening speed and flexibility. With Forgebane allowing you to get your hands on not one but two Armiger Warglaives, here’s why we think you’ll want to add them to your army.

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The forces of the Imperial Knights employ all manner of vehicles in the pursuit of their quest to defend the Imperium – and while the Armiger class might be the lightest, each of these war machines is a deadly force in its own right.

Armigers hearken back to an ancient martial tradition – that of a mounted lord hunting with his loyal bondsmen. While the prey may have gotten deadlier, and the hunt fiercer, the principle is the same, with pairs of Armigers guarding the flanks of their larger kin and ranging ahead to slay any potential threats to their lord.

To pilot an Armiger is an honour, albeit one much less prestigious than piloting a fully fledged Knight. For this reason, Armiger pilots are drawn from the lesser nobility of a Knight world, from distant cousins of the ruling House to commoners and lowborn uplifted by virtue of their exceptional talent for war.

Armiger Warglaives represent a new kind of Imperial Knight, and allow Imperium players greater flexibility when choosing a Super-heavy for their army, as well as giving Imperial Knight players much greater flexibility when constructing their army.

While Armigers may be “small” by the standard of Imperial Knights, they’re still comparable in power to the mightiest war machines used by other armies, and thus, you’ll find them in the Lord of War slot. Unlike other Lords of War, you’ll be able to fit up to three Armigers in a single slot, making filling out a Super-heavy Detachment – and netting three Command Points – easy! We’d recommend pairing two with a fully fledged Imperial Knight for a balanced and powerful collection of units.

Armiger Warglaives are FAST – a 14″ move lets them to close in on enemy targets rapidly, allowing them to unleash hell with their devastating short-ranged weaponry. With Toughness 7, 12 Wounds, a 3+ Save and an ion shield to boot, they’re no slouches defensively, either. It’ll take some pretty dedicated anti-armour firepower to bring one down. We’d recommend taking full advantage of this by sending your Armiger Warglaives ahead of your force and forcing your enemy to deal with them, making space for the rest of your army to operate. Should they fail to take your Armiger Warglaives down – well, that’s where the fun begins…

Armiger Warglaives are built for one thing – hunting and destroying vehicles, monsters and any other large target foolish enough to get in their way. Key to this is the thermal spear, a melta weapon that boasts both terrifying range and damage.

With 30″ of range, you’ll be able to engage more dangerous foes from afar, while you’ll only need to get within 15″ of your opponents to capitalise on increased damage. Thanks to the Assault weapon type, you can close in rapidly without necessarily sacrificing firepower. There’s another reason you’ll want to get as close to the enemy as possible too – the deadly reaper chain-cleaver.

With four attacks at Strength 12, AP -3 and Damage 3, there’s little that can stand up to an assault from this brutal weapon, and it’ll be particularly potent against enemy heavy infantry as well as armoured units. Just watch out for hordes – you might find yourself bogged down when battling Ork BoyzHormagaunts and the like, as you lack the ability of the full-sized Imperial Knight to fall back and shoot with impunity.

You’ll be able to get your hands on a pair of Armiger Warglaives in Forgebane, as well as a contingent of Adeptus Mechanicus allies to field alongside them. You’ll find the Skitarii Rangers (or Vanguard, depending on how you build them) great for thinning down any larger units that could hold up your Armigers, while the Tech-Priest Dominus will keep them in the fight longer with invaluable battlefield repairs. Dedicate yours to the Questor Mechanicus, and you’ll even be able to use the Knight of the Cog Stratagem from Codex: Adeptus Mechanicus to provide them with access to the Canticles of the Omnissiah:

You’ll be able to pre-order Forgebane this weekend – while you wait, let us know how you’re going to use your Armiger Warglaives on the Warhammer 40,000 Facebook page.

 

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

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About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

6 Responses to “Unit Focus: Armiger Warglaives”

  1. Don Tomaso March 13, 2018 3:22 pm #

    Interesting. I´m sure getting three.

    The threat level kind of depends on the WS/BS. That assault D3 supermelta might just be a bit on the flat side if the BS is 4+ and a pile of hot air if the point cost tangents 300.

    Points? I´m guessing around 300p or slightly less (?) in which case I expect this thing to go toe to toe with a riptide with half a board in between them and often handle it with a few wounds to spare.

    “While Armigers may be “small” by the standard of Imperial Knights, they’re still comparable in power to the mightiest war machines used by other armies”

    Dont know about that, the little we know makes it look to be on par with a redeemer dread in power but with a totally different role. Hopefully it has 3+ fight stats and costs under 275p and act as a souped up dreadnought with a jump pack with only AT as its combat role.

    Speed is what makes it dangerous. The movement stats relative to damage degrading will be what makes it or brakes it. The longer it can sustain that nice movement the better it will be but if it starts to hobble around the second it takes a few hit points then it is really not that useful after all.

    The canticles strategem sure is a nice touch but I miss any trample-titanic-feet rule to threaten hordes with. Maybe it has that too?

    • Reecius
      Reecius March 13, 2018 4:02 pm #

      The speed is their real benefit, as you noted.

  2. Ishagu March 14, 2018 5:32 am #

    The points will make or break this unit. The rules are fine, and they look fantastic.

    If one of these Fast Knights is priced at the 200 point mark with the weapons included, then we have a winner!

  3. Dakkath March 14, 2018 5:39 am #

    Do we know anything about its points values?
    If you take multiple of them in one slot, do they form a unit?

  4. Makari March 15, 2018 7:07 am #

    How can the ability to take three in a slot make it easier to fill out a superheavy detachement?

  5. Don Tomaso March 17, 2018 12:18 am #

    So..240 points with a melta.

    Playable but far from competitive. Its about 40p to much if you compare it to a contemptor relative what they both can do.

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