Thursday, May 4, 2017

A Bastion of Faith: Military Orders Father-Knights

In my first days after choosing Military Orders as my faction/sectorial of choice, I was told a bit about the Father-Knight. Epic close combat battles with TAGs multiple times his size, walking through Repeater nets unscathed, a monster of armor and BTS in a man-sized figure. To me, few individual models exemplify the tough, unstoppable resolve of the Military Orders like the Father-Knight.

Fools, they brought a gun to a swordfight!

Say one thing about the Father-Knight, though, say that he's simple, although he has a fair few profiles. The Specialist options are a Forward Observer and an Assault Hacker, both of which sport a regular ol' Combi Rifle, although the Forward Observer mixes it up with Nimbus Grenades, and the Assault Hacker runs D-Charges which makes him a pretty decent choice as far as Classified Objectives are concerned. Non-Specialist options include a boarding shotgun, combi rifle, spitfire, and missile launcher profile. There is also a boarding shotgun profile which includes Fireteam: Duo, allowing you to take a pair of Father Knights as an order efficient pair. Lastly, you can take one as your Lieutenant, using either a Combi Rifle or Spitfire. Father Knights will be between 43 and 50 points, and anywhere from zero to 2 SWC depending on your weapon choice.

Father Knights boast a very solid BS 14, 5 ARM, 9 BTS, putting them easily at the top end of Heavy Infantry survivability. They have CC 23 but no Martial Arts (I believe this was intended to not give them Stealth, so they aren't running an absurd BTS score *and* near immunity to AROs from Hackers out of LOS.) They're PH 14 and all versions run a DA CCW. Unfortunately that CC 23, while very high, leave them at a bit of a disadvantage against most enemies that actually have levels in Martial Arts; they'll certainly stomp their way through non-MA enemies or even stand up to most TAGs in melee, but against any kind of dedicated melee model, they'll die quick. They move 4-4, are WIP 13 which is great, and have two wounds.

So... let's scratch a few of the profiles off the list of what's important to talk about. Specifically the regular Combi Rifle, Boarding Shotgun, Lieutenant Combi Rifle, and... I'm going to say it, the Missile Launcher. As far as the Combi versions, this guy is expensive, you just want him to either have better utility or a better gun. The Boarding Shotgun I think has some value, but on its own I'm not sure I'd run it; I'll talk more about that when we get to the Fireteam: Duo profile. The controversial one for some, I think, is whether the Missile Launcher is worth it. To me, I don't think
I would ever run it. A Missile Launcher is a valuable piece of equipment, to be sure, but putting it on a highly expensive piece whose stats want him moving forward, while also not providing any Specialist support, is just difficult. Now, that said, if you really want to pay the premium for a Missile Launcher that is basically going to be way back there doing its thing in ARO for the entire game without many great ways to stop it, sure, he'll do that job. I'd just rather work a Missile Launcher into a fireteam or use more up front weaponry on this guy... I just don't feel it plays well to his strengths.

Crusading is more fun with a friend!