Warhammer 40k - Detachment Review 13 - Imperial Knights, Noble Lance

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Hello everyone! Zak Ludick here from Cape Town, South Africa and this is a Warhammer 40k - Datasheet Review post!

What is it all about? It is not there to just give a stat. It is there to give MY review of the unit in the game of Warhammer 40,000

The last of the Indexes! A new challenge!

Right, I am finally ahead and by my best estimations as I explained in this Post, I should be able to keep ahead of the release curve and get the remainder of the Indexes reviewed before those Codex releases.

So I embark on a new challenge. I have calculated that there are roughly 148 reviews to do. I have chosen my frequency and have given myself 96 days to review them all. That means that I am aiming at Day 96 being the 21st of July 2025!

Today is Day 11/96.
I have reviewed 18/148.

Time elapsed: 11.45%
Review Completion: 12.16%
A little bit ahead!

Hobby Fund - Working myself into the clear

With my hobby posts, I generate a hobby fund. 50% of the income goes into the fund. At the moment I put all my HBD earned from Warhammer posts into my alt account @zakl.hobbyfund.

I am collecting funds in the following ways:

  • Blogging about Warhammer to earn HBD
  • Accepting donations - Can be sent directly to @zakl.hobbyfund in HBD
  • Selling some of the collection to friends.

At the current count I am paying off some hobby debts. I still have $245 to pay off!

Every bit counts!

Back to the review!

Army Rule Recap

The Imperial Knights Army Rule is the Code Chivalric, where you can choose either extra accuracy or extra movement and two different Deeds to Complete in order to gain Honoured Status.

Honoured Status will become useful in the Detachment rules!

Detachment Rules - Noble Lance

Indomitable Heroes

All Imperial Knights models from your army has the Feel No Pain 6+ rule. If your Army is Honoured, those models get a Feel No Pain 5+ instead.

Thoughts

It might sound silly, but an enemy rolls to hit with their shots, there is a chance of success or failure. Then they roll to Wound, another chance to succeed or fail. You will get a chance to save depending on the Armour piercing the enemy has on the shot or if you have an Invul save, you get to roll for that even against high AP weapons. So you can roll for that save and ward off some damage.

Now... when the wound goes through, it will deal a certain amount of Damage which will reduce the number of Wounds you have left.. For every point of Damage, Feel no Pain allows you to roll a dice.

When a 22 Wound Knight takes 5 damage from a Lascannon or missile launcher and rolls 5 dice and blocks 1 of those wounds, it tends to count up!


Enhancements

Every Detachment has their own Enhancements to put on Characters. You cannot put 2 Enhancements on 1 hero, Epic Heros cannot take them either and you are limited to 3 of the 4. (This Imperial Knights Detachment actually has 5 Enhancements which is unusual!)

Here are the Enhancements for the Noble Lance:

Revered Knight (Aura) - 15pts

Imperial Knights within 6" of this model (That includes this model) gain +1 to Leadership. Should the Army become Honoured, increase this range to 12"

This is a fairly OK Enchancement. Surely it helps when the enemy tends to be the sort that forces your units t take Leadership/Battle Shock tests and possible concede objectives to the enemy.

Mysterious Guardian - 25pts

The model gains the Deep Strike ability. Once per battle at the end of your Opponent's turn, if this model is not in Engagement Range of an enemy, it can be removed from the Battlefield and in your next Reserves phase, it may be set up on the battlefield anywhere more than 9" from enemy models.

This is a scary concept! A Deepstriking Titanic model AND it can up and down once more in the game means that if you don't nail this Knight down, it will be able to redeploy.

You could put this on a Close Combat Specialist and zip him into one combat and then after that is done, pick him up and stick him on the other size of the table.

Or you can use a ranged unit and catch the enemy from strange angles.

Mythic Hero - 25pts

The Questoris Knight can use its Bondsman ability on two Armigers a turn.

This will depend on the Bonsman ability on what Knight and what Armigers there are. I would need to find a few builds to see how Knights would play this.

Banner of Macharius Triumphant - 30pts

This Knight gains Sticky Objectives. Thus, when it tags an Objective, it remains yours until the enemy can come take it away.

This is really important for an army that is notoriously low on model-count!

Unyielding Paragon - 40pts

Questoris Knights only. When an enemy targets this Knight with an attack, reduce the AP on that attack by 1.

This is ridiculously good! Reducing AP and getting a better save against attacks is really amazing! Well worth the 40pts! It puts the model in a whole new class!


Stratagems

Stratagems are used in the battle as an elective rule that can be employed in crucial moments. All armies have access to Universal Stratagems but each Detachment has their very own Stratagems that they can use.

This is what the Noble Lance can do.

Shoulder the Burden - 2CP

This Stratagem can only be used once per game in the Command Phase. If your army is Honoured, you can use it a total of 2 times.

This stratagem can also only be used on a Knight that has lost a wound.

Until the start of your next Command phase, this model gains +1 Move, Toughness, Save, Leadership and OC and each time you make an attack, add 1 to the To Hit roll.

This is fantastic. It turns Questoris Knights into T13 Sv 2+ monsters! There are so many ways to take advantage of this Stratagem!

Thunderstomp - 1CP

Used in the Fight Phase before making any strikes. The Knight cannot hit Vehicles of Monsters with his attacks. The Knight's melee attacks gain the Devastating Wounds Ability.

This might be good for removing things like Terminators, where they have High Invul saves.

Squire's Duty - 1CP

Used at the start of your Shoot or Fight Phase. Select two or more Armigers. The all need to hit the same enemy unit

Until the end of the phase, increase the Strength and Armour Penetration of weapons armed by the Armigers by 1. If the Army is Honoured, then increase the Damage of those weapons by 1 as well.

Extra Strength means better chance to wound most targets, better AP means the enemy can defend less. Extra Damage - even better! The damage that goes through can really rip at the enemy.

This does not always result in advantage. You need to understand the Wound/Saves/Wounds characteristics in the game and when it will matter and when it will not!

Trophy Claim - 2CP

Used in the Shoot or Fight Phase on One Imperial Knight that is targeting a Monster or a Vehicle. Until the end of the phase, get +1 to Wound rolls.

If you kill the target, you get 1CP back but if you do not kill the target, then you cannot use this Stratagem again for the rest of the battle.

Valiant Last Stand - 2CP

Used in the Fight Phase on an Imperial Knights unit that has just been destroyed. This unit gets "Fight on Death" before rolling to see if it explodes.

This model counts as having 1 Wound Left but if the army is Honoured, then this model counts as being at full wounds.

What that last bit means is that at 1 Wound left, you would be hitting at -1 To Hit. But if the army is honoured then you would not be penalized.

Rotate Ion Shields - 1CP

Used in the opponent's Shooting phase to increase the Invul save against ranged attacks to 4+ until the end of the turn.

This is definitely the Knight Stratagem that I have seen used the most! Usually the Knight player tries to use this on the Knight that is about to receive the most damage from firepower in hopes of deflecting it!.

However, if there is more than one Knight in range of several big guns then you could start targeting one and if the Knight activates Ion Shields against the attack and then switch targets wit the remainder of your heavy weapons against the other Knight in question.


Conclusion

The Noble Lance has a good Detachment Rule and great Enhancements. While most of the Stratagems are useful, 3x of their Stratagems are 2CP a piece which makes them a lot less useful!

I would like to play a Knight army one day!

Thank you for reading this post!

Warhammer Review Library

Link Container Post: Warhammer 40k Links Container Post! 26/03/2025

I shall leave Army and Detachment rules here as well as The Space Wolves Datasheets I did before.

Army Rule and Detachment Rule Reviews

FactionDetachmentReview Number
Agents of the ImperiumArmy Rule #2
AeldariArmy Rule #4
Astra MilitarumArmy Rule #1
Astra MilitarumCombined RegimentDetachment Rule #1
Astra MilitarumBridgehead StrikeDetachment Rule #2
Chaos KnightsArmy Rule #8
Chaos KnightsTratoris LanceDetachment Review 11
Chaos KnightsIconoclast FiefdomDetachment Review 12
Death GuardArmy Rule Review #6
Death GuardPlague CompanyDetachment Review #4
Death GuardFlyblown HostDetachment Review #7
Imperial KnightsArmy Rule Review #9
Space MarinesArmy Rule #3
Space WolvesChampions of RussDetachment Review #9
Space WolvesChampions of FenrisDetachment Review #10
Thousand SonsArmy Rule #7
Thousand SonsCult of MagicDetachment Review #5
Thousand SonsHexwarp ThrallbandDetachment Review #8
World EatersArmy Rule #5
World EatersBerzerker WarbandDetachment Review #3
World EatersVessels of WrathDetachment Review #6


Datasheet Review list (Alphabetical)

FactionUnitReview Number
Chaos KnightsKnight Abominant#94
Chaos KnightsKnight Desecrator#357
Chaos KnightsKnight Despoiler#358
Chaos KnightsKnight Rampager#359
Chaos KnightsKnight Tyrant#360
Chaos KnightsWar Dog Brigands#30
Chaos KnightsWar Dog Executioners#31
Chaos KnightsWar Dog Huntsman#77
Chaos KnightsWar Dog Karnivore#361
Chaos KnightsWar Dog Stalker#362
Imperial KnightsKnight Crusader#363
Imperial KnightsKnight Errant#364
Imperial KnightsKnight Gallant#365
Imperial KnightsKnight Paladin#366
Imperial KnightsKnight Preceptor#367
Imperial KnightsKnight Valiant#368
Imperial KnightsKnight Warden#369

Thank you for reading!

** Images in this post are from the Warhammer app, or Warhammer.com or otherwise referenced.

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Cheers!
@zakludick

Hive South Africa



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The thing that scares me the most about this detachment is that deepstriking enhancement. that is truly scary on a knight.

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The local guy here that uses Knights puts that Enhancement on a Knight Crusader, the one that gets Sustained Hits 1 when it stands still.

So then he does a Rapid-Ingress in your turn and then in his turn, the Knight was standing still... now it hits you!

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