Codices for particular armies were introduced for the second edition of the game. The third edition rendered these obsolete, and a new series began, including introducing codices for battle zones and campaigns. Until superseded by newer versions, the 3rd edition and later codices remained valid for the newer editions of Warhammer 40,000. Games Workshop no longer produce campaign or battle zone codices, instead releasing 'expansions'. 'Codex' is now a term solely used for army books.
At the launch of 8th edition all previous codices were replaced with index books due to a major rules overhaul (as of November 2019 these indices are no longer produced). The indices were subsequently replaced by a new series of codices. As before, these codices remained valid until superseded by newer versions.
Codex supplements provide additional rules for sub-factions of a parent army. These might include special characters or units and other special rules that are only available to that particular sub-faction.
Rules for models produced by Forgeworld are available as part of the Imperial Armour series of books, also published by Forgeworld. Rules for models no longer supported by codices and supplements can be found in Warhammer Legends on the Warhammer Community website.
The range of codices is regularly updated with new editions of armies and occasionally new army codices. Codices designed for a prior edition of Warhammer 40,000 are still valid in the current edition, unless a later version has replaced it. Codex Supplements have their parent faction noted in brackets.
Battlezone codices were rules supplements that dealt with a specialised combat environment, instead of an army. There was only ever one produced. However, material in Codex: Catachans provides rules for jungle warfare. The concept of a battlezone codex was replaced by Games Workshop's Expansions.
The two event codices were released in association with the 2000 and 2003 Worldwide Campaigns. These codices provided background and special gaming rules for the event, along with four "supplemental army lists"; variant armies that required access to certain other codices for use.
While the model selection for the two knights armies is heavily overlapping there are SERIOUS differences in how each army plays. Starting with the Imperial side of things you are going to notice drastically more synergy. Imperials are able to layer buffs, auras, warlord traits, bondsmen abilities, and knightly teachings (Think chaplain or priest buffs) with the best of them.
There are so many fantastic ways to play knights with many households and an extremely viable and powerful army of renown. Each one feels quite unique and has specialty buffs, synergies, and strategies to make them feel fantastic and powerful on the table. I currently have 3 lists I am playing with and iterating on and I feel that I am just starting to explore the book.
Chaos takes the spread out diluted synergy of the Imperial side of things and places it squarely onto one model. It makes you jump through a few hoops because the Gods are fickle dirtbags, but once the hoops have been cleared you will have truly some of the most devastating and powerful single models that exist in the entire game. Also Chaos has a psyker knight which is just too dang cool.
Speaking of said Psyker knight, I will shamelessly use a build Jaden of Line of Sight fame has been using for his Knight Abominant because it pretty much perfectly encapsulates the differences between the rotten nobility of the Imperial Knights and the Swollen exaggerated power of the Chaos Knights.
And per usual, and because Jaden is extremely good at this game, defensive tech is included in the form of the Veil of Medrengard, often times especially with knights and how absolutely good at offense they are, a simple defensive relic or trait can go way further than you would expect.
GW has done a great job at widening the gap between the two knight armies and they are both extremely fun to play. They each feel super unique both in list building and on the table. They each have fluffy and thematic rules while also being quite strong and competitive. As I stated earlier, currently it is very easy to get into either army and once you have one army you basically have both. I would recommend highly if you play one side of the knights coin to find a codex for the other side and take it for a spin.
Hello, 40k armchair generals SaltyJohn from TFG Radio here to bring you a tactics article about that most ubiquitous of imperial units the Imperial Knight Castellan. For more reviews, bat reps, tactics discussions, and analysis check out the Tactics Corner!
Overview: The Castellan is the ultimate shooting platform in the Imperial Knight codex. In fact aside from the Porphyron, it is the best shooting Knight available in matched play. The Castellan has a massive amount of firepower it can put out in a shooting phase, depending upon the Household you choose, and Imperialis or Mechanicus, you get access to some stratagems that can boost the already formidable firepower of the Castellan even further. It can serve as an anchor unit to any Imperial army on its own or it can serve as the cornerstone to an Imperial Knights force. This all still holds true.
For a whimsical look at the history of Warhammer 40k Codexes, we recommend Codex Compliant by YouTubers Snipe and Wib, which has been poking and prodding at Codexes from old editions of the game for over five years!
Given GW announced 9th edition a few months into the worldwide COVID-19 pandemic, the rollout was always going to be problematic. As the title fighters for the new edition, Codex: Necrons and Codex: Space Marines were released before Christmas 2020, along with the Codex Supplements for the Blood Angels, Deathwatch, and Space Wolves.
The Leagues of Votann are a newly released faction, whose codex first went up for preorder on September 17, 2022. Rather than being available standalone, it could only be grabbed as part of the Leagues of Votann Army Set, alongside 20 Hearthkyn Warriors, three Hernkyn Pioneers, an Einhyr Champion, and Uthar the Destined. The standalone Leagues of Votann codex went up for pre-order on October 29 2022.
Codex: Chaos Knights was first available for pre-order on May 14, 2022, as part of a Chaos Knights codex army set. This contained two new models for the Chaos Knights faction, the Knight Abominant and savage War Dog miniatures rounding out a previously limited roster. On May 28, the codex (and the new models) were split up, available to buy separately for the first time.
New rules in this latest codex include the powerful Harbingers of Dread debuffs, and the option to dedicate your mighty mechs to one of the Chaos Gods, getting their keyword and a gnarly new ability as thanks for your service.
Codex: Imperial Knights stomped its way to pre-order on May 14, 2022, alongside the Chaos Knights army set. There were no new models for the noble mech army, but naturally plenty of new rules.
The new codex for the Imperial Knights codex packs Knightly teachings that can buff up your (relatively) little Armigers, and the Code Chivalric, which gives boosts to your army provided it can maintain its honor.
There were plenty of rules updates for Tyranids lovers to tuck into, though. Synaptic Imperatives give your swarms adaptability in battle, while customisable Hive Fleet subfactions further your flexibility. And of course weapon buffs help bring the army up to par. The codex also has Tyranids Crusade rules for chowing down on an entire planet.
The 9th edition Adeptus Custodes codex went up for pre-order on Saturday, January 8, 2022, and was released a week later on Saturday, January 15. Originally planned to release this coming December, Games Workshop teased the codex as an accompaniment to Shadow Throne, a double army boxed set that pitted the golden boys against the insidious Genestealer Cults.
Similar to the release of the Grey Knights and Thousand Sons codexes alongside the Hexfire boxset earlier in 2021, the Genestealer Cults codex and Adeptus Custodes codex had been planned for release alongside the Shadow Throne battlebox, featuring the two armies in a battle beneath Terra. While that box released in December, shipping delays pushed the books to January 2022.
Both the 9th edition Grey Knights and Thousand Sons codexes released alongside a double-army battlebox, Hexfire: Supernatural Warfare in the 41st Millennium. The box of 29 minis contained a small force for each faction, and two brand new character miniatures to lead them: Castellan Crowe for the daemon-hunting Grey Knights, and the new Infernal Master character model for the Egyptian-loving warp wizards.
The supplement is full of the usual army-specific datasheets, rules, and bespoke Crusade content for the scarlet-clad sons of long-lost Sanguinius, the Angel, along with a good chunk of lore and background information on this popular chapter.
It wasn't long ago that I managed to write a whole set of articles based off an army with only 2 units, well now I have 5 Knights to talk about, plus 4 from Forgeworld, as well as one Special Character, 2 Detachments, and 5 Formations, what an improvement! The last time I wrote about Knights, I talked about 3 main issues with the army and what they should look for with their allies, they were anti-transport, anti-air, and scoring. This time however, due to the potential of getting Objective Secured, new types of Knight, and the option to take additional weapons for air support as well as popping transports, these 3 weaknesses are far less impactful than they were before.To get the ball rolling, I'm going to talk about the most fun part of the book, the Knights themselves, first the standard Imperial Knights from the codex, then the four variants available from Forgeworld.
First a bit about Imperial Knights in general. An Imperial Knight is fairly survivable, able to ignore most firepower under S7 with it's AV13/12/12 and 4+ save to one side via the Ion Shield. It can move at a solid 12" a turn, and isn't slowed that badly by terrain.
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