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This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This week's topic is Knights Errant.
Is the full 15 better than the 5? What banner do you think is more useful for them? Why take these over any of the other knightly units?
As my name suggests I love these guys! In a standard 2250 game I will usually run at least 3 units of KE.
I usually run them in blocks of 6 or 9 (2x3 or 3x3), and always with a full command. I prefer KE to the standard Knights of the Realm b/c KE are immune to pysch on the charge - with all the fear causing armies out there it is a big advantage (just make sure you get the charge though!). Realm knights fail just enough fear checks at Ld 8 to make it a pain. You are trying to break your opponent's unit on the charge so the Ld 7 should not impact you much (as with most Bret units you will lose extended combat due to reduced frontage of the lance) and there's not much difference between WS3 & 4 you will be hitting on 4s mostly anyway. I will always run the errantry banner on a block of 9 b/c you get the biggest punch out of the +1 strength. Impetuous can be an tactical liability, but I tend to charge anyway so it's not much of an issue - you just have to stagger your units so if you do fail a impetous test you can countercharge with another unit the next turn.
I never run units of 12+ (except maybe and occasionally cheesy grail knight unit! ) because the units become too hard to manuever and have a huge flank.
Often I will put characters in the KE units due to the higher leadership (less impetous liability) and to gain the pysch immunity on the charge. Great unit and at 20 pts/model one of the cheaper more versatile cav models out there.
Well, knights errant are pretty good against fear causing enemies. Plus the banner of Errantry is good. Impetous is a pain in the ass though, because an opponent with at least rudimentary intelligence will screen his main combat units against brettonians... Premature charges will often ruin a game.
Myself, I take 2 units of 6 and 1 of 9 w/ banner of errantry.
--Famous last words of Asmodean
The last Tourny I played I ran a V.Heroism Hero with 5 KotR. When I needed it the most the unit failed their fear test from a stegadon. I, without a second thought, swapped out the KorR and added Errants, never again.
I always take a unit of 11 - 12 of knights errant, they never let me down
I think we can all agree that Knights Errant are oh-so-handy in a tight spot, when faced with fear causing enemies and things generally tougher than us. Their employment in battle matches their fluff description - Throw 'em against things 'arder than us, and those that survive... well, do it again! They can make a mess of monsters and pretty much anything with a Unit Strength of 3 or more, without you having to worry about psychology. Full stop.
As for Impetuous, so? If anything, learn to screen your own Knights, pray to pass your Impetuous test, or just get on with it. Premature charges are our metaphorical premature ejaculations... but they're only Knights Errant. It's not like your entire army has to charge because of this. On the other hand, you could just smile as you fail your impetuous test, as your wee unit of Knights Errant have just become big juicy bait for your opponent. Counter-counter charge, anyone?
"Show 'em the gunline, Boss"