Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
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 - Questing Knights
Why take them over the other options available? Is the extra command options worth it? What banner do you feel is the best for them? Are they worth it when they only get the +1S for the great weapon, when compared to the +2S from lances? Tactics?
I don't really like them now that they've been nerfed. They are meant to be knights who seek out and kill monsters and beasts and the way they are at the moment doesn't do them justice.
Their armour save is acceptable let's say ( 3 + with great weapon, 2+ with hand weapon ) and the questing vow is good but there has to be something that makes them worth fielding IMO and at the moment they aren't worth the cost.
They are comparable to the Knights of the Inner Circle ( Empire ) but with less armour. They get to re-roll psychology tests thanks to the questing vow, which is pretty good considering the many fear-causing around now.
I don't know honestly, I used to use them before and I even had the lord with them in some games but now I find them inadequate and unneeded.
Maybe the new ( if ever ) bretonnians army book will have some surprises for us proud knights ? Who knows ? I'd like to hope so..
I agree with mia, I don't like questing knights as a unit. But I do use lords and heroes with the questing vow because of the decent magic items questing knights get. Insignia of the quest, awsome. Sword of the quest, deadly.
I'm actually rather fond of these chaps. For the cost of 349 points, you have an extremely maneuverable and resilient, yet deadly tar pit unit. A unit of 5 QN, with BSB outfitted with the insignia of the quest, a sword of might, and the unit carrying the valourous standard results in a hard hitting unit with a static combat res of 2, or 3 if you rank them up. Meaning, they aren't going to lose combats by much, if at all, and they have a re-rollable "cold-blooded" leadership in the even of losing combat. The BSB is very survivable, and will likely be higher init than many things you are fighting, limiting strikes back against the unit before the greatswords hit after round one.
Alternatively, they are also a unit I'm not worried about throwing at my opponents' tar pit. Again, they have a great deal of static res on top of the rerollable cold blooded leadership in the event they lose.
Alternatively, you can have a monster of a static combat res unit for a mere 324 points. QN with war banner, plus BSB w/ +1 res virtue and a sword of might. This unit will definitely be ranked up and will be generating a staggering 5 static combat res. That will put them on a par with any infantry unit running max ranks and a banner with outnumber. Additionally, in the event that they do not break the opponent on round one, you can immediately move the rank in the back up to the front, or maintain that extra rank for next round.