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So guys, i really don't know the choice here: 30 flagellants or 10x2 knights.
Will be buying only 1 set, so what's it going to be?
I've got now :10 Flagellants and 6 knights, should i get:
20 more flagellants and 7 knights?
15 flagellants and 10 Knights?
14 knights and a general on horse?
Well, I think for most the answer is pretty simple. Flagellants are really useful in this ed. and a horde of them can be deadly. Knights generally don't get used since most cav got nerfed in 8th. I, however, have more than 5 units of knights which I have played with some effectiveness. You have to use them right and not depend on them to kill much but instead just to survive. But honestly, one unit of 10 knights is probably the most you'll ever see on the table under 2500 pts, and a lot of empire players don't use them at all. I just think, if you're going to go with elite troops, buy the ones that fill a proven role. Of course, playing and painting what you like is the most important. There's a reason I have forty knights, after all.
Honey badger don't care.
Aye, I'd go for Flagellants as well but for different reasons. The Knight models are awful and the Flagellant ones are amazing.
The 10 Flagies you have already wont be much use to you as they die SO fast it's not funny. You need a big unit of them to keep the enemy pinned in place for more than one round of combat.
I agree, I run a 30 man block of flaggies and they are great. Run them with shadow and you can get the initiative on your opponent with miasma (which is very critical with them as they die very fast) and they can destroy most anything.
I find its more useful to run them with Light. Then you get the option of WS10, I10, or ASF and +1A, both of which make them pretty awesome.
The careful application of terror is a form of communication in itself - Zutta Law #4.
Aye, lightspeed flaggies are a wonder to behold...forget "step up," there won't be any living enemies to swing back (well, there will, but you know). Actually, WS10 is better than +1a, since 99% of enemies will end up needing 5s to hit. They are quite capable of blowing straight through an enemy unit on the charge by killing enough of them to strip steadfastness AND win by a margin that requires insane courage for the enemy to stand firm.
The knights...well, they'll live longer, and you've got enough of them in each block to disrupt if you get in a flank...and they're relatively fast...not the worst thing to have in your army. If you don't have melee detachments to your infantry regiments, having fast-ish disruptive flank-chargers can win you some games...
I guess it depends on the rest of your army build. the flaggies are kinda fickle...they have deathstar-like offensive potential, but are ridiculously easy to kill as they cross the table, and don't really synergize well with other elements in the list. The knights can't do on their own what the flaggies can do on their own, but they are some very nice chess pieces for a list where each unit's designed to work together with others like a well-oiled machine.
Personally...I'd probably take the reliable knights over the unreliable-but-potentially-single-handedly-game-winning flaggies....and then boost the knights to 12 models a block so they can disrupt after some casualties!
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010