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Ok, this has been bothering me. WHen it comes to chaos knights, how many to take per unit? Is 5 enough? Or do you take 10 so you have an easier chance of auto breaking units with unit strength less than 20. (this includes unit S 20 units that have loss casulties)
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
A unit of 10 is asking for trouble; every arrow, bolt, missile, cannonball and winged-goblin will get thrown at it, and its big enough to be seen by everything too....
Go for numerous units of 6, or 5 with character. This way you can combo charge (front n flank, flank n flank, etc) or take on two units at a time.
Herald of the Colonel; Festooned with pistols, riddled with vermin, and finger lickin' good...
A unit of 10 Chaos knights is a massive points sink, that dies fairly quickly. I would advocate taking multiple units of 5, and trying to get multiple charges on enemy units.
Causing Fear may help auto-break, but the sheer volume and quality of Chaos Knight attacks will be the primary "fear factor". In fact, I would argue that in some cirucmstances, the longer Chaos Knights are in combat (against a combat ineffective enemy) the safer they are, allowing their friends teh Chaos warriors to march up the field. A small unit of Knights is more effective as you can punish more enemy units simultaneoously, and can benefit from having multiple champions so you can issue multiple challenges and get multiple rolls onn EotG
Auto-breaking an enemy may be playing into the hands of your opponent, who may think nothing of submitting a unit of 20 cheap clanrats, gobbos or similar to a combat, with the epxectation they will get run down, and set up your Knights for a charge by an elite unit, or worse still, be sitting in the middle of a gun-arc.
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