Welcome to Librarium Online!
New general here looking for tactical tips/tricks for improving the odds to get the charge with my Chaos Knights. I've been deploying my CKs opposite my opponents cavalry with the thought that I could take them out but I'm the one that's been taking the charges and losing the battle. How long should I play the maneuver game before I'm wasting too many rounds?
Also any advice on types of units to engage. i.e. should I attempt to deploy opposite my opponents weaker flank or continue to line up strength against strength?
Usually play a 1500pt list with Hellcannon on one flank, Warriors as my anvil in the middle, Knights and supporting chariot on the other. An exalted, sorcerer, warhounds and marauders fill out the rest of my roster.
Any advice is welcome.
This won't help you get the charge but will help you be more successful with knights without charging. I play against WoC regularly, and have found that when my opponent uses the magic weapons for them (+1 S) instead of lances, they are much more deadly. Mark of Nurgle and Banner of Rage makes them insaneo!!
Equipped as above they need no hero, and are dishing out plenty of S5 attacks each turn, and give themselves a -1 to hit against and -1 shooting against. For Chaos knights, lances are a little overrated I think, why settle for +2 S only on the charge when you can have +1 S every turn, even if charged.
go against the toughest thing they have, beware of HUGE blocks of rank and file, the only thing that can beat you is CR and lore of metal, other than that they are meat grinders.
hope it helps
You really have three options to help get the charge
1. Judge the distance better, so that you get the charge or
2. Dog screen, advancing ahead of your knights. Flee when charged to get the distance right
3. Fast Calvary is perfect for helping your knights get the charge on your opponents calvary. Get them in your opponents face, throwing axes, help with harrassment, and bait them to charge. You can guess pretty well where a failed charge of Calvary will end up, so set your knights for flank charges.
If his calvary is not baited, then continue with harrasment, even if you can cause 1 casuality, it will start to rattle your opponent. It takes a little finesse, but heavy and fast calvary has a really nice synergy when facing fast opponents. Obviously this will require you to hold back your knights a little, which in turn can make them vulnerable to other forms of attacks.
I vote for #2 Mercenary.
If you want to be successful get lots of dogs. 30 points for a bare unit that has a unit strength of 10, mv 7 and WS 4? As I've said before probably point for point one of the most useful units in the game, completely expendable, great for going after war machines or missile troops (charge with two units so if one gets blown away you still have a full one) and of course excellent at helping your Knights get the charge in, screen your knights (also useful for keeping them alive against shooty/magicky armies) and give your knights a little window to peek through, declare a charge with both (usually the dogs at something else so they get out of the way and don't hurt your CR) and Bob's your uncle.
Marauder horsemen are a good choice too. Horsemen with a musican and throwing axes can run in front of enemy units and you can angle them so they still block the enemy unit from moving forward and you can still throw stuff at them. They either have to not move or move around them. And if they charge you can flee and with 3 D6 you should be able to run away. That will set up a good flank charge.
Thanks for the ideas. I'll try them out and let you know how it goes.
Your Chariot should be lined up against a big block of infantry an charged in. No finess here. There are not many infantry units can stand up to a chaos chariot charge.
Also use the Marauder Horsemen to flank charge cavalry. They have a longer range than your knights so if they both declare a charge and the knights don't make it, your horsemen still have a chance. With 5 of them hitting the flank equipped with flails or spears and your opponent getting only two models to attack back with and no bonuses for charging your marauder horsemen could stall combat for a round then charge with the knight to kill of the rest.
Against infantry remember that humans and orcs move 4, skaven and elves move 5 and ogres and bigger move 6. You line up 24 inches apart so just get good at guessing how much they move and do some subtraction. This skill comes with time though
Repainting Orks not sure how many points yet
Warriors of Chaos shelved until further notice