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===Cavalry=== *'''[[Chaos Knight|Chaos Knights]]:''' your melee cav, strong and able to win lots of protracted fights. Best used in a supporting role since they're somewhat cost-inefficient compared to demigryphs/blood knights. This version is probably best used against heavy missile factions like Elves, as they will be able to block some of the incoming fire and chase them down. They're better in a grind too, though you'll have to pull out eventually (Yeah, yeah I know, insert Slaanesh joke here). Khorne and Nurgle marks enhance your prolonged melee ability offensively and defensively respectively, Slaanesh gives devastating flanker so makes them much better at hammer and anvil tactics plus physical resistance. and Tzeentch gives barrier allowing them to hit and run cycle charge without getting worn down. Which of the 3 is best? that depends. Slaanesh will be by far the best at flank charging and also get a nice 10% phys resist on top, Nurgle goes all in on the MELEE cavalry aspect and have insane MD and poison so can basically just stay in the grind no problem, Tzeentch if microed can just use barrier to avoid casualties but their offense is the worst and they may not always be able to recharge their barrier. Khorne is probably the worst, not because they are bad, but because everything they do is better done by skullcrushers which are also khorne. **'''Swords of Chaos:(RoR):''' Knights with Flaming weapons but with a smaller model count, but most useful in keeping your characters safe and letting your whole army get a temporary speed boost. *'''Chaos Knights (Lances):''' Cycle charging cav. While the shield makes them good at resisting missile fire, the tremendous charge bonus is a bit of a waste on the skirmishers on the other side. As such, best to use these guys against other cavalry, monsters, or for rear charging infantry. Just make sure that you are keeping an eye on them, while they do have tanky stats they can still crumple surprisingly quick if you leave them in a grind. Maybe don't use these as Khorne or Nurgle, Slaanesh and Tzeentch synergize much better. If going Slaanesh carefully ask yourself if the extra charge is even worth it compared to sword and board, even sword chaos knights have high enough charge with devastating flanker, and you wont always get flank charges. **Both the Lance and Sword and Board versions can take any of the marks. *'''Skullcrushers of Khorne:''' extremely tough heavy cav that can engage pretty much any unit type effectively, just don't charge them into the front of halberds and they should wreck, if you were considering khorne chaos knights maybe just use these instead. **'''Knights of the Brazen Throne:(RoR):''' *'''Doom Knights of Tzeentch:''' Oh hey, warriors of chaos finally get air cavalry. And it's a good thing too, they weren't going to win vs. Cathayan doom balloons with nothing but marauder throwing axes and manticores. Despite their lack of anti-large and armor piercing, doom knights are one of your precious few mobile units that aren't made out of wet cardboard and will be extremely useful against factions like greenskins and tomb kings who don't have much of an air force. Remember that they are weaker in melee and more expensive than normal knights, they really pay a premium for the ability to fly. For some reason they have halberds but lack both AP and anti-large, disappointing. Still a very effective unit if used right. **'''Knights of Immolation(RoR):''' *'''Hellstriders of Slaanesh:''' actual melee light cav that are much better in melee than regular marauder horsemen, but still fragile, and annoyingly they lack devastating flanker despite being Slaanesh marked. come in spear and whip version, thankfully they are the only whip unit that actually has AP. They gain damage resistance for the whole battle scaling to number of models killed. so you can start them off chasing routers and weak units before sending them in to flank charge tougher units later in the battle. the whip version has respectable melee stats so aren't as dependent on charging. Unfortunately their lack of AP and extreme fragility really holds them back in later campaign.
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