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==Why Play Chaos Knights== ===Pros=== *You like Imperial Knights, but not the Corpse-Emperor they serve. *You like playing a Chaos faction with a codex but don't want to play Daemons, or Space Marines. *You'd like to run a Passable Superheavy-Unit only list for Chaos and don't want to go to Forgeworld. *You find the prospect of [[Dakka|two Avenger Gatling Cannons]] per knight very appealing. *Whatever your reasons, you want big robots that punches people with giant fists, sweeps people to death with a chainsaw the size of a Mack-Truck, steps on lowly peasants with huge feet, or is bristling with large guns that delete your opponents units. *Because your units look like the inside of an emo teenagers bedroom after they’ve heard that Marilyn Manson is in town *You get to enjoy an enhanced version of the “holy shit it’s a knight! How am I supposed to stop that?!” effect which is enjoyed by your loyalist counterparts. Do not underestimate this power. *The most [[awesome]] and metal units in existence that isn’t a custodian, a [[Noise Marine]] or a Goff Rocka. **Until the new knights came out you didn’t realise you wanted reverse jointed knee knights. But now they exist you would happily give up your firstborn for one. *Dread gives you the means to work with morale without having to navigate any of the fuckery that many factions get to pass them. The damage you can cause is even more palpable. ===Cons=== *Everything that hurts loyalist knights also hurts you. Concentrated fire, heavy weapons, swarms (although plus 1 attack and ap on the charge helps), high invulnerable save models and specialised melee troops (TH/SS). *Less variety in your allies due to the CHAOS keyword. You’ve got demons, chaos space marines or renegades and heretics, the latter of which is absolutely unusable due to being Forge World and Legends. *Enjoy trying to paint your models without getting a spike up your nail. Even in plastic your army causes suffering to all. *Rule of Three screws you over thanks to having only one datasheet for each knight class. Armigers might be in packs of three, but not anything bigger. *None of your <s>Questoris</s> Abhorrent knights get carapace weapons besides the Despoiler. Nope, not even your fancy new psychic Abominant. *New terrain rules really hurt us a lot. Infinitely tall ruins that can block you from hitting enemy heavy weapons squad still allow this same squad to shoot at you, and even simply imposing hit penalty for being in cover can hurt Knights as they still lack re-rolls, save for a 2cp stratagem. As usual, we don't get to benefit from terrain at all. Still, you can at least reliably hit 2nd floor now. *Holding objectives is incredibly difficult when you're just 1 model (but a huge one at that) against Objective Secured Troops. You can give one of your knights the Infernal Quest warlord trait to offset this, but if it gets destroyed, you're back to square one. *Dedicating to the dark gods isn't very easy anymore, now requiring either a stratagem or buying Favours to get the marks. *Dread is...not easy to memorize and the options you have available will require you to understand what you're up against to make the most of it.
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