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Warhammer 40,000/9th Edition Tactics/Chaos Knights
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==Secondaries== <tabs> <tab name="Purge the Enemy"> *''A Fitting Challenge (Codex)'': Effectively Bring It Down but on a time limit. If you don't kill your chosen enemy immediately, you're losing VP for by the turn. *''Assassinate'': With the character killing specialty of the claws, this one can prove an excellent one to max. *''Bring it Down'': One that just lets you take down the enemy's biggest toys, which is well within your wheelhouse as knights. *''Titan Slayers'': As with Bring it Down, but more reliable. Since you pick secondaries at the start of a mission, bring this one if your enemy brought titanic units, then focus on them first. *''Slay the Warlord'': We're perfectly serviceable at doing this, considering that you have a giant stomping robot on the field. However, it's not going to bring you as many points as you could get with the others. </tab> <tab name="Warpcraft"> *''Abhor the Witch:'' Likely the one you'll take most often, as your options for Psykers are limited. *''Mental Interrogation:'' Depends entirely on how much you think you need your casts. If you have a Pyrothrone on the field you might be able to use it for the main offense while you have the Abominant sit backfield. *''Pierce the Veil:'' Mostly a matter of getting a caster back there and making sure you can waste the turns for it. *''Psychic Ritual:'' While you do have your Abominants and Pyrothrones for tanky psykers, the issue is that these also happen to be your ONLY psykers. Do you really intend to waste their powers on this? </tab> <tab name="No Mercy, No Respite"> *''Thin their Ranks'': A good take considering what guns you have in store. *''Attrition'': You should always take this secondary. Considering how few units we field and how tough and deadly they are, you will almost always max this one out if you have any idea what you're doing. *''While We Stand, We Fight'': A bit of a tough sell considering the very limited size of your army. Any losses cost you VP. *''First Strike'': Is there a knight on the enemy team? If so, reconsider taking this. Otherwise, use this as you mow down a squad with gatling cannons or melta a transport to oblivion. *''Path of Destruction (Codex)'': 1 VP each turn where you kill an enemy while in your DZ, 1 VP for every turn where you kill an enemy while over 3" from each DZ, and 1 VP for every turn where you kill an enemy while in the opponent's DZ. All of this is a matter of picking the ideal loadouts, but you're not likely to score ALL of them without some setup. </tab> <tab name="Battlefield Supremacy"> *''Engage on All Fronts'': Thankfully you're not worrying too much about the buff auras of your Abhorrent Knights, as they're only working on your War Dogs anyway. The issue will be making sure that you don't get blocked off to begin with. *''Linebreaker'': Your Knights can ignore engagement against most forces, so this is an easy take. Even better, you have plenty of them that can weather a stray melta shot or two. *''Domination'': This one is effectively "double down on holding". Consider your enemy's army. If you are certain you're going to win the objective game (and with the size of your knights, you're often holding the upper hand), then go for it. *''Ruthless Tyranny (Codex)'': 2 VP if you control more than half the objective, another VP if half of the objectives are within Dread range, and another if you control all the objectives. </tab> <tab name="Shadow Operations"> *''Raise the Banners High'': Out of all the Shadow operations, this one is the least bad for us. The problem with all of these is that they require our massive warp-corrupted death-machines to stop killing for a moment to do something else, and with as few units as we have, that's not an action cost we can afford. This one is the least bad, as it at least means we're in the same area as the objectives. *''Investigate Sites'': This one is the worst, simply because its so easy to disrupt. When we have everything else to choose from, why would you choose an objective that ties up one of your units and is so easy to deny. *''Repair Teleportation Homer'': You can't deep-strike your squads anyways. </tab> </tabs>
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