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==Unit Analysis== Obviously, all of these are Lords of War. ===Knight Desecrator=== The Chaos equivalent of the Preceptor, the Desecrator shares the Rampager's lack of upgrade options - it's only slightly more versatile in that you can choose either melee weapon for it to pair with its gun - but at least it has a new weapon option in its laser destructor, which gives up the las-impulsor's versatility in exchange for greater effectiveness against vehicles and monsters. Allows nearby War Dogs to re-roll hit rolls of 1. In true GW fashion however unlike its loyalist counterpart, the Desecrator for whatever stupid reason cannot take a carapace weapon. Presumably because they didn't put one in the box. ===Knight Despoiler=== Unlike the loyalist Knights, there are no pre-set patterns: you pay for the chassis with 2 melee weapons by default and can swap either of them for the weapon(s) you want, with the sole exception that you can't take 2 of the same melee weapon (not that you'd ever want to do this). 24 wounds and a 5++ invuln against shooting, so it isn't leaving the tabletop any time soon, but a fully kitted-out (with huge gun and carapace weapon) one costs even more than a (cheap) Lord of Skulls and doesn't regenerate. It's at its best against an opponent that has lots of tanks or other huge things needing a lot of killing. Because you have more flexibility in choosing weapon arms, a properly kitted out ranged Knight should ''always'' outperform an Imperial one, sans buffs, because unlike them, you can double up on the same gun arm - for example, you can take the incredible double avenger combo, which they can't. The stock melee loadout they ''can'' take, so no advantage, there, and by and large, any combination of melee and gun or two different guns, they can field - Chaos' big advantage here is only when doubling up on the same gun. They are also powerful, if costly, [[DISTRACTION CARNIFEX|DISTRACTION CARNIFEXES]] that can keep most enemy anti-tank fire off of your other units. Like rhinos. Rhinos filled with berserkers. There's an argument for every kind of weapon, but the absolute best is a pair of Avenger Gatling Cannons as stated above. It'll chip wounds off other knights and vehicles and it'll absolutely destroy horde units, too. *With the Codex, a Knight Despoiler kitted out like a Knight Gallant now gets the buffs the loyalist Gallant got in their Codex (i.e. an extra attack and WS 2+), although they cost more points before weapons than other Despoiler loadouts. ===Knight Rampager=== At first glance, it looks identical to the base Knight Despoiler or Gallant, but without the option to take a carapace weapon. However, its special rule, frenzied rampage, makes up for this. For 15 points, any unmodified to hit rolls of 6 with its reaper chainsword or thunderstrike gauntlet cause 2 hits instead of 1. Would probably be broken if it affected its titanic feet. The FAQ clarified that the exploding dice mechanic also works on the relic melee weapons, making Rampagers ideal for carrying the Gauntlet of Ascension or the Teeth that Hunger. ===Knight Tyrant=== Can be taken in either the Castellan or the Valiant configuration, and can do everything the loyalist Dominus Knights can do. Sadly, you can't mix and match their weaponry, so no Lance and Harpoon combo to delete titans outright for you! If you only bring a Knight Tyrant set up like a Castellan it'll work nicely thanks to Trail of Destruction. You have a significantly lower chance of suffering Mortal Wounds from supercharging and the Volcano Lance will be even deadlier thanks to the re-rolls. If you're running a proper Lance or a whole army of Chaos Knights, the Valiant setup is better, as it isn't as reliant on To Hit rolls as the 'Castellan'. If you can afford the points, rock the max number of Siegebreaker Cannons - Shieldbreakers are nice, but using them to snipe characters costs valuable CP. Iconoclast: Vow of Dominance (can only be wounded on 4+) and the Veil of Medrengard (4++ against shooting) make this a superb choice, especially because Rotate Ion Shields costs 3 CP for the Tyrant. The Iconoclast ambition also makes the unit slightly better in close combat, although with the amount of guns a Tyrant has, you stand a chance of making its points back even if you only shoot and never charge. Infernal: If you're rocking the conflagration cannon and thundercoil harpoon, any Daemonic Surge effect will be beneficial. For the 'Chaostellan', Daemonic Hunger isn't that great due to the increased range of the weapons, but extra movement could always come in handy for reaching objectives. In addition, having 28 Wounds also means you can more comfortably sacrifice D3 to choose your result. Infernals also get access to Pact with the Dark Gods, which allows you to potentially bring your giant knight back to life at the end of the phase it was killed. ===War Dogs=== The mini-Knights can still be taken in groups of three, but only the Renegades can mix and match the two different War Dog types in the same unit (for example, two Helverins plus a Warglaive). Keep in mind they don't have the Super-Heavy Walker rule the other Knights have, so unlike its big brothers, if a War Dog falls back, it can't shoot anything - something to keep in mind if going the autocannon route. On the issue of the meltagun or the stubber: if the War Dog takes the thermal spear and reaper chain cleaver the meltagun will serve you far better. It's Assault, firstly, you'll be in or near melee range most of the time with it, and D3+1 Melta shots sounds a lot more reliable than just D3. If you are going for the Autocannons, stick with the Heavy Stubber. The melta is more expensive and you'll almost never be within range to use it, unlike the Stubber, which is dirt cheap and has a respectable 36" range. *Note that since you only have 1 datasheet, you're limited to 3 units total of these, unlike loyalists, who can take 3 of each loadout (and for everybody, each unit can have up to 3 members). ===Forgeworld Renegades=== All in all, the Forgeworld renegade knights are effectively the gimmick knights - they don't have the raw firepower you can otherwise take on your regular knights (ignoring the Porphyrion) or they cost considerably more plus have some bonus rules. Whether or not you need that in your army is up to you; your mileage may vary. Previously, Forgeworld Renegades had access to certain rules that distinguished them from other Knights. As of the July 2019 update, Games Workshop has released new data sheets that removed said abilities. (possibly to compensate for them gaining benefits from Traitor Ambitions. or they could have just forgotten. Who knows.) For the purpose of posterity, they are mentioned below. *'''Outdated: The following rules no longer exist as of the July 2019 update''' *Forgeworld Renegades have an upgraded Titan rule, adding this: A Renegade Knight <name> can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the INFANTRY keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. *They also gain '''Infernal Autosimulacra''': **At the beginning of each of your turns, roll 1d6; on a 5+, heal 1 wound. *Cerastus-based models have the '''Flank Speed''' rule, giving them a 2D6" advance, ====Cerastus-Based==== All Cerastus-based Knights share a base speed of 14 inches and 27 wounds. Otherwise, they are identical to your Despoilers. They can only get access to relics and traits by being the actual warlord of your army. Paired with {{W40Kkeyword|Infernal}} and the Full Tilt stratagem, that's M16, Advance 1d6+1, Charge 2d6+1 - on average, you can get into melee with something ''30'' inches away (easily inside enemy deployment turn 1)! This goes ''up'' with the Eager for the Kill Warlord Trait (+2", effectively), the Quicksilver Throne of Slaanesh relic (another +2"), and half the time, the Daemonic Vigour Dreadblade Pact will add another +2 - note that most of these (the Pact is the only exception) are only able to add +2" due to adding 1 to Advance ''and'' Charge, which Full Tilt then lets you apply both of. *'''Renegade Knight Acheron''' **the Acheron has the misfortune of costing almost the same as a double Rapid Fire Battle cannon Despoiler, but with far less ranged firepower. **The flame cannon and heavy bolter is hilarious if used against infantry. The chainfist costs 5 points more than a Thunderstrike Gauntlet, but lacks the -1 to hit and the ability to throw enemies. Otherwise, its the same weapon. *'''Renegade Knight Lancer''' **The shock lance is marginally better than a reaper chainsword in close combat (provided you charged this turn) while its shock blast is quite mediocre. Getting a 4++ against close combat attacks is pretty slick [also-1 to be hit by titanic units], though. **The Lancer is a dedicated anti-knight melee unit that excels when it can go toe-to-toe with other titanics. If you are using it for its shooting, you are doing something wrong. *'''Renegade Knight Castigator''' **The castigator is a more balanced version of the Lancer that can excel in both shooting and melee. all for only ten points more. As with the rest of the Cerastus line, it has seen a major revision to its data sheet. **The Castigator Bolt Cannon is now an Avenger Gattling Cannon with four more shots at half the overall price. If you could take two, it would probably be too good. **The tempest warblade is now a Reaper Chainsword that only deals 3 damage. What's the upside? It makes two hit rolls for each attack instead of one. Pretty much the ideal middle ground between the reaper and titanic feet. *'''Renegade Knight Atropos''' **The most expensive of the Cerastus line (for 50 points more, you can grab a harpoon tyrant), this titan-killer knight gets a bonus +1 to-hit against anything with the {{W40kKeyword|TITANIC}} keyword, which is useful because that lascutter gets to re-roll failed wounds against monsters and vehicles. **Don't think it's helpless against everything else though - it has a graviton singularity cannon (which has gone through a somewhat major revision.) It now has two profiles, both with 36" range. In Contained mode, you get Heavy 4, Strength 8, ap -3, 3 damage. If you are feeling lucky, you can use singularity mode. Heavy d6+4, strength 14, ap -4, 3 damage. The downside? when you select this profile to shoot, roll a d6. On a 1-3, the Atropos takes d3 mortal wounds. ====Questoris-Based==== These are the fluffy choice for a Dark Mechanicus army... if only there were any rules for a Dark Mechanicus army. Or you could just run them as Infernal Houses. Both of these can bypass cover for all non-vehicles. Extremely gimmicky, their value is hotly debated. *'''Renegade Knight Magaera''' **The Lightning Cannon is an odd weapon. Heavy 6, Str 7, Ap -2, 3 damage. Any to hit rolls of 6 cause 2 additional hits. It sits in a weird place half-way between an avenger gatling cannon and a rapid fire battle cannon. It has fewer shots than the avenger, but its higher strength and damage makes it more efficient against light vehicles. Its weaker than the Rapid fire battle cannon, but has on average the same, if not higher number of shots and better damage. **You can upgrade its reaper chainsword to a Hekaton Siege Claw with a built-in twin Rad Cleanser. The Claw has the same -1 penalty as the thunderstrike gauntlet, but trades the ability to do bonus mortal wounds for +2 damage against vehicles. In addition, the twin rad cleanser a 2d6, 9" flamer that always wounds on a 3+ when shot but in spite of its D3, it has 0 AP and that's fucking weak. **Finally, it has an Phased plasma fusil (24", Rapid fire 2, Strength 7, ap -3, 2 damage). **While the Magaera has a number of interesting weapon options, it pays out the nose for it. If you don't take the claw, you are clocking in at nearly the same price as an atropos or a Double Battle Cannon Despoiler. **Fun fact: For some idiotic reason, the Magaera costs 40 points more than the Styrix even though they have functionally the same model before taking weapons into account. *'''Renegade Knight Styrix''' **Instead of a lightning cannon and ectoplasma fusil, this one has a Graviton Crusher and a Volkite Chierovile (formerly called a Hellburner Chierovile) **The Volkite Chierovile is basically a RFBC with one better AP, 5 shots instead of 2d6, shorter range, and d6 damage instead of d3. Wound rolls of 6 cause a mortal wound in addition to any other damage. It does alright against vehicles but double thermal cannon Despoiler is just flat out better for alot less. **Then there's the crusher which dishes out D3 hits at S6 AP-3 and 2 damage, increasing to 3 damage if the target's armour save is 3+ or better. It's okay, but it can't save a model that is about 100 points too expensive. ====Renegade Knight Porphyrion==== The shootiest, tankiest of the Renegade Knights (Reduced BS 2+ to 3+, T 9 to 8, and Armor save from 2+ to 3+ with no point decrease with the new "SUPER FORGEWORLD KNIGHTS UPDATE" has basically gimped an already overcosted model to the point of being a glorified target vs taking 2 rapid fire battle cannon despoilers for an average of 24 strength 8 ap -2 damage d3 shots, 2 targets, and 18 more total wounds). Has the most wounds, a higher toughness and some goddamn big guns! Said guns are S12 AP-3 D6 spitting out 2D3 shots ''per gun'' - you're looking at an average of 6 shots at a starting BS of 2+ (3+ BS now with the "GREAT" Forgeworld Knights update), which is awesome. Also comes with two autocannons and ironstorm missile pod, which can be upgraded into two lascannons and Helios defence missiles respectively. FYI, you should definitely do this; 2 lascannon shots at BS2+ (3+ BS, YAY) is too slick to ignore and the Helios missiles are a pair of Krak missile shots that are at +1 to hit anything with {{W40kKeyword|FLY}} and -1 to hit everything else. You're basically hitting at the same or similar BS (Guardsmen BS) to hit most things and your hits and damage are nearly identical to that of the rocket pod on regular knights. ====War Dog Moirax==== A new War Dog variant that was released the same week that forge world unveiled the Chaos Knight FAQ and updated rules for taking Forge World Knights in a Chaos Army. Coincidence? Craven marketing ploy? You decide. Cheaper than a regular War Dog by 17 points, they come with 6 different weapon options (though half haven't been released yet). However, the real surprise comes in their ability to mix and match weapons just like a Despoiler. *'''Moirax Siege Claw with built in Rad Cleanser''': A weaker version of the Hekaton Siege Claw; Strength x2, AP -3, 1d6 damage. -1 to hit and +2 damage against vehicles and Titanic units. The Rad cleanser is a 9", assault d6 flamer that always wounds on a 2+ (strength 2 against Vehicles and Titanic units) but no AP and strangely enough, a flat 3 damage. The claw is truly a bizarre weapon. Its bonuses work best in melee against a vehicle, but to get use of of the rad cleanser, you want to be close to infantry. Furthermore, you don't gain any benefit for taking two melee weapons, so you are stuck at only 4 attacks if you double up. The only real reason to consider taking this is for the double rad cleansers and the price. Since the claw costs nothing, this is the cheapest option to fill out your list. *'''Volkite veuglaire''': Your other starting weapon and only the second currently available. 36", Heavy 5, strength 6, ap -1, and 2 damage with 6s to wound causing an additional mortal wound. The Volkite is a solid middle of the road weapon. Its strong enough to wound bikes, custodes, and death guard on 3s, and the 2 wounds will make each failed save hurt. Sadly, the lack of AP holds this weapon back. Doubling up on the Volkite makes it costs exactly the same as a war dog with autocannons. *'''Lightning lock''': The third option available and the only one you can currently buy in doubles. 36", Heavy 6, Strength 6, ap -2, 1 damage with 6s to hit causing 2 additional hits. The Lightning Lock costs the same number of points the volkite does and trades 1 damage and the chance of mortal wounds for an extra point of ap, an additional shot, and the option to explode for more hits. Thats an amazing deal (?). *'''Graviton pulsar''': 24", Heavy d6, Strength 6, AP -3, 2 damage. The damage increases to 4 when resolving an attack against a target with a 3+ save (or better). The Graviton Pulsar costs the same as the lightning lock, making it one of the cheaper ranged options. It's an excellent MEQ killer, but the short range and random number of shots are its biggest weakness. *'''Moirax conversion beam cannon''': Tied with the Volkite at most expensive ranged option and unquestionably the highest damage potential. Comes with 3 profiles based on the target's range. All shots are Heavy d3. 0-18" is strength 6, ap 0, 2 damage. 18"-36" is strength 8, ap -1, 3 damage. 36"-54" is strength 10, ap -2, 4 damage.
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