Warhammer 40,000/10th Edition Tactics/Chaos Knights
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This is the current 10th Edition's Chaos Knights tactics. 9th Edition Tactics are here.
Why Play Imperial Knights
Pros
- The universal Toughness bump on tanks and monsters means that your knights no longer have to worry about stray meltaguns laying low your knights.
- That said, it's now more incentive for the enemy to bring in lascannons en masse.
Cons
- Seeing as your Armigers are only OC8 and your Questoris Knights OC 10, you're going to need to wipe off a few models from a battleline squad before you can claim something from the enemy.
- Damaging your bigger knights badly enough sees even this called into doubt.
- Your Invulnerable saves only work on guns, not on anyone going up to punch your giant mechs.
Faction Rules
- Harbingers of Dread: Like last edition, this gives you ever-intensifying debuff bubbles on your knights. However, unlike last edition's massive chart, this is considerably simplified.
- On turn 1 onwards, they have a 12" aura of Despair, making units within it suffer -1 to any Battleshock or Leadership tests they make.
- On turn 3 onwards, this bubble turns into an aura of Doom and Darkness. Battle-shocked units in this bubble suffer -1 to hit, but you get +1 to wound them.
Detachments
Traitoris Lance
Special Rules
- Forged in Terror: Any enemies that start within 12" of your knights during their command phase must take a Battleshock test, giving you all the incentive you need to exploit your benefits against them.
Stratagems
- Dread Hounds (1 CP): Mark one enemy within range of 2+ War Dog units during the Shooting or Fight phase. These War Dogs can only target the chosen enemy, but they get Sustained Hits 1 on this enemy, with the bonus of scoring critical hits on a 5+ if they target a Battle-shocked unit.
Equipment
Unit Analysis
Characters
Epic Heroes
Battleline
Ahorrent Class
- Knight-Abominant: Your giant psychic walker still maintains quite a few different powers. Vortex Terrors gives an instant Battleshock test on one enemy within 12" while Warp Storms gives a chance to make enemies within 9" suffer d3 MWs. This results in its only real shooting coming from the Heavy Stubber and the Volkite Combustor, which got buffed to an impressive S12 AP- D3, relying on Devastating Wounds to make its mark on heavier units.
- The melee weapons, which used to be oddly-defined alternatives, are now more clearly differentiated. The Electroscourge is a far stronger tool with S10 AP-2 D3 and Sustained Hits 1, while the Balemase is an auxiliary weapon with Extra Attacks and a weaker S8 AP-1 D2.
- Knight Despoiler: Your utility knight remains capable of a lot. Starting out, it comes with a 9" bubble that lets friendly War Dog units add +1 to Battleshock tests. It also has the ability to re-roll one wound roll whenever it shoots or fights, which helps.
- As before
Tyrant Class
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