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 Chaos Knights[edit | edit source]
Pros[edit | edit source]
- 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.
- A lot of things rely on Battleshock and unlike last edition, it's actually reliable on a ton of things.
Cons[edit | edit source]
- Seeing as your Armigers are only OC 8 and your Questoris Knights OC 10, you're going to need to wipe off a few models from a battleline squad or inflict Battle-Shock on them 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[edit | edit source]
- 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, and you get +1 to wound against them.
- Dreadblades: What allows you to add your Chaos Knights to other armies, though you can only take up to three War Dogs or one other knight. These knights can never be made your warlord and can't be given Enhancements.
Detachments[edit | edit source]
Traitoris Lance[edit | edit source]
Special Rules[edit | edit source]
- Forged in Terror: Any enemy unit that are below starting strength that are 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[edit | edit source]
- 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.
- Disdain for the Weak (1CP): At the start of the fight phase, choose one enemy unit, one friendly Knight has a 6+++ FNP against that enemy's attacks or, that the enemy unit that was chosen was battle-shocked, a 5+++ FNP instead.
- Pterrorshades (1CP): Any time an enemy unit fails a battle-shock test within 12' of a friendly knight, pop this strat and roll 6d6, each roll of a 4+ that enemy suffers 1 mortal wound and that knight heals one wound.
- A Long Leash (1CP): Up to 3 War Dogs models are considered to be within range of one Abhorrent model's aura.
- Knight of Shade (1CP): 1 big boy Knight or up to 2 War Dogs, can move through models and terrain as if they weren't there. Better than giving them fly, just make sure to quote Kool Aid Man when you use this and shout: "Oh, yeah!"
- Diabolic Bulwark (1CP): At the start of the enemy shooting phase, one friendly knight gains a 4++ against ranged attacks.
Equipment[edit | edit source]
Unit Analysis[edit | edit source]
As per the Daemon index, you can have 1/4 of your army in points be Chaos Daemons - see that page for analysis.
Battleline[edit | edit source]
- War Dog Brigands:
- War Dog Executioners:
- War Dog Huntsmen:
- War Dog Karnivores:
- War Dog Stalkers:
Abhorrent Class[edit | edit source]
- 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, this unit has access to the Carapace weapons. The Havoc Rocket Pod is weak but it's also your only Blast Indirect Fire weapon. The Ruinspear Rocket Pod lets you handle smaller tanks you'd rather avoid directing your knight's better guns towards. The Hellstorm Autocannon gives you a Twin-Linked Anti-Fly 4+ weapon that can now trash both flyers and (possibly) jump packs again.
- The Daemonbreath Thermal Cannon got a bit more use as an anti-TEQ weapon with the addition of Blast to its randomized attacks but remains just as terrifying with Melta 6. The Despoiler Battle Cannon remains pretty potent at blowing up MEQ, with the addition of Rapid Fire d6+3 making it even more devastating up close. The Desploiler Gatling Cannon exists so you can drown mobs in bullets and dice.
- The Warpstrike Claw predictably got a sizeable boost in Strength, with its swipe being a marine-swatting S10 AP-3 D8 and its strike being a monstrous S20 AP-2 D3. The Reaper Chainsword, while weaker, is better suited for crowds by its number of attacks.
Tyrant Class[edit | edit source]
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