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Games Workshop - Warhammer 40,000 - Chaos Knights: Knight Abominant/Rampager/Desecrator

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Chaos Knights get several faction special rules. Some are identical to Imperial Knights, while others stand out more specifically. Traitoris Lances Tau take a hit on the Stormsurge (+60pts) and Ta’unar (+105pts). They are more than happy to trade this for the hits on Knights and Eldar, and if you’re the kind of monster who likes unleashing a Ta’unar, it’s probably still fine-ish, and less likely to get instagibbed by elves. Chaos Knights are essentially a skew army – sure, they’re more versatile than your average skew list built from an army that isn’t designed for it, but you’re still taking a large group of vehicles with big bases that just can’t do certain things. The Positive

Isle of Man, Isle of Wight, Northern Ireland and the Scottish Highlands) may take longer to reach you.It’s harder for Chaos to generate CP on the level of Imperials – Red Corsairs are the most reliable method Aura of Terror – When a charge roll is made for an enemy unit within 12″ of this model, subtract 1 from the result. Additionally, enemy units that take Morale tests within 12″ of this model roll 2D6 and must discard the lowest die.

I think the news is less good for the factions at the lower end of the metagame – for all the hard work that one brave Death Guard player has put in to try and prove us wrong, they still feel a bit anemic, and along with World Eaters and AdMech they remain in a tough place, and I legitimately think you could have done a blanket 5-10% point cut across these factions (perhaps excluding their very best/Indirect units) with zero risk of them suddenly dominating. The most extreme shooty lists getting tanked has a better chance of lifting Tau and Votann up to being in an OK place, jury’s still out on that one. After seeing this unboxing review, what do you think of how to magnetize the Chaos Knights Desecrator? Trail of Destruction: One of the best reasons to be Chaos Knights, granting re-rolls to hit using the “good” wording (i.e. “can re-roll hits” not “re-roll failed hits”) for a phase at a very reasonable price While Infernals don’t get the pre-game pacts that Iconoclasts do, they have access to four stratagems during the game, several of which give you very tasty options. Nothing too complicated here, pretty much just a ~15% hike to anything with Towering and a gun, and slightly more on Canis Rex. That’s certainly going to force some decisions on Knight players – early play has seen a lot of three big Knight lists, but it seems pretty likely that two will now be the norm, and it’ll be interesting to see which ones. Mythic Hero presumably ends up as pretty much an auto-take with fewer Bondsman abilities to hand out, and at the other end of the spectrum it does seem plausible that just going in on one of the bigger threats like a Castellan gets more attractive now that each big Knight is a greater proportion of your army.

OPTION 1: The Smasher

Path of Destruction scores you VP at the end of the round (up to 3) for destroying enemy units with chaos knights units that are in your deployment zone, in no man’s land, and in their deployment zone. Again, this one is going to depend heavily on the terrain and the opponent (and the deployment zones), and the hoops you have to jump through make it just not worth it – killing an enemy unit with one of your own in your opponent’s deployment zone every round to score 15 is pretty much impossible unless you get off a wild T1 charge with something like a subjugator machine spirit, and the per-round scoring on this makes it just a really bad option. You’re better off going with Grind Them Down. This is a perfect excuse to massively convert your army. Kromlech, Bitspudlo and many 3D modellers produce conversion bits to transform loyalist Knights into traitors– and neodymium magnets, a modelling saw and drill will allow you to magnetise weapons and get more value out of each kit. Chaos Knights Lore Helm of Warp-Sight: Ignore hit penalties. Easily the best relic, as it makes you a ridiculous counter to hit modifiers, pretty much whatever you’re up against. If you see a plane, take this, and rejoice that your faction choice has paid off. Knights Desecrator possess potent mid-to-close range armaments that lend themselves towards dueling enemy war engines or monstrous beasts, or tearing down the foe’s fortifications. Their weapons typically consists of a Thunderstrike Gauntlets, Warpstrike Claws, and Reaper Chainswords alongside a fearsome Laser Destructor. [1a] [2]

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