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

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The Veil of Medrengard: Non-Dreadblade Iconoclast only. 4++ against shooting. Definitely fine to throw on pretty much any Iconoclast. Because the unit list is so short, we will briefly touch on why various other options don’t currently get there, although honestly a lot of it can be summed up as “this guy”:

War Dog Executioner: Corrupted Heirlooms, Diabolus heavy stubber, Helm of Dogs, Tzeentch – Mirror of Fates Chaos Knights are drawn from traitorous Dread Households, each with a unique war culture and army-wide rules, relics, and tactics. In Warhammer 10th edition these don’t currently have any rules.To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test. The new volkite gun is great looking, with the right balance of chaos and normal gun for my tastes, although I will mention its coils are a bit more plasma looking then I would normally associate with volkite but that might just be me. As for the other weapons, I am still not totally sold on the posing for the flail, it’s… fine. It looks weird if you have it doing anything but just hanging roughly down, they don’t really have enough force to look good pointing forward and they would have to bend up a bit for that to look natural as well. The tail is slightly following the path of the knights gait and it might be a bit subtle for some, but at least it won’t look too goofy if you build multiple Abominants. The Knight Desecrator is a type of Questoris Pattern Chaos Knight, that is a powerhouse at mid- to close-range combat. [1a] Ruthless Tyranny is, as it turns out, a very good replacement for Stranglehold, giving you an easy way to score 3 VP each turn (and similar to Stranglehold, scoring at the end of your turn), with the stretch option to score a 4th point. It’s one of the highest-scoring faction secondaries in the game and it’s pretty consistent. These traits are both outrageously good and a lot of the power of Chaos Knights is baked into them. Because of that, there’s far more pressure to build a full Superheavy detachment compared to Imperial Knights, where combinations of warlord traits and relics were the gateway to the most potent builds. Compounding this, Chaos has access to the hellish triple Lord Discordant Supreme Command detachment, which is basically just a better addition to most Chaos lists for ~500pts than a single Knight would be. Because of this, you overwhelmingly see Superheavy detachements of Chaos Knights rather than Superheavy Auxiliary, and thus see War Dogs on the board making up numbers proportionally more often than Armigers. Iconoclast Households

When you sit down to build a Chaos Knights list the question you start with is “how many big knights do I want to take?” Most players have settled now on the idea that lists want to take a Knight Desecrator (Diamonas optional), after which the question becomes how many war dogs you want to include. While there are some two-knight lists out there that run Desecrator/Abominant, lists have recently begun to converge into two groups: Chaos Knights saw their 9th edition Codex finally release just a month and a half prior to the Nephilim changes, and had just hit competitive play when a wave of major changes hit. As a result of being a very new release, the faction itself wasn’t changed much, but many of the game-wide changes have large impacts on the faction.War Dog ( War Dog Executioner • War Dog Stalker • War Dog Karnivore • War Dog Brigand • War Dog Huntsman)

What’s great about this build is that most of its additional options take the form of Relics, meaning they’ll effectively only cost you the Command Point you spend on the Corrupted Heirlooms Stratagem. Isle of Man, Isle of Wight, Northern Ireland and the Scottish Highlands) may take longer to reach you.

Chaos Knights 10th edition rules

The War Dogs aren’t really much different posability wise then the existing Armigers kit, just the same left or right step, waggle of limbs and a twist of the head. What they do have though is bits, three distinct head options including one with different faces along with a ton of little pointy bits in different flavors and even a bird for the carapace means that you can do a ton of decently unique versions of the same model. Given how many you might consider bringing, that’s an incredibly good move, particularly when you glance over at the imperial side of things where you get faces and that’s it. A Chaos Knight army is one of the most difficult, yet rewarding challenges you’ll ever find painting miniatures, and nothing else in the game plays like it. We have guides to other Warhammer 40k factionsand we recommend you peruse those if you’re totally new to the hobby… but then again, arrogance and hubrisare perfect attitudes for a would-be Chaos Knight commander… A Knight Desecrator is a type of Questoris Pattern Chaos Knight that excels at close-to-mid-range combat, particularly hunting down other war engines and destroying fortified positions. The Valiant basically falls down on those grounds as well. The goal with a Chaos Knight detachment is to sneak in three full fledged LOWs as cheaply as possible so you still have room for some Lords Discordant or a Daemon bomb, and spending 600pts on a big hefty boi just doesn’t contribute to that. In more casual games it’s probably be fine as either Infernal (to get the damage boost on the flamer) or Iconoclast (taking the Veil of Merengard and re-roll 1s to wound against vehicles so the Harpoon is one-shotting a tank a turn), but it’s done nothing on the top tables. Knight Desecrator Trail, Rotate and Full Tilt are your bread and butter here. That is, at least, a pretty nice set of stuff, even if it’s fairly boring. The Rest

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