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Chaos Knight News and Rumors @ 2022/04/04 14:31:45


Post by: Sasori


Didn't see a thread on this.

Official announcement: https://www.warhammer-community.com/2022/03/24/enter-the-abominant-two-new-chaos-knights-revealed-at-adepticon/

News 4/4: Karnivore Loadouts: https://www.warhammer-community.com/2022/04/04/dominate-any-phase-you-choose-with-the-new-option-packed-chaos-knights-kits/?utm_source=instagram&utm_medium=social&utm_campaign=warhammer-40%2C000&utm_content=40k---model-reveal


I'll say I'm happy with the news of the Karnivore loadouts. I thought from the annoucement it was just going to be melee only with that one loadout. Glad to see that's not the case here.

Here is a small list of the rumors that have been dumped from a semi-reliable source:
Spoiler:

Chaos Knight Leaks

Army Trait
PfP Like Mechanic. Looks like you chose 1 of 3 categories, and the effect happens. They stack as the game moves on and they are all debuffs to enemies within 12'
All Knights lost -2' of movement, with the exception of the Melee Knights (Rampager)
Dominus Class Knights have a 2+ Save
NO -1 Damage
5++ Only in shooting, NO built in Melee Invuln.

House Traits
Fell Bond (Custom Trait) Ramshackle.

Warlord Traits
Warlord can get a second trait


Units/Wargear
Volkite does 3 MWs on 6's
Melee Knights retain 2+ WS
Thunderstrike Gaunt is flat 8D and also has a sweep attack at 3 Damage No more Minus to Hit. Sweeps are X2 Attacks.
Wardogs get reroll 1's in melee near a Melee Knight
Havocs are 48' S5 no LOS on Armigers
Wardog Gatling 12 shots Strength 6 AP -1 1D
Thermal Spear: 30" Heavy 2, S9 AP-4 Dd6 (Dd6+2 in half range)
Thermal Cannon: 30" Heavy 2d3 S9 AP-4 Dd6+2 (Dd6+4 in half range)
Volcano Lance D3 Shots, D6+8 Damage
RFBC: 72" Heavy 2d6 S8 AP-2 flat 3 damage
Helvrins: get an additional AP(!)
Armigers are now all distinct Datasheets.


Upgrades - "Favored of the Gods" Paid points upgrades that is updated based on wounds delivered.
Every Knight can have up to one.
Can get a full 4++ (Useable in melee as well)



Chaos Knight Psychic Tree
WC 6 No Overwatch + Weird Smite
WC6 D3 Mortals, and nearest to target takes 1 MW. 11+ D3 on both
WC6 5+++, Higher cast gives Wardogs within 6' a 6+++
WC6 All Enemies within 12' take a dread test. If failed, take 1 MW.
2 More that were not Caught

Infernal Chart
1 MW for random, D3 for Choice
- +3'
-+1 Wound on a Weapon
- Transhuman

Stratagems:
Heirlooms/Exalted Court down to 1/2 cp.
Rotate now a flat 2CP for all knights
2CP Roll a D6 for every model you kill in the fight phase, for ever 4+ you gain a Wound back to a Max of 8
-1 Damage in Melee

Relics:
HELM OF the Dogs - Wardog only relic +1 attack and all dogs 6' get reroll wound rolls of 1.
House Korvax Relic - Allows you to negate 1 saving throw a battle round.

Chaos Marks
Mark of Nurgle - Machine Spirit Resurgence


Images:

Knight Abombinant




Karnivores:





Chaos Knight News and Rumors @ 2022/04/04 14:41:55


Post by: H.B.M.C.


The ammo box on the Gatling gun is reversible.


Chaos Knight News and Rumors @ 2022/04/04 14:43:40


Post by: DreadfullyHopeful


Nice ! Anyone got a screenshot of OK_entrepreneur's leaks ?


Chaos Knight News and Rumors @ 2022/04/04 14:46:04


Post by: ImAGeek


The skull head on the war dog looks much better side on than it did from the first preview.


Chaos Knight News and Rumors @ 2022/04/04 14:55:23


Post by: Not Online!!!


Literally built and converted Gattling amirigers 4 years before GW did


Chaos Knight News and Rumors @ 2022/04/04 14:58:27


Post by: SamusDrake


Three varieties of "Wardog" sounds marvelous and definitely spices up combat patrols.

I'm very tempted to purchase the upcoming set, but that depends on whether or not the Chaos Knights codex will still be running Warglaives and Helverins.


Chaos Knight News and Rumors @ 2022/04/04 15:05:44


Post by: chaos0xomega


I bought 2 Desecrator/Rampager kits over the weekend - now I'm kinda regretting it because unless the price is crazy I'm going to try to score 3 of the new launch boxes (I'm figuring $200/box, figuring $160 for the Knight, $80 for the Armigers/Wardogs - if I can sell the extra codex and datacards online its well worth it) so I can get a solid entry in with those wardog variants. Also, are we assuming that the "tank-melting daemonbreath spear" on the War Dog Stalker is the same weapon as the flamer-looking weapon on the War Dog Brigands right arm?


Chaos Knight News and Rumors @ 2022/04/04 15:10:07


Post by: Kanluwen


Yep, seeing as how it has the same design cues as the Thermal Spear/Cannon.


Chaos Knight News and Rumors @ 2022/04/04 15:13:31


Post by: GaroRobe


I’m betting 240 for the box since it’s “big”


Chaos Knight News and Rumors @ 2022/04/04 15:13:49


Post by: Crimson


I love the doggy head.


Chaos Knight News and Rumors @ 2022/04/04 15:16:22


Post by: TheWaspinator


Nice, more weapon options for knights is great news.


Chaos Knight News and Rumors @ 2022/04/04 15:22:32


Post by: chaos0xomega


 GaroRobe wrote:
I’m betting 240 for the box since it’s “big”


You might be right, simply because going back in time it looks like previous launch boxes were already $200. With the price hikes I can see them increasing the cost of the box further.


Chaos Knight News and Rumors @ 2022/04/04 15:51:18


Post by: Mad Doc Grotsnik


Really liking the War Dogs. Given existing CK armies will include the original ones, I’m wondering how they all stack up in terms of being attractive options.


Chaos Knight News and Rumors @ 2022/04/04 15:57:31


Post by: lord_blackfang


Are premium launch boxes discounted?


Chaos Knight News and Rumors @ 2022/04/04 16:12:29


Post by: Theophony


 lord_blackfang wrote:
Are premium launch boxes discounted?


Most places I have seen do discount them. I can hope that Miniaturemarket gets a huge pile of them again like they did with the Black Templars. They had them for 30% off in store only because they got the huge shipment of them. I might grab a couple. Sell the extra codex and stuff at the other local FLGS for store credit.


Chaos Knight News and Rumors @ 2022/04/04 16:16:47


Post by: Dudeface


 lord_blackfang wrote:
Are premium launch boxes discounted?


I seem to think they are in the context of you basically get the codex + cards free iirc.


Chaos Knight News and Rumors @ 2022/04/04 16:19:14


Post by: Mad Doc Grotsnik


I think they do start as being already discounted compared to Separate Item RRP.

Checking my Orky set, that was £125. That came with..erm… £130 worth of models, the Codex (not counting a Ltd Ed premium, £32.50) and data cards (£17) for a total of £179.50.

Saving of slightly less than £55 before any other potential discounts.


Chaos Knight News and Rumors @ 2022/04/04 16:25:17


Post by: chaos0xomega


Yeah, the Beastsnagga and Black Templars boxes didn't offer savings relative to the value of the models in the US iirc, but did within the context of the datacards, codex, and any other non-miniature based items. If that pattern holds true they are still worth buying multiple copies of since you can offload the codex/datacards at a discount price and make back some of your money - especially with a faction like Knights which are unlikely to get a Combat Patrol or a battleforce box, etc. this is basically the closest you're likely to get to a discounted bundle deal short of GW re-releasing Imperial Knight Renegade or bringing back those Apocalypse box sets.


Chaos Knight News and Rumors @ 2022/04/04 17:36:01


Post by: Voss


SamusDrake wrote:
Three varieties of "Wardog" sounds marvelous and definitely spices up combat patrols.
.


Yeah, I'm surprised that didn't come up in the preview show. Those kits (especially the wardog) are _much_ better than they first looked. I thought they'd be hard locked to choppy thing/fist and volkite/tentacles.

I'm intensely curious what the Khornate Abominant gets instead of psychic powers.


Chaos Knight News and Rumors @ 2022/04/04 18:17:17


Post by: Dudeface


Voss wrote:
SamusDrake wrote:
Three varieties of "Wardog" sounds marvelous and definitely spices up combat patrols.
.


Yeah, I'm surprised that didn't come up in the preview show. Those kits (especially the wardog) are _much_ better than they first looked. I thought they'd be hard locked to choppy thing/fist and volkite/tentacles.

I'm intensely curious what the Khornate Abominant gets instead of psychic powers.


Historically, basing it off the CSM codex: 1A


Chaos Knight News and Rumors @ 2022/04/04 18:24:02


Post by: dan2026


Will Chaos Knight armies still be able to use the Imperial Knight options like the Armigers?


Chaos Knight News and Rumors @ 2022/04/04 19:19:44


Post by: Eldarsif


 dan2026 wrote:
Will Chaos Knight armies still be able to use the Imperial Knight options like the Armigers?


The new wardog model seems to have the same option as the chainsword/melta lance armiger so I think those would be legal. The question remains about the dual-gun Armiger. I'd hope so as those models were sold as Armigers up until this point.


Chaos Knight News and Rumors @ 2022/04/04 19:27:17


Post by: nathan2004


It shows the dual gun arminger in the pic of the next campaign book. Safe bet it’s staying.


Chaos Knight News and Rumors @ 2022/04/04 19:28:49


Post by: Platuan4th


 nathan2004 wrote:
It shows the dual gun arminger in the pic of the next campaign book. Safe bet it’s staying.


Also a Chaos Knight Chassis with "Imperial" Questoris weapons.



Chaos Knight News and Rumors @ 2022/04/04 19:32:17


Post by: Mad Doc Grotsnik


And in the background a War Dog with wiggly worm weapon….


Chaos Knight News and Rumors @ 2022/04/04 19:37:39


Post by: NinthMusketeer


Can someone confirm for me, does this mean GW is actually supporting kitbashing in this instance, or simply that the new kits provide the old options so NOW they can take them in game?


Chaos Knight News and Rumors @ 2022/04/04 19:40:56


Post by: bmsattler


If nothing else, the different types of War Dogs will prevent the old issue of rule of 3 cropping up quite as much.

If the Infernal and Iconoclast rules remain mostly the same, that 12-shot Armiger gatling gun sounds like a real contender for the Infernal boost.

It looks like the campaign book will have rules for a Be'lakor/Chaos Knight team similar to Metallica/Raven.


Chaos Knight News and Rumors @ 2022/04/04 19:43:17


Post by: Platuan4th


 NinthMusketeer wrote:
Can someone confirm for me, does this mean GW is actually supporting kitbashing in this instance, or simply that the new kits provide the old options so NOW they can take them in game?


Chaos Knights can already include that equipment(sans the wigglers on the Armigers) via the Despoiler entry. The Desecrator and Questoris are technically the same chassis, the only difference is the armor plates(which are interchangeable between the two kits) and Desecrators having digitigrade legs. The shoulders are the exact same. This picture just shows the Despoiler based on a Desecrator kit, there's actually a decent amount of conversions and kitbashes in the Chaos Knight codex.


Chaos Knight News and Rumors @ 2022/04/04 19:44:24


Post by: Eldarain


Tentacle wardog confirmed as a staffers old kitbash. Says they use his in the backgrounds as the scheme is close to the official big kinnigits.


Chaos Knight News and Rumors @ 2022/04/04 19:51:36


Post by: NinthMusketeer


 Platuan4th wrote:
 NinthMusketeer wrote:
Can someone confirm for me, does this mean GW is actually supporting kitbashing in this instance, or simply that the new kits provide the old options so NOW they can take them in game?


Chaos Knights can already include that equipment(sans the wigglers on the Armigers) via the Despoiler entry. The Desecrator and Questoris are technically the same chassis, the only difference is the armor plates(which are interchangeable between the two kits) and Desecrators having digitigrade legs. The shoulders are the exact same. This picture just shows the Despoiler based on a Desecrator kit, there's actually a decent amount of conversions and kitbashes in the Chaos Knight codex.
Got it, TY.


Chaos Knight News and Rumors @ 2022/04/04 19:53:11


Post by: Kanluwen


Treating this as a general Knights thread, since there's no Loyalist version...

This is feeling a bit disappointing from the Loyalist side of things.

Not necessarily because Chaos Knights got new things, but rather because it seems like they're getting to keep the old setup they had which was already fairly flexible(twin Avenger Despoilers, mixing Warglaives and Helverins) and get new things as well.

Hopefully I'm proven wrong or something is done to really delineate the 'locked' variants a bit more on that Loyalist side of things.


Chaos Knight News and Rumors @ 2022/04/04 20:27:35


Post by: Sasori


 Eldarain wrote:
Tentacle wardog confirmed as a staffers old kitbash. Says they use his in the backgrounds as the scheme is close to the official big kinnigits.


That's too bad. Would have thought that'd be an excellent addition.


Chaos Knight News and Rumors @ 2022/04/04 20:42:44


Post by: SamusDrake


So far it seems that each Codex has received an accompanying new kit, so maybe there's something new for Imperial Knights.

Most likely they wanted all things Chaos and Heresy at Adepticon and left the Imperial Knights for another reveal, but showed the Imperial Knight codex to say "we haven't forgotten you" sort of thing.


Chaos Knight News and Rumors @ 2022/04/04 20:55:20


Post by: xttz


SamusDrake wrote:
So far it seems that each Codex has received an accompanying new kit, so maybe there's something new for Imperial Knights.


Apparently not.

No new models for imperial Two new models for chaos

A rule about how heroic your army is doing in four different categories and as you become more heroic the more abilities you gain

A squire mechanic where your big knights can tell a little knight to just be better
Imp knights are only getting a codex (but what a book)

The imperial knights have GREAT synergy between each other

Imperial teaching, armigers within range gain an additional hit for every 6 to hit

The preceptor becomes a chaplain for the imperial side

Chaos psychic power 5+fnp for caster If cast on a high number surrounding wardogs gain 6+fnp


Keep in mind that most other codexes got small character releases, which isn't likely for IK. They might just have to settle for new rules and perhaps some kind of discounted boxed set.


Chaos Knight News and Rumors @ 2022/04/04 21:47:42


Post by: bmsattler


Imperial Knights already have more datasheets than say Harlequins and possibly Grey Knights. What Knights lack is the ability to play the secondary game and durability. Those are easily fixed with better rules, and I'm pretty excited about what I've seen so far!


Chaos Knight News and Rumors @ 2022/04/04 23:02:46


Post by: SamusDrake


 xttz wrote:

Apparently not.

Keep in mind that most other codexes got small character releases, which isn't likely for IK. They might just have to settle for new rules and perhaps some kind of discounted boxed set.


Well, you see, there is the small matter of Duncan...I just don't know how he'll cope.


Chaos Knight News and Rumors @ 2022/04/04 23:42:19


Post by: MajorWesJanson


Interesting note from the IG rumor thread is that russet and bane blades will be going up to T9. Will knights do the same?


Chaos Knight News and Rumors @ 2022/04/04 23:52:40


Post by: ArcaneHorror


I hope that the new Chaos Knights have access to mark god-specific rules, like relics and stratagems. I was thinking of converting some Nurgle Knights, but I don't want to go though all the effort just so the only special thing I can do is danger squirts.


Chaos Knight News and Rumors @ 2022/04/04 23:58:04


Post by: cuda1179


 MajorWesJanson wrote:
Interesting note from the IG rumor thread is that russet and bane blades will be going up to T9. Will knights do the same?


Baneblade and the new tank are toughness 9. Leman Russ still toughness 8.



Chaos Knight News and Rumors @ 2022/04/05 00:01:00


Post by: BorderCountess


 MajorWesJanson wrote:
Interesting note from the IG rumor thread is that russet and bane blades will be going up to T9. Will knights do the same?


I certainly hope so. 2+ and a real invulnerable save would be nice, too. I mean, considering the meta seems to be based on the ability to blow Knights off the board in one go...


Chaos Knight News and Rumors @ 2022/04/05 00:01:10


Post by: Platuan4th


 ArcaneHorror wrote:
I hope that the new Chaos Knights have access to mark god-specific rules, like relics and stratagems. I was thinking of converting some Nurgle Knights, but I don't want to go though all the effort just so the only special thing I can do is danger squirts.


The previous book had a specific relic for each god. Khorne's turned off invuls(for both sides) in combat once per game, Tzeentch made the Knight a Psyker with Smite, Nurgle rebounded MW on a 4+ if you passed saves in melee, Slaanesh added 1 to Advance and Charge rolls as well as ASF.


Chaos Knight News and Rumors @ 2022/04/05 19:18:58


Post by: NinthMusketeer


bmsattler wrote:
Imperial Knights already have more datasheets than say Harlequins and possibly Grey Knights. What Knights lack is the ability to play the secondary game and durability. Those are easily fixed with better rules, and I'm pretty excited about what I've seen so far!
TBF a lot of those datasheets are just artificially splitting weapon options on what is really the same unit.

IMO, make each chassis it's own (full page) dataslate with all of the options interchangeable. For that matter, split the equipment into intuitive left-arm/right-arm categories instead of the weird listing they have now. Leave the differentiation of units for the little guys.


Chaos Knight News and Rumors @ 2022/04/05 20:29:05


Post by: drbored


 Kanluwen wrote:
Treating this as a general Knights thread, since there's no Loyalist version...

This is feeling a bit disappointing from the Loyalist side of things.

Not necessarily because Chaos Knights got new things, but rather because it seems like they're getting to keep the old setup they had which was already fairly flexible(twin Avenger Despoilers, mixing Warglaives and Helverins) and get new things as well.

Hopefully I'm proven wrong or something is done to really delineate the 'locked' variants a bit more on that Loyalist side of things.
'

Ah, this... it smells a bit nostalgic doesn't it?

A bit like... "Well the Space Marines got a new vehicle, but what about Chaos Marines? Where's our spikey version?"

I think you'll be alright. It took time for Space Marines and Chaos Marines to properly diverge and for GW to not just give out spikey versions of everything that Space Marines got. It will take some time for the Imperial Knights and Chaos Knights as well. This is part of the process, where Chaos Knights will get some stuff here, and then later Imperial Knights will get some new things and Chaos Knights will be like "ok but where's our spikey version?" and so on and so forth.

I'm sure you'll get some neat relics and warlord traits that will help make up the difference. Also remember that you've got the Knight Dominus chassis that Chaos doesn't really have a spikey version of, and I'm sure in the time it takes GW to produce that, Imperial Knights will get some new plastic knight to help fill in other gaps.


Chaos Knight News and Rumors @ 2022/04/05 20:30:53


Post by: JNAProductions


Chaos Knights have the Tyrant, which is the Dominus chassis.


Chaos Knight News and Rumors @ 2022/04/05 22:12:58


Post by: Kanluwen


drbored wrote:

Ah, this... it smells a bit nostalgic doesn't it?

A bit like... "Well the Space Marines got a new vehicle, but what about Chaos Marines? Where's our spikey version?"

I think you'll be alright. It took time for Space Marines and Chaos Marines to properly diverge and for GW to not just give out spikey versions of everything that Space Marines got. It will take some time for the Imperial Knights and Chaos Knights as well. This is part of the process, where Chaos Knights will get some stuff here, and then later Imperial Knights will get some new things and Chaos Knights will be like "ok but where's our spikey version?" and so on and so forth.

I'm sure you'll get some neat relics and warlord traits that will help make up the difference. Also remember that you've got the Knight Dominus chassis that Chaos doesn't really have a spikey version of, and I'm sure in the time it takes GW to produce that, Imperial Knights will get some new plastic knight to help fill in other gaps.

Bluntly, the issue is that there is a weird design philosophy in play.

Chaos gets the Despoiler--which is a "+1" version of the standard Questoris for the Loyalists. I call it the "+1" version as it lets you go a bit more specialized for the shooty Knights, by letting you double up the arm guns.
Loyalists on the other end get the "named" versions...which are locked profiles, essentially.

I'm totally okay to admit that I'll come off as sour grapes here. It's just weird to me that they didn't come up with spiky named variants that were a 1:1 match for the Loyalist ones.

The new version for Chaos seems to be addressing the differences more than you think though. Remember that the Loyalist Questoris version started off as building two versions, then bumped up to 4 or 5, and then lastly they added a named version(Canis Rex) and the Armiger Babysitter in the Preceptor.


Chaos Knight News and Rumors @ 2022/04/05 23:16:56


Post by: BorderCountess


drbored wrote:
 Kanluwen wrote:
Treating this as a general Knights thread, since there's no Loyalist version...

This is feeling a bit disappointing from the Loyalist side of things.

Not necessarily because Chaos Knights got new things, but rather because it seems like they're getting to keep the old setup they had which was already fairly flexible(twin Avenger Despoilers, mixing Warglaives and Helverins) and get new things as well.

Hopefully I'm proven wrong or something is done to really delineate the 'locked' variants a bit more on that Loyalist side of things.
'

Ah, this... it smells a bit nostalgic doesn't it?

A bit like... "Well the Space Marines got a new vehicle, but what about Chaos Marines? Where's our spikey version?"

I think you'll be alright. It took time for Space Marines and Chaos Marines to properly diverge and for GW to not just give out spikey versions of everything that Space Marines got. It will take some time for the Imperial Knights and Chaos Knights as well. This is part of the process, where Chaos Knights will get some stuff here, and then later Imperial Knights will get some new things and Chaos Knights will be like "ok but where's our spikey version?" and so on and so forth.

I'm sure you'll get some neat relics and warlord traits that will help make up the difference. Also remember that you've got the Knight Dominus chassis that Chaos doesn't really have a spikey version of, and I'm sure in the time it takes GW to produce that, Imperial Knights will get some new plastic knight to help fill in other gaps.


Just like Marines, the Imperial Knights get better rules - last I checked there was a massive disparity in win rates between Imperial Knights and Chaos Knights.


Chaos Knight News and Rumors @ 2022/04/05 23:27:18


Post by: H.B.M.C.


I just wish Imperial Knights could have two of the Gatling guns. It just looks cool.


Chaos Knight News and Rumors @ 2022/04/06 02:20:00


Post by: Sasori


I'm a bit suprised we haven't gotten more leaks at this point. I'm betting the special box is going to go up for preview week here in 1-2 weeks.



Chaos Knight News and Rumors @ 2022/04/06 04:52:46


Post by: drbored


 Manfred von Drakken wrote:
drbored wrote:
 Kanluwen wrote:
Treating this as a general Knights thread, since there's no Loyalist version...

This is feeling a bit disappointing from the Loyalist side of things.

Not necessarily because Chaos Knights got new things, but rather because it seems like they're getting to keep the old setup they had which was already fairly flexible(twin Avenger Despoilers, mixing Warglaives and Helverins) and get new things as well.

Hopefully I'm proven wrong or something is done to really delineate the 'locked' variants a bit more on that Loyalist side of things.
'

Ah, this... it smells a bit nostalgic doesn't it?

A bit like... "Well the Space Marines got a new vehicle, but what about Chaos Marines? Where's our spikey version?"

I think you'll be alright. It took time for Space Marines and Chaos Marines to properly diverge and for GW to not just give out spikey versions of everything that Space Marines got. It will take some time for the Imperial Knights and Chaos Knights as well. This is part of the process, where Chaos Knights will get some stuff here, and then later Imperial Knights will get some new things and Chaos Knights will be like "ok but where's our spikey version?" and so on and so forth.

I'm sure you'll get some neat relics and warlord traits that will help make up the difference. Also remember that you've got the Knight Dominus chassis that Chaos doesn't really have a spikey version of, and I'm sure in the time it takes GW to produce that, Imperial Knights will get some new plastic knight to help fill in other gaps.


Just like Marines, the Imperial Knights get better rules - last I checked there was a massive disparity in win rates between Imperial Knights and Chaos Knights.


Yeah, I'll be more worried about the extra profiles Chaos gets if Chaos actually turns out to be better for one edition.


Chaos Knight News and Rumors @ 2022/04/06 06:10:13


Post by: Dudeface


drbored wrote:
 Manfred von Drakken wrote:
drbored wrote:
 Kanluwen wrote:
Treating this as a general Knights thread, since there's no Loyalist version...

This is feeling a bit disappointing from the Loyalist side of things.

Not necessarily because Chaos Knights got new things, but rather because it seems like they're getting to keep the old setup they had which was already fairly flexible(twin Avenger Despoilers, mixing Warglaives and Helverins) and get new things as well.

Hopefully I'm proven wrong or something is done to really delineate the 'locked' variants a bit more on that Loyalist side of things.
'

Ah, this... it smells a bit nostalgic doesn't it?

A bit like... "Well the Space Marines got a new vehicle, but what about Chaos Marines? Where's our spikey version?"

I think you'll be alright. It took time for Space Marines and Chaos Marines to properly diverge and for GW to not just give out spikey versions of everything that Space Marines got. It will take some time for the Imperial Knights and Chaos Knights as well. This is part of the process, where Chaos Knights will get some stuff here, and then later Imperial Knights will get some new things and Chaos Knights will be like "ok but where's our spikey version?" and so on and so forth.

I'm sure you'll get some neat relics and warlord traits that will help make up the difference. Also remember that you've got the Knight Dominus chassis that Chaos doesn't really have a spikey version of, and I'm sure in the time it takes GW to produce that, Imperial Knights will get some new plastic knight to help fill in other gaps.


Just like Marines, the Imperial Knights get better rules - last I checked there was a massive disparity in win rates between Imperial Knights and Chaos Knights.


Yeah, I'll be more worried about the extra profiles Chaos gets if Chaos actually turns out to be better for one edition.


I mean, they're allowed to be better within the confines of appearing balanced. If chaos knights came out at 55% WR and imperial at 48% they're both classed as acceptably balanced.

As others have said, imperial knights will get more stuff at some point, likely next edition. Chaos knights have mostly existed as a rip off of imperial knights where you have to convert every model because they had nothing for a fair while. Let them have 10 minutes in the sun.


Chaos Knight News and Rumors @ 2022/04/06 07:54:17


Post by: BorderCountess


Dudeface wrote:
drbored wrote:
 Manfred von Drakken wrote:
drbored wrote:
 Kanluwen wrote:
Treating this as a general Knights thread, since there's no Loyalist version...

This is feeling a bit disappointing from the Loyalist side of things.

Not necessarily because Chaos Knights got new things, but rather because it seems like they're getting to keep the old setup they had which was already fairly flexible(twin Avenger Despoilers, mixing Warglaives and Helverins) and get new things as well.

Hopefully I'm proven wrong or something is done to really delineate the 'locked' variants a bit more on that Loyalist side of things.
'

Ah, this... it smells a bit nostalgic doesn't it?

A bit like... "Well the Space Marines got a new vehicle, but what about Chaos Marines? Where's our spikey version?"

I think you'll be alright. It took time for Space Marines and Chaos Marines to properly diverge and for GW to not just give out spikey versions of everything that Space Marines got. It will take some time for the Imperial Knights and Chaos Knights as well. This is part of the process, where Chaos Knights will get some stuff here, and then later Imperial Knights will get some new things and Chaos Knights will be like "ok but where's our spikey version?" and so on and so forth.

I'm sure you'll get some neat relics and warlord traits that will help make up the difference. Also remember that you've got the Knight Dominus chassis that Chaos doesn't really have a spikey version of, and I'm sure in the time it takes GW to produce that, Imperial Knights will get some new plastic knight to help fill in other gaps.


Just like Marines, the Imperial Knights get better rules - last I checked there was a massive disparity in win rates between Imperial Knights and Chaos Knights.


Yeah, I'll be more worried about the extra profiles Chaos gets if Chaos actually turns out to be better for one edition.


I mean, they're allowed to be better within the confines of appearing balanced. If chaos knights came out at 55% WR and imperial at 48% they're both classed as acceptably balanced.

As others have said, imperial knights will get more stuff at some point, likely next edition. Chaos knights have mostly existed as a rip off of imperial knights where you have to convert every model because they had nothing for a fair while. Let them have 10 minutes in the sun.


All I'm asking for is to show up at a tourney with Chaos Knights and actually have a shot at winning a game or two.


Chaos Knight News and Rumors @ 2022/04/06 12:45:25


Post by: bmsattler


I went 3-3 at Cherokee open with Chaos Knights. The only game that I had that wasn't close was vs Tau, and I think I messed up my deployment that game. 3x Custodes games and I won 1 and lost 2, but only by 5-10 points.


Chaos Knight News and Rumors @ 2022/04/06 18:49:33


Post by: nathan2004


Moriax spam with one big knight has been successful with infernal and pumping up damage/strength.


Chaos Knight News and Rumors @ 2022/04/07 15:12:15


Post by: Daedalus81


 xttz wrote:
https://www.warhammer-community.com/2022/04/07/who-wears-it-better-imperial-and-chaos-knights-get-upgraded-weapons/

Some updated rules


Wow...those are all super duper tame upgrades. Good upgrades, but nothing scary.


Chaos Knight News and Rumors @ 2022/04/07 15:34:28


Post by: bmsattler


For me, its the consistency upgrade more than anything that is welcome. No more D6 damage where I roll a 1.

I'm wondering what they are going to do with Stomps now that the melee weapons are getting sweep profiles. My guess is that they will become much less universally good to encourage taking the melee option, which honestly makes sense.


Chaos Knight News and Rumors @ 2022/04/07 15:35:50


Post by: Sasori


 Daedalus81 wrote:
 xttz wrote:
https://www.warhammer-community.com/2022/04/07/who-wears-it-better-imperial-and-chaos-knights-get-upgraded-weapons/

Some updated rules


Wow...those are all super duper tame upgrades. Good upgrades, but nothing scary.


That's good. I don't think it would take that much to push Knights over the edge. They need some light touches on the weapons and statlines and then some updated traits/stratagems/anti-soup rules. and they'll probably be very good.


Chaos Knight News and Rumors @ 2022/04/07 15:47:53


Post by: Gadzilla666


 Daedalus81 wrote:
 xttz wrote:
https://www.warhammer-community.com/2022/04/07/who-wears-it-better-imperial-and-chaos-knights-get-upgraded-weapons/

Some updated rules


Wow...those are all super duper tame upgrades. Good upgrades, but nothing scary.

Well, "tame" upgrades are better than no upgrades at all. Notice the profile for the Desecrator's Laser Destructor? Look familiar? At least until you get to the damage and AP?


Chaos Knight News and Rumors @ 2022/04/07 15:50:05


Post by: Daedalus81


 Gadzilla666 wrote:
Well, "tame" upgrades are better than no upgrades at all. Notice the profile for the Desecrator's Laser Destructor? Look familiar? At least until you get to the damage and AP?


I do imagine we'll see an ignore invulnerables relic for that or something similar.


Chaos Knight News and Rumors @ 2022/04/07 15:53:04


Post by: Gadzilla666


 Daedalus81 wrote:
 Gadzilla666 wrote:
Well, "tame" upgrades are better than no upgrades at all. Notice the profile for the Desecrator's Laser Destructor? Look familiar? At least until you get to the damage and AP?


I do imagine we'll see an ignore invulnerables relic for that or something similar.

Wasn't talking about that. Think of other LoWs with older 9th edition rules, that didn't get any upgrades, "tame" or otherwise. Keep trying, you'll get it.


Chaos Knight News and Rumors @ 2022/04/07 15:55:29


Post by: chaos0xomega


Aren't these weapon updates identical to the ones in the supposedly fake leaked datasheets?

I wasn't able to find them to confirm, but I remember the Reaper Chainsword going to a Strike vs Sweep profile and a couple other details strike me as familiar.


Chaos Knight News and Rumors @ 2022/04/07 15:58:59


Post by: bmsattler


No, they 'leaked' the Castellan, Valiant, and a Warglaive. They are probably fake leaks, but they did not address the Reaper Chainsword. This could be compared to the Plasma Decimator to really put the nail in the coffin though.

Edit: So yeah, leaks are fake. The leak shows 36'' range and damage 3/4 on the plasma, while the official preview says 48'' and damage 2/3.


Chaos Knight News and Rumors @ 2022/04/07 15:59:17


Post by: xttz


chaos0xomega wrote:
Aren't these weapon updates identical to the ones in the supposedly fake leaked datasheets?

I wasn't able to find them to confirm, but I remember the Reaper Chainsword going to a Strike vs Sweep profile and a couple other details strike me as familiar.


The figures are different. The plasma decimator was 3/4 damage in the leaks and was only one mortal wound per roll of 1.


Chaos Knight News and Rumors @ 2022/04/07 16:12:08


Post by: chaos0xomega


ah nvm then


Chaos Knight News and Rumors @ 2022/04/07 16:24:52


Post by: Daedalus81


 Gadzilla666 wrote:
Wasn't talking about that. Think of other LoWs with older 9th edition rules, that didn't get any upgrades, "tame" or otherwise. Keep trying, you'll get it.


I have a crappy cold and I'm tired so it might take me a few days. My brain is toast.




Chaos Knight News and Rumors @ 2022/04/07 18:01:35


Post by: Sasori




Rules for adding House Korvax to Diciplies of Bel'akor.

More importantly, I think this lays to rest the fact that future legality of the previous warzone books.



Chaos Knight News and Rumors @ 2022/04/07 18:45:06


Post by: Dudeface


You mean the warzone charadon book 2 that's now oop?


Chaos Knight News and Rumors @ 2022/04/07 19:15:46


Post by: SamusDrake


It would be nice if they do a double-whammy and release some Titanicus stuff to coincide with these Knight codices. A plastic Dominus kit would be pretty cool right now...


Chaos Knight News and Rumors @ 2022/04/07 19:28:46


Post by: Sasori


I'm guessing Favor the Dark Gods is going to be the paid upgrades from the context here as well.

I'm also further speculating that this may mean a digital release or some other kind of release for the previous Warzone Books that are OOP now.


Chaos Knight News and Rumors @ 2022/04/07 19:37:58


Post by: Dudeface


 Sasori wrote:
I'm guessing Favor the Dark Gods is going to be the paid upgrades from the context here as well.

I'm also further speculating that this may mean a digital release or some other kind of release for the previous Warzone Books that are OOP now.


With a tiny bit of luck it'll be buy the nugget you want for £3-4 via the app, but I imagine they'll just sell the whole books rules at full RRP and wonder why they never sell.


Chaos Knight News and Rumors @ 2022/04/07 19:38:28


Post by: Daedalus81


I smell a compendium coming.


Chaos Knight News and Rumors @ 2022/04/07 20:15:23


Post by: Dudeface


 Daedalus81 wrote:
I smell a compendium coming.


I kinda want to know what that might smell like


Chaos Knight News and Rumors @ 2022/04/07 21:07:59


Post by: BorderCountess


Dudeface wrote:
 Daedalus81 wrote:
I smell a compendium coming.


I kinda want to know what that might smell like


Flaming dog crap.


Automatically Appended Next Post:
bmsattler wrote:
For me, its the consistency upgrade more than anything that is welcome. No more D6 damage where I roll a 1.

I'm wondering what they are going to do with Stomps now that the melee weapons are getting sweep profiles. My guess is that they will become much less universally good to encourage taking the melee option, which honestly makes sense.


No real reason to change stomps much (aside from probably making them Damage 2). Just giving the chainsword a strike/sweep option makes them a worthwhile consideration, especially for certain custom House Traits (I personally like using Frenzied Attackers, which doesn't apply to feet).


Chaos Knight News and Rumors @ 2022/04/08 06:43:19


Post by: DreadfullyHopeful


 Sasori wrote:


Rules for adding House Korvax to Diciplies of Bel'akor.

More importantly, I think this lays to rest the fact that future legality of the previous warzone books.



Is it me or shouldn't all knights have this rule ? That way they would all hit the table a little more.


Chaos Knight News and Rumors @ 2022/04/08 16:29:35


Post by: Dr. Mills


That laser destructor is looking really, REALLY meaty as as a hard counter to T7 vehicles, especially with the ability to instantly bracket a vehicle with a minimum of 7 or max 9 wounds.

Consistant, quality anti vehicle weaponry has always hamstrung the knights (where combat has been the better choice usually) and I'm hoping the melta weapons get a similar treatment to essentially give Consistant damage with spike possibilities.


Chaos Knight News and Rumors @ 2022/04/09 00:25:59


Post by: Sasori


Here are some Chaos Knight leaks, as per usual, take with salt.

Chaos Knight Leaks

Army Trait
PfP Like Mechanic. Looks like you chose 1 of 3 categories, and the buff happens. They stack as the game moves on and there'all debuffs to enemies within 12'
-1 Damage on All Big Knights, Maybe on Smaller Knights
Mini-Void Shields on Big Knights. They Ignore Damage the first failed save, up to 2 times. Unsure if this is per phase/per turn

Units/Wargear
Volkite does 3 MWs on 6's
Melee Knights retain 2+ WS
Thunderstrike Gaunt is flat 8D and also has a sweep attack at 3 Damage
Wardogs get reroll 1's in melee near a Melee Knight
Havocs are 48' S5 no LOS on Armigers
Wardog Gatling 12 shots Strength 6 Base, Ap -2 D1


Upgrades
Space Wolf like Saga, start at 6+++, goes to 5+++ when you do 15 Damage


Chaos Knight Psychic Tree
WC 6 No Overwatch + Weird Smite
WC6 D3 Mortals, and nearest to target takes 1 MW. 11+ D3 on both
WC6 5+++, Higher cast gives Wardogs within 6' a 6+++
WC6 All Enemies within 12' take a dread test. If failed, take 1 MW.
2 More that were not Caught

Infernal Chart
1 MW for random, D3 for Choice
- +3'
-+1 Wound on a Weapon
- Transhuman

Stratagems:
2CP Roll a D6 for every model you kill in the fight phase, for ever 4+ you gain a Wound back to a Max of 8


Chaos Knight News and Rumors @ 2022/04/09 01:25:19


Post by: bmsattler


The rumored defensive buffs are pretty good, and would let me feel much more comfortable going into Tau and the like.

The Infernal chart losing damage on the weapon buff hurts, as being able to boost damage to take out say a Tau suit per flat-4 shot is very nice. It will depend on where the weapons end up though, as some of those damage boosts are being built into existing weapons.

The Psychic Powers don't really excite me. FnP is ok I guess, and sometimes turning off overwatch is important? I understand that the missing two powers could be the two that really kick things into overdrive.

Wardogs look kinda strong, mass Str-6 shots have been awesome from the lightning locks so far. The +1 to wound from infernal will let them wound just about anything on 4's, and most infantry on 2's.


Chaos Knight News and Rumors @ 2022/04/09 15:58:21


Post by: Nightlord1987


Void shields seems strange.

Wouldn't you just use small arms fire first, and wait for 2 failed saves before unloading the big guns?


Chaos Knight News and Rumors @ 2022/04/09 16:08:27


Post by: Fwlshadowalker


Regarding the void shields it depends, with T8 and potential 2+ Save small arms fire will not harm them fast enough to matter.


Chaos Knight News and Rumors @ 2022/04/09 16:13:57


Post by: tneva82


 Nightlord1987 wrote:
Void shields seems strange.

Wouldn't you just use small arms fire first, and wait for 2 failed saves before unloading the big guns?


Funnily enough that's how void shields have worked before in games where void shields been big thing(epic, at etc).


Functional void shield pretty much impenetrable. Throw volcano cannon at shielded titan it just laughs. You need to burn shields at rapid fire first.


Chaos Knight News and Rumors @ 2022/04/09 16:32:46


Post by: Sunny Side Up


I mean, that's how void shields currently work on super-heavies that have them, like the Astraeus and such.

If (!) those rumours are genuine for a change, presumably they are describing that kind of mechanic without the mechanic actually being called void shields.


Chaos Knight News and Rumors @ 2022/04/09 16:36:46


Post by: tneva82


Except astreus void shields have huge difference vs traditional way vs been. Big shots better than hail of shots as 12 damage matters. Traditionally vulcan bolter lot scarier than volcano cannon vs shield(indeed titan would be virtually impossible to kill with single volcano cannon regardless game length)


Chaos Knight News and Rumors @ 2022/04/09 16:56:01


Post by: bmsattler


Will we lose the invuln save once these two proto-void shields go down? That might be an odd side-grade instead of an upgrade if its the case.


Chaos Knight News and Rumors @ 2022/04/09 17:01:59


Post by: Sunny Side Up


I mean, nobody knows?

a) are those leaks legit?

If yes,

b) is the person writing these leaks just vaguely remembering void shields as "ignore the first few hits"-type of mechanic or knowledgeable of how void shields work precisely?

If the second,

c) Is he referencing current or past void shield rules?





Chaos Knight News and Rumors @ 2022/04/09 17:57:25


Post by: Sasori


bmsattler wrote:Will we lose the invuln save once these two proto-void shields go down? That might be an odd side-grade instead of an upgrade if its the case.


No, not according to the leaks. This is an additional layer of defense on top of the Invuln. This is supposedly only on the Dominus class knights though.

Sunny Side Up wrote:I mean, nobody knows?

a) are those leaks legit?

If yes,

b) is the person writing these leaks just vaguely remembering void shields as "ignore the first few hits"-type of mechanic or knowledgeable of how void shields work precisely?

If the second,

c) Is he referencing current or past void shield rules?





Well, I mean I described how the mechanic works in the post per the leaks.


Chaos Knight News and Rumors @ 2022/04/09 19:17:24


Post by: bmsattler


 Sasori wrote:
bmsattler wrote:Will we lose the invuln save once these two proto-void shields go down? That might be an odd side-grade instead of an upgrade if its the case.


No, not according to the leaks. This is an additional layer of defense on top of the Invuln. This is supposedly only on the Dominus class knights though.



Thanks Sasori! Triple Dominus for the OP list!

Do these leaks all come from the same source, or did you compile them from a variety of sources?


Chaos Knight News and Rumors @ 2022/04/09 22:17:21


Post by: Sasori


bmsattler wrote:
 Sasori wrote:
bmsattler wrote:Will we lose the invuln save once these two proto-void shields go down? That might be an odd side-grade instead of an upgrade if its the case.


No, not according to the leaks. This is an additional layer of defense on top of the Invuln. This is supposedly only on the Dominus class knights though.



Thanks Sasori! Triple Dominus for the OP list!

Do these leaks all come from the same source, or did you compile them from a variety of sources?


These are just one source. I imagine it's someone who got the review codex early.


Chaos Knight News and Rumors @ 2022/04/11 22:40:34


Post by: Sasori




Only news today.


Chaos Knight News and Rumors @ 2022/04/11 22:47:08


Post by: Togusa


SamusDrake wrote:
It would be nice if they do a double-whammy and release some Titanicus stuff to coincide with these Knight codices. A plastic Dominus kit would be pretty cool right now...


Very much wanted! Alongside with better Armigers, the FW ones are really, really bad.


Chaos Knight News and Rumors @ 2022/04/11 23:02:28


Post by: bmsattler


That's an interesting bit of news. It seems reasonable to believe that the Imperial Knights Freeblades will get something similar, allowing for souping in one of them into say Grey Knights or Death Guard. That's a nice bit of flexibility for building a list.


Chaos Knight News and Rumors @ 2022/04/11 23:52:31


Post by: Virules


So, if you take it with Belakor then you keep all the normal knight bonuses, but if you take it with any other Chaos army, you get no detachment bonuses including strats, relics, etc.?


Chaos Knight News and Rumors @ 2022/04/12 00:23:43


Post by: chaos0xomega


Imma need to buy some more chaos knoghts XD


Chaos Knight News and Rumors @ 2022/04/12 00:45:49


Post by: bmsattler


 Virules wrote:
So, if you take it with Belakor then you keep all the normal knight bonuses, but if you take it with any other Chaos army, you get no detachment bonuses including strats, relics, etc.?


The Be'lakor and Corax crossover is specific to those two factions, kind of like the Metallica/Raven Knight of the Iron Cog. If you take a superheavy aux detachment for one knight and make them Corax, and have them alongside Be'lakor's faction then the Knight gets to be fully Corax even though it is in a superheavy aux detachment. The rule for Dreadblades (and presumably Freeblades on the Imperium side, my speculation only) is different in that it doesn't do anything for the Knight, but it allows the faction the Knight is allied with to act as if it weren't there for their pure army rules.


Chaos Knight News and Rumors @ 2022/04/12 00:53:03


Post by: Sasori


bmsattler wrote:
 Virules wrote:
So, if you take it with Belakor then you keep all the normal knight bonuses, but if you take it with any other Chaos army, you get no detachment bonuses including strats, relics, etc.?


The Be'lakor and Corax crossover is specific to those two factions, kind of like the Metallica/Raven Knight of the Iron Cog. If you take a superheavy aux detachment for one knight and make them Corax, and have them alongside Be'lakor's faction then the Knight gets to be fully Corax even though it is in a superheavy aux detachment. The rule for Dreadblades (and presumably Freeblades on the Imperium side, my speculation only) is different in that it doesn't do anything for the Knight, but it allows the faction the Knight is allied with to act as if it weren't there for their pure army rules.


Right. You are locked into an AOR and one Chaos Knight house with the Bel'akor Chaos knight. It's much less flexible than the freeblades version.


Chaos Knight News and Rumors @ 2022/04/12 01:10:52


Post by: Virules


 Sasori wrote:
bmsattler wrote:
 Virules wrote:
So, if you take it with Belakor then you keep all the normal knight bonuses, but if you take it with any other Chaos army, you get no detachment bonuses including strats, relics, etc.?


The Be'lakor and Corax crossover is specific to those two factions, kind of like the Metallica/Raven Knight of the Iron Cog. If you take a superheavy aux detachment for one knight and make them Corax, and have them alongside Be'lakor's faction then the Knight gets to be fully Corax even though it is in a superheavy aux detachment. The rule for Dreadblades (and presumably Freeblades on the Imperium side, my speculation only) is different in that it doesn't do anything for the Knight, but it allows the faction the Knight is allied with to act as if it weren't there for their pure army rules.


Right. You are locked into an AOR and one Chaos Knight house with the Bel'akor Chaos knight. It's much less flexible than the freeblades version.


Is it? Because outside of Belakor, just doing the Dreadblade thing, you lose relics, strats, warlord traits, etc. You gain nothing except the Dreadblade traits (good and bad). With Belakor, you get access to all Chaos Knight strats and all relics/warlord traits/strats for that specific house.


Chaos Knight News and Rumors @ 2022/04/12 01:17:47


Post by: Sasori


 Virules wrote:
 Sasori wrote:
bmsattler wrote:
 Virules wrote:
So, if you take it with Belakor then you keep all the normal knight bonuses, but if you take it with any other Chaos army, you get no detachment bonuses including strats, relics, etc.?


The Be'lakor and Corax crossover is specific to those two factions, kind of like the Metallica/Raven Knight of the Iron Cog. If you take a superheavy aux detachment for one knight and make them Corax, and have them alongside Be'lakor's faction then the Knight gets to be fully Corax even though it is in a superheavy aux detachment. The rule for Dreadblades (and presumably Freeblades on the Imperium side, my speculation only) is different in that it doesn't do anything for the Knight, but it allows the faction the Knight is allied with to act as if it weren't there for their pure army rules.


Right. You are locked into an AOR and one Chaos Knight house with the Bel'akor Chaos knight. It's much less flexible than the freeblades version.


Is it? Because outside of Belakor, just doing the Dreadblade thing, you lose relics, strats, warlord traits, etc. You gain nothing except the Dreadblade traits (good and bad). With Belakor, you get access to all Chaos Knight strats and all relics/warlord traits/strats for that specific house.


Yes? It's an AOR, it's heavily restricted in your list building from the very start. compared to being able to add a knight to any build of DG, CSM and Tsons. You have much more flexibility to build around a knight in those armies than you do with Bel'akor, even if the knight itself has more options.


Automatically Appended Next Post:
Rumor Update:

Thermal Spear: 30" Heavy 2, S9 AP-4 Dd6 (Dd6+2 in half range)
Thermal Cannon: 30" Heavy 2d3 S9 AP-4 Dd6+2 (Dd6+4 in half range)
RFBC: 72" Heavy 2d6 S8 AP-2 flat 3 damage
Helvrins: get an additional AP(!)
All knights lost 2" of movement, except for melee-centric knights
-1 damage is available in melee for a statagem, or access to a Fell Bond (custom household trait) that gives you -1D against S7 or less
There's a House Korvax RELIC that allows you to negate 1 failed saving throw a battle round

There is no -1 damage
There's no "x2 wounds don't count" thing
There is no built-in ++ in melee (edited)
[8:18 PM]


Chaos Knight News and Rumors @ 2022/04/12 01:53:40


Post by: bmsattler


Not gonna lie, that's a disappointing set of rumors for me. Armigers look a lot better than the Questoris options. Losing movement will really hurt, and the Thermal Cannon and RFBC look like a pass for me. This is understanding that I'm not seeing stratagems or other modifiers that may make something good.


Chaos Knight News and Rumors @ 2022/04/12 02:06:55


Post by: chaos0xomega


I dunno, the thermal cannon seems ok to me, underwhelming perhaps but one of those will avg 7.3 damage/turn before rerolls against most vehicles and monsters at max range, and 9 damage up close. A chaos knight with two of those suckers can remove most vehicles in a single round of shooting. Add a meltagun and a stormspear missile pod for a bit more dakka/killing power and you could potentially be wrecking two targets/turn - and thats befire strats and rerolls.

RFBC is a miss though, will avg 4.6 dmg/turn against T7 3+ sv targetstargets and 2+ vs T8 2+, and vs MEQ its only killing just a but less than 2 marines/turn.


Chaos Knight News and Rumors @ 2022/04/12 02:08:20


Post by: BorderCountess


bmsattler wrote:
Not gonna lie, that's a disappointing set of rumors for me. Armigers look a lot better than the Questoris options. Losing movement will really hurt, and the Thermal Cannon and RFBC look like a pass for me. This is understanding that I'm not seeing stratagems or other modifiers that may make something good.


The thermal cannon is useful now, and the battle cannon becoming flat 3 damage is amazing. But damage reduction being available only via stratagem and still not getting a real invulnerable save still sucks.


Chaos Knight News and Rumors @ 2022/04/12 02:25:19


Post by: Sasori


Here is the updated dump with the false rumors removed. Going to update the OP as well:

Chaos Knight Leaks

Army Trait
PfP Like Mechanic. Looks like you chose 1 of 3 categories, and the effect happens. They stack as the game moves on and they are all debuffs to enemies within 12'
All Knights lost -2' of movement, with the exception of the Melee Knights (Rampager)
Dominus Class Knights have a 2+ Save
NO -1 Damage
5++ Only in shooting, NO built in Melee Invuln.

House Traits
Fell Bond (Custom Trait) Ramshackle.

Warlord Traits
Warlord can get a second trait


Units/Wargear
Volkite does 3 MWs on 6's
Melee Knights retain 2+ WS
Thunderstrike Gaunt is flat 8D and also has a sweep attack at 3 Damage No more Minus to Hit. Sweeps are X2 Attacks.
Wardogs get reroll 1's in melee near a Melee Knight
Havocs are 48' S5 no LOS on Armigers
Wardog Gatling 12 shots Strength 6 AP -1 1D
Thermal Spear: 30" Heavy 2, S9 AP-4 Dd6 (Dd6+2 in half range)
Thermal Cannon: 30" Heavy 2d3 S9 AP-4 Dd6+2 (Dd6+4 in half range)
Volcano Lance D3 Shots, D6+8 Damage
RFBC: 72" Heavy 2d6 S8 AP-2 flat 3 damage
Helvrins: get an additional AP(!)
Armigers are now all distinct Datasheets.


Upgrades - "Favored of the Gods" Paid points upgrades that is updated based on wounds delivered.
Every Knight can have up to one.
Can get a full 4++ (Useable in melee as well)



Chaos Knight Psychic Tree
WC 6 No Overwatch + Weird Smite
WC6 D3 Mortals, and nearest to target takes 1 MW. 11+ D3 on both
WC6 5+++, Higher cast gives Wardogs within 6' a 6+++
WC6 All Enemies within 12' take a dread test. If failed, take 1 MW.
2 More that were not Caught

Infernal Chart
1 MW for random, D3 for Choice
- +3'
-+1 Wound on a Weapon
- Transhuman

Stratagems:
Heirlooms/Exalted Court down to 1/2 cp.
Rotate now a flat 2CP for all knights
2CP Roll a D6 for every model you kill in the fight phase, for ever 4+ you gain a Wound back to a Max of 8
-1 Damage in Melee

Relics:
HELM OF the Dogs - Wardog only relic +1 attack and all dogs 6' get reroll wound rolls of 1.
House Korvax Relic - Allows you to negate 1 saving throw a battle round.

Chaos Marks
Mark of Nurgle - Machine Spirit Resurgence


Chaos Knight News and Rumors @ 2022/04/12 07:08:31


Post by: BorderCountess


 Sasori wrote:
Rotate now a flat 2CP for all knights


Oh, goody... For a moment there I thought Chaos Knights might actually be competitive. I mean, seriously. In an environment that measures effectiveness by how quickly one can kill a Knight, they're going to nerf the only thing that keeps Knights alive?


Chaos Knight News and Rumors @ 2022/04/12 07:17:07


Post by: DreadfullyHopeful


Thanks for the news Sasori !


Chaos Knight News and Rumors @ 2022/04/12 11:55:34


Post by: bmsattler


Yes, your efforts are highly appreciated!

No more penalty for the Thunderstrike Gauntlet is welcome.

It looks like they saw what relics are popular for the Dominus Knights and just added them into the statlines! (Cawl's Wrath and Ion Bulwark).

Armigers are looking very strong. Access to indirect fire through the Havoc Launcher, reliable number of shots for the Thermal Spear, Helverin Autocannon at AP-2, 12 shot mini-gatling cannon at Str 6, AP-2, and the relic that lets them boost other War Dogs to reroll 1's in combat. I'm going to be building more War Dog arms for a bit to catch up with the new options.

Do you know if the Mark of Nurgle will give the effect of Machine Spirit Resurgent, or access to spend the stratagem on it?

2CP rotate Ion Shields hurts, but we can upgrade a Knight to have it permanently in both shooting and melee, which sounds like a good deal to me. I'm assuming these upgrades have a '1 per army' limit like most of the codexes.

Is Toughness 9 still on the table? I had hoped to see it for Questoris Knights, now I'll settle for Dominus.

Volcano Lance is new. D6+8 Damage will pick up a lot of the new Tyranid monsters very quickly, if we can get past the 4++ they can have with a lower number of shots (d3 for the Volcano).

The Ramshackle household trait is also sounding interesting. We'll have to see what we're giving up to take it.


Chaos Knight News and Rumors @ 2022/04/12 12:06:35


Post by: dan2026


Do we know the new stats on the Avenger Gatling Canon or the Armiger Autocanons yet?


Chaos Knight News and Rumors @ 2022/04/12 12:21:29


Post by: bmsattler


I haven't seen anything on the Avenger yet. The Armiger Autocannon seems to be the same, with an extra point of AP. Honestly, that sounds amazing to me.


Chaos Knight News and Rumors @ 2022/04/12 12:49:08


Post by: NH Gunsmith


Okay. These Chaos Knights look absolutely great.


Chaos Knight News and Rumors @ 2022/04/12 13:56:23


Post by: Sasori


Here are some points costs:

Points:
Castellan 15 points cheaper
Valiant - Same as it is now
Karnivore 140 Points
Warglaives 145
Helverin 155
One of the other New Wardogs will be 155 (Guessing Double shooting loadout)


Chaos Knight News and Rumors @ 2022/04/12 14:44:23


Post by: dan2026


Quite a discount on the Helverins and the Warglaives.


Chaos Knight News and Rumors @ 2022/04/12 15:11:00


Post by: bmsattler


Helverin's were already 155, and Warglaives went up 10 points from 135.

155 is a good price for the double-gun War Dog though, if that is in fact what it will cost that will be my go-to.


Chaos Knight News and Rumors @ 2022/04/12 15:30:25


Post by: Sasori


bmsattler wrote:
Helverin's were already 155, and Warglaives went up 10 points from 135.

155 is a good price for the double-gun War Dog though, if that is in fact what it will cost that will be my go-to.


Yeah, I am pretty sure CK is going ot be the Wardog Spam Army at this point.

Helverins with the extra AP though are going to be very good I think.


Chaos Knight News and Rumors @ 2022/04/12 17:48:45


Post by: nathan2004


Yep wardog spam with one Tyrant I think


Chaos Knight News and Rumors @ 2022/04/13 02:20:12


Post by: Daedalus81


Battlecannons going to flat 3 will be interesting for IG.


Automatically Appended Next Post:
 Sasori wrote:
bmsattler wrote:
Helverin's were already 155, and Warglaives went up 10 points from 135.

155 is a good price for the double-gun War Dog though, if that is in fact what it will cost that will be my go-to.


Yeah, I am pretty sure CK is going ot be the Wardog Spam Army at this point.

Helverins with the extra AP though are going to be very good I think.


I'm happy. I used to run three helverins. Now I can slide them back in and they'll be great for picking up Voidweavers and Bananas with a good damage profile and purity break.


Chaos Knight News and Rumors @ 2022/04/13 02:49:53


Post by: cole1114


I wonder if a unit of war dogs can be a dreadblade unit... if so, definitely gonna have to think about taking some with my night lords.


Chaos Knight News and Rumors @ 2022/04/13 03:00:59


Post by: Sasori


 cole1114 wrote:
I wonder if a unit of war dogs can be a dreadblade unit... if so, definitely gonna have to think about taking some with my night lords.


The Spoiler says Unit, instead of model. I'm hoping so, as that'd be a great fill in on my Tsons.


Chaos Knight News and Rumors @ 2022/04/13 03:46:22


Post by: Laughing Man


 cole1114 wrote:
I wonder if a unit of war dogs can be a dreadblade unit... if so, definitely gonna have to think about taking some with my night lords.

They currently can, so I'm hopeful!


Chaos Knight News and Rumors @ 2022/04/13 10:38:16


Post by: chaos0xomega


ah wow, i had misread that off the bat and assumed Wardogs were a no-go, but if thats the case yeah a unit of Doggos for my TSons might be the way firward instead of a big chungus knight


Chaos Knight News and Rumors @ 2022/04/13 10:46:31


Post by: bmsattler


You can make everything a Dreadknight, but at least as of the old codex only one Dreadknight could get pacts and damnations. Admittedly this doesn't matter as much for War Dogs, and it looks like they are doing a few War Dog specific relics, but they will still be a little limited.

Of course, three Helverin's are a very good base of fire regardless of their support.


Chaos Knight News and Rumors @ 2022/04/13 14:27:07


Post by: Mr.Pickels


Could you take the War-Dogs with Codex Daemons? I'd love to work on a unit of these with Khornate upgrades.


Chaos Knight News and Rumors @ 2022/04/13 14:32:50


Post by: JNAProductions


Mr.Pickels wrote:
Could you take the War-Dogs with Codex Daemons? I'd love to work on a unit of these with Khornate upgrades.
Right now? Yes-Daemons have no army wide Purity bonus, so so long as you have them in separate detachments, you're all good.


Chaos Knight News and Rumors @ 2022/04/13 15:13:53


Post by: dan2026


What is the point of the melee Knight that has the Chainsword and the Gauntlet?
Seems kinda redundant.


Chaos Knight News and Rumors @ 2022/04/13 15:37:24


Post by: Sasori


 dan2026 wrote:
What is the point of the melee Knight that has the Chainsword and the Gauntlet?
Seems kinda redundant.


Higher Base attacks, and likely an exploding 6's style rule in (For, say the Rampager)

You get the x3 sweep attacks with the Chainsword for say, killing Marines and the 3D X2 Gauntlet sweeps for something like Custodes. Swords are also supposed to have higher AP.


Chaos Knight News and Rumors @ 2022/04/13 16:51:16


Post by: chaos0xomega


Basically your one stop shop for shithousing any potential target you can think of in melee. Gauntlet strike vs superheavies, Chainsword strike vs regular vehicles/monsters, Gauntlet sweep vs heavier infantry, Chainsword sweep vs lighter infantry.


Chaos Knight News and Rumors @ 2022/04/13 21:05:54


Post by: BorderCountess


 dan2026 wrote:
What is the point of the melee Knight that has the Chainsword and the Gauntlet?
Seems kinda redundant.


The way I've been running my Rampager, she hits on 2+, wounds on 2+ (S16!), re-rolls all of that, starts with 6 attacks thanks to her warlord trait, gets ANOTHER attack when she goes below half wounds, doesn't start hitting on 3+ until bottom bracket, gets TWO extra hits on hit rolls of 6, and then gets extra attacks every time she kills a character.

That's the point.


Chaos Knight News and Rumors @ 2022/04/15 18:09:45


Post by: villean


 Manfred von Drakken wrote:
 dan2026 wrote:
What is the point of the melee Knight that has the Chainsword and the Gauntlet?
Seems kinda redundant.


The way I've been running my Rampager, she hits on 2+, wounds on 2+ (S16!), re-rolls all of that, starts with 6 attacks thanks to her warlord trait, gets ANOTHER attack when she goes below half wounds, doesn't start hitting on 3+ until bottom bracket, gets TWO extra hits on hit rolls of 6, and then gets extra attacks every time she kills a character.

That's the point.


How are getting all this on one rampager?


Chaos Knight News and Rumors @ 2022/04/15 18:25:21


Post by: Laughing Man


villean wrote:
 Manfred von Drakken wrote:
 dan2026 wrote:
What is the point of the melee Knight that has the Chainsword and the Gauntlet?
Seems kinda redundant.


The way I've been running my Rampager, she hits on 2+, wounds on 2+ (S16!), re-rolls all of that, starts with 6 attacks thanks to her warlord trait, gets ANOTHER attack when she goes below half wounds, doesn't start hitting on 3+ until bottom bracket, gets TWO extra hits on hit rolls of 6, and then gets extra attacks every time she kills a character.

That's the point.


How are getting all this on one rampager?

That's pretty much just a stock House Khomentis Rampager with Knight Diabolus and the Gauntlet of Ascension. Not sure what the second exploding hit is from, mind. You can get more attacks out of it as well if you take Vow of Carnage and mulch some units by stomping on them.


Chaos Knight News and Rumors @ 2022/04/15 18:39:40


Post by: BorderCountess


 Laughing Man wrote:
villean wrote:
 Manfred von Drakken wrote:
 dan2026 wrote:
What is the point of the melee Knight that has the Chainsword and the Gauntlet?
Seems kinda redundant.


The way I've been running my Rampager, she hits on 2+, wounds on 2+ (S16!), re-rolls all of that, starts with 6 attacks thanks to her warlord trait, gets ANOTHER attack when she goes below half wounds, doesn't start hitting on 3+ until bottom bracket, gets TWO extra hits on hit rolls of 6, and then gets extra attacks every time she kills a character.

That's the point.


How are getting all this on one rampager?

That's pretty much just a stock House Khomentis Rampager with Knight Diabolus and the Gauntlet of Ascension. Not sure what the second exploding hit is from, mind. You can get more attacks out of it as well if you take Vow of Carnage and mulch some units by stomping on them.


I use a custom House, with Pride-fueled Fury and Frenzied Attackers, which generates extra melee hits on 6's as long as you're not using titanic feet.


Chaos Knight News and Rumors @ 2022/04/15 19:16:15


Post by: Laughing Man


Ah, yep, that'd do it. You miss out on the (IMO) great Khomentis WLT, but not as useful if you're going melee oriented with your big knights.


Chaos Knight News and Rumors @ 2022/04/15 20:17:11


Post by: bmsattler


Khomentis is awesome for the Dread Hunter WLT, and the encircling hounds stratagem is really good against some opponents. The house trait is alright, protection from mortals in the psychic phase really helps against psychic heavy armies but would be better if it were all mortals. Vextrix with the reroll a hit and a wound each activation is really tempting as an Infernal alternative though.


Chaos Knight News and Rumors @ 2022/04/15 20:32:39


Post by: villean


 Laughing Man wrote:
villean wrote:
 Manfred von Drakken wrote:
 dan2026 wrote:
What is the point of the melee Knight that has the Chainsword and the Gauntlet?
Seems kinda redundant.


The way I've been running my Rampager, she hits on 2+, wounds on 2+ (S16!), re-rolls all of that, starts with 6 attacks thanks to her warlord trait, gets ANOTHER attack when she goes below half wounds, doesn't start hitting on 3+ until bottom bracket, gets TWO extra hits on hit rolls of 6, and then gets extra attacks every time she kills a character.

That's the point.


How are getting all this on one rampager?

That's pretty much just a stock House Khomentis Rampager with Knight Diabolus and the Gauntlet of Ascension. Not sure what the second exploding hit is from, mind. You can get more attacks out of it as well if you take Vow of Carnage and mulch some units by stomping on them.


I was under the impression that you would lose the rampages exploding 6 if take the gauntlet upgrade. As in you don't have the gauntlet that is needed for the exploding 6.


Chaos Knight News and Rumors @ 2022/04/15 20:37:09


Post by: Laughing Man


villean wrote:
I was under the impression that you would lose the rampages exploding 6 if take the gauntlet upgrade. As in you don't have the gauntlet that is needed for the exploding 6.

It's been FAQ'd that relics that replace the chainsword and/or gauntlet count as the original weapon for the purposes of Frenzied Rampage.


Chaos Knight News and Rumors @ 2022/04/18 13:11:04


Post by: BorderCountess


Love it!


Chaos Knight News and Rumors @ 2022/04/18 13:11:32


Post by: beast_gts


EDIT


Chaos Knight News and Rumors @ 2022/04/18 13:13:32


Post by: Segersgia


Ooooh... a mention of the old Slaanesh Subjugator Titan


Chaos Knight News and Rumors @ 2022/04/18 13:48:34


Post by: Dudeface


I'm assuming these aren't the complete rules, or the favoured thing for slaanesh will only apply to wardogs given currently the bigger knights can already fall back and charge?

Edit: I missed the word advance - oh crap.


Chaos Knight News and Rumors @ 2022/04/18 14:10:31


Post by: Sasori


Well, that lines up with the rumors of the two that were given as examples. Guessing Tzeentch is the 5++ to 4++ Invuln Save (works in melee) and Nurgle is the FNP.

The rumor was slightly off with damaged delivered vs models killed, so I'll update that.

https://pastebin.com/VB84sQxk

This is the most up to date rumor set for anyone that wants to take a look. Really just some minor changes. I'll have to update it to say models killed instead of wounds delivered for the Favor though.


Chaos Knight News and Rumors @ 2022/04/18 14:58:27


Post by: DreadfullyHopeful


The Khorne favour being a better Khornate icon is nice ! Also, I guess we can guess from it that the Abominant is base WS 3+ ?


Chaos Knight News and Rumors @ 2022/04/18 15:15:13


Post by: Dudeface


 DreadfullyHopeful wrote:
The Khorne favour being a better Khornate icon is nice ! Also, I guess we can guess from it that the Abominant is base WS 3+ ?


All none melee dedicated knights are at present.


Chaos Knight News and Rumors @ 2022/04/18 15:20:01


Post by: Voss


 Sasori wrote:
Well, that lines up with the rumors of the two that were given as examples. Guessing Tzeentch is the 5++ to 4++ Invuln Save (works in melee) and Nurgle is the FNP.

The rumor was slightly off with damaged delivered vs models killed, so I'll update that.

https://pastebin.com/VB84sQxk

This is the most up to date rumor set for anyone that wants to take a look. Really just some minor changes. I'll have to update it to say models killed instead of wounds delivered for the Favor though.


Yeah, that is a baffling decision to me. In an IK vs CK brawl, you'll _never_ get favor. I sincerely hope there is a rule that larger models count for more favor. At least 3 for monsters/vehicles and something like 6 for superheavies and knights.


Edit: Also glad to see that GW is still flailing on Undivided being a 'real thing' or not.


Chaos Knight News and Rumors @ 2022/04/18 15:58:08


Post by: bmsattler


I'm guessing that there will be three favors for each of the gods, and three unaligned favors. We know there are 15 total, and they mention you can theme your lance to favor one god.

Edit: Do you think they will cost different points for War Dogs vs. the larger knights?


Chaos Knight News and Rumors @ 2022/04/18 16:39:02


Post by: DreadfullyHopeful


bmsattler wrote:
I'm guessing that there will be three favors for each of the gods, and three unaligned favors. We know there are 15 total, and they mention you can theme your lance to favor one god.

Edit: Do you think they will cost different points for War Dogs vs. the larger knights?


Maybe. They'll also surely do dog/despoiler/tyrant restricted too.


Chaos Knight News and Rumors @ 2022/04/18 16:39:31


Post by: Quasistellar


Voss wrote:
 Sasori wrote:
Well, that lines up with the rumors of the two that were given as examples. Guessing Tzeentch is the 5++ to 4++ Invuln Save (works in melee) and Nurgle is the FNP.

The rumor was slightly off with damaged delivered vs models killed, so I'll update that.

https://pastebin.com/VB84sQxk

This is the most up to date rumor set for anyone that wants to take a look. Really just some minor changes. I'll have to update it to say models killed instead of wounds delivered for the Favor though.


Yeah, that is a baffling decision to me. In an IK vs CK brawl, you'll _never_ get favor. I sincerely hope there is a rule that larger models count for more favor. At least 3 for monsters/vehicles and something like 6 for superheavies and knights.


Edit: Also glad to see that GW is still flailing on Undivided being a 'real thing' or not.


Maybe anything "titanic" will count as 2 kills?


Chaos Knight News and Rumors @ 2022/04/18 16:57:29


Post by: bmsattler


Quasistellar wrote:


Maybe anything "titanic" will count as 2 kills?


That's a good point Quasistellar. I could easily see them having vehicles count as 2 or 5, and titanic counting as 5 or 10. They don't indicate anywhere what goes into the tally on that chart, just that it exists.


Chaos Knight News and Rumors @ 2022/04/18 17:01:08


Post by: Sasori


According to the leaker, the tally actually does count wounds delt to multi-wound models as part of the tally. I.E. You kill a Custodes model you get 3 points for the Tally.

If that ends up being true, that makes the mechanic much more achievable and much better overall.


Chaos Knight News and Rumors @ 2022/04/18 17:07:05


Post by: bmsattler


I think that makes perfect sense.

The Slannesh fall back and X abilities seem weak at first, but they would be very nice on a War Dog or the Abhorent as it allows fall back and psychic.


Chaos Knight News and Rumors @ 2022/04/18 17:09:30


Post by: NinthMusketeer


 Sasori wrote:
Well, that lines up with the rumors of the two that were given as examples. Guessing Tzeentch is the 5++ to 4++ Invuln Save (works in melee) and Nurgle is the FNP.

The rumor was slightly off with damaged delivered vs models killed, so I'll update that.

https://pastebin.com/VB84sQxk

This is the most up to date rumor set for anyone that wants to take a look. Really just some minor changes. I'll have to update it to say models killed instead of wounds delivered for the Favor though.
Thanks for keeping track!


Chaos Knight News and Rumors @ 2022/04/18 17:11:13


Post by: EviscerationPlague


Blood Shield is gonna wreck hard in a Knight mirror match if there's more ways of guaranteeing you strike first.


Chaos Knight News and Rumors @ 2022/04/18 17:21:20


Post by: Sasori


bmsattler wrote:
I think that makes perfect sense.

The Slannesh fall back and X abilities seem weak at first, but they would be very nice on a War Dog or the Abhorent as it allows fall back and psychic.


Yeah, I think this is pretty clearly a case of Warcom getting something not quite right when it doesn't post the full screenshot of the rules text.

You do have to kill the model though to get any tally. I.E. you do 11 wounds to an Armiger, you still are at 0 tally.


Chaos Knight News and Rumors @ 2022/04/18 17:58:20


Post by: Platuan4th


EviscerationPlague wrote:
Blood Shield is gonna wreck hard in a Knight mirror match if there's more ways of guaranteeing you strike first.


That part of Bloodshield already exists in the current Codex as the Khorne Relic.


Chaos Knight News and Rumors @ 2022/04/18 18:31:49


Post by: Laughing Man


EviscerationPlague wrote:
Blood Shield is gonna wreck hard in a Knight mirror match if there's more ways of guaranteeing you strike first.

Unlikely, given that Knights don't get their invulnerable in melee anyway.


Chaos Knight News and Rumors @ 2022/04/18 23:56:47


Post by: Sasori


Confirmation that the Tally is wounds per kill, rather than just models:


Chaos Knight News and Rumors @ 2022/04/19 15:24:16


Post by: bmsattler


New Warcom article on Imperial Knights and their Honor system.

https://www.warhammer-community.com/2022/04/19/honourable-imperial-knights-gain-glorious-benefits-for-following-the-code-chivalric/

I'm going to be honest, that doesn't seem as good as the favor of the dark gods that Chaos Knights get. The holding objectives one is ok, and synergizes well with secondaries like Stranglehold or the Imperial Knights specific secondary. Extra CP is always nice, and the ObSec thing if you go super high is alright. It seems to imply that there will be other ways to gain Honor other than the Pledge, as getting 5-6 at 1 per turn isn't very exciting.


Chaos Knight News and Rumors @ 2022/04/19 15:40:10


Post by: Sasori


bmsattler wrote:
New Warcom article on Imperial Knights and their Honor system.

https://www.warhammer-community.com/2022/04/19/honourable-imperial-knights-gain-glorious-benefits-for-following-the-code-chivalric/

I'm going to be honest, that doesn't seem as good as the favor of the dark gods that Chaos Knights get. The holding objectives one is ok, and synergizes well with secondaries like Stranglehold or the Imperial Knights specific secondary. Extra CP is always nice, and the ObSec thing if you go super high is alright. It seems to imply that there will be other ways to gain Honor other than the Pledge, as getting 5-6 at 1 per turn isn't very exciting.


I don't think this is the equivalent of the favor, this seems like it's the anti-soup rule which is the aura of dreads for CK.

That being said, it also sounds worse than the Auras of dread, since you just pick from 3 categories and the abilities stack overtime.


Chaos Knight News and Rumors @ 2022/04/19 15:57:50


Post by: Daedalus81


bmsattler wrote:
New Warcom article on Imperial Knights and their Honor system.

https://www.warhammer-community.com/2022/04/19/honourable-imperial-knights-gain-glorious-benefits-for-following-the-code-chivalric/

I'm going to be honest, that doesn't seem as good as the favor of the dark gods that Chaos Knights get. The holding objectives one is ok, and synergizes well with secondaries like Stranglehold or the Imperial Knights specific secondary. Extra CP is always nice, and the ObSec thing if you go super high is alright. It seems to imply that there will be other ways to gain Honor other than the Pledge, as getting 5-6 at 1 per turn isn't very exciting.


Yea, but it also applies to the whole army and I imagine there will be a way to add a point here and there. An extra CP every turn until you get army-wide obsec turn 3 or 4 doesn't sound too bad.


Chaos Knight News and Rumors @ 2022/04/19 16:35:35


Post by: Eldarsif


bmsattler wrote:
New Warcom article on Imperial Knights and their Honor system.

https://www.warhammer-community.com/2022/04/19/honourable-imperial-knights-gain-glorious-benefits-for-following-the-code-chivalric/

I'm going to be honest, that doesn't seem as good as the favor of the dark gods that Chaos Knights get. The holding objectives one is ok, and synergizes well with secondaries like Stranglehold or the Imperial Knights specific secondary. Extra CP is always nice, and the ObSec thing if you go super high is alright. It seems to imply that there will be other ways to gain Honor other than the Pledge, as getting 5-6 at 1 per turn isn't very exciting.


You get 2 honor per turn as you pick 2 oaths for your army. Each Oath has bonuses and honors associated with them.

If every unit in your army has the IMPERIAL KNIGHTS keyword,* and they’re all from the same Household (or FREEBLADES, who come and go as they please), then when building your army you must swear two different Oaths, chosen from a pool of four.


So basically if you do not dishonor yourself you will reach the army Apex turn 3 and rock on.


Chaos Knight News and Rumors @ 2022/04/19 18:02:14


Post by: Some_Call_Me_Tim


That’s one hell of a Minecraft texture.


Chaos Knight News and Rumors @ 2022/04/19 18:31:16


Post by: Laughing Man


Well that tells us exactly nothing.


Chaos Knight News and Rumors @ 2022/04/19 18:54:54


Post by: Laughing Man


Oh boy. Names.


Chaos Knight News and Rumors @ 2022/04/19 19:00:01


Post by: XT-1984


If you got any pictures of the new codex we'd all love to see them. Besides, you can see some small details if you look closely.


Chaos Knight News and Rumors @ 2022/04/19 19:05:14


Post by: bmsattler


I did miss that you take two Oaths for Imperial Knights. That is much more impactful (on both players) than a single one.

I'm not sure what the point of posting redacted pictures is other than to say you have access to the codex? Congrats?


Chaos Knight News and Rumors @ 2022/04/19 19:07:57


Post by: Laughing Man


bmsattler wrote:
I did miss that you take two Oaths for Imperial Knights. That is much more impactful (on both players) than a single one.

I'm not sure what the point of posting redacted pictures is other than to say you have access to the codex? Congrats?

Let's you get your honor bonus by turn 3 as well, so even better than just two bonuses.


Chaos Knight News and Rumors @ 2022/04/19 19:08:41


Post by: XT-1984


What makes you think I have it and I didn't just find these images


Chaos Knight News and Rumors @ 2022/04/19 19:33:05


Post by: bmsattler


 Laughing Man wrote:

Let's you get your honor bonus by turn 3 as well, so even better than just two bonuses.


Very true. They also mention there will be other ways to manipulate Honor outside of the Oaths. I could see Warlord Traits, Relics, Stratagems, and perhaps even a House trait giving an extra honor to start or something. I wonder if they will have one that allows you to ignore a Troth (bad part loses honor). There's a lot of design space in this mechanic for sure.


Chaos Knight News and Rumors @ 2022/04/19 19:35:42


Post by: Sasori


https://pastebin.com/QUwGyMBC

This is the most up to date version.


Chaos Knight News and Rumors @ 2022/04/19 19:48:27


Post by: chaos0xomega


So average points for wardogs incl weapons is going to be ~160pts and ~440pts for abominant based on the PL.


Chaos Knight News and Rumors @ 2022/04/19 19:55:11


Post by: 2x210


Any rumors on release date for this?


Chaos Knight News and Rumors @ 2022/04/19 19:55:38


Post by: Laughing Man


chaos0xomega wrote:
So average points for wardogs incl weapons is going to be ~160pts and ~440pts for abominant based on the PL.

155, to be specific, at least for most of the dogs. Was in one of the early leaks.


Automatically Appended Next Post:
 XT-1984 wrote:
What makes you think I have it and I didn't just find these images

Cool, then pass it on to whoever you stole the images from that they're useless.


Chaos Knight News and Rumors @ 2022/04/19 20:10:28


Post by: Dudeface


 Laughing Man wrote:



Automatically Appended Next Post:
 XT-1984 wrote:
What makes you think I have it and I didn't just find these images

Cool, then pass it on to whoever you stole the images from that they're useless.


Not only useless, the only purpose they could serve is "ner ner look what I got", which is actually worse than keeping it to themselves.


Chaos Knight News and Rumors @ 2022/04/19 20:10:41


Post by: Jakz


The painters that do preview painting have the box and have had it for awhile, that is where the codex images are coming from.


Chaos Knight News and Rumors @ 2022/04/19 20:40:18


Post by: DreadfullyHopeful


Dudeface wrote:
 Laughing Man wrote:



Automatically Appended Next Post:
 XT-1984 wrote:
What makes you think I have it and I didn't just find these images

Cool, then pass it on to whoever you stole the images from that they're useless.


Not only useless, the only purpose they could serve is "ner ner look what I got", which is actually worse than keeping it to themselves.


*Puts on tinfoil hat* Or to drum up hype for a coming release.


Chaos Knight News and Rumors @ 2022/04/19 20:41:36


Post by: XT-1984


These images confirm:

Power level
3 Wardogs per Lord of War Choice
14" move Wardogs
Big Knights still have 24 Wounds and a 3+ save
Big Knights are still around 440 points

"bUt wE kNeW tHaT aLrEaDy"

A screenshot of some text doesn't count

'stealing images from the internet' lmao


Chaos Knight News and Rumors @ 2022/04/19 20:48:54


Post by: Laughing Man


Sorry, nobody's gonna be grateful for terrible pictures of stuff that we already knew about Knights.


Chaos Knight News and Rumors @ 2022/04/19 20:55:55


Post by: XT-1984


What have you added to this thread? Nothing lmao

Come back when you have some new leaks or shut up


Chaos Knight News and Rumors @ 2022/04/19 20:57:54


Post by: Laughing Man


 XT-1984 wrote:
What have you added to this thread? Nothing lmao

Come back when you have some new leaks or shut up

Have you considered taking your own advice?


Chaos Knight News and Rumors @ 2022/04/19 21:24:39


Post by: MajorWesJanson


I'm currently most interested in what Toughness the big knights have.


Chaos Knight News and Rumors @ 2022/04/19 21:33:07


Post by: nagash42


those images don't confirm movement of wardogs.


Chaos Knight News and Rumors @ 2022/04/19 21:34:54


Post by: Dudeface


 XT-1984 wrote:
These images confirm:

Power level
3 Wardogs per Lord of War Choice
14" move Wardogs
Big Knights still have 24 Wounds and a 3+ save
Big Knights are still around 440 points

"bUt wE kNeW tHaT aLrEaDy"

A screenshot of some text doesn't count

'stealing images from the internet' lmao


There's one wardog movement value visible and it ain't 14"

Nothing else on there is of real relevance. Wardogs are already 1-3 per choice, nobody expected knights points to change massively nor their power. Literally you pasted some flavour text and the only useful piece is the attacks and saves on the abominant. Even then the save is hardly surprising other than showing it hasn't changed and wasn't expected to. Stop acting like people are beneath you because you found some barely useful pics.

People are thankful for the increase of information, but there actually has to be some information rather than empty posts of showboating how awesome having a book early is.

To whoever took those. Either GW know who you are regardless of the gakky editing, or they don't and won't care. Or they are GW. In any event, covering the relevant info really doesn't help anyone beyond the owner.


Chaos Knight News and Rumors @ 2022/04/19 21:40:58


Post by: skrulnik


I scrolled right past when I saw the MSPaint blocks...
Those were not useful at all


Chaos Knight News and Rumors @ 2022/04/19 21:42:31


Post by: XT-1984


Wardog Karnivore, you can make it out. These also confirm the Wardogs loadouts are different dataslates.

The Abominant one says it only gets 3 attacks as well

But you were all too busy throwing your toys out your prams to notice


Chaos Knight News and Rumors @ 2022/04/19 21:49:08


Post by: Sasori


The nice thing is that these do indeed confirm the rumors, nothing conflicting here. Even the names (Though it looks like I didn't put them in the leak) are the same.

Small note, that the Karnivore is a Melee knight, so it didn't lose the -2 inch movement. Expect the other Armiger Variants to move 12'


Chaos Knight News and Rumors @ 2022/04/19 22:40:24


Post by: nathan2004


Can everyone take a chill pill please, it’s just plastic toys?


Chaos Knight News and Rumors @ 2022/04/20 10:19:45


Post by: BrookM


Hi, if we could all take a step back and be polite and excellent to one another, that'd be great. Also a reminder to kindly not attach any so-called "leaks" directly to your posts, off-site hosting such as imgur or photobucket is fine however.

With that out of the way, I don't suppose a price of the Chaos box has been leaked by any chance? Or will it be in the same price bracket as previous exclusive army deals? Does anybody remember how much those have cost in Euros by any chance?

Ah, who am I kidding? Chances of scoring such a boxed set are slim to nil, they'll sell out in moments anyway.


Chaos Knight News and Rumors @ 2022/04/20 10:36:19


Post by: xttz


 BrookM wrote:

With that out of the way, I don't suppose a price of the Chaos box has been leaked by any chance? Or will it be in the same price bracket as previous exclusive army deals? Does anybody remember how much those have cost in Euros by any chance?

Ah, who am I kidding? Chances of scoring such a boxed set are slim to nil, they'll sell out in moments anyway.


IIRC the Black Templar set was $200 USD (so around €170), and worked out as getting the codex & cards 'free'.

All the limited edition boxed sets since last summer have had the preorder guarantee, so even if they run out of stock you still get one eventually. Since they started doing that I've noticed stock hangs around a lot longer, perhaps because scalpers aren't bothering so much anymore.


Chaos Knight News and Rumors @ 2022/04/20 11:17:49


Post by: kirotheavenger


 xttz wrote:

All the limited edition boxed sets since last summer have had the preorder guarantee, so even if they run out of stock you still get one eventually. Since they started doing that I've noticed stock hangs around a lot longer, perhaps because scalpers aren't bothering so much anymore.

I think it's a mix between scalpers not bothering and GW themselves simply producing more.
It took them time to get more production going to match the sudden increase in demand, now it has, they can afford to produce enough.
They likely wouldn't make the guarantee if they thought there was a real chance of it getting called upon - small production runs are a lot more expensive than otherwise, especially for plastic injection kits for whom most of the cost is in the set up.


Chaos Knight News and Rumors @ 2022/04/20 11:21:47


Post by: tneva82


The expense is the mould cost itself. As it's not destroyed in the process while it certainly costs some to change it's not nearly the biggest expense. GW changes mould they print currently constantly.


Chaos Knight News and Rumors @ 2022/04/20 12:41:55


Post by: xttz


 kirotheavenger wrote:
They likely wouldn't make the guarantee if they thought there was a real chance of it getting called upon - small production runs are a lot more expensive than otherwise, especially for plastic injection kits for whom most of the cost is in the set up.
tneva82 wrote:
The expense is the mould cost itself. As it's not destroyed in the process while it certainly costs some to change it's not nearly the biggest expense. GW changes mould they print currently constantly.

The models themselves are standard and all produced in-house, so any under- or over-productions can easily be handled by making more or putting them into the standalone product packaging as regular stock where they'll be sold eventually.

The big cost / risk to GW for sets like these are the custom codexes & packaging that come from external suppliers. These will come with fairly strict minimum order quantities; for example their quote might be something like 1000 boxes at £1.50 each or 500 special edition codexes at £5 each. GW can't just call up the supplier and say that they're 120 army sets short to cover pre-orders, they have to commit to the minimum order and any extra sets that aren't sold means they could lose money.

Of course I'm sure they're making enough profit that throwing away ~300 unused books isn't that big a deal to GW, but there are people thinking about this stuff when planning the initial release.


Chaos Knight News and Rumors @ 2022/04/20 14:10:37


Post by: H.B.M.C.


Psychic Knights - The 'Warp Storm' Discipline








Chaos Knight News and Rumors @ 2022/04/20 14:24:19


Post by: bmsattler


The text within the article says that if you give an Abominant the Pyrothrone it can then deny the witch three times. I don't see anything in Pyrothrone that would do that, am I just missing it?


Chaos Knight News and Rumors @ 2022/04/20 14:28:59


Post by: GaroRobe


Wake up babe. New Chaos knight helmet just dropped.

Not big on this skull one, but it'll go well with the skull wardog. Especially since you can give chaos armigers some vulture friends


Chaos Knight News and Rumors @ 2022/04/20 14:55:31


Post by: Sasori


Powers line up with the rumors.

Hopefully the boxset finally goes on preview this Sunday. I'm ready for some more info!


Chaos Knight News and Rumors @ 2022/04/20 15:25:25


Post by: bmsattler


So after rereading the article, I'm fairly confident that it is a small misprint. The Abominant can manifest and deny two powers per turn. At the end, they state that the Pyrothrone would let them manifest and deny three. It -would- allow the Abominant to manifest three powers, but deny 2 instead of three. Unless the Tzeench keyword does something to that calculation?

The favor for the Pyrothrone allows a reroll of a psychic test, which sounds like it could be manifesting a power, denying a power, or attempting a psychic action. That's pretty good!

The Spitestorm power seems to last the rest of the game for the tally section? I don't see anything that indicates an end, and it specifically lasts multiple phases. It would be amazing against things like Pink Horrors, Nurgle zombies, or Necron Warriors.

Edit: My bad on Spitestorm. "Until the start of your next psychic phase"


Chaos Knight News and Rumors @ 2022/04/20 15:26:05


Post by: oni


IK's and Chaos Knights added back to the Q2 Balance Dataslate.

https://www.warhammer-community.com/wp-content/uploads/2022/04/zNYDiBPKGflEhGZp.pdf


Chaos Knight News and Rumors @ 2022/04/20 15:31:23


Post by: bmsattler


Good catch Oni, and hurray!


Chaos Knight News and Rumors @ 2022/04/20 16:05:56


Post by: Quasistellar


I'm annoyed that I want this chaos knight box so badly. The volkite and scourge and wardog weapons look so epic, and I love the legs on the chaos knights so damn much. I had hoped to avoid buying anything until the new HH box releases. . .

Eh I still might skip it. Still got unpainted backlog. Gotta stay disciplined! XD


Chaos Knight News and Rumors @ 2022/04/20 16:25:15


Post by: dreadblade


I just want the standard codex, but I assume this box is going to delay that by 6 weeks if the orks release is anything to go by.


Chaos Knight News and Rumors @ 2022/04/20 17:29:34


Post by: GaroRobe


 dreadblade wrote:
I just want the standard codex, but I assume this box is going to delay that by 6 weeks if the orks release is anything to go by.


Didn't the black templars debut much quicker than that?


Chaos Knight News and Rumors @ 2022/04/20 17:29:57


Post by: bmsattler


I'm curious as to what the delay between the box set and the standard codex will mean for Imperial Knights. I strongly suspect that the IK codex will be released with the standard Chaos codex, leaving a gap between the two factions between the box release and the codex release.

That said, I've got my knights painted so I can run them as either faction as needed, and Chaos looks fun. Hail Be'lakor?


Chaos Knight News and Rumors @ 2022/04/20 20:32:30


Post by: Argive


Ugh... hard not to be salty..


Chaos Knight News and Rumors @ 2022/04/20 20:35:32


Post by: Sasori


bmsattler wrote:
I'm curious as to what the delay between the box set and the standard codex will mean for Imperial Knights. I strongly suspect that the IK codex will be released with the standard Chaos codex, leaving a gap between the two factions between the box release and the codex release.

That said, I've got my knights painted so I can run them as either faction as needed, and Chaos looks fun. Hail Be'lakor?


I'm guessing about a month. It depends if they are going to try to push CSM out before or after HH.


Chaos Knight News and Rumors @ 2022/04/20 21:23:47


Post by: GoatboyBeta


Still not sold on the psyker stuff being(mostly) locked into a mundane weapon loadout. Nothing about a big Volkite and a tentacle arm screams psyker to me.


Chaos Knight News and Rumors @ 2022/04/20 21:30:00


Post by: Kebabcito


I also think abominant is so bad.

Hes not good at melee with 3 attacks, hes not good at shooting with 6 gak shoots and he dont do real dmaage with psychic powers.

If you cast the 5+++ on him in competitive matches he will be ignored for sure, and the 6+++ on wardogs is hard to cast.

I think he's not worth building a list arround him with favours, traits and relics. Better to look for a nother CK. Anyways, I wait for more info


Chaos Knight News and Rumors @ 2022/04/20 22:22:48


Post by: bmsattler


The mechadendrite arm will almost certainly have a sweep attack profile, and I wouldn't be surprised if it was something like 4-5 hit rolls per attack. You can improve its WS and attacks by trading in your psycker stuff for Khorne. Plus, other close combat weapons have guns attached to them like the Hekaton Siege Claw on the Styrix/Magaera. There is a tail, which may have its own attack profile.
Lastly, it can apparently take the pterrorshades as a weapon profile, though we don't know what they will do.

I'm not very excited about the rumored profile for the Volkite (thanks for your work there Satori!) but I'm willing to wait and see what else it brings to the table.


Chaos Knight News and Rumors @ 2022/04/20 22:26:44


Post by: Sasori


Kebabcito wrote:
I also think abominant is so bad.

Hes not good at melee with 3 attacks, hes not good at shooting with 6 gak shoots and he dont do real dmaage with psychic powers.

If you cast the 5+++ on him in competitive matches he will be ignored for sure, and the 6+++ on wardogs is hard to cast.

I think he's not worth building a list arround him with favours, traits and relics. Better to look for a nother CK. Anyways, I wait for more info


Tentacle Profile arm is X3, Strength 8, AP -2 3D flat.

So it's not a terrible profile, but it doesn't have a strike option.

It does still have the Pterror birds, and a Cast 2/Deny 2 with that FNP power can go a long way. Maybe giving it a good blessing can make having it stick around is good.



Chaos Knight News and Rumors @ 2022/04/20 23:32:11


Post by: NinthMusketeer


 Sasori wrote:
Confirmation that the Tally is wounds per kill, rather than just models:
I like that, good way to split the difference.


Chaos Knight News and Rumors @ 2022/04/21 00:13:52


Post by: EviscerationPlague


 Sasori wrote:
Kebabcito wrote:
I also think abominant is so bad.

Hes not good at melee with 3 attacks, hes not good at shooting with 6 gak shoots and he dont do real dmaage with psychic powers.

If you cast the 5+++ on him in competitive matches he will be ignored for sure, and the 6+++ on wardogs is hard to cast.

I think he's not worth building a list arround him with favours, traits and relics. Better to look for a nother CK. Anyways, I wait for more info


Tentacle Profile arm is X3, Strength 8, AP -2 3D flat.

So it's not a terrible profile, but it doesn't have a strike option.

It does still have the Pterror birds, and a Cast 2/Deny 2 with that FNP power can go a long way. Maybe giving it a good blessing can make having it stick around is good.


You don't need a sweep option when you effectively have 9 attacks (full wounds of course if its attacks degrade


Chaos Knight News and Rumors @ 2022/04/21 00:20:58


Post by: Sasori


EviscerationPlague wrote:
 Sasori wrote:
Kebabcito wrote:
I also think abominant is so bad.

Hes not good at melee with 3 attacks, hes not good at shooting with 6 gak shoots and he dont do real dmaage with psychic powers.

If you cast the 5+++ on him in competitive matches he will be ignored for sure, and the 6+++ on wardogs is hard to cast.

I think he's not worth building a list arround him with favours, traits and relics. Better to look for a nother CK. Anyways, I wait for more info


Tentacle Profile arm is X3, Strength 8, AP -2 3D flat.

So it's not a terrible profile, but it doesn't have a strike option.

It does still have the Pterror birds, and a Cast 2/Deny 2 with that FNP power can go a long way. Maybe giving it a good blessing can make having it stick around is good.


You don't need a sweep option when you effectively have 9 attacks (full wounds of course if its attacks degrade


It doesn't have a Strike option, it's always pretty much a sweep.


Chaos Knight News and Rumors @ 2022/04/21 00:54:43


Post by: Laughing Man


 Sasori wrote:
Kebabcito wrote:
I also think abominant is so bad.

Hes not good at melee with 3 attacks, hes not good at shooting with 6 gak shoots and he dont do real dmaage with psychic powers.

If you cast the 5+++ on him in competitive matches he will be ignored for sure, and the 6+++ on wardogs is hard to cast.

I think he's not worth building a list arround him with favours, traits and relics. Better to look for a nother CK. Anyways, I wait for more info


Tentacle Profile arm is X3, Strength 8, AP -2 3D flat.

So it's not a terrible profile, but it doesn't have a strike option.

It does still have the Pterror birds, and a Cast 2/Deny 2 with that FNP power can go a long way. Maybe giving it a good blessing can make having it stick around is good.


Do we have confirmation on what the birbs do yet?


Chaos Knight News and Rumors @ 2022/04/21 02:57:26


Post by: Sasori


The only thing I've seen is that it's a large volume of fire in a short range. No real credibility on this, and it's not from the normal sources for this stuff.


Chaos Knight News and Rumors @ 2022/04/21 05:56:30


Post by: XT-1984


I suspect its tail will be like a tyranids tail. It will make so many bonus attacks after its regular ones.


Chaos Knight News and Rumors @ 2022/04/21 11:08:51


Post by: bmsattler


Sasori, I could see them making it similar to the Yncarne where it's a flamer that attacks everything within range. I could also see them making it some 'every model within 3'' takes a wound on a 6+'


Chaos Knight News and Rumors @ 2022/04/21 15:01:04


Post by: Nightlord1987


I like this melted knight face.


Chaos Knight News and Rumors @ 2022/04/21 15:16:16


Post by: Laughing Man


Loyalist Knights get prayers!

https://www.warhammer-community.com/2022/04/21/how-veteran-knights-use-knightly-teachings-to-empower-their-armiger-equerries/

Also, they did a lovely job of referencing a spoiler they haven't actually given yet regarding chain cleavers.


Chaos Knight News and Rumors @ 2022/04/21 15:22:04


Post by: bmsattler


Warcom article on Preceptors and the Chaplain-like buffs that the rumors said were coming.

https://www.warhammer-community.com/2022/04/21/how-veteran-knights-use-knightly-teachings-to-empower-their-armiger-equerries/

Preceptors will know three and cast two teachings out of a list of 6.

Action and move/shoot, awesome and absolutely needed for this army!

The Code Chivalric order can give an Armiger the benefits of a third Oath. It does not get the Pledge -or- the Troth, so you couldn't gain more Honor but you could (for example) fall back and not gain dishonor.

The third one confirms the rumored 6'' aura of exploding 6's to hit for Armigers.

They mention the upgraded reaper chain glaives will get up to 8 hit rolls, linking to the previous article that does not talk about the reaper chain glaive. >.>

Edit: Thwarted! Well played Laughing Man, well played.

Edit the second: The Teachings seem to be locked to <Noble Household> which would preclude Freeblades, right?


Chaos Knight News and Rumors @ 2022/04/21 15:24:37


Post by: Laughing Man


My trick is that I figured I'd just edit details in later.


Chaos Knight News and Rumors @ 2022/04/22 00:04:25


Post by: bmsattler


I'm eying my 4 Avenger Gatling Cannon and hoping that they get a small boost similar to the other guns. Has there been any rumors on what the Questoris gatling might do?


Chaos Knight News and Rumors @ 2022/04/22 01:16:11


Post by: Voss


Wow, those abilities names are contenders for the least relevance for what benefits they actually provide.

Why does 'the folly of mercy' let you perform actions and shoot?

Or 'virtue of courage' let you get extra hits on a 6? I could actually see it, vaguely, if they were swapped. No mercy: extra hits. Courage: defending a position while firing.


Chaos Knight News and Rumors @ 2022/04/22 10:40:01


Post by: BrookM


Having wrapped up Kingmaker, there was mention of a Knight Valiant using its harpoon as a mace in melee, it might be nothing, a bit of creative writing, or it might be a sneaky preview of what a new Valiant may do come the new codex?


Chaos Knight News and Rumors @ 2022/04/24 02:19:38


Post by: John D Law


Not sure if this has been asked yet. Is the new Abominant knight a psyker? If so then no use by Khorne dedicated houses ☹️


Chaos Knight News and Rumors @ 2022/04/24 02:51:55


Post by: VeiledMalice


John D Law wrote:
Not sure if this has been asked yet. Is the new Abominant knight a psyker? If so then no use by Khorne dedicated houses ☹️


So it is, but the kit comes with all the options to turn it into any of the Chaos variants, apparently. Also, you can use the "Blood Shield" Favored add-on to give it +1 WS and +1 A. Since we know there's other Khorne-related Favors, you can imagine most of them will allow for the same approximate thing.


Chaos Knight News and Rumors @ 2022/04/24 03:35:52


Post by: John D Law


Thank you for the Blood Shield info. I was really worried my force wouldn’t have access to those cool tentacles!


Chaos Knight News and Rumors @ 2022/04/24 07:47:08


Post by: Kebabcito


So every model will have the following buffs:

- Trait
- Relic
- Favours of gods
- Mark of chaos
- Spells (aparently 5+++)
- House

I think they are not making the datasheet very powerful for you to buff the units with those combos. For example, if you can go 5+++ with the spell, 4++ with favour of god, ramshackle with household, T9 with a relic and 2+ with a trait, you can make a despoiler more or less like Mortarion, which isn't bad as we shoot like a rock.

If you, for example, can make 2 posible combinations like this for a 5+++ and 4++ (like the FNP of the favour of god and a 4++ by relic) then you can build 2 despoilers and 6-8 wardogs, which isn't bad for me


Chaos Knight News and Rumors @ 2022/04/25 18:38:07


Post by: Sasori


Points



Automatically Appended Next Post:
Kebabcito wrote:
So every model will have the following buffs:

- Trait
- Relic
- Favours of gods
- Mark of chaos
- Spells (aparently 5+++)
- House

I think they are not making the datasheet very powerful for you to buff the units with those combos. For example, if you can go 5+++ with the spell, 4++ with favour of god, ramshackle with household, T9 with a relic and 2+ with a trait, you can make a despoiler more or less like Mortarion, which isn't bad as we shoot like a rock.

If you, for example, can make 2 posible combinations like this for a 5+++ and 4++ (like the FNP of the favour of god and a 4++ by relic) then you can build 2 despoilers and 6-8 wardogs, which isn't bad for me



Err, you have to pay for the Favors of the god/Marks. You can get some models with all of this, but it's going to add up quickly.


Chaos Knight News and Rumors @ 2022/04/25 18:41:12


Post by: Kebabcito


Seen.

They're trying to aim at the overpowered combinations for punishing them.

For example, the melee knight (abhorrent level) can be upgraded with advance and charge, it cost more than in armigers and tyrants, because it is a waste in 1 armiger and too risky in a castellan to rush turn 1.

By the way, as far as I understand, they want you to play some big boys, because it is imposible to pay upgrades for 10 wardogs without wasting da points.


Chaos Knight News and Rumors @ 2022/04/25 18:50:48


Post by: bmsattler


Thanks for sharing that with us Sasori! That's really exciting to see.

Slightly disappointed the Avenger Gatling Cannon didn't get a small bump somewhere, but it was the best of the Questoris weapons prior to the updated Codex. It's funny that the Helverin basically has a RFBC that is Str 7 instead of 8. Fewer shots off of one gun, but more off of both.

Twin autocannon are looking a little more tempting at 20 points.

I'm surprised that there are Marks that are more expensive than the Be'lakor mark! I'm guessing that the Putrid Carapace will be a 5+++, but honestly I value no rerolls more.


Chaos Knight News and Rumors @ 2022/04/25 18:51:34


Post by: Kanluwen


Boooooooooooooooooooooo! They really should have just removed the doubling-up.


Chaos Knight News and Rumors @ 2022/04/25 19:02:06


Post by: bmsattler


I'm pretty sure that invalidating people's expensive model conversions wouldn't go over well.

I'm interested to see how the Freeblade/Dreadblade options change in the new codex. I feel like the old Dreadblade pacts were better than the Freeblade boons and I'm hoping that changes.

My basic plan of a Castellan Tyrant, Desecrator, and 6x War Dogs looks like its right on point after a couple of Mark upgrades. This is pleasing!


Chaos Knight News and Rumors @ 2022/04/25 19:08:43


Post by: Kanluwen


bmsattler wrote:
I'm pretty sure that invalidating people's expensive model conversions wouldn't go over well.

They did it to my Skitarii squads' loadouts, so I have very little sympathy. They did it to my Onager Squadrons, so I have very little sympathy. Y'all can just join me in being salty about it.

Also, lol @ "expensive model conversions". Because having two of the same gun is somehow "expensive model conversions"?

It's just bloody bizarre that they pretend that it is somehow a Chaos-y thing for someone to have put two of the same gun on a Knight suit.


Chaos Knight News and Rumors @ 2022/04/25 19:17:21


Post by: Sasori


Kan,

Please don't drive this further off topic with your salt, this thread has been really good about keeping on track.


Back on topic:

I was pretty much on the Tyrant Hypetrain with Wardogs, but now I'm starting to think 3 Abhorrent class, probably a rampager, desecrator and Abombinant and then filling out the rest in Wardogs may be the way to go. Tyrant is super good though, but man, it's a huge chunk of your army.


Chaos Knight News and Rumors @ 2022/04/25 19:22:12


Post by: Kebabcito


Tyrant is very good atm with the plasma. It really shreds terminators and tiranids. Plus other melta & stuff.

The point is, everyone can destroy a tyrant even with 5+++ nowadays.


Chaos Knight News and Rumors @ 2022/04/25 19:23:55


Post by: evil_kiwi_60


You know wishing ill for others just because it happened to you isn’t a healthy mentality. Personally I’d celebrate if they started walking back the forced builds regardless of who it’s for. Considering for the tire run imperial knights were always better, I think it’s fine to leave chaos with one thing


Chaos Knight News and Rumors @ 2022/04/25 19:25:54


Post by: bmsattler


I've been running a 500 point Magaera as the standard for a Questoris hull, so my thinking is a little skewed. But I think that a Tyrant is as useful as a Magaera and a War Dog in the right circumstances. A big part of it will be reliant on Stratagems and such. They are already increasing the cost of Marks for a Tyrant, which makes sense but suggests that Stratagems will also cost more like they did with the Raven supplement.

There's also the reduced speed, which will make getting firing angles and touching the right terrain harder. I see a Tyrant as the king of killing big stuff and that's the main reason I look at taking it. Magaera have traditionally struggled against Toughness 8. The new Laser Destructor and Thermal Cannon may have me revisit my opinion on the Tyrant.


Chaos Knight News and Rumors @ 2022/04/25 19:30:17


Post by: greavous


 Sasori wrote:
Kan,

Please don't drive this further off topic with your salt, this thread has been really good about keeping on track.


Back on topic:

I was pretty much on the Tyrant Hypetrain with Wardogs, but now I'm starting to think 3 Abhorrent class, probably a rampager, desecrator and Abombinant and then filling out the rest in Wardogs may be the way to go. Tyrant is super good though, but man, it's a huge chunk of your army.


tyrants expensive but i cant pass up the volcano cannon, my local meta makes it almost mandatory as i wont get much else in the army that can kill reliably enough.


Chaos Knight News and Rumors @ 2022/04/25 19:38:37


Post by: nathan2004


Wonder if the forgeworld knights will be able to be upgraded with marks, etc.


Chaos Knight News and Rumors @ 2022/04/25 19:46:52


Post by: Kanluwen


 Sasori wrote:
Kan,

Please don't drive this further off topic with your salt, this thread has been really good about keeping on track.

Yeah, and I've been on topic Sasori. The topic is Knights not just Chaos ones unfortunately. There's not enough to have justified a Loyalist thread, hence why I'm even posting in this one to begin with.

Frankly, I'm allowed a bit of salt. It's obnoxious that the Loyalist book is held hostage by the Chaos book which is getting an army set and the one exclusive Loyalist kit is also being added into the Chaos side of things to boot!

It's ridiculous that there's a swathe of new kits added to the Chaos side of things while they can't even throw the Loyalists a bone and add the ability to double-up on weapons or do something special.

The Imperial Knights book should have been released months ago. Not like there's any reason for it to have to sit and wait.


Chaos Knight News and Rumors @ 2022/04/25 19:47:53


Post by: greavous


 nathan2004 wrote:
Wonder if the forgeworld knights will be able to be upgraded with marks, etc.


in a way i hope not, id hate the meta to just be forgeworld knights again


Chaos Knight News and Rumors @ 2022/04/25 19:49:46


Post by: bmsattler


 Kanluwen wrote:

It's ridiculous that there's a swathe of new kits added to the Chaos side of things while they can't even throw the Loyalists a bone and add the ability to double-up on weapons or something.


Imperial Knights are getting a whole slew of rules that are specific to them, including the Chaplain-like abilities for the Preceptor. The Desecrator is rumored not to be getting similar abilities. Honestly right now I'm looking at using my knights as Imperial due to better rules and Secondary options.


Chaos Knight News and Rumors @ 2022/04/25 19:51:48


Post by: DreadfullyHopeful


Funny to see the melee variant of the war dogs being the cheaper one. Wonder what it means ?

The gap in point for taking a Rampager compared to a Gauntlet + sword Despoiler shrank to 5 points. Wonder how the two compare for a pure melee army now ?


Chaos Knight News and Rumors @ 2022/04/25 19:52:38


Post by: Kebabcito


Love to see imperial fans crying because of chaos miniatures innovation.

It's weird to see those humans behaviours


Chaos Knight News and Rumors @ 2022/04/25 19:54:11


Post by: bmsattler


The mini-gatling + melee option looks really enticing to me. If I can take 2x mini-gatlings then that's even better than lightning locks, but I'm not counting on it. Still debating whether a gatling/thermal would be worth it.


Chaos Knight News and Rumors @ 2022/04/25 19:58:07


Post by: Kanluwen


bmsattler wrote:
 Kanluwen wrote:

It's ridiculous that there's a swathe of new kits added to the Chaos side of things while they can't even throw the Loyalists a bone and add the ability to double-up on weapons or something.


Imperial Knights are getting a whole slew of rules that are specific to them, including the Chaplain-like abilities for the Preceptor. The Desecrator is rumored not to be getting similar abilities.

Yes, the Desecrator does not get similar abilities...
Because there's a whole psychic discipline instead on the Abominant.


Chaos Knight News and Rumors @ 2022/04/25 19:59:36


Post by: Jakz


What's funny is you think the book was held hostage.

The Chaos book hit testing 2 months before the imperial book did. Both wrapped up about the same time. The reason we are getting leaks on chaos is because the box set was sent out to painters for previews, which includes the codex.

 Kanluwen wrote:
 Sasori wrote:
Kan,

Please don't drive this further off topic with your salt, this thread has been really good about keeping on track.

Yeah, and I've been on topic Sasori. The topic is Knights not just Chaos ones unfortunately. There's not enough to have justified a Loyalist thread, hence why I'm even posting in this one to begin with.

Frankly, I'm allowed a bit of salt. It's obnoxious that the Loyalist book is held hostage by the Chaos book which is getting an army set and the one exclusive Loyalist kit is also being added into the Chaos side of things to boot!

It's ridiculous that there's a swathe of new kits added to the Chaos side of things while they can't even throw the Loyalists a bone and add the ability to double-up on weapons or do something special.

The Imperial Knights book should have been released months ago. Not like there's any reason for it to have to sit and wait.


Chaos Knight News and Rumors @ 2022/04/25 20:08:39


Post by: Sasori


 DreadfullyHopeful wrote:
Funny to see the melee variant of the war dogs being the cheaper one. Wonder what it means ?

The gap in point for taking a Rampager compared to a Gauntlet + sword Despoiler shrank to 5 points. Wonder how the two compare for a pure melee army now ?


I don't think you want to take a melee despoiler now. The Rampager is going to be the better option.

In fact, I'm not sure if you want to take a despoiler at all... Those points are pretty hefty, even worse for doubling up...


Chaos Knight News and Rumors @ 2022/04/25 20:12:34


Post by: bmsattler


A Thermal Cannon/Chainsword Despoiler is still 425 if I'm reading the chart right, and that's a good mix of tough shooting and AP-3 melee. You can get three of those and 5 War Dogs. That's pretty tempting to me.


Chaos Knight News and Rumors @ 2022/04/25 20:12:50


Post by: EviscerationPlague


Also the arbitrary tax of 20 points to double up on a weapon is stupid.


Chaos Knight News and Rumors @ 2022/04/25 20:27:12


Post by: H.B.M.C.


Yeah, why would taking two guns make you more expensive suddenly? Don't the guns cost points in the first place?


Chaos Knight News and Rumors @ 2022/04/25 20:29:50


Post by: Laughing Man


 H.B.M.C. wrote:
Yeah, why would taking two guns make you more expensive suddenly? Don't the guns cost points in the first place?

Same logic that has crisis suits costing more if you double/triple up on weapons: Being able to cram that much firepower on one platform is worth the extra expense.


Chaos Knight News and Rumors @ 2022/04/25 20:31:04


Post by: Dudeface


 H.B.M.C. wrote:
Yeah, why would taking two guns make you more expensive suddenly? Don't the guns cost points in the first place?


I agree, seems way off. The opportunity cost of assumingly pants melee (I'm reckoning that dance attacks are gone) is enough if nothing else.


Automatically Appended Next Post:
 Laughing Man wrote:
 H.B.M.C. wrote:
Yeah, why would taking two guns make you more expensive suddenly? Don't the guns cost points in the first place?

Same logic that has crisis suits costing more if you double/triple up on weapons: Being able to cram that much firepower on one platform is worth the extra expense.


Not knowing tau how is the pricing structure laid out for the suits?


Chaos Knight News and Rumors @ 2022/04/25 20:36:45


Post by: ph34r


It's not totally consistent, but generally the Tau weapons cost either an additional +5 or +10 on top of their normal cost when you purchase a second or third of the same gun.


Chaos Knight News and Rumors @ 2022/04/25 20:36:49


Post by: EviscerationPlague


The structure is that taking more of the same weapon increases the cost. GW tries to encourage messy looking models.


Chaos Knight News and Rumors @ 2022/04/25 20:37:30


Post by: Kanluwen


Dudeface wrote:
 H.B.M.C. wrote:
Yeah, why would taking two guns make you more expensive suddenly? Don't the guns cost points in the first place?


I agree, seems way off. The opportunity cost of assumingly pants melee (I'm reckoning that dance attacks are gone) is enough if nothing else.

You make one Stomp attack now. But getting to double up on some of these weapons means doubling-up on what is attached to the weapon in question.



 Laughing Man wrote:

Same logic that has crisis suits costing more if you double/triple up on weapons: Being able to cram that much firepower on one platform is worth the extra expense.


Not knowing tau how is the pricing structure laid out for the suits?

It has a first cost(say, 5 points) then a second cost(ex: +10 points), and then a third cost(ex: +15 points) since suits can take up to 3 of the same item potentially.




Chaos Knight News and Rumors @ 2022/04/25 20:53:56


Post by: Dudeface


 Kanluwen wrote:
Dudeface wrote:
 H.B.M.C. wrote:
Yeah, why would taking two guns make you more expensive suddenly? Don't the guns cost points in the first place?


I agree, seems way off. The opportunity cost of assumingly pants melee (I'm reckoning that dance attacks are gone) is enough if nothing else.

You make one Stomp attack now. But getting to double up on some of these weapons means doubling-up on what is attached to the weapon in question.



 Laughing Man wrote:

Same logic that has crisis suits costing more if you double/triple up on weapons: Being able to cram that much firepower on one platform is worth the extra expense.


Not knowing tau how is the pricing structure laid out for the suits?

It has a first cost(say, 5 points) then a second cost(ex: +10 points), and then a third cost(ex: +15 points) since suits can take up to 3 of the same item potentially.




OK, but then why are the weapons priced as they are? Why is 3 single weapons cheaper/worse than 3 of the same? Or 2 in the knights case?

If a rapid fire battle cannon or w/e they're called now is worth X points, why are 2 if them worth 2X+20? There's no balance or rules reason unless you assume the cost of an individual weapon is wrong.


Chaos Knight News and Rumors @ 2022/04/25 20:58:00


Post by: bmsattler


I believe that the theory is that specialists will be better than generalists, and should therefore cost more points. Ultimately it is the way it is and probably won't change.

How are people looking at the Havoc Launcher option for War Dogs? 5 points seems like a reasonable boost to Str 5 and D6 shots with the option for indirect. I get that indirect took a hit in the update, but A: you're on speedy platforms that have better chances of getting line of sight and B: better to have a crappy shot than no shot at all.


Chaos Knight News and Rumors @ 2022/04/25 21:03:36


Post by: EviscerationPlague


bmsattler wrote:
I believe that the theory is that specialists will be better than generalists, and should therefore cost more points. Ultimately it is the way it is and probably won't change.

How are people looking at the Havoc Launcher option for War Dogs? 5 points seems like a reasonable boost to Str 5 and D6 shots with the option for indirect. I get that indirect took a hit in the update, but A: you're on speedy platforms that have better chances of getting line of sight and B: better to have a crappy shot than no shot at all.

It doesn't make sense that two Knights with each a Gatling and Cannon costs less than one Knight with two Gatlings and one with two Cannons.


Chaos Knight News and Rumors @ 2022/04/25 21:03:39


Post by: Gadzilla666


They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".


Chaos Knight News and Rumors @ 2022/04/25 21:05:55


Post by: EviscerationPlague


 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.


Chaos Knight News and Rumors @ 2022/04/25 21:13:03


Post by: ph34r


bmsattler wrote:
I believe that the theory is that specialists will be better than generalists, and should therefore cost more points. Ultimately it is the way it is and probably won't change.

How are people looking at the Havoc Launcher option for War Dogs? 5 points seems like a reasonable boost to Str 5 and D6 shots with the option for indirect. I get that indirect took a hit in the update, but A: you're on speedy platforms that have better chances of getting line of sight and B: better to have a crappy shot than no shot at all.
Havoc launchers are cool, but at the same time, they're not really that far off from a heavy stubber.


Chaos Knight News and Rumors @ 2022/04/25 21:20:17


Post by: Gadzilla666


EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.


Chaos Knight News and Rumors @ 2022/04/25 21:24:25


Post by: Laughing Man


 Gadzilla666 wrote:
EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.

Same thing: Concentrate more desirable firepower on a single body. The two situations that make that useful are having more ablative bodies to block for it (in multi-model units), or only having to take one model for twice the fire power (in Knights, where you are reasonably likely to take a Despoiler and a shedload of wardogs).


Chaos Knight News and Rumors @ 2022/04/25 21:31:34


Post by: Gadzilla666


 Laughing Man wrote:
 Gadzilla666 wrote:
EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.

Same thing: Concentrate more desirable firepower on a single body. The two situations that make that useful are having more ablative bodies to block for it (in multi-model units), or only having to take one model for twice the fire power (in Knights, where you are reasonably likely to take a Despoiler and a shedload of wardogs).

Yes, that's my assumption as well. Or just take one as a soup option in another faction, where you could have a lot more of those ablative bodies.


Chaos Knight News and Rumors @ 2022/04/25 21:33:39


Post by: Laughing Man


Downside to souping one in is that those ablative bodies can't actually ablate to save the Knight. Opportunity cost to not killing them/the knight instead, certainly, but they can't die to save it.


Chaos Knight News and Rumors @ 2022/04/25 21:42:17


Post by: bmsattler


I like your point about limited units Laughing Man, and that raises another point. GW is pushing the 'one knight as an ally' option in a couple different ways, which would benefit more from specialization as you are often taking an ally knight to shore up a weakness in your army. I'm looking at you, Thousand Sons!


Chaos Knight News and Rumors @ 2022/04/25 21:43:27


Post by: greavous


also since stratagems are one use only (usually) having a dual weapon knight specialised at anti infantry or anti elite, etc then buffing it with a stratagem and possibly a pshycher buff now could make it wipe out 2 squads easily. altho it never happens like that they still need to balance for an """average"""


Chaos Knight News and Rumors @ 2022/04/25 22:09:06


Post by: Sasori


bmsattler wrote:
I like your point about limited units Laughing Man, and that raises another point. GW is pushing the 'one knight as an ally' option in a couple different ways, which would benefit more from specialization as you are often taking an ally knight to shore up a weakness in your army. I'm looking at you, Thousand Sons!


Dreadblade is unit at least, so you could have up to 3 wardogs.


Chaos Knight News and Rumors @ 2022/04/25 22:43:23


Post by: ERJAK


Dudeface wrote:
 Kanluwen wrote:
Dudeface wrote:
 H.B.M.C. wrote:
Yeah, why would taking two guns make you more expensive suddenly? Don't the guns cost points in the first place?


I agree, seems way off. The opportunity cost of assumingly pants melee (I'm reckoning that dance attacks are gone) is enough if nothing else.

You make one Stomp attack now. But getting to double up on some of these weapons means doubling-up on what is attached to the weapon in question.



 Laughing Man wrote:

Same logic that has crisis suits costing more if you double/triple up on weapons: Being able to cram that much firepower on one platform is worth the extra expense.


Not knowing tau how is the pricing structure laid out for the suits?

It has a first cost(say, 5 points) then a second cost(ex: +10 points), and then a third cost(ex: +15 points) since suits can take up to 3 of the same item potentially.




OK, but then why are the weapons priced as they are? Why is 3 single weapons cheaper/worse than 3 of the same? Or 2 in the knights case?

If a rapid fire battle cannon or w/e they're called now is worth X points, why are 2 if them worth 2X+20? There's no balance or rules reason unless you assume the cost of an individual weapon is wrong.


Something like a crisis suit, having all of the same gun means you A. Can invest only in buffs that effect that specific gun, B. Can invest only in the best gun, and C. Can (generally) target units that are weakest to that gun.

For knights...idk why they're doing it. Not like running 6 gatling guns is that much different than 3 gatling guns and 3 battle cannons at 2000pts.


Chaos Knight News and Rumors @ 2022/04/25 22:58:17


Post by: NinthMusketeer


 Laughing Man wrote:
 Gadzilla666 wrote:
EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.

Same thing: Concentrate more desirable firepower on a single body. The two situations that make that useful are having more ablative bodies to block for it (in multi-model units), or only having to take one model for twice the fire power (in Knights, where you are reasonably likely to take a Despoiler and a shedload of wardogs).
Except, as established, the same amount of firepower on the same amount of bodies costs more depending on how those guns are allocated. Knight AA + Knight BB costs more points than Knight AB + Knight AB, despite identical firing capacity. Specialization is worth something, but on such high point models versatility is often worth as much or more.


Chaos Knight News and Rumors @ 2022/04/25 23:08:37


Post by: bmsattler


I -really- like three Helverin's with a Rubric/Scarab heavy Thousand Sons army. That sounds kind of awesome to me.

I agree that the double-weapon points thing is annoying, but its there. Honestly I'm not seeing the point in complaining here about it. Go with another option and it becomes a non-issue.

Do people think that the War Dog's powerfist option will include a -1 to hit? I ask because the rumors say that the Thunderstrike Gauntlet lost its penalty to hit. I could see them making it closer to a Glaive strike option without the sweep option but hitting a little harder. They have to be giving the Karnivore some buffs, because otherwise it seems just worse than the Chain Glaive + Thermal Spear option.


Chaos Knight News and Rumors @ 2022/04/25 23:40:28


Post by: alextroy


 NinthMusketeer wrote:
Spoiler:
 Laughing Man wrote:
 Gadzilla666 wrote:
EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.

Same thing: Concentrate more desirable firepower on a single body. The two situations that make that useful are having more ablative bodies to block for it (in multi-model units), or only having to take one model for twice the fire power (in Knights, where you are reasonably likely to take a Despoiler and a shedload of wardogs).
Except, as established, the same amount of firepower on the same amount of bodies costs more depending on how those guns are allocated. Knight AA + Knight BB costs more points than Knight AB + Knight AB, despite identical firing capacity. Specialization is worth something, but on such high point models versatility is often worth as much or more.
The efficiency tax is meant to cover everything from the simple ability to concentrate firepower (two knights cannot be in the same place), to taking less bodies for the weapons, and maximizing usage of stratagems and upgrades. Only time will tell if 20 points is enough, too much, or too little.


Chaos Knight News and Rumors @ 2022/04/25 23:48:31


Post by: NinthMusketeer


 alextroy wrote:
 NinthMusketeer wrote:
Spoiler:
 Laughing Man wrote:
 Gadzilla666 wrote:
EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.

Same thing: Concentrate more desirable firepower on a single body. The two situations that make that useful are having more ablative bodies to block for it (in multi-model units), or only having to take one model for twice the fire power (in Knights, where you are reasonably likely to take a Despoiler and a shedload of wardogs).
Except, as established, the same amount of firepower on the same amount of bodies costs more depending on how those guns are allocated. Knight AA + Knight BB costs more points than Knight AB + Knight AB, despite identical firing capacity. Specialization is worth something, but on such high point models versatility is often worth as much or more.
The efficiency tax is meant to cover everything from the simple ability to concentrate firepower (two knights cannot be in the same place), to taking less bodies for the weapons, and maximizing usage of stratagems and upgrades. Only time will tell if 20 points is enough, too much, or too little.
There is no concentration of firepower onto less bodies in this instance; is the exact same output from the exact same number of models, but one way costs more.

I am thinking I must be falling through on communicating the concept, maybe someone else can step in to explain?


Chaos Knight News and Rumors @ 2022/04/26 00:13:20


Post by: Voss


Communication seems fine, its just being rationalized in a way that doesn't really make sense (concentration of fire just doesn't matter on a handful of big expensive models coupled with the way shooting works in 9th)

Though to be honest, I don't think GW did this for game reasons. I think they did this for their weird 'the army is supposed to look like _this_ ' reason. Like the restrictions on cultists/tzaangors per marine unit or the overpriced grots. In this case, knights are 'supposed' to have gun and CCW or specific, different guns.


Chaos Knight News and Rumors @ 2022/04/26 00:40:34


Post by: Daedalus81


 NinthMusketeer wrote:
There is no concentration of firepower onto less bodies in this instance; is the exact same output from the exact same number of models, but one way costs more.

I am thinking I must be falling through on communicating the concept, maybe someone else can step in to explain?


Because you're assuming that people wouldn't simply use all the same best weapon option available. Just as with battlesuits it prevents skewing into one type of weapon. The points exist to dissuade Knight AA in allied detachments or Knight AA / AA / AA / AA in full knight armies.



Chaos Knight News and Rumors @ 2022/04/26 00:51:27


Post by: EviscerationPlague


 alextroy wrote:
 NinthMusketeer wrote:
Spoiler:
 Laughing Man wrote:
 Gadzilla666 wrote:
EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.

Same thing: Concentrate more desirable firepower on a single body. The two situations that make that useful are having more ablative bodies to block for it (in multi-model units), or only having to take one model for twice the fire power (in Knights, where you are reasonably likely to take a Despoiler and a shedload of wardogs).
Except, as established, the same amount of firepower on the same amount of bodies costs more depending on how those guns are allocated. Knight AA + Knight BB costs more points than Knight AB + Knight AB, despite identical firing capacity. Specialization is worth something, but on such high point models versatility is often worth as much or more.
The efficiency tax is meant to cover everything from the simple ability to concentrate firepower (two knights cannot be in the same place), to taking less bodies for the weapons, and maximizing usage of stratagems and upgrades. Only time will tell if 20 points is enough, too much, or too little.

Two Knights can't be at the same place at once? How small and hard you think Knights are to deploy?


Chaos Knight News and Rumors @ 2022/04/26 01:12:36


Post by: Dadoom


There is a very simple reason to increase cost for doubling up, and thats buffs and stratagem use. Whatever the source of the improvement on the profile, being able to do it 2x is a big difference in damage throughput, far more than only getting the buffs on one of those guns(or melee). Say buffs double your output knight AB1 does x2 damage and knight AB2 does normal damage = 300% total damage. Now knight AA1 gets its output doubled and it becomes Ax2 +Ax2 = 400% total damage output and then you have knight BB whos also potentially able to do the same thing in melee or w/e. If anything considering the power of the weapons were talking about its under costed when your talking about a favor buff, psychic buff and stratagem buff combined and how they are limited to single use each during the same phase/turn/game. Hopefully I explained it so its a bit clearer.


Chaos Knight News and Rumors @ 2022/04/26 01:13:56


Post by: H.B.M.C.


So you think the second Lascannon in a Devastator Squad should cost more than the first?

[EDIT]: Balancing costs on what strats may be used on a unit is a terrible way to balance rules. The cost should reflect the abilities of the weapon. If a strat changes that, then balance the cost of the strat. If other buffs can make the weapon better, then the units with those buffs should have their costs altered to reflect the potential use of said buffs, not the weapons that may gain that buff, or may never gain that buff.





Chaos Knight News and Rumors @ 2022/04/26 01:35:10


Post by: BorderCountess


Why are you guys all acting like they don't already do this? Even currently, a single Avenger gatling cannon costs 90 points, while a pair costs 200 - a 20-point premium for doubling up.


Chaos Knight News and Rumors @ 2022/04/26 01:36:59


Post by: Dadoom


 H.B.M.C. wrote:
So you think the second Lascannon in a Devastator Squad should cost more than the first?

[EDIT]: Balancing costs on what strats may be used on a unit is a terrible way to balance rules. The cost should reflect the abilities of the weapon. If a strat changes that, then balance the cost of the strat. If other buffs can make the weapon better, then the units with those buffs should have their costs altered to reflect the potential use of said buffs, not the weapons that may gain that buff, or may never gain that buff.




I think the math difference on a devastator squad is negligible compared to what were talking about because at max unit size and max loadout your not even close on the return potential. I do agree it's a poor way to balance it as were talking doubling shooting output on a 500+ point model and all the multiplicative buffs that follow for 70-80*ish points, the only way to reasonably balance it is to not allow it in the first place. I heavily suspect its drastically under costed.


Chaos Knight News and Rumors @ 2022/04/26 04:21:08


Post by: EviscerationPlague


 H.B.M.C. wrote:
So you think the second Lascannon in a Devastator Squad should cost more than the first?

GW thinks a good Devastator squad is one with 1 each of a Heavy Bolter, ML, Lascannon, and Plasma Cannon.


Chaos Knight News and Rumors @ 2022/04/26 04:28:43


Post by: alextroy


EviscerationPlague wrote:
 alextroy wrote:
 NinthMusketeer wrote:
Spoiler:
 Laughing Man wrote:
 Gadzilla666 wrote:
EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.

Same thing: Concentrate more desirable firepower on a single body. The two situations that make that useful are having more ablative bodies to block for it (in multi-model units), or only having to take one model for twice the fire power (in Knights, where you are reasonably likely to take a Despoiler and a shedload of wardogs).
Except, as established, the same amount of firepower on the same amount of bodies costs more depending on how those guns are allocated. Knight AA + Knight BB costs more points than Knight AB + Knight AB, despite identical firing capacity. Specialization is worth something, but on such high point models versatility is often worth as much or more.
The efficiency tax is meant to cover everything from the simple ability to concentrate firepower (two knights cannot be in the same place), to taking less bodies for the weapons, and maximizing usage of stratagems and upgrades. Only time will tell if 20 points is enough, too much, or too little.

Two Knights can't be at the same place at once? How small and hard you think Knights are to deploy?
The existence of LOS blocking terrain, not to mention Obscuring Terrain, means that it there are a non-trivial number of instances where Knight A and Knight B cannot fire at target X. If Knight A has 2 of the best weapon for shooting at X, that is a concentration of firepower you don't get when both A & B have 1 of that weapon.

I could go over all sorts of theoretical reasons why 2 of a weapon on a single model is better than that weapon once on two different models. The only real proof I need is the fact that Chaos Knights players rapidly moved to having 2 of the same weapon rather than two different weapons on their Knights. The Proof is in the Pudding, sir.


Chaos Knight News and Rumors @ 2022/04/26 04:38:12


Post by: Matt.Kingsley


EviscerationPlague wrote:
 H.B.M.C. wrote:
So you think the second Lascannon in a Devastator Squad should cost more than the first?

GW thinks a good Devastator squad is one with 1 each of a Heavy Bolter, ML, Lascannon, and Plasma Cannon.

Or more aptly, GW thinks a Crisis Suit Squad in which each model has 3 different guns is worse than a Crisis Suit Squad in which each model has 3 of the same gun, and thus the worse squad should cost less than the better one.


Chaos Knight News and Rumors @ 2022/04/26 04:46:02


Post by: H.B.M.C.


So that explains the years of putting four different guns in Dev squads.



Chaos Knight News and Rumors @ 2022/04/26 04:49:51


Post by: Sasori


I think the biggest reason to be double stacking on a Despoiler, would be not wanting to take a Second despoiler if you only care about the ranged weapon and only that one in particular.



Chaos Knight News and Rumors @ 2022/04/26 05:08:20


Post by: Matt.Kingsley


 H.B.M.C. wrote:
So that explains the years of putting four different guns in Dev squads.


For sure! GW's designers are ever the best sportsmen and don't want to have an unfair advantage


Chaos Knight News and Rumors @ 2022/04/26 06:03:16


Post by: Dudeface


 alextroy wrote:
EviscerationPlague wrote:
 alextroy wrote:
 NinthMusketeer wrote:
Spoiler:
 Laughing Man wrote:
 Gadzilla666 wrote:
EviscerationPlague wrote:
 Gadzilla666 wrote:
They used to do something similar with Havocs and Devastators back in 3rd/4th. They paid extra for their heavy/ special weapons compared to other units that couldn't take them in the same concentration, like basic CSM, Tacs, and Chosen. It's basically a "specialization tax".

And it made no sense back then either. Make the grunt worth taking to begin with and you'll not have that issue.

Yes, it did, and it had nothing to do with the "grunts". It was a tax on concentrating firepower across less bodies, and in a single unit, which was a strong ability considering the Target Priority rules and lack of splitfire in 4th. What exactly it's supposed to do here, I'm not sure yet.

Same thing: Concentrate more desirable firepower on a single body. The two situations that make that useful are having more ablative bodies to block for it (in multi-model units), or only having to take one model for twice the fire power (in Knights, where you are reasonably likely to take a Despoiler and a shedload of wardogs).
Except, as established, the same amount of firepower on the same amount of bodies costs more depending on how those guns are allocated. Knight AA + Knight BB costs more points than Knight AB + Knight AB, despite identical firing capacity. Specialization is worth something, but on such high point models versatility is often worth as much or more.
The efficiency tax is meant to cover everything from the simple ability to concentrate firepower (two knights cannot be in the same place), to taking less bodies for the weapons, and maximizing usage of stratagems and upgrades. Only time will tell if 20 points is enough, too much, or too little.

Two Knights can't be at the same place at once? How small and hard you think Knights are to deploy?
The existence of LOS blocking terrain, not to mention Obscuring Terrain, means that it there are a non-trivial number of instances where Knight A and Knight B cannot fire at target X. If Knight A has 2 of the best weapon for shooting at X, that is a concentration of firepower you don't get when both A & B have 1 of that weapon.

I could go over all sorts of theoretical reasons why 2 of a weapon on a single model is better than that weapon once on two different models. The only real proof I need is the fact that Chaos Knights players rapidly moved to having 2 of the same weapon rather than two different weapons on their Knights. The Proof is in the Pudding, sir.


They moved to having 2 of the same weapon because the internal balance between weapons is pants making it very evident there is a "best" gun in a lot of circumstances. Even if that were the case here, a 20pt tax on two of the "best" gun isn't going to be relevant in relation to the tax on the "bad" guns. It's just a nonsensical choice. The only reasonable example given was if there's a strat that affects one weapon type as mentioned elsewhere in here, but that's still a poor design choice and again not fair to the other weapons.


Chaos Knight News and Rumors @ 2022/04/26 06:44:33


Post by: Kebabcito


the +20p is like this now...

Costs for tyrant are bigger than expected, and warglavies are more expensive. They want to cut over the warglavie spam list full rush


Chaos Knight News and Rumors @ 2022/04/26 07:21:31


Post by: NinthMusketeer


Voss wrote:
Communication seems fine, its just being rationalized in a way that doesn't really make sense (concentration of fire just doesn't matter on a handful of big expensive models coupled with the way shooting works in 9th)
Well no, the point is that there is no concentration of firepower at all. It very much matters, but it is also wholly absent in this instance.

Though to be honest, I don't think GW did this for game reasons. I think they did this for their weird 'the army is supposed to look like _this_ ' reason. Like the restrictions on cultists/tzaangors per marine unit or the overpriced grots. In this case, knights are 'supposed' to have gun and CCW or specific, different guns.
Yeah, I also suspect this was a major factor. Unfortunate that taking customization away from players is seen as such a priority by GW.


Automatically Appended Next Post:
 Manfred von Drakken wrote:
Why are you guys all acting like they don't already do this? Even currently, a single Avenger gatling cannon costs 90 points, while a pair costs 200 - a 20-point premium for doubling up.
A repeat of the mistake warrants a repeat of the criticism.


Chaos Knight News and Rumors @ 2022/04/26 07:43:00


Post by: Dudeface


Kebabcito wrote:
the +20p is like this now...

Costs for tyrant are bigger than expected, and warglavies are more expensive. They want to cut over the warglavie spam list full rush


Where? Their entry on their own app just lists weapon points with no mention of a dual gun tax.

Edit: after googling, at the onset of 9th, GW just didn't update their app. Would be fun to see what happens if you attended something with a list from their app.


Chaos Knight News and Rumors @ 2022/04/26 11:45:35


Post by: Aelyn


There's also the optimal firing range argument. For the sake of an example, imagine one gun fires at full strength at 72" but another has a max range of 24" with bonus damage in half range.

With the AB/AB loadout, both Knights need to get within 12" to fire at full capacity. With the AA/BB loadout, only one needs to get up close and personal, the other can hold back.

So looking purely from a strategic point of view and not looking at flavour points, the arguments for costing paired weapons more are:
- Strat/buff efficiencies to only use these on the 'optimal' target;
- The improved potential for an allied Knight shoring up gaps in another list;
- The possibility of spamming a single weapon across the army; and
- Firing range / sightline optimisation.

On the other hand, there is a drawback to doubling - it makes it easier for the enemy to focus fire and kill the big problem Knight.

From a purely game balance perspective, is it better to concentrate weapon choices? I'd say generally, yes. Is it worth 20 points? I don't know, but it certainly feels like it might be.


Chaos Knight News and Rumors @ 2022/04/26 12:12:00


Post by: Kebabcito


Super bad idea to mix weapons of different profile. Your positioning in the board will be so bad and the deployment and the movement eill be super suboptimal.


Chaos Knight News and Rumors @ 2022/04/26 13:33:52


Post by: blood reaper


 Kanluwen wrote:
bmsattler wrote:
I'm pretty sure that invalidating people's expensive model conversions wouldn't go over well.

They did it to my Skitarii squads' loadouts, so I have very little sympathy. They did it to my Onager Squadrons, so I have very little sympathy. Y'all can just join me in being salty about it.

Also, lol @ "expensive model conversions". Because having two of the same gun is somehow "expensive model conversions"?

It's just bloody bizarre that they pretend that it is somehow a Chaos-y thing for someone to have put two of the same gun on a Knight suit.


Taking cutting off your nose to spite your face to a whole new level.


Chaos Knight News and Rumors @ 2022/04/26 14:24:37


Post by: Mariongodspeed


I am actually surprised they didnt just limit the weapon options to what is in the box (like they did to many other units in the 9th edition codexes) and eliminate the option for doubling up the weapons. I imagine the majority (though certainly not all) of players have already magnetized these weapons.

Im 99% certain the only reason they allowed it in the first place was just to make Chaos Knights slightly different than Imperial Knights. With the new kits they have released since then, the armies are getting more differentiated regardless.

20 points is a small price to pay to have both weapons on the same chassis, as compared to 2 different bodies. You benefit from keeping the same range profile. Its nothing new, its the same cost currently.


Chaos Knight News and Rumors @ 2022/04/26 14:37:19


Post by: EviscerationPlague


 blood reaper wrote:
 Kanluwen wrote:
bmsattler wrote:
I'm pretty sure that invalidating people's expensive model conversions wouldn't go over well.

They did it to my Skitarii squads' loadouts, so I have very little sympathy. They did it to my Onager Squadrons, so I have very little sympathy. Y'all can just join me in being salty about it.

Also, lol @ "expensive model conversions". Because having two of the same gun is somehow "expensive model conversions"?

It's just bloody bizarre that they pretend that it is somehow a Chaos-y thing for someone to have put two of the same gun on a Knight suit.


Taking cutting off your nose to spite your face to a whole new level.

Oh oh oh, ask him to ramble about the Skitarii loadouts became what they are because people were loading up on Plasma Calivers on their Rangers! That's a good one.


Chaos Knight News and Rumors @ 2022/04/26 14:37:39


Post by: Daedalus81


Mariongodspeed wrote:
Its nothing new, its the same cost currently.


It's sad that people missed the opportunity to complain when that happened. I guess they got burnt out on how it was a ploy to get people to buy more knights when they were the same cost.


Chaos Knight News and Rumors @ 2022/04/26 14:58:28


Post by: EviscerationPlague


 Daedalus81 wrote:
Mariongodspeed wrote:
Its nothing new, its the same cost currently.


It's sad that people missed the opportunity to complain when that happened. I guess they got burnt out on how it was a ploy to get people to buy more knights when they were the same cost.

Which is also true. I didn't research a single tidbit on Chaos Knights since it was just a ploy to sell another book


Chaos Knight News and Rumors @ 2022/04/26 16:17:57


Post by: blood reaper


EviscerationPlague wrote:
 blood reaper wrote:
 Kanluwen wrote:
bmsattler wrote:
I'm pretty sure that invalidating people's expensive model conversions wouldn't go over well.

They did it to my Skitarii squads' loadouts, so I have very little sympathy. They did it to my Onager Squadrons, so I have very little sympathy. Y'all can just join me in being salty about it.

Also, lol @ "expensive model conversions". Because having two of the same gun is somehow "expensive model conversions"?

It's just bloody bizarre that they pretend that it is somehow a Chaos-y thing for someone to have put two of the same gun on a Knight suit.


Taking cutting off your nose to spite your face to a whole new level.

Oh oh oh, ask him to ramble about the Skitarii loadouts became what they are because people were loading up on Plasma Calivers on their Rangers! That's a good one.


I mean I agree it's gak what happened to Skitarii (I hate this trend) - but actively being smug because it's happening to other factions? What is actually accomplished here?

The wargaming community is filled with bitter, spiteful people eager to try and find anything to declare a 'win' - including things that hurt themselves.

I will say now I do not care if the points change is bad. Or well, I care, it's a bit annoying - but I would rather an option be bad rather than invalid.


Chaos Knight News and Rumors @ 2022/04/26 17:13:25


Post by: Platuan4th


 blood reaper wrote:


I mean I agree it's gak what happened to Skitarii (I hate this trend) - but actively being smug because it's happening to other factions? What is actually accomplished here?



Welcome to part of the reason Kan used to be called WrongBadFun.


Chaos Knight News and Rumors @ 2022/04/26 17:24:57


Post by: bmsattler


Trying to get the thread back on track, they put out a Warcom article today and holy crap are Imperial Knights looking better!

https://www.warhammer-community.com/2022/04/26/unlock-unparalleled-power-with-bondsman-abilities-and-exalted-court-upgrades/

-1 Damage to Armigers from a command-phase buff on top of options like +1 BS or +1 toughness. They are pushing combined arms -hard- and I can't say I disapprove!

Each class of big Knight also grants a different buff, which can open the list-building phase to a lot more options than spamming Magaeras'. This reminds me of the Tyranids and their unit-based upgrades. I think its an awesome idea. I'm really excited with this reveal!

Edit: Also, the first line is "The new Codex Imperial Knights will be available for preorder very soon." I was expecting it to be a full month out, but based on the quantity of Warcom articles on Knights it may be closer to early May than late May/early June. I understand 'very soon' is subjective and I could be wrong.

Edit 2: They specify that the Preceptor has its own knightly teaching, so it may not stack with the +1 BS that a Crusader can grant.


Chaos Knight News and Rumors @ 2022/04/26 17:30:05


Post by: Dudeface


bmsattler wrote:
Trying to get the thread back on track, they put out a Warcom article today and holy crap are Imperial Knights looking better!

https://www.warhammer-community.com/2022/04/26/unlock-unparalleled-power-with-bondsman-abilities-and-exalted-court-upgrades/

-1 Damage to Armigers from a command-phase buff on top of options like +1 BS or +1 toughness. They are pushing combined arms -hard- and I can't say I disapprove!

Each class of big Knight also grants a different buff, which can open the list-building phase to a lot more options than spamming Magaeras'. This reminds me of the Tyranids and their unit-based upgrades. I think its an awesome idea. I'm really excited with this reveal!

Edit: Also, the first line is "The new Codex Imperial Knights will be available for preorder very soon." I was expecting it to be a full month out, but based on the quantity of Warcom articles on Knights it may be closer to early May than late May/early June. I understand 'very soon' is subjective and I could be wrong.


Valrak said May 7th for the book.


Chaos Knight News and Rumors @ 2022/04/26 17:35:45


Post by: Kanluwen


bmsattler wrote:

they put out a Warcom article today and holy crap are Imperial Knights looking better!

https://www.warhammer-community.com/2022/04/26/unlock-unparalleled-power-with-bondsman-abilities-and-exalted-court-upgrades/

-1 Damage to Armigers from a command-phase buff on top of options like +1 BS or +1 toughness. They are pushing combined arms -hard- and I can't say I disapprove!

I don't know how to feel about it, but I do not feel that it is pushing "combined arms", it's just pushing Knights+Armigers when taken as a pure Knight army.

I'd have agreed that they're pushing a combined arms approach if they made it so IK got to take Armigers as effectively a piece of "wargear" for the Questoris or Dominus.

Each class of big Knight also grants a different buff, which can open the list-building phase to a lot more options than spamming Magaeras'. This reminds me of the Tyranids and their unit-based upgrades. I think its an awesome idea. I'm really excited with this reveal!

Like I said, I'd be more excited if they actually made it so these upgrades wouldn't be effectively useless outside of a pure Knight setup. The Knight Preceptor already was a hard piece to justify for gaming unless running pure Knights. It really wouldn't have been a hard ask for even just that one to have been able to take Armigers as part of an aux detachment or something alongside of them.

Maybe I'll be proven wrong though!


Chaos Knight News and Rumors @ 2022/04/26 17:38:51


Post by: Quasistellar


Eh the knights honestly don't look that great to me. Still random shots on too many weapons.

WL traits and Relics and stratagems will determine if they're any good, since their data sheets haven't changed much.


Chaos Knight News and Rumors @ 2022/04/26 17:41:36


Post by: Kanluwen


Dudeface wrote:

Valrak said May 7th for the book.

May 7th is a Sunday.

It might be that is when the preorder preview is or something, I guess?


Chaos Knight News and Rumors @ 2022/04/26 17:43:52


Post by: Voss


bmsattler wrote:
Trying to get the thread back on track, they put out a Warcom article today and holy crap are Imperial Knights looking better!

https://www.warhammer-community.com/2022/04/26/unlock-unparalleled-power-with-bondsman-abilities-and-exalted-court-upgrades/

-1 Damage to Armigers from a command-phase buff on top of options like +1 BS or +1 toughness. They are pushing combined arms -hard- and I can't say I disapprove!


I do. I kept expecting the article to stop, but instead there was yet another layer of bloat. Then another. And another.
That the ended on 'the Gatekeeper' seemed really fitting.