Renesco P. Blue wrote:why bring 10 black knights with an allied character to give them
FnP when you could just take another
HQ on a bike to get another ravenwing command squad and add an apothacary to both? that way you get 2 squads that can dish out an adequate amount of damage instead of 10 dudes who will overkill whatever they shoot at. 10 black knights is just too big of a squad, they will get hung up on terrain and they can only engage a single unit a turn, so barring some huge blob of terminators or something of a similar size and fortitude they will never make their points back.
I have to at least partially agree with this. While I like the idea of having a big squad of black knights, it's largely overkill and will be awkward to work with. 10 bike bases fills a pretty large area, so you're either going to have to have them all huddled together (wrecked by blasts) or keep some of them further back, unable to fire or make it into the charge.
I mean, just looking at some of the tough stuff they'll go up against, 20
TL plasma shots is going to deal 8 wounds to a riptide, 4 if it has the 3++. And then you're going to charge with 10
HoW, followed by 40 attacks, S5 with rending, meaning 3-4 rends depending on a target's
WS.
Now looking at them firing on
MEQ or weaker? You'll wipe a squad of 10 with your shooting alone. Meaning I'll use combat squads, and you'll be wasting 5+ wounds every turn, and never be able to charge anything.
Better to either run 2 ravenwing command squads w/ apothecaries, do one command and one standard squad, or use two slots on black knights. Against anything but the beefiest of death stars you're better off using two squads.