Switch Theme:

Dark Angles Black knights with an allied sanguinary priest on a bike.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User






The thought of 10 Black knights (Rapid fire twin-linked plasma with a rending CC weapon on a bike) running around the battlefield with an independent character granting them feel no pain and he can be equipped with a grave pistol, power fist, or even a thunder hammer, makes me excited as a Dark angels player. Too bad blood chalice wont give the black knights +1 ws.

But my question is, what should i bring as my allied troop choice? My initial thought was to use a CC scout squad and the Sang Priest on a bike with a Grav Pistol. This comes to less than 11% of a 1500 point game. You get the mobile feel no pain, a grav pistol(Something DA players dont get ), and an object secured troop choice that can infiltrate then scout with 3 attacks on the charge. A pretty great little harassment unit.

What do you guys think?
   
Made in us
Shas'la with Pulse Carbine





Utah

You'll probably have more success with replies if you write this out as a list and post in in the Army Lists section.
   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

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.
   
Made in us
Armored Iron Breaker





Dallas, TX

I believe the effects of the blood chalice only apply to Blood Angels.

It is worth noting that the FNP no longer comes from the chalice though it comes from the narthecium, which I would assume should apply to the black knights.

But yeah, totally unnecessary as they can get a command squad with an apoc to do the same thing that are still essentially black knights.

This message was edited 1 time. Last update was at 2015/04/08 19:20:06


"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
 
   
Made in us
Lone Wolf Sentinel Pilot





 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.
   
 
Forum Index » 40K General Discussion
Go to: