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Made in it
Contagious Dreadnought of Nurgle





hard to choose what is better, i m still undecided in both murder horde (play the forgeghost) or in KDK, someone have personal experience and want share? any help would be welcome.

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Made in ie
Terrifying Wraith






I'd go with the 3 soul grinders
   
Made in gb
Steady Space Marine Vet Sergeant




England

Chaos Knights are awesome, but they will attract more fire than the 3 grinders. However, if I do recall, a MOK Chaos Knight can be taken in a KDK force and be given BFTBG. That's amazing, considering the killing power behind one of those things.

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Made in us
Fixture of Dakka





San Jose, CA

I'd go for the Single Knight over 3 grinders.

KDK is kinda like Battle Company. The army generates more units, but it doesn't actually kill very well. However, it is more resilient than the Murderhost due to the unit generation and FNP buffs.

The Murderhost, on the other hand, its a more killy build, relying on force-multiplication powers to enhance its overall effectiveness (and durability as well).

Bottom-line, if you want an army that is more resilient but less killy, then go with Daemonkin. You want an army that is more killy but a little less resilient (unless you resort to Summoning), then go with the Murderhorde.

This message was edited 2 times. Last update was at 2016/04/10 21:23:11



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Made in it
Contagious Dreadnought of Nurgle





thanks for hints,very appreciated.

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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

My experiences with the knights are limited to a few games, but I've played the 3 soul grinder formation a number of times.

I've noticed that it's a hard counter to some armies who just simply don't have the tools to handle it, and they can exert a lot of influence over a large area of the board when all 3 are around.

If your opponent has the tools, both fall quickly.
   
Made in us
Regular Dakkanaut




I agree with labmouse. Opponents are consistently surprised to learn they're 13/13/11 and have 4HP. That's quite a potent combo that requires firepower most armies don't have in abundance. Many of the popular builds across multiple factions have S6 in plenty. Those S6 shots can't do a thing to Soul Grinders unless they have the Rending profile. Having to deal a grand total of 12HP worth of damage to rid the board of three of these is significantly more damage to dole out that what's required to get rid of a Chaos Knight.
   
Made in it
Contagious Dreadnought of Nurgle





only main difference is D weapon and stomp grinders dont have, that can make difference when you engage some kind of hard targets like some deathstar with 2++/3++ and feel no pain, grinders can do nothing against them knight can at least roll some 6 and kill models anyway.

This message was edited 1 time. Last update was at 2016/04/12 07:18:43


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Made in us
Regular Dakkanaut




If you're up against hammernators with a soulgrinders in CC IMO you made a pretty gnarly mistake somewhere along the line. I'm also willing to bet that neither the Knight nor the soulgrinders will be able to take down don't use language like this on Dakka. reds8n and friends in CC D or no D. That said, as killy as a chaos knight is, I'd definitely run the soulgrinders instead. You end up with better resiliency, double the HP and 2 more AP3 pie plates. And even though they are not exactly a knight, they aren't exactly anything to sneeze at in cc. I've definitely surprised a few people with soulgrinders (only have 2, but even then...).

This message was edited 1 time. Last update was at 2016/07/15 11:23:47


 
   
Made in it
Contagious Dreadnought of Nurgle





probably you right but a knight will not die from 1st lucky melta shot/CM melee attacks as so much times happened to my grinders. last time i played two, one died first turn with manticore hits and the other the 2nd with a dropped squad of veterans with melta....in another match i deep strike one and got immobilized after failed dangerous terrain test, this is my only concern about grinders.About CC knight can try to kill things a grinder will never kill, for example a Tz demon prince with 2++ rerolling 1 and fnp, 3 days ago i stomped him to death, grinder cant just touch a thing like that hits at 5+ and he save at 2++ rerolling one and still have FNP just in case, this is an example just to understand.

This message was edited 2 times. Last update was at 2016/04/12 10:52:20


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Made in us
Nurgle Chosen Marine on a Palanquin






I just had a big game where I chose to bring a knight. In reflection I wish I had brought something less powerful, as I had overestimated my opponents army (tyranids, I hand't played them in years) and the knight was far more powerful than I had thought.

The knight did superb thanks to the D weapon and stomps. I got 2 6s. once removing 4 medium models, and again removing the swarmlord. The D attacks removed a carnifex brood with lucky rolls, something a unit of soul grinders would have failed to kill most likely.

The 3 soul grinder formation from Wulfen book would be a pretty solid way to boost their usefulness, but I would say it depends on your list.

The main reason I used a knight is we had a custom mission, hammer and anvil with only a 12" deployment zone. I had R&H allied with CSM. I had to keep a bit of things in reserves because I had so much lol.

   
 
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