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Made in nl
Longtime Dakkanaut







Would like some input;

Got a 2player vs 2player tournament coming up and think about bringing chaos knights. Now the tournament got some specific specifications/limits;

- each player 1000p
- max 3 detachments for each team
- specific detachments are unique for each player (for example; one player cannot get two battalions but each individual player can have a battalion)
- max 1 superheavy detachment for each team
- max 3 same datasheets for each team and max 2 same datasheet for each player.
- only one unique unit each team.
- players don't benifit from each other aura's etc..

The list:

PLAYER 1:

Super heavy detachment

SH: Knight despoiler with reaper chainsword + thermal cannon + stubber
SH: Knight despoiler with rapid fire battle cannon + thermal cannon + 2x stubber
SH: Wardog with 2x war dog autocannon + stubber

PLAYER 2:

Supreme command detachment

HQ: change caster
HQ: poxbringer
HQ: Slaanesh herald

SH: Kytan ravager (forgeworld)

Super heavy auxiliary detachment

SH: Knight despoiler with reaper chainsword + Gauntlet + stubber

Strategy:

Player 1: don't know how I'am going to tool the despoilers. I do like one full shooty one because I know the chaos knights got a ignore -1 to hit modifiers option. This would work great against pesky eldaeri flyers.

Player two: I believe I can have this daemon supreme command detachment because the all have the daemon keyword in common. I also believe I can use 'warpsurge stratagem' on the kytan ravager and give it a +1 inv save. The close combat despoiler get's all the + movement/advance/charge bonuses to make it as fast as possible and get in their face. Also would give it the 'always strike first' relic.

The daemon characters could just stay on the home objectives and/or mess with the enemy with their psychic powers. Slaanesh herald got a - to hit power, poxbringer could give a -1 toughness and the change caster can use gaze of faith for next turn reroll 1 dice and maybe treason of tzeentch to take over an enemy character. I would maybe give the slaanesh herald the forbidden gem relic because then I could paralyse a single enemy unit for a turn.

Question 1: I believe I can do this setup or am I something missing?
Question 2: any feedback/tips?

   
Made in gb
Pulsating Possessed Chaos Marine






The supreme command isn't legal. You can't use chaos as the faction keyword anymore. So you can only use something like khorne or heratic astartes. You could change the daemon heralds for csm units like master of executions, sorcerers and warpsmiths if you want to keep it cheap. Or you could bring 2x khorne heralds and karnak for cheap boosts to your kytan and they're cheap enough not to be a huge points sink.

With that you could upgrade the auxiliary knight to a rampager.

What are your thoughts for houses, artifacts etc for the knights?

This message was edited 2 times. Last update was at 2019/07/10 10:44:16


 
   
Made in nl
Longtime Dakkanaut





 small_gods wrote:
The supreme command isn't legal. You can't use chaos as the faction keyword anymore. So you can only use something like khorne or heratic astartes. You could change the daemon heralds for csm units like master of executions, sorcerers and warpsmiths if you want to keep it cheap. Or you could bring 2x khorne heralds and karnak for cheap boosts to your kytan and they're cheap enough not to be a huge points sink.

With that you could upgrade the auxiliary knight to a rampager.


Ah damn yes, the kytan ravager is a daemon but doesn't have the daemon faction keyword. I haven't got the 2019 chaos space marine codex but now that I know that warpsmiths are HQ and 60 points each I could add a sorcerer with warptime to slingshot that kytan ravager into close combat. I could then also give the kytan a [legion], right?

 small_gods wrote:
What are your thoughts for houses, artifacts etc for the knights?


Dunno yet, like I wrote; One focussed on speed and close combat and the other focussed on shooty, but don't know about the rest. Really got to look at the complete picture before I make a decision. This army doesn't have a lot of Command points.

   
Made in gb
Pulsating Possessed Chaos Marine






Yeah warpsmiths are 60 sorcerers are 98 I think. Warptime and deathhex are great choices.

As for legion they kytan won't get the trait because it's characters, bikers, infantry and helbrutes. But they can use stratergems from world eaters, iron warriors and the new black legion stuff. I'd go black legion, just for the 3cp hold an objective above all else which is great.

If you're light on cp go for infernal knights, they boost themselves with wounding themselves over using cp and can do some silly things like having str 7, 3 dmg avenger gatling cannons.
   
Made in nl
Longtime Dakkanaut





 small_gods wrote:
Yeah warpsmiths are 60 sorcerers are 98 I think. Warptime and deathhex are great choices.

As for legion they kytan won't get the trait because it's characters, bikers, infantry and helbrutes. But they can use stratergems from world eaters, iron warriors and the new black legion stuff. I'd go black legion, just for the 3cp hold an objective above all else which is great.

If you're light on cp go for infernal knights, they boost themselves with wounding themselves over using cp and can do some silly things like having str 7, 3 dmg avenger gatling cannons.



Been looking at the vigilus book and came across this; soulforged pack detachment. The kytan ravager is a daemon engine and can be a part of that. Warpsmith with warlordtrait could give him an extra +2 movement and the 'charge after advance' stratagem works really well with the 2d6 advance. Thats a 12 + 4d6 range without warp time.

I could also get a 'master of possession' and heal the kytan and switch a psychic power with 'warp time' with the familiar stratagem.
   
Made in gb
Pulsating Possessed Chaos Marine






That would also work! Only problem will be keeping up with him as he barrells into the frontline with the master of possession. You could however regain 4+d3 wounds a turn which isn't anything to sniff at.
   
Made in nl
Longtime Dakkanaut





 small_gods wrote:
That would also work! Only problem will be keeping up with him as he barrells into the frontline with the master of possession. You could however regain 4+d3 wounds a turn which isn't anything to sniff at.


Yea, but I either let him move mid field and cast cursed earth and heal him next turn. Or I see the opportunity to assault first turn and let him of the leash. Warpsmith + master of possession could move + advance and probably get within 18 for 'sacrifice' healing next turn.
   
 
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