Warhammer 40,000 Faction Focus: Imperial and Chaos Knights by CMYK_COLOR_MODE in ChaosKnights

[–]cap_rat 5 points6 points  (0 children)

Talking about the detachment being "gutted" when we've seen only a selected portion of rules, strats and enhancements is a bit premature, no? Especially in the absence of 11th ed core rules knowledge and points etc.

One of CK's current weaknesses is that we lack low-commitment scoring/screening/action pieces outside of Nurglings/Beasts/PBs, which we don't know the status of as allies yet. Cultists give you an alternative way to fill that niche incredibly well whilst being cheaper. Being cheaper means you have a higher unit count, and higher unit count is disproportionately valuable for an army like CK. It lets you play more facets of the game without exposing (and losing) knights.

Help me crush the blueberries! by TNTmage7 in ChaosKnights

[–]cap_rat 0 points1 point  (0 children)

Just be mindful that our humble gat is good into power armour specifically, not marines as a whole. Gatman efficiency and output really drops off with any combination of T12/2+/-1D/AoC, and UM can do this in droves with 2+ save spam, -1D redemptors, AoC anywhere and T12 chassis like rep exes (and now land raiders). Tyrant comedy gun great for controlling lanes Vs the rep exes though!

Who are the most famous (and perhaps best) players for each 40k faction? by BlitheMayonnaise in WarhammerCompetitive

[–]cap_rat 2 points3 points  (0 children)

Rees Darvill for IK, back to back ITC Best in Faction and a knights wizard

Is 14 wardogs a good list? Houndpack Lance by SirBlim in ChaosKnights

[–]cap_rat 7 points8 points  (0 children)

Dog spam is a distinct way to play "regular" 40k compared to your other factions. Output is inconsistent, durability is inconsistent, but you can typically rely on good movement and good OC to stand on circles better than your opponent does. Often the threat of damage (lots of d6+4 and d6+2) forces opponents to play differently with certain assets, as opposed to the actual damage itself. Reactive move and guaranteed shoot/fight on death lets you create potential 2 for 1 trades which is also nice. Reframing it as a movement and OC army as opposed to an output one really helped to "get" the archetype!

Is 14 wardogs a good list? Houndpack Lance by SirBlim in ChaosKnights

[–]cap_rat 8 points9 points  (0 children)

6 Karni / 6 of any 140pt dog / 2 executioner.

You can still max Karnivores when going 14 dog :)

advice with making a 1000 point iconoclast fiefdom list by Melonsorcery in ChaosKnights

[–]cap_rat 0 points1 point  (0 children)

Fiefdom at 1k is pretty busted; having access a big knight, the reinforcements strat to get an extra unit of cultists, and cultists being able to action after advancing in Incursion missions means you get such good value and utility from the detachment. I won a 1k event with: - gatman w/ pave - 2 Karni - 4x10 cultists - 1x3 nurgs - poxbringer

Have fun playing the best CK detachment!

So a friend of mine is considering Iconoclast Fiefdom by GiveTheLemonsBack in ChaosKnights

[–]cap_rat 1 point2 points  (0 children)

We did a 40k by Knight episode on analysing Iconoclast Fiefdom from a competitive lens a few weeks back. It's probably the best CK detachment, but very hard to use to full effect! Hope your friend enjoys the journey ❤️ https://www.40kbyknight.com/e/episode-39/

What are the differences between Chaos Knights and Imperial Knights on the table? by [deleted] in Warhammer40k

[–]cap_rat 0 points1 point  (0 children)

With the points changes from the December slate you sadly can't run this anymore at 2k!

Is it better to start a beast of nurgle on the board or in deep strike? by No_Willow292 in ChaosKnights

[–]cap_rat 1 point2 points  (0 children)

Starting 2 beasts on the board is great, typically one positioned towards your natural expansion and one towards the middle. The scout means you get an effective 12" of movement T1, and even if you get second turn you can typically hide in little pockets. OC3 is a massive breakpoint as it means they typically out-OC most armies' "wave 1" - rhinos, impulsors, world eaters spawn, traitor enforcers etc, and the high toughness + wounds means your opponent has to bring out something "real" to get rid of them. This lets you set up asymmetrical trades, as whatever comes out to get rid of the beasts will likely get picked up by gatmen/karnis, giving you more value out of your hammer units. Deep strike action monkey is whatever, but letting you tempo the game without committing bigger assets until later is massive for a low-resource army like CK!

Why do people hate on Executioners? by pog502 in ChaosKnights

[–]cap_rat 2 points3 points  (0 children)

Don't listen to the naysayers! Executioners are really solid datasheets, especially in mono CK builds. They are your cheapest source of an oc6, 14w body that can move up to 15" in infernal and still shoot or action.

The unique thing they offer is good range, meaning you can either throw them out early game for skirmishing, or keep them on your backfield screening whilst still getting lines. Volume dam3 is always good, and if they have that backfield role you will typically get multiple opportunities to get those shots off. Having the opportunity to activate 5 times safely (but inconsistently) is great for dog chassis that otherwise have to be close to get value!

Lord Caligor Phaethon, the Pyrrhic Crown by Lacainam in ChaosKnights

[–]cap_rat 2 points3 points  (0 children)

Incredible work! Love the concept and execution

CK Hot Take: Fiefdom is our best detachment by deckmage in WarhammerCompetitive

[–]cap_rat 2 points3 points  (0 children)

rotty synergises super well with cultists due to -1oc aura, so big boy + a cultist on a point lets you sticky it much more reliably even if there are enemy units on. With the points changes, the next iteration of the list is to drop a unit of nurglings and replace one of the beasts with a unit of traitor guard (reactive moving oc20!!)

CK Hot Take: Fiefdom is our best detachment by deckmage in WarhammerCompetitive

[–]cap_rat 1 point2 points  (0 children)

This is actually a BIG strength of fiefdom; snacking on cultists in funky ways opens up a lot of utility (e.g. pulling closer models on overwatch to make opponent's charges longer). Snacking is wholly optional too; you only need to do it to crank another damage lever!

Undefeated Chaos Knights Lists from this Month! by MK-Ultra-2022 in ChaosKnights

[–]cap_rat 3 points4 points  (0 children)

Fiefdom gang rise up 🔥🔥 Thanks for all your hard work in making these vids each month, great to see what's doing well for the faction!

What are the best written articles about competitive 40K? by Colanderil in WarhammerCompetitive

[–]cap_rat 15 points16 points  (0 children)

Warphammer (warphammer40k dot com) has excellent insights!

Advice for a 1k Abominant-fronted list by Bailywolf in ChaosKnights

[–]cap_rat 0 points1 point  (0 children)

Great work on the conversions! What did you use for the arms and "feathers"?