Household Knights - Unit Guide
Once the signature unit of the Hundred Kingdoms, some are now at odds with them as the scope of tasks has shifted somewhat. For this reason, Para Bellum has significantly reduced the basic costs and allowed a large number of fancy knights.
Overview & gameplay
The basic profile is pretty cheeky with Movement 7, Clash 2, 5 attacks and 4 lives with D3 + Shield and Resolve 3 for a 140 point unit with a free standard and explains why the guys "only" have Brutal Impact 1 and additional stands cost 60 points . The tournament champion is interesting because it gives you a 9" + 1d6 charge, but is usually chosen by veterans.
Where previously they had to rely on the Noble Lord and were played in the "bus", you now have several options to bring the knights onto the field:
MSU
Three knights, one standard and ideally a few more units. These are ideal for sending over the flank and threatening or annoying enemy zones. The damage is minor because Clash 2 just isn't good. That's why I would never count on the impact if the noble is not a warlord. But even then that would be too insecure for me. The opponent knows that too, but the guys can also do Charge + Clash and with Free Standard you have a ~75% chance of getting 11" far and still striking. On the flank that's 16 attacks or 8 hits. That can hurt and costs almost nothing. Therefore, as an opponent, you have to put something down in order to fight the knights, but they are quite stable for their point costs and weight class and presents the other player with an unpleasant situation.
Veterans
If we want, we can build a combat unit. For 25 points you can give the knights a tournament champion and theoretically you can give them veteran status straight away. Then three knights already cost 190 points, but it's often worth it to hit one better. These can also act well without a Noble Lord, but only develop their true potential when a mounted Noble Lord is a warlord. Then you have 4 impacts per rider, encounter 3 (Clash 2 + 1 Veteran) and can repeat sixes. Here I often see blocks of 5 or 6 making the classic bus. You should never forget that impacts from the back rows are also fully taken into account.
However, you should choose your targets carefully, as 5 riders then cost 310 points and hardly ignore any armor. In addition, I personally wouldn't play it in a bus shape, i.e. 2 wide. The boys are now dependent on the Charge Clash and if you really want to do damage you can add a Lord to the unit. For "only" 180 points, a fully pumped-up Lord can significantly increase the effectiveness of the regiment. On the one hand through his own profile and on the other hand through the mastery Tip of Lance which gives the knights 1 in Charge Cleave and on the other hand Olefants Roar which gives +1 to hit for impacts and Terrifying 1 for impacts.
Relentless Drills
As cavalry, the Household Knights do not benefit from Relentless Drills
Conclusion: good stats for humans and not without reason one of the most popular choices in the kingdoms. Not least because of their numerous different possible applications.
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