Not-not-kenny Posted December 25, 2020 Share Posted December 25, 2020 So I've been itching to make a cavalry heavy Cities list that doesn't revolve around demigryphs and I really want to put some drakespawns in there (probably using historical cavalry minis) but as we all know by now they are for some reason absolutely atrocious. My question is, does anyone else feel like this is just a weird mistake that GW just haven't bothered correcting? I mean, as far as I know they're literally the only heavy cavalry unit in the game where the riders only have one attack each. And would giving them an extra attack be what they need to bring them in line or do they need something more? 1 1 Quote Link to comment Share on other sites More sharing options...
JackStreicher Posted December 25, 2020 Share Posted December 25, 2020 They‘re fine at the moment: They‘re cheap and tanky. And yes: This unit was made this way on purpose. Quote Link to comment Share on other sites More sharing options...
Not-not-kenny Posted December 25, 2020 Author Share Posted December 25, 2020 They're fine as-is, huh? Well I guess there was less of a consensus than I thought. Quote Link to comment Share on other sites More sharing options...
Aelfric Posted December 25, 2020 Share Posted December 25, 2020 I think they're now at a points value where they are worth taking - I've used my old Dragon Blades as them. They are not bad on the charge with the Dreadlord's CA and are fairly durable, esp in Tempest Eye where they are on a 2+ save In the first battle round (rerolling 1s with Mystic Shield). They offer a different role to the Demi-gryphs, and it's nice to have the choice. Quote Link to comment Share on other sites More sharing options...
MetaphoricDragon Posted December 26, 2020 Share Posted December 26, 2020 You could perhaps look at Misthavn to give them flanking 1 Quote Link to comment Share on other sites More sharing options...
Greed Posted December 26, 2020 Share Posted December 26, 2020 10 Knights / Har Kuron / Dreadlord Buffy / Prayer of exploding 6's could be great at Charge Quote Link to comment Share on other sites More sharing options...
Doko Posted December 26, 2020 Share Posted December 26, 2020 Yes for 130 points the damage is poor,but for tankiness if we compare it to ironbreakes they arent so bad. 10 wounds with save 3 for 130 isnt so bad. But i agree that they need a extra attack or cost around 100 Quote Link to comment Share on other sites More sharing options...
Causalis Posted December 27, 2020 Share Posted December 27, 2020 I've run a block of 10 Knights in Har Kuron a few times now. They are more of a mobile anvil than a hammer. Their design is also a bit off: With their 3+ save they lend themselves to grinding down a foe but their lances only do any noticeable damage on the turn they charged. They would be better if they had the option for a sword - something like 2 or 3 attacks 3+/3+/-1/1. That way they could grind down opponents. As they are now they are best used to anchor a flank. Use them to secure an objective or threaten flanks. They won't wipe most units on their own but they can tarpit most things. Just don't expect them to kill a lot. 2 Quote Link to comment Share on other sites More sharing options...
dekay Posted December 27, 2020 Share Posted December 27, 2020 Bear in mind: you will find a lot of opinions they are utterly unusable, that were all true at the time of writing because originally, they were 50 points more expensive. A lot of their bad name comes from that time, now they are perfectly usable. However, there's another thing that makes people dislike them: They are being mistaken for a shock cavalry. And (and honestly, that's pretty strange, design wise) despite being knights with lances, riding monstrous mounts, they sure as hell aren't one. In Order Serpentis, being killy on the charge is a job for chariots and dragons. Knights are basically ironbreakers, but twice as fast and with some hitting power on charge. If you treat them like what they are, a surprisingly mobile anvil that can potentially be buffed to remove some chaff from an objective, there are no reasons to complain about them. 1 Quote Link to comment Share on other sites More sharing options...
Lord of the Isle Posted December 28, 2020 Share Posted December 28, 2020 Does everyone think a unit of 5 is useless, then? I have 5 as flankers for Misthavn at moment... Quote Link to comment Share on other sites More sharing options...
Charleston Posted December 28, 2020 Share Posted December 28, 2020 My issue when reading into CoS with them was the low ammount of attacks and no way to increase them. Althrough 5 attacks with the -2 D2 Lance are nice, they are quite a small punch. Althrough I have to admit that I am spoiled from the output of the 30 pts more expensive Chaos Knights Quote Link to comment Share on other sites More sharing options...
Crashnarf Posted December 28, 2020 Share Posted December 28, 2020 I think the biggest issue with the Drakespawns is their lack of possibilities for improvment. Especially if you compare them with the ironbreakers. Yes, Knights are faster, but the Ironbreakers can be buffed with 2 differents (and cheaps) heros. And the buffs are good because they can served the function of the ironbreakers: more attacks, more tankiness, more rend... The only Hero with a command hability usefull for the Knight is the Lord on dragon, with a pretty poor buff for a tanking unit. I think they need a Dreadlord on cold one or on food to become more interesting. Of, course, I don't speak of the cities you can choose for I'm trying to be objective be focusing on the warscrolls only. (I hope my english is not too bad by the way 😀 ) Quote Link to comment Share on other sites More sharing options...
Not-not-kenny Posted December 28, 2020 Author Share Posted December 28, 2020 I appreciate all the input, it's given me some things to think about. I suppose they could be used as tanky objective holders in an all cav army, or possibly a fast-moving (if maybe a bit expensive) tar pit, especially with Tempest's Eye giving them 2+ save in the first battle round. Quote Link to comment Share on other sites More sharing options...
Uziel Posted December 28, 2020 Share Posted December 28, 2020 At the moment I am using a 10 strong Drakespawn Knights unit with a Dreadlord on Dragon and a Knight-Azyros in my Hammerhal list alongside a Hammerhalian Lancers battalion and some Freeguild Guard With +1 to hit and wound from the dreadlords command ability and the Twinstone they did a good job in the last few games. Quote Link to comment Share on other sites More sharing options...
FabulousRex Posted February 6, 2021 Share Posted February 6, 2021 Tempest Eye has a spell to give them +1 attack per weapon, and lots of extra movement. Dreadlords and Dragon Sorcs are wonderful in TE as well. I'm pretty sure TE is the best choice for aggressive Drakespawn use. Everyone else uses them as a mobile anvil unit. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.