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Questing Knights


Paul Conti

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I would agree with budebear, however, I have only ran Grail Knights thus far. 10 Grail Knights are amazing on the charge! After the charge in a dwindling combat not so much as they lose every benefit to them except for re-rolling to hit (thanks to the lady!) For the same amount of points I am willing to replace one unit for 10 Questing Knights. The ability to tie up some large cavalry or infantry and grind with -1 rend and wounding at a 3+ seems very viable to me. If the unit it ties up is a Monster, that's just an added benefit. But they still won't get the re-rolls to hit. ;/ I'll have to try them out before giving you an educated opinion.

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I haven't run Questing Knights myself. Like others have already said, I prefer Grail Knights, but I have definitely noticed that their ability to keep the pressure up after the charge (or if they get charged) is greatly diminished, so I think there is a place for the Questing Knights and their 3+ to wound as standard.

As far as monsters, I see a fair number of them in the armies I fight at my local GW. Very often, the enemy general is on a monster, so a group of 10 Questing Knights would make a pretty lethal hit squad.

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  • 1 month later...

I am also looking into using these into my free guild list. 10 of them. I am running a free guild general on griffon and his command ability can buff bretonnian knights. So they will get +1 to hit. Hitting on 2+, wounding on 3+ with rend? Yes please (now take the amber mage and let loose the murder train). Also the +1 on charge from the griffon general in his CA seems perfect for these guys. 3d6, pick highest +1. Should give you a pretty solid charge range I think.

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