Paul Conti Posted January 23, 2017 Share Posted January 23, 2017 Are there enough Monsters in the meta to run Questing Knights? Are they good enough without the monster buff to take them anyway? Link to comment Share on other sites More sharing options...
budebear Posted January 24, 2017 Share Posted January 24, 2017 just take grail knights same cost but better Link to comment Share on other sites More sharing options...
Slick_Kid Posted January 25, 2017 Share Posted January 25, 2017 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. Link to comment Share on other sites More sharing options...
whataseamus Posted January 29, 2017 Share Posted January 29, 2017 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. Link to comment Share on other sites More sharing options...
Blitzel Posted March 14, 2017 Share Posted March 14, 2017 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. Link to comment Share on other sites More sharing options...
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