Malin Posted May 16, 2016 Share Posted May 16, 2016 Hi fellow Chaos worshipers, Today I have a question for you, which option do you choose to go with for your Knights and Skullcrushers: Axes/Ensorcelled Weapons or Glaives? I am to assemble those models soon and was wondering what to choose. My initial thought was to go with Glaives for Knights and Axes for Skullcrushers. Waiting eagerly for your pinion on this topic. Regards Malin Link to comment Share on other sites More sharing options...
Bowlzee Posted May 16, 2016 Share Posted May 16, 2016 I go for the Glaives as they look much cooler, and the rend value is something I tend to be without much off in my Khorne Bloodbound. Link to comment Share on other sites More sharing options...
Knight of Ruin Posted May 16, 2016 Share Posted May 16, 2016 I only use knights, and indeed use glaives. Double damage and the rend are powerful tools i otherwise lack. Link to comment Share on other sites More sharing options...
Brunel.Richard Posted May 16, 2016 Share Posted May 16, 2016 I've been using a unit of five with Axes/Ensorcelled Weapons and found them fairly toothless. No better than chaos warriors on foot but without the numbers. I'm not ready to swap them over to glaves yet but I'm thinking about it. Not sure if they have been less than stellar because they have the wrong weapons or if the unit is too small. Link to comment Share on other sites More sharing options...
someone2040 Posted May 17, 2016 Share Posted May 17, 2016 16 hours ago, Knight of Ruin said: I only use knights, and indeed use glaives. Double damage and the rend are powerful tools i otherwise lack. Agreed. I think the perks that they get on the charge outweigh the loss of 1 attack with the Ensorcelled Weapons (Since the to-hit, to-wound work out equivalent anyway). The threat of the rend and damage is just too good to pass up I think. It also presents interesting tactical options later on as to whether you retreat from a combat to get your charge bonus again (To date, I haven't done it but an interesting thought none the less). Link to comment Share on other sites More sharing options...
FunkyPunk Posted May 17, 2016 Share Posted May 17, 2016 Definitely agree that the glaives are the way to go on the knights. Not sure on the skullcrushers - in general I think they're pretty lame (maybe they're ok with enough khorne synergy) Link to comment Share on other sites More sharing options...
Brunel.Richard Posted May 19, 2016 Share Posted May 19, 2016 Right, that decides it. I'll be converting my knights over to glaives at some point. They are great models but have been disappointing on the table. Link to comment Share on other sites More sharing options...
FullMetalRPG Posted July 19, 2016 Share Posted July 19, 2016 @Knight of Ruin How deep do you run your unit of Knights? I just got the SC Slaves to Darkness box and so I'm starting out with 5. I'm using them in a Nurgle army that will be Rotbringers once I add in some Blightkings. More knights? What do you think? Link to comment Share on other sites More sharing options...
daedalus81 Posted July 19, 2016 Share Posted July 19, 2016 Here's the math - these values are total wounds caused against 5 targets with their full attacks. So, with a glaive 2 against "-" armor, 2 against 6+, 2 against 5+, etc. Glaive (charge) : 5.33 wounds Glaive: 2.22 wounds Ensorcelled Weapon: 3.33 wounds Ensorcelled Weapon (Fatesworn): 4.00 wounds I run fatesworn so I see no desire to switch to glaives at the moment. Obviously those don't apply here, but you may want to consider other bonuses if they are present. Ensorcelled is 50% better than glaives normally, but glaives are 60% better on the charge. Assuming 3 rounds of combat ensorcelled produce ~10 wounds. Glaives produce 6.7 plus 3.1 for every charge. This would mean 1 charge is required to meet similar output. This gap becomes harder to overcome with more rounds of combat. But the real meat is on breaking a unit's bravery. Link to comment Share on other sites More sharing options...
Arkiham Posted July 19, 2016 Share Posted July 19, 2016 51 minutes ago, daedalus81 said: Here's the math - these values are total wounds caused against 5 targets with their full attacks. So, with a glaive 2 against "-" armor, 2 against 6+, 2 against 5+, etc. Glaive (charge) : 5.33 wounds Glaive: 2.22 wounds Ensorcelled Weapon: 3.33 wounds Ensorcelled Weapon (Fatesworn): 4.00 wounds I run fatesworn so I see no desire to switch to glaives at the moment. Obviously those don't apply here, but you may want to consider other bonuses if they are present. Ensorcelled is 50% better than glaives normally, but glaives are 60% better on the charge. Assuming 3 rounds of combat ensorcelled produce ~10 wounds. Glaives produce 6.7 plus 3.1 for every charge. This would mean 1 charge is required to meet similar output. This gap becomes harder to overcome with more rounds of combat. But the real meat is on breaking a unit's bravery. Did you do any math for glaive while fatesworn? The wound outlook will also be better, as until we get battle allegiance traits we will get a 1 in 6 chance ( ill be using the great destroyer trait so 1/3 for myself. for +1 to hit when we attack ) for being chaos. though i did read that theyre coming out also on saturday. Link to comment Share on other sites More sharing options...
daedalus81 Posted July 19, 2016 Share Posted July 19, 2016 Since it doesn't add to rend the benefit isn't huge - a glaive with fatesworn without charging is only 2.67. Link to comment Share on other sites More sharing options...
Knight of Ruin Posted July 19, 2016 Share Posted July 19, 2016 I purely use glaives as khorne (and nurgle especially) dont have that many sources for rend. If k sant more attacks there are other units to look at. For me knights are a fast unit i can let attack weaker units or attack flanks with. I dont use them as a battleline unit or as part of the anvil. Link to comment Share on other sites More sharing options...
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