Chapter Tactics #121: The Impact Codex Chaos Knights Will Have on 40k and How to Counter Them

Chapter Tactics is a 40k podcast which focuses on promoting better tactical play and situational awareness across all variations of the game. Today Peteypab, Geoff, Sean, and Reece are going to go over the new Chaos Knights codex and highlight key strategies and tips that you can use to dominate with or over our new spiky robot overlords. We also talk about the impact Knights will have on the meta.

Need help with a list idea? Got a rules question? Want to talk tactics? Then sign up for our Patreon where you can join our official Facebook group page, get in contact with all the show’s co-hosts, watch exclusive content, and win free prizes!

Show Notes:

 

 

Tags:

About Petey Pab

Aspiring 40k analyst, tournament reporter and Ultramarines enthusiast, Petey Pab only seeks to gather more knowledge about the game of 40k and share it with as many people as he can in order to unite both hobbyists and gamers. We are, after all, two sides of the same coin.

5 Responses to “Chapter Tactics #121: The Impact Codex Chaos Knights Will Have on 40k and How to Counter Them”

  1. Drybrushed July 9, 2019 4:07 am #

    Kinda weird how they removed stuff like „good ignore modifiers shooting“ and powerful psychic debuffs across allies from Eldar just to add them back in now with Chaos Knights now with cross-allies Death Hex and ignore-modifiers shooting.

    Sounds like they‘re kinda running out of ideas if they need to strip old factions of their tricks so they have things to give to the new factions they release.

    • abusepuppy July 9, 2019 3:07 pm #

      Jinx and Doom working on allies had proved to be problematic within the context of the Aeldari faction; Death Hex working for units in the Chaos faction had not. Context and usage are important to balance.

      Also, the problem with Dark Reapers was never that they ignored modifiers, it was that they shot twice. You can still ignore modifiers, you just don’t get to have a Krak Missile for 15pts per shot.

  2. pr0zacj0nes July 10, 2019 2:48 am #

    Is it me or have they just blown up the game with this Codex? It’s just ridiculous. How is a Tyranid list going to beat a Chaos Knight list? When Frankie’s GSC is getting hammered by 20+ attacks from a single Knight, its ridiculous.

    • Reecius
      Reecius July 10, 2019 7:17 am #

      I wouldn’t go that far as to say the game got blown up but yeah, it’s very strong. Nids struggle with Knights period but I do agree a double gattling Knight that ignores modifiers to hit is going to be nasty business for Nids.

  3. NinetyNineNo July 11, 2019 5:41 pm #

    I’m conflicted. On one hand, this is a damn well made codex. It’s full of fluffy, powerful rules, appears to have at least decent internal balance in that many different options are viable, and has customization options for days. But damn, having this exist alongside stuff like the Necrons and Space Wolves codex seems… troublesome. I don’t like what a coinflip the quality and power of codices is nowadays, especially considering soup.

    I play League of Legends and there’s a bit of a meme in the community around a certain character designer who’s infamous for making characters that are so stuffed full of powerful abilities and extraneous effects that they make older, simpler characters look like they don’t belong in the same game. His characters are invariably fun as hell to play but a nightmare to play against, and are usually balance nightmares. I can’t help but get the same vibes around Knights. I mean, the IK codex took how many nerfs and is still trucking happily at top tables? Can’t help but feel like CK are gonna run roughshod over most armies as it is.

Leave a Reply