Black Knights vs. Blood Knights

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A major problem with blood knights (other than their pts value and slow raising) is the frenzy. Sure, frenzy gives +1 A, but it also means that against any good player, they either do nothing or die. Good players who know how to bait and redirect frenzied units will never have to fight them unless they want to. Which means that good players can ensure that the only thing bloods fight is chaff or something that will kill them. At that point it is just free VPs. Since they are so fragile, it is probably the later of the two options.

Sure, there are frenzied units that work in their armies. Skullcrushers and witches. But note, both of those units are useful because they are so durable, and they are in an army book with a lot of threats. In both DE and WoC, there are too many units that need to be redirected. Also, as skullcrushers have armor and multi wounds, and witches have just so many bodies, the units themselves are hard to actually kill. So even if those units do nothing but eat chaff, they aren't giving up any VPs and they aren't critical to the function of the army since those books have so many threats.

We don't have that luxury. Bloods are fragile (lot of points, not great armor, only 1W) so they do not function well as points denial units. Also, we do not have nearly the number of threats that WoC or DE have, so having our blood knights redirected all game removes one of our major hammers, even if they never die. It is a much bigger hit to overall strategy to have our blood knights be redirected all game than it is for WoC to lose their crushers to chaff all game, since we can not fill our core with heavy-hitting chariots, and our special with chimeras. Because we have so few hard-hitting units, every point we spend directed at killing stuff needs to be utilized. These guys are just too easy remove from the game.

The only time I have been able to get bloods to work is when I dedicated literally the entire rest of my army to clearing chaff and ensuring that unit made it to CC (3x hexwraith units to remove chaff with drive bys).

A min-sized unit of bloods can do great things and can pin a flank with their threat range, but IMO if you want an extra 200 pts of rare units to cover a flank and support your units, fill it with a black coach, which will protect the flank much better and not die nearly as easily.

But please, someone prove me wrong and then teach me how to use bloods! I love the models, but they have just discouraged me so much that I can usually spend the pts elsewhere.
 
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I would like to know:

At different point brackets (1000-1499), (1500-1999), (2000-2499) and (2500-3000), how many of each models a unit should be. Black Knights VS Blood Knights. Both seem very interessting and would need a try in my army.

It seems that, at low point, since you cant field a vampire lord, black knights are maybe less usefull than blood knights could be. You could play a master necromancer as a lord with baby vampire BSB + Blood knights (1000-1499). With more points you could shift to a vampire lord with his BK Bus (2000-2499)? I'm trying to figuring how many models I would need to have effective units in each size of game.
 
Wouldn't the Other Trickster's Shard force you to reroll some of the ward saves granted by the Flag of Blood Keep?
My bad, you're right! Though not if you have enough models it wouldn't. Once in combat you are fine.

@Gatti on the blood knights vs black coach. For roughly the same points you have 1 less wound, 2pts less T (which is huge), +1 armor save, same 4++ (though coach gets it in combat) but +2 S4 attacks and 13 S5 (7) instead of d6+3 S5. So, on charge a huge difference as shown, but on following rounds coach is reduced to 2 S4 & 3S5 vs 4 S4 and 13S5. Blood knights are going to hit harder and grind better.
 
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My bad, you're right! Though not if you have enough models it wouldn't. Once in combat you are fine.

@Gatti on the blood knights vs black coach. For roughly the same points you have 1 less wound, 2pts less T (which is huge), +1 armor save, same 4++ (though coach gets it in combat) but +2 S4 attacks and 13 S5 (7) instead of d6+3 S5. So, on charge a huge difference as shown, but on following rounds coach is reduced to 2 S4 & 3S5 vs 4 S4 and 13S5. Blood knights are going to hit harder and grind better.

The thing here is that the Coach gradually gets better while the Knights only get worse as the game grinds on. Also with frenzy again you're looking at killing a bunch of chaff and very little else without dedicated re-directors. And the only way those Bloods get a 4+ ward puts them at 275 to a coach's 195.

Gatti's post was basically perfect. +1 to that sirrah.
 
Always remember -Black Knights ( and Wight Kings who join them) have ethereal movement. Count on it- your opponent will forget 90% of the time.
 
Bloods are 90 pts more than the coach if you start assuming they have a 4+ ward (need 10 for banner, 75 for blood keep). Thats a whole lot of extra pts. Also note, in your comparison (assuming the bloods have 5W and 15 S7 attacks), you are talking about taking 5 blood knights with banner of blood keep, which is *only* 140 more points than a solo black coach. You can get an extra unit of vargheists for that, or a mounted wight king kitted out. Heck, you can get a naked mounted hero vamp with a 2+ armor for that and have points left over. Its not quite an equitable comparison of pts for pts.

Also, comparing the hits on the charge, the impact hits hit automatically and are resolved before even elves can swing (bloods charging wild riders will die before they swing, but black coach charging wild riders has a good chance of killing them with a decent impact hits roll, for example, and with T6 is much less likely to die even with a bad impact hit roll). Also, the coach gets boosted as the game goes on. It likely has D6+1 impact hits on turn 1 unless you are unlucky in the first magic phase. It also likely gets +1 S to rider and mounts, so it now has 2 S5 horse attacks, and 3 S6 wight attacks. There is the additional chance of it gaining KB on rider and steeds, as well as becoming etheral which makes it that much more survivable.

I have found that by mid to late game (between turn 3 and 5 depending on winds of magic rolls) I can throw the coach into a unit of monstrous cavalry or a single monster and forget about it. The coach will chip away at the unit of cav and never die. Blood knights can never do that. If they are on the flank and they actually get a good charge, they are relying on killing the unit entirely on the charge or they will die in return. One bad round of rolling at the wrong time and you gave away 200 VPs. The coach is not subject to such rolls against units without much static CR because there are few things that can actually wound it, especially when it gains etheral.

About the etheral movement of black knights: this is exactly why I love throwing my vampires on hellsteeds. I can deploy the bus behind impassable with the general and hero vamps next to them for a 4+ lookout sir if necessary. Then, I can march the black knights over the impassable a full 16" then fly the vampires into the unit. Suddenly, there is a threat where the enemy didn't think there was before. It opens up your deployment zone, and also protects the unit and the characters from cannons and other shooting in case you don't get first turn.
 
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Bloods are 90 pts more than the coach if you start assuming they have a 4+ ward (need 10 for banner, 75 for blood keep). Thats a whole lot of extra pts. Also note, in your comparison (assuming the bloods have 5W and 15 S7 attacks), you are talking about taking 5 blood knights with banner of blood keep, which is *only* 140 more points than a solo black coach. You can get an extra unit of vargheists for that, or a mounted wight king kitted out. Heck, you can get a naked mounted hero vamp with a 2+ armor for that and have points left over. Its not quite an equitable comparison of pts for pts.

Also, comparing the hits on the charge, the impact hits hit automatically and are resolved before even elves can swing (bloods charging wild riders will die before they swing, but black coach charging wild riders has a good chance of killing them with a decent impact hits roll, for example, and with T6 is much less likely to die even with a bad impact hit roll). Also, the coach gets boosted as the game goes on. It likely has D6+1 impact hits on turn 1 unless you are unlucky in the first magic phase. It also likely gets +1 S to rider and mounts, so it now has 2 S5 horse attacks, and 3 S6 wight attacks. There is the additional chance of it gaining KB on rider and steeds, as well as becoming etheral which makes it that much more survivable.

I have found that by mid to late game (between turn 3 and 5 depending on winds of magic rolls) I can throw the coach into a unit of monstrous cavalry or a single monster and forget about it. The coach will chip away at the unit of cav and never die. Blood knights can never do that. If they are on the flank and they actually get a good charge, they are relying on killing the unit entirely on the charge or they will die in return. One bad round of rolling at the wrong time and you gave away 200 VPs. The coach is not subject to such rolls against units without much static CR because there are few things that can actually wound it, especially when it gains etheral.

About the etheral movement of black knights: this is exactly why I love throwing my vampires on hellsteeds. I can deploy the bus behind impassable with the general and hero vamps next to them for a 4+ lookout sir if necessary. Then, I can march the black knights over the impassable a full 16" then fly the vampires into the unit. Suddenly, there is a threat where the enemy didn't think there was before. It opens up your deployment zone, and also protects the unit and the characters from cannons and other shooting in case you don't get first turn.

Seriously tempted to take my Black Coach out of mothballs and give it a run, now!
 
Whilst I'm not particularly a fan of the model (will be doing what I can by using chaos steeds, filling in the windows and green stuffing some more ornate designs on), I'm fast becoming a fan of it's rule set. Will definitely be playing it at some point.
 
Bloods are 90 pts more than the coach if you start assuming they have a 4+ ward (need 10 for banner, 75 for blood keep). Thats a whole lot of extra pts. Also note, in your comparison (assuming the bloods have 5W and 15 S7 attacks), you are talking about taking 5 blood knights with banner of blood keep, which is *only* 140 more points than a solo black coach. You can get an extra unit of vargheists for that, or a mounted wight king kitted out. Heck, you can get a naked mounted hero vamp with a 2+ armor for that and have points left over. Its not quite an equitable comparison of pts for pts.

Also, comparing the hits on the charge, the impact hits hit automatically and are resolved before even elves can swing (bloods charging wild riders will die before they swing, but black coach charging wild riders has a good chance of killing them with a decent impact hits roll, for example, and with T6 is much less likely to die even with a bad impact hit roll). Also, the coach gets boosted as the game goes on. It likely has D6+1 impact hits on turn 1 unless you are unlucky in the first magic phase. It also likely gets +1 S to rider and mounts, so it now has 2 S5 horse attacks, and 3 S6 wight attacks. There is the additional chance of it gaining KB on rider and steeds, as well as becoming etheral which makes it that much more survivable.

I have found that by mid to late game (between turn 3 and 5 depending on winds of magic rolls) I can throw the coach into a unit of monstrous cavalry or a single monster and forget about it. The coach will chip away at the unit of cav and never die. Blood knights can never do that. If they are on the flank and they actually get a good charge, they are relying on killing the unit entirely on the charge or they will die in return. One bad round of rolling at the wrong time and you gave away 200 VPs. The coach is not subject to such rolls against units without much static CR because there are few things that can actually wound it, especially when it gains etheral.

About the etheral movement of black knights: this is exactly why I love throwing my vampires on hellsteeds. I can deploy the bus behind impassable with the general and hero vamps next to them for a 4+ lookout sir if necessary. Then, I can march the black knights over the impassable a full 16" then fly the vampires into the unit. Suddenly, there is a threat where the enemy didn't think there was before. It opens up your deployment zone, and also protects the unit and the characters from cannons and other shooting in case you don't get first turn.
You make some good points and I agree with you. Still seems like blood knights hold some value. Do you see an effective way to utilize them?

The vampire/ hell steed and black knight combo is pretty cool. I'll have to try that out sometime.
 
In 2k I run them as 5 with a flaming banner and use them to help bully stuff.

Lock up a unit with a varghulf, hit the side with some blood knights and murder away with any left of varghiest units, while the footsloggers (with necros and blender) saunter up and engage other parts of the army.

Also I find blood knights, while expensive, can be used to really neuter a unit (elves withstanding) and really reduce it's threat later in the game.

Also with the Bloods when I first started using them I always tried to keep them and hold out for 'that charge' but they always failed. Just blast them into stuff and have fun I've found..
 
Pitched against the right targets or in a flank, Bloodknights can be awesome.

B U T and this is a major 'but'

There is just far too much stuff across the battlefield that can quite easily hurt Bloodknights.
Bolttrhowers, Doomdivers, Canons, etc and lets not forget Lore of Metal are all devastating against knights or anything armored.
Yes we have our 75pts (overpriced) 4+wardbanner against all ranged attacks (that includes all shooting and all magic since both are always ranged attacks) but it still is quite meager to have a 50% chance to save a 50pt model. A unit of Bloodknights is often not going to be really big. 10 models are already good for 600+pts if you get the commandgroup, give the Kastellan a magic weapon and the autoinclude banner.

Theyre only T4, which is a serious weakness, even in closecombat. They have crap leadership for their frenzy, their weaponskill is ok, not grandiose considering theyre vampires, supporting rank loses attacks which hurts their true potential. Failing to be raised by IoN is their achillesheel.

True the whole unit can be really hard to kill for your opponent, which saves you the points at the end of the battle but ive had quite a few games where they didnt really live up to their potential just because they were being shot to pieces or failing their ridiculous low leadership frenzy test and ending up failing charges because of it.

I find black knights to be abit more controllable and sureshot as to what you can and cant do with it.

But overall as a general rule, i find that our cavalry sux hard. Too many armies are too well equipped against it or can cause so much damage that your unit is rendered quite harmless.
 
I feel like you could largely mitigate the problems with frenzy with a Wight King for Ld 9, a BSB for the reroll, or a Wight King BSB for both.

The unit's overall fragility and vulnerability to elves make me think that you always want to have the Nightshroud in them.

The Obsidian Amulet or Trinket would be good for them too, but since you can't put them on the same hero as the Nightshroud, I'm not sure about dedicating two expensive characters to the unit. That's also why I'm hesitant to have that BSB carry the Banner of Eternal Flame, which would let the unit hunt Hellpit Abominations, Hydras, and the like.


Omg I just got a question floating up in my brain. Aren't we forced to chase always as undead?!?

Not according to page 26 of our army book, which defines the rules of Undeath.
 
Good ideas. Two points though:

The Kastellan's choice of magic weapon... Isn't he more effective with just his lance? What weapon would you. give him? To bad he can't have any magic item!

What about a wight king joining the knights and taking away their ability to march? He's not vampiric.
 
I feel like you could largely mitigate the problems with frenzy with a Wight King for Ld 9, a BSB for the reroll, or a Wight King BSB for both.

The unit's overall fragility and vulnerability to elves make me think that you always want to have the Nightshroud in them.

The Obsidian Amulet or Trinket would be good for them too, but since you can't put them on the same hero as the Nightshroud, I'm not sure about dedicating two expensive characters to the unit. That's also why I'm hesitant to have that BSB carry the Banner of Eternal Flame, which would let the unit hunt Hellpit Abominations, Hydras, and the like.




Not according to page 26 of our army book, which defines the rules of Undeath.


I'm an idiot...
 
It didn't occur to me that the inclusion of a Wight King would cost would cost Blood Knights their ability to march. I guess a vampire BSB it is then!

Still only LD 7 though.

I've found with Frenzied troops your best bet, rather than try and control the LD check, is to be aggressive with them so that in your turn you have multiple targets to charge instead of having only one or two targets at extreme long range.
 
All good points.

Another thing I've found with vamps is we have like 3 sorts of units. Most of which aren't the same as other armies. We really don't have anvils or hammers(Crypt Horrors aside) etc. I find what we have is:

1.Chaff (like most armies), consisting of wolves, bats, raise dead zombies etc
2.Tarpits, not to be confused with anvils. Tarpits are there to just lock up enemy units and try not to die to quickly, never relied upon to do anything, so skellies and zombies.
3.Bullies. Our bullies are our heavy hitters that most people would call hammers, used in conjunction with anvils. Seeing as we don't have good anvils (due to crumble) we only have bullies. They way I'd say they work is hitting units that are far beneath them so they can easily win. An excellent example of a bully is a blender lord, we never try to put him up against opponents characters, he is there purely to bully the hell out of poor old RnF troops..

We obviously chaff as per usual, but instead of setting up hammer/anvils, you just gum up the opponents good stuff with zombies and skeles then let the bullies run around taking off the (hopefully) inferior units that are not in combat (as the opponent has tried getting his heavy hitters in quick). Obviously mileage will vary depending on armies played.

But what I'm getting at long windedly is I find blood knights as fantastic bullies, just not good Hammers and I also don't believe they should be compared to black knights as they play completely different roles. One is a bully and should be hitting weak targets, the other is an elite tarpit/delivery system like skeletons but faster. They play different roles. One wouldn't compare varghiests and crypt horros would they? as they again play different roles.

Also as a matter of tactics, run blood knights with a varghulf. Varghulf goes in the front and tries to draw with static combat res (get a couple of wounds and thunderstonp to negate ranks and banner etc) get the bloods (or vargs) in the side for the sweet sweet gravy...

Cheers,
TheTrans
 
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