Knights of the Blazing Sun

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Knights of the Blazing Sun
Wh dlc04 emp knights blazing sun.png
CategoryShock Cavalry
Unit size45
Icon treasury.png Cost (MP): 1200 (1200)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 300
Buildings required:
Icon stat health.png Health: 112
Icon stat morale.png Leadership: 70
Icon stat speed.png Speed: 71
Icon stat attack.png Melee attack: 40
Icon stat defence.png Melee defence: 24
Icon stat charge bonus.png Charge Bonus: 78
Resistance magic.png Damage Resist Magic: 25

Icon stat damage.png Weapon Damage: 29
Modifier icon armour piercing.png Armour-Piercing Damage: 13
Icon stat speed.png Melee Interval: 5.1 s
Icon stat range.png Range: 1
Modifier icon flaming.png Flaming Attacks: Yes
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 30%
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

"The Goddess instructs us to seek out the enemy’s weaknesses and to attack them with relentless force. Do this in all things – in love, in politics, in war. To accomplish any task – to defeat any foe, all that is needed is a keen eye, a sharp mind and the favour of the Goddess."

The Order's Creed.

Knights of the Blazing Sun is a Empire cavalry unit. Well-armoured and resplendent, the Knights deliver a fierce and destructive charge.

Description[edit | edit source]

The Order of the Blazing Sun is a Templar Order dedicated to the worship and martial practice of the Goddess of Warfare and Battles, Myrmidia. This particular Order is among the mightiest and most well-known within the Empire, as they do not worship a native god of the Empire but a foreign deity hailing from the lands of Tilea, as well as having a distinguished history dating back to the last few years of the Great Crusade. They were amongst the first of the Knightly Orders from the west to travel to Nuln and join with Magnus the Pious during the Great War against Chaos, having fought with him all the way to the Battle of Kislev itself.

These knights take great pride in their weapons and abilities, as their prowess in battle is equal if not greater than even the oldest and most powerful of the many Templar Orders. They are often seen charging on the battlefield in their highly polished and resplendent armour of black and gold with sigils of the Sun adorned beautifully in their armor, a style that is the traditional colour scheme and heraldry of the Order.[1]

They can only be built using a Chapterhouse in Talabecland.

Abilities[edit | edit source]

  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Strategy[edit | edit source]

Knights of the Blazing sun are a cavalry unit that is best used when supported by other units. They have flaming attacks, which make them ideal in a few situations. Against ethereal units like Cairn Wraiths and Hexwraiths who take severely reduced (80% less) physical damage but full elemental damage, as well as against units with regeneration who take 25% more fire damage. Also worth using with them is a bright wizard, whose lore of fire can give other units flaming attacks, and kindleflame passive makes all units on the field take 12% more damage from fire. Its often smart to mix in one unit of these along with your other cavalry to take down any special units the enemy may field, but also look to use this heavily against Undead (Tomb Kings, Vampire Counts, Vampire Coast) Chaos, Norsca and Orcs (For their trolls) and Wood Elves (Tree units take 20% more fire damage as well). They are a unit that can dictate the pace of battle as the enemy rushes to maneuver their vulnerable units out of their way- units that are often the centerpiece of their attack. Entirely worth taking at least one unit in place of a unit of empire knights or Reiksguard.

The Knights of the Blazing Sun are a good pick whenever you are facing death magic or units weak to fire. The Vampire Counts frequently bring both, so these units are in some ways a counter to them. First they have a 25% magic resistance which helps reduce the effects of Fate of Bjuna or Spirit Leech. Your heavy cav is most likely to be targeted by these spells so resisting that damage is great. Secondly, their fire damage does 25% extra damage against regenerating enemies: Terrorgheists, Crypt Horrors, most Undead Lords, Trolls, etc.