Knights of the Blazing Sun

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Knights of the Blazing Sun
Wh dlc04 emp knights blazing sun.png
Overview
FactionEmpire
CategoryShock Cavalry
Unit size45
Recruitment
Icon treasury.png Cost (MP): 1200 (1200)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 300
Buildings required:
Armoury
Statistics
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


Weapons
Melee
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
Protection
Icon stat armour.png
Armor:
75%
Shielded units will block the following percentage of missile damage from the front Shield: 30%
Attributes
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

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 Reiksguard Knights are the personal army of the Emperor. As an Elector Count, the Emperor also has direct command of his own provincial army - which in the case of Karl Franz are the regiments of Altdorf and the Reikland - but it is the Knights of the Reiksguard that form the symbol of his military strength. As befits their prestigious role and elite status, the Knights are equipped with the very finest weapons and suits of armour available. They ride fine destriers to war and the suits of gleaming plate armour in which they are clad are emblazoned with symbols of allegiance to the Emperor. Although few in number, the Reiksguard Knights are the most important part of the Emperor's army, for they are a symbol of the Empire's nobility and martial might. As such, when a unit of Reiksguard Knights takes to battle, it will typically form up proudly in the centre of the Empire battle line, the better to inspire the common soldiery and reassure them that the blessing of the Emperor is with them.

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.