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Well-armoured and resplendent, the Knights deliver a fierce and destructive charge.

Knights of the Blazing Sun are an Reikland Empire melee cavalry unit introduced in Total War: Warhammer with The Grim and the Grave.

Recruitment

Description

The Knightly Orders of the Empire are organised along strict hierarchical lines, with every novice trained in martial values until ready to take up the mantle of a fully-fledged Knight. Of the many warrior orders stationed throughout the Empire, the Knights of Sigmar’s Blood, the Knights of the Broken Sword, the Knights Griffon and the Knights of the Blazing Sun are but few on a long list of the mighty and worthy.

Attributes

  • Shock cavalry Shock Cavalry
  • Armoured & Shielded: Armoured units can block damage from any source apart from Modifier icon armour piercingArmour-Piercing damage. Modifier icon shieldShields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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.
  • Blazing Sun Chapter: The Knights of the Blazing Sun are substantially more costly unless you control their Chapterhouse in the region of Talabheim.

Strategy

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Knights of the Blazing sun are a cavalry unit that is best used for their fire damage attacks and when supported by other units. They are a good pick whenever you are facing death magic or units weak to fire. The Vampire Counts (and other undead factions) frequently bring all of these, so the Knights of the Blazing Sun can be a counter to them. First, they have a 25% spell resistance which helps reduce the effects of spells like Fate of Bjuna or Spirit Leech, but any direct damage spell will be blunted. 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: Terrorgheist, Crypt Horrors and Trolls, etc. Also worth accompanying them with 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.

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