Shinobi_8745
The thing is that no one sends their power-hit unit on an elite unit like Ironbreakers with all that 'ard stuff, it's far too dangerous, main units is the object for these guys, either as id for another unit or just smashing semi-big units apart (15-20 sized units).
Of course, I was using that as an example. I would never use Cavalry against any unit that I cannot be sure of getting at least four more kills against on the charge, unless [of course] flanking or attacking the rear.
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Though I wouldn't rely on them or even use them against high elves since they'll strike first even if you charge them... -muttering about his hate against High Elves and why he never plays against them-
Against HE they still have some use. In the above scenario we're speaking a 150mm frontage, or 9 attacking HE's each rank potentially. However, for simplicities [and common game unit sizes] sake, we'll put them at an 8x4 unit. 24 Attacks will (Against Nurglite Chaos Knights) secure eight hits, which in turn will secure 8/3 wounds, or 2.6. With your save of 2+, you
should suffer no losses, but again for simplicities sake we'll say one due to poor rolling or the Elf getting lucky with wounds caused.
Five Knights back, eleven attacks. Seven hits on average, with roughly five slaying hits on average. Then the horses, who will on average get 2.5 [Or 2] hits, and 1.6 [or one] wound. Averages would put you at six kills to their one. Combat res, they have three ranks and an outnumbering against you [which, combined with their standard and wound, is a total of six points on their side]. You, meanwhile, will have caused six wounds and hold a standard. You would 'win' by one.
Of course, to make this fair we could likely assume this was the only one of three Chaos Knight units to reach combat. They don't have to fear the Infantry [especially if flanking] so much as those annoying Bolt Throwers.
Against shooty HE armies though, I will admit chaos is a bit FUBARed. Your basic infantry may be 'ard, but it can still only move 8" a turn and has only a 5+ save against the Repeating shots [of which they can potentially churn out 16 of each turn at 2K points], no save against the single-shot. But then one must consider all the bows, mages, etc.
So, summarizing: CQC Elves: Chaos do good. Shooty / Magic Elves: Chaos do bad.