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KnightWorld v1.2

 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 2:14 am 
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Played tonight against zombo's Tyranids. I was expecting to play against SM so had to do a quick re-fit of the list for this very different opponent:
6 Paladins + Baron 525 BTS
5 Paladins 275
Warhound (Inferno) 300
5 Errants 375
5 Errants 375
4 Lancers 300
3 Trebuchets 125
3 Trebuchets 125
2 Thunderbolts 150
2 Thunderbolts 150
Warhound (VMBs) 300

We had to wrap things up after the 3rd turn even though I was only up 1-0 (TSNP). Some notes:
- Trebuchets are too good at 125. I'd pay 150 for them. More than that not really. There's also a limit on how many how could field given that they desperately need to be screened. In our game some lictors came around and dismantled 1 fm w/ ease (of course!) but then were killed easily by paladins themselves.
- This was my first time facing another assault army, and often the nids had no easy assaults to make. The combination of shock lance (5+ First Strike) and the fact the knights have no weak points in assaults is pretty tough. Even the paladins are 4 across the board w/ shock lance and +1EA MW in cc. Then Lancers get 3+ FF (which they can almost always use being WE) and have an extra MW FF attack. Errants are the worst culprits here and we weren't sure what kind of nid fms could tackle them effectively.
- Still felt no need to take Seneschals or the infantry.
- If I knew I was facing nids I'd have brought some sentinels. I'm not sure why they're in such big fms in this list? They come in 4 in normal IG. Six or eight plus the warden is a really big FM. Why can't they come in 4s here?
- To go back to the start I think the 3 types of DC1 knights need some kind of identity, strengths and weaknesses. Looking at the model range in these pictures (http://img.photobucket.com/albums/v738/ ... nights.jpg and http://www.galactic-intrigue.com/epicol ... ights.html) it's hard not to try and use that to differentiate the knights more. For example, have the lancer earn its speed of 30cm by having a 5+ RA and a FF of 4+ (3+ should be really rare). This would imply a point reduction or bulk discount of some kind. The Errant should likely be the same speed as the paladin (looking at the model). Then that reduces the power of its 30cm MW4+ gun and close capabilities. The TK cc attack is excessive and so is the 3+. I see them more as upgraded paladins: better gun but similar capabilities. All of this might be heresy of course.
- Baron used its re-roll every turn and threw its weight around in assaults as he should. His 3+ in cc and ff felt good for the points cost, and I think not having any other DC1 knights share a 3+ in assaults would help keep the baron special.
- Wouldn't mind if the paladins lost their recently acquired heavy bolter.
- In a list w/ so many special rules, I've used my knight shield once so far in all these games. Is it worth keeping or is it just part of the RA? Shock lance works okay, it's easy to remember but knights are pretty good in assaults already. No opinion on Indomitable as once again the knights rarely break.
- Disrupt, whether on manticores, valkyries or biovores is the knight's worst enemy.
- At the end of turn 2 and 3 I had perfect lines of knights holding the middle of the battlefield, either sustaining or assaulting here and there and pushing back the endless nids (they spawn a lot!). It felt right but as I said there weren't any soft spots for the nids to get their claws in and there should be. My choice of warhound weaponry didn't help the nids either!

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 3:57 am 
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Thanks Carlos for being so active.

Morgan is due back in less than a week now so it will no doubt be good for when he gets back.

I will post some of my own thoughts later this weekend when I have some free time. It is good you took on an assault force. It is pretty much where I have been viewing things all along....

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 8:43 am 
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My choice of warhound weaponry didn't help the nids either!

being a's you tailored your list specifically to fight nods I'm not all that surprised you curbstomped zombo's generic all-comers list. Knights would be hard for any nix list to fight, let alone a tailored anti-infantry knigt list...

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 9:01 am 
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Part of the issue I have is that if you do not know you are coming up against the Knights, then you are not really going to be in a position to beat them (let alone compete against them) as they are not really an 'all comers' force for an opponent.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 9:29 am 
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Evil and Chaos wrote:
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My choice of warhound weaponry didn't help the nids either!

being a's you tailored your list specifically to fight nods I'm not all that surprised you curbstomped zombo's generic all-comers list. Knights would be hard for any nix list to fight, let alone a tailored anti-infantry knigt list...

In the end the traditional plasmas might have been better (ask zombo). Mainly I kept shooting small things and they kept coming back sooner or later. In the end I had only wiped out 2 fms and there were no broken nid fms on the table. You beat nids by assaulting not shooting and I forgot that lesson last evening. Oh, and I'm sure Zombo did some tailoring too and if he didn't he should have.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 9:37 am 
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I prefer to avoid tailoring when playtesting lists to avoid skewed results. Don't think zombo had enough models with him to do any tailoring!

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 10:10 am 
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Ah, but I wasn't just playtesting, was I? Something else which skewed results a lot was the incredible amount of crucial activations zombo failed. So many in fact that we discussed being able to buy a nid SC without having to buy a dominatrix. Something which as a nid player myself I'd welcome.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 10:17 am 
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carlos wrote:
Evil and Chaos wrote:
Quote:
My choice of warhound weaponry didn't help the nids either!

being a's you tailored your list specifically to fight nods I'm not all that surprised you curbstomped zombo's generic all-comers list. Knights would be hard for any nix list to fight, let alone a tailored anti-infantry knigt list...

In the end the traditional plasmas might have been better (ask zombo). Mainly I kept shooting small things and they kept coming back sooner or later. In the end I had only wiped out 2 fms and there were no broken nid fms on the table. You beat nids by assaulting not shooting and I forgot that lesson last evening. Oh, and I'm sure Zombo did some tailoring too and if he didn't he should have.


Yeah, there was actually very little permanently dead at the end of the game, but it wouldn't matter how long the game went on, since the lack of any engagement weaknesses on any of the knight types made it impossible for me to make a breakthrough.

(Actually I did have an opportunity to clipping engage two formations of errants and swing the game, but failed the activation. Definitely adding a Hive Tyrant supreme commander to the list!)


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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 10:19 am 
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Ooh a swarmlord :-p

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 10:45 am 
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Extra note for Morgan for when he comes back: there ARE knights who are weak in assaults, but I didn't take any (Wardens, Castellans, Crusaders). Even with that, there should be more specialization among the DC1 knights which means playing around with:
- save (this is not a leman russ list so you can have 4+ RA and 5+ RA since there's different hulls)
- ff and cc values (think carefully about any 3+)
- attacks in assaults (even the paladin has 3 which seems excessive)
- moves (20 to 30 range)
- special abilities like infiltrator. If defilers, Tyranid WEs and so on can have it, why not some knights?

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 1:40 pm 
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Proposed amend to list:
- Make the Seneschal unit upgrade compulsory but free for all DC1 knight fms. Keep same costs but reduce overall effectiveness of knights (some suggestions from me above) to compensate. Having all DC1 knight fms with Leader for 'free' would probably make Indomitable unnecessary. Commander and Inspiring both seem very fluffy too.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Mon Aug 08, 2011 2:55 am 
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Had a 3k game against Dave's ground pounder Marines today. He didn't have any aircraft or Terminators. I won by about 450 points. Here's the list I used:

4 Paladins + Baron
4 Errants + Seneschal
4 Lancers + Seneschal
4 Paladins
1 Skitarii formation
1 Trebuchet formation
1 Castellans formation
1 Wardens formation armed with Ballistae
1 Warhound with Vulcan Mega-bolter, Turbo-laser Destructror and Veteran Princeps

Indomitable didn't have much of an affect this game. Some thoughts:
- Dave and I have been saying for two years that Errants and Lancers are too fast. I say (and Dave would probably agree) drop them to 25 and give them Infiltrator
- I'm still trying to figure out why Castellans and Crusaders were ever given void shields
- Errants seem too good in CC. Maybe drop one of the extra attacks
- I understand wanting to keep the list focused on Knights, but only 1 support formation per core formation makes it tight for choosing support

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 Post subject: Re: KnightWorld v1.2
PostPosted: Mon Aug 08, 2011 3:49 am 
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Dwarf Supreme wrote:
Dave and I have been saying for two years that Errants and Lancers are too fast. I say (and Dave would probably agree) drop them to 25 and give them Infiltrator

So change a 30cm charge to a 50cm charge? Even I am worried about that idea. :-\

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 Post subject: Re: KnightWorld v1.2
PostPosted: Mon Aug 08, 2011 3:39 pm 
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Dwarf. I'm curious why you are taking the skitarii (put AP targets on the table; slow without transport option), the seneschals (I'd rather take more knights) and only 1 fm of trebuchets (only indirect in the army; cheap; burner formation; etc)? Just model availability?

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 Post subject: Re: KnightWorld v1.2
PostPosted: Mon Aug 08, 2011 3:45 pm 
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I can kinda see the use for the inspiring and leader from a seneschel; There's certainly a lot of Chaplains taken, though they add an extra macroweapon attack as well. I'm pretty sure a forth/fifth extra attack would be a little too much though.

Also, I think ATSKNF would be a fine for Knights; the fact the name relates to a specific different army should be a non-issue.


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