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Knight World stats

 Post subject: Re: Knight World stats
PostPosted: Tue Feb 18, 2014 10:19 pm 
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 Post subject: Re: Knight World stats
PostPosted: Tue Feb 18, 2014 10:37 pm 
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I'd prefer a 3+/3+ Rapid fire Battle cannon if you don't want to go with the 2x attacks. To keep in touch with the new 40k rules.

Concerning the CC value and chain sword then I think DaR made a very good point.

DaR wrote:
If we do intend to stay the single shot or even twin-linked Battlecannon and no stubber course for firepower, then the Paladin really needs to be able to make that up in CC assault, otherwise it becomes a completely inferior unit to a Leman Russ or Land Raider in every way. This is a unit literally designed to carve up enemy War Engines. You already have to cross the table under fire, successfully Engage, and then make it in to base to base, and only then do you get to apply your tank-sized giant chainsword. If that's your only significant damage output, then you better make it count when you get there. 2DC@CC4+, MW would be the absolute minimum I'd want to see, or 2DC@CC4+ and an EA(+1) with TK(1). Errants could go up to d3 on their TK attack, to represent the gauntlet.


For this reason I'd prefer your third option Dave.

Dave wrote:
Code:
Knight Paladin  WE  25cm  5+  4+  5+
Battle Cannon  75cm    AP4+/AT4+
Chainsword     (bc)    EA(+1), MW
Shock Lance    (15cm)  EA(+1), FS
DC2, Knight Shield, Reinforced Armour, Walker. The Shock Lance may only be used if the unit's formation carried out an engage action.


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 Post subject: Re: Knight World stats
PostPosted: Wed Feb 19, 2014 1:45 am 
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I prefer the third option, but points cost might change my mind. CC6+ for Crusaders, Castellans and Lancers sounds good, also.

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 Post subject: Re: Knight World stats
PostPosted: Wed Feb 19, 2014 7:50 am 
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Of the three options, I like best CC4+ and the chainsword giving EA(+1), MW. CC5+ with base MW would be my second choice.

Getting Knights to battle is hard. With small formations, being frequently out activated, and having relatively few to no 'bullet sponge' support formations, they're going to usually be pretty beat up by the time they hit assault, and then they have to make it to base to base as well in order to get anything out of a good CC rating. And depending on the restrictions on the Knight Sheild that may or may not also remove the bonus save. It needs to be worth going through all that.


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 Post subject: Re: Knight World stats
PostPosted: Wed Feb 19, 2014 8:57 pm 
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DaR wrote:
Of the three options, I like best CC4+ and the chainsword giving EA(+1), MW. CC5+ with base MW would be my second choice.

Getting Knights to battle is hard. With small formations, being frequently out activated, and having relatively few to no 'bullet sponge' support formations, they're going to usually be pretty beat up by the time they hit assault, and then they have to make it to base to base as well in order to get anything out of a good CC rating. And depending on the restrictions on the Knight Sheild that may or may not also remove the bonus save. It needs to be worth going through all that.


The challenge really is getting to combat. Some armies will just run circles around Knights (looking at Marines, Eldar), and some armies may not be able to flee, but can weather the attacks through sheer weight of numbers, and quantity really does have a quality all its own. I'm still on the fence about going 2DC MW and 2DC & EA (+1) MW. Going out to a third attack increases the volume each Knight is throwing down to get a little closer in parity to the volume a large blob of infantry might throw down, although it does weaken the effectiveness of those two base attacks against marines/MEQ. Then again, I guess something like Terminators really should still be a bit of an engagement risk for Knights so I'll check my fanboy urge a little.

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