BlackLegion wrote:
Given the information DaR has given i think his stats are spot on. But i'm leaning more toward 2 x AP4+/AT4+ for the Paladin's Battlecannon as each shot has a template. In general each shot with a template translates as a separate shot in Epic rather than twin-linked.
I'd generally agree, but in this case it's part of the compromise that Dave mentions. 2x shots would be "right", but I think it ups the overall firepower of the Paladin too much to fit in the context of where knights need to be pointwise. I'd already suggested 375 for 3, given the switch to 2DC and Fearless. Adding in more shots, even at lesser AT/AP, would probably push that up to at least 400. That starts making it fairly hard formation to build an army around, as the cheaper Errants suddenly start looking more attractive as your mainstay formation to keep your activation count up.
Fearless is another part of the change I'd personally be willing to compromise on. 40k's version of Fearless no longer perfectly matches what E:A Fearless really does for a unit. Looking purely at the E:A rule 2.1.3, it does seem to fit the Knightly ethos. No fear, never retreat, always charge, etc. However, not taking further damage from blast markers and assaults when broken... that's really strong as an armywide rule in a force with smallish formations that are already fairly hard to kill. That said other AM forces already have the capability of all fearless armies, as do other equivalent forces for other factions, so it's not unprecedented.
All said, I'd really like if we could get something down to 325-350 point formation for 3 Paladins with a 300 point 3 Errant formation. I feel this list really needs 9-10 activations at 3000 points, and getting the mainstay Paladin formation above 350 makes that really hard.
So here's my proposal:
Paladin
Type: War Engine
Speed: 25cm
Armor: 5+
CC: 4+
FF: 4+
Rapidfire Battle Cannon: 60cm, AP3+/AT3+
Reaper Chainsword: (CC) TK(1)
DC2, Walker, Reinforced Armor, Knight Shield, Fearless
Knight Shield: Units with a Knight Shield may make a saving throw on a 4+ when they are hit instead of using their armor value. No modifiers ever apply to this saving throw and it may be taken against macro-weapon, lance and titan killer hits. However, each point of damage from a titan killer hit must be saved separately. If the unit also has reinforced armor and fails its Knight Shield save it is allowed to re-roll its save unless against lance, macro-weapon or titan killer hits but the re-roll is made on its normal armor save. Finally, none of these benefits apply if the units is in a crossfire or against attacks made by units in base to base contact.
Offensively, compared to the initial rules for my first prosal, drop the battlecannon from 2xAP4+/AT4+ to 1xAT3+/AP3+ and reduce range to 60cm and emove the EA from the Chainsword. Those two changes combined remove a lot of excess firepower that going to 2DC and the new cannon would otherwise have given, though does respect the 40k rules having long range and more firepower. The 60cm range helps units with 15cm move and 45cm weapons keep in standoff range, and there's fairly ample precedent for making Titan weapons 60cm to begin with, so I feel this is again a reasonable compromise between 40k actual rules and E:A gameplay needs. On the CC front, going to 2DC still leaves 2 swings per Paladin, so it's the same as the 1DC + EA version that we had in the 1.3 and 1.4 lists.
On the defensive side, with 5+RA, 2DC, Fearless, and a version of the Knight shield that works similarly to the Eldar holofield, they're a tiny bit tougher than before, but not massively so. Fearless adds most to their ability to eventually close to Engage range without being broken. This does similar work to what Might of the Omnissah/ATSKNF did in the 1.3 and 1.4 versions of the list. They're especially vulnerable to being flanked or based in assault now, as 5+RA is notably worse than the old 1.3's 4+RA when they can't claim the Knight Shield save, which helps offset the advantage that Fearless gives. Your knights now can't be killed by harassing fire, but are more likely to be outright destroyed if you carelessly charge them up the center of the board where they can be flanked or assaulted by strong CC formations.
Given all this, I think that 325 for 3 is a reasonable starting point.
Compared to the 1.3 and 1.4 formations of 4 Paladins for 300 points and a 275 point singleton Warhound with standard Megabolter+Plasma armament:
Offensively you're about equal at range to 1.3 and 1.4 Paladins, the battle cannon has 15cm more range, but heavy stubbers are only small arms and don't contribute a ranged AP attack like bolters did; the 3+ attacks offset the extra body of previous lists. Proposed Paladins fair slightly better when doubling due to the shift of 3+ to 4+, but 1.3 and 1.4 gain more from Sustain with the 4+ to 3+ boost and extra body than the 3+ to 2+ for Proposed. The Warhound offers more AT and AP firepower than either, and almost double in the AP case.
In FF assault Proposed Paladins generate 3 normal hits, while 1.3 generate 4 when engaging and 2 when engaged and 1.4 generate a flat 2 normal in any FF. In CC assault, Proposed Paladins generate 3 TK hits, while 1.3 would generate 2 Normal and 2 MW hits, and 1.4 generates 4 Normal and 2 MW when engaging and 2 Normal and 2 MW when being engaged. The new paladins are thus slightly better in CC against RA targets with 5+ or better, but slightly worse against non-RA targets overall. Across the board, this comes pretty close to a wash, IMO. Warhounds throw an average 1.5 normal attacks in FF, about 2/3rds of any of the Paladin formations, and again 1.5 normal in CC, which is roughly half or worse than any paladin formation. Lesson: Don't engage with Warhounds.
Defensively, the 3 proposed Paladins take an average of just over 16 normal hits to completely remove (18 less the odds that one of the 6 unsaved hits will crit and wipe out an extra DC), assuming they may use their Knight Shield. This is up ever so slightly from 16 for the 4 Paladin formation from 1.3 and significantly from the 12 attacks for 4 Paladins from 1.4. Against Macro Weapons and TK weapons, it takes around 10-11 hits (12, again less crit chances) for Proposed, vs 8 hits against 1.3 and 1.4.
When denied the use of the Knight shield, it takes around 9-10 normal hits (10.8 less crits), 8-ish MW hits (9, less crits), and 5-6 TK hits (6 less crits) to destroy the full formation of Proposed Paladins. For 1.3 a formation takes 16 normal, 8 MW, and 4 TK hits to destroy. For 1.4, this drops to 7.2 normal, 6 MW, and 4 TK hits. 1.3 and Proposed are denied their save slightly easier than 1.4, as 1.4 does not care about CC attacks, while 1.3 and Proposed do.
All told, this is mostly a wash relative to 1.3 in the pure math department. The proposed Paladin stats have slightly better MW resistance across the board, in exchange for rather worse normal resistance when denied Knight Shield against regular attacks. 1.4 clocks in at the bottom in pretty much every category.
Comparatively a completely fresh Warhound takes 5 TK hits, 6.5 MW, and 7.4 normal hits on average to destroy. This can go up in the Warhound has time between attacks to regenerate void shields at the end of turn or by regrouping.
Moving on to the slightly harder to measure defensive aspects.
Proposed Paladin formations would be slightly more vulnerable to BP weapons, due to the extra DC potentially generating more hits. However, the biggest factor is Fearless vs ATSKNF/Might. This does make the proposed Paladins immune to destruction via blast markers and being hacked down post assault. It's hard to quantify this mathematically as so much of this depends on the opponent's army and tactics. Fearless can still be suppressed however and 2DC Fearless is equally easy to suppress as 1DC ATSKNF, so advantage goes to the 1.3 and 1.4 formations with their extra body, which can still fire with 7 BM on it, while the Proposed formation would break at 6. The Warhound can't be suppressed without being broken, but takes only 3 BM to do this, though that can take up to 5 hits due to void shields.
So, yeah, feels like 325 for 3 with those stats is pretty spot on.