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[OLD] Knight World 2.2

 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 9:07 am 
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The Knights do not need any more advantages! Not ATSKNF or Inspiring. What could be discussed are potential nerfs for the Castellans /Crusaders, but adding more good stuff to the list is not needed at all IMO.

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 9:15 am 
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Hahah you may want to have a look at the are knights op thread where I raise similar issues with the combat prowress of the knights - and also their ability to mix and match cc and ff attacks for maximum bang being that they are WE.

The point I was trying to make relates to the risks and vaugaries associated with assaults. With the knights being low model count - chances are they will be outnumbered - possibly by even 2:1 and assaulted by a formation with an inspiring character. This meams that the knights will probably be fighting with a 2-3 disadvantage going into the assault resolution roll. Yes they have a reasonable armour save 4+5++ but are still going to cop some. Then as they are WE each point they loose combat by could cause a.crit as well and then your shiny knights turn to scrap metal in the blind of a chainsword.

Now not saying thats a bad thing. Just a risky event. So it forces knight players to reall concentrate om their coordination of effects. I never said they didnt hold up in a fight just that assaults are a risky event. Its one of the only two instances in a.game where the opponent can inflict casulaties on your troops in your own activation phase.


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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 9:22 am 
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okay, then i see what you mean. When i play my knights i always try to go with clipping assaults, which is usually easy considering their movement (25-30cm). First strike + clipping assaults are awesome when they work! :-)

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 9:29 am 
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Hahah I love that last line! "When they work"


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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 11:34 am 
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JimXII wrote:
Hahah you may want to have a look at the are knights op thread where I raise similar issues with the combat prowress of the knights - and also their ability to mix and match cc and ff attacks for maximum bang being that they are WE.

The point I was trying to make relates to the risks and vaugaries associated with assaults. With the knights being low model count - chances are they will be outnumbered - possibly by even 2:1 and assaulted by a formation with an inspiring character. This meams that the knights will probably be fighting with a 2-3 disadvantage going into the assault resolution roll. Yes they have a reasonable armour save 4+5++ but are still going to cop some. Then as they are WE each point they loose combat by could cause a.crit as well and then your shiny knights turn to scrap metal in the blind of a chainsword.

Now not saying thats a bad thing. Just a risky event. So it forces knight players to reall concentrate om their coordination of effects. I never said they didnt hold up in a fight just that assaults are a risky event. Its one of the only two instances in a.game where the opponent can inflict casulaties on your troops in your own activation phase.
I still dont get it.
What opponent with an inspiring character are we talking about that could outnumber the Knights 2:!?
Are you afraid of Imperial guards in close combat? (Orks are not known for their inspiratinal characters but it might be nids, I have almost no knowledge about hem...) Tactical marines with some upgrades could perhaps outnumber them but then they would cost more and the knights would have had the points to boost their own ranks...
Sure I can see that the best way to get rid of knights might be to break them in combat and then hunt them down while they flee. But if that takes a unit or two that costs more points so what?


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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 12:27 pm 
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Okay so I'm not going to go through all the iterations.
But for obe a death rider company with commissar is 12 units and 250 points. A death corps infantry company is 300 points and 19 units with q commissar and leader.

A big cult of speed is 350 points and 16 models.

Is it the concept of comparison or the numbers that you are getting stuck on?

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 1:17 pm 
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JimXII wrote:
This meams that the knights will probably be fighting with a 2-3 disadvantage going into the assault resolution roll.
What, assuming the player using them doesn't know how to prep assaults? and even if they get charged, that they gets no kills with 2DC +1MW EA attacks?

Quote:
The point I was trying to make relates to the risks and vaugaries associated with assaults. With the knights being low model count - chances are they will be outnumbered

Yeah that's a great point, they *should* be outnumbered, that's one of their weaknesses. (you know, to make up for them being 2DC RA knight shield, walker, war engine, bonus attack, high move speed)

JimXII wrote:
Is it the concept of comparison or the numbers that you are getting stuck on?
Pardon my imbecility but I just don't see why it's relevant at all.

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 1:28 pm 
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Haha nice one apoc!
What's your point? Have you bothered to read any of the posts in context or are you just happy to be a muck Raker?

Im not saying they are OP or UP. I was giving dobbsy a synopsis of what I thought the strengths and weakness were. Please don't waste my time by being an argumentative troll.


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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 1:34 pm 
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JimXII wrote:
r are you just happy to be a muck Raker?

No, no, I would hate to deprive you of that job. Anyway, I apologise, it seems misunderstood your intent and tone, carry on.

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 2:44 pm 
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Speaking to the original question/breakdown. Knights deal with the outnumbering like any other small formation army: prep and support. If they can't get away with that, move away and shoot to deny the opponent the assault.

JimXII wrote:
Haha nice one apoc!
What's your point? Have you bothered to read any of the posts in context or are you just happy to be a muck Raker?

Im not saying they are OP or UP. I was giving dobbsy a synopsis of what I thought the strengths and weakness were. Please don't waste my time by being an argumentative troll.


Do you see how this post is hypocritical?

So Apoc didn't catch that you were responding directly to uvenlord's post, was it necessary to immediately go on the offensive with the insults? Can you see that with responses like this people might have a disposition to read your other posts in the same light? If you want people to lend any credence to what you're saying, or even read it at all, it would be something to consider.

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 3:52 pm 
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So all this made me curious and I went back to the 2.1 thread

Looking back, everyone seemed in favor of the 375 for the Custodian formation but it never made it into 2.2. So I dropped the ball there, likely grouping it in with the nay saying to the Paladin/Errant price increase in my head.

So Custodians to 375 points for three, 0-1 more for +115 points.

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 5:37 pm 
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JimXII wrote:
Okay so I'm not going to go through all the iterations.
But for obe a death rider company with commissar is 12 units and 250 points. A death corps infantry company is 300 points and 19 units with q commissar and leader.

A big cult of speed is 350 points and 16 models.

Is it the concept of comparison or the numbers that you are getting stuck on?

Cheers
Jim
Guess we won't solve this but I hate to "loose"... ;)

The deathriders is a good unit but focused on CC so they should be good, they will probably only do 1-2 DC but still they will only loose 4 ish units so they will still be more but not 2:1 in most cases.

If you assault a fresh death corps infantry company you will probably loose but they have a move of 15 cm so I guess that was part of the plan.

When did cult of speed gain inspiring or have I missed something?

So the conclusion: you are afraid of the guardsmen :P

If I have missed some of the numbers please correct me but the point is that there might be some units that can do the 2:1 ratio but are they important and something that makes engagements with the Knights risky in general? So risky that they need inspiring...?


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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 8:08 pm 
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uvenlord wrote:
I still dont get it.
What opponent with an inspiring character are we talking about that could outnumber the Knights 2:!?
Are you afraid of Imperial guards in close combat? ...
Sure I can see that the best way to get rid of knights might be to break them in combat and then hunt them down while they flee. But if that takes a unit or two that costs more points so what?


Ok, just my two cents here...first off; I'm a Knight purist. That means I take Knights, just knights, and only knights. I'm not in the slightest bit interested in supporting fleshy troops, rough riders, little howitzers, and the other cheap rubbish like that, that have been in the lists previous (and current) iterations.
That means when I take my knights out to play, I take big stompy suits, and nothing else. (except t-bolts- I need SOME AA!) So, in order to keep my activations up, my knights are always 3 strong formations. I couldn't care less if they are more powerful in larger units; If I take units of knights anything larger then the basic 3, I'll only have about 6 activations; far too little for any real competitive play. (Least as far as the UK tournie scene goes!) As it is I generally manage 10 activations. (2 pala, 2 err, 1 lanc, 1 cas, 1 crus, 1 AAward, 2 t-bolts)
The players in my epic gaming group, indeed the UK epic scene it seems (including myself, when not playing knights) are all about the air assaults. My knight army suffers terribly from them, as I still believe that this list has no real AA defense worth a damn.

To answer Uvenlords question of 'who outnumbers knights'? let me put it to you this way. 'Cause this happens to me every game, first activation, every time. Lets say i'm playing marines. (Or Orks - my regular Ork opponent does this even worse) Marine player activates his garrison speeders; they move forward, point at my knights. Doesn't matter which formation. Oh look, a BM. Retain. T-Hawk filled with ass marines and 2 chaplains. I have 3 wardens, miles away because their range is pathetic; and t-bolts which aren't on CAP yet., so no AA. It's a combat. That's 8 rolls on 3+. then 2 more MW 3+. Lets say a knight falls over. I strike back. Lets say it's on crusaders. I get 4 attacks back. It's on 5+. I get 1 hit. It bounces. CC resolution: 8-0 in his favour. That's a dead unit of expensive WE in anyone's book.

And Dave; you want to make cast/crus MORE expensive? Really? Coz it won't help the fact that i'm frequently starting up my first activation hundreds of points (and a formation) down. The other day, the marine guy combine assaulted with teleported termies too; I had lost 3 crusaders, 3 lancers, AND my baron before I even had a go! I was 850 points down from activation one! In a 3k game, let me tell you; that's crippling!

I *personally* find the list - versatile, which is good; AA cover - terrible; the baron - pricey as hell; CC values - crap; and lances of all kinds - useless! Anything that has lances is too frequently assaulted and ends up base-to-base, and what few dice I do get in CC's are usually needing a 5+ to even hit. I'm not trying to nay-say several different groups of gamers, not to mention yourself - whom I know are working hard on this list - But IMO it still has so many weaknesses its actually quite tough to use, especially if you're trying to do a pure knight army competitively. Or indeed, once your regular opponents work out how to horribly murder you. To say nothing of the endless crossfires my Ork guy does against my poor knights...

Meh. Just my two cents worth.

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 21, 2015 8:43 pm 
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I'm not saying that the knights is the best unit all round but what you just described would have happened to everything. SM air assaults is hard to defend against and they will hurt. I only use AA to give them a BM, if you want AA that actually can take the thunderhawk down you need to play Eldar or something.
Speeders, Thunderhawks, 2 units of Assault marines. That is 850 points, the Knights should be killed. But my question is what happens next when the knights sustain and retain to sustain again with MW hits or assaults back if you wish...
( And a little off topic perhaps but why don't you get 6 strikes back, is one knight out of reach?)

Also if you want an all knight army that is fine but if your opponents play with tourney style armies you will probably be beaten.

My impression of this list is that it is fun and balanced but that some units might be on the verge of being OP and that there has been to little tests that involve "power gaming" or spamming of some of the knights. Also I have some issues with the cheap activation boosts that you can get but its not that much of an issue, just a feeling :) . To me the thunderbolt and the Artillery is excellent choices to give AA and to prep opponents.


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 Post subject: Re: Knight World 2.2
PostPosted: Thu Jan 22, 2015 5:26 am 
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Regarding the Assault Knights, I've done a comparison chart which is now in this thread:

viewtopic.php?p=550201#p550201


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