Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 164 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10, 11  Next

House Hyperion Knightworld V1.02

 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 2:28 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9524
Location: Worcester, MA
Quote: (old_gamer @ 27 Oct. 2008, 19:54 )

Dwarf Supreme made reference to the Crusaders and Castellans losing their void shields by mistake. Did he mean knight shields?

Nope, the Crusaders and Castellans had 1 Void Shield a piece in destartes' list. Not sure is E&C is going to move them both to knight shields but I did mention that there's the potential for a Paladin getting hit by say a 3TK Volcano Cannon hit and living while a Crusader or Castellan will just get fried.

Also, E&C, on the Rough Rider stats, any thoughts on putting in the old suggested stats from Neal's change docs?




_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 3:07 pm 
Brood Brother
Brood Brother

Joined: Tue Feb 05, 2008 10:26 pm
Posts: 149
Quote: (Dave @ 28 Oct. 2008, 13:28 )

Nope, the Crusaders and Castellans had 1 Void Shield a piece in destartes' list. Not sure is E&C is going to move them both to knight shields but I did mention that there's the potential for a Paladin getting hit by say a 3TK Volcano Cannon hit and living while a Crusader or Castellan will just get fried.

Also, E&C, on the Rough Rider stats, any thoughts on putting in the old suggested stats from Neil's change docs?

Yeah, but we're talking about a 1 in 8 chance of the paladin surviving, whereas a 2TK hit will kill 3 in 4 paladins but never kill those Crusaders and Castellans.
That actually sounds right to me: In TL, the knight shields were more powerful but less reliable than void shields, IIRC.

The pricing on the Crusaders and Castellans makes more sense if they have the void shield too. I had 3 Crusaders in my game the other day, and they didn't amount to much. Void shields could have changed how that battle played out. (Me remembering to use the AP to hit for MW barrages definitely would have helped too)


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 3:31 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9524
Location: Worcester, MA
It would be 1 out of 8 if it was a 4+ save for each point of TK damage, but it's one 4+ save for each TK hit.  So a Paladin survives half of the time in all instances when it's hit by a TK weapon.

Also, AP for MW barrages was rejected for the 2008 errata.  But if you're using just Neal's change docs more power to you.




_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 4:42 pm 
Brood Brother
Brood Brother

Joined: Tue Feb 05, 2008 10:26 pm
Posts: 149
Quote: (Dave @ 28 Oct. 2008, 14:31 )

It would be 1 out of 8 if it was a 4+ save for each point of TK damage, but it's one 4+ save for each TK hit.  So a Paladin survives half of the time in all instances when it's hit by a TK weapon.

Also, AP for MW barrages was rejected for the 2008 errata.  But if you're using just Neal's change docs more power to you.

Ah, that's true. But then, you can say the same about, for example, TK5-6 hits wiping out warhounds and giving paladins a chance to survive. It might be an argument for changing the knight shield (in fact, it sounds like a good one), but I don't think it's a good one against crusaders and castellans getting void shields.

As for the changed rules, I thought almost everyone was using them. :) When I first saw them and realised they fixed most of my problems, I adopted them straight away.


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 5:03 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 20, 2005 8:45 pm
Posts: 11147
Location: Canton, CT, USA
However, keep in mind the advantages of Void Shields over Knight Shields.

_________________
"I don't believe in destiny or the guiding hand of fate." N. Peart


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 5:33 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9524
Location: Worcester, MA
Quote: (old_gamer @ 28 Oct. 2008, 10:42 )

Ah, that's true. But then, you can say the same about, for example, TK5-6 hits wiping out warhounds and giving paladins a chance to survive. It might be an argument for changing the knight shield (in fact, it sounds like a good one), but I don't think it's a good one against crusaders and castellans getting void shields.

As for the changed rules, I thought almost everyone was using them. :) When I first saw them and realised they fixed most of my problems, I adopted them straight away.

I'm not following you with the Warhound example. 6 TK hits is going to wipe the void shields from the Warhounds and give them 1 DC of damage, not destroy them outright. Meanwhile an average of 3 Paladins would be going down. Also, Crusaders and Castelanns currently have void shields, there's just a typo in the list. I'm arguing replacing them with knight shields.

I use the 2008 Errata and FAQ in my games and depending on my opponent I'll use the NetEA changes. The Change Doc's I don't use anymore many because of some of the controversial stuff (MW barrage etc.). That's not to say I wouldn't use them if someone asked to though. I'm just happy to get a game in.




_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 6:38 pm 
Brood Brother
Brood Brother

Joined: Tue Feb 05, 2008 10:26 pm
Posts: 149
Quote: (Dave @ 28 Oct. 2008, 16:33 )

I'm not following you with the Warhound example. 6 TK hits is going to wipe the void shields from the Warhounds and give them 1 DC of damage, not destroy them outright. Meanwhile an average of 3 Paladins would be going down. Also, Crusaders and Castelanns currently have void shields, there's just a typo in the list. I'm arguing replacing them with knight shields.

I meant individual warhounds, taking a single TK5 or TK6 hit, which would only hit one paladin. (or am I confusing the TK hit allocation rules?)

As for getting the knight shield, I would argue that the void shield makes Crusaders/Castellans more durable. They are more vulnerable than the paladins to multiple damage TK shots, sure, but apart from that the void shields give protection that the knight shield does not, and they regenerate.

That said, I should actually play with them having void shields a few times before I expect my opinion to be taken very seriously :)

Take what I said with a pinch of salt, and we'll see if I feel the same way after a few games.





Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 7:33 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9524
Location: Worcester, MA
A single TK(5) hit would nuke a Warhound yes and leave a Knight standing half the time, yes. That begs the question though, who's firing a TK(5) at the poor paladin. :p

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 7:35 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 20, 2005 8:45 pm
Posts: 11147
Location: Canton, CT, USA
Quote: (Dave @ 28 Oct. 2008, 13:33 )

A single TK(5) hit would nuke a Warhound yes and leave a Knight standing half the time, yes. That begs the question though, who's firing a TK(5) at the poor paladin. :p

Agreed. It's a waste of firepower, given a choice of targets.

_________________
"I don't believe in destiny or the guiding hand of fate." N. Peart


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Nov 01, 2008 1:36 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Sep 04, 2008 12:27 am
Posts: 633
Location: Melbourne, Aus
On a related note, on turn two of the following game my Nova cannon melted a great gargant, on turn 3 it killed 3 stands of grots ;-)

I played another game with my list from the tournament toady VS orks, winning 2-0 on the fourth. The ordinatus once again proved very effective in breaking a stompa mob and slasha gargant on turn one then destroying a great gargant on turn two (once its shields had been taken off by a lot of firepower from some paladins and a mighty assault from the baron which took five points of damage off). Nova cannon also destroyed a routed boyz mob with a battle fortress that could have rallied and contested the enemies baseline objective, which the swift lancers and errants held in the end and the destroyed great gargant was his largest formation.

As posted before, here's the army list  :agree:

(450) Knights Paladin + Baron
(450) Knights Paladin + Paladin
(450) Knights Lancer + Errant
(150) Serf Trebuchet
(150) Aspirants
(150) Aspirants
(150) Thunderbolt squadron
(550) Ordinatus Majoris (Armageddon)

//2500 points




_________________
[b][color=#FF00BF]Chief DreadKnight Apologist[/color][/b]


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Nov 01, 2008 6:26 pm 
Brood Brother
Brood Brother

Joined: Tue Sep 02, 2008 2:55 am
Posts: 23
Location: northfield mount herman, mass.
For TK hits wit ha random damage roll, you dont spread the damage between war engines in a formation right? that would be silly. say you got a tk6 on a warhound pack, you wouldnt carry the extra point of damage over to the other machine.

_________________
On the Land Raider
A-"It has a front, rear and side hatche so that 360 degrees of the land can be raided with ease."

B-"you are incorrect sir. There is no rear hatch on a Land Raider, so the land can only be raided across 270 degrees."


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Nov 02, 2008 3:58 am 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9524
Location: Worcester, MA
There's probably some FAQ entries on this but here are some examples for packs of two Warhounds:

5 TK(1) hits - 3 on the closest, 2 on the next
1 TK(5) hit - it goes on the closest
1 TK(4) hit and 1 TK(1) hit - the TK(4) on the closest, the TK(1) on the next
2 TK(2) hits, 1 TK(1) hit - the 2 TK(2) on the closets, the TK(1) on the next

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Nov 02, 2008 10:57 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Dave is correct.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Nov 02, 2008 8:42 pm 
Purestrain
Purestrain

Joined: Sat Jan 31, 2004 6:42 pm
Posts: 3305
Location: West Yorkshire, UK
Quote: (Dave @ 02 Nov. 2008, 02:58 )

There's probably some FAQ entries on this but here are some examples for packs of two Warhounds:
(Snip)
2 TK(2) hits, 1 TK(1) hit - the 2 TK(2) on the closets, the TK(1) on the next

The rest made sense to me. This one I am less sure. Why would it not be:
1 TK(2) on the closest, 1 TK(2) on the next, and then finally 1 TK(1) on the closest again.

Cheers

James

_________________
My TOEG- Blood Angels and Deathbolts
My Painting Blog- Evil Sunz, Goffs
My Epic trades list


Top
 Profile Send private message  
 
 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Nov 02, 2008 8:46 pm 
Brood Brother
Brood Brother

Joined: Sun Apr 16, 2006 1:39 pm
Posts: 227
Hits are allocated on the closest unit until the point it has received damage equal to its DC. Thus if a warhound has received a TK 2 hit, it must receive another hit before the next closest warhound receives anything.

My understanding is that for ranged fire, the attacker chooses the order so in the example the TK 1 hit could be given to the first warhound and a TK 2 hit could thus be put on the second warhound.

_________________
They are free, yes, but not entirely free; for they have a master, and that master is Law.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 164 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10, 11  Next


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net