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House Hyperion Knightworld V1.02

 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Mar 23, 2008 12:23 pm 
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Go for "Serfs" instead of "Peons".

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Mar 23, 2008 12:45 pm 
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Go for "Serfs" instead of "Peons".


I agree with that. I think "men at arms" implies a bit too much quality for the peasants. Men at arms in real life were effectively knights without the title, rather than rabble.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Mar 23, 2008 12:46 pm 
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No sentinels!  No!


Seconded. The rough riders fit beautifully into the list I think, but not sure sentinels would.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Mar 24, 2008 4:35 pm 
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V1.01
Peons renamed to Serfs.
Basilisks changed to Siege Howitzer
Blitzen AA gun introduced
Skitarii Demi-Century reduced to Quattro-Century

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Mar 24, 2008 11:02 pm 
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I'm curious how a Chaos version of this list would work. I mean...Knights existed before the Horus Heresy and many turned Traitor (the Slaanesh Daemon Knights are proof of this), I was curious if there would also be Knights for the other Chaos Gods or Undivided versions.

Why has the Lancer been upgraded with more weapons by the way? I remember the old models only had a single weapon, no lances. The Daemon Knights only got a single Knight Cannon as well, I just assumed they would be corrupted Lancer Knights. Would it be possible to include a Knight like that for the Loyalists as well?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Mar 25, 2008 4:50 am 
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(malika @ Mar. 24 2008,22:02)
QUOTE
Why has the Lancer been upgraded with more weapons by the way? I remember the old models only had a single weapon, no lances.

The 2nd edition Lancers had a shock lance, a battle cannon, and a bolter / heavy bolter.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Mar 25, 2008 3:03 pm 
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Are the 3 strong knights going to do well regarding blastmarkers? 1 casualty is going to see them broken.

Might a 4 strong with an upgrade of 2 work better? Then the base formation would be much tougher.

That or make them DC 2 RA CC FF 5+?

Sorry I cant playest - I dont have enough knights! (I almost asked for Crusaders to be moved from Support just for this selfish reason!)

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Mar 25, 2008 3:11 pm 
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(Pariah Press @ Mar. 25 2008,03:50)
QUOTE

(malika @ Mar. 24 2008,22:02)
QUOTE
Why has the Lancer been upgraded with more weapons by the way? I remember the old models only had a single weapon, no lances.

The 2nd edition Lancers had a shock lance, a battle cannon, and a bolter / heavy bolter.

Fair enough, I was simply looking at the old models and there you could only see that cannon.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Mar 25, 2008 3:24 pm 
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(Kleomenes @ Mar. 25 2008,10:03)
QUOTE
Are the 3 strong knights going to do well regarding blastmarkers? 1 casualty is going to see them broken.

Might a 4 strong with an upgrade of 2 work better? Then the base formation would be much tougher.

That or make them DC 2 RA CC FF 5+?

Sorry I cant playest - I dont have enough knights! (I almost asked for Crusaders to be moved from Support just for this selfish reason!)

I've found that formations of three for Castellans and Crusaders work fine, since they have 2 DC each. On the other hand, for the other Knights formations of three can be fragile. That's why I lately when I have played Paladins, I took the upgrade for three more and they were more durable.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Mar 25, 2008 5:03 pm 
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Good job Evil and Chaos.

I think you have got it basically right first time.

A simple list with lots of WEs striding across the battlefield.

Maybe the Knight stats need to be checked, but I agree that the unit size should be 3 with the upgrade to make them a better sized unit.

In the past I have used units of 6 Paladins & 6 Lancers and these have been very good. Especially the Lancers when they charge accross the battlefield and get into FF (18 attacks, 6 FS, 6 Macro).

My only thought is do you think that units should be mixed after an upgrade. i.e. 3 Lancers & 3 Errants.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Mar 25, 2008 7:05 pm 
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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Wed Mar 26, 2008 8:49 pm 
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I'm guessing you don't want to, but any thought of creating different stats for AT-era Knights (aside from the Warden)? It's no big deal if you don't. I was merely curious.




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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Wed Mar 26, 2008 9:11 pm 
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Just a thought about the warden;
How about giving it anti aircraft ability? It would make a more unique unit for air cover and give the Warden a specific role.

Personally I d like sentinels, they could fit an all walker feel to the army, although I seem to be in the minority here.






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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Wed Mar 26, 2008 9:25 pm 
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(Bub @ Mar. 26 2008,16:11)
QUOTE
Personally I d like sentinels, they could fit an all walker feel to the army, although I seem to be in the minority here.

I like the idea, too, for the reason you mentioned - the all walker feel.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Wed Mar 26, 2008 9:41 pm 
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What about CC-specialist Sentinels?

IE: They 'joust' with mini-lances.

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