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House Hyperion Knightworld V1.02

 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 8:30 pm 
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Here's a test list, with thanks to wako1302 for suggesting the basic structure of the list.

House Hyperion v1.02

The basic theme is:

- Proud Knights, with their humble peasant followers.


Background will be inserted in time.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 8:49 pm 
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Terrible good :D

But you should restrict the upgrades. Or is it intentional to allow 2x the same upgrade?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 8:52 pm 
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It is intentional.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 8:58 pm 
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I tried with allowing multiplies of the same upgrade in my tceh guard list and didn't find it overpowered as along as

the core formation wasn't too large to begin with
the upgrades were kept small.

This allowed more flexability compared to the SL list, but at the cost of the maximum size of some of the formations.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 10:41 pm 
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Looks good - how I imagined a list playing out.

Maybe replace the basilisk platforms with the howitzers from the Siegemasters list? A bit lower tech.

And black on brown is hard to read :)

EDIT: Perhaps some of the other siegemaster gear could be added? EG the AA gun? Maybe the ragnaroks and the siegfrieds? Naff tech tanks for the peasants.

On the other hand, maybe no tanks is best to emphasise the peasant nature - the AA guns could go in though still?





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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 10:42 pm 
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black on brown is hard to read


Sorry, will fix in the next version.

Maybe replace the basilisk platforms with the howitzers from the Siegemasters list?

Opinions gents?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 10:48 pm 
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Quick reply :)

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 10:52 pm 
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I like the look of the list,

The Siege howitzers and Flak could work.

Also the Infantry could be militia instead of siege and make them even poorer quality.

Speed 15cm,Armour - ,CC 6+,FF 6+
Heavy weapons range 30cm, AP6+/AT6+ (as in L+D list) but have 1 weapon per 2 stands as in SL list.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Mar 21, 2008 11:06 pm 
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Perhaps even give them no heavy weapon at all, just (firefight) weapons?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Mar 22, 2008 3:42 am 
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Historically footsoldiers where only deployed to pin the enemy top one place so that the Knights cavalry could charge.
Certainly in a siege they vere much more valuable than cavalry :)

That would be their role on the Knights list too. Act as meatshields, denying terrain and capture objectives.
Leave the real fighting to men wo are noble enough to expect to win an engagement :D

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Mar 22, 2008 6:11 am 
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I think this is a great job, very simple but it looks like a fun army to play.

I'd consider giving the aspirants the scout ability, as this list has no scouts at the moment.  Or perhaps sentinels could find their home here.

I liked the suggestion for the light field guns as opposed to the Basilisk.  Perhaps make them upgrades that the support formation can purchase instead of a separate formation?

I'm no expert on Knight fluff, but did the Errant and Lancer have the same armour values as the Paladin?  It seems to me that much of a speed difference means you're going to have to sacrifice some armour.  Thoughts on 5+RA for them?

Also, what's the deal with the Warden?  Aren't the Castellans and Crusaders Wardens? Or is this a throw back to pre-TL days?

Finally, and this is a BIG must, you must change the name from Peons to something else.  It's late and I can't come up with a better suggestion at the moment.  But rest assured that if their name doesn't change there will be many, MANY, bad jokes that I'm not prepared to deal with.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Mar 22, 2008 11:40 am 
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I'd consider giving the aspirants the scout ability, as this list has no scouts at the moment.


Rough Riders have Scout by default.

The only list where they don't is the Krieg list, IIRC, because they use them as massed cavalry companies, rather than scouting patrols (Mostly).

I'm no expert on Knight fluff, but did the Errant and Lancer have the same armour values as the Paladin?  It seems to me that much of a speed difference means you're going to have to sacrifice some armour.  Thoughts on 5+RA for them?

All of the Knight stats bar the Warden were taken from AMTL v2... I simply assumed that it was correct.

Unfortunately I have no knight-literature myself... yet.


Also, what's the deal with the Warden?  Aren't the Castellans and Crusaders Wardens? Or is this a throw back to pre-TL days?

IIRC, the Knight Warden never even had rules back in the day.

There were some counts-as rules in AMTL v2, which I've expanded upon.

Finally, and this is a BIG must, you must change the name from Peons to something else.  It's late and I can't come up with a better suggestion at the moment.  But rest assured that if their name doesn't change there will be many, MANY, bad jokes that I'm not prepared to deal with.

Peons,
Serfs,
Peasants,
Rabble,
Ruffians,
Men at arms...

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Mar 22, 2008 11:46 pm 
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Give me some days and your e-mail adress and i can provide TL era rues and background :)

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Mar 23, 2008 2:31 am 
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Greetings Evil and Chaos,

If we stick with the whole medevial mindset for Knights...

I can see a Knight contingent deployed in support of a Titan Legion balking at being ordered to attack certain types of formations...especially infantry... as these types of formations would bring no honor to the Knight. ?After all, a noble would not sully his hands engaging rabble.

Agincourt Anyone?

Not sure how this could be addressed in the list. ?Perhaps a really lousy innitiative rating might reflect a Knight Houshold refusing to engage "unworthy" targets.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Mar 23, 2008 2:41 am 
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I like it a lot. ?My suggestions:

Replace the Basilisk batteries with the lower-tech stuff from the Siegemasters list as suggested above. ?Earthshakers simply have too much AT potential to be allowed in the hands of the peasantry. ?

I'd prefer the termin "men-at-arms" to peons, but it's not a big deal. ?

I'm not sure if this suggestion will prove popular, but it might be worth moving the peons to core formations. ?This would allow the list to be used more effectively in a defensive posture. ?Imagine: "The younger knights are away on crusade, when the perfidious Eldar perform a sneak attack on the castle! ?Only a rabble of ill-trained peasants and a few wardens, past their prime, can hold them off!" ?

No sentinels! ?No! ?

I wouldn't say no to some motorcycle scouts, myself. ?The Mechanicus frequently replaced the horses of man-at-arms cavalry units with bikes when they were on crusade. ?T'would be nice to have the option.

I'm at work, so I don't have my Warden stats handy.  I seem to vaguely recall that they were armed with a battlecannon and a couple of multilasers (back in AT/SM1), but that could be wrong.





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