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Knightworld v1.03

 Post subject: Knightworld v1.03
PostPosted: Wed Apr 07, 2010 12:40 pm 
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Okay let's move the discussion on the Knightworld list over here, with a brand new list link. :-)

V1.03
Changed Levy Infantry to become Skitarii
Removed Rough Riders
Modified army list structure
Changed Knightshield rule


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Knightworldv1.03.pdf [44.01 KiB]
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 Post subject: Re: Knightworld v1.03
PostPosted: Wed Apr 07, 2010 1:21 pm 
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I wish there'd been some more radical changes, but c'est la vie.

Is the Seneschal supposed to add a KnightShield? The "A unit may have only one of each special ability" clarification in the FAQ/Errata technically makes the Seneschal's KnightShield wasted, without some further explanation. Also, the addition of the Seneschal causes an automatic conflict with the exception in Knightshields. So I'm not sure if it was a cut-and-paste error, or not.

Morgan Vening
- Won't rant about the 3 knight formations. Yet.


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 Post subject: Re: Knightworld v1.03
PostPosted: Wed Apr 07, 2010 1:40 pm 
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Quote:
I wish there'd been some more radical changes

Baby steps first, we're just restarting this list.

Quote:
without some further explanation

Which will be added in 1.04

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 Post subject: Re: Knightworld v1.03
PostPosted: Wed Apr 07, 2010 2:55 pm 
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 Post subject: Re: Knightworld v1.03
PostPosted: Wed Apr 07, 2010 3:04 pm 
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Thank'ee :-)

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 Post subject: Re: Knightworld v1.03
PostPosted: Wed Apr 07, 2010 4:25 pm 
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I guess you didn't notice my comment in another thread about the misspelling of "Senechal" in the upgrades section.

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 Post subject: Re: Knightworld v1.03
PostPosted: Wed Apr 07, 2010 4:36 pm 
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I did but I was in a hurry to get the file uploaded this morning and get to work.

Next version. :-)

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 Post subject: Re: Knightworld v1.03
PostPosted: Wed Apr 07, 2010 6:57 pm 
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Okay. Just checking.

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 Post subject: Re: Knightworld v1.03
PostPosted: Fri Apr 09, 2010 12:04 am 
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Playtest added in the Battle Reports forum:

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=18111&p=349008#p349008


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 Post subject: Re: Knightworld v1.03
PostPosted: Fri Apr 09, 2010 9:46 pm 
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Knights are now unstoppable in a firefight with these shields, if we keep them we will have to get rid of that shock lance first strike firefight attack which should tone them down.


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 Post subject: Re: Knightworld v1.03
PostPosted: Fri Apr 09, 2010 10:24 pm 
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Or increase points costs, or reduce core armour saves, etc.

One game report where one Knightworld opponent makes a lot of mistakes and then still only loses by a slim margin does not an instant change make.

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 Post subject: Re: Knightworld v1.03
PostPosted: Sat Apr 10, 2010 5:47 am 
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I've just gotten the majority of my knights back from the guy I traded them to 3 years ago (he needs to dig up my crusaders and castellans) so I'll be able to give this list a shot sometime in the near future.


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 Post subject: Re: Knightworld v1.03
PostPosted: Sat Apr 10, 2010 8:43 am 
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Cool.

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 Post subject: Re: Knightworld v1.03
PostPosted: Sat Apr 10, 2010 11:41 am 
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One playtest against one army isn't something that really requires an instant change to the list. However I think we will be dusting off some space marines so see how the kings of the firefight fare against them, we have enough warhounds, thunderhawks and terminators to give it a good go.


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 Post subject: Re: Knightworld v1.03
PostPosted: Sat Apr 10, 2010 11:48 am 
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Nice nice.

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