Tactical Command
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Knightworld v1.03
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=22&t=18084
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Author:  Evil and Chaos [ Wed Apr 07, 2010 12:40 pm ]
Post subject:  Knightworld v1.03

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

Attachments:
Knightworldv1.03.pdf [44.01 KiB]
Downloaded 610 times

Author:  Morgan Vening [ Wed Apr 07, 2010 1:21 pm ]
Post subject:  Re: Knightworld v1.03

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.

Author:  Evil and Chaos [ Wed Apr 07, 2010 1:40 pm ]
Post subject:  Re: Knightworld v1.03

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

Author:  Flogus [ Wed Apr 07, 2010 2:55 pm ]
Post subject:  Re: Knightworld v1.03

Lancer : "Power Gauntlet" ?
Paladin : Knight Cannon Range "45m", Autocannon : "AP4+/AT6+"
Castellan : "Gattling Cannon"

Author:  Evil and Chaos [ Wed Apr 07, 2010 3:04 pm ]
Post subject:  Re: Knightworld v1.03

Thank'ee :-)

Author:  Dwarf Supreme [ Wed Apr 07, 2010 4:25 pm ]
Post subject:  Re: Knightworld v1.03

I guess you didn't notice my comment in another thread about the misspelling of "Senechal" in the upgrades section.

Author:  Evil and Chaos [ Wed Apr 07, 2010 4:36 pm ]
Post subject:  Re: Knightworld v1.03

I did but I was in a hurry to get the file uploaded this morning and get to work.

Next version. :-)

Author:  Dwarf Supreme [ Wed Apr 07, 2010 6:57 pm ]
Post subject:  Re: Knightworld v1.03

Okay. Just checking.

Author:  Morat [ Fri Apr 09, 2010 12:04 am ]
Post subject:  Re: Knightworld v1.03

Playtest added in the Battle Reports forum:

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

Author:  Mc Haggis [ Fri Apr 09, 2010 9:46 pm ]
Post subject:  Re: Knightworld v1.03

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.

Author:  Evil and Chaos [ Fri Apr 09, 2010 10:24 pm ]
Post subject:  Re: Knightworld v1.03

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.

Author:  lordgoober [ Sat Apr 10, 2010 5:47 am ]
Post subject:  Re: Knightworld v1.03

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.

Author:  Evil and Chaos [ Sat Apr 10, 2010 8:43 am ]
Post subject:  Re: Knightworld v1.03

Cool.

Author:  Mc Haggis [ Sat Apr 10, 2010 11:41 am ]
Post subject:  Re: Knightworld v1.03

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.

Author:  Evil and Chaos [ Sat Apr 10, 2010 11:48 am ]
Post subject:  Re: Knightworld v1.03

Nice nice.

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