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Knightworld v1.1

 Post subject: Re: Knightworld v1.1
PostPosted: Tue Jun 14, 2011 10:25 am 
Purestrain
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Well WE's can use either CC or FF with their initial attacks (split as the WE player chooses - Errant has only 1 attack though).
The only question is what happens with all the extra attacks.
If the Errant is hitting an enemy formation that is only in base contact, you wouldn't be able to get the extra FF attacks (obvious).
Similarly, if the Errant is in a FF engagement, there would be no extra CC attacks (obvious).

My only question is whether extra CC attacks can be added when the Errant used it's initial FF attack and vice versa (can extra FF attack be added when the Errant performed a CC attack)?

My initial reaction is that a 1DC WE can only add the extra attacks that are granted by it's initial attack (ie either CC or FF).

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Last edited by Onyx on Tue Jun 14, 2011 12:45 pm, edited 1 time in total.

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 Post subject: Re: Knightworld v1.1
PostPosted: Tue Jun 14, 2011 12:21 pm 
Purestrain
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Angel_of_Caliban wrote:
Simulated Knave wrote:
I think the major obstacle for most people is quantity of Knights. :P

Serious....I would love to play knights but...Knights are hard to find and expensive plus I think most of them look bad/dorky. I would love to a Lucius style Knight Line produced by some Forum Animals......Otter, Wolf, Monkey, Rays.....I'm easy.


This is an interesting idea. It would also be less apt to run afoul of IP issues to resculpt them in the blocky Lucius style. Another option would be to bug netepic to do some baby Behemoths [in the deep bule sea? Aaaargh!!].

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 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 16, 2011 1:39 am 
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I'm locking this thread, and moving the outstanding discussions to the Knightworld 1.2 thread.

Morgan Vening
- KnightWorld SubChampion


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