Played a 3k GTS game against E&C's Cadians tonight. We didn't have time to go after the 3rd turn but general consensus around the table was that the knights had squeezed out a 2-0 victory or at least would win on tiebreakers. This is the list I used along w/ my comments:
2*3 Wardens (1 ballista, 2 battlecannons each)
Consensus was that these were perhaps a bit too tough w/ 6 DC and 1 void shield for just 250 pts each. That and their 4+RA means they are probably point for point the toughest fm in the game! The balista also has a very generous range when shooting as AA. Also I don't understand why these are DC2 since the models are the size of every other knight. Perhaps at DC1 w/ the void shield they would be better balanced. But then the cost would likely go down to 225 or 200.
3 Paladins
Useless compared to the other DC1 knights. So useless they were ignored by E&C for the most part and managed to capture some objectives late in the game.
2*6 Errants (1 w/ a seneschal to make it a BTS)
Shot and assaulted to bits, probably because of how much terror they inspire. They are decent even when clipped which was quite surprising. The 30cm move with the 30cm MW4+ makes them great choices in most situations. Probably too good for 75 a pop.
2*3 Lancers
Didn't do much but I really should have used mixed fms of them and Errants to avoid being clipped with the Errants. Once again, probably too good at 75.
Warhound w/ Turbo and Vulcan
Costed at 300 pts. Felt right in all regards. Mostly picked it as I had ran out of support fm slots.
3 Trebuchets
Useful. The 60cm range makes its vulnerabilities almost irrelevant. It's too cheap at 125 pts compared to other artillery. Perhaps to bring the knight flavour more and make its vulnerability more relevant, change the range to 45cm? This makes it a compulsory garrison which is risky, or something that sits in the back to be used only defensively. Don't know the fluff for it so not sure. But next time I will spawn these more
2*6 squires w/ ballista Warden
Excellent fms! Can garrison w/ overwatch, put a BM on aircraft, do the scouting thing w/ screening, are tough (8 hits+1 void altogether), etc etc.
Overall the DC1 knights could all stand to lose 1 attack, perhaps the first strike is just their regular DC1 attack not yet another extra.
So even if I mention that so many things are too powerful when considered on a 1 to 1 basis, we also have to remember that armies function as a whole. Knightworld has:
- no teleporters
- no decent infantry to take buildings and cover
- will fight most of its assaults outnumbered
- can't handle artillery on the backfield as it can't just thunderhawk marines in or teleport termies in
- has only fighters but no bombers now
- an SC is a big commitment
- relatively little fearless fms
- modest SR
- no planetfalling nor spaceships
- is overall easy to break
Next time I will give the crusaders/castellans a go if I can find the right models for it. Otherwise it's spam Lancers/Errants and Wardens...