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Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)

 Post subject: Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)
PostPosted: Wed Dec 14, 2016 2:34 am 
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Hi All,
Well we manage another game of epic. It was 3000 point per side and it was between Knight World (NetEA v2.2.2 *APPROVED*) and Thousand Sons (6.1.2)

I played the Thousand Sons(6.1.2) and Trent Played the Knight World (NetEA v2.2.2 *APPROVED*)

Link to Thousand Sons (6.1.2)..
viewtopic.php?f=82&t=30250&start=60
Changes tested..
Dropped the rubric rule
AHRIMAN'S CHOSEN
SCARAB OCCULT

Link to AAR…
http://pfe100.blogspot.com.au/2016/12/t ... netea.html

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 Post subject: Re: Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)
PostPosted: Wed Dec 14, 2016 2:50 am 
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Interesting. Couple of comments. Just curious why the rubrics were so spread out for dread claw deployment. Might have been better to keep them a little closer together and teleport the chosen in with them for maximal FF support. Could have done a ton more damage. Also the teleporting placement for the chosen seemed overly risky as it allowed the Knights soooo much supporting fire.

Also corner deployment is much more favoutable to pick when playing a drop list. More limited deployment for your opponent and better assault opportunity as well as making them have to travel farther to reach your blitz.

Little confused as to who played what. The opening statement says PFE played sons and Trent played knights but the narative changed in the closing comments and it sounds like it was in fact the opposite.

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 Post subject: Re: Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)
PostPosted: Wed Dec 14, 2016 3:07 am 
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Thank for reading...

Yeah explain to Trent all the above, after the game. As always he does want he wants.It was still interesting fight and I enjoyed it..I plan on taking the list out again myself and doing want you mention...I may line up to face Titans list to see how it goes..

Tweak the end bit, hoping it's clearer who played who...

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 Post subject: Re: Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)
PostPosted: Wed Dec 14, 2016 3:16 am 
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Lol I really like reading batReps involving the Thousand Sons list, it just seems obscenely powerful to me. I think more people would play it but fear making the investment as its going to need to change dramatically before it has a chance to make approval.

I always enjoy your reports! You guys are very prolific! Hats off to you.

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 Post subject: Re: Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)
PostPosted: Wed Dec 14, 2016 4:56 am 
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Thanks for reading..

atension wrote:
Interesting. Couple of comments. Just curious why the rubrics were so spread out for dread claw deployment. Might have been better to keep them a little closer together and teleport the chosen in with them for maximal FF support. Could have done a ton more damage. Also the teleporting placement for the chosen seemed overly risky as it allowed the Knights soooo much supporting fire.


well considering i have to write down the coordinates for where stuff lands before objective, you either do as you say put them together and just hope that the enemy doesn't places most of his forces to the other side of where you drop pod, or you can spread them out a bit more and have a greater chance of getting them, plus makes it harder for the opponent to do things he ether ignores the forces in front of him and goes off doing whatever his plans to do, if he does that well it gives my forces free reign of his side of the board.

As for the teleporting part of it, I forget to do that and second have some backup isn't a bad idea either. ;)

atension wrote:
Also corner deployment is much more favoutable to pick when playing a drop list. More limited deployment for your opponent and better assault opportunity as well as making them have to travel farther to reach your blitz.


Yes true, but I decided not to test corner deployment in this game, since that can be PFE job in the next game.. ;)

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 Post subject: Re: Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)
PostPosted: Wed Dec 14, 2016 5:11 am 
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Objective go down before you pick Planetfall locations. If your opponent wants to keep most of his forces away from his blitz. That's not really a bad thing for you. Also I mean you can still plan for some distance between just have them in range to support with one other formation, I didn't mean put all the formations into a big clump. Then teleport your other formations to fill in the gaps from the drop pod scatter. You have to be quite unlucky to get a bad placement that you can't make work with some supporting fire here and there. Also make good use of your consolidation moves post combat to maximize your units in supporting range and minimize your opponents.

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 Post subject: Re: Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)
PostPosted: Wed Dec 14, 2016 10:20 am 
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Thanks for the report. Some games just go that way I suppose.

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 Post subject: Re: Knight World (NetEA v2.2.2) and Thousand Sons (6.1.2)
PostPosted: Wed Dec 14, 2016 11:31 am 
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Thanks guys. Will read it in the evening.

atension wrote:
Lol I really like reading batReps involving the Thousand Sons list, it just seems obscenely powerful to me. I think more people would play it but fear making the investment as its going to need to change dramatically before it has a chance to make approval.


Thanks for the interest atension, please drop me a line or two over in the development treat. I'm curious about your ideas.

Ole

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