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Knights!

 Post subject: Knights!
PostPosted: Wed Dec 26, 2007 6:46 pm 
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(Ilushia @ Dec. 26 2007,03:05)
QUOTE
The paladins are slightly too slow, IMHO, by about 5cm for their primary role. And being war-engines it's quite common to see them wipe out most if not all things in base-to-base with their macro weapon chainswords and have nothing to spend other melee attacks on. The lances being first-strike FF are really wickedly powerful.

Lancers are WAY too good as they stand. Really REALLY too good. The faster movement speed and firefight abilities of them make them rediculously killy. 45cm of engagement range, combined with 6x MW First-Strike, 6x First-strike and 6x normal 3+ FF attacks, plus an inspiring leader 4+ RA and more, for 500 points is WAY too good IMHO. Both times I've fielded a full unit of 6 of these guys they pretty much obliterated whatever I pointed them out without even so much as a contest.

The lances being ranged weapons feels wrong, to be honest. It means virtually every knight has a first-strike firefight attack. I'd never take Errants at their current stats, either, as due to the WE combat rules they'd kill everything in base to base and very little else compared to the Lancers which can obliterate 8-10 guys pretty easily in an assault and don't have to worry about getting into BtB at all.

For Lances my best suggestion is make them EITHER firefight OR First Strike, not BOTH. First-striking firefight macroweapons on lancers are just sick, especially with a 3+ FF value. I think they'd be better represented by being First Strike melee weapons, as opposed to FF weapons. Paladins really need to go up in speed slightly, and lancers should probably come down slightly even with the changes to their weapons (Even with First-Strike Melee attacks they'd still be pretty darn badass). Being WEs is a mixed-bag with them, while it means you can't be forced to use your melee value, it also means your melee value doesn't 'spill over' making the Errant less valuable IMHO. I'd recommend they become AVs rather then DC1 WEs, despite the advantages being a WE brings.

Seneschals don't feel too powerful at present, but they are a very nice bump for the unit. Comparable with a Chaplain I think, only without the extra attack. Makes them extra-deadly, but not too much so. Primarily fielding lancers just makes me feel dirty, a 250 point formation should not be able to assault with 45cm reach and enough guns to wipe out a marine tactical formation in a single go the majority of the time. And these guys can, pretty easily, do so. Never mind 6 of 'em which will eat just about anything I've ever put them up against short of a titan (Which is what I have other titans to fight anyway, so they really shouldn't be fighting enemy titans to begin with unless I've already dropped shields so I can get something like 4 DC worth of damage off on it, 3 of it with first strike!). If they were melee-range they'd be fine, I think. With CC 3+ and AVs nstead of WEs, but as it stands their incredibly long reach and horrendous numbers of attacks just slaughters practically anything you care to fight with them. 6 of 'em can kill 6 tac marine stands on average rolls BEFORE the tac marines get to attack them at all! And another 2 during the main engagement!

Lancers keeping first strike feels more in character than firefight. Plus if they lost firefight it would distinguish Errants more- which will be important once get around to Knight sub-list as well as the main GT AMTL list.

Cheers

James

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 Post subject: Knights!
PostPosted: Wed Dec 26, 2007 6:55 pm 
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For the most part I think Knights' stats are fine they way they are, although a 5 cm increase in speed for Paladins would be nice. I like having all five varieties. I would say that even if I didn't own all of them. However, I'm not sure all five need to be available for AMTL. Having all of them available is probably more appropriate for a dedicated Knight army list.

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 Post subject: Knights!
PostPosted: Wed Dec 26, 2007 8:55 pm 
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Well... According to all that was wrighten there, how about this :


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 Post subject: Knights!
PostPosted: Wed Dec 26, 2007 8:58 pm 
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And we absolutely forget about Warden Knights...


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 Post subject: Knights!
PostPosted: Wed Dec 26, 2007 11:01 pm 
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I'm not a fan of putting Castellans and Crusaders in the core AMTL list. The list really does NOT need more ways to field quake cannons then it already has, and certainly doesn't need ways to field them cheaply compared to fielding an extra titan. Even with the stat-review to 3BP Disrupt.

The Shock Lances should really be melee weapons. There's two reasons for this:

A: Them being firefight weapons makes them unusable for non-WEs when based (Doesn't make much sense when it's a giant lance which you can shove into the other guy and electrocute them).

B: It makes knights a much more shooty assault formation, with a first-strike attack each in a firefight. Also tends to make them feel less focused as they can either FF or CC quite nicely.

I'm still in favor of Shock Lances either losing first strike or losing their range on all knights. But I seem to be in something of the minority here, sadly.

While I think those stats with some minor tweeks would be neat for a knight-world list. I don't think their either necessary OR healthy for the AMTL list to be able to field that many knight variants (And mind you, I do own a fair number of knights paladin and knights lancer).


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 Post subject: Knights!
PostPosted: Thu Dec 27, 2007 7:31 am 
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For the AMTL Knight Paladins and perhabs a Baron to lead them is enough. Leave the other Knights to the Knight armylist.

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 Post subject: Knights!
PostPosted: Thu Dec 27, 2007 5:32 pm 
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(Tyrael @ Dec. 26 2007,20:58)
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And we absolutely forget about Warden Knights...

I think that pretty much sums it up: The AT era knights have even more differentiated weapon options. Arguing that units should have exact WYSIWYG stats in the AMTL list would result in an absolutely ridiculous ammount of options.
I know many people consider the TL era Knight models to be the "real" knights upon which the background and army list should be designed. Playing the Devil's Advocate for a second, but isn't that also a bit biased? What about those who want to be able to field the older models? After all they're all OOP and in some cases the AT era knights may actually be easier to get hold of...
It seems to me that you either go all the way and have stats for ALL knight models ever produced, or you learn to live with a few abstractions and go for some basic knight designs that fill needed roles in the list.

BTW I'm all for including stats for all knight types in a Knight specific list. I just don't think the AMTL list need them all.

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 Post subject: Knights!
PostPosted: Thu Dec 27, 2007 5:38 pm 
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(Tyrael @ Dec. 26 2007,19:55)
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Well... According to all that was wrighten there, how about this :

I like it. Keeps the option of limited numbers of errants/lancers/castellans/crusaders in main AMTL list without too many choices. Then for dedicated Knight list can split them up into separate unit choices with more options.

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 Post subject: Knights!
PostPosted: Thu Dec 27, 2007 5:50 pm 
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(Warmaster Nice @ Dec. 27 2007,11:32)
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It seems to me that you either go all the way and have stats for ALL knight models ever produced, or you learn to live with a few abstractions and go for some basic knight designs that fill needed roles in the list.

BTW I'm all for including stats for all knight types in a Knight specific list. I just don't think the AMTL list need them all.

That's pretty much how I feel, also. Have stats for all Knights for a Knights army list, but keep it simple for AMTL.

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 Post subject: Knights!
PostPosted: Thu Dec 27, 2007 6:56 pm 
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Well we got three datasheets to describe five knights types. And two else for their commanders. Restriction for errants/lancers/castellans/crusaders makes them not very good option for taking many quake cannons.
To minimise distraction from main AMTL units we can make knights allied forces. Or restrict paladin household to 0-1.


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 Post subject: Knights!
PostPosted: Wed Jan 16, 2008 11:56 am 
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this may be a bit late but here goes i think that one knight should be added to trc's list the knight palladin (the plastic one) this would make it a bit easier for people to scratch build and obtain off ebay. I also think it should be treated as a AV like the ork stomper

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 Post subject: Knights!
PostPosted: Wed Jan 16, 2008 2:28 pm 
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Geez guys, surely there is no reason to have more than 2 types of Knights, plus a command variant for the Baron? Or even just an upgrade for Barons.

Having different stats for every variant would be a massive headache, especially as WMN pointed out that Knights have been around for a long time and have many different OOP models available.

Further to that, what about people who want to use DRM walkers, or Battletech models as knights? As long as they are the right size, i'd be cool with it. The way I see it, Knights are custom made, having explicit classes not only over complicates the list, but it cuts down on modelling options, conversions or proxying.

Just like the Orks, I'd prefer to use a generic template, then I could mix and match in my formations to make them look cooler on the battlefield.

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 Post subject: Knights!
PostPosted: Wed Jan 16, 2008 8:17 pm 
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I think that for the AMTL list there should be either one knight with the option of having two knight cannons (whatever they may be) or a knight cannon and a close combat weapon.  With a CC and FF of 4ish

Or you could split the two different armaments up so you can have more adujsted FF and CC values

for example
The two gun knight could be FF3+ CC6+
and the close combat weapons and cannon knight could have FF5+ CC3+.

For the command knight.  I would keep it simple and just have a character with leader and commander.

As for size.  I think that they should be DC1 or DC2 WEs.  My reasoning is that the plastic models look quite tall, and those who convert will (probably) start out with 28mm robot models and these are just too big to be AVs.

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