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Odd thoughts about forge knights

 Post subject: Odd thoughts about forge knights
PostPosted: Fri Mar 13, 2009 3:34 am 
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One thing that always struck me as odd about the forge knights was the size of the detachment. I'm sure this has been discussed quite a bit but I think six units is just too many. Not necessarily because it's over powered or under powered but because the unit is somewhat unwieldy to manipulate. I'd like to propose changing the detachment to three forge knights but changing them to war engines with two hits and doubling their rate of fire. The end result would be a unit that performs in much the same manner outside of the changes to ZoC and the affects of BM on war engines.

I admit that it's mostly for cosmetic reasons because the size of the knight paladin models makes a unit of three look better on the table than a gaggle of six but I do have several more substantial reasons for this.

First, the knight models are getting harder to come by in number so fielding fewer models makes it easier to field the detachment.

Second, the things are nearly the size of warhounds so I think they are too big to classify as just armored vehicles.

Finally, fewer models makes movement go a little quicker helping to speed up game play and fits better with the idea of one man titans.

The end result would look something like this:
Forge Knights, three Forge Knights, 400 Points

Type..Speed..Armour..Close Combat..Firefight
WE......20cm......4+............4+.............5+

Weapon....Range..Firepower Notes
Arc Lance..30cm....2xAT4+... â€â€

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 Post subject: Odd thoughts about forge knights
PostPosted: Fri Mar 13, 2009 11:17 am 
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Forge Knights are meant to be smaller different beasts to the Knights of old though aren't they? I really love having this unit of weaker non-combat orientated knights myself (but am not bothered if they come in units of 6 or a bit smaller or whatever).

Something that's a standard construction/repair machine shouldn't have the amount of weaponry and survivability you're suggesting IMO and it's nice to have the true combat knights reserved for the Knight World list. Failing dangerous terrain test being risky for something more intended for moving around a workshop than a battlefield seems fine and appropriate to me.  

Personally I'm extensively converting my Forge Knights, most of them from a base of the slightly smaller metal SM1 era Knights, plus the additional of liberal amounts of W40k and Forge World servitor bits.

Since I prefer the metal Paladins I actually have a bunch of rather battered plastic Paladins I have no use for if you want to trade for them (they wouldn't be ideal for Paladins as some weapons might be missing/damaged and you can basically forget the spikes on the top of the knights, but they'd be good for converting to forge knights with construction type arms/attachments instead).


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 Post subject: Odd thoughts about forge knights
PostPosted: Fri Mar 13, 2009 1:17 pm 
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ZoC will actually remain similar as WE can have 5cm per DC between them.

The formation will loose 3cc attacks and 3ff attacks (half)

Currently they have 5cm between them but as WE they could have 10cm (dc x 5cm) but because you are losing three models you can't stretch it them out quite as far as the original six.

It shouldn't loose any attacks since they would now be dc2 war engines which would have one attack per DC making the unit of three have a total of 6cc +6MW cc or 6ff attacks same as the unit has now.


Something that's a standard construction/repair machine shouldn't have the amount of weaponry and survivability you're suggesting IMO and it's nice to have the true combat knights reserved for the Knight World list. Failing dangerous terrain test being risky for something more intended for moving around a workshop than a battlefield seems fine and appropriate to me

I don't see how this would be much different than the detachment is currently. They pack the same amount of weapons as before just fewer models are needed. This isn't intended to make them more powerful, just require fewer models to do the same thing. I would suggest just halving the detachment size but that would severely limit their capabilities. If it needs fluff justification, it seems to me that a unit designed specifically for construction would be capable of mounting equipment that could easily cut through the toughest armor so it could affect repairs or fabricate parts.

Barging is a good point and although it' a relatively simple adjustment on paper it would need a some actual game tests before I could fully comment on the performance.




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 Post subject: Odd thoughts about forge knights
PostPosted: Fri Mar 13, 2009 1:47 pm 
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Quote: (GlynG @ 13 Mar. 2009, 17:17 )

Since I prefer the metal Paladins I actually have a bunch of rather battered plastic Paladins I have no use for if you want to trade for them (they wouldn't be ideal for Paladins as some weapons might be missing/damaged and you can basically forget the spikes on the top of the knights, but they'd be good for converting to forge knights with construction type arms/attachments instead).

Hi GlynG.

I'd be very interested in 2 of those plastic Paladins. The ones I presently own have also had the spikes broken off and have no arms so 2 more the same is good for me.
I have some plastic Mad boyz (7 individual troops) and some Plastic Wild boyz (7 individual troops). I also have 15 of the older style Storm boyz (your trade thread doesn't specify which you prefer).

Is that enough to get 2 plastic Knights?
Let me know if so and we'll move this to your trade thread.

Oh, and I quite like these Knights being smaller than the proper Knight World knights aswell. Sets them apart from each other. I'm flexible on the number but 3 is generally the worst size for non war engine formations - kill one and they're broken (I concede changing them to WE's does make them more survivable in a group of 3 though).

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