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House Hyperion Knightworld V1.02

 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Sep 18, 2009 8:30 pm 
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I’m giving this list a proper look over as I’ll be using it against Man of Kent on the weekend and whilst it generally looks decent there are some things that look wrong to me and I think need to be changed (especially the Errant’s move!). It may be balanced for all I know, but it doesn’t represent the background and roles the Knights were created with in places, possibly because you didn’t have access to that when you wrote your first list.

Why does a Knight Errant possibly have a move of 30cm? Unlike the fast Knight Lancer it has the same basic body and legs style of the Palladin and it clearly should have the same basic speed of 20cm like when the unit was created in the SM/TL days.

Going back to the SM/TL and what makes sense from the look of the model the Baron should really have a move of 25cm if not 30cm (in SM/TL it and the Lancers are the fast knights and they both have the same movement).

Why has the Knight Lancer’s role been changed with its Power Lance now only working in CC, when it used to be equally deadly and effective at 15cm FF range? They were always worse in CC than the Palladins or Errants and so often hung a little further back and did the equivalent of firefighting in today’s rules. on re-reading I realised I'd misread this.





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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Sep 18, 2009 8:33 pm 
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I know I've been promising it for a while, but now that I have some other projects out of the way, I intend to return to this list soon.

As to the stats, they were copied straight out of V2, which was not developed by me, so I can't tell you why they picked the stats they did.




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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Sep 18, 2009 9:13 pm 
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Version 2? This is version 1.02 isn’t it? Did you restart the numbering when you took over the list or something? Good to see you coming back and giving this list some time :-)

The more recent background and rules has largely ignored them (did Knights even have mentions and stats in Epic40k?) but you really should go back to TL era when they were released and were a popular and prevalent part of epic Imperial armies, rather than a niche often overlooked sublist.

I reckon having a good look over how the units were and having a go over the stats when you come to re-do the list would be a good idea.

I’ll play them Sunday anyway and will mention how I did (probably not a full report, though I want to start doing some of those in a while).


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Sep 18, 2009 9:23 pm 
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Quote: 

Version 2? This is version 1.02 isn’t it?

Yes it is.

Quote: 

Did you restart the numbering when you took over the list or something?

I was referring to AMTL V2, which had Knights, Titans, and Skitarii, all in a single list.

When I was asked to develop the AMTL list, I split it into three sub lists, in order to do proper justice to each.


If you (or anyone) would like to propose better/more appropriate stats for the various Knight types, my ears are open.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Sep 18, 2009 10:39 pm 
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Ah I see, wasn't active around that time.

Bear in mind the below is based on my musings from the old stats and the feel of the units, not on game experience or balance.

I say Errants should go down to being speed 20cm but be up-gunned to compensate. The TL stats for their guns were really powerful – they had a -3 save modifier on their shots, the same as a Titan Melta Gun say, though one less than the -4 on a Volcano Cannon or Shadowsword. I reckon they could easily justify a MW3+ attack or maybe even a MW2+ attack if playtesting/opinion found the first not to be enough. They should be slow and short ranged, but very deadly at that short range. More of a niche unit than the Palladins.

I’d also like to bump the Baron up to 25cm move to be more representative, which I think is a good halfway house. It wouldn't change that much as it'd mean he's either slightly slowed down by the Errants/Palladins he joins or slightly slowing down the Lancers. Not sure how effective the unit is now to know whether +5cm would be ok as is or if something would have to change to compensate, perhaps +25pts though he'd pricey as is.

Ignore my previous comment about the Lancers! I’d mis-read the profile for them and they are how I think they should be, silly me.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Sep 19, 2009 12:25 am 
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Could you confirm whether Castellans/Crusaders have Void Shields please E&C? And whether it's one or two? You said previously them not having them was a typo and it would good to know how they should be.

I think I might go for the below, designing the list around what I have and trying out some of each Knight (except Wardens which I don't have enough models for) rather than tactical consideration. I may combine the 2 3 strong Palladins into one 6 I haven't decided.

6 Paladins, 1 Baron 700
3 Lancers        250
3 Errants        250
3 Paladins        250
3 Paladins        250

Serf Levy         150
Thunderbolts        150
3 Castellans        500
3 Crusaders        500


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Sep 19, 2009 12:35 am 
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Could you confirm whether Castellans/Crusaders have Void Shields please E&C? And whether it's one or two? You said previously them not having them was a typo and it would good to know how they should be.


IIRC it should be one Void.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Sep 19, 2009 12:38 am 
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Thanksie! :-)


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Sep 19, 2009 6:10 am 
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Quote: (GlynG @ Sep. 18 2009, 15:30 )

Why does a Knight Errant possibly have a move of 30cm? Unlike the fast Knight Lancer it has the same basic body and legs style of the Palladin and it clearly should have the same basic speed of 20cm like when the unit was created in the SM/TL days.

Going back to the SM/TL and what makes sense from the look of the model the Baron should really have a move of 25cm if not 30cm (in SM/TL it and the Lancers are the fast knights and they both have the same movement).

I was saying the same thing over a year ago. I gave up.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Wed Sep 23, 2009 6:25 pm 
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Interesting rumours:

From Warseer: http://www.warseer.com/forums/showthread.php?t=221708

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From one of the many little birds who flitter about the tubes..

"I asked Forgeworld about xeno stuff such as: Ad-Mech, Knights and Eldar. They are very enthusiastic about that whole Ad-Mech stuff, but they said it is unlikely to happen anytime soon. Eldar were mentioned as playing a role in IA-9.

Forgeworld said they have no plans for the mighty Phantom titan. Moving onto the remaining Eldar superheavy tanks (Void Spinner, Stormserpent), they mentioned that they are planning to make the Void Spinner, but if they ever get around doing the Storm Serpent it would probably a completely different design. So the current scoop is Void Spinner-likely, Storm Serpent-not.

Turning towards Ad-Mech Knights, it was said they were looking into making some Imperial ones but their overall design would likely be altered from the "Barony stuff" from Epic to a smaller support titan concept for the titan legions. I gather they intend to make one. Eldar Knights were ruled out as highly improbable.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Wed Sep 23, 2009 9:30 pm 
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Interesting. How do Knights and Ad Mech qualify as "xeno stuff"?  ???

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Wed Sep 23, 2009 9:31 pm 
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Aye I heard about this, interesting stuff.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Thu Sep 24, 2009 1:00 am 
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But Knights are a separate class then titan, why classify them as such?


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Thu Sep 24, 2009 2:00 am 
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GW is known to rewrite the history of there universe whenever they want.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Thu Sep 24, 2009 3:15 am 
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Quote: (mnb @ Sep. 24 2009, 02:00 )

GW is known to rewrite the history of there universe whenever they want.

GW is known to rewrite the history to make it lopsided and let BL screw everything up.


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