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House Hyperion Knightworld V1.02

 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Sat Apr 03, 2010 7:44 pm 
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Evil and Chaos wrote:
I hadn't noticed that, and that caveat makes it a very interesting proposal.

Thoughts gents?


That's actually very interesting. So a formation of Knights would behave as a single WE with VoidShields and with AV status regarding hits.


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 05, 2010 4:16 pm 
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As much so as a pair of warhound titans does I believe yes.


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 05, 2010 4:17 pm 
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Nope Warhound Pairs track void shields individually.

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 05, 2010 5:45 pm 
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Okay here's a quick preview of 1.03, based in part on some of Mc Haggis' ideas.

However I am considering:

- DELETING the Trebuchet and Ballista.
and
- Giving the Knight Warden AA attacks on its Multilasers.

This would put much greater emphasis on composing your army almost entirely of Knights (Which is why you want to play this army, right?)


Alternatively we could keep the Trebuchets and Ballistas, and also put the Rough Riders back in there (as their theme as aspirant Knight drivers is kinda fun), but this time as bikers rather than horse riders.

In general I want to follow the more recent background of Knights being more firmly part of the Adeptus Mechanicus, rather than a semi-independent force.

Thoughts gents?


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 05, 2010 8:15 pm 
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Reword: 'A Formation of Knights may never have more Knight Shields than it has remaining units, and if this situation does occur, remove the extra Knight Shields immediately.' Otherwise a Baron and seneschal would only be able to use one of their shields.

Are Wardens supposed to have void shields rather than knights shields? Also I like the idea of them being the AA provider but they are super hard to get hold of on eBay. Is there no Mechanicus alternative to light artillery and AA platforms, maybe a name change would help.

Are the skitarri not longer allowed to be mobile?

I like the idea of a more Mechanicus feel to the army, I never got the rough riders to work anyway.

The problem now is that you have given Paladins, Errants and Lancers a powershield but kept their armour save the same which makes them a bit too good.

Are Errants supposed to make two 3+ attacks against things they are in base contact with and two 5+ attacks against things in firefight range in a single round?


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 05, 2010 8:38 pm 
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I'd certainly agree that 4+ RA -and- a power field is too much of a step up compared to the slight resistance to TK weapons they used to have.

Should they really lose their shields -completely- to crossfire too? They were directional in "Titan Legion" days of course, but powerfields are generally an all encompassing force bubble from what we've seen.

As for losing the "non-knightly" units, I''d say losing the artillery is fine, but I'd be tempted to keep the Aspirants and Serfs on. Mechanicum (Which is let's face it -all- we have to go on) depicts them as an organisation that is distinct from both the Mechanicum and the Legions, which leads me to think they'd keep their own support staff.


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 05, 2010 11:35 pm 
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rough riders and trebuchet were always great in my list! but, the dude abides.


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 05, 2010 11:43 pm 
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I think the Haggis is primarily "down" on Aspiants as he's only used them against an Eldar army mostly mounted in (or being) skimmers who laugh in their lengthy equine faces.

As for Trebuchets, he hasn't tried them. Aren't Knights Crusader/Castellan more worthwhile in every conceivable (assuming one is unable to conceive the simple principle of points values...) way though?


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 05, 2010 11:55 pm 
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we'll also start to lack cheap units to pad activations and point gaps if everything is made into fighting robots.


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Tue Apr 06, 2010 2:42 am 
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I say keep the Aspirants. They fit the "knightly" theme and, as fattdex mentions, eliminating too many things will reduce the number of inexpensive formations to boost the activations count.

I like the idea of giving Wardens AA capacity. I can understand eliminating the Trebuchet, but keeping the Ballista I think would be a good idea for those who are unable to get their hands on any Wardens, which are pretty hard to acquire.

Did you purposely change the Castellan's and Crusader's void shield to a knight shield? I'm guessing you did, in which case does the Warden still have a void shield?

BTW, in the army list, you left out the second "s" in Seneschal.

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Tue Apr 06, 2010 5:10 pm 
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Mc Haggis wrote:
Reword: 'A Formation of Knights may never have more Knight Shields than it has remaining units, and if this situation does occur, remove the extra Knight Shields immediately.' Otherwise a Baron and seneschal would only be able to use one of their shields.

Yup needs changing.

Quote:
Are the skitarri not longer allowed to be mobile?

Not currently... should they get transports fellas?

Quote:
The problem now is that you have given Paladins, Errants and Lancers a powershield but kept their armour save the same which makes them a bit too good.

You win some, you lose some.

TK now instantly kills Knights, instead of them having a permenant 4+ saving throw...

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Tue Apr 06, 2010 6:26 pm 
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It sound like pretty much win win to me, TK does instantly kill them as long as their knight shields are all down first.

The first thing I would with a unit like that do is march all my knights up to my opponents formations, there is no way they will down all the shields before I can launch my assaults next turn.


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Tue Apr 06, 2010 7:04 pm 
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Quote:
The first thing I would with a unit like that do is march all my knights up to my opponents formations

Give it a go, and see if that theory withstands the crucible of battle, where marching next to the enemy makes it easy for the enemy to put you in crossfire, removing your shield and giving you -1 to your main saving throw!

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Wed Apr 07, 2010 12:34 am 
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The one thing I'm hoping for in the next revision is either a change in numbers, or changing the Seneschal from an upgrade to an addition (like the Baron).

Having to spend 450-500pts getting resilience to one sucky reroll (number of times opponent has caused one hit, and I failed RA breaking the 3 Knight Formation, is about 75%).

Making it a squad of 4 for 325pts, or having the Seneschal be a 125pt upgrade (Seneshal 50pts, plus average 75pts for a single Knight) to the 3 for 250 existing formations, would make me happy. The formation size upgrades could easily be made +2@125pts (as opposed to their current +3@200) if you wanted to keep the 'standard size' to 6, and the 'standard cost' at 450.

I dunno. As for the other things, I find myself rarely considering the Ballista or Howitzer, Thunderbolts and Marauders accomplishing the same things, over a wider threat area, for a slightly higher cost, but avoiding the whole 1:1 support ratios. Levies I'd consider, but the Demi-Century seems to be a better buy, for much the same reasons as the planes.

I did really like the idea of making the Wardens the AA equivalent, but perhaps consider giving them that as a weapon option rather than as a unit upgrade. Just stick the Ballista Cannon in with the BattleCannon and Frag Launcher. I think it rates comparably with the BattleCannon (less range, less directed firepower), and the Frag Launcher, well... that always looked like it sucked.

Anyways, just my thoughts.

Morgan Vening


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