Apocolocyntosis wrote:
batrep here:
http://www.taccmd.tacticalwargames.net/ ... 84&t=20811A few thoughts:
Knight shields and void shields. All the DC1 knights have knight shields, fine – but then the DC2 baron gets a knight shield while the DC2 crusader/castellan/warden have a full void shield, is there a particular reason?
Mainly, I'm still considering a tweak of the KnightShield rule and whether Void Shields are warranted on the Crastellans, and so reshuffling would have been counterproductive. I'm not sure Crastellans warrant DC2 based on the official miniatures (they're smaller though a little more robust, than Errants). There will be changes in the future, but I didn't want to throw everything up into the air without some more serious consideration. A side note, the effect that PinPoint attacks have, is problematic with regards Barons. Lost more Barons to PP and failed DT tests, than I have to the enemy.
Apocolocyntosis wrote:
The FF/CC split on lancers/errants seems a bit odd. The errants have the best ranged shooting of the pair, but the worst FF, while the lancers, with a massive lance, get the worst CC? The extra attacks even it out more and the lance is small arms not assault, but they both still feel a bit out of place, is one of them meant to be FF and one CC centered?
Another one of the issues I've been wanting to play around with. But with this, I'm kinda set on the Errants being the CC specialists and the Lancers being FF specialists. The shooting is actually fairly disparate from it's beginnings, with the Thermal Cannon actually given a boost (in the initial incarnation, Thermal Cannon had a 25cm range, which translates to approx 15cm in this version). That'd make them even worse, and I already see them slightly inferior to Lancers. The Power Lance has been configured as a FF weapon, with the burst coming from within the Lance, rather than the Lance contacting the opponent (which given the actual miniature is probably a good thing, from a leverage/tensile strength perspective). Whereas the Errant's Power Gauntlet is completely CC oriented.
Apocolocyntosis wrote:
Knight shield. This special rule, allowing save vs TK, could be of use in other lists, could it get a more generic name/text so that it could be used elsewhere if needed? It could also be changed from allowing a '4+' save to allowing the unit to take its normal armour save (no re-rolls) – this would have no effect on the knights who are all 4+ anyway but again makes it a rule that could be used elsewhere.
It already exists, for the most part. It's essentially an Eldar Holofield (the mechanical effect is almost identical), with the two additional provisios. There's several special abilities that could be refined and added to the standard list. Indomitable, Support Craft, and the WorldEaters/BloodAngels thing.
Apocolocyntosis wrote:
Indomitable. From one game I found this to be very strong. Knights have a problem with small formations breaking, but this is also one of the best way to kill a horde of RA4+. I think id rather see something that makes them harder to break than harder to kill, as it is the breaking that is the initial problem.
Actually, personal experience has been that breaking wasn't the problem, having enemy units look sideways at them when they were broken, was. I'd like to see other people's opinion on this, or if it's just me. Making them harder to break is still an option, but I want to see where Indomitable takes us first.
Apocolocyntosis wrote:
If it is kept and found to still be a bit OP, maybe remove the RA re-roll allowance on indomitable, but keep the regular save – this would soften it a bit and make broken knights somewhat easier to kill without guaranteeing their destruction.
From a 'chivalry' fluff perspective (if that is even still in the background) once one of the noble knights has broken that would be it – he has shown himself to be an unworthy failure etc, not a tower of RA4+ strength. I would see knights as being hard to break but wretched and outcast once they have turned their backs.
Sounds like a good idea. Was what I was considering, should it prove too big a boost. The only problem with it to start, is that it's essentially divesting the new rule, from the old one (Hena's Death Guard). Which we've already discussed above, re: KnightShield/HoloField.
Appreciate the playtest report. Hope to see more. I'll ask some questions on the other thread later.
Morgan Vening
- KnightWorld SubChampion