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KnightWorld v1.2

 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Jul 29, 2011 5:56 am 
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carlos wrote:
2*3 Trebuchets
3 Tbolts


Carlos. I am interested in the above selections.

What was the purpose for taking the above 5 (?) activations? Was it simply because they were cheap activations?

Quote:
I noticed there's some stuff I've never taken so far like the infantry (what role does it play w/out transports?)


This was another area that I was going to bring up. More later when I get the time to look at the list.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Jul 29, 2011 8:53 am 
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That meant 2 times 3 trebuchets. So 2 fms of 3 trebuchets each and then 1 fm of 2 t-bolts (not 3 as mentioned and which I since edited).
At my club we only play the GTS and the knights have an issue w/ the 1st turn. All their weapons are medium-ranged (45cm and Crusaders/Castellans excluded but I haven't got the models to field them yet) and so they're usually not going to have many targets to hit on the 1st turn. So it's great to have something to activate straightaway and fill that gap until some targets present themselves. Besides, as mentioned earlier, you need something to hit broken fms that have fled behind a hill and also you need some kind of solution against artillery. If you ask me the worst thing about facing Imperial Guard, the absolutely most terrible thing about it, are manticore fms. If placed in a corner I have no way of hitting them, and every time they fire it's a broken knight fm. Knights don't have planetfallers, teleporters, 30/35cm move skimmers, etc etc so the trebuchets have a big role to play. This could change and perhaps be partially remedied by having the wardens get indirect fire on their frag launchers. Let's be honest, who would take a 45cm 1 bp (no special rules) option instead of a battlecannon or a weapon w/ AA in an army w/ so little AA?
BTW, I'd also field more t-bolts if I had more models for it. Ideally something like 2 single warhounds and 3 fms of 2 t-bolts each for 1k points!

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Jul 29, 2011 4:44 pm 
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Frogbear, it might be worth waiting until Morgan gets back before digging to deep into what needs sorting out with this list. Otherwise, what might be intended as helping out could easily be construed as trying to take over. I'm sure that's not the case, but it's easy to come to the wrong conclusions on the internet..


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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Jul 29, 2011 7:08 pm 
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I'm playing them again this week, either against Marines or Orks. Up for testing a few changes, but nothing as big as giving them ATSKNF

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Jul 29, 2011 11:16 pm 
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mattthemuppet wrote:
Frogbear, it might be worth waiting until Morgan gets back before digging to deep into what needs sorting out with this list. Otherwise, what might be intended as helping out could easily be construed as trying to take over. I'm sure that's not the case, but it's easy to come to the wrong conclusions on the internet..


:) Nah. Believe me when I say I have absolutely no interest in the Knights. I was given the challenge so I thought I would ask on the forum where people know what they are playing. Already Carlos has provided invaluable insight. I am merely asking what-if questions. It will probably all amount to nothing, however I think an outsider's view (questions) to a list is also quite useful as it is a step outside the inside where the view 'may' be limited.

If people think that I am doing anything past what I write, then they need to stop reading between the lines. There is nothing there. ;)

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 Post subject: Re: KnightWorld v1.2
PostPosted: Sat Jul 30, 2011 10:35 am 
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There are 2 questions about knights I have at the moment though:
1 - are they too tough? Small fm sizes and lack of tricks of course, but still it's an army that almost completely ignores AP and is all 4+ RA. In my 4 or 5 games so far I've never had the feeling of being wiped out. Stuff broke and it's hard to rally, but I was never getting many fms completely taken off board.
2 - can they be beaten by another assault army? In other words, if they play to their strengths and the other assault army also plays to its strength, are knights beatable?

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 Post subject: Re: KnightWorld v1.2
PostPosted: Sat Jul 30, 2011 12:13 pm 
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Carlos

My next question to you (as you seem to be getting the games in with the list), is what are your opponent's thoughts? You Ninja'd me! :D

As an opponent myself, I thought that they had too many activations for what they were. When you get past the whole 4+ RA and the 4+ Invulnerable Save on BM due to Indomitable (the latest iteration that I think you are playing), they have the weakness of blocking each other's LoS and their (hopefully) low numbers per formation and the 2+ Initiative.

I feel that the Air force and LV based AA are merely there to provide activations and in doing so (yet not limited to), they are not really in theme with how I picture the Knights.

The LV AA (if it stays) should not be able to garrison IMO, and should even be forced to maybe set up on a table edge much like a Blitz objective. The aircraft are more a factor that I have really read no literature that saw aircraft and Knights in the same scene (please provide the book name/s if I am wrong). I would rather see masses of INF troopers and possibly transports supporting the knights rather than cheap uncharacteristic Imperial Fighters and LV AA that do not exist. Seeing that cultures usually have weapons to protect against their own technology standards, I would not even flinch at INF units that had a little MW, Lance or a supporting TK attack.

The above are just some of the things that bug me about the Knights - the most being the activation count being so high. Hence the suggestion on the 25 point increases to at least peg a 10 activation force down to 9 activations.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Sat Jul 30, 2011 1:41 pm 
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I think they are there to provide balance against facing other armies who have such things. And don't ask me for book numbers please as I don't read 40k fiction.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Sat Jul 30, 2011 8:27 pm 
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FWIW I sent an email to the 2 people I played against recently asking them for feedback as opponents.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 2:14 am 
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Played tonight against zombo's Tyranids. I was expecting to play against SM so had to do a quick re-fit of the list for this very different opponent:
6 Paladins + Baron 525 BTS
5 Paladins 275
Warhound (Inferno) 300
5 Errants 375
5 Errants 375
4 Lancers 300
3 Trebuchets 125
3 Trebuchets 125
2 Thunderbolts 150
2 Thunderbolts 150
Warhound (VMBs) 300

We had to wrap things up after the 3rd turn even though I was only up 1-0 (TSNP). Some notes:
- Trebuchets are too good at 125. I'd pay 150 for them. More than that not really. There's also a limit on how many how could field given that they desperately need to be screened. In our game some lictors came around and dismantled 1 fm w/ ease (of course!) but then were killed easily by paladins themselves.
- This was my first time facing another assault army, and often the nids had no easy assaults to make. The combination of shock lance (5+ First Strike) and the fact the knights have no weak points in assaults is pretty tough. Even the paladins are 4 across the board w/ shock lance and +1EA MW in cc. Then Lancers get 3+ FF (which they can almost always use being WE) and have an extra MW FF attack. Errants are the worst culprits here and we weren't sure what kind of nid fms could tackle them effectively.
- Still felt no need to take Seneschals or the infantry.
- If I knew I was facing nids I'd have brought some sentinels. I'm not sure why they're in such big fms in this list? They come in 4 in normal IG. Six or eight plus the warden is a really big FM. Why can't they come in 4s here?
- To go back to the start I think the 3 types of DC1 knights need some kind of identity, strengths and weaknesses. Looking at the model range in these pictures (http://img.photobucket.com/albums/v738/ ... nights.jpg and http://www.galactic-intrigue.com/epicol ... ights.html) it's hard not to try and use that to differentiate the knights more. For example, have the lancer earn its speed of 30cm by having a 5+ RA and a FF of 4+ (3+ should be really rare). This would imply a point reduction or bulk discount of some kind. The Errant should likely be the same speed as the paladin (looking at the model). Then that reduces the power of its 30cm MW4+ gun and close capabilities. The TK cc attack is excessive and so is the 3+. I see them more as upgraded paladins: better gun but similar capabilities. All of this might be heresy of course.
- Baron used its re-roll every turn and threw its weight around in assaults as he should. His 3+ in cc and ff felt good for the points cost, and I think not having any other DC1 knights share a 3+ in assaults would help keep the baron special.
- Wouldn't mind if the paladins lost their recently acquired heavy bolter.
- In a list w/ so many special rules, I've used my knight shield once so far in all these games. Is it worth keeping or is it just part of the RA? Shock lance works okay, it's easy to remember but knights are pretty good in assaults already. No opinion on Indomitable as once again the knights rarely break.
- Disrupt, whether on manticores, valkyries or biovores is the knight's worst enemy.
- At the end of turn 2 and 3 I had perfect lines of knights holding the middle of the battlefield, either sustaining or assaulting here and there and pushing back the endless nids (they spawn a lot!). It felt right but as I said there weren't any soft spots for the nids to get their claws in and there should be. My choice of warhound weaponry didn't help the nids either!

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 3:57 am 
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Thanks Carlos for being so active.

Morgan is due back in less than a week now so it will no doubt be good for when he gets back.

I will post some of my own thoughts later this weekend when I have some free time. It is good you took on an assault force. It is pretty much where I have been viewing things all along....

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 8:43 am 
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Quote:
My choice of warhound weaponry didn't help the nids either!

being a's you tailored your list specifically to fight nods I'm not all that surprised you curbstomped zombo's generic all-comers list. Knights would be hard for any nix list to fight, let alone a tailored anti-infantry knigt list...

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 9:01 am 
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Part of the issue I have is that if you do not know you are coming up against the Knights, then you are not really going to be in a position to beat them (let alone compete against them) as they are not really an 'all comers' force for an opponent.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 9:29 am 
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Evil and Chaos wrote:
Quote:
My choice of warhound weaponry didn't help the nids either!

being a's you tailored your list specifically to fight nods I'm not all that surprised you curbstomped zombo's generic all-comers list. Knights would be hard for any nix list to fight, let alone a tailored anti-infantry knigt list...

In the end the traditional plasmas might have been better (ask zombo). Mainly I kept shooting small things and they kept coming back sooner or later. In the end I had only wiped out 2 fms and there were no broken nid fms on the table. You beat nids by assaulting not shooting and I forgot that lesson last evening. Oh, and I'm sure Zombo did some tailoring too and if he didn't he should have.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 05, 2011 9:37 am 
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I prefer to avoid tailoring when playtesting lists to avoid skewed results. Don't think zombo had enough models with him to do any tailoring!

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