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KnightWorld v1.2

 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 12, 2011 1:00 am 
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If it is appropriate to represent the feel of the list and it works, I do not see a problem.

I thought you SK would be one that would agree that GW fluff is inconsistent at best, and a better view would be to use existing rules that work, rather than make up new ones that are the same as an existant ones but slightly different in order to satisfy the so called 'pursists'.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 12, 2011 1:11 am 
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I think you mean purists. Pursists run GW. ;)

I'm not saying it's not a valid solution. But ATSKNF is definitely a less general rule than MW (as an example).

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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 12, 2011 5:24 am 
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It seems to me that the concern about using ATSKNF is due to the title of the special rule, rather than the rule itself.
The rule mechanic itself seems to be what most people agree the Knights could use, and seems to be a good fit for them.

If so - can we just change the name, if the purists kick up?
Change it to Indomitable, Tenacity of the Machine, Will of the Knight etc etc.

Tee


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 Post subject: Re: KnightWorld v1.2
PostPosted: Fri Aug 12, 2011 9:12 am 
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I've had my say for the most part for the last 3 or 4 pages of this thread. I will let Morgan have a read of all this and make up his own mind.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Sun Aug 14, 2011 5:05 pm 
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admiral_tee wrote:
It seems to me that the concern about using ATSKNF is due to the title of the special rule, rather than the rule itself.
The rule mechanic itself seems to be what most people agree the Knights could use, and seems to be a good fit for them.

If so - can we just change the name, if the purists kick up?
Change it to Indomitable, Tenacity of the Machine, Will of the Knight etc etc.

Tee


I was thinking the same thing. If people like the game mechanic, but not title, then change the title.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 11:01 am 
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Come on Morgan, we've waited for a week already!

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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 11:51 am 
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a suggestion for cross pollination:

From SK's heresy marines thread.

Simulated Knave wrote:
Right. Defenders of Humanity: the Special Rule (because that's what comes before "and they shall know no fear". Get it? ;) Alternate options include "Bulwark against the Terror" and "They are My Space Marines").

Looking at the individual bits of ATSKNF, I'd say something like:

• It takes two Blast markers to suppress a Space Marine unit or kill a unit in a
broken formation (ignore any left over Blast markers).
• Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space
Marines.
• Space Marine units with the Leader special ability remove 2 Blast markers
instead of 1.

Would work OK. Thoughts on it? I think it'll make the army break normally, but when it's broken it'll handle itself better, and it'll bounce back slightly quicker. And it'll be harder to suppress.


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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 1:35 pm 
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I know, I know. Having only just got my desktop back on Monday (been running off the laptop), I've been lax.

Going back to my departure, I figure I'll just stream of conciousness things. Very long, please bear with me.

carlos wrote:
Trebuchets are too good at 125. I'd pay 150 for them.

A holdover from the previous list. I reduced range, and they look OK on paper, but practical experience has shown them to be hard to judge. I've fired them once in three games, as they almost always get airbombed. No save + LV (no cover save + AP vulnerability) makes them toast. But we'll see where that goes.

carlos wrote:
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?

Ironically, the size jump was put in place to soften the ability of the army to popcorn formations. Initially they were 6 for 150, but issues with non-blister multiples brought about the ability to take 8 (with the corresponding loss of Scout).

carlos wrote:
Wouldn't mind if the paladins lost their recently acquired heavy bolter.

That's from the unpublished test list, that I'm scrapping for the moment. But they didn't 'acquire' the HB. It was a downgrade from the previously equipped AC. It was an attempt to soften them to fit the newer pricing model.

carlos wrote:
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?

I am considering redoing this aspect. There seems to be a psychological issue with facing 4+RA. Two possibilities I've got in mind, are a variation on the Holofield (3+ against all attacks), or Tau Deflector (5+ Inv Save). The latter seems a bit better, as it allows some variation on the front end. Certain units could have 5+, 4+ or even 3+ (for the toughest units), but doesn't get around the psychological aspect of a 'reroll'.

carlos wrote:
Extra note for Morgan for when he comes back: there ARE knights who are weak in assaults, but I didn't take any (Wardens, Castellans, Crusaders). Even with that, there should be more specialization among the DC1 knights which means playing around with:
- save (this is not a leman russ list so you can have 4+ RA and 5+ RA since there's different hulls)
- ff and cc values (think carefully about any 3+)
- attacks in assaults (even the paladin has 3 which seems excessive)
- moves (20 to 30 range)
- special abilities like infiltrator. If defilers, Tyranid WEs and so on can have it, why not some knights?

I'm currently revising the list to incorporate ATSKNF (discussed later). Which means a huge price increase unless I reshuffle priorities. That'll probably result in changes to armour (discussed above) and changes to CC and FF assault characteristics. But the one thing I'm not considering at the moment, is Infiltrator. The reasoning behind that decision is relatively simple. Even with a speed of 20, that's a 55cm engagement range. I already get complaints about 45cm, on the 'fast Knights'. Increasing the assault range of Knights, just seems like a bad idea. Also, it's yet another ability for units that already have three or more abilities already.

Dwarf Supreme wrote:
- Dave and I have been saying for two years that Errants and Lancers are too fast. I say (and Dave would probably agree) drop them to 25 and give them Infiltrator
- I'm still trying to figure out why Castellans and Crusaders were ever given void shields
- Errants seem too good in CC. Maybe drop one of the extra attacks
- I understand wanting to keep the list focused on Knights, but only 1 support formation per core formation makes it tight for choosing support

Infiltrator thing discussed in the point above.
Void Shields may (probably will) be dropped in the reshuffle. Mainly because from a scale perspective, I'm not sure warrants it, and because I think I'll be dropping them (and Wardens) down to DC1. With ATSKNF, most of the reasons for needing 2DC become unnecessary (suppression/breakage).
Errants will be revised but even with a TK powerfist (the scrapped 1.3), I still considered them inferior to Lancers.
The support ratio, it seems paradoxial. I have some people saying it allows for too much abuse, and I have other people wanting to allow more. Damned if I do, damned if I don't. The most common argument I've heard locally is that Support are used to boost activation count. I don't see that as a bug, but a feature. I've never considered low activation count to be a weakness of the Knights list. Nor do I see it as one going into the future. There are already several intrinsic flaws in the list, and I'm happy with those (no deep strikes, 2+ Initiative on an assault driven army, relative limitation on force choices, relatively low formation size). Handicapping activation count isn't one I'm considering for the now.

admiral_tee wrote:
Re Crastellans: then up the Quake Cannon to 3BP from the 2BP it is now.

I don't have a problem with the Quake Cannons being 2BP. 3BP is a significant firepower shift, and I'm not sure that's necessary. Also, I feel the height disadvantage of a Crastellan makes it inferior in direct comparison. Additionally, given a Quake Cannon isn't even fieldable on a Warhound, giving a Knight an equivalent weapon (plus a significant secondary weapon) seems a bit over the top.

madd0ct0r wrote:
(Alternate weak version of ATSKNF) Would work OK. Thoughts on it? I think it'll make the army break normally, but when it's broken it'll handle itself better, and it'll bounce back slightly quicker. And it'll be harder to suppress.

Problem with that is it doesn't address the problems I see as inherent. All this would do, for the most part, is make formations more expensive than they currently are, but not addressing the problems therein. Suppression has never really been an issue, and as I'm in the process of wanting to make the Knight formations inherently smaller (returning to a 3 unit formation as base, ~275-300pts), not adjusting the ability of the formation to resist breaking would cause it to fall over.

Though I haven't answered each post individually, I think I've answered all the issues raised. If you don't feel I responded adequately to your post, please point this out, and I'll respond.

At it's core, the next iteration for testing (if it doesn't work, we can return to modification of the current version), is a relatively complete revamp of the list as a whole. Basic concepts include (but aren't limited to) ATSKNF* being predominant among the Knights, changes to the armour system, a revamp of the assault characteristics, and an attempt to more streamline the list with less unit rules and hopefully a less complicated approach.

* No, it's not going to be called ATSKNF, so the purists can get off my back. :) But it's going to incorporate the rules from within it, so it'll make explaining the ability to an opponent relatively easy.

I should have a prototype version up in the next week or so, and feedback from that will help me generate a more complete playtest version. All voices will be heard, but not all will be implemented.

Morgan Vening
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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 3:30 pm 
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Thanks Morgan. Happy to playtest amends. Only thing you didn't touch was:
- Make the Seneschal unit upgrade compulsory but free for all DC1 knight fms. Keep same costs but reduce overall effectiveness of knights (some suggestions from me above) to compensate. Having all DC1 knight fms with Leader for 'free' would probably make Indomitable unnecessary. Commander and Inspiring both seem very fluffy too.

Not sure how it all works w/ ATSKNF though but those are worth bearing in mind. Also, get rid or improve or change the skitarii infantry.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 4:01 pm 
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carlos wrote:
Thanks Morgan. Happy to playtest amends. Only thing you didn't touch was:
- Make the Seneschal unit upgrade compulsory but free for all DC1 knight fms. Keep same costs but reduce overall effectiveness of knights (some suggestions from me above) to compensate. Having all DC1 knight fms with Leader for 'free' would probably make Indomitable unnecessary. Commander and Inspiring both seem very fluffy too.

Not sure how it all works w/ ATSKNF though but those are worth bearing in mind.

I saw that. I don't want to commit to making it compulsory until I see how a shakeout of the new rules works. As it stands, I'm looking at the core units being worth in the neighborhood of ~300pts. Upping it to a minimum 350 for a compulsory Seneschal might be iffy.

Besides, there's the interaction between ATSKNF + Leader + very small formation sizes that might be problematic (ie, if a 3 unit ATSKNF formation isn't broken, it has at most, 5BM's. Successful rally = remove 3, + 2 for Leader). Having any formation that rallies essentially being "remove all BM's" might cause some conniptions.

carlos wrote:
Also, get rid or improve or change the skitarii infantry.

That's definitely on the agenda. I preferred the older version that allowed for at the least, a transport upgrade. It was going to be the first thing to look at once I was sure of the core Knights. But that's all gone pear-shaped, so I will include an option in the new list, in some fashion.

Morgan Vening
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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 4:06 pm 
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I see no reason they should have ATSKNF.


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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 4:17 pm 
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I'll put forward the 2DC idea again. You get some of the benefits of ATSKNF without the special rule. Reduce their stats a bit and drop the EAs and you could get something approximating the SM/TL stats.

Code:
Baron      WE   25cm   4+   5+   4+
Rapid Fire Battlecannon   75cm   2x AP4+/AT4+   -
Power Lance      (15cm)   Small Arms   Extra Attack (+1), First Strike, Macro-weapon
Notes: Damage Capacity 2, Knight Shield, Reinforced Armour, Supreme Commander

Knight Paladin   WE   20cm   5+   5+   5+
Battlecannon      75cm   AP4+/AT4+   -
Chainsword      (bc)   Assault Weapons   Macro-weapon
Notes: Damage Capacity 2, Knight Shield, Reinforced Armour

Knight Errant   WE   20cm   5+   5+   5+
Thermal Cannon      30cm   MW5+      -
   and      (15cm)   Small Arms   Macro-weapon
Power Gauntlet      (bc)   Assault Weapons   Macro-weapon
Notes: Damage Capacity 2, Knight Shield, Reinforced Armour

Knight Lancer   WE   25cm   5+   5+   5+
Battlecannon      75cm   AP4+/AT4+   -
Power Lance      (15cm)   Small Arms   Extra Attack (+1), First Strike, Macro-weapon
Notes: Damage Capacity 2, Knight Shield, Reinforced Armour

Knight Crusader   WE   15cm   4+   6+   5+
Notes: Damage Capacity 2, Knight Shield, Reinforced Armour

Knight Castalan WE   15cm   4+   6+   5+
Notes: Damage Capacity 2, Knight Shield, Reinforced Armour

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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 4:38 pm 
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zombocom wrote:
I see no reason they should have ATSKNF.

It's the easiest way to avoid the DC2 construct. Dave lists fairly reasonable statistics for the Knights in his post, and if it wasn't for one obstruction, I'd have no issue implementing them.

That one obstruction though, is scale. Making them DC2 becomes a complicating nightmare. Even if the per capita cost increased to ~100, that's still 30 Knights on the table that need some form of bookkeeping. Granted, it's not impossible to use a marker to indicate wounded, but it's still potentially a heck of a lot of markers and crit checks, and potential abuse (positioning of wounded Knights, or being able to barge 4 units).

Basically ATSKNF skirts the edge of making them DC2, without the mechanical issues of it. It's the simplest existing rule that covers all it needs to, and if it doesn't work, I'll try another approach. But for the now, it seems to solve a lot of the problems I'm having with glass hammer syndrome, by strengthening the glass, I can shrink the hammer (is, not having 3-4 decent engagement attacks).

Morgan Vening


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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 7:05 pm 
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I'm happy to test ATSKNF. With a bit of cajolement I might be able to get in a couple of games with them over the next couple of months at least one of which would be vs chaos. I have no problem with ATSKNF begin called ATSKNF, equally I don't mind if the name is changed to keep people happy.

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 Post subject: Re: KnightWorld v1.2
PostPosted: Wed Aug 17, 2011 10:36 pm 
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Apocolocyntosis wrote:
I'm happy to test ATSKNF. With a bit of cajolement I might be able to get in a couple of games with them over the next couple of months at least one of which would be vs chaos. I have no problem with ATSKNF begin called ATSKNF, equally I don't mind if the name is changed to keep people happy.

I'll change the name (it'll reference the Omnissiah), but it'll be mechanically identical, at least initially. The reason for the name change will allow me to tweak it if necessary (Like the Leader bit). I only reference it as ATSKNF is so people know immediately what I'm talking about in terms of game effects.

Morgan Vening


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