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Knightworld 1.4 Beta

 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Tue Oct 30, 2012 11:35 am 
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Don't think he'll bring much TK being marines, though!

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Tue Oct 30, 2012 12:06 pm 
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If I knew I'd be facing knights I'd definitely bring something w/ pin-point attacks. Since everything is a WE you can target individual models in all of the knight army. Usually it's the Baron that bites the big one straightaway!

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Tue Oct 30, 2012 12:52 pm 
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For the Custodians you could try the weapons from the Macharius command variants, twin vanquisher or Vulcan mega bolter. My worry is though that if you downscale to much the incentive not to use the light quake cannon simply isn't there.


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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Tue Oct 30, 2012 7:22 pm 
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Good call. Both the double vanquisher and the vulcan are fine for the custodians, although a bit short ranged but there you go. Coincidentally, all the scout titan weapons also appear in vehicles other than Titans: Stormblade (Plasma Blastgun), Thunderhawk (halved Turbolaser), Emperor's Chapel (Inferno Gun), Macharius (Vulcan).

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Wed Oct 31, 2012 5:40 am 
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You are correct that there are other vehicles that mount Titan grade weapons (One you missed was the shadowsword with it's Volcano Cannon), usually as part of an IG superheavy tank or Marine vehicle. It makes more sense for those weapons to exist there though since not every crusade or IG regiment has easy access to the titans that typically carry those weapons and it provides a level of front line support for the Imperium to deal with enemy superheavy units without risking the Titans themselves. However, knights are a bit different in that they are used partly as a support force with the Titan legions where such weapons wouldn't be necessary and, to my knowledge, no precedent exists for scout titan weapons on the knights.

You could look at adding the Eradicator Nova Cannon, Executioner, or the Punisher weapons as well. The Executioner in particular has a nice option with the Plasma Destroyer being a 60cm MW4+ shot.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Wed Oct 31, 2012 10:10 am 
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Can't find the Eradicator Nova Cannon in any Epic list so far. Understand it exists in the 40k universe but it hasn't been stated for Epic I believe. Shall I summon Black Legion to give me some stats?
Fine for the Plasma Destroyer, but it's better than packing a Plasma Blastgun for what it's worth.
I couldn't find the Punisher weapon you mentioned, except for the Dark Eldar cc weapon and the Vulture Punisher.
And of course there's as much precedence for knights to have a Plasma Destroyer as there is for them to have a Plasma Blastgun.

Overall, the suitability of the light quake cannon came from the fact that taking out buildings was a big part of previous editions, and of course the quake cannon was great for that. Adding more weapon options will bring them in line with what E:A has become. Whether we call the MW4+ weapon a Plasma Blastgun or a Plasma Destroyer, or if we call the "lots of AP shots" weapon a Vulcan Mega-Bolter or a Gatling Autocannon or something is not my biggest concern at this stage. I'll try some different weapon configs tomorrow anyway, starting with the double vanquisher cannon and perhaps the tank destroyer cannon (75, at4+, TK1)?

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Wed Oct 31, 2012 1:05 pm 
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Yeah, start the summoning :)

Yeah, I was just pulling the previous stats for the plasma destroyer. I don't know how much testing the Tank cataphract had with six tanks, but it was pretty pricey.

The Punisher for the Vulture I think is a similar weapon or the same one just mounted.

You are right that the precedence is the same, but based on their known weapons and extrapolating from there that these would fit better than titan weapons. In any event, I think the non titan weapons brings better variety to the AdMech lists as a whole than just sticking the titan weapons in.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Wed Oct 31, 2012 5:12 pm 
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Here are some Black Legion stats:
viewtopic.php?f=74&t=19155
The Eradicator is a bit meh compared to even a battlecannon. Punisher too short-ranged for a 15cm move unit w/ a range of 45cm weaponry. The Executioner also a bit short-ranged - Executioner Plasma Cannon 30cm 3 x AP4+/AT4+ Slow-Firing

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Wed Oct 31, 2012 5:54 pm 
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I think the idea to allow the mini quake cannon to be swapped out for scout titan weapons is inspired and really like it. Scout titan weapons are already smaller versions of Battle Titan Weapons, and the Light Quake Cannon is similarly a scaled down version of a Battle Titan Weapon.


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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Wed Oct 31, 2012 5:57 pm 
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They must have changed the executioner a bit from the IA books for the new codex. The version in IA is a 72" s7 ap2 weapon.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Fri Nov 02, 2012 8:26 am 
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Played Alansa's Space Marines last evening and won 2-0 in the 3rd turn. By that point I had an overwhelming advantage in the board but as usual Knights have a hard time grabbing those last extra points.
The game was marred by a thunderhawk attempting to land in the woods to discharge termies and promptly rolling a 1 followed by me rolling a 6 for the critical. That put a dampener on the space marine mobility, although the knights failed 5 out of 11 activations on their first turn so they weren't exactly flying around the battlefield either. The game broke up into fights along both flanks, but the knights retained their shape and kept the line beating back the marines.
Some thoughts:
- Used 1 lancer fm instead of 2 to accommodate more custodians. Could have used more lancers to grab those 3rd turn objectives. Not sure I should move lancers to the core knight fms, though.
- Crusaders with double vanquishers (as per macharius). I costed them at no extra points since the macharius gets either that or Vulcans for the same price. Boy, is that costing wrong! These things rock. First turn they failed to advance to bring their lascannons to bear on a warhound. No problem, hold action with just the vanquishers - 4 shots at 2+, 4 hits, 2 shields gone, 1 damage on the 'hound. Bring another fm in to put the other bm and done. Too good. I'll attempt a custodian review in the next post (see below)
- Castellans with vulcans. Failed to activate in the first turn so only got 2 turns of shooting. Pretty cool, though. Zapped several stands of tactical marines to help break the BTS, then zapped a scout fm that had just rallied to make it break again. The low range forces them to move forward, making these glass cannons vulnerable.
- Balance between Errants and Paladins. The more I play, the more I think I got this right. Most times the longer range of the knight cannon is excellent. A favourite tactic is to set up a line of paladin fms and sustain on the 2nd turn, daring opponents to then charge into bad odds. It worked against knights and marines. The errants then are specialists that can be used with paladins or by themselves to hunt certain fms.
- Knight shield. No TK weapons on the marines so no way to test how annoying it is to roll multiples. I'm undecided so far. Multiple shield rolls means it's a bit more like a void shield (multiple DC weapons hurt more) than holofield (one hit is one save).

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Fri Nov 02, 2012 8:37 am 
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Custodian weapons review for feedback:
IN:
2x Vanquisher @ +25 pts extra per custodian - at least as good and perhaps better than the turbo-laser destructor which is also at +25 per.

OUT:
Plasma Blastgun - to make room for the Plasma Destroyer and also you know, plasma being rare and all that.
Inferno Gun - not suitable to custodians for short range and also direct fire BP is already covered by the light quake cannon.

REMAIN:
Vulcan - complements castellan nicely and 45cm range makes the custodian have to get fairly close.
Turbo-Laser - complements crusader and is not overwhelmingly good.
Light Quake Cannon - for fluff and modelling reasons.

IN CONSIDERATION:
Plasma Destroyer 60cm, MW4+ @ no extra pts - haven't tried it, but the low number of shots is a concern so no need to charge extra in my view. It might be a slightly crap compared to the other free options, though so it maybe needs a slight boost on to-hit number or number of shots.
Tank Destroyer 75cm, AT4+, TK(1) @ +25 pts? - specialises the custodian quite a bit but makes a custodian fm a sort of mini-shadosword which is an interesting concept.

OVERALL:
Don't want to have more than 4 or 5 gun options for the custodians but the variety definitely makes them a cool addition to a fairly monolithic list.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Fri Nov 02, 2012 5:01 pm 
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If you are planning on leaving the vanquisher cannons in and bumping them to the same cost as the TLD, why bother keeping the TLD since both fill the same role?

4x AP5+/AT3+ vs. 2x AP4+/AT2+ I don't think the difference is great enough to warrant both options for the same unit and I think the Vanquishers fit a bit better than the TLD with the other weapon options you have there.

Plasma Destroyer:
The plasma family progression seems to go
Non-Titan grade: 1 shot
Scount TItan: 2 shots
Battle Titan: 3-4 shots

There's nothing to warrant a second shot from the weapon if you look at the original stats and it's already got the range advantage and MW without slow firing. In the end it might not be necessary for the list.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Sun Nov 04, 2012 1:31 pm 
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I guess I'm jumping in a little late but I like the idea of using the standard scout titan weapons on the custodians.

A "light" quake cannon is still a significant weapon system and to down grade to Leman Russ weaponry seems to be giving too much away.

Understand the fluff isn't supportive of alt weapon fits but neither is the fluff particularly detailed on any knights.

From a game balance perspective, I don't see it being a game changer.

From a hobbyist perspective I think its a fantastic idea and look forward to seeing some alternate designs.


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