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Knightworld 1.4 Beta

 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Sun Nov 04, 2012 5:37 pm 
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Going to park playing with this and see how others get along with it for a while. Updated custodian weapons in the first post file. In the end went w/ just the laser destroyer pilfered from the epic uk list which is quite nice - good range, sniper is unique in the army and they are slightly better at killling 4+RA as the double vanquishers of course with less versatility given no AP.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Sun Nov 04, 2012 11:08 pm 
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ortron wrote:
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.



I agree with pretty much all of the above. From a rules perspective they're already toting around a titan weapon; giving them access to the other smaller titan weapons shouldn't cause any problems. From a modelling perspective it opens up a large range of exciting conversion opportunities.

Putting just Leman Russ turret weapons on them kinda misses the point and devalues them.


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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Mon Nov 05, 2012 12:21 am 
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Carlos , i am sorry to hear you are putting this on hold.
File this under useless information for most -
Historically the relationship between knights and titans is interesting.
My classes include
1)Emperor Titan- Imperator, Warmonger, Legator, Testament ,
2) HWAP(heavy weapons artillery platform)- a large very slow moving legged titan up to the size of an emperor,
3) Battle Titan- Warlord, Reaver, Monarch, Usurper, Battlemaster , Thunder Lizard
4) Scout- Warhound, SAST(single armament scout titan - bit like a fast walking ordinatus with one battle titan weapon)
5) Banneret ( basically a hybrid between a heavy weapons knight or a scout titan sized titan that is slow because of its weapons payload) and
6) Traditional Knights.

I also had something similar for the Legio Cybernetica with robots up to the size of battle titans.

Sadly lost with a past computer meltdown.
Sorry just remembering the SM/TL heydays when epic often lead WH40K !!.


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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Mon Nov 05, 2012 12:33 am 
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It's not on hold, I just want to play my other armies a few times too! I hope others give the list a go and report back so I can tweak the development. I've tested what I wanted to test really. I guess I could try a lancers as core list to see if they are abusive when spammed as per Rastamann's suggestion but don't want to make my regular opponents face that. Otherwise, I'll wait until other people's feedback comes in.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Mon Nov 05, 2012 3:14 am 
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I would not expect to have much in the way of reports outside your own test group. There seems to be a substantial dip in participation across the board as of late. I'm still trying to pull in reports for the core AdMech list but I've had little success over all outside of theoretical discussion.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Mon Nov 05, 2012 10:52 am 
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There's at least one more knights player in my group, so I'd like to see how he handles them.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Mon Nov 05, 2012 1:09 pm 
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I may proxy an army as well* and give the list a few tries. If I do, I'll. Ae sure to post at least summary bat reps.




*Knights must be the easiest army ever to proxy. 28mm scale space marines are the obvious choice.


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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Mon Nov 05, 2012 1:48 pm 
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They are fun to play and offer your opponent a different challenge. They are a bit samey due to lack of development in the last 15 years. I'd like to add another dc1 knight for variety performing similar role to a vanquisher in an lr FM. Any other additions would likely break the army's weaknesses like lack of indirect fire, etc

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Wed Nov 07, 2012 9:51 am 
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Thanks for the good work done so far Carlos. Its good to see you moving the list along but no doubt you'd get sick of playing the same list all the time.

I'm sure to get some battles in next year but in the mean time I'll just have to wait out and see what you and others come up with.

As for stuff to add to the list, what's on your mind? I was thinking along the lines of:
A more CC orientated or siege knight;
Perhaps a dual CCW option for the Baron; and
What about a "character" knight, subordinate to the Baron, but that has the ability to customise his knight suit?

cheers


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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Wed Nov 07, 2012 4:19 pm 
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- A more CC orientated or siege knight; -> the Errant is a bit like this, isn't he? Or are you thinking of a dual-wielding knight? It's a thought although in real games he'd suck as it's so hard to get things into b2b contact. How about a knight with a big shield to protect the others in his fm? You could position him slightly ahead of the others to always take the 1st hit or something, a bit like tyrant guards. Just a thought.
- See above as it'd make the Baron a bit pants to be honest. Unless the CCW weapons were of the FF variety. Mini-laser burner + power lance perhaps?
- Yes, I feel there's more that could be done with the Seneschal than just adding Inspiring and Commander as I've done.

FWIW, I'm playing against Orks again tomorrow.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Thu Nov 08, 2012 10:09 am 
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I guess with the Siege knight I was thinking of something along the lines of the Castellan/Crusader class but with a big hammer or siege drill and Gatling or flame weapons. Sort of like a knight version of the SM ironclad dread but I guess this can essentially be achieved by taking the inferno gun option and multi-barreled autocannon under the current rules. In hindsight this suggestion is probably unnecessary.

I would be keen to see some customization options for the characters though. Ideas could include:

Vanquisher or similar long range AT cannon,
Barron/multiple shot cannon
Knight sized shotgun or mini Laser burner as per your suggestion
Defensive wpn system or flamer style secondary wpn systems - Short ranged AA and/or grants +1 EA FF, Ignore cover for flamers?
Improved shielding - give Thick rear armour or improved save?
Banner or icon - grant Inspiring (if not already part of stats)
Carapace mounted Missile launchers/pod - one shot barrage/disrupt weapon.

Lots of options I guess but i think something to show off the knight individuality and personality would be a fun addition to what is a fairly limited (in terms of choice) army list.

Keen to see how your battle against orks goes.


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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Sat Nov 17, 2012 10:30 am 
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Quote:
FWIW, I'm playing against Orks again tomorrow.


How did the match go? any chance of a batrep with pics...?


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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Sat Nov 17, 2012 9:04 pm 
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Sorry it had to be cancelled, it will be on next week! Pics are always tough as our club is the backroom of a pub and has terrible lighting.

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 Post subject: Re: Knightworld 1.4 Beta
PostPosted: Fri Nov 23, 2012 12:13 am 
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Finally got that game against orksies. I used a fairly different list than the normal to see if I could abuse it. It was as follows:
3 * 5 Paladins
4 Paladins, 3 Errants (BTS) -> instead of the typical Baron BTS
2 Castellans w/ quake cannons
2 * 3 Trebuchets
2 * 3 Ballistas
3 Lancers + Seneschal
2 * 2 Lancers
3 Thunderbolts

Orks had 2 Landas w/ boyz, a very large groundpounder warband as BTS, a few fms of gunwagonz w/ oddboyz, 3 stompas plus the smaller gargant. My castle near my deployment was hard for him to attack having no indirect fire and no planes. I'd have gone for it myself, as at one point there was only the artillery and the castellans there. The quake cannons took out half of the BTS big warband straight away so that was not a concern. Elsewhere lots of bloody fighting, with the knights coming off worse most of the assaults due to being severely outnumbered and not dictating the terms of the assaults. Even my BTS got its ass kicked from a single small warband plus its landa - it's those bloody grots taking all the MW/TK hits! At the end of the 2nd turn it was headed for a draw, but then somehow I managed all my rallies and the orks failed several which meant I had 11 activations on the last turn! In the last turn he alsomissed the two landa activations (both had a BM) to add insult to injury which meant the knights could get Defend the Flag, They Shall Not Pass and Take and Hold.

I was lucky throughout activating fms but still missed the Baron. The 2 trebuchets/2 ballistas are good for holding blitz, but lack the movement and objective claiming that the wardens and more knights/sentinels can provide. If anything I had too many of these small fms and I didn't find the 2 lancer fms that useful to be honest. So as a test of the list, trying to min/max the immobile artillery and lancers, I couldn't cheese it that much so won't change composition.

Overall a fun game, nothing to change on the list as far as I'm concerned, except perhaps to add a few more things to it to add to the versatility.

NOTE: there was another knight game going on in another table but I left before it finished, will try to get some notes from the players in it.

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