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[OLD] Knight World 2.0

 Post subject: Re: Knight World 2.0
PostPosted: Tue Mar 04, 2014 3:13 am 
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Dave wrote:
On the Lancers, you got one assault in with them from your report and they missed with all their attacks. That's the dice talking. Compared to a Paladin, they're faster and have a FS, MW at FF5+ instead of a MW at CC4+. FS and FF over CC more than make up for the one 1/6th reduction in the to-hit value. For the same points I can't see how they lack teeth over Paladins.


3 games, squats, eldar and the orks..


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 Post subject: Re: Knight World 2.0
PostPosted: Tue Mar 04, 2014 4:29 am 
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PFE100 wrote:
1) So initiative 2 is not a killer, I play more than enough guard list and other force that have a high initiative, so to me it’s not a big factor. Over a period of time, any units that have numbers in them will lose fire power over period of time in a game. I had a Cru/Cast unit at 50% and it was still pumping out effective fire power in the game on Friday. Losing any unit in hack down hurts and is no fun.


You were comparing Cru/Cast to a Reaver. My point was a Reaver won't lose fire power over the period of the game until it's destroyed, and it won't take hack down hits.

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2) So when does a point increase kill a unit, in the sense that it become too much to put on the table, in a small game. You have seen it happen with other list and then down the track they gone back and drop the points and yes it has happened the other way too. So unit size or stat change may be better option.


I want to see more games before anything is changed. The Castellans haven't dominated our games yet. Until they do I can't agree that they need to be smaller formations. I also can't see reducing their numbers because that's how they were fielded in SM/TL. By that logic Errant and Lancer formations should only be 3 strong as well.

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3) That’s great but at the current stats, his is not worth 175 points, add inspiring and he may be. I can have other units that just give me more, then him. You are not going to run this guy around by himself, which you can’t since he’s upgrade. I can have a Rough Rider unit, with two extra stands and an aspirant for 150. This gives me a unit that has 6 stands. Which are scouts, Infiltrator, mounted, move 20cm and has FS on their hunting lance. I also get inspiring, fearless and Leader. Ok no long range shooting or knight’s shield, SC…but it’s still extra activation and with the spare 25 points I can add a Seneschal upgrade to knight house hold.


Sorry, I just don't agree. IG Regimental HQs cost 100 points more than a Mech Coy, with the only difference between the two being SC. A Baron costing 75 points more for SC plus all the stat bumps and Fearless is a steal in comparison.

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 Post subject: Re: Knight World 2.0
PostPosted: Tue Mar 04, 2014 4:31 am 
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Warrior of Ultramar wrote:
Well if they aren't *substantially* better than Paladins, (indeed, they have only a third chance of hitting rather than a half chance!) then why not leave them in core? The other support units are arguably better, and therefore worth their point and stat increase, justifying them as support units. FS for me isn't actually much to jump around about, if 2 times out of three they'll miss anyway.


Because an army of them would be overpowered. What kind of list are you trying to build that you can't with Lancers in support?

sethanon wrote:
3 games, squats, eldar and the orks..


And I've got three games from my group and no complaints on Lancers. Either way, 3 games isn't nearly enough to be able to point to a unit and say it needs to be changed.

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 Post subject: Re: Knight World 2.0
PostPosted: Tue Mar 04, 2014 9:19 am 
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Dave wrote:
ortron wrote:
Generally happy with the list and my own force needs some work to make it more competitive but the things that bug me are the total loss of the shield when not initiating the assault and the lancer's lack of teeth.


I'd like to see a few more games with the shield not being active when defending. If that isn't working for people we'll try Apoc's suggestion where it won't work against support instead.

On the Lancers, you got one assault in with them from your report and they missed with all their attacks. That's the dice talking. Compared to a Paladin, they're faster and have a FS, MW at FF5+ instead of a MW at CC4+. FS and FF over CC more than make up for the one 1/6th reduction in the to-hit value. For the same points I can't see how they lack teeth over Paladins.


G'day Dave,

Don't take my observation as attack, just my thoughts. Anyhow the comparison I would make is that on the charge, the paladin can generate 2x4+CC attacks + 1x4+ MW CC and 1x5+ FS FF and the errant is similar, whilst the lancer is only getting the three attacks on a 5+. The lancer certainly benefits from the added speed but when your likely to be continually outnumbered the extra attacks and better chances to hit from the other two are much better in my book than a 5cm speed boost.

If, and this is just an idea, the shock lances became a FS CC attack rather than FF(representing the lance discharging into enemies just before impact into CC) and the power lance became a constant MW FF (representing a massive short ranged EMP attack) that might balance them somewhat. Why? Well part of it is the feel I get from the models and background the other is its usefulness in the rules. Lancers then can look to get past enemies, harass from the flanks, attempt to setup crossfire etc. they also become more useful at supporting the main line of paladins, lending 3 FF attacks, one of which is MW.

The errants and paladins then make their money up close shocking and smashing the enemy with their feet, shock lances and swords/fists etc.

Glad you liked my idea on the shield vs supporting fire. I think it would help balance the results some against cheap enemy trash. Whilst the intent/feel of the knights is still maintained through the benefits of engaging - positioning, shock lance and activation bonus.

Note I've played 10+ games with lancers over the last few versions and always felt they under performed in comparison so this is not just a new thought. I'll keep trialling them as I'm sure some of this is due to how I use them.

Keep up the good work and thanks for the responses.


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 Post subject: Re: Knight World 2.0
PostPosted: Sat Mar 08, 2014 10:00 am 
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As a majority of people (currently 63%) want titans available in the Knight list please can you re-instate them in the next version Dave?

They've been available as allies to be used with the Knight list for many years with no problems. For you to make such a radical change to a long established list should really have a majority of support from the community but the opposite is the case. Saying there'll be a future list with titans isn't appropriate and needlessly splits playtests.

Just standard allied titans is fine, no need for full customisation. As a compromise I would suggest Warhounds only be available in pairs though, so that if titans are taken they will probably be the BTS.


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 Post subject: Re: Knight World 2.0
PostPosted: Sat Mar 08, 2014 11:17 am 
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I agree with GlynG I think you should let them back Dave.

GlynG wrote:
Just standard allied titans is fine, no need for full customisation. As a compromise I would suggest Warhounds only be available in pairs though, so that if titans are taken they will probably be the BTS.


This is a good way to do it


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 Post subject: Re: Knight World 2.0
PostPosted: Sat Mar 08, 2014 2:02 pm 
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I'm more concerned with what the majority of playtesters are after, rather than the majority of people. I spelled my thoughts out on the poll here:

viewtopic.php?p=512423#p512423

I'm not concerned about splitting the playtests, I'd rather have thematic lists than a kitchen sink. We'll get them approved when we get them approved.

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 Post subject: Re: Knight World 2.0
PostPosted: Sat Mar 08, 2014 2:20 pm 
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Hey Dave how are the playtesters in your group using lancers? obviously my thoughts are already listed but I hope to get another game mid week so therefore I'm keen to see why you think they're good?


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 Post subject: Re: Knight World 2.0
PostPosted: Sun Mar 09, 2014 7:55 am 
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The class system is alive and well. Keep those sweaty masses in their place.
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 Post subject: Re: Knight World 2.0
PostPosted: Mon Mar 10, 2014 2:45 pm 
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ortron wrote:
Hey Dave how are the playtesters in your group using lancers? obviously my thoughts are already listed but I hope to get another game mid week so therefore I'm keen to see why you think they're good?


Only three games to date, we might get a few more in on the 30th but my mid-week gaming time has been taken up by painting fro Adepticon until April. In those games, they were ran in units of three. In general we though were pretty easy to break, next time I'm going to ask to guys to do at least units of 4 and see how those go.

At this point, I think they're on par with Paladins/Errants. If the games show that they aren't we'll see what we can do. Admittedly though, I didn't pic up what Apoc pointed out: their Shock Lance can't be used in support.

I've been reading through the new codex, and came across this bit referencing the other suits:

Quote:
Other, much rarer, types of Knight armour are used on some Knight worlds. Amongst the heaviest types of Knight armour made by the forge worlds are the Crusader and the Castellan. Although slower than other suit types, these two benefit from substantially increased firepower and much thicker armour, and are instead used in a fire support role.

The Lancer is a faster version of a standard Knight suit. These agile machines are used to outflank the enemy, scout out their defences and distract hostile forces while slower units get into position to attack. This type of armour is sophisticated and extremely difficult to manufacture, and its use is therefore usually reserved for rulers of knightly houses, or for Nobles that have proven themselves worthy of it in the fires of victory.


That meshes pretty well from the SM/TL paragraphs of the Lancer. What are people's thoughts about giving them Scout?

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 Post subject: Re: Knight World 2.0
PostPosted: Mon Mar 10, 2014 3:02 pm 
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That reads like scout or infiltrator (but infiltrator would be too powerful). Also reads in support of lancers staying out of the core selection. Scout lancers would be good in an all knight themed list, though as it is there are already RR and sentinels, not sure more scouts are needed.

I must look out the new codex, forgot to follow it up after initially gawping at the picture leaks!

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 Post subject: Re: Knight World 2.0
PostPosted: Mon Mar 10, 2014 3:24 pm 
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A minor follow-up:

I was one of the games Dave's referring to, and while I put a unit of 6 lancers on the table, they took Ordinatus Medrenguard fire on turn one (mostly because they were reasonably positioned to reach out and touch it), and the results were pretty much as expected. So unfortunately I can't really offer any good analysis off of that. They did come back in Turn 4 finally and shoot up a Vindicator squadron, but the big issue there was the level of threat my opponent perceived in me fielding a max-size Lancer formation after seeing what it had done under previous lists.

Generally, I'm of the belief that Knight formations have to be 4-5 strong to soak fire and maintain effectiveness.


Regarding putting Scout on Lancers. That would vastly expand unit coherency for a formation, and give Knights the ability to ZoC-lock with 2DC war engines. That would allow the player to ZoC lock a formation on one turn and get some shots in, with an extremely high likelihood of getting the Engage move the next turn even if the target formation attempts to flee.

This could make Lancers very effective even in small formations (and probably make them even bigger targets for anticipatory fire). They'd be competing with Sentinels and Rough Riders as Scout formations, but would blow them away even at 300pts for 3.

I like it at first pass, but I'm still mentally playing through the potential ramifications. I might try to get a small game in with it and see what difference it makes.

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 Post subject: Re: Knight World 2.0
PostPosted: Mon Mar 10, 2014 6:39 pm 
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@Apoc - Ya, infiltrator on WE is pretty broken. Being able to barge what you want and pull that with you away from support/FF is gamey.

On multiple scouts, 3 per army is a lot, yes. If the Lancers got it I think we'd have to drop one of the others.

@Armiger - I'd be reluctant to actually ZoC enemy formations with Lancers. Given the army's low SR it's unlikely to get to go first against many opponents. More than likely Lancers ZoCing an enemy will be engaged as they won't get their FS, MW, and would have a crappier save.

I suggested it more to allow them to garrison - ie representing it "scouting out the enemy defenses".

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 Post subject: Re: Knight World 2.0
PostPosted: Mon Mar 10, 2014 8:23 pm 
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Dave wrote:
On multiple scouts, 3 per army is a lot, yes. If the Lancers got it I think we'd have to drop one of the others.

I suggested it more to allow them to garrison - ie representing it "scouting out the enemy defenses".


Dare I say if that idea goes ahead (and I really like it, it fits well with the fluff) then drop the RR? I never saw much fluff reasoning behind having then in the Knight World list in the first place. Infantry, sure, you need someone to man the trenches, but horses? Isn't their job kinda covered by big stompy mech suits? :P

Also, despite my earlier comments regarding Knights not being a core formation, if the more recent fluff places them as ridden by nobles and being rare and hard to make, then actually, they should stay in the support section. Epic armies are all about fluff for me :)

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