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 Forum: NetEA Adeptus Mechanicus   Topic: AMTL v3.11

 Post subject: AMTL v3.11
Posted: Wed Oct 29, 2008 1:59 am 

Replies: 104
Views: 5406


Ok I have a question... Warmonger Emperor class titan.

It has 8x doomstrike missiles, it is onlly allowed to fire one missile per turn....

How is this any good when games run a maximum of four turns?

:sus:

 Forum: NetEA Adeptus Mechanicus   Topic: House Hyperion Knightworld V1.02

Posted: Tue Oct 28, 2008 3:07 am 

Replies: 163
Views: 11814


I find that the Aspirants (rough riders) are a great complimentary unit to a Baron with paladins, he can order them with supreme commander into the charge on a large formation (or a pair of warhound titans) and when the aspirants can charge in with 40cm and make base contact, the knights formation c...

 Forum: NetEA Adeptus Mechanicus   Topic: House Hyperion Knightworld V1.02

Posted: Sun Oct 26, 2008 10:50 pm 

Replies: 163
Views: 11814


Smashed Eldar in a similarly embarrassing way, lost 3/0 to chaos (chaos had a bot of an advantage on the table in that there were massive columns of buildings to block line of sight from the imperator from what i could see, rendering it a bit useless) EDIT: Looks like I was the only one vaporised by...

 Forum: NetEA Adeptus Mechanicus   Topic: House Hyperion Knightworld V1.02

Posted: Sun Oct 26, 2008 1:37 pm 

Replies: 163
Views: 11814


The plastic knights (that were originally in the titan legions box) are Paladins (but you could use them as forge knights for AMTL, too).

 Forum: NetEA Adeptus Mechanicus   Topic: House Hyperion Knightworld V1.02

Posted: Sun Oct 26, 2008 7:27 am 

Replies: 163
Views: 11814


Just got back from a 2500 point tourney with the Knights, and they came off quite well with a 2/1 win, 1/2 loss and a 3/0 win, taking equal second place with the cad imperator AMTL list of doom. All throughout the day I just could not stop rolling ones and 2's to fail activation (must have been betw...

 Forum: NetEA Adeptus Mechanicus   Topic: House Hyperion Knightworld V1.02

Posted: Tue Oct 14, 2008 9:59 am 

Replies: 163
Views: 11814


Yeah, not to say that they shouldn't be changed, but I can't think of a reason to change them in the scheme of all the units available.

 Forum: NetEA Adeptus Mechanicus   Topic: House Hyperion Knightworld V1.02

Posted: Mon Oct 13, 2008 10:41 pm 

Replies: 163
Views: 11814


Yeah agreed on the paladins armament, it loses value compared to the others if it doesn't have ranged weapons to make up for not having the extra firefight/base contact abilities or speed of the errant/lancer.

 Forum: NetEA Adeptus Mechanicus   Topic: House Hyperion Knightworld V1.02

Posted: Mon Oct 13, 2008 2:46 pm 

Replies: 163
Views: 11814


Thanks mate. That's how I played it tonight (there were no TK this time though) and they did not appear to be as superpowered as the first time I played them with the shield as an extra save. Especially as I couldn't engage the teleporting necrons! The one time I did get in a position to use the bar...

 Forum: NetEA Adeptus Mechanicus   Topic: House Hyperion Knightworld V1.02

Posted: Mon Oct 13, 2008 1:49 pm 

Replies: 163
Views: 11814


Yeah, I used the Knight shield rule as a seperate saving throw to shooting (4+ shield save, then a normal 4+ reinforced save...) as I didn't understand the wording. Not sure if i do still... so the shield is just the knights normal 4+ reinforced save, but it gets to make a single save roll versus a ...
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