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Knightworld v1.1

 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 11:44 am 
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frogbear wrote:
Took a quck squiz at the list and have the following observations for change:

- Allies Costs that have "See War Gryphons list" : This is just lazy and annoying. You should not have to refer to another list for point values and datafaxes.

I don't have an issue with it, for the now. As the list solidifies into finality, it will be added. As the drive for balance in that regard is the domain of the AMTL list, I don't see a need to put the list through unnecessary changes as the AMTL list changes.

frogbear wrote:
- Senechal: Add one Senechal Character - This infers that you add the character yet the datafax would indicate that you upgrade a unit? I think the wording should be fixed in regards to this one.

I don't understand your confusion here. Sure, I could add "to a unit in the formation" to the end, like the NetEA Marine list, but the wording is essentially no different to the wording for Oddboyz in the NetEA Ork list, and there hasn't been any confusion there. Characters always add to a unit.
frogbear wrote:
*OPINION WARNING*
- Senechal: 50 points to gain Inspiring, Leader and Commander. Too cheap. Playtest at 100 points and then go from there. The formation that it joins gains more than a 50 point bonus from it's inclusion. Inspiring and Leader alone for such formations are worth at least 75 points. I would question whether Inspiring is actually warranted for this character. A Senechal would not be as Inspiring as a Baron. Effectively what you are doing is giving a cheap Inspiring to every formation.

100pts is completely ambit. 75pts could be considered if playtesting proves it too much. Where are you getting your numbers that 75pts is a fair number? Marines pay 50pts for Inspiring and Leader and +1MW. Eldar pay 25pts for Inspiring and +1MW (or +1EAFF). You need to take into account the small numbers of the formation (or a hefty price)*, the lack of air deployment/teleport**, a loss in an assault is going to hurt due to per cost issues***, and most importantly, a 2+ Initiative****. The latter is probably the most important penalty for an assault based formation.

* Opponent should be able to gain numbers bonus.
** Opponent should be able to gain BM bonus.
*** Each point opponent wins by is a 75pt unit gone.
**** Failure to activate (~17% minimum) means doing a lot less.

frogbear wrote:
*OPINION WARNING*
- Ballista AA Gun : I have an issue with these as they seem to be there as a cheap activation. I know they have 0 move, yet with such an army, they are more effective than what such an arguement would indicate. Why do they have to be emplacements? How do they get to the battle? Knights are known for going on the march. What are Ballista AA Guns doing out on a battlefield if they do not move? Can't you make these some type of vehicle with movement and have them priced accordingly? Same with the Howitzers.

A cheap activation, sure. A useful one, not so much. They get looked at funny in an Assault, and they get wiped out. As for background reasonings, it's no different to a Siegemaster list. The weapons are towed into position, and the carriers depart. I might include a transport option for them, like the Siegemasters, but it seems unnecessary at this point. The "cheap activation" issue is mostly muted by both the inability to spam (the 1:1 core/non-core ratio), and having better options available. Thunderbolts and Marauders are already a close deal. Any increase in cost here puts them outside the realm of playability.

Morgan Vening
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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 11:53 am 
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frogbear wrote:
Decided to make a quick list:

3000 points and 10 activations

- Knight Paladin x5 + Senechal
- Knight Paladin x5 + Senechal
- Knight Paladin x5 + Senechal
- Knight Paladin x5 + Senechal
- Knight Paladin x4
- Ballistas
- Ballistas
- Crusaders (Far better than Castellans due to AT shot)
- Thunderbolt Fighters
- Thunderbolt Fighters


Don't see an issue with the above, at all.

The Crusader/Castellan thing is one thing I'll be wanting to work through. There's an IMO obvious imbalance between the two (Crusader being the superior as you point out), but figuring if the Crusader is rightly priced, and the Castellan needs a boost, or if the Castellan is rightly priced, and the Crusader needs a nerf, or if both need a change, is where the question lies. I'm not tied to 500pts, but it's a good starting point. And I would like the two balanced against each other.

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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 12:02 pm 
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Inspiring for a mediocre unit is far more valuable than on a dedicated CC unit

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A cheap activation, sure. A useful one, not so much. They get looked at funny in an Assault, and they get wiped out. As for background reasonings, it's no different to a Siegemaster list. The weapons are towed into position, and the carriers depart.


That's my point. They are not seige masters.

Quote:
I might include a transport option for them, like the Siegemasters, but it seems unnecessary at this point. The "cheap activation" issue is mostly muted by both the inability to spam (the 1:1 core/non-core ratio), and having better options available.


Why are they even needed? My main point is that you have elements of attack and home base defence. I believe the list should be/is a list on the march - not home defence. It feels as if items are being invented to get past weaknesses in the army. Every list should have a weakness, and the RA offsets the numbers to an extent. I do not understand the need to have 0 MV long range bombardments and air defence merely to plug a hole.

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Last edited by frogbear on Wed Jun 16, 2010 12:18 pm, edited 1 time in total.

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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 12:04 pm 
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Morgan Vening wrote:
Don't see an issue with the above, at all.


Why are Senechal Inspiring?

What do they do to inspire a formation?

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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 12:16 pm 
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frogbear wrote:
Effectively what you are doing is giving a cheap Inspiring to every formation.

Not entirely - seeing as there's only one upgrade per formation, you have to choose between mixing knight types or taking the Senechal. And on larger formations, the resultant jump in Knight costs means the Senechal effectively costs more than 50 points. A formation of 6 with Senechal (6 Paladins 450, + 50) costs 75 points more than the same formation without (3 Paladins 225, Paladins upgrade 200). A slightly odd function of the way the 200 point Knight upgrade works I suppose.

Quick typo note - the Knight Lancer is listed with a 'Power Gauntlet', same as the Errant...


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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 12:31 pm 
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frogbear wrote:
Inspiring for a mediocre unit is far more valuable than on a dedicated CC unit

Don't understand your point here. Neither of the options I listed are mediocre (Eldar Aspects, Marines, Knights). What mediocre unit are you referring to?

frogbear wrote:
Quote:
I might include a transport option for them, like the Siegemasters, but it seems unnecessary at this point. The "cheap activation" issue is mostly muted by both the inability to spam (the 1:1 core/non-core ratio), and having better options available.

Why are they even needed? My main point is that you have elements of attack and home base defence. I believe the list should decide whether it is a home base defence or a list on the march - not both. It feels as if items are being invented to get past weaknesses in the army. Every list should have a weakness, and the RA offsets the numbers to an extent. I do not understand the need to have the long range bombardments and air defence to have a list with little to no weakness.

Knightworld was initially defined by E&C as wheat and chaff. Expensive elite mounted units, and rabble. I don't believe it was created for mechanic reasons, but for fluff ones. To work on a military doctrine used going back to the Middle Ages. You might take issues with that, but it's no different to most armies working on WW1/2 tactical doctrine. Having formations of infantry actively seeking out CC, not only out of desperation. All just as ludicrous. It's 40K.

It might change, but for the now, I want to shake it a bit, see if it's actually broken before I fix it.

And if you can't see several inherent weaknesses in the list, you're not really looking.

frogbear wrote:
Morgan Vening wrote:
Don't see an issue with the above, at all.

Why are Senechal Inspiring?

What do they do to inspire a formation?

It's not the Seneschal itself that is inspiring. A Seneschal is the banner-bearer, the holder of the aquila (ironically, much as the Romans did with the standard of the same name). While he stands, the formation presses forward.

Sure, I could include (and may still do so) some special rule to accomodate that. But for the now, it's not necessary. Inspiring does 90% of the work, without including exceptions.

Morgan Vening
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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 12:40 pm 
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Morgan Vening wrote:
You might take issues with that, but it's no different to most armies working on WW1/2 tactical doctrine. Having formations of infantry actively seeking out CC, not only out of desperation. All just as ludicrous. It's 40K.


You know very well that 40K is all about traveling millions of miles just to hit the enemy with your sword, regardless of how big your gun is :D

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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 12:42 pm 
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The Red Sorcerer wrote:
frogbear wrote:
Effectively what you are doing is giving a cheap Inspiring to every formation.

Not entirely - seeing as there's only one upgrade per formation, you have to choose between mixing knight types or taking the Senechal. And on larger formations, the resultant jump in Knight costs means the Senechal effectively costs more than 50 points. A formation of 6 with Senechal (6 Paladins 450, + 50) costs 75 points more than the same formation without (3 Paladins 225, Paladins upgrade 200). A slightly odd function of the way the 200 point Knight upgrade works I suppose.

Quick typo note - the Knight Lancer is listed with a 'Power Gauntlet', same as the Errant...

Typo note amended. It's a holdover error. All E&C's fault. ;D Same as I renamed the Baron's Power Lance to Baron Lance due to differing values.

And yes, there are times the Seneschal won't be used. Besides the one example you stated, there's cost issues in play. The character upgrade is almost as expensive as a unit. If a unit is capable of killing more than one model(which Lancers and Errants can), Inspiring is a poor deal. You potentially take a hit on numbers, and even more on casualties. Could end up with a worse result.

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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 3:44 pm 
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One question: Why aircrafts? Artillery already is ignoble enough to scratch the honour of a Knight but aircrafts would just steal them their show.

Imagine a Knight holding a speech for his fellow Knights about courage and honour their fight would bring. And just as they are ready to charge some aircraft screeches over their heads and the enemy formation blows up in huge explosions leaving only a few survivors to "gloriously" mop up.

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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 5:09 pm 
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Maybe we need one of these:


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 Post subject: Re: Knightworld v1.1
PostPosted: Wed Jun 16, 2010 9:46 pm 
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BlackLegion wrote:
One question: Why aircrafts? Artillery already is ignoble enough to scratch the honour of a Knight but aircrafts would just steal them their show.


I think the list is more about getting a fully rounded army rather than a fluffy one.

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 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 17, 2010 5:58 am 
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BlackLegion wrote:
One question: Why aircrafts? Artillery already is ignoble enough to scratch the honour of a Knight but aircrafts would just steal them their show.

Imagine a Knight holding a speech for his fellow Knights about courage and honour their fight would bring. And just as they are ready to charge some aircraft screeches over their heads and the enemy formation blows up in huge explosions leaving only a few survivors to "gloriously" mop up.

Honorable does not equal stupid. Getting blown up by opposing aircraft/artillery isn't a cause for honor, either. Yes, the act of using an aircraft could be considered dishonorable*. But that's why the gentry of the Knightworlds don't have their own aircraft. They farm out the job to the Imperial Navy. If it were possible for Thunderbolts and Marauders to routinely blow up "honorable adverseries" and "questing beasts", I'd consider it. But as they're mostly used against softer formations, targets of high tactical worth, but not those the Knights would consider worthy of them, I don't see it as that big an issue.

* Though WWI pilots often had their own code of honor, and were known as Knights of the Sky.

I was considering some form of limitation on aircraft, mainly to boost the worth of the Ballista/Trebuchet, but I'm not really sure it's necessary at this point. But having aircraft as part of the list? I don't personally see it as contradictory to theme.

Speaking of which, theme is important. But as I said in my first sentence, honorable does not equal stupid. I'm not going to intentionally handicap a list when it doesn't really warrant it. While mounted knights were the pinnacle of warfare during their time, during most historical battles, they were numerically (though not tactically) minor. Battle of Agincourt, depending on sources, puts them at between 3-10% of the host. In the battles of Stirling, Falkirk and Bannockburn, 15% was typically the upper limits of mounted knights. That knights made up the bulk or entirety of a war host is a modern fiction. As is that on the battlefield, honor trumped victory.

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 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 17, 2010 7:03 am 
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How about Thunderbolts and Lightings for the only AC in the list? There just there for AA defense and not really taking away from the Knights "Glory". Plus it would put the Lighting Fighters in another list.


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 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 17, 2010 8:01 am 
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Angel_of_Caliban wrote:
How about Thunderbolts and Lightings for the only AC in the list? There just there for AA defense and not really taking away from the Knights "Glory". Plus it would put the Lighting Fighters in another list.

Definitely a possibility. We'll see where playtesting takes it, but I'm not adverse to the position. One thing though, is there a Lightning variant that lacks heavy AT weaponry? One of the backgroundy things I like is that the "lesser minions" aren't given weapons that concern with the Knights (The peasants are revolting!). That way they're more likely to be directed against infantry/LV targets and leave the Knights for the glory-grabbing tank/war-engine formations.

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 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 17, 2010 8:05 am 
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Angel_of_Caliban wrote:
How about ........ There just there for AA defense and not really taking away from the Knights "Glory".


+1

This also solves the issue with 0MV AA

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