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[OLD] Knight World 2.2

 Post subject: Re: Knight World 2.2
PostPosted: Wed Jan 28, 2015 4:02 am 
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OK, gamed hard over the weekend at the Aussie Championships, Came middle of the pack with 4 wins 2 losses. Ran out of time getting prepped for the Con so didn't have time to do feedback sheets.

6 games played staright through the weekend against a variety of armies.

I lost to:
Steel Legion (Very Very close game)
Space Marines (Absolutly tabled! Crushed! Lost 3/4 of the army in the first turn to double landing craft assault)

Great weekend was had by all, eveyone believes the list still needs work and shouldn't be approved yet, I agree with them.
I agree wit hthe lances now, I'm cool with how they are.

Errants being the same cost as Paladins? Not sure why i would take them honestly, Errants are far superior in my honest opinion.

Last game of the tourney (when i was in my full stide of playing as Knights) I was put up against Onyx's Iron Warriors. I think this was good for him to see another game of how the Knights are on the table, I also think he agrees the list shouldn't be approved yet.


I have games at the end of this month again at our club meet and i intend to do a report in which I'll start trying to be a jerk and try to brake the list as much as possible.


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 Post subject: Re: Knight World 2.2
PostPosted: Tue Feb 10, 2015 11:13 am 
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Any changes in the pipeline? Might get them out for a game next Monday.

I think I'll use Matt-Shadowlord's suggestions for the Castellans/Crusaders, ie:
Knight Castellan WE 20cm 4+ 5+ 4+
Knight Cannon 60cm MW3+, FwA
DC2, Knight Shield, Reinforced Armour, Walker. Critical Hit Effect: The unit is destroyed.
Multi-barrelled Autocannon 45cm 3x AP5+/AT6+, FwA

Knight Castellan WE 20cm 4+ 5+ 4+
Knight Cannon 75cm MW4+, FwA
DC2, Knight Shield, Reinforced Armour, Walker. Critical Hit Effect: The unit is destroyed.
Multi-barrelled Autocannon 45cm 3x AP5+/AT6+, FwA

Also, at the moment Errants are far better for their points than Paladins. The extra range of the paladin's cannon is not that important in an army that gets stuck in, and having a MW shot, TK in cc and MW FF are all very helpful for a close-fighting list. Would this be fixed by making the Thermal Cannon 5+ to hit? To get in range of a 30cm weapon they'd be doubling a lot, so this would most likely be a 6+ to hit anyway.

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 Post subject: Re: Knight World 2.2
PostPosted: Tue Feb 10, 2015 7:33 pm 
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Nothing beyond the Custodian increase (375, +0-1 for 125). If that doesn't address it then will see about dropping the barrage and or another increase.

On the Errants, most of the playtesters were fine with them so I haven't touched them. If anything happens it'll likely be a cost adjustment.

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 Post subject: Re: Knight World 2.2
PostPosted: Tue Feb 10, 2015 10:36 pm 
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Okay, cool. What were DwarfSupreme's impressions on them? He used twice as many Errants as Paladins in his recent game with you.

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 Post subject: Re: Knight World 2.2
PostPosted: Fri Feb 13, 2015 1:31 am 
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carlos wrote:
Okay, cool. What were Dwarf Supreme's impressions on them? He used twice as many Errants as Paladins in his recent game with you.

I think they're fine they way they are. I usually field 2 formations of Paladins and 1 of Errants, but decided to try 2 this time. Sure, Errants can be brutal if they can initiate an engagement or if they can get into base to base, something I had difficulty doing the past two games. Granted, I did have trouble activating in my most recent game against Dave. I've noticed that opponents tend to have a healthy respect for Errants and either try to make it hard for them to get into CC or concentrate on killing them. Also, depending on the opposing army, Paladins can be more effective because of their ability to reach more distant targets with their battle cannons. I suppose a cost adjustment for Errants might be warranted, but I'm not totally convinced it's necessary.

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 Post subject: Re: Knight World 2.2
PostPosted: Fri Feb 13, 2015 11:09 am 
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To me having an MW FF is a pretty big bonus, and its weapon being MW while hitting also at 4+ is also excellent. The CC upgrade is not the dealbreaker here, it will only come into play as a terminator (t-hawk'ed or teleported) deterrent really. I'm trying them as MW5+ as that's an easy downgrade that's making me ponder between one kind or another. At MW4+ and same points cost they are a no-brainer.

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