Login |  Register |  FAQ
   
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 138 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10  Next

Knightworld v1.1

 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 02, 2011 4:02 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9538
Location: Worcester, MA
Morgan Vening wrote:
The bookkeeping gets extreme.


In terms of whether it has 2DC or 1? From other 2DCs I usually just put a small die on the base if it has 2DC, if it is knocked down to 1 I remove the die.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 02, 2011 4:36 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jul 25, 2008 1:50 am
Posts: 835
Apocolocyntosis wrote:
Would increasing the Baron's speed be considered? This would make him more viable to take with errants/lancers, rather than limiting him to just paladins …
It'll likely go to 25cm, at the least. 30cm would be where there starts to be questions of cost, and being a unique model, with a fairly important ability (SC), it's always hard to get costing right. I'd probably spend 300pts on a Baron, just because of how important and iconic it is, but that doesn't mean 300pts represents it's value, as some of that gets absorbed into other aspects.

Apocolocyntosis wrote:
on an unrelated note i want to test some lancer/errant heavy lists when i next get the chance ;)
Very interested to see what you take, and how they both perform. One of the biggest tasks I think I have in the progress of the lists, is balancing the three 'core' Knights. I'd LIKE to keep them all at the same pointcost, but like most things, that's not immutable, should one prove to just be inferior/superior.

Dave wrote:
Morgan Vening wrote:
The bookkeeping gets extreme.

In terms of whether it has 2DC or 1? From other 2DCs I usually just put a small die on the base if it has 2DC, if it is knocked down to 1 I remove the die.
It's good in theory, and again, I'm not dismissing it completely, but the same argument was used for Void/Power Fields. There was a lot of resistance from others, and I still think there may be a better way. Also, it gets back to the Crastellan argument, of "Do the miniatures really deserve to be DC2?".

There's definitely a ways to go with list progression, but I'm glad people are taking it up and playing, and I'm thrilled to have informative feedback. I don't want the list to be just about where I see strengths and weaknesses of the list, and that my meta-game isn't the only yardstick to be measured by.

Keep the reports/comments/critiques coming. I'll see about getting v1.2 out some time this weekend. Nothing drastic, just some of the updates and corrections and a couple of trials for now.

Morgan Vening
- KnightWorld SubChampion


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 02, 2011 10:37 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jan 27, 2009 9:21 pm
Posts: 1978
Location: Thompson, MB, Canada
I think the major obstacle for most people is quantity of Knights. :P

_________________
The Apocrypha of Skaros 1.1
Rogue Trader Expedition 0.4
The Horus Heresy 0.5
Night Lords 0.1
My Trade Thread


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 02, 2011 11:52 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Apr 25, 2007 1:01 pm
Posts: 2518
Location: California
Simulated Knave wrote:
I think the major obstacle for most people is quantity of Knights. :P

Serious....I would love to play knights but...Knights are hard to find and expensive plus I think most of them look bad/dorky. I would love to a Lucius style Knight Line produced by some Forum Animals......Otter, Wolf, Monkey, Rays.....I'm easy.


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Sat Jun 04, 2011 5:11 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Sep 01, 2010 4:03 pm
Posts: 1081
Location: London, UK
Thanks for all the work on this. Any amends to the list going through soon-ish? Will be using them Thursday and perhaps Monday too.

_________________
Image
Image


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Sat Jun 04, 2011 11:35 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jul 25, 2008 1:50 am
Posts: 835
carlos wrote:
Thanks for all the work on this. Any amends to the list going through soon-ish? Will be using them Thursday and perhaps Monday too.

Expect it up inside 30 hours. I'll put it together at work tonight (my job is very taxing, not), then I'll revise it tomorrow before sleep, and post it.

Don't expect any groundbreaking changes. This will be a minor update.

Morgan Vening
- KnightWorld SubChampion


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Sun Jun 05, 2011 4:51 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 20, 2005 8:45 pm
Posts: 11149
Location: Canton, CT, USA
Morgan Vening wrote:
I'm not sure Crastellans warrant DC2 based on the official miniatures (they're smaller though a little more robust, than Errants). There will be changes in the future, but I didn't want to throw everything up into the air without some more serious consideration.


I still don't understand why the size of a mini has to dictate the number of DCs.

_________________
"I don't believe in destiny or the guiding hand of fate." N. Peart


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Sun Jun 05, 2011 9:55 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jul 25, 2008 1:50 am
Posts: 835
Dwarf Supreme wrote:
Morgan Vening wrote:
I'm not sure Crastellans warrant DC2 based on the official miniatures (they're smaller though a little more robust, than Errants). There will be changes in the future, but I didn't want to throw everything up into the air without some more serious consideration.


I still don't understand why the size of a mini has to dictate the number of DCs.

It doesn't HAVE to, and is the reason I'm not looking to change them. But it should be a factor, I think, when trying to keep to the GW universe. Unless it's exceptional, mass/displacement of a War Engine tends to reflect it's DC.

Just to be clear, the second sentence of mine you quoted isn't meant to refer solely to the first sentence, but to the list as a whole. There are likely to be some significant changes further on, but not necessarily to do with DC changes.

Morgan Vening
- KnightWorld SubChampion


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Tue Jun 07, 2011 3:17 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 20, 2005 8:45 pm
Posts: 11149
Location: Canton, CT, USA
Morgan Vening wrote:
Just to be clear, the second sentence of mine you quoted isn't meant to refer solely to the first sentence, but to the list as a whole.


I knew that, but thanks for the clarification anyway.

_________________
"I don't believe in destiny or the guiding hand of fate." N. Peart


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Thu Jun 09, 2011 7:51 am 
Brood Brother
Brood Brother

Joined: Tue Feb 02, 2010 12:12 am
Posts: 354
Location: Houston Texas
FINALLY had a game with the knights... so far i really like the new rule that has been stated.. though my units were small it did help save them from instantly dieing from continual ork fighter bombers. We played 3000 of orks vs a combined, 1500, knights and 1500 guard. I took three paladins with a baron, 3 errants, 3 lancers and 3 castellians (against orks, i liked the extra shots. but wished it could have been three shots of bolter fire instead of two).

From what i can tell, it was aggrivating to watch my knights get blast markers from the fighters and landers, but then pass the armor saves once they were broken. i still lost both my lancers due to fighters continually pressing them, but my lone errant valiantly assaulted a great ork Gargant by his lonesome self, scoring 3 out of four hits though only one got throug before he failed two of his nine attacks back at him. what a save,, then POOOF..... Though my baron and two remaining paladins went toe to toe with it and knocked it down two four hits and a crit. Of course even with blast markers on it, i still lost the resolution(i had a blast marker my self). They ran, but pass the "hit" armor save. we all had a good laugh as they ran behind a building to recover and prepare another audacious charge.

Like i said.. so far i like it.. it helps save them from annihilation from annoyance units when you have small formations. But i need to play it some more here in the Houston area at 3000 points. Oh, question... if i have a formation of 3 errants , how many total attacks do i do in close combat. or do i get both the close combat extra attacks and the two fire fight attacks.. i want to make sure before i make a halfwit out of my self in a game. from what i understand, it would be 12 attacks. but if its only six then i played it wrong.


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Sat Jun 11, 2011 7:25 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Sep 22, 2008 9:32 pm
Posts: 2455
Location: Cardiff, wales
just housekeeping. but the version 1.2 list is here:

viewtopic.php?f=22&t=20845


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Sat Jun 11, 2011 12:57 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Sep 01, 2010 4:03 pm
Posts: 1081
Location: London, UK
Dughan wrote:
Oh, question... if i have a formation of 3 errants , how many total attacks do i do in close combat. or do i get both the close combat extra attacks and the two fire fight attacks.. i want to make sure before i make a halfwit out of my self in a game. from what i understand, it would be 12 attacks. but if its only six then i played it wrong.


WEs can use both close and firefight even if base-to-base w/ an enemy. So you get 1 first strike attack, 1 regular attack on account of being DC1 (this can use either FF or CC stat), 1 MW attack using FF value, 1 MW attack using CC value.

_________________
Image
Image


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Sun Jun 12, 2011 10:42 pm 
Brood Brother
Brood Brother

Joined: Tue Feb 02, 2010 12:12 am
Posts: 354
Location: Houston Texas
iiick..... wow.. they are rude in combat..but nice.


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Mon Jun 13, 2011 2:05 am 
Purestrain
Purestrain
User avatar

Joined: Mon Jul 09, 2007 10:14 am
Posts: 3416
Location: Western Australia
edit - Ignore me... not sure if I was right! ;D

_________________
Just call me Steve.

NetEA Rules Chair
NetEA FAQ

Want to play Iron Warriors in Epic Armageddon? Click HERE
Some of my Armies.
My Hobby site.


Top
 Profile Send private message  
 
 Post subject: Re: Knightworld v1.1
PostPosted: Tue Jun 14, 2011 9:59 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Sep 01, 2010 4:03 pm
Posts: 1081
Location: London, UK
I'm basing that interpretation on this:
3.3.2 Close Combat and Firefight Attacks
Instead of rolling a single hit dice for each war engine in an assault, roll a number of hit dice equal to the war engine’s starting damage capacity. You may choose to split these between close combat rolls and firefight rolls as you see fit, but close combat rolls will only hit enemy units in base contact, while firefight rolls will only hit units within 15cm that are not in base contact.

So this seems to imply that even if a WE is in base-to-base it can still use its firefight value if it so wishes (and has valid targets for it). Couldn't find anything in the FAQ about it either and I see no reason for that unit not to use both extra attacks against different targets. Another clue is that if the Errant didn't have these many attacks it'd be fairly underpowered compared to the Paladin whose juicy Firefight stat and extra attacks make it a supreme supporting fire provider and as we all know Firefight is better than Base contact as it's so much easier to achieve.

_________________
Image
Image


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 138 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10  Next


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net