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[BR] Knightworld 1.1 vs Chaos

 Post subject: Re: [BR] Knightworld 1.1 vs Chaos
PostPosted: Mon Jun 28, 2010 10:24 am 
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In TL/SM2nd the Slaanesh Knights had a speed of 30cm. Only one of the three types of Slaanesh Knights had a speed of 20 but it was quite smaller.

@Morgan Vening: I compared the speed of units of roughly the same size. An Imperator Titan has longer legs but it has much more mass to move and therefor his strides would be rather slow. It's like comparing a gazelle with an elephant.

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 Post subject: Re: [BR] Knightworld 1.1 vs Chaos
PostPosted: Mon Jun 28, 2010 10:52 pm 
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I'm struggling badly in my game against Dave and we're only 1/2 way through our 2nd turn. I've been failing my 4+RA saves like crazy (Dice of Matt) and Dave's been getting his usual above average hits (Dice of Dave = 2 hits from 4 shots at 7+ = 1 dead Paladin). I think it'll be a hard army to play - it'll be a low activation army filled with expensive and not particularly robust small units. I'll play it out to the end but I expect Dave's next activation to take out my 2 6 strong Knight fms somehow. I don't know how, but that's just the way it works playing Dave. I won't be able to get TnH or Blitz, he has BTS (RA'd up Rough Riders took down my Crusaders after needing a 6 to get strategy - guess what Dave got?) and the only thing I may stop him from doing is getting my Blitz, but that's pretty unlikely too. So, not a particularly fun game for me :(


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 Post subject: Re: [BR] Knightworld 1.1 vs Chaos
PostPosted: Tue Jun 29, 2010 1:27 am 
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Bad luck has a way of doing that....

I was advised with the current list, you could get 40 Knights on a table. Seeing all have the 4+RA, that is a lot of hard work shooting or assaulting to dent that type of army - IMO of course :D

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 Post subject: Re: [BR] Knightworld 1.1 vs Chaos
PostPosted: Tue Jun 29, 2010 2:30 pm 
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frogbear wrote:
Bad luck has a way of doing that....

I was advised with the current list, you could get 40 Knights on a table. Seeing all have the 4+RA, that is a lot of hard work shooting or assaulting to dent that type of army - IMO of course :D


true true.

though I think I'd struggle to get 40 knights on the table - given that they block each others line of sight even maneuvering 2 fms of 6 can be difficult, depending on terrain. I think I'll fold this game and try again on a more balanced map - the one we used was essentially a city map with very few lines of sight and enormous amounts of cover for the infantry heavy army I was facing.


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 Post subject: Re: [BR] Knightworld 1.1 vs Chaos
PostPosted: Tue Jun 29, 2010 2:52 pm 
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Yeah, we also made the observation that citymaps shift the balance towards light infantery armys. We therefore made ruins 5+ cover in our city which helps a bit.

Oh, sorry for slight off topic.


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