nealhunt wrote:
IF you come to the conclusion that it just absolutely cannot be done with the current rules, then I'd say stick with the movement version.
At the moment, I'm leaning towards Sem's suggestion with regards Errant 25+Inf, Lancer 20+Inf, or leaving the Lancer at 30 without Inf (it already Engages at it's best at 45cm). I'm wanting to see more reviews before I start changing things, hopefully with commentary from both the Knight players, and their opponents.
Only if that doesn't work, and another solution isn't made apparent, will I go back to considering a special rule. Though I do find the opposition to some fairly straightforward special rules ironic, given what Eldar, Necron, Tau and Tyranids are allowed to get away with. A small revision of the existing 2.1 Rules adding an X value (namely Invulnerable Save), and at least two of those racial abilities are made unnecessary (Lance would need a slight rewrite). Add in Infiltrate, and the Knightworld could lose both theirs. And Reinforced Armor, and a lot of other issues disappear. But that's not likely to happen.
The one significant issue is the Paladin problem, I'm not sure can be solved by minor tinkering. I've considered boosting it's shooting capacity, and I've also considered a reduction in effectiveness (and dropping the cost) and making it more a 'junior' model. It's just hard to fit it into the existing structure without some modification.
Morgan Vening
- Knightworld Sub-Champion