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[OLD] Knight World 2.0

 Post subject: Re: Knight World 2.0
PostPosted: Sun Feb 23, 2014 5:20 pm 
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Yesterday's game was fun, and a world of difference from the 1.3 and 1.4 lists, in a good way.

I took the following formations:

Knight Houshold - 745pts
- 4x paladins
- 2x errants
- 1x baron

Knight Household - 505pts
- 3x paladins
- 2x errants
- 1x seneschal upgrade (paladin)

Knight Household - 505pts
- 3x paladins
- 2x errants
- 1x seneschal upgrade (paladin)

Lancer Household - 595pts
- 6x lancers
- 1x sensechal upgrade (lancer)

Warden Household - 300pts
- 3x wardens (AA variant)

Sentinels - 100pts
- 4x sentinels

Sentinels - 100pts
- 4x sentinels

Thunderbolts - 150pts
- 2x thunderbolts

Which brought me in at 8 activations, with my core formations carrying 10-14 total DC "wounds" each.

I was up against Onyx's Iron Warriors v2.4 list, and OTOH, Ed brought:
1x Havocs (4 havocs, 2 land raiders, 1 stalker, 1 supreme commander)
2x Defilers (4 each)
2x Raptors (4 each)
2x Armored Companies (6 vindicators each)
1x Obliterators (5)
1x Chosen (4 + dreadnought)
1x Ordinatus Medrenguard

-----

The Medrenguard is a beast (which should shock no one), and 9BP Disrupt pretty much meant that Ed either broke a formation per turn, or sufficiently primed a formation (even with 5-7 knights in them) to then follow up with enough shooting to finish the break.

The ordinatus started off in a corner, screened by the chosen. I'd weighted that side of the board pretty heavily, with the Lancers (took turn one's Ordinatus barrage), and my BTS/Command Household. On Turn two I had to decide between having my BTS push on semi-unsupported to try to reach the Ordinatus through a screening line of Vindicators and the Chosen, or double back to deal with the Obliterators who'd teleported in behind to set up a crossfire. I elected for the latter, which meant I had nothing unbroken that could effectively challenge the Ordinatus... so I spent the rest of the game trying to mop up other formations and keep him off of objectives. It ended after turn 4 with nothing left unbroken in my army but the one Sentinel formation (sitting on his Blitz!), and with Ed's Iron Warriors in fragmented reduced formations that had mostly managed to rally after getting mauled for 3 turns camping the midfield objectives and in striking distance of my Blitz (my BTS had finished dying early in Turn 4).

Mixed formations worked well. I'd been regretting the Errants in with the Paladins...right up until late in Turn 2 & into Turn 3, when they were into range to do some serious damage both shooting and in assault. 75cm battle cannons on the Knights are great; you get a lot of reach and can throw some blast markers on distant foes from pretty early in the game if you maneuver for sight lines on your way in, but it's definitely no substitute for getting into assault.

The Knight shield, as written, was pretty balanced. 4+ on the Knight shield, going to a 5+ "reroll" against non-macro meant I wasn't just stupidly saving every single shot, and with DC2 war engines, I could soak a little more damage. Honestly, my single biggest complaint with the 1.3 and 1.4 lists was that survival and success was absurdly streaky. I'd either never fail a save, or I'd lose entire formations in a turn. With DC2 Knights, fighting effectiveness degraded in a more linear fashion, and I could actually survive an artillery barrage with some losses, rather than either coming out unscathed or obliterated.

The hardest-fought assault of the game came when I got a fresh paladin/errant household stuck in with a formation of 4 raptors intermingled with 3 defilers, with a unit of vindicators close enough to provide fire support. I won it, but just barely, and it left me with about 1.5 Knights in exchange for clearing the middle of the board. Errants don't have to get into hand-to-hand to be quite effective, but I also got _really_ lucky on my First Strike rolls (for honestly the first time in 4-5 games). Firefight 5+ felt pretty fair for Paladins and Errants; I didn't get nearly as good results if I couldn't make it into base-to-base (which felt right).

Wardens: don't underestimate the power of 12 AP5+ (going to AP6) shots after a Double. Quantity has a quality all its own, as one of the Raptor formations discovered to its dismay. They honestly did the most to clear infantry off the board, even as nominal AA units.

Lancers: I really didn't get to use this formation at all this game. When last I'd played Ed, it was the 1.3 list and he'd brought his White Scars. He REALLY didn't like the idea of a unit that could double 60cm while toting battle cannons, so they broke on the first round of fire from the Medrenguard (failed a few saves and oh dear god the blast markers...), and were kept suppressed and shot to pieces over the course of the game by anything that could reach them once they finally rallied. I won't get into the Medrenguard in this thread, but if I'd taken bombers, or successfully moved a Knight unit into range past shielding terrain sooner in the game, it would have been much less of a threat.

Crowing about successes aside (even in a lost game), the artillery was brutal. The Medrenguard did exactly what it was supposed to do, and many of my Knight formations either spent the game on the knife edge of breaking from fire or broken and trying to rally. It's lucky I neither of us bothered much with aircraft, or things might have been similarly one-sided. If I were going up against this list again, I'd drop a paladin and a lancer here or there, the thunderbolts and try to bring 2 formations of Marauders.

Parting thoughts: Take formations of 5+. I got to see a little bit of the other games over the course of the fighting, and believe me, 3xDC2 breaks just as easily as 3xDC1 "quasi-space marine" did back in 1.3 and 1.4. You can't win the activation fight against anything, but larger formations packed to the gills with strong CC and FF attacks can actually weather a turn or two of shooting and make it into Engage range.

The bookkeeping was really simple. I just stuck a wound token on a Knight's base when it lost a wound, and rolling for Criticals cost me 2-3 Knights over the whole game (which was probably about right). Yeah, I was able to cycle wounded Knights to the "second line," but it sounds better in theory than it works in practice when you're still only using 3-5 knights and can take fire from the sides as easily as the front. Nothing lasted more than 1 additional turn with a wound on it.

Ed and I had a really brutal attrition game in Turns 1-2 that turned into a heavy maneuver game for Turns 3-4. We both walked away really enjoying that fight, when compared to our previous game under the 1.3 list. The ability to reach out and touch someone with a 75cm battle cannon forced him to play creatively with cover and let me prep a few formations (not that it mattered much against Initiative 1+), and with DC2, a 5+ save and a 4+ Knight shield, the rules were easy to explain.

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 Post subject: Re: Knight World 2.0
PostPosted: Sun Feb 23, 2014 6:48 pm 
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just finished a game, rules question on shock lance: how does it work in the second round of a tied combat? I gave them the +1FS attack again in the second round as the 'action' was due to a knight charge, but was not sure if that was what was intended.

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 Post subject: Re: Knight World 2.0
PostPosted: Sun Feb 23, 2014 7:14 pm 
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If the Knights carried out of the action it works for the whole combat, ie every round.

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 Post subject: Re: Knight World 2.0
PostPosted: Sun Feb 23, 2014 9:46 pm 
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report here: http://www.taccmd.tacticalwargames.net/ ... 84&t=26987

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 Post subject: Re: Knight World 2.0
PostPosted: Mon Feb 24, 2014 8:24 am 
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A suggestion Dave. Sticky this thread and unsticky the 1.4 thread. A friend who's not on taccom all that much decided to get back into knights. He was confused yesterday when he headed to this subforum as to which list to use. I think it's 1.3 in the compendium also.


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 Post subject: Re: Knight World 2.0
PostPosted: Mon Feb 24, 2014 8:36 am 
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cheers for the batrep and pics Apoc, good to see them in action, even if it was against yourself.

I've locked a mate in for a 3k game tomorrow, is there anything in particular that needs testing?

I'll probably take a strong core of Paladins with small supporting unit of errants, lancers and castellans. Points left over will go to sentinels, infantry and arty

On the list again:
Is there any reason the Senechal and Baron lost inspiring whilst some up and comer in a sentinel get it?

Glad the mole mortar made it into the list, however 90cm seems a long range for something that needs to burrow through the ground. I think the squats also have this weapon and use a 30cm 1/2 BP dirsupt & indirect - could we keep them fairly consistent?

Knight Shield:
Dave I get that you know how it works, and re reading the rule I see your point but given it relies on a successful engage action to function I would have thought that it would be easier to track and manage if you just said it works against FF but not CC. Why? well void shields work this way - similar tech, 40k says it doesn't work in CC and currently, unless crossfired, it works against all other shooting so similarly it shouldn't it work against close range shooting, regardless of the knights action?


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 Post subject: Re: Knight World 2.0
PostPosted: Mon Feb 24, 2014 10:12 am 
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ortron wrote:
Glad the mole mortar made it into the list, however 90cm seems a long range for something that needs to burrow through the ground. I think the squats also have this weapon and use a 30cm 1/2 BP dirsupt & indirect - could we keep them fairly consistent?

I saw this too and agree, please keep them in line with squat list stats.


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 Post subject: Re: Knight World 2.0
PostPosted: Tue Feb 25, 2014 5:25 am 
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Borka wrote:
A suggestion Dave. Sticky this thread and unsticky the 1.4 thread. A friend who's not on taccom all that much decided to get back into knights. He was confused yesterday when he headed to this subforum as to which list to use. I think it's 1.3 in the compendium also.


I can't sticky in this forum, only Vaaish can.

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 Post subject: Re: Knight World 2.0
PostPosted: Tue Feb 25, 2014 2:18 pm 
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Managed to get in most of a 3k game tonight against my mate but due to the late start and his army being squats I didn't record a blow by blow account but I'll still attempt a batrep tomorrow.

In short, the game was close, 1:1 each in the third when we had to stop due to time, but a fourth probably would have seen the knights loose. In saying that the list was a lot of fun to play and the knights felt right as 2DC WE. The levy infantry and rough riders were also useful additions. More tomorrow, cheers


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 Post subject: Re: Knight World 2.0
PostPosted: Wed Feb 26, 2014 11:35 pm 
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First thoughts on this list... Excellent! It's everything I could have asked for! :D
Drafted up a potential list based on my probable future purchases...

3 Knights Paladin, Senechal
3 Knights Paladin
3 Knights Errant
3 Knights Errant
3 Knights Lancer, Baron
3 Knights Crusader
3 Knights Castellan
3 Knights Warden (AA)
2 Thunderbolts
2 Thunderbolts

3,000 points.

10 Activations of basically all knights just frankly gets me excited in ways that women just can't... ;P

Not sure however on what you guys think of that as a particularly playable list? Also, what was the reasoning behind dropping strategy rating to two from three?

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 Post subject: Re: Knight World 2.0
PostPosted: Wed Feb 26, 2014 11:43 pm 
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Having witnessed portions of Dwarf Supreme's and Amerger's play tests, I'd say that the FMs of 3 knights may be a bit fragile. You may want to try a few FMs of 4-5 each.

Edit: just keep your excitement pointed in a safe direction :P

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 Post subject: Re: Knight World 2.0
PostPosted: Wed Feb 26, 2014 11:51 pm 
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that was my worry too. However, with Lancers not being a core formation (and I wanna take some with the Baron) alongside my cast., crus., and wardens, I needed 4 pala/errant FMs to make it legal. Hence to get activations up, points had to come down. If lancers were still core it wouldn't be an issue and I could indeed happily take 4-5 knights in a unit and drop a single errant unit to make it legal, however I do sort of agree with the reason they aren't there.

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 Post subject: Re: Knight World 2.0
PostPosted: Thu Feb 27, 2014 1:41 pm 
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I managed another game tonight against SH eldar. Lost badly. The eldar were able to dodge the worst of my shooting then did a lot of damage with their own. My list needs some work now though to incorporate some thunder bolts and probably more arty and infantry. For me the new list offers a much greater defensive play option than it ever did before.

As for rules and stats, most feel good except for the total loss of shield and lance when you get engaged. This was a lot more obvious against the eldar who can dictate the board positioning so well. I'm inclined to suggest the shield shouldn't work against supporting fire and cc hits but may be used against FF regardless of who triggered the assault.


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 Post subject: Re: Knight World 2.0
PostPosted: Thu Feb 27, 2014 11:57 pm 
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captPiett wrote:
Having witnessed portions of Dwarf Supreme's and Amerger's play tests, I'd say that the FMs of 3 knights may be a bit fragile. You may want to try a few FMs of 4-5 each.

Agreed. After losing twice (although the second game went to points), I'm going to try to avoid formations of 3.

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