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[OLD] Knight World 2.2

 Post subject: Re: Knight World 2.2
PostPosted: Tue Nov 04, 2014 9:26 pm 
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Battlereport vs Biel-Tan up: viewtopic.php?f=84&t=28451&p=541855#p541855

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 Post subject: Re: Knight World 2.2
PostPosted: Mon Nov 24, 2014 4:56 am 
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Hey guys, just a quick question.
How soon do you see this getting into the compendium?

I'm in Australia and we have a major tournament in Jan and the "House Hyperion Knightworld" is accepted as a tourney legal list for this event. I've been collecting and playing games based on this list.
Upon whispers that a new compendium may be released soon I've jumped on Taccoms to find out what little changes have been made here and there to bring the list even more up to standards and found that the list is now very very different in what it can take (no longer sentinels, or titans)

Can i also ask why the Lightnings were removed? It seems there doesn't seem to be any variation in what aircraft you can take anymore in the imperial lists with lightnings now only being available in the SoB list.
Basically I'm just curious as to why the changes in what units are lowed to be taken were changed?


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 Post subject: Re: Knight World 2.2
PostPosted: Mon Nov 24, 2014 5:33 am 
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I'm not having a go at this list either, I'm going through it looks great as well, and I'm looking forward to trying it out :)

Just curious on the decisions is all and whether i should be putting effort into practicing the old list or this one if it will replace it in the new compendium


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 Post subject: Re: Knight World 2.2
PostPosted: Mon Nov 24, 2014 6:16 am 
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Hoping to have this list approved this year still. We need a few more reports before it can be put up. If and when it's approved it'll be in the NetEA Tournament Pack.

Take a look back on pages 2 and 3 of this forum. The threads from February have the discussion on direction. In a nutshell, this list represents the forces on a Knight World (think PDF + Knights), pretty much rolled it back to the first iteration of the list. A Knight Crusade list (Titans + Knights) will be next year's push (something closer to later iterations of the list).

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 Post subject: Re: Knight World 2.2
PostPosted: Tue Nov 25, 2014 12:50 am 
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Thanks Dave

Like i said, i was just curious on the decisions.
I've just had word back from our tournament organizer and he is more than happy for me to play with this list. So I'll be playing at least 1 game a week if i can for the rest of the year using this list leading into Australia's largest Epic tournament.

I'll post back bat reps here on taccoms as well to try and help with develpment.

So asking you players who have played the current Knight what are your suggestions and tactics when playing with them? Still seems the theme is charge forward and engage as much as possible?
My list to play with this weekend on Friday and our club meet Sunday is

Knight World (NetEA v2.2 *UNDER DEVELOPMENT*) 3000PTS
==================================================

KNIGHT HOUSEHOLD [680] BTS
3 Knight Paladin, 2 Knight Errant
Baron: Power Gauntlet + Shock Lance

KNIGHT HOUSEHOLD [415]
2 Knight Paladin, 2 Knight Errant, Seneschal

KNIGHT HOUSEHOLD [415]
2 Knight Paladin, 2 Knight Errant, Seneschal

CUSTODIAN HOUSEHOLD [350]
2 Knight Castellan,1 Knight Crusader

LANCER HOUSEHOLD [415]
4 Knight Lancer, Seneschal

WARDEN HOUSEHOLD [275]
2x Warden: AA Missile Launcher + Multilasers
1x Warden: Vanquisher

ROUGH RIDER PLATOON [150]
6 Rough Riders

THUNDERBOLT SQUADRON [150]
2 Thunderbolt Fighters

THUNDERBOLT SQUADRON [150]
2 Thunderbolt Fighters


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 Post subject: Re: Knight World 2.2
PostPosted: Tue Nov 25, 2014 2:51 am 
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4 strong formations have become the norm in our group. 3's too fragile.

I always find myself pushing to engage, even on risky action tests, as Knights tend to come off pretty bad when they're engaged. Other than that, keep the line dressed as crossfire turns them to glass.

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 Post subject: Re: Knight World 2.2
PostPosted: Tue Nov 25, 2014 5:17 pm 
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For a PDF the infantry seem quite well armed. I thought the convention was hve stubbers (siege and similar) or assorted (L&D style)?


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 Post subject: Re: Knight World 2.2
PostPosted: Tue Nov 25, 2014 5:51 pm 
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Being on a world under the aegis of the Mechanicus I thought a slight weapons upgrade would be plausible. It doesn't affect much, game-wise: half as many shots that are twice as accurate.

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 Post subject: Re: Knight World 2.2
PostPosted: Tue Nov 25, 2014 6:36 pm 
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I might have misunderstood the background but weren't knight worlds supposed to be very low tech agrian world with these high tech knights gifted to the ruling classes (who then remain the ruling classes...).

Saying all that it does make a different in play style - do you intend them to move or hold position? Holding position - 10 hve stubbers do 3 1/3 hits, 5 hve bolters do 2 1/2 hits - moving forward - 10 hve stubbers at -1 do 5/6 hits, 5 hve bolters do 3 1/3 hits. So are they static or moving? Of course one way to get the same effect is to say they have twin heavy stubbers - if you agree on the background!


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 Post subject: Re: Knight World 2.2
PostPosted: Wed Nov 26, 2014 3:40 am 
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Hey Dave.

Just done heap of digging through a lot of the old posts and threads, really love what you've done with the lists. But can you answer me why the Lightnings were removed? I don't really have a problem with it really but they just don't seem to be in any list now day with pretty much every list that has them swapping to thunderbolts.


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 Post subject: Re: Knight World 2.2
PostPosted: Wed Nov 26, 2014 4:48 am 
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Didn't see the need for them (PDF forces would have the most common of aircraft), they and the Marauders are already well tested, and no one seemed overly attached to them.

@Chris - The Knights were the top of the benefits, yes. Whether or not the PDF had access to Heavy Bolters in the old fluff, I don't think that was ever addressed. The Knights used to have them, or bolters at least, in the SM/TL stats though. Never really thought that hard on the playstyle points. Given the style of the Knights, I'd think they'd inspire a "charge forward" kind of attitude in their servants, especially with aspirants leading them.

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 Post subject: Re: Knight World 2.2
PostPosted: Wed Nov 26, 2014 12:24 pm 
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I am all for a bit of variation in lists and have always been a bit dissapointed we don't get it with air...

If this is a knight force it would have PDF atmosphere only planes or if on crusade AdMech stuff? Would be fun to use the troublemaker games spitfires as PDF planes here... Squadron of 4 for 200, fighter bomber, sv -, cannon 30cm AT5+/AA6+ FF, guns 15cm AP5+/AA6+ FF.


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 Post subject: Re: Knight World 2.2
PostPosted: Wed Nov 26, 2014 10:59 pm 
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I always want a bit of a variation in the lists. The standard Imperial Navy Thunderbolt is a bit bland for me where i liked the idea of the Lightning as a more capable CAP AA team but pretty crap with dealing with what's on the ground. That's for the Knights to deal with.

Also quick question. In CC engagements against war engines shields don't count. Is this also true for the Knight Shield?


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 Post subject: Re: Knight World 2.2
PostPosted: Thu Nov 27, 2014 4:08 am 
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The only time the Knight shields can't be used is when saving crossfire hits or hits from support fire.

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 Post subject: Re: Knight World 2.2
PostPosted: Thu Nov 27, 2014 4:43 am 
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Dave wrote:
The only time the Knight shields can't be used is when saving crossfire hits or hits from support fire.



Thanks, was pretty sure it was this from reading the pdf, but wanted to make sure for my games this weekend


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