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House Hyperion Knightworld V1.02

 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 04, 2008 12:44 am 
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It's arrived, thanks.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 04, 2008 12:47 am 
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im with alansa- the one thing that did stick out on first reading was that the ballista and trebuchet seemed kinda OTT

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 04, 2008 12:48 am 
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Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe

(Evil and Chaos @ Apr. 04 2008,01:44)
QUOTE
It's arrived, thanks.

Yay! :D

I have more if you need it :) But filesize will increase accordingly.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 04, 2008 12:53 am 
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Feel free to spam my inbox

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 04, 2008 1:26 am 
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Ok. Send you files for Slaanesh Knights and the first appearance of the Knights in WD.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Apr 12, 2008 5:30 pm 
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V1.02
Changed the Knight Warden to being DC2.
Serf Rabble renamed Serf Militia
Added datafaxes for the Infantry, AA guns & Howitzers (They are the
same stats as the Siegemasters units but renamed).

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 14, 2008 2:13 pm 
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E&C, did you purposely eliminate the void shields for the Castellan and Crusader or is that a typo?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 14, 2008 2:26 pm 
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(Dwarf Supreme @ Apr. 14 2008,14:13)
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E&C, did you purposely eliminate the void shields for the Castellan and Crusader or is that a typo?

Typo.

Anything else missing?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 14, 2008 4:22 pm 
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The "forge knight" should probably also be added to this list.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 14, 2008 4:24 pm 
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(zombocom @ Apr. 14 2008,16:22)
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The "forge knight" should probably also be added to this list.

I don't think so... at least my concept of the Forge Knight is of a retrofitted forgeworking machine, rather than a purpose-built warmachine.

Gamewise, the 'Forge Knight' is 'generic', and there's no need for a generic knight in a list that is allowed the full breadth of knights.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 14, 2008 5:59 pm 
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(Evil and Chaos @ Apr. 14 2008,09:26)
QUOTE

(Dwarf Supreme @ Apr. 14 2008,14:13)
QUOTE
E&C, did you purposely eliminate the void shields for the Castellan and Crusader or is that a typo?

Typo.

That's what Dave and I thought. We played Saturday and I decided to give the Knight list a try. Despite losing to Dave's Phase III Tyranids (again  :( ), I like the Knight list. I did learn a few things:

1. Errants can be brutal in CC.
2. It's worthwhile to take the upgrade of three more Knights, even at the expense of an activation.
3. It seemed a little incongruous to have horses instead of Sentinels.
4. Broken Knight formations are still dangerous in CC. Example, a broken formation of a lone Lancer managed to kills three stands of Genestealers.
5. I continually seem to have the worst rolls at the worst possible moments. Case in point, for Saturday's game, Turn 2 I failed five rally rolls, four of which were on broken formations.
6. Dave has a really annoying habit of rolling at least one  6 for the CC resolution dice roll, probably around 50% of the time.  :angry:

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 14, 2008 6:29 pm 
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That's what Dave and I thought. We played Saturday and I decided to give the Knight list a try.


Can I have the final score, so I can add it to the mechanicus batreps thread?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Apr 14, 2008 6:45 pm 
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Tyranids won 3-0. Dave will be posting a batrep for it

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon May 12, 2008 6:00 pm 
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I, too, think sentinels should be included in the list. They might not fit with the 2-class system you're imagining, but maybe you could use the estate system: 1st estate - nobles, 2nd estate - imperial agents, 3rd estate - everyone else.

Otherwise, protecting your archers, er, artillery, from teleporters will be difficult.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon May 12, 2008 11:38 pm 
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Sentinels will be going in at the next revision, at the least.

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