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Knightworld v1.1

 Post subject: Re: Knightworld v1.1
PostPosted: Sun Feb 27, 2011 10:24 am 
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Dughan wrote:
Can i get a hotlink to the most recent knight list?

It's in the first post of the first page of this thread.
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Dughan wrote:
I'm currently building an army and so far have 10 paladins, 3 errants(hopefully 3 more by tomorrow because of ebay), i own no lancers but after the last post or two i had a total duh moment having over 200 battlemechs in multiple castings and types. I also own 1 warden, 1 troop of castallians and 1 crusaders. (and a ton of plastic thudd guns and other such things).
I liked the idea of a Baron using an atlas thats been heavily modified. thats a neat looking conversion. Now i just have to find some things i want to use as lancers.

Off the top of my head, basically any light or low end medium mech with a single primary cannon and a fist, should do it. I'm more familiar with the old "unseen", but Stinger, Wasp, Assassin, Clint, and/or Vindicator should do the job.

Morgan Vening
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 Post subject: Re: Knightworld v1.1
PostPosted: Sun Feb 27, 2011 6:48 pm 
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I actually have some stinger/wasps, and at least three vindicators. Hey, does anybody have at least three paladins, plastic or metal they wanna trade or sell, so i can have more than ten.


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 Post subject: Re: Knightworld v1.1
PostPosted: Mon Feb 28, 2011 4:46 am 
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Dughan wrote:
I actually have some stinger/wasps, and at least three vindicators. Hey, does anybody have at least three paladins, plastic or metal they wanna trade or sell, so i can have more than ten.


Which Paladin are you looking for?

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 Post subject: Re: Knightworld v1.1
PostPosted: Mon Feb 28, 2011 8:51 am 
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any.. even plastic will suit my purposes happily. at the moment i only have ten including one with a banner. I am happy that i actually won my auction today so i finally have a full unit of 6 Errants now(well i will when those things are mailed). And i found a few Wasps/Stingers in my battletech box today so i have a unit of six of those too.


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 Post subject: Re: Knightworld v1.1
PostPosted: Mon Feb 28, 2011 9:25 am 
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Personally, I don't own any official Warden miniatures, so I'd be looking at proxies myself. Anyone know of any?- Morgan Vening

Um... i have 1 fatboy warden with a missle launcher on its back.. i'm not going to use it, though i might make a mold off of it(maybe). i need normal knights..anybody interested?


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 Post subject: Re: Knightworld v1.1
PostPosted: Mon Feb 28, 2011 12:43 pm 
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Dughan wrote:
Personally, I don't own any official Warden miniatures, so I'd be looking at proxies myself. Anyone know of any?- Morgan Vening

From the Battletech line, I use Shadowhawks or Wolverines for BattleCannon versions, Riflemen for AA versions, Archers for BP versions (though I've never actually fielded the latter, I do have sufficient numbers for a formation of them. If you're using BT, then there are so many options. Anything in the 50-70 ton category should fit, and just pick appropriately weaponed ones. Heavy missiles = Frag Cannon, Big Cannon = BattleCannon, Multi-Cannon = AA Cannon.

Others use Insurgency Miniatures robots.
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And at that price, you can't really complain.

More than any other, the Wardens SHOULD be a more inconsistent look than the others. They are essentially, the home guard/reserves/"dad's army" of the Knight list.

Morgan Vening
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 Post subject: Re: Knightworld v1.1
PostPosted: Mon Feb 28, 2011 3:03 pm 
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Dughan wrote:
any.. even plastic will suit my purposes happily. at the moment i only have ten including one with a banner. I am happy that i actually won my auction today so i finally have a full unit of 6 Errants now(well i will when those things are mailed). And i found a few Wasps/Stingers in my battletech box today so i have a unit of six of those too.


I have some Mk I Paladins to spare, if you're interested.

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 Post subject: Re: Knightworld v1.1
PostPosted: Mon May 23, 2011 10:27 pm 
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Had my first game tonight w/ K-world. Granted, it was 1k Armageddon but got a feel for the army. It's a bit challenging as the DC1 knights which I used exclusively have lots of tricks up their sleeve but ultimately it was an army of land raider formations: tough on an individual basis but always outnumbered in assaults and very, very easy to break. Don't think this can be fixed without changing the whole list of course, but an improvement would definitely be to give formations more options.

For example breaking up the crusader/castellans into options that the wardens can take as I'm not keen on crusaders/castellans almost automatically being the BTS by default; adding aspirants/squires to knight core formations to increase formation size a bit; the baron knight as an upgrade to Crusader/Castellan and/or Warden formations; and of course not penalise players who take 4 or 5 knights (as having 6 gives you a 25 point discount).

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 Post subject: Re: Knightworld v1.1
PostPosted: Mon May 23, 2011 11:32 pm 
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carlos wrote:
Had my first game tonight w/ K-world. Granted, it was 1k Armageddon but got a feel for the army. It's a bit challenging as the DC1 knights which I used exclusively have lots of tricks up their sleeve but ultimately it was an army of land raider formations: tough on an individual basis but always outnumbered in assaults and very, very easy to break. Don't think this can be fixed without changing the whole list of course, but an improvement would definitely be to give formations more options.

That's been pretty much my experience with them. The "They've got how many attacks?!?" becomes "OK, I put a BM on that broken formation. Cool, another one dead.". What list did you field, and what kind of list did your opponent have?

carlos wrote:
For example breaking up the crusader/castellans into options that the wardens can take as I'm not keen on crusaders/castellans almost automatically being the BTS by default; adding aspirants/squires to knight core formations to increase formation size a bit; the baron knight as an upgrade to Crusader/Castellan and/or Warden formations; and of course not penalise players who take 4 or 5 knights (as having 6 gives you a 25 point discount).

I don't have a problem with Crusaders/Castellans being the BTS, I just have an issue with them both being fixed at 500pts, meaning multiple formations are tactically poor. There'll be some changes in the next incarnation, feel free to add any opinions to this thread.

Not thrilled on the idea of adding Aspirants to Knight formations. Doesn't gel with the background that much, and seems a bit gamey (using them as ablation). I probably wouldn't have an issue with adding a Knight (probably Warden) to an Aspirants formation, as sort of the veteran.

Baron to Crustellans is an option, but given the battlefield role of the units, doesn't make much sense. The Baron hiding up the back with the artillery brigades doesn't really scream for honor, glory, and the Emperor.

The discount is intentional, and I don't really see 4-5 being penalized, any more than I see taking single Warhounds as being penalized to buying them as a pair. Expensive formations tend to be more cost effective per capita, when they exceed a certain price (typically closer to 500). Lack of activations, lack of mobility and greater susceptibility to breaking* affects their effectiveness.

* I know they're more resilient to breaking due to higher BM requirements, but in a lot of situations, it doesn't work out that way. In the Warhound example, I kill a one of two single Warhounds, the other one doesn't care. If they're a pair, it's almost always automatically broken. If I clip one, the other adds to formation size, but is otherwise completely dependent on the other to win the combat or is again, broken automatically.

I do take all information on board, and look to be releasing version 1.2 in the near future.

Morgan Vening
- KnightWorld SubChampion


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 Post subject: Re: Knightworld v1.1
PostPosted: Tue May 24, 2011 1:37 am 
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I had:
4 Paladins (didn't seem as useful as the other faster knights)
3 Errants w/ Senechal
3 Lancers
3 Trebuchets
1k

He had:
2 Baneblades + 1 Shadowsword (100 pts over the minigeddon limit but he's a newbie so it's okay)
3 Manticores
4 Valkyries w/ 8 Stormtroopers
1.1k but he didn't have the flexibility in models to field exactly 1k (I still won)

Interesting to see that my 'assault' army would start 2 down in resolution against his main combat formations (for being severely outnumbered). It's a challenging army - I don't mind that.

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Not thrilled on the idea of adding Aspirants to Knight formations. Doesn't gel with the background that much, and seems a bit gamey (using them as ablation). I probably wouldn't have an issue with adding a Knight (probably Warden) to an Aspirants formation, as sort of the veteran.

Yes, you're right, I was forgetting that LVs can take hits for WEs in their formation too. I just wanted them to bulk up the knight fms a little. Yes, a bit gamey. The upgrade to the aspirants formation seems a nice idea.

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 Post subject: Re: Knightworld v1.1
PostPosted: Tue May 24, 2011 1:49 am 
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carlos wrote:
Quote:
Not thrilled on the idea of adding Aspirants to Knight formations. Doesn't gel with the background that much, and seems a bit gamey (using them as ablation). I probably wouldn't have an issue with adding a Knight (probably Warden) to an Aspirants formation, as sort of the veteran.

Yes, you're right, I was forgetting that LVs can take hits for WEs in their formation too. I just wanted them to bulk up the knight fms a little. Yes, a bit gamey. The upgrade to the aspirants formation seems a nice idea.

Actually, they can't. When shooting at a formation containing WE and LV/AV, the type of target has to be declared (3.2.1).

I was thinking more in terms of using them as cheap casualties for broken BM/combat resolution. But then again, given the 3.2.1 targeting rules, unless they had some kind of Grot/Disposable rule (not something I'd want to entertain), they'd just be chum that'd break the formation more easily. Not a good outcome either.

Morgan Vening
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 Post subject: Re: Knightworld v1.1
PostPosted: Tue May 24, 2011 3:05 pm 
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Morgan Vening wrote:
That's been pretty much my experience with them. The "They've got how many attacks?!?" becomes "OK, I put a BM on that broken formation. Cool, another one dead.". What list did you field, and what kind of list did your opponent have?


that sums up perfectly my game against Dwarf Supreme. 1st turn wailing and beating of chest as I got my butt handed to me, then 2nd turn opted for a "break knight fm, fire rangers at it, kill another knight" tactic and almost wiped him out. I'm not sure really how to deal with that in a list and I think it will make it really hard to balance out - you can't make the knights cheaper as they're seriously nasty when they get in range, but as they are even an infantry heavy army can smack them around, which doesn't seem quite right either.


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 Post subject: Re: Knightworld v1.1
PostPosted: Tue May 24, 2011 3:42 pm 
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I don't mind having a 'challenging' army as I already have Eldar, 'Nids and Dark Eldar which are all good enough to compete. But perhaps there was some way to make this army feel less wimp-ish as it runs away A LOT.

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 Post subject: Re: Knightworld v1.1
PostPosted: Tue May 24, 2011 3:53 pm 
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perhaps a special rule called "disciplined retreat" or something, that means that when broken they lose models for every two BMs inflicted, not every one? they'll break just as easily, but wont be completely cut to shreds when they do. cant see it would be too hard to track BMs inflicted on a broken formation.

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 Post subject: Re: Knightworld v1.1
PostPosted: Tue May 24, 2011 5:31 pm 
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I like that idea. It's similar to Space Marines, but still kinda fluffy for knights.


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