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