Tactical Command
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Knight World v2.2.3
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=22&t=30049
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Author:  Vaaish [ Mon Feb 19, 2018 6:13 am ]
Post subject:  Re: Knight World v2.2.3

Got a first game in with my Knights against Norto over vassal against Skitarii. Have to say Lancers play much differently than I anticipated and I'm having trouble seeing as much utility over paladins as I did initially. I it seemed that Paladins synergize better in assaults than the lancers do because of their CC4+ which feels odd to me since lancers seem to be set up as more tip of the spear with scout and the speed boost.

Same assault situation, 4 paladins can get around 1 FF hit, 4 normal CC hits and 2 MW CC hits vs. 4 Lancers getting around 1 FF MW hit and 2-3 normal FF hits.

Author:  Dave [ Mon Feb 19, 2018 2:16 pm ]
Post subject:  Re: Knight World v2.2.3

I haven't thrown them into a CC like I do with Paladins, I usually keep them in a support role and save them for turn 3/4 objective grabs. Between scout, their move and their formation size I can usually manage contesting/controlling three objectives with them.

Author:  Vaaish [ Sat Mar 17, 2018 5:44 am ]
Post subject:  Re: Knight World v2.2.3

So there's finally a good scale shot for the Armigers. I think they'd be a good match for the Forge Knights stats. Any objections to changing out the name?

https://www.dakkadakka.com/dakkaforum/p ... ge#9881852

Author:  NoisyAssassin [ Sat Mar 17, 2018 1:59 pm ]
Post subject:  Re: Knight World v2.2.3

Name change sounds good to me!

Author:  mordoten [ Sat Mar 17, 2018 3:29 pm ]
Post subject:  Re: Knight World v2.2.3

Yeah, fine with me.

Author:  jimmyzimms [ Sat Mar 17, 2018 5:40 pm ]
Post subject:  Re: Knight World v2.2.3

Rose by any other name, right?

Author:  GlynG [ Sat Mar 17, 2018 11:09 pm ]
Post subject:  Re: Knight World v2.2.3

The stats aren't a perfect match and I'd expect an Amiger to have a MW shooting and FF due to it's melta weapon.

On the other hand it is reasonable match overall so if you want to swap it in without needing to playtest a new unit go ahead.

Author:  GlynG [ Thu Mar 22, 2018 9:31 am ]
Post subject:  Re: Knight World v2.2.3

New new knight now too - http://www.belloflostsouls.net/2018/03/ ... model.html

Image

I don't much like the design myself. Similar to the SM Repulsor they seem to have tried to make it look better by cramming an unfeasible looking amount of guns onto the knight but it just looks crowded, silly and OTT. Ah well.

I wouldn't particularly expect or want epic stats for this anyway, it would best just be abstracted/counts-as-ed into the Palladin class as with the many existing knight variants.

Author:  jimmyzimms [ Thu Mar 22, 2018 12:13 pm ]
Post subject:  Re: Knight World v2.2.3

That thing is retarded

Author:  Armiger84 [ Thu Mar 22, 2018 2:14 pm ]
Post subject:  Re: Knight World v2.2.3

This feels strongly like someone in the design studio has Warhamordes Colossal envy...

About the only things it’s missing are eye lasers and a crotch gun.

Author:  Mrdiealot [ Wed Apr 18, 2018 9:02 pm ]
Post subject:  Re: Knight World v2.2.3

Knight World is now playable in TS: https://steamcommunity.com/sharedfiles/ ... 1364676862

Author:  GlynG [ Sun May 27, 2018 9:16 pm ]
Post subject:  Re: Knight World v2.2.3

Image

A big flamer and a harpoon are the other build it seems. I could imagine the model making a good base for an Imperator titan conversion with a lot of converting.

Also jousty scout knights (I assume those are autocannons or somesuch?)

Image

Author:  Mrdiealot [ Mon May 28, 2018 1:36 pm ]
Post subject:  Re: Knight World v2.2.3

Good to see some more Knights stuff! As soon as they release the codex I can go back to work on House Raven again.

Author:  Borka [ Thu Aug 30, 2018 10:30 pm ]
Post subject:  Re: Knight World v2.2.3

Got my first box of the new adeptus titanicus plastic knights. They're really nice so now I'm looking into building a knight army for epic using them.

I looked at the knight shield rule and from what I can see it works against CC hits. Is that intentional? It seems wrong based on the background.

Knight Shield:
Units with a Knight Shield may make a saving throw on a 4+ when they are hit instead of using their armour value. No modifiers ever apply to this saving throw and it is unaffected by macro-weapon, lance and titan killer hits. However, each point of damage from a titan killer hit must be saved separately. If the unit has reinforced armour as well then it is allowed to re-roll a failed save using its armour value unless the hit was a macro-weapon, lance or titan killer. Finally, none of these benefits apply to units in a crossfire or to hits from supporting fire.

Author:  Mrdiealot [ Fri Aug 31, 2018 2:28 am ]
Post subject:  Re: Knight World v2.2.3

Never played it any other way, RAW it definitely allows saving CC-hits. And the Knights are pretty fragile anyway, so the list really needs it.

But it's a good point. In the fluff it's definitely not supposed to stop CC attacks. Maybe I'll disallow it in Questoris Mechanicus.

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