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House Hyperion Knightworld V1.02

 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Oct 13, 2008 6:24 pm 
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Quote: (dptdexys @ 13 Oct. 2008, 18:11 )

Why has the Palladin still got the autogun stats, the barrel  under the battlecannon is the recoil buffer not an autogun.

Noone has ever raised the issue before.

Delete for next edition?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Oct 13, 2008 6:47 pm 
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Quote: (Evil and Chaos @ 13 Oct. 2008, 18:24 )

Noone has ever raised the issue before.

Delete for next edition?

You should only change things if you think they are  not needed.
Personally I think the Paladins ranged attacks could do with weakening to put more emphasis on their assault abilities as with their now old background.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Oct 13, 2008 7:05 pm 
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I figured the autocannon was there to give the paladin more ranged shooting ability than the other 2 similarly-costed knights. Why would you ever take a paladin over a lancer if it didn't have a second shooting attack? The paladin needs something to set it apart, and an autocannon seems as good as anything else. Of course, there are other ways of setting the paladin apart, but I'll leave that to someone else to suggest.

As it is, errants seem to be a better deal than the lancer with the given stats, so they would be the all-round go-to choice if paladins lost their second shooting attack.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Oct 13, 2008 7:19 pm 
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Quote: (semajnollissor @ 13 Oct. 2008, 14:05 )

I figured the autocannon was there to give the paladin more ranged shooting ability than the other 2 similarly-costed knights. Why would you ever take a paladin over a lancer if it didn't have a second shooting attack? The paladin needs something to set it apart, and an autocannon seems as good as anything else.

Agreed. I think the Paladin should stay as is. Knights need some form of ranged attack without having to resort to Crusaders and Castellans.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Oct 13, 2008 10:41 pm 
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Yeah agreed on the paladins armament, it loses value compared to the others if it doesn't have ranged weapons to make up for not having the extra firefight/base contact abilities or speed of the errant/lancer.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 14, 2008 12:37 am 
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Well. I see the Paladin as akind of Jack-of-all-Trades.
Lancer is the fast FF specialist.
Errant it the short range fire and CC specialist.
Crusader/Castellan are the long range fire specialists.

The Paladin can all this good but not as good as these three specialists in their given specialtry.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 14, 2008 9:59 am 
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Yeah, not to say that they shouldn't be changed, but I can't think of a reason to change them in the scheme of all the units available.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Oct 26, 2008 7:27 am 
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Just got back from a 2500 point tourney with the Knights, and they came off quite well with a 2/1 win, 1/2 loss and a 3/0 win, taking equal second place with the cad imperator AMTL list of doom.

All throughout the day I just could not stop rolling ones and 2's to fail activation (must have been between 1/3 and 1/2 of the time) but still did not come off badly.

List:

Baron + 3 Paladin (450)
6 Paladin (450)
3 Lancer, 3 Paladin (450)
Ordinatus Majoris (550)
Aspirants (150)
Aspirants (150)
Trebuchet (150)
ThunderBolt Fighters (150)
destroyed
Game One vs space marines

Marines had 2 warhounds and a scout unit on the right, a large tactical formation protecting the baseline and a warhound on the left, 2 terminators in reserve. I set up the ordinatus ona hill on the right along with the baron, lancers, errant and a unit of aspirants, set up trebuchet on my baseline objective. On the left, the paladin unit set up begind buildings, a unit of aspirants garrisoned a near central objective.

In short, there was a lot of firefighting over the bridge objective on the right, his warhound crossed from the left to shoot at the lancers and errant who fled. On turn two a unit of terminators deep struck behind the baron and the aspirants, but they were killed off in a base to base melee. the Aspirants on the right destroyed the scouts along with some help from the baron, then the baron's formation tried unsuccessfully to break some void shields from the two warhounds. Only on turn three did the thunderbolts ground attack the warhounds to any effect removing all void shields, to let the nova cannon on the ordinatus vaporise the warhounds.

Action on the left was mild, his tactical formation sat on the base objective doing nothing, and my paladin formation decidded to double across to the middel of the table where his single warhound had strode over to break my errants, inflicting one damage from shooting. The central unit of Aspirants charged in to finish off the warhound in base to base melee. His second unit of terminators teleported in to the central objective on turn two, but they were destroyed by combined close quarters fighting from the aspirants and the paladins (tough buggers they are, I think they went 3 rounds of combat)

Game 2 vs AMTL- this is a bit of a blur. Opponents first activation sending his reaver in to suck my ordinatus into the void with a warp misile was a bit of a tell, the rest of the game his Imperator stomped around and destroyed my army. Destroyed.

Game 3 Vs eldar- TBC...




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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Oct 26, 2008 11:43 am 
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As I got loads of cavalry and a dussin or so plastic knights I sort of must ask... What does the plastic ones act as?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Oct 26, 2008 1:37 pm 
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The plastic knights (that were originally in the titan legions box) are Paladins (but you could use them as forge knights for AMTL, too).

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Oct 26, 2008 2:28 pm 
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Game 2 vs AMTL- this is a bit of a blur. Opponents first activation sending his reaver in to suck my ordinatus into the void with a warp misile was a bit of a tell, the rest of the game his Imperator stomped around and destroyed my army. Destroyed.


Any idea how this army did against the others in the tournament?

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sun Oct 26, 2008 10:50 pm 
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Smashed Eldar in a similarly embarrassing way, lost 3/0 to chaos (chaos had a bot of an advantage on the table in that there were massive columns of buildings to block line of sight from the imperator from what i could see, rendering it a bit useless)

EDIT: Looks like I was the only one vaporised by the AMTL! Versus eldar the final score was actually AMTL 1 Eldar 1. Apparently his Vortex Missile only worked once all day, but when it did it ate my 550 point ordinatus and had me boned.




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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 1:54 am 
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I tried this list out the other night versus eldar, and I love it!

The knights are fast, hard hitting, and quite fragile. I had two formations with 3 lancers and 3 errants in each, and added the baron to one and a seneschal to the other. The baron's formation got ambushed by war walkers coming out of the waygate at the end of turn 1, and hit by a sustained fire at the start of turn 2 by the same group. My opponent then retained and smashed what was left with his revenants. The seneschal's formation, however, ripped through everything on the right flank (1 formation each of fire prisms, firestorms, falcons, nightspinners) until aircraft eventually whittled it down.

Dwarf Supreme made reference to the Crusaders and Castellans losing their void shields by mistake. Did he mean knight shields?

Two requests for the next version:
Include rough rider stats for completeness.
Include a printer friendly version.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 3:07 am 
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I find that the Aspirants (rough riders) are a great complimentary unit to a Baron with paladins, he can order them with supreme commander into the charge on a large formation (or a pair of warhound titans) and when the aspirants can charge in with 40cm and make base contact, the knights formation can hit with firefight. The first strikes and base contact 4+ hits from the aspirants can make mincemeat of large targets that are not expecting them. :agree:




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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Oct 28, 2008 9:49 am 
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Quote: (fattdex @ 26 Oct. 2008, 06:27 )

Just got back from a 2500 point tourney with the Knights.

Game 2 vs AMTL- this is a bit of a blur. Opponents first activation sending his reaver in to suck my ordinatus into the void with a warp misile was a bit of a tell, the rest of the game his Imperator stomped around and destroyed my army. Destroyed.

Wow an Imperator in a 2500pt tournament. I just would not see that coming. Can you remember how many activations your opponent had?

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