Knight World v2.2.3 |
Vaaish
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Post subject: Re: Knight World v2.2.3 Posted: Fri Aug 31, 2018 1:23 pm |
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Joined: Wed Apr 30, 2008 8:30 pm Posts: 4201 Location: Greenville, SC
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In this case I think consistency between the special rules is more important than adherence to the fluff. Maybe Dave will clarify?
_________________ -Vaaish
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Mrdiealot
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Post subject: Re: Knight World v2.2.3 Posted: Fri Aug 31, 2018 1:32 pm |
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Brood Brother |
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Joined: Thu May 27, 2010 8:07 pm Posts: 731 Location: Stockholm, Sweden
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Yeah maybe. It plays quicker too. But then again it's hardly the only thing I've changed between the lists, and I've got to say I think the shields "feel" better when they don't work in CC. And it would have an added benefit of making the list slightly cheaper.
_________________ AC for Traitor Titan Legion and Hive Fleet Dagon
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Dave
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Post subject: Re: Knight World v2.2.3 Posted: Fri Aug 31, 2018 3:35 pm |
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Joined: Sat Feb 17, 2007 11:25 pm Posts: 8921 Location: Worcester, MA
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The fluff and rules allowed for the shield to work on CC hits in SM/TL, no idea what 40k is doing/saying now but that's not what the Knight World was based off of.
In SM/TL it was meant to be analogous to an medieval knight's knight. Something that's moved and positioned around their body to stop attacks. You can't protect yourself from all directions with that though, hence not getting it for crossfire or support.
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