Tactical Command http://www.tacticalwargames.net/taccmd/ |
|
Knight Feedback http://www.tacticalwargames.net/taccmd/viewtopic.php?f=22&t=5280 |
Page 1 of 2 |
Author: | dysartes [ Thu Aug 11, 2005 8:20 pm ] |
Post subject: | Knight Feedback |
With the Knights, I've gathered that a number of people are unhappy. Part of this is due to the void shield, and how this means the heavier Knights have to be costed. If we ignore that part, how do those of you who have used them think of the weapons loadout? If we can sort the "Knight Shield" issue (and I'm working on it), will people be happy with the weapons they currently carry? |
Author: | Tactica [ Thu Aug 11, 2005 8:45 pm ] |
Post subject: | Knight Feedback |
The few times I tried to take them, I found that 1) They were expensive for a 3 blast marker formation of individual models. At least the ordinatus has to come under fire 3 times before it breaks (which isn't very much BTW for how expensive that thing is!) So buying 3 of them is bad enough, but the prospect of increasing the formation size is really cost prohibitive to me. 2) In order to get the knights I wanted, I had to buy even more paladins. Blah... that made the knights I wanted REALLY expensive. I really couldn't justify increasing either formation's size after that either. So I took 1 3 man formation of lance and 3 man formation of paladin both times I tried them. 3) If the 3 man knight formation comes under fire once and actually loses one model, the formation breaks! My opponent caught on to this in two seperate games (and seperate opponents) ironically both of them approached nights the same. Use planes, knock down a void shield and kill one, formation is broke. Eeek! These formations became useless once the opponent figured that out. I'm not really sure what you mean by the void shield issue, however, I can suggest a really simple fix. In fact, we adopted 'the below fix' a couple times since I've played the aforementioned two games. That was mainly for campaign purposes but it seemed to work quite well. 1) Eliminate the requirement for paladins to be purchased. 2) Give each knight 2 wounds instead of one. ** Don't change the cost or any stats as they seem over priced at present. At 3 models and 6 wounds, the knights actually stuck around for a bit and were not broken as soon as they came under fire losing one model. The 1 void shield is handy, but by no means game breaking. We find that it just makes the opponent figure out what kind of junk shots he's going to put onto the formation before he turns around and fires the heavy guns into them. The AMTL has lost both times since trying these changes, but that was for other problems and campaign related circumstances. The knights were at least viable formations at the current cost and with 2 wounds while not being forced to buy paladins first. It made the formations much less restrictive and more flexible in army construction. We found that to be a good thing. |
Author: | Blarg D Impaler [ Fri Aug 12, 2005 5:19 pm ] |
Post subject: | Knight Feedback |
3) If the 3 man knight formation comes under fire once and actually loses one model, the formation breaks! My opponent caught on to this in two seperate games (and seperate opponents) ironically both of them approached nights the same. Use planes, knock down a void shield and kill one, formation is broke. Eeek! These formations became useless once the opponent figured that out. <<<--->>> Umm, maybe I'm reading the rules wrong, but I think the knights are more resilient than what you just described. Based upon the rules and the Q&A stuff in the back of the rulebook we played it that with a unit of 3 knights, each with a void shield, that you needed to do at least 3 hits, knocking down the 3 void shields, before you can start forcing armor saves, and therefore inflicting blast markers for taking fire. In the game I've used 3x Paladin formations they went up against a LRuss company and survived just fine. Only when the Stormtroopers caught me in a crossfire... I would like to throw my hat in as a proponent of knights just the way they are, except that the requirement to field Paladins before other types is silly and unnecessary. |
Author: | Tactica [ Fri Aug 12, 2005 8:47 pm ] |
Post subject: | Knight Feedback |
Blarg, I don't know if your group is playing them wrong or not. In our game, it wasn't even that severe of a formation that was firing on the knights. It only takes 4 hits to break the foramtion from a single firing formation. A foramtion (of eldar fliers in our case) fires on 3 knights and places one blast marker for coming under fire, then does 4 AT hits. AMTL Player fails his armor save twice and lose one knight - poof, the formation breaks. In your scenerio - the formation of 3 knights comes under fire by the leman co you described after the lemans move once to get extra range. The knights receive 1 blast marker for coming under fire The lemans then get 3 of 10 lascannon hits and 6 of 10 battle/vanquisher cannon hits. You allocate 9 hits across your three knights, 1 each first and it knocks down shields, 1 each again for the first hits that need saved, and 1 each again for the second set of hits that need saved. You roll well and only lose 1 knight. You receive a second blast marker. Formation breaks. We found it very easy to break knight formations with a single activation time and time again. |
Author: | nealhunt [ Fri Aug 12, 2005 10:26 pm ] |
Post subject: | Knight Feedback |
A foramtion (of eldar fliers in our case) fires on 3 knights and places one blast marker for coming under fire, then does 4 AT hits. AMTL Player fails his armor save twice and lose one knight - poof, the formation breaks. |
Author: | Tactica [ Sat Aug 13, 2005 12:05 am ] |
Post subject: | Knight Feedback |
NH, I'm sorry that I'll have to respectfully disagree. 1) The knights can break to FOUR (4) AT hits, not 5. They come under fire for the first blast marker, knock down all three shields for no blast markers and absorbing the first three of four shots, then the remaining hit fails to be saved or RA saved - bam, 1 wound on the formation - and they break. 2) When Lancers require you buy Paladins first, Lancers themselves don't just cost 250 points... there is some overhead to them considering you have to buy the paladins first. there's an argument to be made that 250 points is not the realized cost for the formation of Lancers to be on the field. 3) You said, _All_ 250 point armor formations are seriously beaten up by 2 failed 4+ saves and 3 other hits |
Author: | dysartes [ Sat Aug 13, 2005 8:56 am ] |
Post subject: | Knight Feedback |
Tactica> There's a reason why the Decimator is so good in this comparision - it is far to cheap for its armament and abilities. Anyway, let me clarify what my intent was here - I understand peoples issues with formation size, defensive capability and cost, but what I was after was feedback on their offensive power with, if you want to, internal and external comparisions to equivalent units. Basically, I know we need to look at the defensive abilities, but I need to know if people think I should be looking at the offensive capabilities as well. |
Author: | Jaldon [ Sun Aug 14, 2005 4:33 am ] |
Post subject: | Knight Feedback |
Dysartas Did you get the proposed KT list I sent you with new data, formation, etc? If not let me know and I'll send you another copy. Jaldon ![]() |
Author: | Tactica [ Sun Aug 14, 2005 9:08 pm ] |
Post subject: | Knight Feedback |
Dysartes, In the few games we've played with AMTL now, the role of the knights really seems to be support of the titans, i.e. staying close tot hem to support the titan if combat ensues. We were not impressed with the paladins, but the lancers FF value was helpful on 1 particular occasion. In sheer offensive FP for the overall unit effectiveness - the 6 lemans are far more valueable in our games. More models equal more dice in combat and more wounds to be absorbed before they break. A leman is a good all purpose unit. We didn't find that there was enough difference flexability with most of the knights. The lemans are just a good all around formation that can be quite flexible in a list that is quite demanding of how its played due to the huge investment in titans. |
Author: | dysartes [ Sun Aug 14, 2005 10:45 pm ] |
Post subject: | Knight Feedback |
Jaldon - Sorry for the delay in responding, but yes I did get your idea. I'm looking at it, and working out what I can incorporate into my current plan ![]() |
Author: | nealhunt [ Mon Aug 15, 2005 4:28 pm ] |
Post subject: | Knight Feedback |
Tactica: 1) I didn't say I counted it as 5 hits. 4 hits, with 2 failed armor saves. I suppose I should have said "any remaining" hits as indefinite rather than 3. 2) That's an army org argument and only has a slight effect on the relative value of a particular unit. 3) "_All_" is pretty inclusive. |
Author: | Tactica [ Mon Aug 15, 2005 11:59 pm ] |
Post subject: | Knight Feedback |
NH, 1) fair enough, I missed your original point. Sorry for the confusion. Anyway... 2) That's an army org argument and only has a slight effect on the relative value of a particular unit. |
Author: | nealhunt [ Tue Aug 16, 2005 2:15 pm ] |
Post subject: | Knight Feedback |
3) you quote armored vehicle formations to compare to the WE formation we are discussing. LOL - yes, I used all WE formations as comparison because - wait for it - all the knights are also WE! |
Author: | ortron [ Tue Aug 16, 2005 2:59 pm ] |
Post subject: | Knight Feedback |
Sorry but i don't see the problem with the knights. For 84pts each they're awesome. 2 guns, voidshield, extra FF and CC attacks. Their better than landradiers and the like which cost more.. all small armour forces have the same problems as knights and its something they need to plan for. If someone blows away a knight.. so what.. thats at least4AT shots that missed a titan. Sorry but i think your perception of what they should be and their current points/rules don't see eye to eye. my 2 cents ORTRON |
Author: | Tactica [ Tue Aug 16, 2005 5:51 pm ] | ||
Post subject: | Knight Feedback | ||
They are WEs in name only (DC1). ?That was done to get them a couple of minor benefits for flavor reasons - specifically, LoS and barging to bring their screening and assault functions in line with the background. Functionally, they are armor units. |
Page 1 of 2 | All times are UTC [ DST ] |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |