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Knight World v2.2.3

 Post subject: Re: Knight World v2.2.2
PostPosted: Fri Jan 01, 2016 5:42 pm 
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Only 4k?!?!?

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 Post subject: Re: Knight World v2.2.2
PostPosted: Sat Jan 02, 2016 10:56 am 
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Haha, I have many epic projects on the go, even at 4k it's my smallest collection. Hence the reinforcements :P

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 Post subject: Re: Knight World v2.2.2
PostPosted: Fri Jan 26, 2018 2:57 pm 
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GW are releasing mini-Knights if that interests anyone. Didn't some of the epic Knights lists have Armigers in at one point?

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 Post subject: Re: Knight World v2.2.2
PostPosted: Fri Jan 26, 2018 3:40 pm 
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Ooooooh!


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 Post subject: Re: Knight World v2.2.2
PostPosted: Fri Jan 26, 2018 5:26 pm 
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Look who's an itty bitty knight! [pinches cheeks]

that's actually pretty adorable and I actually like it

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 Post subject: Re: Knight World v2.2.2
PostPosted: Fri Jan 26, 2018 5:41 pm 
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I can't remember a list with an Armiger. Closest thing would be the Forge Knights.

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 Post subject: Re: Knight World v2.2.2
PostPosted: Fri Jan 26, 2018 7:24 pm 
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I may consider a name change to that for the forge Knights. Wouldn't entail a stat change though

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 Post subject: Re: Knight World v2.2.2
PostPosted: Fri Jan 26, 2018 7:54 pm 
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Dave wrote:
I can't remember a list with an Armiger. Closest thing would be the Forge Knights.

I vaguely remembered the name and looking back they were in when Carlos was running the list some years ago. He just had them as just a sentinel variant that didn't scout and were a bit better in CC though.

Vaaish wrote:
I may consider a name change to that for the forge Knights. Wouldn't entail a stat change though

Could work. Best to wait and see more about them yet I would think, I gather they're smaller but I'm not sure by how much.

Background for them: Smaller than their cousins and crewed by aspiring nobles, low-born commoners with a knack for war, or even the Cad children of Barons and High Kings, Armigers hunt and fight at the flanks of their larger kin. Knight Armigers will open up new tactical possibilities for Imperial Knights players, like a medieval lord hunting with his hounds, benefiting from a wider range of army builds.


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 Post subject: Re: Knight World v2.2.2
PostPosted: Thu Feb 01, 2018 3:02 pm 
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Sounds like the new mini knights will be too small to represent Forge Knights, if internet estimates of their size are accurate:


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 Post subject: Re: Knight World v2.2.2
PostPosted: Thu Feb 01, 2018 3:29 pm 
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They're like extra-cute dreadnoughts


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 Post subject: Re: Knight World v2.2.2
PostPosted: Thu Feb 01, 2018 3:29 pm 
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If that's the size then they're more like a knight 'sentinel'. Which now that we say that, could really be a good boon for a recon formation for the AdMec/Knight House armies to keep them being distinct.

NoisyAssassin wrote:
They're like extra-cute dreadnoughts


;D

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 Post subject: Re: Knight World v2.2.2
PostPosted: Thu Feb 01, 2018 5:03 pm 
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If we're lucky, these mini-knights will show up in the Adeptus Titanicus game.

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 Post subject: Re: Knight World v2.2.2
PostPosted: Thu Feb 01, 2018 9:37 pm 
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That's way smaller than previous estimates and I don't trust that shot you posted. The gun on top is the same price as used with the gw admech robots and scaling based on that made the amigers significantly larger.

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 Post subject: Re: Knight World v2.2.2
PostPosted: Thu Feb 08, 2018 5:54 pm 
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I just pushed the last round of playtest changes to the TP. 1BP for Knight Quake Cannons now, and Baron got Inspiring.

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 Post subject: Re: Knight World v2.2.3
PostPosted: Thu Feb 08, 2018 11:30 pm 
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I'll be happy to playtest those changes, although I tend to use MW4+ for the Knight Quake Cannon.

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