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Knight World v2.2.3

 Post subject: Re: Knight World v2.2.3
PostPosted: Mon Feb 19, 2018 6:13 am 
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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.

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 Post subject: Re: Knight World v2.2.3
PostPosted: Mon Feb 19, 2018 2:16 pm 
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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.

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 Post subject: Re: Knight World v2.2.3
PostPosted: Sat Mar 17, 2018 5:44 am 
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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

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 Post subject: Re: Knight World v2.2.3
PostPosted: Sat Mar 17, 2018 1:59 pm 
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Name change sounds good to me!


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 Post subject: Re: Knight World v2.2.3
PostPosted: Sat Mar 17, 2018 3:29 pm 
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Yeah, fine with me.

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 Post subject: Re: Knight World v2.2.3
PostPosted: Sat Mar 17, 2018 5:40 pm 
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Rose by any other name, right?

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 Post subject: Re: Knight World v2.2.3
PostPosted: Sat Mar 17, 2018 11:09 pm 
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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.


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 Post subject: Re: Knight World v2.2.3
PostPosted: Thu Mar 22, 2018 9:31 am 
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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.


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 Post subject: Re: Knight World v2.2.3
PostPosted: Thu Mar 22, 2018 12:13 pm 
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That thing is retarded

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 Post subject: Re: Knight World v2.2.3
PostPosted: Thu Mar 22, 2018 2:14 pm 
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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.

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 Post subject: Re: Knight World v2.2.3
PostPosted: Wed Apr 18, 2018 9:02 pm 
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Knight World is now playable in TS: https://steamcommunity.com/sharedfiles/ ... 1364676862

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 Post subject: Re: Knight World v2.2.3
PostPosted: Sun May 27, 2018 9:16 pm 
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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?)

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 Post subject: Re: Knight World v2.2.3
PostPosted: Mon May 28, 2018 1:36 pm 
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Good to see some more Knights stuff! As soon as they release the codex I can go back to work on House Raven again.

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