Edit: Formatting by Jurid
... and Knights and Knights
Welcome to the New 2.0 KoE Book where we now can finally reveal the complete book along with most importantly the new pricing on a vast majority of our army.
The Development of KoE has certainly proven to be a struggle - for just as there are competing goals even within the KoE Community (Some want better Peasants, others better RAF, some want more from our characters, whilst others want more bodies on the table), there are also competing goals for KoE at almost every level. Balance Teams and Play-testing are trying to deliver a balanced army point for point. RT are developing a rule-set which lets face it is designed for 14 Infantry Armies, 1 MI Army and KoE... ACS are trying to represent the community wishes in the book, whilst also pushing at various levels of aggression towards the Strengths and Weaknesses captured a long time ago.
One of the most common issues as we started in on 2.0 however (and I have pages of issues that have been reported) is how easily we tend to drop off before we can do damage, and how although in theory we are an elite army, by the time we get to combat the damage just isn't there. This compounds in 1.3 in the following ways and I hope we have been able to address many of these in 2.0.
Just a Sample of Some of the Issues that needed addressing
- Rubber Lance
- Agility 3 means we strike after anything worth charging, losing half our models before we swing
- Continually increasing Ranged AP = Less models making combat
- Low Agility Questing falling before they can swing on the monsters they are meant to hunt
- Stacking of Special Rules Driving Up Knightly Prices Due to Low Unit Count
- Peasant Tarpits Not Viable Due to LEaking Crusaders
- No Non Tarpit Anvils (Barring Steadfast LEvel Knight Busses with Characters)
Overall I feel the 2.0 book can addressed each of the above, and we should have a book that can compete in the BETA phase. I won't white wash this, there are certainly still issues with the book I would like to see improved, but lets start with an honest look at some of the changes and see what we can make of the book.
Throughout the book you will notice quite a few, and in some cases drastic price drops on many items. Credit where it is due, certain members of the BLT have worked really well, both in official channels and other comms to try understand some of the more nuanced strengths and weaknesses, especially where strengths from... (0.10.0 and what came before) have impacted pricing but the
Exploitsbenefits they allowed have been removed from T9A.
The First of many areas where we see significant price drops and realignments to strengths. Might and Valour have been adjusted down, Audacity and Renown are now almost half the original price. Of those two, Audacity's Stubborn ability has been integrated into the Green Knight, whilst the Reroll abilities have been adjusted so that it is useful against a wider variety of models, scaling up as they do. All of this in a package just over half the price. Renown certainly is a weaker shell of itself, and many (myself included) will be sad to see Heroic Blows of old disappear. But with a eye to the future, we should see this virtue taken with more regularity due to its half price application, and now with Weapon Enchants from the BRB, it is now possible to build an, "Ignore Armour, If I Roll a 6 I ignore Everything and do D3 Wounds" approach. There are certainly changes here which may be good or bad, but certainly worth exploring. Also representing our Weaknesses, Humility has been limited to 0-2, avoiding a potentially higher price for those who still wish to shun knights in favour of the unwashed.
Barring high levels of AP, what is the one thing that hurts us, especially on the charge? 1's. Most of our knights will fail to hit on 1s and 2s, fail to wound on 1s on the charge, and fail to survive on armour on a 1. From both a fluff (Knights being gently guided and protected) AND a gameplay perspective, this is one of the areas of the 2.0 Rework we should celebrate the most. As recently as yesterday I am still arguing about the casting cost, but as far as function of this spell, especially on the charge enemies will be stopping this - potentially freeing up other spells.
Duke, Paladin and Damsel - All I can say is check out the prices. Whilst Everyone is now paying significantly more for Master casters, all of our other prices have come down (except for a few weapon choices on the Duke.) We have been petitioning for 45% Character allowance since 1.3 - we haven't got it (yet...) but this certainly helps both our percentages and overall point costs. I never use the Castellean so I will leave comment on that...
If you look at all of our Knights, you will start to see more specialisation across these. Whilst the TT was not always in agreement, what we see now is Aspirants who are ~20% cheaper, KotR are still the benchmark, Questing are now truly our versatile strike force, whilst Grails can now fill out three ranks on their own AND with the changes to Blessing are now the most tanky models in the KoE arsenal. Add to this the Forlorns who have stormed out of obscurity to be the anvil to their mounted brethren's hammers AND who can now benefit from the slightly cleaner Relique - We are starting to move (slowly) towards a race of specialists who each bring their own benefits - from numbers thru to superior offence or defence. Although the slightly weaker blessing is certainly accounting for some of it, we are also seeing a nice price drop here.
There are many benefits and weaknesses we were trying to keep in mind during the rework. The Agility Bonus on the charge is a significant gain for our army (Is it enough is a different conversation, but it is a great help - and Questing Knights benefit most from the combined change).
note from Ney: More to come here
On Hiatus. Want to see my Ogre Badlands Terrain?
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