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If you wanted to play a small campaign featuring only Knights (including FW models but no allies - just proper knights and armigers) which would you use;

9th edition 40k - imperial and chaos have codexes

10th edition 40k - current rules

HH2.0 - armour values and reactions, so different nuance to the game, but renders weapons like stubbers and heavy bolters useless. 

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I would stick to the current ruleset. The attempts to balance look more effective in 10th and the Index more aligned one with the other.

 

I also should admit that I do not remember of the eventual gaps and bias in balance between these 2 factions and that neither do I remember if there use to be a balance dataslate for these - should the rule set of 9th be used, I would recommend checking first that the last whole updated set of rules would be used, not only codices; but also aditionnal publications issued latter. And as it can be tricky to get theses, the lazy way is to stick to 10th... :biggrin:

I actually kinda wonder if you could hack the Renegade rules for it to work. I honestly have no idea, I bought the old box but never played the game, the rules have been sitting in my shelf for years now, but it was specifically made for knights to fight eachother.

I would personally use 9th at least, it gives a lot more flexibility and options for the Knights… though personally I would prefer the stats from Heresy compared to just straight wounds, but I don’t want to start that debate again. 
 

From what I’ve seen, you cannot give Chaos Knights any gifts or abilities in HH, which would take away what I see is an essential element of them. 

 

-snip-
 

From what I’ve seen, you cannot give Chaos Knights any gifts or abilities in HH, which would take away what I see is an essential element of them. 


The WARCOM Exemplary Battle Rules for “Battle of Felweather Keep” has some rules on corrupted Knights during the Herey, including some “Dark Blessing” 

 

Could you adapt Titanicus rules for this? IDK how well it would work but it was a game dedicated to mech combat

AT rules for knights were pretty stripped back, to let the titans shine, but it can work knight-only. This would be the rule set to choose if you have a LOT of knights and a VERY big board to play on, because you’d need to scale up distances, but you could then play the game in a reasonable timescale.
 

Or maybe I misunderstood the idea - was it to proxy knights with say Warlord titan AT rules and then play a standard game of AT? Base sizes would still be  bigger but you could get away with that probably, and play with standard distances and boards. The big new factor would be managing your reactor - is that a thing in the Knights’ lore?

Edited by LameBeard
Searching for right end of the stick
 

AT rules for knights were pretty stripped back, to let the titans shine, but it can work knight-only. This would be the rule set to choose if you have a LOT of knights and a VERY big board to play on, because you’d need to scale up distances, but you could then play the game in a reasonable timescale.
 

Or maybe I misunderstood the idea - was it to proxy knights with say Warlord titan AT rules and then play a standard game of AT? Base sizes would still be  bigger but you could get away with that probably, and play with standard distances and boards. The big new factor would be managing your reactor - is that a thing in the Knights’ lore?

 

The first option might be easier from a rules perspective for the knights, but converting the Titan rules into knights was more what I meant. I havent played AT, so i wasnt sure of the feasibility

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