vipoid wrote:Knights are indeed an anti-fun army. Not because they're necessarily powerful (depends on edition and matchup), but because they are irredeemably
boring.
Maybe if
GW hired developers with actual talent, then playing against Mechwarriors could be an entertaining battle. Alas 'talent' and 'competence' are
GW's watchwords.
Thus, expensive models that should have interesting mechanics (allocating power to different systems, taking damage to different areas/systems etc.) are instead abstracted to the point that they are just walking bricks that interact with as few mechanics as possible.
They're like a boss in a video game that doesn't do anything special but is immune to almost every negative effect and has a ridiculously-large health bar. So you're reduced to hitting it with your sword until either it kills you or keels over and evaporates in a puff of disappointment.
100% agreed. And given how few units a Knight player has, a game will consist mostly of waiting on their opponent.
In its drive to simplify (some might say dumb down) the rules,
GW has been applying one-size-fits-all solutions that are hurting Knights the most. Not in terms of tabletop viability, but in terms of fun and strategy, both for the Knight player and their opponent. I'm not sure what can be done about it, though, unless a whole new layer of rules is created specifically for Knights.
Power allocation sounds interesting, though. The simplest system I can think of is as follows:
- At the start of each round of battle, roll 10d6 (or whatever) for each Knight on the battlefield, and put down a marker indicating how many 3+ results it has rolled. These are Power Charges (
PCs).
-
PCs can be used at the start of a phase to do stuff like fire a gun (from 1 to 3
PC depending on its power), activate an ion shield (2
PCs for a 5++ and 3 for a 4++), fight with any melee weapon other than the feet, perform an action (does not prevent you from shooting as long as you have
PCs to do it), and so on. Normal movement is free, though advancing might cost a
PC.
- At the end of the round, unused
PCs are lost. Or there might be a mechanic to store them for the next round (such as a stratagem, or a chance of taking MWs from overheating).
- As the Knight takes damage, it either rolls fewer
D6's to gain
PCs, or the target number increases (to 4+ and then 5+), meaning it can fire fewer guns or needs a larger share of its current power supply to maintain its ion shields.
- If a Knight with unspent
PCs is destroyed, its Deadly Demise rule is likelier to trigger and/or more destructive.
Of course, since this system acts as a restriction rather than new possibilities, Knights would need to either go down in points or have an increase of their weapon stats.
.