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The Old World Cometh Again !!! / Re: Inner Circle Knights
« Last post by sedobren on Today at 06:59:53 PM »I don't know if I just keep rolling bad for the armour saves, but I feel all my knights, IC included, have paper armour. Enemy shooting usually deals with them, or at least reduces their numbers so that they cannot accomplish what they've made for. Also they rarely can combo charge and rarely have twice the unit strength, so their charges result in FBIGO, which is usually very good for the opponent.
Maybe I play too much against Dwarfs. Against Orcs & Skaven my IC have won games.
This is one reason I consider - at last - painting a unit of DGK (bear riders). At least they stay effective even after losing two (or up to five) wounds.
-Zyg
the fact is that a d6 has a pretty small range of results, so even with a 2+ armor save, a smallish unit of 5-6 is probably going to lose one, expensive, knight on average to simple bows. Units like that really leave a very tight room for maneuver and to absorb losses. Look at demigryphs in comparison, they are T4, have a 2+ still and 3 wounds. So for little over the cost of 2 inner circle knights you get almost 3 knights' worth of attacks and resilience, a better performance in prolonged fights, fear, the ability to shrug off random wounds from chaff (that would kill a knight thus costing you pts and reducing the unit's effectiveness. They are also better targets for enhancements (since they stay more on the table).