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Renegade Knight reprise

Renegade Knight reprise

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A surprising Hit

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Apart from the Bolt Action bootcamp things For the Tanyard Trooper little group has been a bit lax with the sudden Hospital Stay of our Rules Guru the Infamous Kevin’. Not helped by own little brush with A&E due to me developing an irregular heart beat. Plus the Keith our resident re-en-actor of things historical being on a dig in the Orkneys.

We finally managed to get a meeting last Wednesday (10/10/18) and with nothing planned decided to let Keith have a play with the big stompy Knights I finished over the summer. Although not the models int the Renegade Knights box (not even built those yet) laid out a table with random Gothic terrain and used two of the city boards from the  Killteam range (pics to follow).

 

The rules in the book consist of 2 pages of modified stats , with an interesting activation sequence and a sheet for each knight with a grid for hit locations.

 

 

A surprising Hit

It looked a bit basic but we need a no brianer game for our return and…….

We had a blast, the simple rules worked and the way the grid and shooting is resolved removed the need for shooting modifiers , if you hit a point on grid behind cover you missed, easy.

So know we have played the game  and wondered how to develop it and add Castallan and Armiger knights.

Now the game is basically designed for two players with one Knight a side, in with only one piece of terrain , and when of the Knights has primarily melee wpns it does look abit one sided, untill you play it and realise his advantage is he doesnt have to role on the location chart to hit the location he wants, so if he gets in he really upset his opponent.

The denser terrain may give that player an advantage so with the following ideas of using more than one Knight a side, I don’t want to put to much complication into a game that seems to work.

A surprising Hit
A surprising Hit

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