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The Book of Knights of Weston

dnutt99

Well-known member
The Book of Knights of Weston
Utgar's Rage - Collection 2 - "Knights and the Swog Rider"​

knights_of_weston_original.jpg
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: The Knights of Weston were founded in the lands of Brittany in the late 15th century, to protect the providence of the weak against the tyranny of evil. This small chapter of knights abhors cowardice in all its form and lives by the Sanctity of Honor, a holy tome penned by their chapter master Sir Denrick of Weston. Within the tome you find a unique honor code, which doesn't just hold the knight to this code, but also his combatant. This code of honor is so zealously followed that they have been known to cut down those who would attempt to escape engaged combat, rather than see them lose greater honor by escaping. The Knights of Weston were to meet their end at the Mouth of the River Lorie where they fought a hopeless battle against innumerable opponents. Thought destroyed at the hands of those who feared there power and sway with people of Brittany, the Knights of Weston were actually saved by the Valkyrie, Jandar, and given the chance to secure their honor among the warriors of the planet Valhalla. (Hasbro)
_________________________________________________________________
-Rulings and Clarifications-
  • - HUMAN CHAMPION BONDING : How Many Human Champions
    How does Human Champion Bonding work? Can I take a turn with all the Human Champions I control first?
    No, you can take a free turn (move & attack) with any one Human Champion you control before taking a turn with the Knights of Weston. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - CONCAN THE KYRIE WARRIOR : Knight and Sentinel Enhancement
    As Knights, Knights of Weston may benefit from Concan the Kyrie Warrior’s KNIGHT AND SENTINEL ENHANCEMENT attack and defense bonus.

    - SIR GILBERT : Jandar’s Dispatch
    As a Squad that follows Jandar, Knights of Weston may benefit from Sir Gilbert's JANDAR'S DISPATCH movement bonus.

Synergy Benefits Offered

- SIR DUPUIS : Knight's Courage
  • As Knights, the Knights of Weston may aid Sir Dupuis with his KNIGHT'S COURAGE attack bonus.

- 4th MASSACHUSETTS LINE : Valiant Army Defense Bonus
  • * Having a Valiant personality, Knights of Weston may aid the 4th Massachusetts Line with their VALIANT ARMY
    DEFENSE BONUS.
    *NOTE: See The Book of 4th Massachusetts Line for proper application.

C3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________
-Strategy, Tactics and Tips-

  • - TBA

_________________________________________________________________
-Heroscapers Community Contributions-

Power Rankings

Jexik: Knights of Weston- The strongest melee fighting squad in the game, a few squads of knights is difficult for even the toughest of armies. A

OEAO: A

Cleon: Tier 9 (11/208)

dok (VC inclusive): A

Master Index
MKSentinel said:
Knights of Weston
What’s so Good About Them? http://heroscapers.com/community/showthread.php?t=3737

Unit Strategy Review
  • - TBA

Note: One of these sculpts is used to produce the figure for Sir Hawthorne.
 
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They get an A just for looks.
Love these guys! They're slow and not all maps are ideal for their draft, but get them on some road spaces that can access a good portion of a layout, and they're righteous.
Also, thanks to the Official poll we had a few weeks back, I dusted off Denrick and drafted him with them against Krug and the Arrow Gruts.
Fun to get him out there whompin' on the Huge folk.
 
I love picking the knights along with Denrick (don't have Gilbert...yet, must take longer to ship flagbearers to the middle of the US). I'm also a huge Raelin fan for obvious reasons. She even kind of fits into the whole theme with her armor and spear and such. My problem is I can never quite find the right range unit to pick with them that fits into the whole theme. I love the KMA and 4th Mass but as Biltog would say "guns are for people to weak to use swords" and just don't quite fit with the theme. I've thought about Nilf but he puts my usual playing point (500) over by 5 (Raelin = 80 + Denrick 100 + knights x 2 (more if I had enough space in my army) 140 + Nilf 185 = 505. Any suggestions for what ranged unit(s) would fit? Roman archers just don't quite cut it, besides I don't think they're worth their points anyway.
 
Matthias Maccabeus said:
... My problem is I can never quite find the right range unit to pick with them that fits into the whole theme. ...

Until we get squads of some medieval longbow men, the closest theme match may be the Aubrien Archers (elves and knights -- why not, they also believed in unicorns, etc.). It also can give you a LoTR theme with humans and elves fighting side by side.

But one of my favorite armies is:

2x Knights
2x 4th Mass
Sir Gilbert
Finn
Eldgrim
(or you can take out Finn and Eldgrim and use Sgt Drake)

The knights bonding, Finn and Gilbert's attack aura's can make the knights a very powerfull melee force - position them right and you can get a knight with 5 attack (6 with height or glyph). Eldgrim is usefull for getting glyphs early in the game (don't expect him to hold them too long) and then he can help Gilbert's move to keep him up with the knights (assuming you use Jandar's dispatch to help their move). Also being all valiant, the 4th Mass get an extra defense and you can use Gilbert's Jandar's dispatch to move them and still get the wait then fire bonus.

I can't wait until the Knights Templar get here - will have to lose Finn and Edgrim to fit them in the 500 pt army (assuming they don't cost over 115pts) -- of course we could start playing 600 point armies.
 
The Knights were one of the biggest reasons I got into the game in the first place. They're a fantastic unit, even as a single squad, but like any common they shine in multiples. They are kind of slow, especially if you can take out Gilbert, which can be extremely limiting. Their most unique and probably greatest use is pinning down Charos. 4 Knights is tough to disengage from, and as long as you don't attack, the likelyhood of Charos taking down your Knights before you can get a ranged squad in to take him out is pretty slim.

One of my favorite units though. I can't wait for the Templars to give them another dimension. Hopefully we'll get a good ranged squad to finish up their army in Wave 8.
 
I really like the flexibility that the bonding offers. If you take 2X Knights and Finn and Thorgrim, that's 300 points and every activation you can move either champion you control. That makes them pretty versatile and powerful once you factor in the boosts they offer. Once the heroes are gone, you can use the spirits to boost your cleanup crew. Syvarris with +1 Attack and Defense is pretty tough, especially with elevation.
 
Question that came up in a game yesterday -- if an engaged opponent has stealth flying or disengage, do they still get the coward's reward? Obviously the disengaging figure wouldn't get the first disengagement swipe, but on the second swipe?

Coward's Reward: Knights of Weston roll one additional die against figures leaving an engagement with them.
Stealth flying... starts to fly, if he is engaged he will not take any leaving engagement attacks.

So which special wins? We already know that disengage/stealth flying isn't absolute - for example, can't disengage from cyberclaw.

One way to look at is -- stealth flying/disenage doesn't say anything about avoiding "Coward's Reward" attacks - only "disengagement" attacks.

Of course the other side is to say Coward's Reward is a just an enhanced disengagement attack, so they can avoid it.

So, it boils down to -- is Coward's Reward an enhancement to Disengagement attacks, or is it a separate attack that only occurs when a figure disengages?
 
Retlaw said:
Question that came up in a game yesterday -- if an engaged opponent has stealth flying or disengage, do they still get the coward's reward? Obviously the disengaging figure wouldn't get the first disengagement swipe, but on the second swipe?

Coward's Reward: Knights of Weston roll one additional die against figures leaving an engagement with them.
Stealth flying... starts to fly, if he is engaged he will not take any leaving engagement attacks.

So which special wins? We already know that disengage/stealth flying isn't absolute - for example, can't disengage from cyberclaw.

One way to look at is -- stealth flying/disenage doesn't say anything about avoiding "Coward's Reward" attacks - only "disengagement" attacks.

Of course the other side is to say Coward's Reward is a just an enhanced disengagement attack, so they can avoid it.

So, it boils down to -- is Coward's Reward an enhancement to Disengagement attacks, or is it a separate attack that only occurs when a figure disengages?

Enhancement. I bolded the obvious wording to clarify. Even if it wasn't, it wouldn't matter. Both Disengage and Stealth flying say the figure takes no attacks when leaving engagement. It does not specify normal passing swipes or Coward's Reward attacks, it just states that it blocks all of them. Note that Cyber Claw explicitly states:

Cyberclaw
All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.

Also, note that Cyberclaw has nothing to do with Disengagement Strikes. It just prevents the trigger from occurring when active.
 
Eclipse said:
Retlaw said:
Question that came up in a game yesterday -- if an engaged opponent has stealth flying or disengage, do they still get the coward's reward? Obviously the disengaging figure wouldn't get the first disengagement swipe, but on the second swipe?

Coward's Reward: Knights of Weston roll one additional die against figures leaving an engagement with them.
Stealth flying... starts to fly, if he is engaged he will not take any leaving engagement attacks.

So which special wins? We already know that disengage/stealth flying isn't absolute - for example, can't disengage from cyberclaw.

One way to look at is -- stealth flying/disenage doesn't say anything about avoiding "Coward's Reward" attacks - only "disengagement" attacks.

Of course the other side is to say Coward's Reward is a just an enhanced disengagement attack, so they can avoid it.

So, it boils down to -- is Coward's Reward an enhancement to Disengagement attacks, or is it a separate attack that only occurs when a figure disengages?

Enhancement. I bolded the obvious wording to clarify. Note that Cyber Claw explicitly states:

Cyberclaw
All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.

What does Cyberclaw have to do with the question? :wtf:

Retlaw said:
So, it boils down to -- is Coward's Reward an enhancement to Disengagement attacks, or is it a separate attack that only occurs when a figure disengages?

Coward's reward is a bonus to the leaving engagement attack, if they don't get to make a leaving engagement attack, as is the case when a figure with disengage, disengages, they don't get the bonus.

Even if it were a second leaving engagement attack (which its not, its a bonus), it would still be a leaving engagement attack and figures with disengage don't take attacks when leaving an engagement.
 
Retlaw said:
So which special wins? We already know that disengage/stealth flying isn't absolute - for example, can't disengage from cyberclaw.

Eclipse said:
He commented it as something that breaks through Stealth Flying.

He's got that part right...
 
The strength of the KoW can easily be overcome by Isamu, and he can easily take out 3 or all before they successfully hit him. for 10 points, they can be easily overcome.
 
If you're letting 4 ATTACKS not hit Isamu, you're doing something wrong, let alone the 5 they get with their hero. That's 5 attacks they get against Isamu, and if the hero attacks first, you're probably screwed. Besides, I'll always have like 2 or more squads in my Starting Zone to back them up. Isamu isn't at all a counter to these guys.
 
Bloody the Marro Stinger said:
If you're letting 4 ATTACKS not hit Isamu, you're doing something wrong, let alone the 5 they get with their hero. That's 5 attacks they get against Isamu, and if the hero attacks first, you're probably screwed. Besides, I'll always have like 2 or more squads in my Starting Zone to back them up. Isamu isn't at all a counter to these guys.

If the first attack misses, he can dodge out of the way of the other attackers. If he is placed right, it might not be wise (in terms of other units in the game) to have all 4 Knights plus the hero go after the one 10 point figure. Isamu would need some Deathreavers to enact this, but it could still be done cheaply compared to the Knights plus a Human Champion.
 
Thing is, he's only going to kill ONE at best. If you're sending out Isamu, it's already a last ditch effort anyways. Plus, if I use the Knights of Weston, they are likely the basis for my army, so I always have some spares. If I'm really worried about my hero, I'll just send the hero out to aid the reserves.
 
I have to go with Tablewalker on this one no matter how much I like the KoW
Isamu most of the time will use his Vanish and can escape than he can attack if your order markers are placed right.
 
Bloody the Marro Stinger said:
Thing is, he's only going to kill ONE at best. If you're sending out Isamu, it's already a last ditch effort anyways. Plus, if I use the Knights of Weston, they are likely the basis for my army, so I always have some spares. If I'm really worried about my hero, I'll just send the hero out to aid the reserves.

QFT

Isamu is good for his points but other than a few special cases, he is only good as a latch ditch effort.

Vanish works 12 of 20 times but it will fail. On average it will take 2.5 attacks before it fails. Against Jandar's forces Isamu has 1 attack of 5 which is good against heroes but not so much against squads. Against a Knight of Weston, Isamu will make a kill 68% of the time. 0.68 * 2.5 = 1.7 which means Isamu would expect to kill on average 1.7 KoW before being destroyed.

Now the problem with Isamu(as with all 1 hp heroes) is the high variance of his battle lifetime. It is not unlikely that Isamu will survive 5 attacks and it will not be surprising if he dies on the first attack. This means that putting order markers on him is a big risk since you never know if he will still be alive to be activated. This also makes him ideal for the last stand of your army because if he survives many attacks he may pull out a win for you and if he dies on the first attack you have lost nothing.
 
All I am saying is that Isamu has the attack to break the defense of them or their hero, and so, if used correctly, can strike and run, strike and run (especially if you roll 9+s) and can easily take out the heroes that run along with them, which would slow them down considerably, because they might have to wait for another hero to walk up.

What's the point in arguing? All I am stating is that killing one KoW or a Finn with Isamu (especially when you only have one squad of KoW), it can greatly affect the battle.

Next time I'll keep my strange, risky but fun strategies to myself. This is just a game, for FUN you know.
 
Isamu's funny. In the last game I played with him, I killed a half-weakened Venoc Warlord and 2 Armoc Vipers. Then he got killed by Kyntela Gwyn. He still killed well over his points worth. He can easily pull his weight in Knights- they can get at most one attack on him per turn unless you really surround him... make that 2 if you have their champion attack first, or three if you use Alastair or Eldgrim's overextend.

And mathematically, he's not a terrible bet against any Jandar unit, even Nilfheim. If he scores one wound, that's plenty. If he dies, he was only 10 points. What other hero could you have fit in those 10 points? Oh that's right, there aren't any.
 
I ran a mostly Jandar army at the TTO III and faced Isamu on 2 occasions. The first occasion he scored 2 wounds on Raelin. The second game was against Bassackwardz, and Isamu just might have won the game for him. I took out his Tor-kul-na with very minimal losses then Isamu killed a couple knights, wounded Thorgrim and gave Alastair 3 wounds which was enough that I couldn't risk leaving engagement or over extend with him to get two healthy attacks of 6 against his Q9. I wasted at least 3 or 4 turns trying to kill the stupid ninja, but he kept disappearing. He was certainly a game changer that game.
 
i played a 3 player game yesterday with some friends picked 2 squads, an Denrik, along wid some others, and kicked butt! Denrick killed su bak na, and tor kul no and brunack, and the knights and him cleened up the nakita agents i love the knights of weston!
 
I played with the KoW for the first time last night. I have to say, they are much better than I could have guessed. I can tell, though, that any argument about whether they can be killed by Isamu (or any other figure) misses the point.

Their attack and defense stats are respectable, but what makes them good is the three magic words, Human Champion Bonding. I drafted a mostly Valliant army, and was able to bond them with all three Viking "spirit" champions, as well as Sir Denrick. However, they seemed to be at their best when bonding with Alastair MacDirk, allowing up to 6 attacks from one order marker, totaling up to 22 attack dice! Truly, truly sick.
 
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