Knight Shield: Any unit with this special rule has an invulnerable save that is taken on a 4+. this save is ignored by any attack claiming a crossfire bonus, or from a formation that initiated an engagement against this unit.(Thankyou Jaggedtoothgrin)
The game showed that the above invulnerable save rule worked. The game as a whole was a big win for the knights, but most of that was due to the eldar player not playing to the eldar strengths and nothing to do with the invulnerable save. Plus also crappy dice rolling to hit didn't help the cause….. I will hope to get another game in soon.
Army List
MORTIMER KNIGHT WORLD ARMY LIST
Paladins Six knights Paladin + one Senechal Character 475 points
Paladins Six knights Paladin + one Senechal Character 475 pointsPaladins Six knights Paladin + one Senechal Character 475 pointsErrants Six knights Errants + one Senechal Character 475 points
Errants Six knights Errants + one Senechal Character 475 points Errants Six knights Errants + one Senechal Character 475 points
Lancers Five knights Lancers + one Senechal Character 375 points
Trebuchets Four Trebuchet Howitzers 200 Points
Trebuchets Four Trebuchet Howitzers 200 PointsSkitarii Demi-Century Nine Hypaspist units, plus one Tech Priest unit + 5 chimers 425 points Warhound Scout Titan One warhounds 275 point Warhound Titan Pack Two warhounds 500 points Squires Four Armiger Sentinels (All have Scout ability) 100 points
CRAFTWORLD MYMEARA ARMY LIST
2 x Swords of Vaul Warhost with Six Falcons 600 points
2 x Swords of Vaul Warhost with Six Fire prism 780 points
2 x Swords of Vaul Warhost with Six Warp Hunters 600 points
1 x Guardian Warhost with One Farseer unit, five Guardian units and three Wave Serpents 275 points
1 x Guardian Warhost with One Farseer unit, five Guardian units and three Wave Serpents and Autarch 325 points
1 x Lynx Troupe with Lynx( Revenant Pulse Laser) 400 points
2 x Night Spinner Troupe with Three Night Spinners 350 points
1 x Walker troupe 6 walkers 200 points
Phantom Titan One Phantom Titan 750 points
Revenants Two Revenant Titans 650 points
2 x Wraithgates 100 points
Deployment
Turn 1
- Craftworld Mymeara go first
- Craftworld Mymeara bring out the walkers through the wraith gate
- Mortimer Knight then open fire with the Trebuchets that are sitting in the forest and target the falcons unit, killing two of the AV’s and putting three BNS on it…
- Craftworld Mymeara double move the Phantom behind the tall Ruin on their left flank
- Mortimer Knight then open fire with the Trebuchets that are sitting on the Blitz marker, and target the Phantom, so after the smoke clears the Phantom has a BM…
- Craftworld Mymeara double move Guardian Warhost and deploy it in the forest, near the objective marker…
- Mortimer Knight then double move the Errants unit into the city behind the tall ruin….
- Craftworld Mymeara double move Guardian Warhost + Autarch up to the Phantom…..
- Mortimer Knight then double move the Paladins unit so that its just only about 6cm from the Guardian Warhost in the forest, and so shoots with every things it has, killing one and adding BM’s
- Craftworld Mymeara double move Lynx and shoot the Squires near the objective marker, near the phantom, kill three of them and breaking the unit….
- Mortimer Knight try and move the Paladins unit on their left flank and manage to roll a one….and so move the unit up…
- Craftworld Mymeara double move Falcon unit and target the Paladins unit in the forest in front of the Guardian Warhost, killing two of the guys and butting BM’s on the unit…
- Mortimer Knight move the Paladins unit and shoot the Falcon unit that just shot the other Paladin unit in the forest. Managing to kill one…
- Craftworld Mymeara double move the Revenants up the road to shoot the Paladin unit, that just shot the falcon unit, killing two of them….
- Mortimer Knight then double move the Errants that are on their left flank up and shoot the Revenants, giving the unit a BM….
- Craftworld Mymeara double move Fire prism unit up and target the Errants, killing one and add BM’s…
- Mortimer Knight then double move the warhound pack and target the Fire prism unit and wipe it from the board.
- Craftworld Mymeara does a marshalling action on the second Falcon unit and so move it behind the hill and manage to remove all blast markers…
- Mortimer Knight then double move the warhound and targets the Lynx unit, killing two of them and breaking the unit.
- Craftworld Mymeara double move Fire prism unit up and target the warhound in the city and manage to take down a shield….
- Mortimer Knight then double move the lancer unit and targets, the walker unit at the bottom of the hill..managing to kill one and give some BM’s
- Craftworld Mymeara double move Warp Hunter unit up and target the Lancer unit and manage to kill one of them….
- Mortimer Knight then move the Errants in the centre so that it behind the small hill in front of them…
- Craftworld Mymeara double move Warp Hunter unit up and target the Lancer unit and manage to hit none of them….
- Craftworld Mymeara fire the night spinners at the lancer unit and manage no hits…
- Mortimer Knight then move the Skitarii Demi-Century up so it just out side the city….
- Craftworld Mymeara fire the night spinners at the lancer unit and manage no hits…
- Craftworld Mymeara fire the night spinners at the lancer unit and manage no hits…
- Mortimer Knight don't rall the Squires, both side remove blast markers…
Turn 2
- Craftworld Mymeara go first
- Craftworld Mymeara use the Guardian Warhost + Autarch and do a engage action against warhound and manage to drag in the Errant unit in, just make life more fun they bring in the Phantom and Fire prism unit along… when the smoke clears the warhound is dead and the Errant unit is broken..
- Craftworld Mymeara retain the turn and do another engage action with the Guardian Warhost in the forest and so bring the Falcon unit with them and target the Paladin unit, so pretty one side this and they wipe the unit out…
- Craftworld Mymeara try and retain the turn and roll a one(forgot about SC), so Revenants shoot the Warhound pack and manage to do 2DC of damage.
- Mortimer Knight then do a engage action with the Errants and target the Revenants in CC and after the smoke clears. There is one dead Revenant and the other breaks and flees
- Mortimer Knight then open fire with the Trebuchets that are sitting in the forest and target the warp hunter unit in range and manages to clip the other unit behind it, after the smoke clears both units lose two AV’s and each gains 3BM’s
- Craftworld Mymeara try and activate for the first activation and roll a one(forgot about SC again ), and this break the warp hunter unit…..
- Mortimer Knight then open fire with the Trebuchets that are sitting on the Blitz marker and target the Falcon unit behind the hill and it clips the broken warp hunter unit, kill two of them and only putting a BM on the falcon unit.
- Craftworld Mymeara use the warp hunter unit and do a engage action on the lancer unit on the hill, managing to bring in the walker unit and Falcone unit into the fire fight. The lancers get the Errant and warhound pack for support. the smoke clears and the warp hunters are gone…
- Craftworld Mymeara try retain the turn and roll a one, explain you have SC reroll and so rolls the dice again for a one…..all this for a Falcon unit and so it shoots one lonely falcon, which is in range of the lancer on the hill, and manage to kill one and breaks the unit….
- Mortimer Knight then double move the Paladins and target the walkers at the bottom of the hill, killing three and that breaks the unit…
- Craftworld Mymeara fire the night spinners at the paladin unit on the hill that just broke the walker unit and manage no hits…
- Mortimer Knight then do a engage action with the Errants and target the Guardian Warhost in a FF and when the smoke clears the warhost is wipe from the board….
- Mortimer Knight then try and move the Paladin unit on the left flank again rolling a one…..
- Craftworld Mymeara fire the night spinners second unit at the paladin unit on the hill that just broke the walker unit and manage no hits…
- Mortimer Knight then double move the Skitarii Demi-Century, so that it is in the city deployed…. ….
- Units that don't rally: Revenant, warp hunters, Squires, Errants, Lancer,
- Blast markers are remove from both sides…
Turn 3
- Craftworld Mymeara go first
- Craftworld Mymeara move the Phantom out to shoot the Errants near the objective marker, before it could do that it need to make a dangerous terrain test, it fail and so a critical roll was done for the dc taken and a 6 was rolled halo field was destroyed…so it shoots all it weapons managing to kill one of the Errants,,,
- Craftworld Mymeara try retain the turn and roll a one, explain you have SC reroll and so rolls the dice again for a one, so the fire prism unit fall back behind the hill…
- Mortimer Knight then double move the Warhound pack, so that its in firing range of the Phantom and after the shooting is done, there is one dead Phantom…(BTS)
- Mortimer Knight retain the turn and shoot the Paladin unit on the hill at the falcons, only managing a BM…
- Craftworld Mymeara do a move action with the falcon unit behind the hill and move its so it can shoot the Warhound pack, which do enough damage to kill one and break the unit, so the warhound pack flee back to its deployment zone…
- Craftworld Mymeara retain the turn and move the only warhost up and shoot the Errants in front of them, giving the unit a BM…
- Craftworld Mymeara try retain the turn and roll a one, so they move the Lynx behind the hill…
- Mortimer Knight then do a engage action with the Errants and target the Falcon in front of it and so after the smoke clears the units is destroyed.
- Mortimer Knight retain the turn and roll a one, and stay were they are…and shoots the falcon unit in range, giving it a BM…
- Craftworld Mymeara fire the night spinners at the errant unit and only give it a blast marker…
- Mortimer Knight then double move the paladin down the road and target the broken Revenant, killing it out right…
- Craftworld Mymeara fire the night spinners at the errant unit, behind the ruin city and only give it a blast marker…
- Mortimer Knight then open fire with the Trebuchets that are sitting on the Blitz marker and target the fire prism unit behind the hill and manage to clip the Lynx unit too. so after the smoke clears the Lynx unit is broken and the fire prism has lost a AV and BM added.
- Mortimer Knight then double move the Skitarii Demi-Century,onto the objective in the city….
- game called and a win to Mortimer Knights
Victory Conditions
Victory Condition | Mortimer Knight World | Craftworld Mymeara |
1. Blitz | no | no |
2. Break their sprit | Yes | no |
3. Defend the Flag | yes | no |
4. Take and Hold | Yes | no |
5. They Shall not Pass | Yes | no |
Total | 4 | 0 |
Regards
Greg
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