Well todays was another test run on the MORTIMER Knight World Army list(1.6). Changes were made to the army structure, special rules and there was some stat changes too. The rule changes are as follows:
SPECIAL RULE: 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. However, each point of damage from a titan killer hit must be saved separately.
SPECIAL RULE: Shock Lance
During an Assault in which an unbroken unit with the Shock Lance ability is attacking or defending (but not Supporting Fire), it gains an extra Fire Fight attack with First Strike that hits on a 5+ regardless of the unit's FF value.
Army structure changes were basically that core units now are Paladins, Lancers and Errants and maximum sizes is 7. Also the Warlord and Revear was add back in..although only the basic types that IG and SM use.
The state changes was that all Knights have a 4+ save and the only knights having RA was the Custodians Knights….
FEW WORDS FROM THE Scions of Iron
While the Steel Legion was battling a Task Force of Mortimer Knights to the North, a flying column of the Scions of Iron SMs attempted to penetrate the Mortimer Knights line 75 km to the south. They failed.
Greg & I (Britt), playing Mortimer Knights and Scions respectively, had another great game of Epic Armageddon today. While the game ended in a draw, it was a very ‘near run thing’ to the last, as you’ll see from reading Greg’s AAR concerning the end of turn 3. The Mortimer Knights just didn’t seem to want to get involved (Greg threw three 1’s turn 1 for unit activations!). The whole game was exciting, some of the main things going on included:
· The Knightword Air Force shot down all Marine Air in the air. And I thought I’d been so clever removing his AA guns L
· While I regret to reveal my character flaws, I found the 3 failed Knight activations quite pleasing. “Oh too bad” he said insincerely J
· Given the right circumstances, the Knights can be brutal indeed. I refer to the double force of Knights on my left flank that almost completely wiped out a unit of supported Heavy Infantry and a unit of Land Raiders.
· I still submit that the Land Raiders aren’t worth the points. Ditto the Supreme Commander.
· Air power almost cost me the game on the last turn, I’ll admit. But overall did little harm.
· All the Knights saves can be extremely frustrating, but they pay a fair price for them. Only a few hits can cause them extreme problems if not saved.
· Castilians didn’t cause as many problems in this game as they did in the past. Still, I always want to know where they are at game start, and shoot them whenever possible. They’re too dangerous to let live.
All in all, this was a most enjoyable game. Luck evened out eventually and the two armies were well matched. Losses were a bit more equal than in last week’s game, but were still fairly high. As always, the fun and excitement of today’s game makes me look forward to our next.
Army list
Scions of Iron
Heavy Tactical Detachment 650
Supreme Commander in Landraider
4xTactical
4xLand Raider
Land Raider Detachment 475
6xLand Raider
Land Raider Detachment 475
6xLand Raider
Predator Detachment 350
6xPredator Annihilator
Predator Detachment 350
6xPredator Annihilator
Predator Detachment 350
6xPredator Annihilator
Scout Detachment 300
4xSniper
4xRazorback
Scout Detachment 300
4xSniper
4xRazorback
Tactical Detachment 450
4xTactical
2xPredator Annihilator
2xVindicator
4xRazorback
Tactical Detachment 450
4xTactical
2xPredator Annihilator
2xVindicator
4xRazorback
Warhound Titan Pack 500
2xWarhound Titan
Thunderbolt Squadron 175
2xThunderbolt Fighter-Bomber
Thunderbolt Squadron 175
2xThunderbolt Fighter-Bomber
MORTIMER KNIGHT WORLD ARMY LIST
Paladins 1 7 knights Paladin + one Senechal Character 550 points
Paladins 2 7 knights Paladin + one Senechal Character 550 points
Errants 1 7 knights Errants + one Senechal Character 550 points
Errants 2 7 knights Errants + one Senechal Character 550 points
Lancers 1 7 knights Lancers + one Senechal Character 550 points
Lancers 2 7 knights Lancers + one Senechal Character 550 points
Ballistas Three Ballista AA guns 150 Points
Squires 1 Four Armiger Sentinels (All have Scout ability) 125 points
Squires 2 Four Armiger Sentinels (All have Scout ability) 125 points
Squires 2 Four Armiger Sentinels (All have Scout ability) 125 points
Thunderbolt squadron two thunderbolts 150 points
Thunderbolt squadron two thunderbolts 150 points
Custodians 1 Three Knights Crusader (Light quake cannon) 425 points
Custodians 2 Three Knights Crusader (Light quake cannon) 425 points
Deployment
Turn 1
- Scions of Iron go first
- Scions of Iron move up scout unit on left flank and shoot the Squires 1 in the forest near the objective marker, and shoot doing a BM..
- MORTIMER Knight World move up Lancer 1 unit on the right flank, so that its behind the ruins.
- Scions of Iron double move up Land raider unit and shoots the Lancer unit that just moved, killing one of the W/E’s
- MORTIMER Knight World try and active Paladins 1 unit and roll a 1 and so move the unit up….
- Scions of Iron double move up tactical unit up and target the Ballistas unit, killing two of the figures and breaking the unit…
- MORTIMER Knight World try and active Custodians 1 unit and roll a 1 and so move the unit up, but one of the W/E’s fails the dangerous terrain test…
- Scions of Iron bring in a thunderbolt squadron and target the broken Ballistas unit, killing the last stand..
- MORTIMER Knight World try and active Paladins 2 unit and roll a 1 and so move the unit side ways, so that it had cover…
- Scions of Iron bring in a thunderbolt squadron and target Lancer 1 and manage to put a BM on it…
- MORTIMER Knight World double move up Errants 1 unit, through the ruins and on the flank of the tactical unit that shot the Ballistas unit and manages to place BM.
- Scions of Iron double move up scout unit up, behind the ruins on their left flank…
- MORTIMER Knight World bring in a thunderbolt squadron and target, the Scions of Iron thunderbolt squadron on their right flank. Managing to do enough hits, that force the Scions of Iron thunderbolt to make three plus saves and they failed two of them, destroying the unit..
- Scions of Iron double move up tactical unit up and target the Squires 2, manages to kill two of the walkers, which breaks the unit.Which flees back to the deployment zone…
- MORTIMER Knight World double move up Lancer 2 unit on the right flank, and target the tactical unit, killing a figure and so places two BM’s
- Scions of Iron double move up predator unit up and targets the Lancer 2 unit that just shot the tactical unit, managing to do a BM for the trouble…
- MORTIMER Knight World double move Custodians 2 unit and targets the predator unit and manage to kill one and add a BM..
- Scions of Iron double move Heavy Tactical Detachment, so that its on the hill near the objective marker and shoots the Errants 1 unit and manage to place a BM..
- MORTIMER Knight World double move up Errants 2 unit,target the predator unit in front of it, killing another unit and also adding another BM..
- Scions of Iron double move up predator unit up and targets the Errants 2 unit, killing a W/E and adding a BM too…
- MORTIMER Knight World place squires 3 on overwatch..
- Scions of Iron double move up land raider unit, on their right flank and park it underneath their air power.
- MORTIMER Knight World bring in a thunderbolt squadron and target, the Scions of Iron thunderbolt squadron on their left flank. Managing to do enough hits, that force the Scions of Iron thunderbolt to make three plus saves and they failed two of them, destroying the unit..
- Scions of Iron double move up predator unit up and targets the Errants 1 unit, adding more Blast markers.
- MORTIMER Knight World try active Squires 1 in the forest near the objective marker, and they do, shooting the scouts in front of them, managing to hit twice, but both were saved…
- Scions of Iron double move up the Warhound pack and target the Squires 1 and only manage to kill one of them….
- Mortimer Knight don't rally their Squires 2 and both sides remove Blast markers…..
Turn 2
- Scions of Iron go first …..
- Scions of Iron double move up land raider unit, on their right flank and target the Paladin 2, managing a blast marker…(no picture)
- MORTIMER Knight World does a engage action with lancer unit 2 and uses the commander ability and brings in Lancer unit 1. They target the Tactical unit and drag in the land raider unit, after the results are worked out, the knights win, with the Tactical unit wipe out and the land raider losing two units and is broken…Knights lose a unit…(first picture is end result)
- MORTIMER Knight World try and retain the turn and try and activate Custodians 1 unit and roll a 1 and so move the unit up….
- Scions of Iron then do sustain fire order with Tactical unit and target the Errants 1 and manage to kill enough W/E’s to break the unit…
- MORTIMER Knight World does a engage action with Paladin 2 unit and targets the land raider unit in CC, after the smoke clears the land raider unit is broken and the Knight have lost nothing…
- Scions of Iron then do sustain fire order with Predator unit and target the Errants 2 and manage to kill enough W/E’s to break the unit…
- Scions of Iron then retain the turn and move predator unit up, and targets the broken Errants 2 and manages to kill two more units….
- MORTIMER Knight World does a engage action with Paladin 1 unit and targets the predator unit in a FF&CC, after the smoke clears the predator unit is broken and flees and the Knight have lost nothing(lose more from Dangerous terrain test then combat)…
- Scions of Iron then move the Heavy Tactical Detachment and target the Paladin 1 unit, killing enough W/E’s to break the unit…
- MORTIMER Knight World try and keep the squires 3 on overwatch, but roll a one..
- Scions of Iron then do a engage action with their scouts on their right flank, that's in the forest near the objective and they engage squires 1 in a FF, the smoke clears the squires are wiped out and the scouts lose a base..
- MORTIMER Knight World do a sustain fire order with the Custodians 2 unit and they manage to target the Heavy Tactical Detachment and manage to get the Predator unit in the blast template as well…The Heavy Tactical Detachment lose 2 land raider and predator unit loses 3 predators..
- Scions of Iron then do a engage action with Warhound pack and do a FF with the Custodians 1 unit and after the smoke clears the Custodians 1 unit is wipe from the board…
- MORTIMER Knight World bring in a thunderbolt squadron and target,the predator unit in front of the Heavy Tactical Detachment, killing two vehicles and breaking the unit.
- MORTIMER Knight World bring in a thunderbolt squadron and target, the broken land raider unit on their left flank, doing no hits…
- Mortimer Knight don't rally their Errant 2, the Scions of Iron don't rally a Land raider unit and predator unit and both sides remove Blast markers…..
Turn 3
- Scions of Iron go first…
- Scions of Iron move the Warhound pack out of the ruins to shoot the Paladin 2 unit and manage to kill one of the W/E’s and gives the unit two blast markers.
- MORTIMER Knight World try and active Custodians 1 unit and roll a 1 and so shoots at the Heavy Tactical Detachment unit, causing enough hits and breaks the unit and so the unit flees back to it deployment zone.
- Scions of Iron place tactical unit near the objective marker on overwatch……
- MORTIMER Knight World double move lancer unit 1 one up to the broken Heavy Tactical Detachment, causing a no hits…
- MORTIMER Knight World retain the turn and do a engage action with Lancer unit 2, and they target the scouts. After the smoke clears the scouts are wiped from the board..
- Scions of Iron place land raider unit near the blitz objective on over watch…
- MORTIMER Knight World double move Paladin 1 unit and target the predator unit in front of it, giving it a BM..
- Scions of Iron do a sustain fire order at the Lancer unit 2 and manage to kill one of the W/E’s…
- MORTIMER Knight World double move squires 2 up near the objective marker on their right flank…
- Scions of Iron place scout unit near the objective marker on overwatch…
- MORTIMER Knight World double move Errant unit, so that it may shoot the predator unit, the tactical unit on over watch shoots as the unit moves pas them..giving the unit a BM. the unit shoots the Predators doing a BM. It manages to contest the objective marker…
- Scions of Iron double move a lone predator unit to objective marker, to claim it…
- MORTIMER Knight World does a sustain fire order with the Paladin 2 on the warhound pack and manage to knock down two shields…
- MORTIMER Knight World try and keep the squires 3 on overwatch and do so..
- MORTIMER Knight World bring in a thunderbolt squadron and target, the broken Heavy Tactical Detachment unit, killing a unit…
- MORTIMER Knight World bring in a thunderbolt squadron and target, the broken Heavy Tactical Detachment unit, killing a unit…
- Game called, since time was up…score 0/0, but when working out loses its a 1735pts to 1600pts, knights win, just again…
Victory Conditions
Victory Condition | Scions of Iron | MORTIMER KNIGHT WORLD ARMY LIST |
1. Blitz | no | no |
2. Break their sprit | no | no |
3. Defend the Flag | no | no |
4. Take and Hold | no | no |
5. They Shall not Pass | no | no |
Total | 0 | 0 |
I’m happy so far with the Knights shield and shock lance. I still need to test out the Custodians more, they have had some bad luck with dice rolls etc., so more testing is need on them.
May the dice roll high
Regards
Greg
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