Friday, March 7, 2014

Battle of Scorched Plains: MORTIMER Knights vs Steel legion

 

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 CNC OF THE STEEL LEGIONS.

Greg & I(Britt) had another great game of Epic Armageddon today. 5000 points/side with the usual tournament rules. Greg was giving his Knight list another test with a few tweaks here and there while I used the same nicely balanced IG force I used last Friday. The terrain was a mix of burnt out buildings, hills, and alien forests on a burnt plain. Nice effect.

   Anyway the battle was on from the start as the IG won the initiative and had the Knights move up in hopes of having juicier targets. Greg was having none of it, and concealed his advances making me push further forward than I really wanted to go. The Knights are a tough force, but no more so than other armies. Both sides took terrible losses. Be sure to go to Greg’s Blog for the details and the nice photos.

   In my book, the most notable events were:

   *3 fights that went for 2 rounds and one which went for 3!

   * Dice luck could be terrible, but evened out. It’s really depressing getting 11 hits on some Knights, only to watch Greg save all but 1 or even get nothing. Revenge occurred when his CC specialist Knights closed with my Revenant Titan and got almost no hits.

   *We’re both learning to “be sure its dead”. Breaking a unit is nice, but best be sure it’s destroyed!

   *The only reason I won (besides Greg’s attack on my Titan above that would have gotten him a BTS) was that I sent off my Warhounds to his Blitz objective because they’d previously proved so useless at killing Knights in the woods.

   *Several of the combats were funny because both sides would score hardly any hits and once we both rolled a 1 & 2 for combat dice on top of this. I get the feeling the troops weren’t very motivated

   *At game end I had 5-6 broken units and just about everyone was VERY shot up. Knights were just about as bad off.

   All in all, this was an excellent and fun game. The game had lots of laughs and decisions without the rules ‘getting in the way’. Thanks for setting up the terrain and forces Greg. It was a good time.

Army list.

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

Steel Legion
    Regimental HQ                                        500
        Imperial Guard Supreme Commander                   
        12xImperial Guard Infantry                         
        7xChimera                                          
    Mechanised Infantry Company                    400
        Imperial Guard Commander                           
        12xImperial Guard Infantry                         
        7xChimera                                          
    Tank Company                                         650
        10xLeman Russ                                      
    Tank Company                                         650
        10xLeman Russ                                      
    Rough Rider Platoon                                  150
        6xRough Riders                                     
    Rough Rider Platoon                                  150
        6xRough Riders                                     
    Artillery Battery                                         250
        3xManticore                                        
    Artillery Battery                                         250
        3xManticore                                        
    Sentinel Squadron                                    100
        4xSentinel                                         
    Flak Battery                                            150
        3xHydra                                            
    Vulture Squadron                                     300
        4xVulture                                          
    Reaver Titan                                           650
        Reaver Titan                                       
    Warhound Titan Pack                              500
        2xWarhound Titan                                   
    Thunderbolt Squadron                               150
        2xThunderbolt Fighter-Bomber                       
    Thunderbolt Squadron                               150
        2xThunderbolt Fighter-Bomber                       

Deployment

https://picasaweb.google.com/106668428921544557509/Deployment?authkey=Gv1sRgCP2k0P-68_mlugE#5988009150873261714

Scout deployment

https://picasaweb.google.com/106668428921544557509/ScoutDeployment?authkey=Gv1sRgCNib7-agiqeF8QE#5988009791863961442

Turn 1

  • Mortimer Knight World go first..
  • Mortimer Knight double move Lancer 1 unit on the left flank into the ruins, they pass the terrain test…
  • Steel legion fire their artillery at the Custodians 1 unit behind the ruins, on the hill and on their left flank. They manage to clip the Errant 1 unit behind it. The Custodians lose a unit and have enough blast markers to break them..The Errant 1 unit receive two BM’s and manage to save all hits…
  • Mortimer Knight double move Lancer 2 unit on the left flank, behind the Ballistas unit, that's just behind the forest…
  • Steel legion fire their artillery at the Paladin 1 unit and manage to place 2 BM’s on the unit..
  • Mortimer Knight then try and activate Errants 2 unit and rolls a one, so move the unit up be in front of Paladin 1.
  • Steel legion the double move Mechanised Infantry Company on their left flank up to the objective mark in the ruins and deploy their infantry..
  • Mortimer Knight then do a sustain fire with the Squires 1 unit, on their right flank in the forest near the objective marker. the target is the Mechanised Infantry Company and they manage to kill Two, so a total of 3 BM’S
  • Steel legion the double move HQ Mechanised Infantry Company on their right flank, so that cover the woods and the ruins..
  • Mortimer Knight then try and activate Errants 1 unit and pass, so they double move to the woods, on their right flank..
  • Steel legion then move the Vulture Squadron and target the Paladin 1 unit, with it long range missiles..Killing two of the W/E’s and adding 3 BM’S..
  • Mortimer Knight then sustain fire with the Ballistas unit on their left flank and target the HQ Mechanised Infantry Company, giving the unit a BM..
  • Steel legion then try and bring in a thunderbolt squadron and fail to do so…
  •  Mortimer Knight then do a marshalling action on Paladin 1 unit and so move the unit to the right and then manage to remove all the BM’s it had…
  • Steel legion then bring in a thunderbolt squadron 2, and target the Errants 2 unit and manages to place a BM…
  • Mortimer Knight then bring in a thunderbolt squadron and target the artillery unit on their right flank, killing one and breaking the unit..
  • Steel legion then double move the Reaver Titan , through the forest and onto the objective marker…and they target Lancer 2 unit and manage to kill one and add 2 BM’s all up…
  •  Mortimer Knight then try and activate Custodians 1 unit, and roll a one. so they target the Reaver, giving it 2 BM’s…But manage to hit the rough rider unit behind it and kill two bases, which breaks the unit…
  • Steel legion then double moves the warhound pack and target the Errants 1 unit in the woods on their left flank, managing to add a BM..
  • Mortimer Knight then do a sustain fire with the Squires 2 unit on their left flank and target the HQ Mechanised Infantry Company, adding another BM to the unit..(no picture)
  • Steel legion then moves rough rider unit up behind the ruins on their left flank(no picture)..
  • Mortimer Knight then put Squires 3 on over watch (no picture)..
  • Steel legion then moves a Sentinel Squadron, through the ruins (no picture)..
  • Mortimer Knight then try and activate Paladin2 unit and pass, so they double move, so they are in front of the Mechanised Infantry Company, giving the unit 2BM’s.
  • Steel legion then double moves a Leman Russ company, so that it behind the forest and targets the Paladin2 unit and adds a BM..
  • Mortimer Knight then bring in a thunderbolt squadron and target the artillery unit on their Left flank, and give the unit a bm..
  • Steel legion then march moves a Leman Russ company, and place it behind the Mechanised Infantry Company…
  • Both side fail to rally units.. both sides remove blast markers…

https://picasaweb.google.com/106668428921544557509/BattleOfScorchedPlainsMORTIMERKnightsVsSteelLegionTurn1?authkey=Gv1sRgCJvSyPftybjpWw#5988010392538596098

Turn 2

  • Steel legion go first..
  • Steel legion then moves a Leman Russ company, around the forest to target the Lancer 2 unit and manage to add a BM..
  • Mortimer Knight then try and activate Custodians 1 unit, and do so. They do a sustain fire order and target the Leman Russ company in front of them and manage to add 2 BM’s..
  • Mortimer Knight then try and activate the Lancer 1 unit and roll a one. so it shoots the Mechanised Infantry Company and does BM…
  • Steel legion then do a sustain fire order with the Leman Russ company on their right flank and target the Paladin2 unit, killing 2 of the W/E and all up 3BM’s add.
  • Mortimer Knight then try and activate the Errant 1 unit and roll a one, so they pull back into the woods on the other side…
  • Steel legion then do a sustain fire order with the Reaver Titan …and they target Lancer 2 unit and manage to kills two and add 3 BM’s all up…
  • Mortimer Knight then try and activate Errants 2 unit and does so, they double move and target the Leman Russ company, killing a vehicle and adding 2 BM’s all up…
  •  Mortimer Knight then try and activate Lancer 2 unit on the left flank, and roll a one, so shoot the Leman Russ company adding a BM..
  • Steel legion then move the HQ Mechanised Infantry Company and shoot the Squires 2 unit in the forest in front of them..giving the unit a BM..
  • Steel Legion then retain the turn and do a engage action with the Mechanised Infantry Company and target Paladin 2 unit in a FF and both sides get support from sentinel squads and after three rounds of FF, the Mechanised Infantry Company wins, wiping the Paladin 2 unit off the table.. but the Mechanised Infantry Company ends up with 5 BM’s….
  • Mortimer Knight then do a double move with Paladin 1 unit and target the Vulture Squadron, adding a BM to the unit..
  • Mortimer Knight then retain the turn and do a sustain fire order on the Ballistas unit and target the Leman Russ company and manage to break the unit…
  • Steel legion then bring in a thunderbolt squadron and target the Custodians 1 unit. killing two of the W/E and that breaks the unit… which flees..
  • Mortimer Knight then bring in a thunderbolt squadron and target the broken Leman Russ Company, killing three more vehicles..
  • Steel legion then try and bring in a thunderbolt 2 squadron and fail to do so…
  • Mortimer Knight then try and bring in a thunderbolt 2 squadron and fail to do so…
  • Steel legion then double move the Leman Russ company and target the Errant 1, after firing a pile of lead at the unit, it manage to place a BM…
  • Steel legion then do a engage action with the rough rider unit on the left flank and target Squires 1 unit. They charged in and manage to miss on the lance hit..and two rounds later the Squires 1 unit is wiped out..
  • Steel legion then do a sustain fire order with the Vulture Squadron and target the Paladin 1 unit and manage to do a BM..
  • Steel legion then march move the warhound unit so it was not far from the blitz objective..
  • Steel legion then march move the sentinel unit so it was not far from the blitz objective…
  • Both side fail to rally units.. both sides remove blast markers…

 https://picasaweb.google.com/106668428921544557509/BattleOfScorchedPlainsMORTIMERKnightsVsSteelLegionTurn2March72014?authkey=Gv1sRgCKvn-puop9-L8QE#5988011857298875874

Turn 3

  • Mortimer Knight World go first
  • Mortimer Knight then try and activate Errants 2 unit and does so, they do a engage action and target the Reaver Titan, with four of the units getting into base contact and three for FF. So after two rounds of combat with the Reaver Titan, the errants are wiped out and the Reaver has two shields down…
  • Mortimer Knight then try to retain the turn and activate the Lancer 1 unit and manage to roll a one. so the unit shoots the HQ Mechanised Infantry Company, giving it a BM…
  • Steel legion then does a engage action with the warhound unit and targets the Squires 3 unit, which shoots them as they come in, managing to take down two shields, after the smoke clears the Squires 3 unit is wiped from the board…
  • Mortimer Knight then try and activate the Errant 1 unit and does so, and so does a engage action against the Leman Russ company. After the smoke clears the Leman Russ company has lost the combat and is broken and the Errant 1 unit has lost none..
  • Mortimer Knight then try to retain the turn and activate the paladin 1 unit and does a engage action against the Reaver Titan, after two rounds of combat the Reaver Titan is broken and moves back about 15cms. The paladin 1 unit takes a hit and consolidates on the objective..
  • Steel legion then march move the sentinel unit so it was not far from the objective marker in the woods on their left flank.. to contest it…
  • Mortimer Knight then do a engage action with Lancer 2 unit and the target is the HQ Mechanised Infantry Company and they manage to get support from the Squires 1 unit.. after the smoke clears the lancers are broken and the HQ Mechanised Infantry Company has a few blast markers..
  • Steel legion fire their artillery at the Paladin 1 unit and manage to place 2 BM’s on the unit..
  • Mortimer Knight then bring in a thunderbolt squadron and target the broken Reaver Titan and does nothing..
  • Steel legion then bring in a thunderbolt squadron and targets the paladin 1 unit, not before some AA fire tries to impair its aim…so only doing a BM
  • Steel legion then bring in a thunderbolt squadron and targets the paladin 1 unit, not before some AA fire takes one of the flyers out of the sky and still only adds a BM to the  paladin 1 unit.
  • Mortimer Knight then do a sustain fire with the Squires 2 unit on their left flank and target the HQ Mechanised Infantry Company, adding another BM to the unit..
  • Steel legion then does a engage action with the HQ Mechanised Infantry Company and targets the Squires 2 and manage to drag in the Ballistas unit. the FF last two rounds and at the end both the Squires 2 and Ballistas are wiped from the table.. the HQ Mechanised Infantry Company receives BM’s for loses..
  • Steel legion then moves and shoots with the Vulture Squadron and targets the Paladin 1 unit, adding another BM..
  • Steel legion then moves and shoots with the Mechanised Infantry Company and target the Paladin 1 unit, adding another BM..
  • game call and the steel legion win..

 https://picasaweb.google.com/106668428921544557509/BattleOfScorchedPlainsMORTIMERKnightsVsSteelLegionTurn3Mar72014?authkey=Gv1sRgCPqdkeKL56S-NA#5988013019209825826

 

Victory Conditions

Victory Condition Steel Legion MORTIMER KNIGHT WORLD ARMY LIST
1. Blitz Yes 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 1 0

Summary

  • The new knight shield seams to work fine, but since it was the only the second time tested. More testing is needed..
  • The new Shock Lance doesn't seam over powered, as it was the first game that could/may change, depending on the opponent.
  • The stat change on the Lancer, will need to test again, since both units in this game sat around, not doing much apart from shooting with one and the other begin a sponge basically…
  • The army structure change feels fine at this point, I would like to do a test run were I have just Lancer units in the force. To see want the effect would be and whether some other adjustment is need..

Thanks for reading and may the dice roll high…

Regards

Greg

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