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Saturday, October 3, 2015

Knight World (NetEA v2.2.2 )V’s THOUSAND SONS(6.0.1.)

Well we manage another game of epic. It was 3000 point per side and it was between Knight World (NetEA v2.2.2 *APPROVED*) and THOUSAND SONS CHAOS SPACE MARINE ARMY LIST 6.0.1.

Trent played the Thousand sons and I played the Knights…

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Armies used

Knight World (NetEA v2.2.2 *APPROVED*)

KNIGHT HOUSEHOLD [415]
4 Knight Paladin, Seneschal
KNIGHT HOUSEHOLD [630]
4 Knight Errant, Baron
KNIGHT HOUSEHOLD [415]
4 Knight Paladin, Seneschal
KNIGHT HOUSEHOLD [430]
4 Knight Errant
CUSTODIAN HOUSEHOLD [375]
3 Knight Castellan
HOWITZER BATTERY [175]
3 Howitzers, 3 Gun Transporters
THUNDERBOLT SQUADRON [150]
2 Thunderbolt Fighters
MARAUDER SQUADRON [250]
2 Marauder Bombers
ROUGH RIDER PLATOON [150]
6 Rough Riders

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Thousand Sons (6.0.1)

RUBRIC FELLOWSHIP [315]
Sorcerer, 6 Thousand Sons Marines units., 3 Rhino
RUBRIC FELLOWSHIP [515]
Sorcerer, 6 Thousand Sons Marines units., 3 Rhino, 2 Deceiver,Daemonic Pact, Icon Bearer
SEKHMET DISC RIDERS [350]
Sorcerer, 9 Disc Riders, Daemonic Pact
SEKHMET DISC RIDERS [350]
Sorcerer, 9 Disc Riders, Daemonic Pact
THOUSAND SONS DAEMON POOL [170]
Greater daemon (Lord of Change), 8 Lesser Daemons (Horror, Screamer, Flamer and Daemonic Beast units)
THOUSAND SONS ARMOR [375]
4 Land Raider, Deceiver
DOOMWING FIGHTERS [150]
3 Doomwing Fighters
AHRIMAN'S CHOSEN [450]
Sorcerer, 9 Thousand Sons Marines units. All have the Teleport ability
SEKHMET DISC RIDERS [325]
Sorcerer, 9 Disc Riders,

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(Yes there should be one less rhino in each of the RUBRIC FELLOWSHIP)

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Deployment

  •  Deployment of the Knights, Thousand sons and Objective markers..

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  • Off board forces..

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Turn 1

  • Thousand son won the SR and made the Knights go first..
  • Knights put THUNDERBOLTS on CAP(Photo1)

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  • Knights bring in the MARAUDER SQUADRON(BM from AA) and shoots SEKHMET DISC RIDERS, killing 1 and giving the formation 3 BM’s(Photo1)

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  • Thousand sons bring on DOOMWING FIGHTERS(lose 1 by CAP, Cap lose 1 to AA fire), MARAUDER SQUADRON is blown out of the sky

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  • Knights do sustain fire with HOWITZER BATTERY(Photo1) and shoots the SEKHMET DISC RIDERS, killing 1 and giving it 2 BM’s(Photo2)

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  • Thousand sons fail to activate SEKHMET DISC RIDERS, and so regroup(Photo1)

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  • Knights double move the CUSTODIAN HOUSEHOLD(Photo1) and shoot SEKHMET DISC RIDERS,killing 1 and giving it 3 BM’s(Photo2)

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  • Thousand sons double move RUBRIC FELLOWSHIP and claim objective marker(Photo1)

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  • Knights double move the Paladin(Photo1) and shoot RUBRIC FELLOWSHIP,killing 1 and giving it 2 BM’s(Photo2)

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  • Thousand sons double move RUBRIC FELLOWSHIP and claim objective marker(Photo1)

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  • Knights double move the Errants(DC from failed DTT) into ork settlement(Photo1)

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  • Thousand sons move THOUSAND SONS ARMOR(Photo1) and so it shoots ERRANTS,giving it a BM(Photo2)..

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  • Knights double move the ERRANTS(Photo1) and shoot THOUSAND SONS ARMOR, giving it a BM(Photo2)

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  • Thousand sons double move SEKHMET DISC RIDERS and claim objective marker(Photo1)

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  • Knights double move the Paladin(Photo1) and shoot RUBRIC FELLOWSHIP,killing 1 and giving it 2 BM’s(Photo2)

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  • Thousand sons double move SEKHMET DISC RIDERS, to support the RUBRIC FELLOWSHIP(Photo1)

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  • Knights to do a engage action with ROUGH RIDER PLATOON(Support from Knights) and target the RUBRIC FELLOWSHIP(support from SEKHMET DISC RIDERS)(Photo1).The dice are rolled and the RUBRIC FELLOWSHIP(BM) wins the combat and the ROUGH RIDER PLATOON is wiped from the board(Photo2).The RUBRIC FELLOWSHIP stay put and the Knights get a BM for supporting a failed assault(Photo3)

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  •  Thousand son don't remove BM’s from SEKHMET DISC RIDERS…
  • NO aircraft were lost in the disengage section…

END OF TURN SHOT

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Turn 2

  • Thousand son teleport in the AHRIMAN'S CHOSEN(Photo1)

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  • Thousand son won the SR and went first..
  • Thousand son do a engage action, use the commander ability of the RUBRIC FELLOWSHIP(summon 4 lesser daemons) and bring with it the SEKHMET DISC RIDERS and target the ERRANTS and calls intermingled and drags in the CUSTODIAN HOUSEHOLD(Photo1)The dice are rolled and the RUBRIC FELLOWSHIP and SEKHMET DISC RIDERS win the combat and the ERRANTS and CUSTODIAN HOUSEHOLD are broken(Photo2) and the RUBRIC FELLOWSHIP and SEKHMET DISC RIDERS consolidate 5, so that they are closer to the objective marker(Photo3).The ERRANTS and CUSTODIAN HOUSEHOLD flee back to their deployment zone(Photo4)...

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  • Thousand sons do sustain fire with THOUSAND SONS ARMOR(Photo1) and so it shoots ERRANTS,Killing a W/E and giving them 3 BM’s(Photo2)..prepping formation for assault..

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  • Knights do a engage action, with the Errants and target the AHRIMAN'S CHOSEN(Photo1).The dice are rolled and the Errants win the combat and the AHRIMAN'S CHOSEN are wiped from the board(Photo2). The ERRANTS consolidate 5(Photo3)…This was done to deny the objective to thousand son.

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  • Knights do sustain with PLADAINS(Photo1) and shoots SEKHMET DISC RIDERS, doing a BM(Photo2)

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  • Thousand son do a engage action, use the commander ability of the RUBRIC FELLOWSHIP(summon greater daemon and 4 lesser daemons) and bring with it the SEKHMET DISC RIDERS and target the PLADAINS(Photo1)The dice are rolled and the Greater daemon&RUBRIC FELLOWSHIP and SEKHMET DISC RIDERS win the combat and the PLADAINS are wiped from the board(Photo2) and the Greater daemon&RUBRIC FELLOWSHIP and SEKHMET DISC RIDERS consolidate 5, so that they are closer to the objective marker(Photo3)..was done to clear the area and start claiming T&H

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  • Thousand sons bring on the DOOMWING FIGHTERS and shoot the PLADAINS, giving them a BM(Photo1)

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  • Knights do sustain fire with HOWITZER BATTERY(Photo1) and shoots the SEKHMET DISC RIDERS, killing 3 and giving it 4 BM’s(Photo2)

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  • Thousand sons double move SEKHMET DISC RIDERS, so they controlled Blitz (Photo1)…

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  • Knights fail to bring on THUNDERBOLTS(Photo1)

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  • Knights fail to activate PLADAINS and so regroup(Photo1)

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  • Knights don't rally Errants..
  • NO aircraft were lost in the disengage section…

END OF TURN SHOT

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Turn 3

  • Knights won the SR and went first..
  • Knights try and activate the CUSTODIAN HOUSEHOLD and failed(SC Reroll used), so regroup(Photo1)…I was hoping to move the formation and shoot a SEKHMET DISC RIDERS..

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  • Thousand sons bring on DOOMWING FIGHTERS and target the HOWITZER BATTERY, killing 1 and giving it 2 BM’s(Photo1)..was try to break the formation.

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  • Thousand son retain the turn and use the commander ability of the Greater daemon and bring with it the RUBRIC FELLOWSHIP and SEKHMET DISC RIDERS and target the PLADAINS(Photo1)The dice are rolled and the Greater daemon&RUBRIC FELLOWSHIP and SEKHMET DISC RIDERS win the combat and the PLADAINS are wiped from the board(Photo2) and the Greater daemon&RUBRIC FELLOWSHIP and SEKHMET DISC RIDERS consolidate 5, so that they can claim objective markers(Photo3)..was done to clear the area and claim T&H

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  • Knights fail to activate HOWITZER BATTERY and so regroup(Photo1)..was trying to target SEKHMET DISC RIDERS on the right flank..

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  • Thousand sons move SEKHMET DISC RIDERS closer to the objective marker to claim it(Photo1)…was done to claim DTF

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  • Thousand sons fail activate THOUSAND SONS ARMOR(SC Reroll used)(Photo1) and so it shoots ERRANTS, giving them a BM(Photo2)..was hoping to do sustain fire

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  • Knights bring on a THUNDERBOLT and targets the DOOMWING FIGHTERS, giving it a BM(photo1)..was done to hopefully to killing one

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  • Thousand sons move RUBRIC FELLOWSHIP closer to the objective marker to claim it(Photo1).. was done to claim DTF

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  • Knights do a engage action, with the Errants and target the SEKHMET DISC RIDERS(Photo1).The dice are rolled and the Errants win the combat and the SEKHMET DISC RIDERS are broken(Photo2). The errant break due to BM’s and flee into the ork settlement.The SEKHMET DISC RIDERS flee back towards their deployment zone(Photo3)…This was done to deny the objective to thousand son.

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  • Thousand sons put the SEKHMET DISC RIDERS on overwatch(Photo1)…

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  • Knights don't rally Errants and Thousand sons don't rally SEKHMET DISC RIDERS..
  • NO aircraft were lost in the disengage section…
  • Winner is…………
Victory Condition Knight World THOUSAND SONS
1. Blitz NO no
2. Break their sprit NO NO
3. Defend the Flag NO no
4. Take and Hold No Yes
5. They Shall not Pass NO Yes

 

END OF TURN SHOT

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Summary
 
Yes, well that was a one side game, in two engagements, manage to lose all but a DC and have Trent roll a bloody 6 to confirm a critical…The thousand son list look interesting, and we are hoping to get some more testing in and once that’s done feed back..
 
Regards
Greg

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