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Wednesday, October 7, 2015

Saim-Hann Craftworld (4.2.1) Vs Knight World (NetEA v2.2.2 *APPROVED*) take 2

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 Saim-Hann Craftworld (4.2.1).

The below is the link to Saim-Hann Craftworld (4.2)…

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=24&t=29842 

Changes that were tested..

2) Hornet formation is now 4 for 200 and only one upgrade
3) Expert rider rule added…
4) SR went from 3 to 4.
6) Wind Rider Host has been added to the troupe section and a limit of 0-1 per Wild rider clan.
7) Stat change to Fire prism cannon
8} Fire prism is a free upgrade in SoV
10) Drop the points of the Farseer character.

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Armies used

Saim-Hann Craftworld (4.2.1). 

WILD RIDER CLAN WARHOST (MEDIUM)    Wild Rider x1, Jetbike x9, Mounted Farseer x1    350
WILD RIDER CLAN WARHOST (MEDIUM)    Wild Rider x1, Jetbike x9, Mounted Farseer x1, Wild Rider Chieftain (Autarch) x1    450
WILD RIDER CLAN WARHOST (LARGE)    Wild Rider x1, Jetbike x12, Mounted Farseer x1    425
HORNET TROUPE    Hornets x5    250
VAMPIRE HUNTER    Vampire Hunters x1    275
VAMPIRE HUNTER    Vampire Hunters x1    275
ENGINE OF VAUL TROUPE    Storm Serpent x1    250
SWORDS OF VAUL TROUPE    Fire Prism x5, Fire Storm x1    300
WRAITHGATE        50
Wind Rider    Vipers x6    200
Wind Rider    Vipers x6    200
Avatar        0

DSCF9286

Knight World (NetEA v2.2.2 *APPROVED*)

KNIGHT HOUSEHOLD    Knight Paladin x4, Seneschal x1    415
KNIGHT HOUSEHOLD    Knight Errant x4, Baron x1    630
KNIGHT HOUSEHOLD    Knight Paladin x4, Seneschal x1    415
KNIGHT HOUSEHOLD    Knight Errant x4    430
CUSTODIAN HOUSEHOLD    Knight Castellan x3    375
HOWITZER BATTERY    Howitzers x3, Gun Transporters x3    175
THUNDERBOLT SQUADRON    Thunderbolt Fighters x2    150
MARAUDER SQUADRON    Marauder Bombers x2    250
ROUGH RIDER PLATOON    Rough Riders x6    150

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Deployment

  • Deployment for Knights, Saim-Hann forces and Objective markers..

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  • Off board forces..

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Turn 1

  • Knights won the SR and went first..
  • Knights place thunderbolts on CAP(Photo1)

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  • Knights bring in the MARAUDER SQUADRON(BM from AA) and shoots EoV, doing a DC and confirming a critical, one dead EoV(Photo1)

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  • Saim-Hann move HORNET TROUPE, through wraithgate(Photo1) and shoots the ERRANTS, doing a BM(Photo2)and the HORNET TROUPE moves behind the ork settlement(Photo3)

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  • Saim-Hann bring on VAMPIRE HUNTER, and target Errants, giving it a BM(Photo1)..I wanted to either break them or put BM’s on them

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  • Saim-Hann bring on VAMPIRE HUNTER, and target Errants,killing a W/E and giving it 3 BM’s(Photo1)..I wanted to either break them or put BM’s on them

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  • Knights double move ERRANTS up, behind rocky outcrop(Photo1)

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  • Knights move CUSTODIAN HOUSEHOLD up(Photo1) and shoots SoV and gives them a BM(Photo2).. Oh I love it when three 1’s are rolled..

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  • Saim-Hann move SoV(Photo1) and shoot CUSTODIAN HOUSEHOLD, killing 2 W/E and breaking the formation, which flees behind rocky outcrop(Photo2)…was hoping to put BM’s on it, not break it…

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  • Saim-Hann keep Winder rider on overwatch(Photo1)

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  • Knights double move PALADINS(Photo1)and shoot SoV and giving it a BM(Photo2)..

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  • Saim-Hann keep Winder rider on overwatch(Photo1)

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  • Knights double move paladins, into oasis(Photo1) 

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  • Saim-Hann place WILD RIDER CLAN WARHOST on overwatch(Photo1). guard duty.

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  • Knights do a marshalling action on ERRANTS, so move and remove all, but 1 BM(Photo1)

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  • Knights keep Rough riders on overwatch(Photo1).. guard duty on objective marker.

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  • Knights do sustain fire with HOWITZER BATTERY(Photo1) and shoots the HORNET TROUPE, giving it a BM(Photo2)..was trying to break the formation.

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  • Knights don’t rally CUSTODIAN HOUSEHOLD.Both sides remove BM’s.
  • NO aircraft were lost in the disengage section…

END OF TURN SHOT

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Turn 2

  • Saim-Hann won the SR and went first..
  • Saim-Hann do sustain fire with SoV(Photo1) and shoot PALDAINS, doing 3 DC and giving the formation 4 BM’s(Photo1)

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  • Saim-Hann bring on VAMPIRE HUNTER, and target Errants,doing a DC and giving it 2 BM’s(sorry no pic)..I wanted to either break them or but BM’s on them..
  • Saim-Hann bring on VAMPIRE HUNTER, and target Paladins,doing a DC and breaking the formation(Photo1), so the Paladins flee behind rocky outcrop(Photo2)..I wanted to either break them or but BM’s on them

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  • Knights do a engage action, with the Errants(BM from OWF) and target the SoV, calls intermingled and drags in the Wind Rider(Photo1).The dice are rolled and the Errants(1BM) wins the combat and the Wind Rider is Broken and SoV is wiped from the board(Photo2).The ERRANTS consolidate 5 and the Wind Rider flee back towards the Blitz(Photo3)…

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  • Saim-Hann double move WILD RIDER CLAN WARHOST, so it behind Paladins(Photo1).

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  • Saim-Hann do a engage action with WILD RIDER CLAN WARHOST(L)(Through Wraith Gate) and targets the ERRANTS(Photo1).The dice are rolled and the WILD RIDER CLAN WARHOST(L)(BM) wins the combat, and the ERRANTS ARE WIPED from the board(Photo2). The WILD RIDER CLAN WARHOST consolidates between rocky outcrop and ossias(Photo3)…

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  • Knights bring in Thunderbolts and shoot the VAMPIRE HUNTER, wiping it from the board(Photo1)..

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  • Knights bring in the MARAUDER SQUADRON and shoots HORNET TROUPE, killing 1 and giving it 3 BM’s(Photo1)..He was trying to make it harder to activate

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  • Saim-Hann do marshalling action with HORNET TROUPE, so move and remove all BM’s(Photo1)

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  • Knights do sustain fire with HOWITZER BATTERY(Photo1) and shoots the WIND RIDERS,killing 2 and giving it 3 BM(Photo2)..WAS Hoping to do more than a BM

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  • Knights do a marshalling action on ERRANTS, so move and remove all BM’s(Photo1)

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  • Saim-Hann keep Winder rider on overwatch(Photo1)

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  • Knights move Paladins up(photo1) and shoot Wind Rider, killing 1 and breaking the formation, which flees back to its deployment zone(Photo2)

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  • Knights keep Rough riders on overwatch(Photo1).. guard duty on objective marker.

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  • Both sides remove BM’s.
  • NO aircraft were lost in the disengage section…

    END OF TURN SHOT

    DSCF9418

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    Turn 3

    • Knights won the SR and went first..
    • Knights bring in Thunderbolts and shoot the Wind rider, killing 1 and breaking formation(Photo1)and so it flees down the base line(Photo2)… didn’t want the formation holding onto the blitz..

    DSCF9419DSCF9420

    • Knights bring in the MARAUDER SQUADRON and shoots HORNET TROUPE, killing 1 and breaking the formation, which flees back to it blitz(Photo1)..He want to make sure the formation was broken,to cut down on activations

    DSCF9422

    • Saim-Hann bring on VAMPIRE HUNTER, and target Errants, giving it a BM(Photo1)..I wanted to either break them or but BM’s on them

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    • Saim-Hann double move WILD RIDER CLAN WARHOST, back to Blitz(Photo1).

    DSCF9424

    • Saim-Hann do a engage action with WILD RIDER CLAN WARHOST(M) and targets the PALADINS(Photo1).The dice are rolled and the PALADINS(2BM) wins the combat, and the WILD RIDER CLAN WARHOST(M) is broken(Photo2). The WILD RIDER CLAN WARHOST consolidates and the WILD RIDER CLAN WARHOST(M) flees back towards the wraith gate(Photo3)…was done to try and push the Knights back from objective maker

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

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    • Saim-Hann do marshalling action on WIND RIDER and so move and then remove all BM’s(Photo1)…done to be near the Objective.

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

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    • Saim-Hann move WILD RIDER CLAN WARHOST, through wraithgate and stay near it to claim it(Photo1).

    DSCF9432

    • Knights fail to activate CUSTODIAN HOUSEHOLD and so regroup(Photo1)

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    • Knights do sustain fire with HOWITZER BATTERY(Photo1) and shoots the broken WILD RIDER CLAN WARHOST, wiping it off the board(Photo2)..He was hoping to kill the formation for points..

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    • Knights march move Paladins into Saim-Hann side of table(Photo1)..I knew this was going to happen and I didn't have the forces to stop it..

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    • Knights keep Rough riders on overwatch(Photo1).. guard duty on objective marker.

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  • Saim-Hann don’t rally HORNET TROUPE  and Wind Riders. Both sides remove BM’s
  • NO aircraft were lost in the disengage section…
  • Game called due to time.Winners is Knights world on count back 950 to 1450.
    Victory Condition KNIGHT WORLD SAIM-HANN
    1. Blitz NO no
    2. Break their sprit NO Yes
    3. Defend the Flag YES Yes
    4. Take and Hold No no
    5. They Shall not Pass YES no
    END OF TURN SHOT

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    Summary
     

    If I had manage to stop those Knights getting into my side of the table, then I would have won.. next time..

    1) The expert riding rule- Ok it was nice to have this today, manage a few saves. 

    2) Wind riders- my concern have not change from last game, about having a all viper formation as scouts.

    3) Fire prism changes, free upgrade and stat changes- Today they had a better day and manage to gets some kills in before dying, although, that's was more my fault for not moving them further back after shooting.

     

    4) SR went from 3 to 4- Well that didn't help me much today, but i think its the right move. 

    Will be taking the same list out gain on Thursday, I ‘m hoping..

     
    Regards
    Greg
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