Well Manage another game of EpicA. It was 3000 point per side and it was between Saim Hann(4.2.2) and Red Corsairs (3.4)
I played Saim Hann(4.2.2) and Britt played Red Corsairs (3.4)
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..
********************************************************************************************************************
Armies used
Saim-Hann (4.2.2)
350 Shining Spears+ Exarch characters (BTS)
325 Wild Rider clan + Wild Rider chieftain (SC)
275 Wild Rider clan+ Farseer inc
275 Wild Rider clan + Farseer inc
300 4Fire Prism, 2x Firestorms
300 4 Fire Prism, 2x Firestorms
250 Aspect Warrior (swooping hawks)+ Exarch character
175 Scout Rider Troupe inc 2x Vyper
175 Night Spinners
275 Vampire Hunter
250 Hornets 5
50 Wraith gate
0 Avatar
Red Corsairs (3.4)
RENEGADE WARBAND [325]
8 Chaos Space Marine units, Chaos Warlord
RENEGADE WARBAND [325]
Sorceror Lord, 4 Chaos Space Marine units, 4 Havoc units
RENEGADE WARBAND [275]
8 Chaos Space Marine units, Sorceror Lord
RENEGADE WARBAND [275]
8 Chaos Space Marine units, Sorceror Lord
CHOSEN [200]
6 Chaos Space Marine Units - all have the Scout ability
CHOSEN [200]
6 Chaos Space Marine Units - all have the Scout ability
CHOSEN [200]
6 Chaos Space Marine Units - all have the Scout ability
CHOSEN [200]
6 Chaos Space Marine Units - all have the Scout ability
CHOSEN [200]
6 Chaos Space Marine Units - all have the Scout ability
CHOSEN [200]
6 Chaos Space Marine Units - all have the Scout ability
CHOSEN [200]
6 Chaos Space Marine Units - all have the Scout ability
THREE HELLBLADE INTERCEPTORS [200]
CHAOS THUNDERHAWK [200]
1 Chaos Thunderhawk Gunship
*********************************************************************************************************************
Deployment
********************************************************************************************************************
Turn 1
- Saim Hann win strategy rating and go first.
- Saim Hann do sustain fire with night spinners(Photo1) and target renegade warband, killing 1 and giving it 2 BM’s(Photo2)… was done, in the hope of breaking the formation
- Saim Hann double move SoV, up road(Photo1) and shoots chosen, killing one and giving the formation two Blast Markers(Photo2)…
- Red Corsairs place HELLBLADE interceptors on CAP(Photo1)
- Saim Hann move wild rider clan formation to road, losing 2 to Dangerous Terrain Test(Photo1)..getting ready for turn 2
- Red Corsairs fail to activate chosen and so regroup with formation(supreme commander reroll was use)(Photo1)… nice seeing double 1 rolled
- Saim Hann move wild rider clan formation to road, behind the ruins, losing 1 to Dangerous Terrain Test(Photo1)…getting ready for turn 2
- Red Corsairs double move Chosen(1 kill and 2 BM’s from OWF) up(Photo1) and shoots the Scout Rider Troupe, killing 1 and giving it 2 Bm’s(Photo2)..was hoping to break it
- Saim Hann move wild rider clan formation to road, losing 1 to Dangerous Terrain Test(Photo1)…getting ready for turn 2
- Red Corsairs double move Chosen up to be near Wraithgate(Photo1)…
- Saim Hann fail to activate SoV, and regroup(SC rerolled used)(Photo1)
- Red Corsairs double move chosen, up through the ruins(Photo1) and shoots SoV formation, giving it a BM(Photo2)…was hoping to break it
- Saim Hann do a engage action through wraithgate with SHINNING SPEARS(lose 6 to DTT) and target the chosen(Photo1)The dice are rolled and the chosen win combat and the SHINNING SPEARS are wiped from the board(Photo2).The chosen consolidate 5cm(Photo3)…oh yeah,that’s right 6 failed DTT
- Red Corsairs double move renegade warband(Photo1) and shoot SoV formation, giving it a BM(Photo2)…was hoping to break it
- Saim Hann march move the Hornets fromation, into the Red Corsairs half of the table(Photo1).. getting ready turn two
- Red Corsairs double move chosen, up through the ruins on the right flank(Photo1)…getting ready turn two
- Saim Hann bring on Vampire Hunter. only to have it shot out of the sky, by CAP(Photo1)..ouch
- Red Corsairs double move renegade warband(Photo1) and shoot Hornet formation, giving it a BM(Photo2)…was hoping to break it
- Red Corsairs march move renegade warband down right flank(Photo1)..getting ready turn two
- Red Corsairs place Chosen on overwatch(Photo1)…
- Red Corsairs keep Chosen on overwatch(Photo1)…
- Saim Hann don't remove BM’s from Hornets and Red Corsairs don't remove BM’s from retinue.
- Red Corsairs lose two aircraft in the disengage section
END OF TURN SHOT
no end of turn shoot
*********************************************************************************************************************
Turn 2
- Saim Hann deployed Avatar(Photo1) and teleport swooping hawks(Photo2)
- Red Corsairs win strategy rating and go first(both players roll ones on the dice).
- Red Corsairs bring in CHAOS THUNDERHAWK&renegade warband and do a engage action against swooping hawks(Photo1).The dice are rolled and the CHAOS THUNDERHAWK &renegade warband win the combat and the Swooping hawks are wiped from the board(Photo2).The renegade warband consolidate onto the CHAOS THUNDERHAWK(Photo3)..was done to clear area of enemy formation..
-
Red Corsairs do sustain fire with renegade warband(Photo1) and shoot SoV, killing 1 and giving it 2 BM’s(Photo2)..
- Saim Hann do a engage action with Avatar and use Commander ability and bring in Scout Rider Troupe, and targets chosen(Photo1), the dice are rolled and Avatar&Scout Rider Troupe win the combat and the chosen are wiped from the board. The Avatar consolidates a full move and the Scout Rider Troupe consolidates 5cm(Photo2)..was done to clear area of enemy formations
- Saim Hann do a engage action with wild rider clan and targets chosen(Photo1).The dice are rolled and the wild rider clan wins combat and the Chosen is broken(Photo2).The chosen flee into the ruins, and the wild rider clan consolidates 5cm(Photo3)..was done to clear area of enemy formations
- Saim Hann do sustain fire with night spinners(Photo1) and target renegade warband, killing three and this breaks the formation, which flees into the ruins across the road(Photo2)… was done, in the hope of breaking the formation.
- Red Corsairs move renegade warband up(Photo1)and shoots Hornets, killing two and breaking the formation due to blast markers, formation flees, losing 1 to dangerous terrain test(Photo2)..done to claim they shall not pass goal
- Saim Hann does marshalling action with SoV, so move and remove all blast markers from formation(Photo1)
- Red Corsairs double move renegade warband up right flank(Photo1) and shoots Wild rider clan,killing 1 and giving it 2 blast markers(Photo2).. this was done to clear object marker of enemy formations
- Red Corsairs fail to activate chosen and so regroup with formation( supreme commander reroll was use)(Photo1)… nice seeing double 1 rolled
- Saim Hann double move SoV up to objective marker(Photo1) and shoots renegade warband, giving it a blast marker for the trouble(Photo2)
- Red Corsairs move chosen formation up(Photo1) and shoot the SoV formation, giving it a blast marker (Photo2)…prepping
- Saim Hann move wild rider clan formation up the road and shoots chosen, giving it a blast marker (Photo1)…prepping
- Red Corsairs double move chosen formation to objective marker(Photo1) and shoot the broken Hornet formation, killing it outright due to blast markers(Photo2)…wanted to claim the objective marker and kill a broken formation.
- Saim Hann move wild rider clan formation up the road(Photo1)…was getting ready for turn 3
- Red Corsairs fail to bring on HELLBLADE interceptors(Photo1)
- Red Corsairs move retinue,so it may claim two objective markers(Photo1)..
- Red Corsairs double move chosen up right flank(Photo1) and shoots Wild rider clan, giving it a blast marker, which breaks the formation and so formation flees back to it's deployment zone(Photo2).. this was done to clear object marker of enemy formations
- Saim Hann don't rally Wild rider clan and Red Corsairs don't rally retinue. Both side remove BM’s
- No aircraft lost in the disengage section
Victory Condition | Red Corsairs | Saim Hann |
1. Blitz | NO | no |
2. Break their sprit | Yes | NO |
3. Defend the Flag | Yes | no |
4. Take and Hold | No | no |
5. They Shall not Pass | Yes | no |
END OF TURN SHOT
********************************************************************************************************************
Summary
Well was a interesting game, Brit didn’t know that he would be on a city board today, He didn’t think he would facing eldar either. I knew about the city board, the list is one i would have taken to cancon. I said to Britt bring a 3000 point force. So I thought I would be facing orks at a guess, before he turned up.
Jink save: I think I made... only about two today..It feels fine to use and there were times when i wish it would work more, but feel its about right.
Scout Rider Troupe: I find them useful, but they need some stress testing. Just to see if there are any issues. Today they were drag into combat by the avatar and they didn't do much, missing with all their hits.
HORNETS: These guys didn't nothing today and basically will be area grabbers, were there are no AV to shoot at..
FIREPRISMS:The new stats are working Ok and I don’t mind taking the unit out for a drive.
I’m pretty happy with Saim-Hann, list at this point..
Regards
Greg