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 (6.1.2)
I played the Thousand Sons(6.1.2) and Trent Played the Knight World (NetEA v2.2.2 *APPROVED*)
Link to Thousand Sons (6.1.2)..
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=82&t=30250&start=60
Changes tested..
- Dropped the rubric rule
- AHRIMAN'S CHOSEN
- SCARAB OCCULT
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Armies used
Thousand Sons (6.1.2)
RUBRIC FELLOWSHIP [300]
Sorcerer, 6 Thousand Sons Marines units., Daemonic Pact, Deathclaws
RUBRIC FELLOWSHIP [280]
Sorcerer, 6 Thousand Sons Marines units.Deathclaws
RUBRIC FELLOWSHIP [280]
Sorcerer, 6 Thousand Sons Marines units.Deathclaws
RUBRIC FELLOWSHIP [275]
Sorcerer, 6 Thousand Sons Marines units.
RUBRIC FELLOWSHIP [380]
Sorcerer, 6 Thousand Sons Marines units.3 rhinos, Deceiver
AHRIMAN'S CHOSEN [450]
Sorcerer, 9 Thousand Sons Marines units. All have the Teleport ability
DOOMWING FIGHTERS [150]
3 Doomwing Fighters
DEVASTATION CLASS CRUISER [150]
DOOMWING FIGHTERS [150]
3 Doomwing Fighters
THOUSAND SONS DAEMON POOL [120]
8 Lesser Daemons (Horror, Screamer, Flamer and Daemonic Beast units)
SCARAB OCCULT [425]
5 Thousand Sons Adeptus, Daemonic Pact, Sorcerer Lord
KNIGHT HOUSEHOLD [415]
4 Knight Paladin, Seneschal
CUSTODIAN HOUSEHOLD [400]
3 Knight Castellan, Seneschal
KNIGHT HOUSEHOLD [455]
4 Knight Errant, Seneschal
ROUGH RIDER PLATOON [175]
6 Rough Riders, Aspirant
ROUGH RIDER PLATOON [175]
6 Rough Riders, Aspirant
KNIGHT HOUSEHOLD [730]
Baron, 5 Knight Errant
KNIGHT HOUSEHOLD [325]
3 Knight Paladin, Seneschal
LANCER HOUSEHOLD [300]
3 Knight Lancer
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Deployment
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Turn 1
- Thousand Sons (6.1.2) win SR and goes first..
- Thousand Sons (6.1.2)
- Thousand Sons (6.1.2)
- Knight World (NetEA v2.2.2)
- Knight World (NetEA v2.2.2)
- Thousand Sons (6.1.2)
- Thousand Sons (6.1.2)
- Knight World (NetEA v2.2.2)
- Thousand Sons (6.1.2)
- Knight World (NetEA v2.2.2)
- Knight World (NetEA v2.2.2)
- Thousand Sons (6.1.2)
- Knight World (NetEA v2.2.2)
- Knight World (NetEA v2.2.2)
END OF TURN SHOT
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Turn 2
- Thousand Sons (6.1.2) teleporting..
- Thousand Sons (6.1.2) win SR and goes first..
- Thousand Sons (6.1.2)
- Thousand Sons (6.1.2)
- Knight World (NetEA v2.2.2)
- Knight World (NetEA v2.2.2)
- Thousand Sons (6.1.2)
- Thousand Sons (6.1.2)
- Knight World (NetEA v2.2.2)
- Thousand Sons (6.1.2)
- Knight World (NetEA v2.2.2)
- Thousand Sons (6.1.2)
- Thousand Sons (6.1.2)
- Thousand Sons (6.1.2)
- Knight World (NetEA v2.2.2) conceded
Victory Condition | Knight World | Thousand Sons |
1. Blitz | NO | Yes |
2. Break their sprit | NO | Yes |
3. Defend the Flag | NO | Yes |
4. Take and Hold | No | Yes |
5. They Shall not Pass | NO | Yes |
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Anyways on to the others points..
Dropped the rubric rule: In this game it meant Trent didn't need to use it and so made little difference in this game... So few more games to test..
AHRIMAN'S CHOSEN: Ok this guy manage to do something, unlike last game were he was broken just about all game..hard nut to crack, but doable..
SCARAB OCCULT: This guys did ok, and manage to wipe out a formation(help by poor armour saves). I’m still looking at tweaking the formation to get the Daemon prince in...
Till next time…
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