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Showing posts with label THOUSAND SON. Show all posts
Showing posts with label THOUSAND SON. Show all posts

Thursday, December 15, 2016

Thousand Sons(6.1.2)Vs Tau Vior'la (1.8a Developmental)

Well we manage another game of epic. It was 3000 point per side and it was between Tau Vior'la (1.8a Developmental)  and Thousand Sons (6.1.2)

Me/Trent played the Thousand Sons(6.1.2) and Mathew Played the Tau Vior'la (1.8a Developmental)

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

********************************************************************************************************************

Armies used

Thousand Sons (6.1.2)
RUBRIC FELLOWSHIP [300]
Sorcerer, 6 Thousand Sons Marines units., Daemonic Pact,
RUBRIC FELLOWSHIP [275]
Sorcerer, 6 Thousand Sons Marines units.
RUBRIC FELLOWSHIP [300]
Sorcerer, 6 Thousand Sons Marines units.Daemonic Pact,

RUBRIC FELLOWSHIP [300]
Sorcerer, 6 Thousand Sons Marines units.
Daemonic Pact,
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

Tau Vior'la (1.8a Developmental)

XV104 RIPTIDE FORMATION [525]4 XV104 Riptides, Shas'o Commander

XV104 RIPTIDE FORMATION [450]4 XV104 Riptides, Shas'el Commander

XV104 RIPTIDE FORMATION [450]4 XV104 Riptides, Shas'el Commander

KX 139 TA'UNAR SUPREMACY [225]1 KX 139 Ta'unar Supremacy

KX 139 TA'UNAR SUPREMACY [225]1 KX 139 Ta'unar Supremacy

KV 128 [225]2 KV 128 Stormsurges

CRISIS BATTLESUIT CADRE [250]Shas'el Commander, 4 XV8 Crisis Battlesuit unit

CRISIS BATTLESUIT CADRE [250]Shas'el Commander, 4 XV8 Crisis Battlesuit unit

TIGER SHARK AX-1-0 [175]1 Tiger Shark AX-1-0

SPACECRAFT [200]1 Protector Class Cruiser

*********************************************************************************************************************

Deployment

DEployment

********************************************************************************************************************

Turn 1

  • Thousand Sons (6.1.2) teleport in AHRIMAN'S CHOSEN and SCARAB OCCULT

teleporting

  • Thousand Sons (6.1.2) – Win SR and goes first….
  • Thousand Sons (6.1.2) – Bring on DEVASTATION CLASS CRUISER and do Orbit bombardment, hitting XV104 RIPTIDE FORMATION, giving it a BM. Then it does a pin-point attack, targeting the KX 139 TA'UNAR SUPREMACY, doing a DC and giving it a 2 BM’s….
  • Thousand Sons (6.1.2) – Do engage action with AHRIMAN'S CHOSEN and target the XV104 RIPTIDE FORMATION. The dice are rolled and the XV104 RIPTIDE FORMATION (BM) wins the combat and AHRIMAN'S CHOSEN is broken and stays put….
  • Tau Vior’la (1.8a Developmental) – Double move XV104 RIPTIDE FORMATION and shoots SCARAB OCCULT, killing 1 and giving it 2 BM’S
  • Tau Vior’la (1.8a Developmental) – Do sustain fire with CRISIS BATTLESUIT CADRE and shoots the SCARAB OCCULT, Killing 1 and breaking it due to BM’s, so it flees back..
  • Thousand Sons (6.1.2) – Bring on Doom wings and shoots the CRISIS BATTLESUIT CADRE, killing 1 and giving it 2 BM’s..
  • Tau Vior’la (1.8a Developmental) – Move XV104 RIPTIDE FORMATION and shoots Broken AHRIMAN'S CHOSEN, killing two all up..
  • Thousand Sons (6.1.2) - Place Doom wings CAP..
  • Tau Vior’la (1.8a Developmental) – Do sustain fire with KX 139 left(SC reroll used) and shoots the Broken AHRIMAN'S CHOSEN, Killing 1 all up..
  • Thousand Sons (6.1.2) - RUBRIC FELLOWSHIP left side, summons 3 daemons and then march moves up into the woods.
  • Tau Vior’la (1.8a Developmental) – Double move left XV104 RIPTIDE FORMATION (1DC due to DTT) and shoots Broken AHRIMAN'S CHOSEN, Killing 2 all up
  • Thousand Sons (6.1.2) - RUBRIC FELLOWSHIP left side, summons 3 daemons and then march moves up, to claim objective marker..
  • Tau Vior’la (1.8a Developmental) –Move KV 128 and shoots Broken AHRIMAN'S CHOSEN, doing nothing..
  • Thousand Sons (6.1.2) – Place RUBRIC FELLOWSHIP on overwatch near Blitz..
  • Tau Vior’la (1.8a Developmental) – Do sustain fire with KX 139 and shoots the RUBRIC FELLOWSHIP, giving it BM…..
  • Thousand Sons (6.1.2) – Keep RUBRIC FELLOWSHIP on overwatch on the left grey objective..
  • Tau Vior’la (1.8a Developmental) – March move CRISIS BATTLESUIT CADRE..
  • Thousand Sons (6.1.2) - Keep RUBRIC FELLOWSHIP on overwatch on the grey objective on the far right side.
  • Tau Vior’la (1.8a Developmental) – Stand down the AX-10

Rally Phase

Both sides rally all formations…

No AC were shoot down in the disengage section..

Doom wings still on CAP..

END OF TURN SHOT

End of turn 1

********************************************************************************************************************

Turn 2

  • Tau Vior'la (1.8a Developmental) Wins the SR and goes first..
  • Tau Vior’la (1.8a Developmental) – Move XV104 RIPTIDE FORMATION and shoots AHRIMAN'S CHOSEN, killing 1 and breaking it, so it stays put...
  • Thousand Sons (6.1.2) – Do engage action with SCARAB OCCULT and target the CRISIS BATTLESUIT CADRE. Summoning four daemons before going in. The dice are rolled and the SCARAB OCCULT wins the combat and the CRISIS BATTLESUIT CADRE is wiped from the board..
  • Tau Vior’la (1.8a Developmental) – Sustain fire with KV 128 and shoots Broken AHRIMAN'S CHOSEN, wiping it from the board..
  • Thousand Sons (6.1.2) – Bring on Doom wings and shoots the CRISIS BATTLESUIT CADRE, killing 1 and giving it 2 BM’s..
  • Tau Vior’la (1.8a Developmental) - Do sustain fire with KX 139 left and shoots SCARAB OCCULT, killing 2 all up and giving it 3 BM’s.
  • Thousand Sons (6.1.2) – Double move RUBRIC FELLOWSHIP(summons 5 daemons) far left, up behind hill.
  • Tau Vior’la (1.8a Developmental) – Marshall CRISIS BATTLESUIT CADRE, so move and remove all BM’s
  • Thousand Sons (6.1.2) – Keep RUBRIC FELLOWSHIP on overwatch near Blitz
  • Tau Vior’la (1.8a Developmental) – Bring on Protector Class Cruiser and does nothing…
  • Thousand Sons (6.1.2) - Keep RUBRIC FELLOWSHIP on overwatch near grey objective left side.
  • Tau Vior’la (1.8a Developmental) – Stand down AX 10..
  • Thousand Sons (6.1.2) - Keep RUBRIC FELLOWSHIP on overwatch, near grey objective right side.
  • Tau Vior’la (1.8a Developmental) – Double move XV104 RIPTIDE FORMATION (BM from OWF) and shoots RUBRIC FELLOWSHIP, Giving it a BM….
  • Thousand Sons (6.1.2) – Place RUBRIC FELLOWSHIP on overwatch near the purple objective..
  • Tau Vior’la (1.8a Developmental) – March move forwards XV104 RIPTIDE FORMATION

Rally Phase

Both sides rally all formations…

No AC were shoot down in the disengage section..

Doom wings still on CAP..

END OF TURN SHOT

End of turn 2

********************************************************************************************************************

Turn 3

  • Thousand Sons (6.1.2) – Win SR and goes first….
  • Thousand Sons (6.1.2) – Do engage action with RUBRIC FELLOWSHIP and target the XV104 RIPTIDE FORMATION. The dice are rolled and the XV104 RIPTIDE FORMATION (2bm’s) wins the combat and the RUBRIC FELLOWSHIP, is broken and flees back..
  • Thousand Sons (6.1.2) - Do engage action with RUBRIC FELLOWSHIP and target the XV104 RIPTIDE FORMATION. The dice are rolled and the XV104 RIPTIDE FORMATION wins the combat and the RUBRIC FELLOWSHIP, is broken and flees back on top the Blitz..
  • Tau Vior’la (1.8a Developmental) - Move KV 128 and shoots SCARAB OCCULT, Giving it a BM
  • Thousand Sons (6.1.2) – Do engage action with SCARAB OCCULT and target the KV 128. Summoning two daemons, before going in. The dice are rolled and the KV 128 wins the combat and the SCARAB OCCULT is broken and stays put..
  • Tau Vior’la (1.8a Developmental) - Do sustain fire with KX 139 left and shoots RUBRIC FELLOWSHIP, giving it a BM.
  • Thousand Sons (6.1.2) – Fail to bring on Doom wings..
  • Tau Vior’la (1.8a Developmental) - Do sustain fire with KX 139 left and shoots RUBRIC FELLOWSHIP, killing 2 and giving it 3 BM’s
  • Tau Vior’la (1.8a Developmental) – Double move XV104 RIPTIDE FORMATION (SC rerolled used)
  • Thousand Sons (6.1.2) – Marshall RUBRIC FELLOWSHIP on left flank, so move and removed all BM’s
  • Tau Vior’la (1.8a Developmental) - Marshall XV104 RIPTIDE FORMATION, so move and remove BM’s
  • Thousand Sons (6.1.2) – Double move RUBRIC FELLOWSHIP (Summons two daemons), so that it’s between two objective markers….
  • Tau Vior’la (1.8a Developmental)-Double move XV104 RIPTIDE FORMATION and then shoots RUBRIC FELLOWSHIP, giving it a BM
  • Thousand Sons (6.1.2) - keep RUBRIC FELLOWSHIP on overwatch…
  • Tau Vior’la (1.8a Developmental) – Moves XV104 RIPTIDE FORMATION, and shoots RUBRIC FELLOWSHIP, killing 1 and giving it 2 BM’s
  • Tau Vior’la (1.8a Developmental) – Stand down AX 10 stands down

Rally Phase

Thousand Sons (6.1.2) don’t rally SCARAB OCCULT and RUBRIC FELLOWSHIP…

No AC were shoot down in the disengage section..

Doom wings still on CAP..
 

Victory Condition Tau Vior'la (1.8a Developmental) Thousand Sons (6.1.2)
1. Blitz Yes no
2. Break their sprit Yes NO
3. Defend the Flag NO no
4. Take and Hold No no
5. They Shall not Pass NO no
END OF TURN SHOT

 end of turn 3

********************************************************************************************************************

Summary
 
Another fun game and it makes 147 games for the year, although by the time you read this it will well past 2016…That Mathew for fun game..

Anyways on to the others points..

Dropped the rubric rule: In this game it meant I could get to a objective marker quick, but in the game were we have had the rule, it has made little difference having it. So few more games to test..

AHRIMAN'S CHOSEN: Ok this guy was wiped from the board and it took a bit to do so..You cant stick him out front and not expect him to be shoot to pieces..

SCARAB OCCULT: This guys did ok, and manage to wiped a formation off the board..This is the other formation I would tweak and try and get a Daemon prince into the formation.

Till next time…

 
Regards
Greg

Tuesday, December 13, 2016

Thousand Sons (6.1.2)V’s Knight World (NetEA v2.2.2 *APPROVED*)

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

********************************************************************************************************************

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 World (NetEA v2.2.2 *APPROVED*)
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

*********************************************************************************************************************

Deployment

DSCF9724 

********************************************************************************************************************

Turn 1

  • Thousand Sons (6.1.2) win SR and goes first..
  • Thousand Sons (6.1.2)

DSCF9727

  • Thousand Sons (6.1.2)

DSCF9729DSCF9731

  • Knight World (NetEA v2.2.2)

DSCF9732DSCF9735

  • Knight World (NetEA v2.2.2)

DSCF9736DSCF9739

  • Thousand Sons (6.1.2)

DSCF9740

  • Thousand Sons (6.1.2)

DSCF9741

  • Knight World (NetEA v2.2.2)

DSCF9742DSCF9744

  • Thousand Sons (6.1.2)

DSCF9745

  • Knight World (NetEA v2.2.2)

DSCF9746DSCF9747

  • Knight World (NetEA v2.2.2)

DSCF9748DSCF9749

  • Thousand Sons (6.1.2)

DSCF9750

  • Knight World (NetEA v2.2.2)

DSCF9751

  • Knight World (NetEA v2.2.2)

DSCF9752

END OF TURN SHOT

DSCF9753

********************************************************************************************************************

Turn 2

  • Thousand Sons (6.1.2) teleporting..

DSCF9754

  • Thousand Sons (6.1.2) win SR and goes first..
  • Thousand Sons (6.1.2)

DSCF9755DSCF9758

  • Thousand Sons (6.1.2)

DSCF9759DSCF9760

  • Knight World (NetEA v2.2.2)

DSCF9761

  • Knight World (NetEA v2.2.2)

DSCF9762

  • Thousand Sons (6.1.2)

DSCF9763

  • Thousand Sons (6.1.2)

DSCF9764

  • Knight World (NetEA v2.2.2)

DSCF9765DSCF9766

  • Thousand Sons (6.1.2)

DSCF9767

  • Knight World (NetEA v2.2.2)

DSCF9768DSCF9769

  • Thousand Sons (6.1.2)

DSCF9770DSCF9771

  • Thousand Sons (6.1.2)

DSCF9772

  • Thousand Sons (6.1.2)

DSCF9773

  • 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
END OF TURN SHOT

 DSCF9774

********************************************************************************************************************

Summary
 
OK it be nice if I could make my armour saves and hit things..when shooting..Knight(ME) raised the white flag due to the fact it had about 4 activations. Even if I manage to contest objective markers. The T/S(Trent) would have won on count back..Trent roll the max number of Daemons you could summon, on both goes..Love it..
 
The T/S list was done by me again and is tweak over the one I used in the Biel-tan game last week…

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…

 
 
Regards
Greg

Wednesday, December 7, 2016

Thousand Sons(6.1.2) V’s Biel-Tan Craftworld(v4.2)

Well we manage another game of epic. It was 3000 point per side and it was between  Biel-Tan Craftworld(v4.2) and Thousand Sons (6.1.2)

I played the Thousand Sons(6.1.2) and Jeff Played the Biel-Tan Craftworld(v4.2)

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

********************************************************************************************************************

Armies used

Thousand Sons (6.1.2)
RUBRIC FELLOWSHIP [300]
Sorcerer, 6 Thousand Sons Marines units., Daemonic Pact,
RUBRIC FELLOWSHIP [275]
Sorcerer, 6 Thousand Sons Marines units.
RUBRIC FELLOWSHIP [300]
Sorcerer, 6 Thousand Sons Marines units.Daemonic Pact,
Daemonic Pact, RUBRIC FELLOWSHIP [300]
Sorcerer, 6 Thousand Sons Marines units.Daemonic Pact,
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

Biel-Tan Craftworld(v4.2)

WRAITHGATE [50]
AVATAR [0]
ASPECT WARRIOR WARHOST [400]
8 Shining Spear, Exarch, Autarch
GUARDIAN WARHOST (MOUNTED) [350]
Farseer, 4 Wave Serpents, 6 Guardians, Heavy Weapon Platform
GUARDIAN WARHOST (MOUNTED) [350]
Farseer, 4 Wave Serpents, 6 Guardians, Heavy Weapon Platform
NIGHT SPINNER TROUPE [175]
3 Night Spinners
ENGINE OF VAUL TROUPE [250]
Scorpion
ENGINE OF VAUL TROUPE [250]
Scorpion
SWORDS OF VAUL TROUPE [310]
Fire Storm, 4 Fire Prism
SWORDS OF VAUL TROUPE [310]
Fire Storm, 4 Fire Prism
SWORDS OF VAUL TROUPE [250]
3 Falcon, 2 Fire Storm
RANGER TROUPE [125]
5 Ranger
WINDRIDER TROUPE [200]
5 Jetbikes, Vyper

*********************************************************************************************************************

Deployment

  deployment

********************************************************************************************************************

Turn 1

  • Thousand Sons (6.1.2) – Win SR and goes first
  • Thousand Sons (6.1.2) – Bring on DEVASTATION CLASS CRUISER and do barrages 115 cm up and 56cm to the right. It manages to hit the EoV and SoV formation. The EoV gets a BM and the SoV, loses 1 and gets 2 BM’s. Then does pin point attack, and targets the Left EoV, giving it a DC and giving it 2 BM’s
  • Biel-Tan Craftworld (v4.2)- Try and marshal the SoV on the right flank and fail, so regroups..
  • Thousand Sons (6.1.2) - DOUBLE MOVE RUBRIC FELLOWSHIP up into tank factory…
  • Biel-Tan Craftworld (v4.2)- Fail to activate EoV on left flank and is broken, so move forwards..
  • Thousand Sons (6.1.2) - DOUBLE MOVE RUBRIC FELLOWSHIP up to building, near centre…
  • Biel-Tan Craftworld (v4.2)- Single move EoV right and shoots RUBRIC FELLOWSHIP, killing 1 and giving it 2 BM’s
  • Thousand Sons (6.1.2) - Will marshal RUBRIC FELLOWSHIP, so move and remove all BM’s
  • Biel-Tan Craftworld(v4.2)- Single move SoV and shoots RUBRIC FELLOWSHIP, giving it a BM
  • Thousand Sons (6.1.2) – Place RUBRIC FELLOWSHIP on overwatch, to guard blitz..
  • Biel-Tan Craftworld(v4.2)- Single move Night-spinners troupe and shoot RUBRIC FELLOWSHIP, giving it a BM..
  • Thousand Sons (6.1.2) – Bring on Doom wings (BM from AA fire) and targets broken EoV, doing a DC and wiping it off the board..
  • Biel-Tan Craftworld (v4.2) - March move GUARDIAN WARHOST (MOUNTED) up to the centre…
  • Thousand Sons (6.1.2) – Bring on Doom wings (BM from AA fire) and shoots Night-spinners troupe, giving them a BM...
  • Biel-Tan Craftworld(v4.2)- March move ASPECT WARRIOR WARHOST up to the centre..
  • Thousand Sons (6.1.2) – Do engage action with RUBRIC FELLOWSHIP (Summon 3 daemons) and targets the ASPECT WARRIOR WARHOST. The dice are rolled and the RUBRIC FELLOWSHIP wins the combat. The ASPECT WARRIOR WARHOST is broken and flees back towards its bases line. The RUBRIC FELLOWSHIP consolidates back 5 cm’s
  • Biel-Tan Craftworld(v4.2)- Double move GUARDIAN WARHOST (MOUNTED) up…
  • Biel-Tan Craftworld(v4.2)- Double move jetbikes up to the centre
  • Biel-Tan Craftworld(v4.2)- Double move Fire prisms and shoots RUBRIC FELLOWSHIP, giving them a BM..

RALLY PHASE

  • Disengage section Thousand Sons (6.1.2), lose two aircraft…
  • Both sides remove BM’s

END OF TURN SHOT

End of turn1

********************************************************************************************************************

Turn 2

  • Thousand Sons (6.1.2) teleports AHRIMAN'S CHOSEN and SCARAB OCCULT..(each getting a BM)

teleport..

  • Biel-Tan Craftworld(v4.2)- Win SR and goes first..
  • Biel-Tan Craftworld (v4.2)- Do engage action with GUARDIAN WARHOST (MOUNTED)(Support from Jetbike, Night spinners) and targets AHRIMAN'S CHOSEN. The dice are rolled and the GUARDIAN WARHOST (MOUNTED) wins the combat and AHRIMAN'S CHOSEN is broken and stays put. The GUARDIAN WARHOST (MOUNTED) consolidate a full move back..
  • Biel-Tan Craftworld (v4.2)- Retain and engage with SoV and targets the SCARAB OCCULT. The dice are rolled and the SoV, wins the combat. The SCARAB OCCULT is broken and stays put. The SoV consolidates full move..
  • Thousand Sons (6.1.2) – March RUBRIC FELLOWSHIP to woods.
  • Biel-Tan Craftworld (v4.2)- Do sustain fire with Night-spinners Troupe and target RUBRIC FELLOWSHIP, killing 2 and breaking it due to BM and so it stays put..
  • Thousand Sons (6.1.2) – Do engage action with RUBRIC FELLOWSHIP (summon 6 daemons) and targets Jet bikes. The dice are rolled and the RUBRIC FELLOWSHIP wins the combat and the jet bikes are wiped from the board. The RUBRIC FELLOWSHIP consolidates 5 cm..
  • Biel-Tan Craftworld(v4.2)- Do Sustain fire with EoV and shoots RUBRIC FELLOWSHIP, giving it a BM..
  • Thousand Sons (6.1.2) – Bring on Doomwings and GUARDIAN WARHOST (MOUNTED), Killing 2 and giving it 3 BM’s
  • Biel-Tan Craftworld(v4.2)- Do sustain fire with SoV, and shoots RUBRIC FELLOWSHIP, giving it a BM
  • Thousand Sons (6.1.2) - Bring on Doomwings and GUARDIAN WARHOST (MOUNTED), Killing 1 and giving it 2 BM’s
  • Biel-Tan Craftworld(v4.2)- Fail to activate GUARDIAN WARHOST (MOUNTED),and so regroup..
  • Thousand Sons (6.1.2) – Do marshalling action on RUBRIC FELLOWSHIP, so move and remove BM..
  • Biel-Tan Craftworld(v4.2)- Do Sustain fire with SoV and shoots broken AHRIMAN'S CHOSEN, doing nothing.
  • Thousand Sons (6.1.2) – Keep RUBRIC FELLOWSHIP, on overwatch, to guard Blitz…
  • Biel-Tan Craftworld(v4.2)- Fail to activate ASPECT WARRIOR WARHOST, so breaks and flees..

Rally Phases

  • Thousand Sons (6.1.2) – lose both DOOMWING FIGHTERS squadrons in the disengage section.
  • Thousand Sons (6.1.2) – Don’t rally RUBRIC FELLOWSHIP and AHRIMAN'S CHOSEN.

END OF TURN SHOT

End of turn 2

********************************************************************************************************************

Turn 3

  • Biel-Tan Craftworld(v4.2) deploy Avatar…

deploy avartar

  • Thousand Sons (6.1.2) – Win SR and goes first..
  • Thousand Sons (6.1.2) –Do engage action with Scarab Occult(Summon 2 Daemons) and targets SoV and call intermingled drag in other SoV. The dice are rolled and the Scarab Occult (BM) wins the combat and the 2X SoV are broken. The 2XSoV flee forwards into the Thousand Sons table half and the Scarab Occult consolidates 5 into the woods
  • Thousand Sons (6.1.2) – Retain and do engage action with RUBRIC FELLOWSHIP (Summon 4 Daemons) and target the Night-spinner Troupe, calls intermingled and drags in the Avatar. After two rounds of combat the RUBRIC FELLOWSHIP wins the combat. The Night spinner troupe is wiped from the board and the avatar is broken. The avatar flees behind hill..
  • Biel-Tan Craftworld(v4.2)-Do sustain Fire with EoV and shoot RUBRIC FELLOWSHIP, giving them a BM..
  • Thousand Sons (6.1.2) – March move RUBRIC FELLOWSHIP and claims Objective marker left flank in Biel-Tan Craftworld side of the table.....
  • Biel-Tan Craftworld(v4.2)- Do marshalling action with ASPECT WARRIOR WARHOST. So move towards the blitz to contest it and removes all BM’s
  • Thousand Sons (6.1.2) - Keep RUBRIC FELLOWSHIP on over watch…
  • Biel-Tan Craftworld (v4.2)- Do engage action with GUARDIAN WARHOST (MOUNTED) and targets RUBRIC FELLOWSHIP. The dice are rolled and the RUBRIC FELLOWSHIP wins the combat and GUARDIAN WARHOST (MOUNTED) is broken and flees forwards. The RUBRIC FELLOWSHIP consolidate a 5cm..
  • Thousand Sons (6.1.2) - March move RUBRIC FELLOWSHIP and claims Objectives in it half of the table..
  • Biel-Tan Craftworld(v4.2)- Double move SoV and shoots RUBRIC FELLOWSHIP, giving it a BM..
  • Biel-Tan Craftworld (v4.2)- Do engage action with GUARDIAN WARHOST (MOUNTED) and targets Scarab Occult. The dice are rolled and the GUARDIAN WARHOST (MOUNTED)(2BM’s) wins the combat and Scarab Occult is broken and flees into the woods, to be closer to the Blitz.. The GUARDIAN WARHOST (MOUNTED) consolidates a full move forwards....

Rally Phase

  • Thousand Sons (6.1.2) – Don’t rally AHRIMAN'S CHOSEN and SCARAB OCCULT. Also don’t remove BM’s from RUBRIC FELLOWSHIP..
  • Biel-Tan Craftworld(v4.2)- Don’t rally 2 x SoV and GUARDIAN WARHOST (MOUNTED)

END OF TURN SHOT

end of turn3

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Turn 4

  • Biel-Tan Craftworld(v4.2)- Win SR and goes first..(die score was a tie)
  • Biel-Tan Craftworld(v4.2)-Do sustain fire with SoV and shoot RUBRIC FELLOWSHIP, giving them a BM
  • Biel-Tan Craftworld(v4.2)- Fail to activate rangers and so they don’t come on,, wraith gate is blocked.
  • Thousand Sons (6.1.2) – Do engage action with RUBRIC FELLOWSHIP(Summon 3 daemons) and targets the GUARDIAN WARHOST (MOUNTED).The GUARDIAN WARHOST (MOUNTED) counter charge and bring in the Broken AHRIMAN'S CHOSEN. So after two rounds of combat the RUBRIC FELLOWSHIP& Broken AHRIMAN'S CHOSEN are the winners and the GUARDIAN WARHOST (MOUNTED) is wiped from the board. The RUBRIC FELLOWSHIP consolidate 5cm..
  • Thousand Sons (6.1.2) – Fail to activate RUBRIC FELLOWSHIP and so regroups..
  • Biel-Tan Craftworld(v4.2)- Fail to activate EoV and so takes BM and moves..
  • Thousand Sons (6.1.2) – Keep RUBRIC FELLOWSHIP on overwatch..
  • Biel-Tan Craftworld (v4.2)- Do engage action with ASPECT WARRIOR WARHOST and target the broken SCARAB OCCULT. The dice are rolled and the broken SCARAB OCCULT wins the combat and the ASPECT WARRIOR WARHOST is broken. The broken SCARAB OCCULT stays put and the ASPECT WARRIOR WARHOST flees..
  • Thousand Sons (6.1.2) – Move RUBRIC FELLOWSHIP up to have better claim over the objective marker in Eldar half of the table..
  • Thousand Sons (6.1.2) – Do engage action with RUBRIC FELLOWSHIP and targets the Broken SoV. So the RUBRIC FELLOWSHIP the wins the combat and the Broken SoV is wiped from the board. The RUBRIC FELLOWSHIP consolidate 5cm..

Rally Phase

  • Thousand Sons (6.1.2) – Don’t remove BM’s from RUBRIC FELLOWSHIP
  • Biel-Tan Craftworld(v4.2)- Don’t rally ASPECT WARRIOR WARHOST, GUARDIAN WARHOST (MOUNTED) and SoV
  • Thousand Sons (6.1.2) win on count back..645 to 2130
Victory Condition Thousand Sons (6.1.2) Biel-Tan Craftworld(v4.2)
1. Blitz NO no
2. Break their sprit NO NO
3. Defend the Flag NO no
4. Take and Hold Yes no
5. They Shall not Pass NO no
END OF TURN SHOT

 end of turn 4

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Summary
 
For once vassal dice rolling did better than average dice for me…about bloody time. The game was fun to do and the list I did was based on one that was pop up on taccom… I may tweak again to see about adding death claws, but yeah I will think about it..If I had gotten turn 2 SR roll..Then it would have been a different game…
 
Anyways on to the others points..
 
Dropped the rubric rule: In this game it meant I could get to a objective marker quick, but in the game were we have had the rule, it has made little difference having. So few more games to test..

AHRIMAN'S CHOSEN: Ok this guy were basically broken just about all game, as I said early had I gotten turn 2 SR, they may have done some thing. In the long run they did do something in that they became thorn in my opponent side. They were the BTS and were blocking is wraith gate…

SCARAB OCCULT: This guys did ok, and manage to break three formation all up and also most got the blitz. This is the other formation I would tweak and try and get a Daemon prince into the formation.

Till next time…
 
 
Regards
Greg