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Questoris Mechanicus v1.5 vs NetEA Orc Warhorde

 Post subject: Questoris Mechanicus v1.5 vs NetEA Orc Warhorde
PostPosted: Thu Sep 27, 2018 12:16 am 
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Location: Stockholm, Sweden
Got a game against Norto packing Orcs with the Questoris Mechanicus v1.5. This version has some slight differences with v1.52 that I've just posted, but nothing very dramatic, and nothing that had any actual impact on the game

And as can be seen, we're playing the game on Tabletop Simulator. If that's something you're curious about, check out the Discord channel: https://discord.gg/7GT99xy

Questoris Mechanicus (v1.5) http://www.taccmd.tacticalwargames.net/ ... 22&t=33209
==================================================

QUESTORIS [550]
Knight-Castellan w. Baron (Vulcano Lance, Plasma Decimator, 2 Siegebreaker C., 2 Shieldbreaker M., Melta Guns), 2 Knight-Crusader (Questoris Battle Cannon, Gatling Cannon, 2 Hvy Stubbers, Icarus Autocannon), Knight-Paladin (Questoris Battle Cannon, 2 Hvy Stubbers, Questoris Shock Lance, Reaper Chainsword)

QUESTORIS [400]
Knight-Valiant w. Seneschal (Conflagration C., Thundercoil H., Siegebreaker C., 4 Shieldbreaker M., Melta Guns, Ion A.), 2 Knight-Preceptor (Las-Impulsor, Hvy Stubber, Thunderstrike Gauntlet)

SKITARII [300]
2 Secutors, 8 Hypaspists, 1 Ordinatus Minorus-Corvus

DUNE CRAWLERS [200]
2 Onager Dune Crawler with Eradication Beamer, 2 Onager Dune Crawler with Icarus Array

QUESTORIS [400]
2 Knight-Errant (Thermal Cannon, Hvy Stubber, Thunderstrike Gauntlet), Knight-Errant w. Seneschal (Thermal Cannon, Hvy Stubber, Thunderstrike Gauntlet), Knight-Crusader (Questoris Battle Cannon, Gatling Cannon, 2 Hvy Stubbers, Icarus Autocannon)

CERASTUS [375]
2 Cerastus Knight-Lancer (Cerastus Shock Lance, Ion Gauntlet Shield), Cerastus Knight-Atrapos w. Seneschal (Atrapos Lascutter, Graviton Singularity Cannon, Ionic Shield)

ARMINGER [150]
4 Knight-Helverin (2 Autocannons)

ARMINGER [150]
4 Knight-Helverin (2 Autocannons)

ARMINGER [150]
4 Knight-Warglaive (Thermal Spear, Reaper Chain-Cleaver)

ARMINGER [150]
4 Knight-Warglaive (Thermal Spear, Reaper Chain-Cleaver)

THUNDERBOLT SQUADRON [175]
2 Thunderbolts

Ghazgkhull Thraka's War Horde (NetEA Tournament Pack 2013)
==================================================

MEKBOY STOMPAMOB [500]
3 Stompa, Supa Stompa (3 Power Fields)

WARBAND [420]
2 Nobz, 6 Boyz, 2 Grotz, Warlord, 4 Battlewagon, Flakwagon, Oddboy (Supa-Zapp), Gunwagon

WARBAND [420]
2 Nobz, 6 Boyz, 2 Grotz, 4 Battlewagon, Flakwagon, Gunwagon, Oddboy (Supa-Zapp)

KULT OF SPEED (BIG) [350]
16 Warbike

STORMBOYZ WARHORDE [150]
6 Stormboyz

WARBAND [225]
2 Nobz, 6 Boyz, 2 Grotz, Stormboyz

WARBAND [225]
2 Nobz, 6 Boyz, 2 Grotz, Stormboyz

FIGHTA SKWADRON [150]
3 Fighta Bomba

FIGHTA SKWADRON [150]
3 Fighta Bomba

LANDA [200]

LANDA [200]



Image
Finished setup. On the Orc side of the table, from the left: Stompa Mob, Warband in battlewagons with Oddboy, Stormboyz in ruins, another Warband with battlewagons and oddboy, and the big bad formation of Warbikes.

On the Questoris Mechanicus side: Four formations of Armigers, with Helverins and Warglaives evenly distributed. Cerastus Knights on the far right, with Errants behind them. BTS in the middle, Onager Dune Crawlers on the hill, and Knight-Preceptors and Knight-Valiant on the far left.

Start of turn 1. Orcs win initiative

Turn 1, Activation 1, Orcs:
Fighta Bommers are called in on ground attack against the Onager Dune Crawlers, kiliing 1

Image
Turn 1 Activation 2, QM:
BTS with Baron in Castellan, 2 Crusaders and a Paladin advances and fires at warband. Castellan shoots both its Shieldbreaker missiles. 2 Battlewagons are killed

Turn 1, Activation 3, Orcs:
Fighta Bommers ground attacks the Onagers again, killing none but breaking them

Turn 1, Activation 4, QM:
Thunderbolts attempt to CAP, but fails to activate

Turn 1, Activation 5, Orcs:
Orc Landa bombs the broken onagers, no kills but the blast marker kills one Onager

Image
Turn 1, Activation 6, QM:
Armiger Helverins on the right flank doubles and fires at Warbikes, killing 1

Turn 1, Activation 7, Orcs:
Landa bombs the unactivated Helverins on the left flank, killing 2 and breaking them

Turn 1, Activation 8, QM:
Questoris formation with Valiant advances, fires 4 Shieldbreaker missiles on the Supa Stompa, stripping it of its 3 Power Fields

Turn 1, Activation 9, Orcs:
Stompa Mob with Supa Stompa doubles (using the re-roll) and fires at Armiger Warglaives and the nearby Questoris w. Valiant. Kills 2 Warglaives and gives the Questoris 2 BMs

Turn 1, Activation 10, QM:
Skitarii formation doubles

Image
Turn 1, Activation 11, Orcs:
Warband doubles and fires the Oddboy's Supa-Zapp-Gun at the QM BTS. Gives the Knight-Crusader 1 damage

Turn 1, Activation 12, QM:
Knight-Errant formation doubles (using the re-roll) and fires at the Orc Warband, giving them 1BM.

Image
Turn 1, Activation 13, Orcs:
Stormboyz doubles

Turn 1, Activation 14, QM:
Warglaives on the right flank triples to the centre of the table

Image
Turn 1, Activation 15, Orcs:
Orc Warband doubles, fires at the Warglaives. The Oddboy kills 1, giving them 2 BMs

Turn 1, Activation 16, QM:
Cerastus Lancers w. the Knight-Atrapos doubles

Turn 1, Activation 17, Orcs:
Warbikes doubles

Image
Start of turn 2, QM wins initiative

Image
Turn 2, Activation 1, QM:
Lancers engage Warband, wins combat by 2 and Warband breaks.

Turn 2, Activation 2, QM Retain:
QM BTS advances and fires at Warband. 5 killed, 6 BMs

Turn 2, Activation 3, Orcs:
Warband engages the two Armiger Helverins on the left (using the re-roll). Both are killed at the cost of one Grot

Image
Turn 2, Activation 4, Orcs Retain:
Supa Stompa sustains fire at the Questoris formation with the Valiant, giving them 2 BMs

Turn 2, Activation 5, QM:
Formation with Valiant engages the Stormboys in the forest. 4 Stormboys killed with one damage on a Knight-Preceptor from the Warband's supporting fire. But QM rolls snake-eyes on the combat resolution and is broken at the cost of one Knight-Preceptor killed. Stormboyz also breaks.

Turn 2, Activation 6, Orcs:
Fighta Bommers ground attacks the Armiger Knight-Warglaives in the centre of the table, killing 1 and breaking them.

Image
Turn 2, Activation 7, QM:
Errants doubles and fires at Warbikes, killing 3.

Turn 2, Activation 8, Orcs:
Fighta Bommers ground attacks and kills the broken Armiger in the forest

Image
Turn 2, Activation 9, QM:
Thunderbolts CAP

Image
Turn 2, Activation 10, Orcs:
Warbikes doubles and fires at the broken Knight-Valiant unit. One Knight-Preceptor is killed.

Image
Turn 2, Activation 11, QM:
The Armiger Knight-Helverins doubles and fires at the broken Warband by the Orc blitz, killing 1 boy and two grotz.

Turn 2, Activation 12, Orcs:
Landa with BM fails to activate

Image
Turn 2, Activation 13, QM:
Skitarii on the right doubles and captures two objectives

Turn 2, Activation 14, Orcs:
Landa engages the broken Valiant, killing it. Landa takes one damage from the Thundercoil Harpoon. A nearby broken Armiger is killed from being within 15cm

Image
Start of turn 3, Orcs win initiative

Image
Turn 3, Activation 1, Orcs:
Stompa Mob doubles and fires at the QM BTS. No damage but 2 BMs

Image
Turn 3, Activation 2, QM:
The Ceratus formation doubles and fires the Knight-Atrapos fearsome Graviton Singularity Cannon at the Supa Stompa, but it misses.

Turn 3, Activation 3, Orcs:
Warbikes engages the broken Armiger by the QM Blitz. They win the combat, but it takes two rounds of combat to do so.

Turn 3, Activation 4, Orcs, Retain:
Warband doubles, breaks the Onager's by giving them a BM, and attempts to block the QM BTS from the QM Blitz.

Image
Turn 3, Activation 5, QM:
Thunderbolts ground attacks the Warbikes, killing 2.

Image
Turn 3, Activation 6, Orcs:
Fighta Bommers ground attacks Armiger Helverins by the Blitz, killing 1

Turn 3, Activation 7, QM:
Armiger Helverins attempts to Marshall, uses a re-roll, but fails and breaks.

Turn 3, Activation 8, Orcs:
Warband doubles and takes a take and hold objective

Image
Turn 3, Activation 9, QM:
Questoris with Castellan triples around the Warband, contesting the Blitz.

Turn 3, Activation 10, Orcs:
Landa engages the QM BTS. 2 Crusaders are killed, the landa gets critted. QM makes 8 kills and leads combat by two. It wins, but is broken from the casualties.

Turn 3, Activation 11, QM:
Skitarii formation that's captured two objectives goes on Overwatch

Turn 3, Activation 12, Orcs:
Landa lands and fires at Errants in Crossfire. No damage but 1 BM

Turn 3 ends with Orcs having captured the QM Blitz but has no other objectives.

Image
Start of turn 4. QM wins initiative

Image
Turn 4, Activation 1, QM:
The Cerastus formation engages the Stompas. Two Stompas are killed by the Lancer's First Strike TK, at the cost of 1 Lancer and one damage on the Knight-Atrapos. The fight is even but the Cerastus wins the roll-off and the fearless Supa-Stompa breaks.

Image
Turn 4, Activation 2, QM Retain:
Questoris Errants engages the nearby Orc mob on the Take and Hold objective. Gets four kills, leads the combat by three but loses the roll-off with 2 against 6, making it the second engage lost to bad engage resolution dice... Things start to look grim for QM.

Image
Turn 4, Activation 3, Orcs:
Warbikes doubles and blocks the now rallied QM BTS from the Blitz.

Turn 4, Activation 4, QM:
Thunderbolts ground attacks the Warbikes, kills two but fails to break them.

Turn 4, Activation 5, QM Retain:
QM BTS doubles and fires at the Orc Mob, killing 2.

Image
Turn 4, Activation 6, Orcs:
Fighta Bommers ground attacks the QM BTS on the Blitz. Scores three hits but makes no damage.

Turn 4, Activation 7, QM:
The Skitarii formation is way too far from the action to do anything useful, so it goes on OW again. QM is out of activations.

Turn 4, Activation 8, Orcs:
With just the QM BTS between the Orcs and Victory, the Fighta Bommers attempt to ground attack them. But they fail to activate with a re-roll.

Turn 4, Activation 9, Orcs:
Landa ground attacks the BTS, giving it one BM.

Turn 4, Activation 10, Orcs:
Warband doubles and fires 7 7:ens against the QM Blitz in Crossfire. They make one hit, but the Castellan manages to save it. 1 more BM on the formation that is now 1 BM away from breaking.

Turn 4, Activation 11, Orcs:
Due to blastmarkers, it proves impossible for the last remaining Orc activation to both give the QM BTS the two BM needed to break it *and* stay on top of the take and hold objective. They double and tries to kill the Castellan with the Oddboy, but fails to do so.

The game ends in a draw.

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Last edited by Mrdiealot on Mon Oct 01, 2018 1:55 pm, edited 2 times in total.

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 Post subject: Re: Questoris Mechanicus v1.5 vs Orc Warhorde
PostPosted: Thu Sep 27, 2018 12:28 am 
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Joined: Thu May 27, 2010 8:07 pm
Posts: 731
Location: Stockholm, Sweden
It's always kind of scary to playtest a list for the first time, but having played Knight World quite a lot over the last several months (and even taking them to EEC), it's wasn't completely new.

I realize I was way too careless with the Armigers, which are the obvious things for the opponent to try and get rid of early on. Since the list lacks any other really inexpensive activation, they're really important to making the list work. And if the opponent ignores them they can really make him pay for that.

Had some pretty bad dice in two of the engages, which really made the 4th turn a lot more tense than it had to be.

I think the Knight-Lancers + Atrapos Knight unit performed really well, and gave me a way to get at a unit like the Supa-Stompa. At the same time, the range on the gun is really short.

The Dominus Knights perfomed pretty well, especially the Castellan. Had forgot that the Valiant has IC on its FF attacks, which might have lost me the fight against the Stormboyz (can't remember if it really did tho).

The Ionic Shield not working in CC gives the list a nice weakness that compensates for all the extra shooting and better FF it has compared to Knight World.

In conclusion a really good first game, that seems to indicate that the list is neither overpowered or extremely weak. We'll see how that holds up in the next game against Argol's Emperor's Children. So stay tuned for that batrep, which will be up on Friday or so.

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 Post subject: Re: Questoris Mechanicus v1.5 vs Orc Warhorde
PostPosted: Thu Sep 27, 2018 12:41 am 
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Joined: Tue May 17, 2016 6:42 am
Posts: 558
Location: Birchip, Australia
Very fun game this one. Cooke of assault rolls going badly for the knights helped alot. I could have won it turn 3 if I placed the warband to deny the tnh area for contesting. The again in turn 4 if I remembered stats better.

No concerns so far. Pretty cool list.

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