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Knightworld 1.1 vs World Eaters 3.6.2, 3k

 Post subject: Knightworld 1.1 vs World Eaters 3.6.2, 3k
PostPosted: Wed Dec 22, 2010 8:00 pm 
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World Eaters
terms+DP 475 BTS
Berzerkers+dreadclaws 375
Berzerkers+dreadclaws 375
Bloodpack 375
Juggernaughts (5) 250
Khorne Assault Engines 250
2 Greater Brass scorps 350
Hellbaldes 225
Helltalons 175
Cruiser 150
3000 for 10 (Just seen that blades/talons are now 200/250, took the costs from the WE play doc 3.6.2 which had them at 225/175, so the above is actually 3050pts)
Image
(Black Legion marines proxy World Eater legionaries, marine drop pods are dreadclaws)

Knightworld
3 Paladins+Baron 425
4 Paladins 300
4 Paladins 300
4 Paladins + Senechal 350
5 Errants + Senechal 425
Crusaders 500 BTS
Squires 175
Squires 175
Ballistae 100
Ballistae 100
Thunderbolts 150
3000 for 10
Image
(Earthshaker platforms proxy ballistae, robots are sentinels, empty flying stands are thunderbolts, baron represented by an errant with paladin commander arms... )

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Last edited by Apocolocyntosis on Thu Dec 23, 2010 10:31 am, edited 1 time in total.

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 Post subject: Re: Knightworld 1.1 vs World Eaters 3.6.2, 3k
PostPosted: Wed Dec 22, 2010 8:14 pm 
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Pics are awful and activations from memory only :-\ sudden changes in tense may occur ;)


Turn one

No teleports, no spaceship
Khorne mostly double and triple forwards. The Knights burn activations on the outnumbered khorne forces and then double up and shoot with the stronger knight formations. The juggernauts collect several BMs and then break after the errants run up the road and melt 2 stands with their thermal cannons. The bloodpack get smashed by the Crusader’s MW barrage, losing 2 slaughterfiends and 2 berzerkers, breaking. A lucky shot from the second Ballista formation kills an assault engine and breaks the formation...

While the Khorne ground force got itself shot up, the chaos navy fared somewhat better, with the hellblades CAPing and wiping out the imperial thunderbolts as they attempted a ground attack. Stuff rallied.


Turn two

No teleports
Khorne win initiative.
Cruiser activates
Pinpoint attack targets the Knight Barron, who, despite his shield is blown to pieces, breaking the formation. Barrage does nothing at all, hitting an empty stretch of road by an ownerless objective. Dreadclaws in the city ruins, between the two objectives.

Khorne retain, one of the dreadclaw formations charging a 4 Paladin formation and proceed to discover that knights are not nice CC targets. RA4+ and macro-weapon attacks beat back the Berzerkers, killing 5 for the loss of only one knight.

Errants sustain on the bloodpack, thermal cannons killing all but one stand of berzerkers.
Image

The Paladins who had fought off the berzekers advanced and shot the scorpions, inflicting one DC of damage

The second dreadclaw formation assaults the nearby Ballistas, wiping them out for no losses.

Palladins advance and fire on the juggernaughts with little effect. The juggernaughts then charge the assault-blocking squires, wiping them out. Ballistae fire on the juggernaughts, the single BM breaking them over again, Juggers withdraw to cover by Blitz.

Helltalons ground attack the remaining Ballistae, one helltalon is destroyed but its partner takes out a ballista, breaking the formation.

Image

Assault engines kill one paladin from what was the Baron’s formation with a BM.

Scorpions, crusaders, a paladin formation all did... something and somewhere along the lines and anher assault engine died, the survivor withdrawing back to its Blitz.

Everything apart from the Ballistae rallies.


Turn three

Terminators teleport in behind Crusaders, take no BMs and win initiative.

Terminators assault Crusaders, wiping them out, claiming BTS and taking one loss.

Khorne retain, the full strength berzeker formation clip-assault and destroy the surviving squire formation, who were blocking assault against a paladin formation behind them. Berzerkers consolidate back into cover.

Errants run back to their blitz and fry the Juggernaughts, leaving just one alive.

On the khrone edge blitz the single surviving daemon engine chases off a lone contesting paladin by placing a BM, the daemon engine is in turn broken by the 2 surviving Baron formation paladins. And these paladins are in turn themselves broken by the single hell talon.

Image

The hellblades ground attacked the Paladin+seneschal formation, destroying two, the other two then dispatched by the brass scorpions

Image

The paladins in the woods move forwards, stretching out in a chain of cohesion to claim two objectives.

Image

End of turn Objectives: Khorne: 1 (BTS), Knights: 0
Juggernaught, assault engine and ballistae failed to rally.


Turn Four

A turn characterised by a lack of strong activations on the Knight side and a lack of mobile activations on the Khorne side.

The Errants FF assaulted the terminators, attempting to claim BTS. Three terminators died to MW FF and the fourth to combat resolution, but the daemon price remained in play. A number of small exchanges once again took place on the khorne edge BTS, with the full strength paladin formation eventually moving onto it to hold it uncontested.

Assault engines and a formation of paladins failed to rally.

Image

Objectives: one each, BTS (khorne) Blitz (knights)

Points
Khorne: 2325
Knights: 1262.5

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 Post subject: Re: Knightworld 1.1 vs World Eaters 3.6.2, 3k
PostPosted: Wed Dec 22, 2010 8:58 pm 
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Apocolocyntosis wrote:
Pinpoint attack targets the Knight Barron, who, despite his shield is blown to pieces, breaking the formation.

Ouch! Pinpoint attacks are broken! ;D

Apocolocyntosis wrote:
The hellblades ground attacked the Paladin+seneschal formation, destroying two, the other two then dispatched by the brass scorpions

Ouch again. 6x6+, vs AV4+RA, getting 2 kills is at best, exceptional.

So , what was general feeling of how the two armies played? Anything that just didn't seem to work, or that was deemed a little much?

Morgan Vening


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 Post subject: Re: Knightworld 1.1 vs World Eaters 3.6.2, 3k
PostPosted: Wed Dec 22, 2010 9:39 pm 
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Morgan Vening wrote:
Ouch again. 6x6+, vs AV4+RA, getting 2 kills is at best, exceptional.

Yeah, the intention was just to lay down a pre-assault BM to prep them for a risky scorpion assault, went better than expected :)

Morgan Vening wrote:
So , what was general feeling of how the two armies played? Anything that just didn't seem to work, or that was deemed a little much?


At first it looked like the WE were really going to struggle. RA4+ knights with MW CC attacks were very nasty targets for an assault based army, especially with the odd inspiring character thrown in to up resolution. Then the WE just seemed to get lucky (baron death, hellblade run, all enemy AA down for almost 3 turns) :-\ . Only one knight formation was actually wiped out by the end of the game, after big assaults the WE just didn't have the firepower or speed to catch and kill the remaining knights. Knights look very suited to taking out small, CC orientated armies. A lot of MW spread over all ranges, but relatively easy to suppress/break even if you can't kill them.

The 6BP MW barrage on the crusaders/castellans is pleasingly brutal and the Errant formation excelled itself, charging about at speed and melting stuff with MW. Bit surprised errants are only FF5+ (weakest knight FF on the knight with strongest close range 'gun') but then the extra MW FF attack makes up for it i suppose.

Bloodrage felt a bit odd on some of the WE infiltrating vehicles, saw the brass scorps charging about a fair bit. I can see that this makes sense, but infiltrating units seem to be hit harder. Was a bit surprised that the WE terminators, as the WE elites, didn’t have fearless, but then they would be very hard to kill otherwise. Positioning of WE drop pods and teleports left the WE infantry pretty much stranded for the end of the game.

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 Post subject: Re: Knightworld 1.1 vs World Eaters 3.6.2, 3k
PostPosted: Thu Dec 23, 2010 12:18 am 
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That was an excellent report! I appreciate the new style where the reporter doesn't get too caught up in all the needless details in order to keep the story moving.

This was one of my favorite parts:
Quote:
Scorpions, crusaders, a paladin formation all did... something and somewhere along the lines and anher assault engine died, the survivor withdrawing back to its Blitz.


Plenty of opportunity for the reader to use their imagination and fill in the details. Ah, how I long for the good old days of reporting... ;D

Seriously, great report. I pushed my WE down on the projects list because I wanted to see the list settle out. Interesting WE list. Any comments on what you'd do differently or different choices given this experience?

Cheers,

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 Post subject: Re: Knightworld 1.1 vs World Eaters 3.6.2, 3k
PostPosted: Thu Dec 23, 2010 3:16 am 
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Awesome report Apoc. Thanks for taking the time to do this. :)

Hmm. As always the World Eaters had yet another game of 'on the edge' drama. The Dreadclaw drops really do need to hit their intended areas and not take on MW opponents :D

Apart from the above, it is pretty much what I expected of the force, and coming up against a RA4+ MW army is going to be that much harder so I think they did well to do what they did seeing the drops, as you stated "the WE infantry pretty much stranded ". Wityh an army like the knights, the drop is always going to be best not to hit the force (as positioning will be unknown due to less numbers and activations) but rather land on objectives with the mass of troops.

BTS seems to be a standard accomplishement for these guys as does Blitz if the Terminators can help accomplish both. Most games I feel will go onto count backs (points). It would be good to start to see this force take other objectives. No doubt feedback from games like this will greatly help future decisions.

Once again, thanks Apoc for taking the time

Cheers...

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 Post subject: Re: Knightworld 1.1 vs World Eaters 3.6.2, 3k
PostPosted: Thu Dec 23, 2010 9:58 am 
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Honda_reloaded wrote:
Any comments on what you'd do differently or different choices given
this experience?


Id probably swap the khorne assault engines for a defiler pack, the list had enough assault units already so a few battlecannon shots would have been more helpful to BM kill broken knight formations at range.

Then pretty much what FB said about being cautious assaulting RA4+ MW formations ;D and better positioning of the drop along with that. Maybe take some possessed to increase infantry mobility.

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