Turn 3 marine initiative
fellblade sustains on errants, wiping them out
speeers retain and move directly at the three remaining knight formations, ZOCing two and BMing the paladins
the non-ZOC'd errants assault the speeders, wiping them out
devastators single to wipe the rough riders from the objective and place a single BM …
custodians shuffle about a bit, moving one back to be within range of their blitz, leaving the other two to fire on the vindicators, popping one
paladins double at vindicators and their objective, breaking them with two battlecannon kills
marine thunderbolts attack rough riders, they only get one kill but break the formation
knight thunderbolts attack thunderfires, wiping them out
rough riders triple away from the devastators and onto the now clear blitz
Objectives: knights: blitz, marines: none
all rally (vindi needing SC) and disengage
----
Turn 4 marien init
fellblade keeps its position on the objective and wipes out an errant formation on sustain, just like it did last turn.
devs retain, singling and shooting paladins, the baron saves both hits. pointless waste of an activation …
paladins double to contest two center objectives with their 10cm cohesion, both baron shots hit the lone marine vindicator, but it saves both
vindi sustains on paladins, baron saves the hit
knight tbolts cap
marine tbolts ground attack anyway, going for the 2 rough riders holding the marine blitz. knight thunderbolts CAP with 0 hits. marine thunderbolts kill one stand of rough riders, stripping knights of blitz.
custodians single on SC re-roll, shuffling about a bit to hold blitz and fire on fellblade, which takes 1 DC.
rough riders attempt to triple to contest fellblade's objective, but fail activation and break.
objectives: 0, tie, no turn 5 on roll
marines get full points for the following formations
3 errant 300
3 errant 300
6 rough riders 150
5 rough riders 150
tbolts 150
1050 totalknights get full points for
thunderfire 250
pred anihil 250
speeders 200
speeders 200
… and half points for…
vindis 112.5
fellblade 175
1189.5 total narrow knight win
initial thoughts:
Messing about the knight LOS WE blocking didn't get very far, arranging one way meant getting cross fired from the other. Fellblade is a bit of a beast, a knight assault should have calved it up but ended up needing to strip the scouts out and out of CC range. Overall should have lined up knight assaults more aggressively, deploying them into a corner slowed that, compounded by then getting scouted into the same corner. I'd certainly aim for four strong knight formations at higher points levels.
comments welcome. I'm not the strongest of players, so please advise on moves or rules mistakes if you have any thoughts!
