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Knightworld v2.0 vs. Steel Legion

 Post subject: Knightworld v2.0 vs. Steel Legion
PostPosted: Sat Mar 15, 2014 8:37 pm 
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Today I got in a 3000pt game against captPiett.

Knightworld v2.0: (Armiger84)

Knight Household - 525pts
3x paladins
2x errants
1x seneschal (paladin)

Knight Household - 525pts
3x paladins
2x errants
1x seneschal (paladin)

Knight Household - 600pts
2x paladins
2x errants
1x seneschal (paladin)
1x baron

Lancer Household - 625pts (BTS)
6x lancers
1x seneschal (lancer)

Custodian Household - 375pts
3x crusaders
1x seneschal (crusader)

Sentinel Squadron - 100pts
Sentinel Squadron - 100pts
Thunderbolt Squadron - 150pts

Steel Legion: (captPiett)

1x Regimental HQ - 550pts
12x infantry, 1x supreme commander, 1x commissar
7x chimeras
1x hydra

Mechanized Infantry Co - 450pts
12x infantry, 1x commander, 1x commissar
7x chimeras
1x hydra

Infantry Co - 300pts
12x infantry, 1x commander, 1x commissar, 2x snipers
Super Heavy Tank Co - 550pts
3x shadowswords
1x hydra
1x commissar

Stormtrooper Platoon - 350pts
8x stormtroopers
1x commissar
4x valkyries

Artillery Battery - 250pts
3x manticores
Rough Riders - 150pts
6x rough riders
1x commissar

Sentinel Squadron - 100pts
Thunderbolt Squadron - 150pts
Thunderbolt Squadron - 150pts

captPiett set up the terrain while I was finishing my army list so I picked sides. We both garrisoned sentinel squadrons off of our Blitz objectives, and the Steel Legion infantry company set up in a forest in the middle of the board off of another objective. All four midfield objectives ended up pretty closely grouped, as I was trying to avoid spreading out my Knights too much.

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 Post subject: Re: Knightworld v2.0 vs. Steel Legion
PostPosted: Sat Mar 15, 2014 8:53 pm 
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TURN 1:

Bear with me, I took my turn one notes during the end phase, so things for turn one are a little more jumbled than they will be for turns two and three.

Knights won the initiative roll, and the Crusaders started things off by unloading a 6BP barrage on the infantry garrison hiding out in the middle of the board. Manticores put 4BP on one of the mixed Paladin/Errant formations, and overlapped some fire onto a Sentinel formation. The first IG thunderbolts went on CAP (and captPiett promptly failed to activate them when needed...). Knight thunderbolts killed a manticore, only to be intercepted and shot down entirely by the second Thunderbolt formation later in the turn (failed down my jink rolls).

The second mixed Paladin/Errant formation managed to destroy a valkyrie after doubling up the board, hobbling the storm trooper formation for much of the rest of the game.

The Baron's household moved to support the advancing mixed household and put some fire on the guard infantry garrison, failing to kill anything.

Lancers failed to activate, and failed the Supreme Commander re-roll too. I should really stop fielding Lancers. That, or trying to double them on turn one.

The Garrison company unloaded on the mixed Knight formation that had doubled forward, as did the mechanized infantry company which doubled into range as well. The Valkyries also poured their one-shot disrupt barrages. The end result was 1 DC of damage and about 7 blast markers.

The Shadowswords shifted their sight lines slightly and put three hits (6 TK hits total) on a mixed Paladin/Errant formation, which saved all but 2 DC (no crits).

The Manticores' targets (mixed Paladins/Errants & sentinel formations) advanced and opened fire on the IG rough riders who had snuck up the board to occupy a forested hill, killing two total and breaking the remaining four.

Image

I really need to finish painting my Knights...

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 Post subject: Re: Knightworld v2.0 vs. Steel Legion
PostPosted: Sat Mar 15, 2014 9:10 pm 
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TURN 2:

Knights won the initiative again (I'm pretty sure this is a record for me...).

The Baron's household doubled up to support the heavily blast-markered mixed knight household and put a few hits on the Mechanized Infantry company, only for the mixed knight company to fail the retain, fail the re-roll to retain, and break (8 blast markers, 8 DC left) and fall back.

The Shadowswords responded and put 6 TK hits on the Baron's household, all saved (my dice run hot and cold like you wouldn't believe). Thunderbolts retain the initiative, kill 2 sentinels and break the formation on the Knights' right flank.

The Crusaders dump 6 BP on the Mechanized Infantry company, breaking it and forcing a retreat.

The second IG thunderbolt squadron responds by breaking the other Sentinel squadron (same results). The garrison fails to retain, and instead shoots the Baron's household, with no damage.

The Lancers activate, get their double, advance through the woods screening them from the Shadowswords (one Lancer lost a DC point tripping over a tree and will be ridiculed by the rest of the squadron for the next month or so...) and unload on the Shadowsword formation... which giggles as the battlecannon shells bounce off their armor.

The Manticores add a few more blast markers to the Baron's household, which is now starting to regret their Fearless Leader's failed attempt to support an assault on the guard line...

And then the rallied rough riders land their charge on the Baron's household. In what can only be decribed as an "epic" battle, a paladin dies to first strike attacks, a few largely ineffective blows are traded, and the Snow Speeders succeed in tripping up and destroying several AT-ATs in the hackdown when the Baron's household loses the assault to some very poor dice. Only the Baron escapes alive.

Sentinels advance behind the Lancer formation and the Regimental HQ advances, cross-firing the Lancers and killing two, breaking the formation.

At the end of the turn, the Knights fail to rally anything (2 sentinel formations, 1 mixed paladin/errant formation, 1 Baron). All but one IG formation rally. This makes turn three relatively quick, unfortunately.

Image

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Last edited by Armiger84 on Sat Mar 15, 2014 9:38 pm, edited 2 times in total.

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 Post subject: Re: Knightworld v2.0 vs. Steel Legion
PostPosted: Sat Mar 15, 2014 9:23 pm 
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TURN 3:

The IG win the initiative. Knights brace themselves to weather the storm.

The Shadowswords reposition slightly to get a crossfire on the Lancers, score 6 hits and kill 2 Lancers and wound a third, breaking them.

The Crusaders unload on the Regimental HQ, killing several, but not the Supreme Commander. The Knights retain, and the last unbroken mixed Paladin/Errant formation charges the IG garrison in the woods. It's a slaughter, and the hack-down wipes out the formation. The Knights consolidate away from the Regimental HQ.

The IG Regimental HQ rallies, and repositions to support the Storm Troopers, who assault the Knights formation. The Knights counter-charge to get more units into firefight range and minimize their exposure to support from the Regimental HQ formation. One wounded Errant dies from crashing into a tree on the way through the woods (embarassing), another knight dies to sheer weight of fire, and the last two fall to hack-downs.

IG thunderbolts burn in and fire on the broken Lancers, killing another. At the end of Turn 3, IG won 2-0 (They Shall Not Pass, Take & Hold), with the Knights' BTS broken (we didn't bother to see how the end phase would shake out).

Image

All in all it was quite a fun game, and we caught a lot of attention from the WH40k players at the store. Made for a great morning. Dice ran hot and cold on both sides, and I gambled pretty big in two places, trying to load a heavy assault onto the Mechanized Infantry company early in turn 2 and swinging through the woods with the Lancers to put the Shadowswords under fire. I let the sentinels in behind my battle line, and it proved more harmful than I had expected (firing on them would have been MUCH more effective than the Shadowswords, and the fire I took in response might not have been as effective). As for the early turn-two failed engage, I got greedy, but had the dice fallen differently there it might well have been a much closer game.

The real star of the game was captPiett's IG garrison, entrenched in the woods. I couldn't simply ignore them and advance past (it would have opened me up to too many cross-fire opportunities), but it absorbed all of my attempts to kill it save the final charge, and ultimately those 300pts of infantry were at least indirectly responsible for the destruction of roughly half of my army.

Next time I have to take my own advice and either bring more artillery (household levies), or swap in some marauder bombers.

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 Post subject: Re: Knightworld v2.0 vs. Steel Legion
PostPosted: Sun Mar 16, 2014 4:46 pm 
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Location: Norrköping, Sweden.
Thanks alot for thecreport!

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 Post subject: Re: Knightworld v2.0 vs. Steel Legion
PostPosted: Thu Mar 20, 2014 3:57 am 
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Joined: Tue Feb 19, 2013 8:59 pm
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Location: Berlin
Very nice report. Actually it inspired me to finally buy more Knights ^^

Comparing the Knightworld 2.0 list to the one in the army compendium - would you say things changed towards a more diversified, fair but entertaining gameflow?

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