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KNIGHTWORLD 2.1 vs ORKS 3K

 Post subject: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 8:57 am 
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Getting another game today (between me and PFE100 there can´t be noone that gets to play as often as we do!). I'm using the Knightworld 2.1 list and I'll be facing the Speedfreaks once again. It's a hard army to face. if i don't break units in the second turn or position myself just right i think i will be steamrolled by endless hoards of Ork LV:s.
EDIT!!
Apparently i misunderstood! I got to fight "regular" orks which even brought a Mega Gargant to the table!! Here was the list my opponent used:

Incompertus, 3005 POINTS
Ghazgkhull Thraka's War Horde (NetEA Tournament Pack 2013)
==================================================

KULT OF SPEED [250]
7 Warbuggy, Oddboy, Skorcha

KULT OF SPEED [275]
8 Warbuggy, Skorcha, Oddboy

WARBAND [200]
2 Nobz, 6 Boyz, 2 Grotz

WARBAND [200]
2 Nobz, 6 Boyz, 2 Grotz

WARBAND (BIG) [520]
4 Nobz, 12 Boyz, 4 Grotz, Flakwagon, 2 Oddboy, Deth Kopta

GREAT GARGANT [850]

MEKBOY GUNZMOB [175]
5 Big Gunz, Oddboy

MEKBOY STOMPAMOB [535]
3 Stompa, Supa Stompa, Flakwagon


My list:

Errants + Errant + Baron 590 (BTS)
Paladins + Paladin + Senechal 415
Paladins + Paladin + Senechal 415
Lancers + Lancer + Senechal 415
Castellans + Senechal 375
Howitzers 175
Howitzers 175
Rough riders + Rough rider 125
Thunderbolts 150
Thunderbolts 150

I´ll use Howitzers and Rough riders as my blitzguard. Then probably try to focus all efforts on one flank to miniimize the risk of being crossfired in the middle of the board. Othe rthan that i don´t know yet...


Attachments:
knight army.jpg
knight army.jpg [ 356.42 KiB | Viewed 2408 times ]

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Last edited by mordoten on Fri May 23, 2014 2:07 pm, edited 2 times in total.
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 Post subject: Re: KNIGHTWORLD 2.1 vs SPEEDFREAKS 3K
PostPosted: Fri May 23, 2014 9:08 am 
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Fantastic Knights army Mordoten!!

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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 2:15 pm 
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SETUP:

My opponent garrisoned all 3 warbands and the gunzmob on the centerline. 1 warband and the gunzmob went on OW.

Seeing that he had fewer activations than me i decided not to garrison anuthing so i could get the upperhand in placing the rest of the formation to avoid firing lanes to his mega gargant and stompa mob.

the Orks setup remaining units all along the deployemnt zone.
I set up both howitzers and roug ridersd as my blitz guard. Lancers got the lone job of holding the left flank while the rest of the formations where set up center-right flank in a very powerfull force. This was also the place furthest away from his mega gargant.

Seeing that he had 2 fewer activations than me i decided to use the following strategy:

TAke out all the smaller formations (both KoS, the gunz mob and both warbands) and stat clear of any engagements with the Mega Gargant, Stompa Mob or Big Warband. I plannes to run around thoose 3 bigger units and hot them from behind if needed.
Things didn't go exactly as planned...

Thanks for the props Cardegras!


Attachments:
setup.jpg
setup.jpg [ 330.95 KiB | Viewed 2382 times ]

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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 2:29 pm 
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TURN 1: Knights win initiative.

KNIGHTS: Castellans sustain on garrisoned big guns on the right flank. Manages to catch garrisoned wrband under the template too. 1 big gun dies.

ORKS: KoS on left flank doubles forward and fires on lancers. 1 BM.

KNIGHTS: Howitzers sustain with the help of SC on the big gunz. I Big guns dies and the formation breaks.

ORKS: Warband on left flank doubles forward and fires on Lancers. 1BM.

KNIGHTS: Howitzers sustains on Warband on left flank. 1 boyz and 1 Nobz die.

ORKS: KoS on right flank doubles forward and fires on Castellans. 1BM.

KNIGHTS: Thunderbolts ground attack KoS on right flank, 4 stands die.

ORKS: Great Gargant (not mega gargant) doubles down the road on the left flank.

KNIGHTS: Errants doubles into forest and fires on KoS on right flank. Oddboy, dethkopta and 1 bike dies and the formation breaks.

ORKS: Stompa Mob doubles forward and fires on Errants, 1BM.

KNIGHTS: Paladins in center advances forward up on hill and fires on garrisoned Wraband. 1 Grot and 1 Dethkopta dies.

ORKS: Garrisoned Warband doubles forward into building in front of Knights Blitz. They fire on Paladins and does 1DC.

KNIGHTS: Paladins on right flank holds and fires on ewarband in center, 1BM.

ORKS: Big Warband doubles forward and fires on Errants, killing 1 of the noble Knights.

KNIGHTS: Rough riders engage the warband in front of them. They win the combat with no losses on either side and the broken warband flees backwards into their starting building.

KNIGHTS: Lancers on left flank engages warband in a clipping assault and wins the combat with no losses in a hail of FS-fire! The broken warband flees into a nearby forest.

KNIGHTS: Thunderbolts ground attack broken warband and wipes them out.

END PHASE:

KoS fail to rally
Big guns rallies
Warband rallies.


Attachments:
END TURN 1.jpg
END TURN 1.jpg [ 265.08 KiB | Viewed 2379 times ]

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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 2:42 pm 
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TURN 2: KNIGHTS win initiative.

KNIGHTS: Errants holds and moves backward thru forest towards their deployment zone.

ORKS: Great Gargant doubles forward and fires on Paladins in middle, only 1 Paladin die (pheeeew!)

ORKS: Big warband retains and doubles into forest on the right flank. They fire on Paladins and do 3DC.

KNIGHTS: Thunderbolts ground attack KoS on left flank, kills 4 stands and breaks them.

ORKS: Big guinz doubles forward and fires on central Paladins, 1BM.

KNIGHTS: Lancers doubles on the left flank and fires on the Broken KoS, wiping them out.

ORKS: Stompa Mob doubles forward and fires on Paladins, 1BM.

ORKS: Warband in center retains. Doubles forward and fires on central paladins, causing 1BM and breaking the formation.

KNIGHTS: Howitzers sustain on broken KoS, 1 bike dies.

KNIGHTS: Paladins on right flank Marshalls and fires on the Big Warband, 1BM.

KNIGHTS: Howitzers sustain on the warband nin front of them, kills 4 stands and breaks the formation.

KNIGHTS: Thunderbolt ground attack broken KoS and wipes it out.

KNIGHTS: Castellans sustain on broken Warband in central building and wipes them out.

KNIGHTS: Rough riders advance towards the Great Gargant and puts it in their ZoC.

END PHASE:

Paladins rallies.

Forogt to take pictures in the end of this round, sorry all!

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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 2:52 pm 
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TURN 3: Orks win Initiative.

ORKS: Big guns doubles to building in front of Knight Blitz and fires on Rough Riders. 1BM.

ORKS: Big warband retains and oubles backwards to secure 1 T&H objective. They fire on Catsellans but only do 1 BM.

KNIGHTS: Castellans sustain fire on Big Warband and manages to catch Stompa mob under the barrage (left the plan here, not good!) A couple of Ork stands dies.

KNIGHTS: Errants retains and engages the big warband. They also intermingle the Stompa mob in the assault.The orks loose 2 grots and 1 boyz and win the combat (thats what i get for not following the plan!). Errants flee behind a small mountain on right flank.

ORKS: Great Gargant doubles back towards the Lancers and fires at them. Bad rolling and Knight shields only gives them 1BM though! (Pheeeew)

KNIGHTS: Howitzers sustain on Stompa Mob, 1BM.

KNIGHTS: Stompa Mob doubles to the center and does nothing.

KNIGHTS: Lancers marches to claim the Ork Blitz.

KNIGHTS: Thunderbolts ground atatck big guns, 1BM.

KNIGHTS: Thunderbolts ground atatck Big gunz, 1BM and the formation breaks.

KNIGHTS: Rough Riders Marshall and move upp to claim both DtF front objectives.

KNIGHTS: Paladins on right flank advances towards the center and nfires on broken big gunz, wiping them out.

KNIGHTS: Paladins try to Marshall with the help odSC, still holds and then regroups.

END PHASE:

Errants raliies.

Win to Knights with 2 - 0 (Blitz & DtF)


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END TURN 3.jpg
END TURN 3.jpg [ 283.85 KiB | Viewed 2373 times ]

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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 3:01 pm 
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My thoughts:

Great game! I'm really pleased with the way i played and think i had a really good plan of exploiting the activation advantage. Also not picking big fights and staying mostly to killing of easier targets really helped. Being bloodthirsty is not always the right thing.

Castelans are super good! WIll probably include them in every list. Lancers seemed great now that they had scout and lots of FS-attacks in FF!! Felt like they could steamroll thru alot of formations if they get to engage.

I think Howitzers are really important cause they can put blast markers on units all over the board prepping them for assaults by knights. 2 units + roug riders shielding them feels like a good choice for a blitz guard.'

The list felt good and really strong. Maybe both the shocklance and power lance is a little much on the Lancers? And maybe Castellans should have either BP or MW shots? I would lean towards MW then.

Comments and critique of my gameplay is very welcome!

I really enjoy playing this list!

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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 8:07 pm 
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Nice report, but the Orklist seems a bis odd.
You can oddboys only add to Gunwagons, Gunfortresses an Big Gunz.


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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 8:31 pm 
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Hmmm... Interesting. Didn't know this myself.

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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 10:26 pm 
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No comments or thoughts?

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 Post subject: Re: KNIGHTWORLD 2.1 vs ORKS 3K
PostPosted: Fri May 23, 2014 10:49 pm 
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It's not often that an Ork player is out-activated. Given how many formations you destroyed, I'm guessing your dice were fairly kind to you.

In my last game (also against Orks), on turn 1 I used BP for my Castellans and MW for the rest of the game. I had better results using MW. If they were to be one or the other I would also favor MW, because Castellans, and Crusaders, didn't have barrage weapons in TL.

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