Ravenguard
DEVASTATOR [425] - Four Devastator units, Supreme Commander, Hunter
SCOUT [250] - Four Scout units, 4 Land Speeder Storm
SCOUT [250] - Four Scout units, 4 Land Speeder Storm
STERNGUARD VETERAN [275] - Four Sternguard Veteran units, Razorback
VANGUARD ASSAULT VETERAN [300] - Four Vanguard Assault Veteran units, Captain
VANGUARD ASSAULT VETERAN [300] - Four Vanguard Assault Veteran units, Chaplain
LAND SPEEDER [250] - 2 Land Speeder Typhoon, Land Speeder Tornado, 2 Land Speeder Tempest
WARHOUND [275] - 1 Warhound Class Titan
WARHOUND [275] - 1 Warhound Class Titan
STORM TALON SQUADRON [300] - 2 Storm Talons
THUNDERHAWK GUNSHIP [200] - One Thunderhawk Gunship
Knights
INFANTRY PLATOON [400] - 1 Levy Command, 8 Infantry Levy, Aspirant, 3 Thudd Gun, 52cm of Trench and 52cm of Razor Wire, 2 Infantry Levy, 2 Snipers
KNIGHT HOUSEHOLD [390] - 4 Knight Paladin
KNIGHT HOUSEHOLD [390] - 4 Knight Paladin
KNIGHT HOUSEHOLD [390] - 4 Knight Paladin
WARDEN HOUSEHOLD [360] - 4 Warden
WARDEN HOUSEHOLD [360] - 4 Warden
WARDEN HOUSEHOLD [360] - 4 Warden
ROUGH RIDER PLATOON [175] - 6 Rough Riders, Aspirant
ROUGH RIDER PLATOON [175] - 6 Rough Riders, Aspirant
Deployment
Standard setup with blitz objectives fairly centered and T&H objectives close to center line. Ravenguard objectives are the red statues (left and right) and the Knights use the black pillars in the center and on the road.
Knights garrisoned their BTS on the blitz and Ravenguard garrison both Scout formations, Sternguard Veterans and Land Speeders.
Turn 1
K1.1: Ravenguard wins initiative and let the Knights go first. A Warden formation with demolisher cannons double down the road and shoots the garrisoned Scouts in the left ruin. All hits are saved and only 1 BM received.
RG1.1: The Scouts advance and puts a BM on the Wardens.
RG1.2: Retaining the Sternguard Veterans engage the Wardens in a firefight. They win the combat by 3-1 but roll snake eyes in combat resolution, lose one infantry unit in hackdown and break.
K1.2: Paladins engage the Scouts that advanced a bit too far when setting up the clipping assault for the Sternguard. They lose two Storms in the fight and the other two to hackdown and break.
RG1.3: The Storm Talons hit the Rough Riders on the left but only kills one.
K1.3: The Rough Riders tries to marshal, fails and removes BMs.
RG1.4: The Supreme advances into the nearby ruins and shoots the Wardens on the road for 1 DC.
K1.4: Paladins advance down the center and shoots at the Land Speeders for 1 BM
RG1.5: The Land Speeders gets out of there, doubles down the left flank. With some lucky dice they kill one of the Paladins.
K1.5: The Wardens on the right flank fail and move.
RG1.6: The Warhound on the left advances and kills one more knight. They break and fall back.
K1.6: The final formation of Wardens double into the Ruins by their center T&H.
RG1.7: The remaining Warhound advances and kills one Warden from the formation on the road, breaking the formation.
K1.7: Rough Riders on the right flank fails and moves forward.
RG1.8: Scouts double toward the Wardens in the center ruin and places a BM.
RG1.9: Retaining the Vanguard Assault Veterans engages from their Thunderhawk. The thunderhawk takes a DC on the way in, but the combat goes to the marines (7-0) and the Wardens are wiped out.
K1.8: Paladins on the right close in on the ruins and places a BM on the Scouts.
K1.9: The BTS puts another BM on the Thunderhawk .
All broken formations rallies!
Round 2
K2.1: Knights win initiative, not great for the Vanguard assault marines who are not only intermingled with each other (intentional) but also with the nearby Scout formation (accidental)... Paladins engage the Scouts from the right and intermingle the Vanguard Assault Captain. The Knights win the combat and three assault marines and two Land Speeder Storms runs away broken.
K2.2: Knights to the left of the ruin retains to finish off the Vanguard Assault Chaplain but fails to activate, shoots and kills one marine.
RG2.1: Storm Talons kills four Rough Riders on the right flank, breaking the formation.
RG2.2: Land Speeders kill two Rough Riders on the left flank, breaking the formation.
K2.3: The Wardens on the road marshals and moves
K2.4: Retaining the last formation of Wardens engage and wipes out the Vanguard Assault Chaplain.
RG2.3: A Warhound advances to try to break the rallied Paladins on the road, but only manages to place a BM.
K2.5: The paladins tries to marshal, fails and breaks.
RG2.4: The second Warhound engages the Paladins in the center ruin. 2-0 to the marines and the Paladins break.
K2.6: The BTS sustains on the broken Scouts on the right flank, wiping them out.
RG2.5: In return the Thunderhawk wipes out the Rough Riders on the marine right flank.
RG2.6: Scouts marshal
RG2.7: Sternguard Veterans marshal but only removes 2 out of 4 BMs
RG2.8: The Supreme Commander advances and places another BM on the Paladins in the center.
Overview after turn 2:
Broken paladins fails to rally. Vanguard Assault Veterans rally.
Turn 3
RG3.1: Ravenguard wins initiative and the Scouts on the left doubles to defend the nearby Knight T&H and place a BM on the Wardens
RG3.2: Warhound on the left flank engages the Wardens. 2-0 marines, but the assault goes to a second round and the Wardens manages to drag in the Scouts. 5-1 marines after the second round and this time the dice favor the marines. The Wardens are wiped out.
K3.1: The Paladins in the center fails and moves to contest the left Ravenguard T&H.
RG3.3: The second Warhound advances to contest the Knight T&H in the center. It shoots at the Paladins on the right flank, doing enough damage to break the formation.
K3.2: The BTS sustains fire at the Land Speeders on the far left, killing the Tornado.
K3.3: The three surviving Rough Riders retain and engage the Land Speeders. 4-3 to the marines but once again the marines have bad dice and lose the combat. But two of the Rough Rides was killed and the lone survivor also breaks.
RG3.4: The Vanguard Assault Veterans doubles to secure the T&H on the right flank.
K3.4: Final activation for the Knights. The wardens fail to activate and moves to contest their T&H in the center.
RG3.5: The Sternguard Veterans engage the Paladins contesting the left T&H with Scouts and a Warhound in support. 2-1 marines and the Paladins break.
At this point Ravenguard have T&H and must secure one more victory condition to end the game in turn three. My options are defend the flag or they shall not pass. To secure DTF I have to break a full Warden formation with a single BM, but TSNP looked achievable with only a broken Rough Rider and three Paladins with a single DC each on my half of the table.
I sent in Storm Talons and the Thunderhawk, but both failed to do any damage, other than hackdown, to the Knights and I had to use the Supreme Commander, my last activation, to kill the final Paladin. This meant that the game came down to a 5+ rally roll on the Rough Riders. The Knights failed and the game ended 2-0 to the Ravenguard.



















Inga kommentarer:
Skicka en kommentar