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Showing posts with label Imperial Knight. Show all posts
Showing posts with label Imperial Knight. Show all posts

Monday, 23 March 2020

NEO Tournament Battle Report: Game 5- White Scars vs Imperial Knights/Adeptus Mechanicus

The final game of the North East Open tournament would see my White Scars face off against Tom's force of Imperial Knights and Adeptus Mechanicus. 

Tom had a stunning army that was nominated for best army, and it is easy to see why. We would be playing ITC mission 5 (Precious cargo) with Hammer and Anvil deployment. 

My army consisted of:
Battalion Detachment
Captain on Bike- Twin Bolter, Thunder Hammer, Storm Shield, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
3 Eliminators- Bolt Sniper Rifles, Camo Cloaks
3 Devastator Centurions- Grav-cannons and grav-amps, Hurricane Bolters

Battalion Detachment
Captain- Jump Pack, Master Crafted Thunder Hammer, Storm Shield, Chapter Master, Imperium's Sword
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
3 Inceptors- Assault Bolters
3 Inceptors- Assault Bolters

Battalion Detachment
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol, Litany of Hate
Khan on Bike- Khan's Spear
5 Infiltrators- Marksman Bolt Carbines, Smoke Grenades
5 Infiltrators- Marksman Bolt Carbines, Smoke Grenades
5 Tactical Marines- Bolters
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

Friday, 22 March 2019

North East Open Tournament Battle Report: Game 3- Deathwatch vs Imperial Knights/Astra Militarum

Welcome to my third battle report from the recent North East Open tournament. In this game, my Deathwatch army would be facing off against Connor and his Imperial Knights and Astra Militarum force. 

Ugh, another three Knights at the same tournament! I really hate Imperial Knights. They are no fun for the game and make most mono-Codex armies completely useless. They invalidate so many army builds in the game and are pretty boring to play with or against, in my opinion. With the Castellan in the game, there is little point in taking other vehicles, Knights or monsters in an army. If you don't get the first turn, they are dead. 

The mission was modified Frontline Warfare, but scoring at the end of each turn rather than at the end of the game, and using Hammer and Anvil deployment. The mission would also use kill points. There were one objective in your deployment zone (worth 1 pt), two in the centre of the battlefield (worth 2 pts each) and one in your opponent's deployment zone (worth 3 pts). 

Battalion Detachment
Deathwatch Watch Master- Guardian Spear (D)
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield (WC1)
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield (KT1)
10 Intercessors- Bolt Rifles, Bolt Pistols (KT2)
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher (KT3)
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield  (KT4)
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon (KT5)
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords (KT6)
Rhino- Two Storm Bolters (R1)
Rhino- Two Storm Bolters  (R2)
Razorback- Twin Lascannon, Storm Bolter (Rz)

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic) (WC2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B1)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B3)

Wednesday, 20 March 2019

North East Open Tournament Battle Report: Game 2- Deathwatch vs Imperial Knights/Adeptus Mechanicus

Welcome to my second battle report from the recent North East Open tournament. In this game, my Deathwatch army would be taking on Adam with his combined force of Imperial Knights. Adeptus Mechanicus and Astra Militarum. 

Mission 2 was Big Guns Never Tire with Vanguard Strike deployment. This gives you points for holding objectives at the end of the game, with extra points for destroying Heavy Support units. 

My army consisted of:
Battalion Detachment
Deathwatch Watch Master- Guardian Spear (D)
Watch Captain- Jump Pack, Thunder Hammer, Bolt Pistol, Storm Shield (WC1)
9 Deathwatch Veterans- 9 Storm Bolters, 2 Storm Shields, Chainswords, Vanguard Veteran- Bolt Pistol, Storm Shield (KT1)
10 Intercessors- Bolt Rifles, Bolt Pistols (KT2)
5 Veterans- 2 Missile Launchers, 3 Stalker Bolters, Chainswords, Terminator- Power Fist, Storm Bolter, Cyclone Missile Launcher (KT3)
5 Veterans- 2 Frag Cannons, 3 Shotguns, Storm Shield  (KT4)
5 Veterans- Missile Launcher, 2 Heavy Bolters, Bolters, Terminator, Power Fist, Assault Cannon (KT5)
10 Veterans- 6 Bolters, Meltagun, 3 Combi-Meltas, chainswords (KT6)
Rhino- Two Storm Bolters (R1)
Rhino- Two Storm Bolters  (R2)
Razorback- Twin Lascannon, Storm Bolter (Rz)

Outrider Detachment
Watch Captain- Jump Pack, Relic Blade, Bolt Pistol, Lord of Hidden Knowledge (warlord trait), The Tome of Ectoclades (Relic) (WC2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B1)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B2)
4 Bikers- Twin Bolters, Sergeant with Storm Bolter and Storm Shield, Chainswords (B3)

Thursday, 13 December 2018

40k Grand Slam Tournament Game 3- Dark Angels/Deathwatch vs Imperial Knights/Astra Militarum

My third game of the Element Games Grand Slam 40k tournament saw my Dark Angels and Deathwatch force take on Matt and his army of Imperial Knights and Astra Militarum. 

The ETC mission was Dominate and Destroy for the Eternal War mission and Contact Lost for the maelstrom of war mission. This would be tough, as this game gave double kill points for the Eternal War mission on top of the ETC mission. We would be using Dawn of War deployment. 

My army consisted of:
Battalion Detachment (Dark Angels)
Azrael (Az)
Primaris Lieutenant- Master-crafted Auto Bolt Rifle, Eye of the Unseen (Relic) (L)
Primaris Ancient- Bolt Rifle (An)
5 Intercessors- Bolt Rifles (I)
5 Scouts- Bolters (S1)
5 Scouts- Heavy Bolter, Bolters (S2)
5 Devastators- Heavy Bolter, Armorium Cherub (D)
10 Hellblasters- Plasma Incinerators (H)
Darkshroud- Heavy Bolter (DS)

Battalion Detachment (Deathwatch)
Watch Master- Guardian Spear (W)
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield, Bolt Pistol (WC)
10 Intercessors- Bolt Rifles, Bolt Pistols (DI)
10 Veterans- 10 Storm Bolters, 2 Storm Shields, 8 Chainswords (DV1)
6 Veterans- 2 Missile Launchers, 4 Stalker Bolters (DV2)

Auxiliary Detachment
Culexus Assassin (CA)

Saturday, 15 September 2018

Imperial Knight Valiant Competition Winner

Today, I did the draw for the winner of the Imperial Knight Valiant. 

I had a great 86 people enter the competition, the list of entrants is below:

1. Rory Priest
2. NafNaf
3. WestRider
4. Dave Mary
5. Petar Knevovic
6. Siph_Horridus
7. Joe M
8. Harry Scar
9. Markus Weber
10. Ammar Amjad Khan
11. Will Galloway
12. David MacLellan
13. Simon Campbell
14. James Chalmers
15. Rory Priest
16. Tom Kendrick
17. Kirsten Williams
18. Nathaniel Gibbs
19. Daniel Markfoged Frederikson
20. Joe Ward
21. Nick Thrower
22. Graham Sanders
23. Miles Gabby
24. Jessica Smart
25. Graham Guthrie
26. Marc Van Holst
27. Mick Miller
28. Iapedus Maximus
29. Alex Brown
30. Petar Knevovic
31. Rob Lane
32. Scott Resnick
33. Jessie Howling Wolf Simon
34. Alexander Greenwood
35. Tim Reuter
36. Philip Hargrave
37. Bryn Hill
38. Ed O’Malley
39. Dan Wellington
40. Tabletop Apocalypse
41. Lollo Dix
42. Tarin Almstedt
43. Victor Castillo Jr
44. Corey Croot
45. Joshua Lothar Keggereis
46. Austen M Hansen
47. Ian Connolly
48. Bui Chinh
49. Do Huu Bao Trung
50. HellHenni
51. Aurekta
52. Chinh Bui
53. Padman
54. SDFNet 40k
55. MrBadAndy86
56. Threat Level One
57. Steve Sdfnetfortyk
58. Marti Baker
59. Steven John Pennock
60. Dave Weston
61. Andrew Pelletier
62. Ryan Oestreich
63. Christopher Carmona
64. Skye Illyria Ryan
65. Ian Johnson
66. Spencer Miller
67. Andy Frost
68. Brain Rober
69. Bryan Groves
70. Neil Farley
71. Felix Uelsmann
72. Jonathon Woods
73. Ben David
74. Ed O’Malley
75. Simon Campbell
76. Matthew Coll
77. Ben Wolstenholme
78. Leo Midwinter
79. David Murray
80. Jon Arthur
81. Stu Wolf
82. Daniel Cave
83. Andrew MacTavish
84. Dustin Jones
85. Markus Weber
86. Absurd Sisyphus

The draw video is here:

Congratulations to David MacLellan, who won the Imperial Knight. This awesome Dominus Class will be winging its way to you in the near future. 

Thursday, 9 August 2018

Blog Giveaway- Win a Knight Valiant!

The past couple of years I have done a Birthday Giveaway for the blog. This is to thank all the wonderful readers and commenters out there who help make this blog what it is and give me great feedback and encouragement to keep going. 

This year's giveaway was a bit delayed, as I wanted to have time to sort out a great prize for one lucky reader out there. Having just finished my Imperial Knight Codex review, I will be giving away one of the new Knight Valiant models. Check out my review of the Knight yesterday to find out how awesome they are, and why you will want to get one! 

In order to win the prize you must do one of the following:

1. Follow on Facebook
Head to the St Andrews Wargaming Facebook page and follow and like it. Comment on the pinned "Win a Knight Valiant" post and answer the same question: What is your favourite model in the 40k range and why? 

2. Follow on Blogger
Add yourself as a Follower of the blog using the Follower box on the right hand side of the blog (if you are not already a follower). Also, please drop me an email at corrm83@gmail.com with your entry and username (this makes it easier to verify the winner). 
Comment below answer the following question: What is your favourite model in the 40k range and why? 
Be sure to sign in when you comment below. Otherwise, your name will come up as Anonymous and your entry won't be counted. If your screen name is different to your follower name, let me know in the comment so that I can find you. 
For those of you using the mobile site, scroll to the bottom of the page and click "View Web Version" in order to see the Follower app and to sign up. 

Competition Rules:
The competition will end on Thursday 13th September at 9.00 am, so get your entries in before then. (EDIT- the original rules said Thursday 13th August, instead of Thursday 13th September. Apologies for the error, I wanted the competition to run for more than 4 days!). 

When the competition is closed, I will pick one follower at random, who has answered the question, to win the Knight Valiant. You are free to enter the competition on both Blogger and Facebook if you wish, doubling your chances of winning the prize. 

I am willing to pay postage values up to £10 GBP to send the Knight to the winner, so please bear this in mind if you are entering from abroad and are likely to have high postage costs to send you the Knight (I'm not made of money, unfortunately!). 

So there you have it, simple enough! Get entering and spread the word! 

Wednesday, 8 August 2018

Imperial Knights Codex Review: Part 6- Knight Valiant

Part 6 of my 8th edition Imperial Knights Codex Review will take a look at the second of the new Dominus Class Knights, the Knight Valiant. 

Throughout this review I will be featuring photos of other hobbyist's Imperial Knights. Thanks to everyone who gave me permission to use the photos of their models, and to Chris for giving me the idea in the first place. 

Knight Valiant
The Dominus Class Knight is a beast of a Superheavy Walker. It comes with T8, 28 wounds, a 3+ save and 5+ invlunerable save against shooting. It is going to take a lot of firepower for most opponents to get through that. You can boost this even further with the Rotate Ion Shields, giving it a 4+ invulnerable save against shooting attacks, but this does come at a big cost of 3 command points.


While the Knight Castellan is armed for long range warfare, the Knight Valiant is definitely a close range Imperial Knight, wanting to get close to the enemy army to use its potent firepower. 

The Knight Valiant comes armed with a Thundercoil Harpoon, Conflagration Cannon, two Seigebreaker Cannons, two Twin Meltaguns, four Shieldbreaker Missiles and Titanic feet. The Valiant costs 618 points. 

The Thundercoil Harpoon is Heavy 1, 12" range, S16, AP-6, 10 damage. You can re-roll failed hit rolls when targeting a vehicle or monster. In addition, if the weapon inflicts any damage, the target suffers an additional D3 mortal wounds. The Thundercoil Harpoon is a close range vehicle killer. The massive strength of 16 means that it will wound almost everything on a 2+, including most other Titanic vehicles. While it is only one shot, a successful wound has a good chance of destroying most smaller vehicles, doing between 11-13 wounds. The fact you get to re-roll to hit when targeting vehicles or monsters means that you should get a reliable hit most turns and can save the command point re-roll for the wound roll. 

Tuesday, 7 August 2018

Imperial Knights Codex Review: Part 5- Knight Castellan

The next part of my Imperial Knights codex review will take a look at the Knight Castellan. This is the first of the new Dominus Class Knights in the new book, even bigger Imperial Knights with a ton of potent firepower.
Throughout this review I will be featuring photos of other hobbyist's Imperial Knights. Thanks to everyone who gave me permission to use the photos of their models, and to Chris for giving me the idea in the first place.

Knight Castellan
The Dominus Class Knight is a beast of a Superheavy Walker. It comes with T8, 28 wounds, a 3+ save and 5+ invlunerable save against shooting. It is going to take a lot of firepower for most opponents to get through that. You can boost this even further with the Rotate Ion Shields, giving it a 4+ invulnerable save against shooting attacks, but this does come at a big cost of 3 command points.

Not only is the Castellan tough, but it can put out a lot of potent firepower. The Knight comes armed with a Plasma Decimator, Volcano Lance, two Shieldbreaker Missiles, two twin Shieldbreaker Cannons, two Twin Meltaguns and Titanic feet. All this for a whopping 604 pts. As you can see, the Knight Castellan is a big investment in an army, but I think in most circumstances, it will more than make up for its big points cost.

The Plasma Decimator is a giant Knight Plasma Cannon. It has 48" range, S7, AP-3 and 1 damage, doing Heavy 2D6 shots. If you overcharge, it goes up to S8 and 2 damage, but each roll of a 1 to hit does mortal wound on the Knight. This is a strong weapon for the Castellan, giving it about 7 Plasma Cannon shots on average. At full strength, the Castellan has little risk from overcharging the Plasma Decimator, especially with a source of re-rolls available, either through the Household traditions or stratagems. The Plasma Decimator is a strong weapon against a range of targets in the enemy army.

Monday, 6 August 2018

Imperial Knights Codex Review: Part 4- Armiger Class Knights

Part 4 of my Imperial Knights codex review will look at the two Armiger Class Knights that are in the codex. These mini-Knights were recently introduced and serve as a good way to bolster the numbers in a Knight army. 

Throughout this review I will be featuring photos of other hobbyist's Imperial Knights. Thanks to everyone who gave me permission to use the photos of their models, and to Chris for giving me the idea in the first place. 

Armiger Helverin
The Armiger Helverin is a new class of Knight that has been introduced in the codex, and gives you a fast, mobile Knight unit with some potent firepower against a range of targets. The Helverin comes in at 174 pts and can be purchased in units of 1-3. Once deployed, they act as independent units, giving you more options on the battlefield.

It has a pretty decent statline for a vehicle. It is T7, 12 wounds, a 3+ armour save and 5+ invulnerable save. This gives it a decent level of durability, and should only have to worry about the high strength or high damage firepower that other vehicles have to worry about. It has the standard 3+ WS and BS of a Knight that degrades with increasing damage. In combat, it has 4 attacks at S6, so decent enough if you find yourself in combat, but that is not where the strength of the Armiger Helverin lies.
Armiger Helverins from Tim Reuter

It comes armed with two Armiger Autocannons. These are 60" autocannons (S7, AP-1) that do 3 damage each. Each Autocannon gets 2D3 shots, giving you 4D3 shots in total, so around 8 on average. The high damage of each wound is particularly useful, making it good at taking on a number of large monsters or vehicles. A standard vehicle will only take 4 wounds from the Armiger Autocannon to destroy it. Another bonus of the Armiger Autocannon is that you don't suffer a penalty for moving and firing with it, unlike other heavy weapons.

Wednesday, 1 August 2018

Imperial Knights 8th Edition Codex Review: Part 3- Relics

Part 3 of my Imperial Knights Codex Review for 8th edition will look at the wealth of Relics available to the army.

Relics
Sanctuary- Bearer has a 5+ invulnerable save.

This is a nice way to give your Knight an invulnerable save in combat, as the Ion Shield only applies in the shooting phase. This could be useful if you find yourself against a combat-heavy force and need the saves in the Fight phase. It can also be used with the Ion Shield stratagem to boost it to 4+ in combat.

Ravager- A Reaper Chainsword that is +8S, AP-4 and 6 damage. You also get to re-roll hit rolls of 1. If the bearer has the Cold Fury household tradition (House Krast), they may re-roll all failed hits.

This Relic gets +2S over a regular Reaper Chainsword and does the full 6 damage instead of D6. This is a nice bonus, allowing you to wound T8 models on a 2+ (on a 3+ with a regular Chainsword). The full 6 damage with each wound is also a nice bonus on the sword, rather than the random damage roll, plus allowing you to re-roll half your misses.

The Paragon Gauntlet- A Thunderstrike Gauntlet that is x2S, AP-4 and 6 damage. If a vehicle or monster is slain, pick an enemy unit within 9". On a 4+, the unit suffers D3 mortal wounds.

This is a Gauntlet that doesn't suffer the -1 to hit in combat. This is pretty good on a powerful weapon like the Gauntlet, giving you a better chance to hit. It also works very well when combined with some of the other combat bonuses that the Knights can have.

Tuesday, 31 July 2018

Imperial Knights 8th Edition Codex Review: Part 2- Strategems

Part 2 of my 8th edition Imperial Knights codex review will take a look at the Stratagems available in the new book. 


Stratagems
Ion Aegis (2CP)- Use at the start of your opponent's movement phase. Choose a Dominus Knight in your army. The Knight cannot move until the end of the next turn, but all friendly Imperium units  wholly within 6" of the Knight gain a 5+ invulnerable save against ranged weapons. 

This is a pretty strong stratagem if you don't get the first turn. This will work really well for some Imperial allies you may wish to take with your Knights, with the Guard Battalion for command point farming. This will be strong for the Knight Castellan, which has a lot of powerful, long ranged firepower. As this works on the whole unit, you may not get a lot of units in range, but it still should still help a number of units. 

Noble Sacrifice (2CP)- Use before you roll to see if an Imperial Knight explodes. On a 4+, it explodes. If a Dominus Class Knight, roll two dice, if any is a 4+, it explodes. If both dice are 4+, then all units in 3D6" are affected. 

This could be quite powerful in the right cirumstances. Doing D6 mortal wounds to nearby enemy units after losing a Knight could help to kill their attackers (if in combat) or damage nearby enemy units. I don't see it being used too often, but could be key in a few games. 

Thunderstomp (1CP)- An enemy Infantry unit (or swarm) within 1" suffers D3 mortal wounds on a 4+. Titanic units only. 

A cheap way to do mortal wounds to an enemy unit in combat to finish them off. Though, Knights are tough to tie up in combat now, so may not be necessary much of the time. 

Monday, 30 July 2018

Imperial Knights 8th Edition Codex Review: Part 1- Household Traditions and Warlord Traits

The Imperial Knights codex was released a few weeks ago and has been making a big impact on both local club games and tournament games. The codex features three brand new Knights to add to your army, as well as a whole host of unique stratagems and Relics to add to your force. This week, I will be reviewing parts of the new codex. 

The first part of the review will take a look at the Household Traditions and Warlord Traits. 

Household Traditions
These are the "Chapter Tactics" of the Imperial Knights, giving them army-wide bonuses if the army is battle-forged an in a Super-heavy Detachment. The traditions are split between Questor Imperialis and Questor Mechanicus. 

Questor Imperialis Household Traditions
There are five of these traditions that can be chosen for a Knights army. These focus mainly on combat-orientated bonuses for the units. These traditions can be a big bonus to any combat-armed Knights in the army. 

House Terryn- Roll an additional D6 when determining the distance this unit Advances or Charges, discarding the lowest result. 

This is good for getting your Knights around the board quickly or for ensuring that you can make it into combat. However, for most Knights, advancing for a turn is a waste of their potent firepower, so something you are not going to be doing that often. If you want a more mobile Knight army, the House Raven tradition (see below) is far more effective for doing this. Not one I think you will see used often. 

Tuesday, 17 July 2018

Warhammer World GT: Game 2- Deathwatch/Astra Militarum vs Imperial Knights

My second game of the Warhammer World Grand Tournament (Heat 1) saw my Deathwatch take on Steve's Imperial Knights army. 

With the release of the strong new codex for Imperial Knights, there were quite a few present at the tournament. In game 2, I would be facing a whole army of them. The randomly determined mission for game 2 was Ascension. In this mission, three objectives are placed centrally on the battlefield. You get a point for each objective you hold at the end of your turn. In addition, Characters get a a super "objective secured", able to hold an objective on their own and getting additional points for holding it for subsequent turns. 

My army consisted of:
Battalion Detachment (Deathwatch)
Watch Master- Guardian Spear (WM)
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield (WC)
Kill Team 1: Watch Sergeant and 9 Veterans- 10 Storm Bolters, 2 Storm Shields, 8 Chainswords (KT1)
Kill Team 2: Intercessor Sergeant and 9 Intercessors- Bolt Rifles, Bolt Pistols, Auxiliary Grenade Launcher (KT2)
Kill Team 3: Watch Sergeant and 4 Veterans- 2 Frag Cannons, Storm Shield, 3 Shotguns, 2 Chainswords (KT3). 5 Vanguard Veterans- 4 Bolt Pistols, 3 Chainswords, Storm Shield, Pair of Lightning Claws (VV)
Rhino- 2 Storm Bolters (R)
Kill Team 4: Watch Sergeant and 4 Veterans- 3 Combi-Meltas, 2 Bolters, Storm Shield, 4 Chainswords (KT4)
Razorback- Twin Lascannons, Storm Bolter (Rz)

Battalion Detachment (Astra Militarum, Cadian)
Company Commander- Plasma Pistol, Chainsword, Grand Strategist Warlord Trait, Kurov's Aquila (CC1)
Company Commander- Laspistol, Chainsword (CC2)
Infantry Squad- Lascannon, Grenade Launcher (IS1)
Infantry Squad- Lascannon, Grenade Launcher (IS2)
Infantry Squad- Lascannon (IS3)
30 Conscripts- Lasguns (C)

Auxiliary Detachment (Assassins)
Culexus Assassin (A)

Monday, 16 July 2018

Warhammer World GT: Game 1- Deathwatch/Astra Militarum vs Astra Militarum/Adeptus Mechanicus/Imperial Knights

Welcome to the first battle report from my recent trip to the Warhammer World Grand Tournament (Heat 1). I was taking a mixed Deathwatch and Astra Militarum list. You can find the army list and my thoughts on it in a previous post

The tournament consisted of 5 Eternal War missions from Chapter Approved 2018, straight out of the rulebook. 

The first mission of the day saw me square off against Rob and his mixed force of Astra Militarum, Adeptus Mechanicus and Imperial Knights. Rob runs the Honest Wargamer, so check it out. For game 1, the randomly determined mission was Dominate and Destroy. In this mission, you get one victory point for each objective you hold at the end of your turn, as well as a victory point for each enemy unit destroyed. 

My army consisted of:
Battalion Detachment (Deathwatch)
Watch Master- Guardian Spear (WM)
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield (WC)
Kill Team 1: Watch Sergeant and 9 Veterans- 10 Storm Bolters, 2 Storm Shields, 8 Chainswords (KT1)
Kill Team 2: Intercessor Sergeant and 9 Intercessors- Bolt Rifles, Bolt Pistols, Auxiliary Grenade Launcher (KT2)
Kill Team 3: Watch Sergeant and 4 Veterans- 2 Frag Cannons, Storm Shield, 3 Shotguns, 2 Chainswords (KT3). 5 Vanguard Veterans- 4 Bolt Pistols, 3 Chainswords, Storm Shield, Pair of Lightning Claws (VV)
Rhino- 2 Storm Bolters (R)
Kill Team 4: Watch Sergeant and 4 Veterans- 3 Combi-Meltas, 2 Bolters, Storm Shield, 4 Chainswords (KT4)
Razorback- Twin Lascannons, Storm Bolter (Rz)

Battalion Detachment (Astra Militarum, Cadian)
Company Commander- Plasma Pistol, Chainsword, Grand Strategist Warlord Trait, Kurov's Aquila (CC1)
Company Commander- Laspistol, Chainsword (CC2)
Infantry Squad- Lascannon, Grenade Launcher (IS1)
Infantry Squad- Lascannon, Grenade Launcher (IS2)
Infantry Squad- Lascannon (IS3)
30 Conscripts- Lasguns (C)

Auxiliary Detachment (Assassins)
Culexus Assassin (A)

Monday, 4 June 2018

London GT Battle Report: Game 1- Dark Angels vs Imperial Knights

Welcome to my first battle report from the recent London GT. Game 1 saw my Dark Angels take on an army of Imperial Knights, commanded by Connor. This was Connor's first 40k tournament, so I was hoping he would have a fun game.  

This was an ETC mission, featuring an Eternal War and Maelstrom of War mission at the same time. The Eternal War mission was Dominate and Destroy. This featured 6 objectives and you scored a point for each objective you held at the end of your turn, as well as a kill point for each enemy unit destroyed. 
The Maelstrom of War mission was Tactical Gambit. In this game, you get four cards per turn, but must bet how many you will score before you draw your cards. If you match your bet, you get the bonus points, otherwise your opponent gets the points. We were also using Search and Destroy deployment (table quarters). 

My army consisted of:
Battalion Detachment
Azrael (Az)
Primaris Lieutenant- Master-crafted Auto Bolt Rifle (L)
Primaris Ancient- Bolt Rifle (An)
5 Intercessors- Bolt Rifle (I1)
5 Intercessors- Bolt Rifle (I2)
5 Devastator Squad- Heavy Bolter, Bolters, Armorium Cherub (D)
5 Scouts- Bolters, Heavy Bolter, Chainsword (S1)
5 Scouts- Bolters, Chainsword (S2)
5 Scouts- Bolt Pistols, Shotguns (S3)
10 Hellbalsters- Plasma Incinerators (H)

Outrider Detachment
Sammael (S)
5 Black Knights- Plasma Talons, Corvus Hammers (BK)
4 Ravenwing Bikers- Flamer, Twin Bolters, Storm Bolter (RB1)
4 Ravenwing Bikers- Meltagun, Twin Bolters, Storm Bolter (RB2)
3 Ravenwing Bikers- Twin Bolters, Storm Bolter, Plasma Gun (RB3)
Ravenwing Darkshroud- Assault Cannon (D)

10 Command Points

Sunday, 3 December 2017

Chapter Approved 2017 Review: Part 2- Orks and Imperial Knights Faction Rules

Part 2 of my Chapter Approved 2017 review will look at the new Faction rules for the Orks and Imperial Knights. 

Orks
Warlord Trait
An Ork warlord can take the Might is Right warlord trait, giving him +1 strength. On a warboss, this will take them up to S7 base, so they will be able to wound most vehicles on a 4+ without any additional weapon. With a Big Choppa, this will take them up to S9, with a Power Klaw, up to S14. This is great, allowing you to wound most vehicles on a 2+ with a warboss with a Power Klaw. This would allow your warlord to tear through most enemy vehicles or units with ease. I can see this being a great warlord trait for an Ork warboss to take. 

Thursday, 7 September 2017

North West Open 2017: Game 3- Deathwatch vs Imperial Knights

In the final game of day 1 of the North West Open, my Deathwatch found themselves going up against Nick and his army of Imperial Knights!

I must say, I was not expecting to see an army of 4 Knights this low down in the rankings, and I was certainly not looking forward to the game. My army struggles to deal with vehicles as it is, so four of them with that many wounds and that volume of firepower and combat ability was a daunting task. 

The mission for game 3 was ITC scenario 1- Retrieval. The Eternal War mission was to hold the four retrieval objectives. Two of the objectives would be the two maelstrom objectives for this game. The maelstrom table for this game was:
  1. Hold Maelstrom Objective 1
  2. Hold Maelstrom Objective 2
  3. Have a unit at least partially within 12" of the enemy deployment edge (behind enemy lines)
  4. Destroy an enemy unit
  5. Destroy an enemy unit
  6. Have at least 3 of your and none of your opponent's units in your deployment zone (hold the line)
As with all the ITC mission, you roll 3 dice at the start of your turn to generate 3 unique maelstrom objectives and pick two objectives to score. These can only be scored at the start of your following turn. In addtion, if you roll hold objective 1 and 2, you can exchange them to hold 3 objectives for 3 points. If you roll two lots of destroy an enemy unit, you can exchange it for kill 3 enemy units for 3 points.
The tertiary missions were Big Game Hunter (whoever kills the unit with the highest power level), Linebreaker and Slay the warlord.

My army consisted of:
Battalion Detachment
Watch Master (W)
Watch Captain- Jump Pack, Pair Lightning Claws (W)
Kill Team 1- 5 Veterans, Vanguard Veteran with Pair Lightning Claws, 3 Frag Cannons, Storm Shield. (KT1)
Kill Team 2- 5 Veterans, 2 Missile Launchers, 3 Stalker Boltguns (KT2)
Kill Team 3- 5 Veterans, 2 Missile Launchers, 3 Stalker Boltguns (KT3)
Kill Team 4- 5 Veterans, Meltagun, 3 combi-Meltas (KT4)
Kill Team 5- 5 Veterans, 2 Frag Cannons (KT5)
Rhino (R)
Drop Pod- Storm Bolter (DP)
6 Vanguard Veterans- 2 Pairs Lightning Claws, Power Sword and Bolt Pistol, 3 with Bolt Pistols and Chainswords (VV1)
3 Deathwatch Bikers- Power Axe, Power Sword (DB1)
3 Deathwatch Bikers- two Power Swords (DB2)
Corvus Blackstar- Auspex Array, Hurricane Bolter, Twin Assault Cannons, 2 Blackstar Rocket Launchers (CB)
Vindicare Assassin (V)

6 Command Points

My Warlord was the Watch Master, who took the Tenacious Survivor warlord trait.

Thursday, 11 August 2016

Magnetising the Imperial Knight

Here is my guide on magnetising the Imperial Knight. 

With my White Scars army recently completed, I was keen to make a start on my Knight. I had picked up the Imperial Knight Renegade box as it was a bargain, selling off one of the Knights to make it even better value. I decided to magnetise my Knight to use all the available options, as I would be unlikely to purchase another. 

There were two other guides online that I found very useful for my own attempts. These were Nick's guide (the Burning Eye) and Alex's guide (From the Fang). I decided to write up my own guide too, in part because I was going to do a couple of things differently after checking out the assembly, and what else is the internet for except repeating the same information over and over in a variety of different ways. 

For my guide to magnetising the Imperial Knight, you will need:
  • Imperial Knight (obviously!)
  • Imperial Knight assembly guide (I used the one from the Renegades boxed set and I will be referring to numbered parts throughout)
  • Hobby drill with 6 mm and 2 mm drill bits
  • Eleven 6 mm x 2 mm magnets (I used these ones)
  • Nine 2 mm x 1 mm magnets
  • Hobby knife/stanley knife
  • Superglue
  • Plastic Glue
  • Green Stuff or modelling clay
  • Marker pen

GENERAL NOTE: I left the armour plates off of the Knight when assembling to make it easier to paint these separately and get to the detail underneath. 

Friday, 29 July 2016

Caledonian Revolution 2016: Game 4- White Scars vs Imperial Knights/Space Marines/Daemons

My fourth game of the Caledonian Revolution tournament began nice and early on the Sunday morning. I found myself on table 20, going up against Mark and his unholy alliance of Imperial Knights, Ultramarines and Chaos Daemons.


The mission was Emperor's Will (one objective each) with Conact Lost as the maelstrom mission (one card for each objective held).

My army consisted of:

Scarblade Strike Force

Hunting Force

Khan- Moondrakken (with CS)
Command Squad- Bikes, Apothecary, 4 grav guns, 4 storm shields, Banner of the Eagle (CS)
6 Bikers- 2 grav guns, sergeant with power axe and meltabombs (BS1)
6 Bikers- 2 grav guns, sergeant with meltabombs (BS2)
Attack Bike- Multimelta (AB)
6 Scout Bikers- 2 Grenades launchers, sergeant with meltabombs and homing beacon (SB)


Stormbringer Squadron

5 Scouts- bolt pistols, combat weapons, sergeant with meltabombs (S1)
Landspeeder Storm- Heavy Bolter, Cerberus Launcher (LS1)
Landspeeder- Multimelta, Typhoon Missile Launcher (L)

Combined Arms Detachment

Chaplain- Bike, Hunter's Eye, Meltabombs (with CS or C2)
5 Scouts- Bolters, sergeant with meltabombs (S2)
Landspeeder Storm- Heavy Bolter, Cerberus Launcher (LS2)
3 Bikers- 2 meltaguns, sergeant with meltabombs (BS3)
3 Centurions- Grav cannons and grav amps, hurricane bolters (C)
Drop Pod (DP)
Stormhawk Interceptor- TL assault cannon, Skyhammer missile launcher, Las-talon (SI)

Khan was my warlord.

Thursday, 26 May 2016

Battle Report 58- 1850 pts White Scars vs Space Marines/Imperial Knight

This week's battle report is a tournament practice game where my White Scars take on Innes' forces of Space Marines with an allied Imperial Knight. Innes and I are both attending Caledonian Revolution in the summer and I was interested in playtesting my army in the ETC mission format.
 
I have previously discussed one of my proposed lists for the tournament. This is based on a Scarblade Strike Force with a Combined Arms Detachment thrown in as well to give me access to a Librarian and the Grav Centurions.
 
As a reminder, my list is:
Scarblade Strike Force
Hunting Force
Khan- Moondrakken (with CS)
Command Squad- Bikes, Apothecary, 4 grav guns, 4 storm shields (CS)
6 Bikers- 2 grav guns, sergeant with meltabombs (BS1)
6 Bikers- 2 grav guns, sergeant with meltabombs (BS2)
Attack Bike- Multimelta (AB)
6 Scout Bikers- 2 Grenades launchers, sergeant with meltabombs and homing beacon (SB)

Stormbringer Squadron
5 Scouts- bolt pistols, combat weapons, sergeant with meltabombs (S1)
Landspeeder Storm- Heavy Bolter, Cerberus Launcher (LS1)
Landspeeder- Multimelta, Typhoon Missile Launcher (L)
 
Combined Arms Detachment
Librarian- Bike, Hunter's Eye, Meltabombs, Mastery Level 2, Force Sword (with CS)
5 Scouts- Camo cloaks, sniper rifles (SS)
5 Scouts- Bolters, sergeant with meltabombs (S2)
Landspeeder Storm- Heavy Bolter, Cerberus Launcher (LS2)
3 Bikers- 2 meltaguns, sergeant with meltabombs (BS3)
3 Centurions- Grav cannons and grav amps, hurricane bolters (C)
Drop Pod (DP)
Stormtalon- TL assault cannon, Skyhammer missile launcher (ST)

My warlord trait was fixed with Khan (giving me re-rolls for morale and pinning tests and Scout moves for my bikes and transports). My Librarian decided to roll on the Technomancy table and got Subvert Machine, Blessing of the Machine and Warpmetal Armour. Not the best powers for my army, I was hoping for one of the haywire powers or auto-glance powers for taking on Innes' Knight (spoilers for below!). Warpmetal Armour could be useful for making my Command Squad even tougher.