Monday, November 6, 2017

40k - A Hard Day's Knight

On Saturday I wandered down to the Warlords with my Emperor's Children warband to try out the "Open War" missions I am looking to use for the NZ Masters next month. I have created a cut down deck using Deployment, Objective and Twist cards to use for the event. The deck removes the asymmetric deployments, some of the objectives and those Twist cards that mess the fundamental underlying characteristics of an army.

I managed to key up John for a game and battle ensued. I had the first turn and by the end of my second turn John only had four models left - unfortunately three of them were Questor Knights! By the end of his second turn, I had lost both my characters, my Terminators, my CC Noise Marines and my Warp Talons. We called it there!


It was a really fun game and I enjoyed the challenge of trying to combat three Knights. I had a plan that on another may have worked. However I also made a lot of mistakes - both tactical and rules wise.

  • John was Imperium - Death to False Emperor applies
  • My CC Noise Marines also have Music of the Apocalypse so make an extra attack (in their case grenade) when they die.
  • Death Hex should be in my Psychic Power arsenal
  • Work on using the Cultists for screening
This was the first time I had ever played a Knight. I'm looking forward to testing my mettle against them again soon.

2 comments:

  1. It is always interesting to see the battle from the other side. We spent those command points faster than a socialist government can spend its oil revenues. We had burned through 12 command points in 1.5 turns.

    I had not appreciated the ability to deep strike in a package on turn 1. When I last played deep strikers arrived on turn two maybe and scattered all over the place.

    Here is the report from my side. Combining the two reports it both sounds like we were trying to lose.

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