Knight Commander vs. Daemon Legion

Overview

Scenario: Frontline Clash
Location: Winterfell
Date played: 13. kesäkuuta 2017

RULESETS:

- Fantasy battle 9th age 1.3.4

- Daemon Legions 1.3.4

- Empire 1.3.4

- 3000 point game

- Secondary objective: Breakthrough

- Standard rules for 9th terrain and scenarion

- Proxies allowed

Knight Commander

General: PTX

  • Characters
  • KC Cavalry (Infantry), Knight Commander
    General, The Sonnstahl, Talisman of Greater Shielding, Shield
    436 points
  • M1 Infantry (character), Marshal
    Battle Standard Bearer, SHield
    166 points
  • P Infantry, Prelate
    Shield
    166 points
  • W Infantry (character), Wizard
    Path of Divination, 2x Learned spells
    210 points
  • Core
  • HI 50 Infantry, Heavy Infantry
    Full Command
    620 points
  • SM 10 Infantry, State Militia
    130 points
  • Special
  • KO 8 Cavalry, Knightly Order
    490 points
  • KotSG 3 Monsterous Cavalry, Knights of the Sun Griffon
    Full Command
    340 points
  • ST Chariot, Steam Tank
    440 points
  • Total: 2998 points

Daemon Legion

General: Loriel

  • Characters
  • HoW Infantry (Character), Harbringer of Wrath
    General, Obsidian stone, Hellblade, Supreme aspect of Wrath
    330 points
  • Core
  • S1 28 Infantry, Slaughterers
    Full Command, Banner of Speed
    826 points
  • S2 21 Infantry, Sirens
    Full Command
    420 points
  • Special
  • CC 3 Monsterous Cavalry, Crusher Cavalry
    340 points
  • P 2 Swarm, Plaguelings
    130 points
  • I 5 Infantry, Igniters
    250 points
  • F 5 Infantry, Furies
    Daemon of Wrath
    140 points
  • MS1 5 Cavalry, Mounted Sirens
    180 points
  • MS2 5 Cavalry, Mounted Sirens
    180 points
  • SC Cavalry, Siren Chariot
    200 points
  • Total: 2996 points

Deployment

ARMY DESIGN note:

- My opponent didn't realize that he was supposed to buy shields for the Knights of the Sun Griffon

DEPLOYMENT:

- My opponent generated from Path of Divination ( 2 + 6 ) and he swapped 6 to signature.

Deployment order was following:

- Both Mounted Sirens

- Sun Griffons

- Sirens and Slaughterers

- Rest of the Empire

My opponent won the starting roll

Turn 1 - Knight Commander

MOVEMENT:

- Order: On The Double!

MAGIC: 6+1

- Ullor's Blessing 3 PD -> 3 DD dispel

- Scrying to Heavy Infantry 3 PD

- Volunds Blessing 1 PD -> dispelled

SHOOTING:

- No effect

Turn 1 - Daemon Legion

MOVEMENT:

- I attempted long charge with Slaughterers and Siren Chariot. Siren chariot succeed but slaughteres failed.

- Multiple Charge with sirens, Crushers and Plaguelings (had to charge them out of the way)

- I made crucial mistake here, I didn't place my furies infront of the tank because I though that there was simply no way for me to redirect that tank as it would most certainly either overrun to sirens flank or simply rotate past the furies and charge sirens regardless. I didn't realize that stank wasn't allowed to overrun... (before the combat reform sirens were almost touching the stank as I was able to reform sirens in better position when one crusher had vanished

SHOOTING:

- Nothing

CLOSE COMBAT:

- Chariot did 2 wounds on sun griffons and they did 3 and I failed deamonic unstability

- In multiple combat I won the combat by little, but my opponent was steadfast and held.

Turn 2 - Knight Commander

MOVEMENT:

- ORDER: Brace For Impact!

- Double charge with sun griffons and knights to Slaughterers

- Steam Tank charged the sirens flank

- Wizard moved away from the militia

MAGIC: 4+3 + 1 PD

- Voluns Blessing 2 PD -> passed

- Know your Enemy 2 PD -> ral failure

- Sunnas Blessing 3 PD -> dispelled 4 DD

- Ullor's Blessing 1 PD -> natural failure

SHOOTING:

- No effect

CLOSE COMBAT:

- Slaughteres and Harbringer did rather nicely against the opponent. I challenged his Commander with my unit champion and soaked couple casualty and by little luck I managed to win the combat and Sun Griffons broke from combat. I reformed to 6 wide formation for more attacks.

- Steam tank caused havoc in the flank and my opponent managed to do nicely, won the combat by alot and all the daemon forces broke down.

Turn 2 - Daemon Legion

MOVEMENT:

- I charged to Sun Griffons they fled a small ammount and lost one model due dangerous terrain test. I tried to redirect the charge, but failed but still caught them.

- Furies and Mounted Sirens double charged militia, no casualty on stand and shoot

SHOOTING:

- Igniters with hellfire shots managed to do 2 wounds on the wizard (too much cover :)

CLOSE COMBAT:

- Furies and Mounted sirens destroyed Militia , furies (were actually dropped out of combat)

- Slaughters managed to win the combat by 1 but my opponent held.

--------------

AT THIS moment my oppponent got real life interruption and he had to quit the game sadly. Still it wasn't done deal, I personally think that ultimately he could have won the game by forcing his heavy infantry to my deployment zone and with steam tank clear out furies and one of the siren units. He would have easily destroyed igniters. However I had a good chance to break my opponent general unit and with flanking chargs from sirens I might have been able to break the heavy infantry unit more easily.

THUS we concluded that this game ended as draw, as it wans't complete sure how it would have ultimately pan out. It would be nice if you people could give your prediction what would have happeneded here:

- Furies and both mounted sirens were at full strength

- Harbringer of Wrath had obsidian stone and full health, there was 19 slaughterers left in the unit.

- There was 30 heavy infantry left, Marshal had 1 wound

- Wizard had 2 wounds on him

- Steam tank was at full health

- Commander was at full health.

The Report is Copyright (c) 2009 Loriel. All rights reserved.
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