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Renegade Knight reprise

Renegade Knight reprise

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Project Blog by bobcockayne Cult of Games Member

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About the Project

With our normal Rules reader the epic Kevin still suffering with the effects of his Pancreatus, Decided to play the little game in the GW Renegade knights box, and it was a blast so got thinking.

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Game 4 nearly a report

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I would like to be able to five you last nights battle report, but numbers were down so I ended up running the rules and setting up so totally forgot photos to jog memory of the epic events; so a quick resume will have to do and will do a full battle report with pictures next week as all being well Will have a full team leaving me free to take photos and make notes.

Sir Pentyn in the Castallan moved into the end of one street and waited for Sir Rupert and Squire to make there appearance, Rupert bravely moved forward to engage whilst the squire attempted to move round flank and snipe.

Sir Rupert quickly found that he was outranged  and only Sir Pentyns ropy shooting (even with aimed shots) saved him from going down in move 1. but he lost his head location and so dropped to only 2 actions and could not return fire with his standard shot has did not have enough actions left.

Next move he continued to moved the squire into cover hoping that sir Pentyn would move forward, unfortunately he stayed put, and again shot Sir Rupert as he moved forward, chewing up another couple of locations, again he survived due to Sir Pentyns lousy shooting, His own shooting was worse as he could now only snap fire.

on move 3 he ran for it and moved out of line of sight, as Sir Pentyn had not moved nothing else happend.

On move 4 Sir Pentyn finally moved forward to get a shot at the now lurking Sir Rupert, and moved into the sight of the squire who managed to do some damage.

Move 5 the Sir Pentyn turned and engaged the squire, and managed to take out its head unit reducing it to 2 actions .

At this point Sir Rupert withdrew and the game was called.

 

We have yet to use these Knights in a full 4ok game so at moment cant tell if I ave overpowered the Casatallan, only way is to play same game with full rules.

But the player are happy and next week we intend to try The Castallan vs a Crusader/Warden and Armiger. hopefully I shall be able to do full report.

 

 

Game 4 The Big Knight

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Well we have tried Std Knights and Armigers, so for the next game we shall have a game using a Castallan.

For this grid I have put an increase of at least 1 pts in most locations as below

 

Game 4 The Big Knight

In addition I’ve put the following conversions of the std 40k wpns for the Knigh Codex

Weapons  Castallan
Type Range AP Damage
Plasma Decimator  std

 

30” -2 2D6
Volcano Cannon 40” -3 3D6
Sheild breaker missiles

(only fire once)

30” -2 D3
Twin siegebreaker can 30” 0 D6
 Twin Melta Gun 12” -1 2

 

Again a lot is guess work and may need tweeking at some point.

 

The plan is to put one Castallan against Knight Crusader and an Armiger Helverin, and see how balanced it is.

Assuming our Wednesday meeting happens, will again do a report but rather than the Keith vs Pete description I’ll opt for The Following Knightly names

Castallan – Sir Penytn De Grasse

Crusader – Sir Rupert De Beir

Helverin – Squire Makin Upde Numbers

I may change the table layout and put some blocking terrain in the road to stop the just stand and shoot idea , an Idea that comes to mind is put my newly finished Baneblade in road, disabled that each side is trying to capture.

Oh and if any eagle eyed person has spotted that the upper right arm has 5 ht pts rather than 4, yup it was a mistake, but given how big volcano cannon is , Think I’ll let it stand.

 

Afterthoughts and the future

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I was going  to add to the battle report a Jim Oriskany style Battle map with all the intricate movement, but there wasnt any, it litrally became a old fasioned medieval style slug fest, appt I suppose for Knights.

Couple of ideas have come up from game and Kevins observations.

One of the thought was using the ranges in Renegade as std but allowing out to 40k ranges if applicable, but they would  down a level , so aimed on sdt shot, std on to snap and no snap at long ranges.

Also thought about a pt blank (after 3rd game and the lack of manoeuvring) at 6″ with them going  up a level, for aimed using an average dice if I can find one.

Also melee wpns have a range as to why isnt mentioned in base rules and normally can only attack in a charge, and then they dont roll for scatter, pretty much automatically hitting. So we are going to allow melee wpns to attack if in range, but will roll for location as normal, Ignoring the sheild modifier only.

 

Petes Knights

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Petes Knights
Petes Knights

The Butchers Bill, Keiths Knights

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The Butchers Bill, Keiths Knights
The Butchers Bill, Keiths Knights

Move 5 , the Finale

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And so we reach the final curtain, Pete had 4 locations on the King gone and 2 chewed , so the cards were played, Keith gave 2 charge orders to his. Warglaives,and an aimed shot to his crusader. Pete also gave a charge order and a std shot to his surviving Helvican.

Who would charge 1st, if Pete he may grab some token glory and destroy a location on his opposite no, if Keith he was going to be chainsworded it to death.

Well the dice gods luv a joke, it went Keith, Pete , Keith.

Keith charged and promptly took out Location 5, Pete stuck in place removed its head unit, and Keith then moved in and finished the King. At which point Pete conceded .

 

The chargesThe charges
And againAnd again
The TableThe Table

Move 4 the punishment continues

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Cards were placed again, Pete went for a run with the King and an aimed with his Helverin, Keith went for snap shots with all,

His King had lost leg location and was slowed and Pete continued his dice rolling only rolling one to move a total of 9″ leaving him in the crossroads.

Both sides sides subsequent shots on the whole were lousy apart from one heavy hit by Keith on the Kings head reducing His actions by one.

This stopped the King charging this move leaving him stuck in place as he did not have enough actions.

Move 3 First blood.

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Bated breath awaited the next move , cards were played, and Keith opted to move his left Helverin forward to bring it in range, also into cover from its opposit no. His two other Knights went for std shots, Pete went for aimed . His lousy luck held as Keiths initial fire destroyed the Wounded Helverin. His Crusader then began to pound his opposit nos, knocking out two armored locations.

Pete returned fire with his survivors and again his luck failed him, if anything major hit, it failed to penetrate sheilds, again peperring Keith in various scattered locations with odd hits.

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