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Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Necrons Vs. Space Marines Battle Report


Sunday. Comic Book Heaven. Two games with the Necrons. Second game vs. drop pod marines, three objectives. One objective on the left, one centerish right, and the final on the right. My plan is to deploy on the table, castled up, weather any fire, and then isolate and destroy any units that come down. Monolith is a WBB factory and I plan to push it to the center in support, and then onward to contest the objective on the left, while I take the one on the right and take/contest the center one. Pretty standard.

Space marines has vulkan, a librarian, two dreads, and lots of tactical coming down. Half the tacs deployed, the other half went in the pods which dropped along with empty pods. I knew I had to break out early since the pods could wall in my monolith and units and then I can destroy them with what- S6 shots? The C’Tan?

Turn one half the pods drop with Vulkan and boys landing near my warriors, along with a dread on the left. Tacticals and the libby land on the right center. Right away turn one is going to be the make or break. I can deal with a dread, or maybe Vulkan, but both plus a libby?

I plan to fire at the libby with the destroyers, assault Vulkan with the C’Tan, and glance the dread to death with the warriors and immortals. Destroyers shoot last incase I can’t stop the dread…

I get lucky on the dread and immobilize it with rapid firing warriors, C’Tan assault Vulkan’s group eventually wiping them out. Destroyers wipe out a combat squad and put some hurt factory on the second group with the librarian.

Immortals take some return fire, monolith takes a ton of fire, libby vortexes of doom on the ‘lith- hits but fails to pen. I’m lucky…

Next turn some speeders drop in and get hit with my destroyers and they go down as the rest finish off the libby and tactical as I push forward with the immortals, C’Tan and the monolith. Destroyers then swing around and start sweeping tactical off the left objective as the second dread comes down and assault warriors, etc, as I counter assault with my C’Tan. Game ends with Necrons holding one objective, Space Marines holding none.

Observations. In all fairness my opponent had some pretty lousy dice, even if you take into account all the wounds I was throwing on those marines- that is most of the destroyer wings’ plan- get marines to roll lots of dice and “1” and “2” will come up. S6 bypasses the marine T4. If I hadn’t stopped the dread and Vulkan that would have been it on turn one with them cutting down my warriors and immortals. I think the marines played a bit conservatively vs. Necrons, which is fair to understand since nobody else really plays them at the club. Going the full drop pod assault would have been better- just go for phase out and leverage the full tactical and dreads against me. Have Vulkan come down on a second wave so he can’t just land and have me counter assault him.
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Necrons Vs. Blood Angels Battle Report Warhammer 40,000


Sunday. Comic Book Heaven. Two games with the Necrons. Dudes lining up to play, I mean smack down Necrons for the easy win.

First game was against Gabe’s terminator/assault Blood Angels list. Fifteen termianators walking, tac squads for objectives, assault marines, and three dreadnoughts vs. my Necron destroyer wing- this time with the monolith, still working on the “list” for the October Salvation tournament, but more on that later… Mission is capture and control. Monolith in the center as the capstone, pushing forward as a WBB factory, warriors chilling on my objective, C’Tan as a screen for the termiantors- ten termies with fists will own the golden one, but I planned to just pull out of the charge if needed, and destroyers of course working the flanks, along with immortals and a VOD lord.

First wave was the assault marines and a leading tactical unit which my destroyers gunned down. Terminators and dreads were mid field which prevented my castled destroyers from moving out and not getting hit in the assault. They concentrated on the dreads, immobilizing two of them, as the forward moving C’Tan punked on later. My pushing monolith got thunder hammered to death from the second massive termie squad, nothing I could do. Lord VOD to get into position firing on the back tac squad holding the BA objective, and deviates over to the terminators, almost in range to assault. Blocked destroyers fire at the termies which predictably is a waste. Turn five has the immortals VOD with the lord to contest the BA objective and they make it, but the game doesn’t end. Next turn I try to contest with my destroyers by pulling the BA off the objective with the assault pile in but that fails, game ends for a draw.

Observations. My opponent needed to ram the terminators down my throat more, especially with the ‘crons having nothing to negate that AP 2 armor. Combat squad down the twenty of them, and deepstrike into my back ranks as the dreads follow up as a second wave, with the tacs in the back.

My mistakes? Not being aggressive enough with the destroyers, holding back and castling those first few turns which then allowed them to get threat pinned by the terminators. When the termies were still in the back I should have de-castled, moved into three groups and spread out to get into range to pelt the BA objective, and then contest with all three if needed.

Good lessons, more to think about and refine…
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Necrons Vs. Eldar Battle Report Warhammer 40,000


It’s not odd for me to show up at the club with Necrons, perhaps odd that Necrons are still even showing up, I’m now the sole player at the club with UltraBob, Bishop, and Daemonhunter John having shelved their ‘crons till a new codex, but what is odd is that recently I’ve been seen playing a destroyer wing over my usual nightmare shroud list.

I personally do prefer the nightmare shroud list a bit more- more dramatic and dynamic, but the destroyer wing does what Necrons do best- leverage all those T5 WBB rolls, massive amounts of S5/6 shots, backed by the Lord’s wargear. Funny thing is that when I play all those destroyers I kind of feel like I’m playing my Saim-Hann, but the tactics are VERY different. Both may be “jetbikes” but that is where the similarities end.

Destroyer wing is much like IG in 5th- take first turn and roll lots of dice to cripple your opponent. Unlike IG target priority is key with Necrons since I don’t have 8+ tanks and flyers on the table, PLUS plasma/melta vets + mystics, etc. WBB tries to leverage this, and of course you have to deal with phase out, and a low troops count. Not related, but for some reason I can make all my FNP rolls on my plague marines, but can’t make a WBB roll for crap…

So this Monday at the club I’m playing against a hybrid Eldar list- Seer council, Eldrad, two wave serpents, two fire prisms, fire dragons, guardians, and dark reapers. Mission is four objectives, dawn of war, with my opponent taking first turn.

Seer council goes out to the left to push my into a kill zone, at least from what I am figuring when the rest of the Eldar come on the table. Normally I do like to go second in an objective mission, but if I want to stand any chance of winning then I need to take first turn and pop off solar pulse. First turn helped, but solar pulse is what won me the game- why are ‘cron players STILL not taking this bit of wargear?
My lord and two warriors go out. I roll to seize the first turn and win- who is more surprised my opponent, or myself, being perhaps the second or third time I’ve actually done it after how many years of 5th edition?

Need to punk that seer council before they can get fortune up.

Normally night fight would protect them, but not with pulse, which I fire off and then unload my fifteen destroyers into the seer council- which go down like nothing under the volley of fire. What especially hurts is the S6 on the farseer which instant kills her. I feel like a jerk for rolling insane amounts of dice.
But we aren’t done with the game yet.

What worries me next is that the Eldar still have some punch with the prisms, reapers, and suicide dragons. They have more than enough to wipe out my two pathetic troop choices and I can’t win the game- the nature of ‘crons now in 5th. Warriors = 2 groups, AND the doomsday option- move those skimmers for cover saves + holo-fields, etc. and contest objectives for the win or at worst a draw- and we still aren’t counting just going for phase out.

Nightfight protects me from the fire prisms and now the plan is to march the immortals backed by the lord tomb spyders right into the Eldar so they will get shot up and not the warriors. Destroyers need to suppress glance the fire prims and then go after the wave serpents when they come on. I get some lucky rolls, rolling the dread of any Eldar player- rolling boxcars for the holo-fields, and immobilize, weapon destroy one fire prism, and stun the other.

Immortals take a pounding from the reapers, spyder try to punk skimmers as they move fast, dragons suicide into one group of warriors but the warriors hold and counter shoot, skimmers then try to contest but the destroyer spam is too much with the game ending with Necrons 2 objectives held, Eldar 0 objectives.

Bottom line beyond some awesome rolling on my part: solar pulse = win.
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Necrons Vs. Ultramarines Battle Report






1750 Points, Annihilation, Table Corners Deployment

Ultramarines
Calgar + Terminators + LR Crusader
3 Tactical Squads + Rhino + Las Razorback
2 Dreadnoughts
1 Las Predator

Necrons
C’tan
30 warriors
8 Destroyers
Lord + Scarabs

I won the roll off and passed first turn to my opponent. He deployed everything out and I put out my destroyer lord with scarabs and reserved everything else. Here is what I needed to make happen given the assault awesomeness of this army.

First I needed to draw the land raider away from my table edge for when my reserves started coming in. Second, I needed to take out the las cannon pred since it was the main threat to my monolith which I needed up to portal the destroyers for the extra WBB and as a blocking piece with the Deceiver to stop Calgar and his boys for when they do turn around and assault.

My opponent moved out to the lord with his LR and I matched with my lord zooming forward to make it look like we were going to engage- making sure I’m out of his assault range of course. Las cannon shots at the lord fail to do anything with the 2+ cover save from turbo-boosting.

Turn two has my destroyers, C’Tan, monolith, and two warriors coming in- perfect. They move in the opposite side to the left and the destroyers target the predator taking it out with side armor.

Turn three has the ultramarines closing in shooting at the monolith as my destroyers then take out the razorback, an attempt at the dread with the particle whip which fails, followed by an assault with the C’Tan on the marines in the RZ killing them.
Turn four has the Calgar arriving, getting out and punching my monolith stunning it. Warriors continue to run away, third group comes in on the right, as my lord makes his way and stats shrouding on the marines in the back. Destroyers down a terminator or two as we move into five.

One of the dreads moves to assault the C’Tan and I epic fail at killing it, Calgar moves and runs with the termies closing in on my warriors, as I shroud and fire some more. Game ends turn five: 3 kill points for the Necrons, 0 KP for the Ultramarines. Drawing the land raider away was key along with coming in on the side farthest from it.

Warriors were as always useless in KP missions and it comes down to the destroyers targeting easy kill points with the ‘lith and Deceiver playing blocking. Of course if Calgar had gotten in, I would have been wiped off the table!
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Necrons Vs. Space Wolves Battle Report





1750 Points 4 Objectives Table Quarters Deployment

This week the sons of ‘Russ descended upon the Necron threat as we battled it out over objectives...

Space Wolves
1 Lord On Wolf W/ Fist + Storm Shield
Missile Long Fangs
2 Huge Blood Claw Packs + Rune Priest
1 Huge Bike Pack
1 Assault Marine Pack
Las Razorback
Scouts W/ Snipers & Missile L

Necrons
C’tan
30 warriors
8 Destroyers
Lord + Scarabs

My opponent took first turn to select the side with good cover and LOS for the long fangs and las razorback. Everything else deployed as far forward as it could and the scouts infiltrated after I deployed.

My plan? I needed to thin out the blood claw packs with my destroyers so when the lord and C’tan arrived for the assault, maybe they could do something. Warriors went into reserves to walk on and grab objectives. I knew I could get two, I would go for three, and if needed contest the one on the far right if anything fast was still up like my destroyers. I also needed to take out the blood claw bikes ASAP since they could potentially be assaulting me by turn two. These were first, then I would deal with the long fangs- but I knew I had to endure a round or two of shooting and I needed my destroyers and C’Tan up to pull it off.

I packed my destroyers and C’Tan behind the monolith so the ‘fangs and RZB could not draw LOS to them. Now this was a real gamble, and I wasn’t going to say anything, but they really weren’t hidden. My opponent didn’t so the gamble paid off, but he could have shot frag missiles at the monolith placing the template on the left corner of the monolith clipping a destroyer or two and hoping it would scatter a bit. With seven missile shots that is pretty good odds. Missiles could only immobilize the monolith so the RZB was the only real threat for the start of the game.

Blood claws run and move up supported by a rune priest as I move up and target the bikes with destroyers and the particle whip taking them out. Lord moves into place and pops off shroud causing the assault marines to fall back and then regroup next turn. Wolf lord on the wolf assaults the lord and I lose by a wound thanks to whiffing in the assault. Next turn I hit and cause to wounds to the lord and take him out thanks to the warscythe bypassing his armor and storm shield.

Rune priest does living lightning on the Deceiver hitting and wounding like crazy, I take three wounds as the blood claws advance. Long fangs fire into a destroyer group downing thee, they all get back up and fire with the second group killing a few fangs and at least making them a non threat- I can take two or three missiles a turn. RZB continues to fire, and miss or fail to armor pen on the monolith. ‘Lith drops particle whip in the first claw pack followed by mass destroyer fire- they charge the Deceiver and he misdirect them falling back, only to shoot again with the destroyers next turn and then charge whipping out the unit.

Warriors walk/run on and secure objectives, second blood claw pack comes around and pops the monolith with a lucky melta shot- nothing brings a tear to a ‘cron ‘players eye more than this- melta blood claw gets instant promotion to grey hunter as my lord and C’Tan assault the pack joined by the assault marines. C’Tan explodes from hidden power fists, lord holds his own, scarabs die, massive tarpit with the game ending on turn five- Necrons hold two objectives, ‘wolves one.

Shielding with the monolith was key, along with softening up the blood claws before assaulting. Lord got lucky on the wolf leader, if the bikes and the wolf leader made it in, would have been a different game.
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