SJumppanen Posted January 3, 2009 Share Posted January 3, 2009 OK. As you may remember that i have been asking hints and tips before. First i asked how to fight Space Marines with this new codex, then i asked about fighting Eldar in 5th. edition. And now i'd like to know how to take out Necrons. Now, i haven't fought against Necron before exept for that one ocasion in Apocalypse fight when they got WBB with 2+. Necron list is about so: Necron Lord 10 Immortals 10 Warriors 10 Warriors 10 Warriors 5 Destroyers 5 Destroyers 3 Heavy Destroyers Tomb Spides Monolith So, any suggestions? Fight is Seize Ground & Pitched Battle. How should i go with this? I was thinking of taking out Destroyers first, specialy the heavy ones, maybe TS too so that won't help with WBB. Then i would put everything on killing Warriors (or maybe Immortals if Lord is hiding among them) and causing them to phase out. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/ Share on other sites More sharing options...
Commander Sasha Posted January 3, 2009 Share Posted January 3, 2009 And while it's under discussion, I bought my son a Nightbringer for Christmas, and now have to deal with it! Help! Toughness 8!!! 4+Inv??? 5 wounds?!?! Have I got to throw EVERYTHING I've got at it, ignoring the rest of the toasters? He's only 10, and it's going to be humiliating, and there's me trying to be an inspirational father figure! For now I'm just telling him I haven't finished painting it yet, and the undercoat might take a very...very long time to dry... B) Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828158 Share on other sites More sharing options...
Thaelion Hexis Posted January 3, 2009 Share Posted January 3, 2009 Aim any psycannons at the C'Tan, as lucky 6's ignore the invulnerable save. Their rate of fire means at least a few should get through. I have also found the Eversor to be useful in finishing/softening up, albeit at the cost of his life. OP, are you using DH or WH as your base? Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828165 Share on other sites More sharing options...
Stargazer Posted January 3, 2009 Share Posted January 3, 2009 Guys seriously ignore the C'tan and the destroyers as much as you can! the easy way to beat necrons is to make them phase out. go after the warriors and immortals and that should be enough to make them phase out if you just kill a few of the destroyers. Go after the easiest things to kill first then try to make them phase out Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828172 Share on other sites More sharing options...
Mosk Posted January 3, 2009 Share Posted January 3, 2009 Go after the troops, dont worry about anything else Phase them out, my bro plays necron, they are easy to beet if you hit their troops. So remember, phase them out :) Last thing, Good Luck Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828240 Share on other sites More sharing options...
SamaNagol Posted January 3, 2009 Share Posted January 3, 2009 Stay out of LOS of the Destroyers and just prune the warrior units with Lascannon and Multi Meltas. Then if they get too close carve the warriors up in CC. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828243 Share on other sites More sharing options...
SJumppanen Posted January 3, 2009 Author Share Posted January 3, 2009 I was kind of thinking to get Destroyers first because they are in smaller groups and i may be able to get them all with 1 or 2 exorchists. IIRC they don't get WBB as EXO will kill them instantly. Or do they get WBB if there is another group near by? Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828255 Share on other sites More sharing options...
iamnothere Posted January 3, 2009 Share Posted January 3, 2009 Destroyers are T5 so will get WBB. Somthing I've noticed about Necrons recently is that they don't like getting all that close, preferring to stay at range. Sieze ground is an objective based game so you can predict where they are going to be or where they need to be and then act accordingly. Target the objectives, I find placing them in the open confuses people - they can't just sit in cover. After that it's a case of what's the most threatening unit our there etc. Heavy destroyers can be almost ignored until later in the game, the monolith is only ever a target of opportunity when there's nothing to shoot at. Somthing to remember is that you can't turbo boost into, out of or through terrain so try keeping those destroyers at arms length if you can. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828278 Share on other sites More sharing options...
SJumppanen Posted January 3, 2009 Author Share Posted January 3, 2009 Destroyers are T5 so will get WBB. They are T5? Not T4(5)? But they will die if they all get shot? Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828290 Share on other sites More sharing options...
Gentlemanloser Posted January 3, 2009 Share Posted January 3, 2009 And while it's under discussion, I bought my son a Nightbringer for Christmas, and now have to deal with it! Help! Toughness 8!!! 4+Inv??? 5 wounds?!?! Have I got to throw EVERYTHING I've got at it, ignoring the rest of the toasters? He's only 10, and it's going to be humiliating, and there's me trying to be an inspirational father figure! For now I'm just telling him I haven't finished painting it yet, and the undercoat might take a very...very long time to dry... None of the C'Tan have the 'Eternal Warrior' rule. /snicker So much for them being undying Gods. Hit the Nightbringer with a Force Weapon and either ID him, or Kill Outright. Somthing I've noticed about Necrons recently is that they don't like getting all that close, preferring to stay at range. Esiest way is to be warry of, but ignore the Monolith, and go for the Phase out. Use Raiders (to withstand the Rapid Fire Glances) to get PAGK squads into CC with the Warriors (And destroyer sif you can catch them. The 'lith will pull a squad out of CC, and give them extra WBB rolls, but it's still the best way of dealing with them. Hope he fields some scarabs, and go to town with NFW/Psycannons and ID those T3 Multi-wound suckers! <_< Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1828672 Share on other sites More sharing options...
Thaelion Hexis Posted January 4, 2009 Share Posted January 4, 2009 Destroyers are T5 so will get WBB. They are T5? Not T4(5)? But they will die if they all get shot? Nope, they have a natural toughness of 5. Fluffwise, they are a Necron Immortal grafted on to a skimmer body, not a normal Necron on a bike. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1829601 Share on other sites More sharing options...
Aidoneus Posted January 5, 2009 Share Posted January 5, 2009 As a Necron player, a few tips: You MUST understand We'll Be Back (WBB)! Any given "Necron" model (Lords, Immortals, Flayed Ones, Warriors, Destroyers, Heavy Destroyers) may make a WBB roll if he is within 6" of another model of the same type AND he was not killed by a weapon whose strength doubles his toughness or disallowed his armour save in close combat. It's complicated, so if you don't understand, ask to read his codex. There are several exceptions to the WBB qualifiers. The Lord doesn't need to be within 6" of any friendly model, much less another lord, to come back. If a lord with a res orb is within 6" of any model of a unit, any downed model in that unit may make his WBB even if he was killed by a weapon whose strength doubled his toughness or by a weapon that disallowed his save in close combat. Lastly, if a Tomb Spyder is within 12" of the downed model, and another model of the same type is anywhere on the board, the model may make his WBB save even without a model of the same type within 6". Again, if this confuses you (and it's really complicated, so I wouldn't blame you if it does), read his rules yourself. Your goal, the entire game, is to force Phase Out. Don't go for objectives, don't worry about killing non-necrons, don't worry about surviving. Just. Phase. Him. Out. His list has 54 Necrons, which is a lot, especially with a Res Orb, Tomb Spyder, and Monolith keeping them alive. But it's doable, and it's the best and surest way to beat them. Just remember the magic number 13: that's how many models you need to get him down to (after he makes WBB rolls) to force him to Phase Out. My suggestion is to kill off the Tomb Spyder first. Use high-strength AP3- weapons like krak missiles or an exorcist. This will make things easier down the line. Next, start targeting any squad that is more than 6" from another squad of the same type. Try as hard as you can to wipe out one whole squad at a time, so there's nothing left within 6", and none of the models will get WBB rolls. Note, if you wipe the squad, even a Res Orb cannot save them. If you can kill a whole squad of destroyers relatively easily (focus 1-2 exorcists on them, for example), do that, as long as there's not another unit of destroyers nearby. Certainly you could take out the heavy destroyers, as there's only 1 squad of them. Those units are very powerful offensively, so getting rid of them should help preserve your force. Warriors are also good to target, as they have low toughness. Unless there's a Res Orb nearby, S8+ will keep them down whether you wipe the squad or not. And if you can manage to wipe a squad, that's 10 whole models closer to Phase Out. If you can possibly get him in close combat, do so! In combat, Necrons are bog-standard marines with I2 and 1 attack. They are Ld 10, but not fearless, so your best bet is to try to win combat by a few wounds and wipe the squad out with a sweeping advance. Trust me, Necrons players HATE it when you do this! Warriors are the best targets for this, although certainly charge any destroyers that are stupid enough to get close enough. I would avoid immortals unless you're sure you have enough high-strength attacks to beat 'em. If you have grey knights, go for it! When you're charging, try to charge multiple units at once. The Monolith can pull one squad and allow them to re-roll WBB rolls, but if you're locked with 2+ squads it can't save them all. Also see if his Lord has the Veil of Darkness. That can teleport the squad out of combat too, although it doesn't help with re-rolls. And neither teleport ability helps in the slightest if you wipe a squad, or in any other way deny them their WBB rolls altogether. I think that's about all there is to say. Just always, ALWAYS keep focused on your goal of forcing Phase Out. If you do that, and try to use all the tricks I talked about, you shouldn't have too much trouble. Just thank god he's not throwing Destroyer-spam at you. :D Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1830147 Share on other sites More sharing options...
SJumppanen Posted January 5, 2009 Author Share Posted January 5, 2009 OK. My plan would be something like this. 1st. turn: Exorchists will shoot at Destroyers and/or Tomb Spider, priority being on Heavies or any group that is separated from others. Rest of the force will position themselfs as sitjuation demands. Seraphims go with Canonesses and try to aproach in cover (possibly hiding behind Rhinos). 2nd. turn: Exorchists will continue as mentioned before, but may divert their fire if Seraphim are getting within charge range of something and try to soften up the target for them. Rest of the army tries to get to the range and while doing it divert some return fire from Seraphim. 3rd. turn: Exorchists will concentrate their fire to any squad that remains and try to kill many as possible. Priority is on killing anything necron so it stays down. Possibly go against immortals and necron lord (do they get WBB if the whole squad is goner if there is Lord with them?). Remember to concentrate the fire. Seraphim should be around by now and should charge something, something that is softened a bit (they don't get WBB if they all die in CC? Even with another squad near by?). Troop sisters should be at Rapid-fire range by now and should concentrate the fire on one squad if possible but may take targets of oppoturnity if any is around (remaining Destroyers or Tomb Spider). 4th. Target any remnants of any squad and destroy it, but everything else on warriors, keep killing many as possible and wipe out whole squads. If neccessary, even Troop sisters may assault the enemy, but only if assisted by Seraphim or Canoness. Force them to flee by sweeping advance. Concentrate fire. 5th. mop up if you can or go for targets. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1830470 Share on other sites More sharing options...
Aidoneus Posted January 5, 2009 Share Posted January 5, 2009 Sounds like an excellent battle plan! Couple notes: 3rd. turn: Exorchists will concentrate their fire to any squad that remains and try to kill many as possible. Priority is on killing anything necron so it stays down. Possibly go against immortals and necron lord (do they get WBB if the whole squad is goner if there is Lord with them?). Exorcists (being S8) will not deny Immortals or the Lord (T5) their WBB rolls. Nothing in the Necron army is T4(5). So unless those exorcists (and whatever else is around) can wipe the immortal squad completely, it's better to shoot Destroyers (smaller squads means more likely to wipe them) or Warriors (double toughness denies WBB unless Res Orb is around). The Lord's Res Orb cannot save a unit that has been wiped out when there are no similar units around. All it does is let them make WBB rolls from weapons whose strength doubles their toughness or weapons that deny them saves in close combat. Also, I was wrong last night about one thing. The Lord needs at least one Necron model within 6" to get a WBB; it just doesn't have to be another Lord. So if you wipe the squad with the lord, and there's no one else around, he's gone for good too. Remember to concentrate the fire. Seraphim should be around by now and should charge something, something that is softened a bit (they don't get WBB if they all die in CC? Even with another squad near by?). If they all die in CC it's exactly as if they all died to shooting. That is, they may only make WBB rolls if there's another unit within 6" (or the special rule with the Tomb Spyder, but hopefully he'll be dead by this point). One other thing I should mention: If the Tomb Spyder creates any scarabs, the T3 scarabs will constitute the majority of the squad (calculated by # of wounds), and so any shots against the squad will be treated as hitting T3 models (except for insta-kill purposes). That is to say, if he pops out a scarab, having fun wounding his T6 Tomb Spyder on 3's with your bolters! :P Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1830762 Share on other sites More sharing options...
SJumppanen Posted January 5, 2009 Author Share Posted January 5, 2009 Sounds like an excellent battle plan! Couple notes: 3rd. turn: Exorchists will concentrate their fire to any squad that remains and try to kill many as possible. Priority is on killing anything necron so it stays down. Possibly go against immortals and necron lord (do they get WBB if the whole squad is goner if there is Lord with them?). Exorcists (being S8) will not deny Immortals or the Lord (T5) their WBB rolls. Nothing in the Necron army is T4(5). So unless those exorcists (and whatever else is around) can wipe the immortal squad completely, it's better to shoot Destroyers (smaller squads means more likely to wipe them) or Warriors (double toughness denies WBB unless Res Orb is around). I was going to destroy destroyers first and maybe then take immortals as they have the most mobile firepower in the army at that point and Exorchists will deal with them just as easily as warriors, presuming that i get all of them. It may be neccessary that Seraphim assault them at that point (if possible). Possibly i got some bolters aviable at that point also. The Lord's Res Orb cannot save a unit that has been wiped out when there are no similar units around. All it does is let them make WBB rolls from weapons whose strength doubles their toughness or weapons that deny them saves in close combat. Also, I was wrong last night about one thing. The Lord needs at least one Necron model within 6" to get a WBB; it just doesn't have to be another Lord. So if you wipe the squad with the lord, and there's no one else around, he's gone for good too. Does he benefit from res orb at that point? I think that i will be assaulting him at that point. Remember to concentrate the fire. Seraphim should be around by now and should charge something, something that is softened a bit (they don't get WBB if they all die in CC? Even with another squad near by?). If they all die in CC it's exactly as if they all died to shooting. That is, they may only make WBB rolls if there's another unit within 6" (or the special rule with the Tomb Spyder, but hopefully he'll be dead by this point). If they get WBB then they will join some other unit, right? One other thing I should mention: If the Tomb Spyder creates any scarabs, the T3 scarabs will constitute the majority of the squad (calculated by # of wounds), and so any shots against the squad will be treated as hitting T3 models (except for insta-kill purposes). That is to say, if he pops out a scarab, having fun wounding his T6 Tomb Spyder on 3's with your bolters! ;) TS isn't going to be around that long, Exorchists and Seraphim have dibs on it before sisters come to play. I'm not saying that it wouldn't be fun to flambee those, maybe my opponent keeps that thing bit behind. Just rememberd that i haven't taken my Callidus assasin into this plan. Maybe i use it to tie down some pack of destroyers. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1830813 Share on other sites More sharing options...
Aidoneus Posted January 6, 2009 Share Posted January 6, 2009 By all means target the immortals, but only if you're reasonably sure you can wipe the squad out. They are very threatening, and your exorcists wound them as easily as they wound warriors. However, all I'm saying is that if you can't bring enough firepower to bear to take down an entire unit, it's better to target the T4 warriors (who cannot make WBB rolls due to your exorcists' S8) versus the T5 Immortals (who can). The Lord will always benefit from his own Res Orb. In fact, every Necron benefits from the Res Orb, even on a knocked-over Lord. It only stops affecting them once the Lord fails his WBB roll (or doesn't get one) and is taken off the field completely. When a Necron stands back up after successfully making a WBB roll, it joins the nearest unit of the same type. Normally this means the unit it was originally part of, or perhaps another unit within the normal 6". However, it gets really interesting when a squad is wiped out, but there's a Tomb Spyder within the 12" and another unit of the same type elsewhere on the board, in which case the resurrected Necrons magically teleport across the field into coherency with their new unit. I know, it's wacky, but that's how it works. <_< I'm not entirely sure what you should do with the Callidus. On the one hand, since she can pop up anywhere she wants and assault that turn, she seems ideal for taking out a unit of Destroyers. One the other hand, she's only S4, so she'll have a harder time wounding them. Also, her flamer template will do more damage to a full 10-man unit of Warriors than to a 3-man unit of destroyers. I guess I would try to take out the destroyers with exorcists if you can, but if one is hiding behind cover or is otherwise making itself hard to kill, the Callidus is a good backup plan. If, however, the exorcists are handling the Destroyers all right, the Callidus ought to target some Warriors. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1831451 Share on other sites More sharing options...
Auedawen Posted January 7, 2009 Share Posted January 7, 2009 Hey Aidoneus, little thing you might be interested in hearing/debating. So i told my Necron buddy (who happens to be in love with Tomb Spyders) about how scarabs pretty much make taking the TS suicide. Well, he said how it's in fact the opposite, the Scarabs now act as T6. I disagreed, but neither of us had the BRB on hand so I decided to look it up later. Page 19 of the BRB for Multiple Toughness Values states to use "the Toughness characteristic that is in the majority in the target unit. If no majority exists, use the highest value in the unit." It never actually states use the toughness of the majority of wounds, but rather Toughness Values. With a TS and Scarab, there are merely 2 toughnesses, so there is no majority. Thus you use the T6. The rule about Multiple Toughness Values seems to imply to use the majority of models. Might change tactics with them a little bit. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1832762 Share on other sites More sharing options...
Aidoneus Posted January 7, 2009 Share Posted January 7, 2009 Huh. I've been searching for the past five minutes or so, and I can't find a single explanation as to whether you calculate "the majority" using models or wounds. It's not under multiple toughnesses, complex units, or multiple-wound models. In other places GW uses both wounds (combat resolution) and models (25% shooting casualties to force a Ld test) as the deciding factor, and for the above-half qualifier to regroup it is similarly inspecific. I seem to remember in fourth edition such things were calculated by wounds, but I don't have that book to reference, and even if I did it's not actually definitive anymore, so it's sort of a moot point. I have to say, it looks like it could be argued equally well from either side. Anyone else care to weigh in? Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1832795 Share on other sites More sharing options...
number6 Posted January 7, 2009 Share Posted January 7, 2009 I'm pretty sure we're talking about models with respect to "majority". Otherwise, the implication when you're distributing wounds is that it would be fair and legal to put more than a single wound on a model with multiple wounds before spreading some more around the unit that model is in. That is to say, we don't distribute wounds evenly according to the total number of wounds in the unit, but according to the total number of models. Since that is clearly and explicitly illegal, the only logical conclusion is that models are considered individually, and not as objects with multiple component pieces that deserve individual attention in the rules. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1833221 Share on other sites More sharing options...
Aidoneus Posted January 7, 2009 Share Posted January 7, 2009 We don't assign multiple wounds to multi-wound models before assigning at least one wound to each model in the squad because the rules explicitly say we don't. Going back to 4th (and maybe even 3rd, can't remember now) I'm pretty sure the rules for being over 50% to regroup were calculated by wounds, not models. In 5th edition it doesn't clarify, so that's the way we've still been playing it. I think that's why, in my mind, determinations of squad size, majority, etc are all calculated by wounds, not models. Of course, while that explains my mindset, it's neither here nor there rules-wise. I'm still not seeing definitive proof one way or the other. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1833527 Share on other sites More sharing options...
number6 Posted January 7, 2009 Share Posted January 7, 2009 I see where you're coming from, Aidoneous. But 4th edition had to specify precisely when you considered wounds over models, the default assumption throughout the rules when no such specification was made meant the rules referred to models. In 5th edition, no specification concerning wounds is made anywhere, and the game's default stance when talking about anything is in reference to models themselves. I think, therefore, that 5th edition, considered on its own as a self-contained system (no references to the past), is pretty much always talking about models only, and nothing else. Without the context of old rules sets, would we even be having this discussion? I doubt it. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1833628 Share on other sites More sharing options...
SJumppanen Posted January 17, 2009 Author Share Posted January 17, 2009 Update: I won! Plan went to hell big time, but because he didn't manage to exploit it i was able to turn it aroud when Seraphim got to close combat. I write more later. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1847405 Share on other sites More sharing options...
SJumppanen Posted January 20, 2009 Author Share Posted January 20, 2009 OK, now is time to write that report: Fight: Seize Ground & Pitched Battle. Set up: We set terrain like it used to be in 4th. edition and terrain hapened to end so that on one side there was only 2 pieces of terrain and on the other there was 5 pieces. I won the initiative and selected the side where was more terrain, so i could deny it from the other guy. Terrain was set up about so: On the Left on opponents side there was a large, about 1'x1' ruin of a building that was set on large square base that was about 1" thick, this whole thing was set on the table so that there was coincidentaly enough room for a Monolith. On my side there was 12"x5" hill with trees placed sideways to give good cover for my troops at the begining. This building was placed to the right next to the center line of the board. At the 4 o'clock from that piece of terrain there was about 4"x5" buiding, from that there was egg shaped forest (around 6" at widest part) at 1 o'clock. All that was on the left half of the board. On the right there was another big hill (with trees) on opponents side 4 to 6 inches from the right side and very close to center line. On my side there was big building on my side about 2 feet from the right side and some ruins with big obelisks on it placed so, that it blocks direct LOS from that gap left by that hill on the opponents side. There was LOS albeit limited and definitely gave 4+ cover save. Objectives: 4 objectives. One just next to the lower right corner of the big building on opponets side, one on the right most end of that hill on my side, next one was placed next to the egg shaped forest so that it could be claimed easily without entering that forest and still get cover from it (my opponent set that one and forgot that i might get to choose the side). Last one was that hill on the right side (whole hill, not just some spot on it). Deployment: I placed my forces about so: On the left behind that hill were Seraphim(8) and Canoness (w/Evi) directly behind them 20 Sisters (VSS w/Evi). Behind small building was my Exorchist and =I= was on top of the building. Next was one of my Rhinos with squad inside (F+HF) and Exorchist about at the center of the side. Behind the big building on the right was my last Exorchist. On the right side, there was Seraphims and Canoness ready to advance on opponents side. Behind them was a Sister squad with Rhino ready to claim that hill objective. Opponentset most of his forces on the left side, Monolithin to the left then Immortals, with Lord, and one squad of warriors. Second squad of warriors were somewere behind the Immortals. Destroyers were behind the Monolith hiding and to the right from them were Heavy Destroyers (hiding behind the building). On the right side there was squad of Warriors, Tomb Spider and some Destroyers. Warriors were in perfect position to claim the objective. Destroyers were facing off the Seraphims. TS was between them bit to the back. 1st. turn. That bastard rolled 6 and got the first go. On first opponents turn i lost about half of my Seraphim and few foot slogging sisters (well, this unit was mostly bait anyway, they haven't survived single match so far). On the left damage was done by Monolith and Immortals. On the right it was Destroyers. Heavy Destroyers moved to the right and towards me, but their shots didn't do anything to my Exorchist. On my turn, i was completely in damage controll mode. I moved Exorchists so that they could shoot those Heavy Destroyers, witch they failed, as IIRC 2 got killed and even then only one failed WBB roll. Seraphims on the left jumped behind that building Exorchist had just left and Rhino moved to the left to reinforce that flank. Big Squad moved to the hill to gain controll the objective (well, they didn't have anywere else to go anyway). On the right Seraphims jumped foward behind those ruins so that they were completely unseen by Necron Warriors on the hill, Rhino was also able to fit into there too. 2nd. turn. At this point my face was burning, my eyes must have been very big and pulse was going 150 at least. Opponent: On the left that big squad was educed to 5 sisters (Monolith, Immortals, Warrior squad now holding the objective near building and IIRC Destroyers). Destroyers had moved foward past Monolith and to the between the hill and the building. On the right i may have lost another Seraphim to Destroyers, but not bad as before. Warriors were holding objective hill, Destroyers didn't move at all and TS moved to the charge range, but didn't propably because he would have needed to charge over those ruins (or maybe he forgot). Heavy Destroyers tried again my Exorchists, but cover save saved me. Me: I moved those 5 sisters closer to those Destroyers so they could charge them with Evicerator (and maybe lure them closer to Seraphim). They did charge them but nothing more hapened). Exorchist finished the Heavy Destroyers. On the right Seraphims split from the Canoness and jumped over the ruin and aproached the TS from the behind, Rhino went around the ruin and dismounted the sisters just close enough to hit 5 Warriors with both flamers. Canoness went far and aproached Desroyers. Callidus assasin had apeared just next to the Destroyer squadron (i did forgot to use him at the deployment). Just dismounted Sisters flamed 8 Warriors from 10, rest were finished by Exorchist. Another Exorchist put a wound on TS and Seraphims finished it up in charge as they failed to do anything with Inferno pistol. Canoness and Callidus wiped out Destroyers. ;) I need to go now, but i continue later... 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Aidoneus Posted January 20, 2009 Share Posted January 20, 2009 Sounds pretty decent so far. Necrons do have a LOT of firepower, and are pretty darned resilient to boot. But he seems to have made the mistake of approaching way closer than he needed to, which is just gravy for a sisters player like you. Can't wait to hear the rest of this. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1850368 Share on other sites More sharing options...
SJumppanen Posted January 23, 2009 Author Share Posted January 23, 2009 3rd. round. Necron: Movements on this turn were mostly positioning and didn't mater much. On shooting phase one Werrior squad shot at my Exorchist and Immobilised it (Exorchist was also shaken, so it wasn't going to shoot either). Immortals then assaulted remnants of my "Big squad" and killed them. Immortals and Destroyers then consolidated bit towards me. Me: With right flank completely cleared i started moving my forces to the left at full speed. On the left flank Seraphim left their hiding place and prepared to assault Destroyers. Rhino squad aproached the hill from behind and dismounted from their ride. Shooting phase: Now dismounted Rhino squad fired at the immortals. Unfortunately they were too far to do much and so the only casualties managed to make their WBB rolls on the next turn. Exorchists fired at the Destroyers and that Warrior squad that had just damaged the third Exorchist. Seraphim did held back their shooting as they needed to get to assault and wipe out Destroyers completely or Destroyers would get WBB and possibly would be free to shoot flat footed Seraphim along with Immortals and Warriors. At the end 2 Destroyers were down (IIRC both managed to do their WBB). Assaults: Seraphims assaulted remaining 3 Destroyers, but without any real results. 4th. Necron: Again no real movements exept for Immortals moving towards objective at the hill. Shooting phase: Immortals and Monolith caused some damage to Rhino troop, leaving 5 of them alive. (at some point somebody shot at Inquisitor and killed him. I'm not sure if this hapened during 4th. or 5th. turn) Assault phase: Althought i'm pretty certain that Seraphim were stuck in CC longer with Derstroyers, but it must be at this point when they wiped out all of them. Me: Decimated sister troop mounted their ride and drove off to claim some other target. Another Rhino and it's passengers reached objective at egg shaped forrest. Both Seraphim squads and Callidus assasin moved towards warriors holding objective near the big building. Shooting: Seraphims, Canoness and one Exorchist shot at the warriors and remaining Exorchist fired at Immortals. Results: 3 Warriors and 2 immortals went down and stayed that way. Assault phase: Second Seraphim squad didn't get 6 for difficult terrain and only one squad had to do the job. They did. 5th. turn: Necron: Necrons had only Monolith, Immortals, Lord and squad of Warriors left. Warriors tried to move away from Seraphim, but could not do anything about it. IIRC Monolith caused another shaken result on immobilised Exorchist and at this point immortals killed Inquisitor. Me: Again both Seraphim squads moved to assault positions to warrior squad. Exorchists may have positioned themselfs. Rhinos were positioning themselfs so that they might claim objectives if game would end at this point. Shooting: Everybody able to shoot did so and at the begining of the assault phase, my opponent declared that he was below Phase out and could not win. The end! Next time: Chaos Space Marines. Game is set for next monday. Link to comment https://bolterandchainsword.com/topic/156391-3rd-round-of-tournament-necrons/#findComment-1855557 Share on other sites More sharing options...
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