Orphus Posted June 25, 2011 Share Posted June 25, 2011 Battle report So this is from a game I had on Monday. Never typed up a battle report before so here I go. SPACE WOLVES VS NECRONS: 750 POINTS SPACE WOLVES X10 Blood claws with X1 Plasma Gun 160 points. -joined by- X1 Wolf Guard (barebones) 18 points. X5 Grey Hunters 75 points. X1 Lone Wolf with paired Wolf Claws in TDA 65 points. X1 Rune Priest with Chooser, Beastslayer, in Runic Armour 140 points. -attached to- X2 Wolf Guard (one with Power Weapon, the other Power Fist) 66 points. Psykic Powers: Living Lightning, Jaws of the World Wolf. X1 Venerable Dreadnought with Plasma Cannon and Extra Armour 190 points. With Drop Pod 35 points. Total: 749 points. NECRONS X2 Squads of 10 Necron Warriors 360 points. X1 Necron Lord with Warscythe, Resurrection Orb, Disruption Field 155 points. X1 Monolith 235 points. Total: 750 points. ---------- I set up in a spaced line along my side of the the board. My opponent hides his forces behind the Monolith. We roll to see who goes first and I succeed. My opponent fails to seize the initiative. SW turn 1 I choose a place on the Necron's left flank to deploy the Drop Pod containing the Venerable Dreadnought. It scatters 7" towards the board edge but manages to land safely, with the Dread facing Necron Warrior squad #1. M. All Wolves advance 6" towards Necron lines. S. The Blood Claws and Rune Priest and Co. run 2" The Lone Wolf runs 3" while the Grey Hunters sprint forward 6". The Dreadnought shoots his Plasma Cannon at Necron Warrior squad #1 and despite scattering downs 6 Warriors. ------------------------ Necron turn 1 Rolling for We'll Be Back 5 of the fallen Warriors get back up :( M. The Monolith moves towards my lines 6" with Necron Warrior squad #1 following, hidden in it's shadow while squad #2 and the Necron Lord move towards the Dreadnought. S. The Necron Lord runs 6" closer to the Dread to keep him off squads #1 and #2. Squad one shoots the Dreadnought, out of 18 shots 12 hit and cause 2 glances. A forced re-roll turns an immobilised result into a shaken and he gets shaken again. So no shooting next turn. Squad #2 shoots 12 shots, hitting 11 but also only managing 2 glances causing 2 immobilised results with both being downgraded to shaken results ( the Dread's being bumped around a lot! ). Perhaps as a sight of frustration the Monolith opens up on the Blood Claws and Particle Whips 5 pups apart, who then with the Wolf Guard holding them together just pass their Leadership test. ------------------ SW Turn 2 M. All Wolves advance 6" with the Blood Claws clambering up the difficult terrain of a hill easily to get a better view of the battlefield. S. Lone Wolf runs 6" with the other Space Marines close behind. A. The Venerable Dreadnought charges the Necron Lord. Striking simultaneously, the Dread crushes the Necron Lord, killing it instantly in one hit and although he suffers a glancing and penetrating hit, they fail to cause any damage. Combat resolved, the Dread shuffles towards the Warriors an inch. ------------------- Necron Turn 2 The Necron Lord fails his WBB roll. M. Warriors #2 move back 5" The Monolith moves forward another 6" and sucks the Lord through...who gets back up. S. The Monolith engages it's Flux Ark, with my opponent rolling a 2 so would shoot 2 shots at all targets in range. The Rune Priest and Co. Make their saves while the Lone Wolf fails one save but feels no pain and shrugs off the blast. One Blood Claw falls as do two Grey Hunters, the pack failing their Leadership test after taking more than 25% casualties and fall back 5" Warriors #1 and #2 shoot 20 shots between them at the Dread, 15 hitting causing 3 glances, again preventing the entombed Space Wolf from firing his Plasma Cannon next turn. A. The Necron Lord charges the Lone Wolf who fails his Leadership test for Counter Charge. Although the Necron Lord inflicts an unsave-able wound, the Lone Wolf, re-rolling hits and wounds easily takes down the Lord. He then consolidates 3" towards the Necron Warriors. ------------------- SW Turn 3 After retreating the Grey Hunters immediately spin around and stop falling back. M. All wolves move up, intent on simply ignoring the Monolith to get to something they could actually hurt. The Dread walks back towards his lines and the Monolith. S. The Lone Wolf races ever closer to the Necron Warriors. The Storm Bolter on the Drop Pod finally engages and shoots squad #2 however has very little effect. The Blood Claws care little for some more difficult terrain and rush even closer to their goal, as do the other 2 packs. Still unable to shoot, the Dread shuffles closer to the Monolith. ----------------------- Necron Turn 3 The Necron Lord makes his WBB roll and has his sights set on some revenge. M. The Monolith moves back towards the Necron Warriors. Squad #1 moves even further back towards their board edge. The Necron Lord races towards the Lone Wolf. S. My opponent rolls for the Flux Arc and rolls a 3. 3 shots hit the Lone Wolf and the RP and Co. but they make all their saves. The Blood Claws and Grey Hunters sustain 2 hits each but they too make all their saves. The Dreadnought gets Fluxed and shaken again. Squad #1 rapid fires 18 shots at the Lone Wolf with 12 hits causing merely 2 wounds, both easily shrugged of by the Terminator Armour worn. #2 aims 12 shots at the Dread with 6 hits but fail to glance the Dread. A. The Necron Lord again charges the Lone Wolf who this time gets his Counter Charge and in the brief clash the Lord slays the lone warrior while again falling victim to his claws. ------------------ SW Turn 4 M. All packs move forward, with the Grey Hunters moving up to support the Rune Priest while the Blood Claws move around the other side of the Monolith. S. Blood Claws run an inch while the Grey Hunters run 5" . Drop Pod shoots at squad #2 but again fails to make an impact. The Rune Priest passes his Psykic test and shoots 4 LL shots at #1 causing only one wound and th Necron Warrior makes his save. A. The Dread charges the Monolith, hitting twice and causing the Monolith to be immobilised. ---------------------- Necron Turn 4 Necron Lord gets back up again! M. Squad #1 moves back 4" while #2 moves forward 5". The Necron Lord moves towards RP 6" S. #1 rapid fires the Grey Hunters with 18 shots landing 15 hits! Despite causing 6 wounds only one Grey Hunter falls, and they pass their Leadership test. The Monolith unleashes a Particle Whip at point blank range on a bid to get rid of the Dreadnought and some Blood Claws however it scatters back onto itself causing no damage. #2 then causes 2 glances from 16 hits, ensuring for yet another turn the Plasma Cannon would not fire. A. Necron Lord charges Rune Priest and Co. with the Counter Charge being successful. Singling out the Rune Priest the Necron Lord cuts him down but is felled by the Rune Priests attacks. The remaining Wolf Guard consolidate forward 6" in revenge. --------------------- SW Turn 5 M. All Space Wolves advance on Necron Warriors. S. The Drop Pod's shooting again fails to have any effect on the battle's proceedings. All members of Blood Claws pack including Wolf Guard shoot their Bolt Pistols at squad #2 with shots hitting but failing to cause any noticeable impact. Grey Hunters and Wolf Guard shoot their Bolt Pistols at squad #1, same, with no effect. A. The Blood Claws charge with their berserker fury resulting in 8 hits, with the Wolf Guard adding 1 hit to the fray. 3 wounds result and one Necron Warrior falls down. The Necrons strike back with 7 hits causing 5 wounds and killing 2 Blood Claws! The pack then fails their Leadership test, fleeing 4" and the Necron Warriors consolidate behind squad #1. Charging squad #1, the Grey Hunters get 3 hits off but cause no wounds. The Wolf Guard with the Power Sword, out of 4 attacks hits 2- and I roll Snake Eyes D: . 9 Necron Warriors strike back striking 4 times and causing 3 wounds and a Grey Hunter falls. The Wolf Guard with the Power Fist punches a Necron Warrior to oblivion. Auto- hitting, the Dread causes nothing substantial on the Monolith. ---------------------- Necron Turn 5 The Necron Lord fails his WBB roll, as does the fallen Necron Warrior. M. Necron Lord fails to be sucked through the Monolith's portal so is gone for good! S. My opponent roles 1 for the Flux Arc which fails to make any sort of impact anywhere. #2 rapid fires the Blood Claws hitting 14 times causing 10 wounds, and all remaining Blood Claws fall, leaving the Wolf Guard on his ownsome. A. The remaining Grey Hunters fail all their hits as does the Wolf Guard with the Power Weapon. The Necron Warriors and then the Wolf Guard with a Power Fist also fail to make an impact. I then immediately proclaimed round 5 to be the //ROUND OF FAIL// I then rolled to see if the game would continue, alas, it would not. So that meant that it was a NECRON victory :( . HOWEVER- neither player wanted the game to end like this so we just decided to continue... -------------------- SW Turn 6 M. Wolf Guard moves back up towards squad #2 S. Drop Pod causes a wound in shooting but the save is made. A. Lone Wolf Guard gets stuck back in hitting once but failing to cause a wound while the Necron Warriors reply with 7 hits and 5 wounds and the Wolf Guard falls. The Wolf Guard with the Power Sword only manages to kill a single Warrior from 3 attacks. The Necrons fail to beat back the Marines and the Power Fist equipped Wolf Guard obliterates another Warrior. The Necron Warriors pass their Leadership test so the battle goes on. --------------------- Necron Turn 6 M. The Monolith sucks the Necron Warrior squad in combat through the portal, which then moves 6" to get back within rapid fire range. S.Warriors now shoot Wolf Guard and Grey Hunters and they all fall. The Dreadnought sustains more shaken results from the Monolith's Flux Arcs so again cannot shoot :cuss . ------------------ SW Turn 7 S. Drop Pod fails to do anything again. A. Dreadnought keeps punching the Monolith. One Weapon Destroyed result so -1 on the amount of Flux Arc shots. -------------------- Necron Turn 7 M. Warriors sucked through the portal to reach the Dreadnought. S. All Necron Warriors open up on the Dreadnought causing 2 shaken results. ---------------- SW Turn 8 A. Dreadnought FINALLY punches the Monolith in the right spot, wreaking it. At this point we called an end to it- if anything to stop what had been an rather good game becoming tedious, maybe we just wanted to see the Venerable Dreadnought blow up the Monolith. Will have to play again sometime. My Thoughts. I thought Blood Claws were a good idea so I initially had a whole pack of 15 ready to go but my foe pointed out I only had one Troops choice! So I split the Blood Claws up and promoted the smaller pack into Grey Hunters. I really noticed the reduced WS on the Blood Claws in close combat. I never really got to use the Plasma Cannon as the Dread kept being shaken which I believe really reduced my chances of winning through phase out and only killed one Necron Warrior with it so a waste of points there. Although, Venerable and Extra Armour are definitely worth it and over all he drew heaps of fire which is good :) I forgot about the Chooser, now that would have been helpful. More points wasted. Plasma Gun for Blood Claws a complete waste of points- I never used it and in hindsight giving a rapid fire weapon to a unit that needs to get into combat as quickly as possible is rather stupid, and they would be running if they could anyway so why bother with anything bar Plasma Pistol ( apart from transport hunting with a melta )? Giving a Plasma Gun to the Grey Hunters would of been better off methinks. Wolf Claws, TDA, Lone Wolf is a great idea! For his cost- fantastic! I especially like the fact that the cost differences due to weapon loadout of a Lone Wolf with Wolf Claws means he's getting practically getting Terminator Armour for 5 points! XD The Rune Priest was a complete points sink- next to useless*. Sure he killed the Necron Lord but he only had one wound. All those wasted, unused points cost me. Eg. a Plasma Gun for the pups instead of a banner for the Grey Hunters. No Plasma Cannon next time. Recheck all army lists to ensure points are correct- Extra Armour is 15, not 10 points... Enquire rules knowledge is correct- Extra Armour does not prevent the effects of Crew Shaken... *Position cover better next time!!! It prevented LL sniping. ;) Most fun game I'd had in a while but was in real danger of souring- I guess that turn limit suggestion is there for a reason ;) So yes, I lost. I still see turn 5 closure as the official ending and that was quite a close defeat, I had some bad rolls and some lucky ones. I didn't feel really disappointed as I usually do when I lose (I normally watch everything fall apart from turn 2 and have everything crushed by turn 4) so that was the sign of a fun game, also, each turn it could have gone either way so it was quite exciting in that regard. It was only on turn 5 that everything fell apart but hey I had some shocking rolls but my opponent's turn 5 wasn't exactly great either. Thought for the day: Living World Jaws of the Lightning Wolf. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/ Share on other sites More sharing options...
MaveriK Posted June 25, 2011 Share Posted June 25, 2011 at least you had fun! that's the important thing, and I hope you learned something. Were you satisfied with your list? I was surprised about the Blood Claws and lack of Long Fangs. I remember you saying on a diff thread about not having Wolf Scouts... I still think you should invest in them in the future. You put up a good fight! and that's all that matters my friend! you deserve an ale. Just remember, the cure against necrons... power weapons and get into combat Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2802735 Share on other sites More sharing options...
maverik_girl Posted June 25, 2011 Share Posted June 25, 2011 you should test out a wolf priest with saga of the hunter, have him attach to some grey hunters. It's all about grey hunters! Blood Claws are only played for fluff reasons since their only a one hit wonder/one trick pony. I wouldn't count out the plasma cannon on the dread though, I'd say that was just bad luck or bad target priority. But I agree on your thoughts on Blood Claws and shooting or using expensive guns. It's like asking an intern to do brain surgery. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2802795 Share on other sites More sharing options...
Vojnik Posted June 25, 2011 Share Posted June 25, 2011 you should test out a wolf priest with saga of the hunter, have him attach to some grey hunters. It's all about grey hunters! Blood Claws are only played for fluff reasons since their only a one hit wonder/one trick pony. I wouldn't count out the plasma cannon on the dread though, I'd say that was just bad luck or bad target priority. But I agree on your thoughts on Blood Claws and shooting or using expensive guns. It's like asking an intern to do brain surgery. does saga of the hunter carry onto the unit that is being lead? i use blood claws with ragnar in a land raider crusader (15 blood claws and ragnar for 16 spots). it packs a serious punch.. approx potential of 85 attacks on the charge. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2802800 Share on other sites More sharing options...
maverik_girl Posted June 25, 2011 Share Posted June 25, 2011 85 attacks geez! but what is the mathhammer or percentage of that actually hitting and wounding with their low WS. Compared to say Ragnar with a Wolf Guard pack or Ragnar with a Grey Hunter pack? something to consider and think about. Allot of attacks aren't worth much if you have a harder time hitting and wounding. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2802804 Share on other sites More sharing options...
Vojnik Posted June 25, 2011 Share Posted June 25, 2011 85 attacks geez! but what is the mathhammer or percentage of that actually hitting and wounding with their low WS. Compared to say Ragnar with Wolf Guard pack or Ragnar with Grey Hunter pack? blood claws still hit on +4 until they're against an enemy with WS7. it's just they get hit on +3 against your typical marine (WS4). so blood claws with ragnar will generally hit on +4 then wound on +3 and strike first I5 with furious charge. talking against marines here of course since it's what we mostly face. in terms of mathhammer you would find yourself with ~35 wounds on average to slap the enemy with. and that's just what im going off the past 5-6 games i've used them. i guess it comes down to the toss up between having a wolf standard when ragnar is with grey hunters and having minimum 4 attacks on the charge with ragnar (+D3 bonus attacks on charge). Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2802821 Share on other sites More sharing options...
maverik_girl Posted June 25, 2011 Share Posted June 25, 2011 Mmmm *interesting* is that still with the 85 attacks? and 35 wounds on average? Mmm... *thinking* serious punch is correct! maybe it's just personal preference on my part. The fact that having Ragnar with Grey Hunters or Wolf Guard gives that pack more options tactically, instead of just charging and getting into combat. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2802837 Share on other sites More sharing options...
Simo429 Posted June 25, 2011 Share Posted June 25, 2011 85 attacks geez! but what is the mathhammer or percentage of that actually hitting and wounding with their low WS. Compared to say Ragnar with a Wolf Guard pack or Ragnar with a Grey Hunter pack? something to consider and think about. Allot of attacks aren't worth much if you have a harder time hitting and wounding. their weapon skill isnt that important against MEQ they will be hitting on 4's whether they are 3 or 4 its what they are hit back with and if you have got 85 atacks (although that is the max ragnar will give you) with I5 Strength 5 then there isnt a lot that will still be around to hit you. The big problem with that unit however is how many points it is and how vulnerable they are when out of their transport. Pop the land raider and suddenly it is a target for every pie plate your opponent has got. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2802873 Share on other sites More sharing options...
skoll Posted June 25, 2011 Share Posted June 25, 2011 by turn 5 you were tied his necron lord dead to your rune priest if im reading it correctly. the lone wolf doesnt confer a kill point because he died. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2803000 Share on other sites More sharing options...
greatcrusade08 Posted June 28, 2011 Share Posted June 28, 2011 the Dread crushes the Necron Lord, killing it instantly------------------- Necron Turn 2 The Necron Lord fails his WBB roll. The Monolith moves forward another 6" and sucks the Lord through...who gets back up just so you know, this shouldnt have happened.. from what im reading the lord was on his own, seperate of a unit right? the portal only works on certain units: warriors, immortals, flayed ones, destroyers, heavy destroyers and wraiths.. and any necron lord that has joined such a unit.. if he was on his own it wouldnt be possible to portal him.. also im not sure about the res orb combining with the portal.. the res orb allows a WBB roll in cases where you wouldnt normally get one.. like getting crushed by a DCCW.. however the portal says only models eligable for WBB rolls may take a re-roll.. ill have a look at the FAQ see if its covered edi: that one is probably ok, its not covered by the FAQ, but it does mention units going throuhg the portal.. it doesnt use the word eligible either, just that if you can have a WBB roll, you can get a re-roll Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2804871 Share on other sites More sharing options...
Max_Dammit Posted June 28, 2011 Share Posted June 28, 2011 Doesnt plasma and Powerweapons prevent the WBB role? Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2804949 Share on other sites More sharing options...
lokyar Posted June 28, 2011 Share Posted June 28, 2011 if i were you i would take 2-3 fangs with plasmas 1 turn shooting later and he's prob phased out Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2804953 Share on other sites More sharing options...
hendrik Posted June 28, 2011 Share Posted June 28, 2011 Doesnt plasma and Powerweapons prevent the WBB role? it does, it's even mentioned in their FAQ Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2804968 Share on other sites More sharing options...
Max_Dammit Posted June 28, 2011 Share Posted June 28, 2011 So thats 5 warriors he cheated back turn one Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2804969 Share on other sites More sharing options...
lokyar Posted June 28, 2011 Share Posted June 28, 2011 im taking plasma's when i'm fighting necos :P Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2804971 Share on other sites More sharing options...
Orphus Posted June 28, 2011 Author Share Posted June 28, 2011 Doesnt plasma and Powerweapons prevent the WBB role? Normally yes, but the Necron Lord had a Resurrection Orb and was within 6" of the shot squad of Warriors so they got their WBB even though it would normally inflict Instant Death :P Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2804995 Share on other sites More sharing options...
hendrik Posted June 28, 2011 Share Posted June 28, 2011 Doesnt plasma and Powerweapons prevent the WBB role? Normally yes, but the Necron Lord had a Resurrection Orb and was within 6" of the shot squad of Warriors so they got their WBB even though it would normally inflict Instant Death ;) hence i always concentrate my firepower on the lord first.put a runepriest in a rhino and use jaws to snipe him out or silply force him with a ton of saves(harder to do in only 750ptss, i know). the lord and c'tan are actually the only 2 units i worry about when facing necrons Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2805014 Share on other sites More sharing options...
Orphus Posted June 28, 2011 Author Share Posted June 28, 2011 Doesnt plasma and Powerweapons prevent the WBB role? Normally yes, but the Necron Lord had a Resurrection Orb and was within 6" of the shot squad of Warriors so they got their WBB even though it would normally inflict Instant Death ;) hence i always concentrate my firepower on the lord first.put a runepriest in a rhino and use jaws to snipe him out or silply force him with a ton of saves(harder to do in only 750ptss, i know). the lord and c'tan are actually the only 2 units i worry about when facing necrons Well, keeping the game at 750 points was one tactic I used to prevent him from fielding The Nightbringer. I don't have any SM tanks or transports yet. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2805018 Share on other sites More sharing options...
hendrik Posted June 28, 2011 Share Posted June 28, 2011 scouts with sniper rifles ca easely deal with the c'tan though! 3+ to hit and 2+ to wound? yes please! Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2805027 Share on other sites More sharing options...
Orphus Posted June 28, 2011 Author Share Posted June 28, 2011 Were you satisfied with your list? I was surprised about the Blood Claws and lack of Long Fangs. I think it could do with some tweaks but over all I quite liked my list. The appeal in the Blood Claws was originally the large unit size but when I was forced to split the pack up I wanted to see how they would go...maybe I'll get more Wolves first before I use Blood Claws again, they need the numbers. I do want Long Fangs but there's only so much model-subbing I can take. you should test out a wolf priest with saga of the hunter, have him attach to some grey hunters. It's all about grey hunters! Blood Claws are only played for fluff reasons since their only a one hit wonder/one trick pony. I wouldn't count out the plasma cannon on the dread though, I'd say that was just bad luck or bad target priority. But I agree on your thoughts on Blood Claws and shooting or using expensive guns. It's like asking an intern to do brain surgery. Now that's an idea...though when I get a WP he'll be following Sky Claws around mostly. As a Necron Lord killing weapon the assault cannon is actually better because it can cause more than one wound a turn ;) As I said above the whole reason I considered taking Blood Claws in the first place was because of their increased Pack sizes. Grey Hunters again in the future? Probably. I remember you saying on a diff thread about not having Wolf Scouts... I still think you should invest in them in the future. You put up a good fight! and that's all that matters my friend! you deserve an ale. Just remember, the cure against necrons... power weapons and get into combat scouts with sniper rifles ca easely deal with the c'tan though! 3+ to hit and 2+ to wound? yes please! Now I feel really bad about giving my Scouts away :( At the time I was aiming for Termies and wasn't so keen on Logan so happily gave the sprues to a mate. I can't remember whether or not the battle force scouts had Sniper Rifles or not. Although using them in combat to sneak in could of been something I could use now (an Ork playing friend has Snikrot and for the 1-2 turns he's alive he wasn't bad...). Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2805061 Share on other sites More sharing options...
hendrik Posted June 28, 2011 Share Posted June 28, 2011 Now I feel really bad about giving my Scouts away ;) At the time I was aiming for Termies and wasn't so keen on Logan so happily gave the sprues to a mate. I can't remember whether or not the battle force scouts had Sniper Rifles or not. Although using them in combat to sneak in could of been something I could use now (an Ork playing friend has Snikrot and for the 1-2 turns he's alive he wasn't bad...). the battleforce comes without sniper rifles, but you can always try to convert them Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2805131 Share on other sites More sharing options...
Roland Durendal Posted June 28, 2011 Share Posted June 28, 2011 you should test out a wolf priest with saga of the hunter, have him attach to some grey hunters. It's all about grey hunters! Blood Claws are only played for fluff reasons since their only a one hit wonder/one trick pony. I wouldn't count out the plasma cannon on the dread though, I'd say that was just bad luck or bad target priority. But I agree on your thoughts on Blood Claws and shooting or using expensive guns. It's like asking an intern to do brain surgery. does saga of the hunter carry onto the unit that is being lead? i use blood claws with ragnar in a land raider crusader (15 blood claws and ragnar for 16 spots). it packs a serious punch.. approx potential of 85 attacks on the charge. IIRC Saga of the Hunter does not carry over onto the unit led. Then again I don't have the FAQ or book in front of me and I'm going off memory. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2805174 Share on other sites More sharing options...
dswanick Posted June 28, 2011 Share Posted June 28, 2011 IIRC Saga of the Hunter does not carry over onto the unit led. Then again I don't have the FAQ or book in front of me and I'm going off memory. Depends on what you want carried over - if you're looking for the outflank to carry over - no. if you're looking for the +1 to cover saves - yes. Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2805198 Share on other sites More sharing options...
Roland Durendal Posted June 28, 2011 Share Posted June 28, 2011 IIRC Saga of the Hunter does not carry over onto the unit led. Then again I don't have the FAQ or book in front of me and I'm going off memory. Depends on what you want carried over - if you're looking for the outflank to carry over - no. if you're looking for the +1 to cover saves - yes. Answered my foggy memory :) Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2805234 Share on other sites More sharing options...
greatcrusade08 Posted June 30, 2011 Share Posted June 30, 2011 scouts with sniper rifles ca easely deal with the c'tan though! 3+ to hit and 2+ to wound? yes please! sniper rifles wound on a 4+ now, the 2+ to wound was 4th edition Link to comment https://bolterandchainsword.com/topic/232926-space-wolves-vs-necrons/#findComment-2806981 Share on other sites More sharing options...
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