TheDarkOne Posted July 20, 2012 Share Posted July 20, 2012 So I played a game against my friend at the local GW with my mGK and his Necrons. Here is the list I brought: HQ: Cotaez - xxx Ordo Malleus Inquisitor, TDA, Psycannon, Psyker (Divination) - 110 Troop: 10x Strikers, 2 Psycannon, Psybolts, Justicar with Halberd, Rhino with Searchlight - 286 10x Strikers, 2 Psycannon, Psybolts, Justicar with Halberd, Rhino with Searchlight - 286 10x Terminators, 2 Psycannons, Psybolts, Justicar with sword, 2 Hammers, 1 more Sword, 2 Falchions, 4 Halberds - 480 3x Plasma Cannon Servitors, 5x Warrior Acolytes - 84 Heavy: Dreadnought, 2x Twin Linked Autocannon, Psyammo, Searchlight - 136 Dreadnought, 2x Twin Linked Autocannon, Psyammo, Searchlight - 136 Nemesis Dreadknight, Personal Teleporter, Heavy Incinerator - 235 Total 1849 His Army: HQ: Zendrak and Oberon (Sp?) Royal Courts: 2 Lords, 2 Crypteks, all with AP1 close combat weapons, and one with a veil... a chariot for one lord maybe some other stuff, i don't know what he was making his reanimation protocols rolls on so he may have res orbs on some dudes, sorry I don't know more... 3 squads of immortals, 2 with Tesla, 1 with Gauss 3 Annihilation Barges 2 of the flying transports - not transporting anything, just as counter flyer for his army. We rolled up a 5 for mission and the long table deployment, so table edges were the short table edges. He rolled to go first and deployed. he split his army into two groups, on the left behind a ruin, 2 annihilation barges and Zendrak's squad of immortals, on the right the third barge and the lord's chariot, with Oberon behind, with his Gauss Immortals. the final Squad of immortals was far back in the middle. he measured from my deployment zone to ensure my plasma cannons would not be able to reach his units from wherever i was going to put them. I deploy on the other side obviosuly, all ten termis front and center in the middle with the inq attached (Primaris Divination, he was my warlord and allowed him and his unit to counter charge while in their deployment zone - null...) a rhino on either side of them full of strikers, the dreadknight behind a one level bastion on the left that we were using as a ruin, Cotaez (Primars Divination, and 'he and his unit can counter charge and fire overwatch at full ballistic skill) and plasma cannons deployed on top of another 1 level bastion of a ruin dead center of my deployment zone. Dreads deployed behind rhinos. I roll to steal, and failed. Turn 1, not night fight. His Turn 1... LET THE DEEPSTRIKING BEGIN! Flyers in reserve. First the non character unit uses veil to depstrike behind my dread on the right flank, close to cotaez and the plasma cannons. Next Zendrak and his squad do the same, they scatter and narrowly miss going off the board, close to cotaez and squad again. then Oberon deepstrikes without scatter right beside Zendrak's squad. All the squads are in nice little bunches... (note that I forgot all about cotaez' I've been expecting you, and I could've shot at both Zendrak's and Oberon's squads with 3 plasma cannons, but blanked!!! ugh...). Annihilation barges moves up, and the chariot makes moves along the right side to come up on that flank in the shooting phase. Shooting, he tears a hull point off my right hand rhino with annihilation barge, and wrecks my other rhino with combined fire from the other 2 barges, pining the knights that get out... sheit.... then the necrons shoot... squad 1 with no special characters fires on Cotaez squad, and kills 2 henchmen, the next closest model would've been a servitor, phew! then Vanderak's squad fires and causes like 10 wounds , cotaez is the closest model, so he does 6 LoSs and i lose another henchmen (epic cover saves) Cotaez takes 1 wound from failed save. Next squad shoots, Cotaez is also closest, these shots have no effect whatsoever between LoS and 2+ armor/4+ cover saves being epic. My friend is sweating now, he needed those plasma cannons dead... end of shooting, cotaez passes his break test like a boss. My Turn 1: Movement, The terminator squad turns around and walks towards the 3 blobs of immortals, prepared to charge. the knights that can, get out of their transport into the ruin on the right side, the ones on the left are pinned. dreadnoughts move to try to hide their asses and shoot at the barges skimming around midfield. dreadknight steps up to be able to charge into oberon's squad. Cotaez gives his squad reroll to hit, so does the inquisitor. Cotaez fires plasma cannons at Zendrak's squad, and score 3 hits!! 30 hits! 28 Wounds! THEY AL DIE!!! woot! that was super effective! Then the terminators fire on Oberon's squad, killing 3 chumps... only 3... Dreadknight hits thyem with the incinerator and does another casualty. Knights fire at the thirs squad killing 3. pinned knights take snap shots on the closest barge but fail to hit. dreadnoughts fire on the chariot, stripping 1 hull point. Reanimation at the end of phase sees 1 get up from Oberon's squad, 1 in the other squad, and neither character gets up from the plasma cannon smackdown! Yay Warlord slaying point! Terminators and dreadknight charge oberon's squad, Terminator Justicar issues a challenge, Oberon must accept. My terminators are too spread out to do much, thy can't really get in, I kill 3 necrons with them. The Dreadknght kills another 3, leaving 1 immortal, the cryptek and Oberon. Justicar can't hurt Oberon, and is killed in the ensuing counterattack. I win, Necrons Hold. End of phase, 4 crons get up! His Turn 2: No Reserves yet. Oberon leaves combat with his squad and deepstrikes waaay on the other side of the board, the other unit of immortals does the same thing. his lord in the chariot drives up, gets out ready to assault the knights in the ruin on the right side. barges consolidate to the middle of the table being able to shoot most things at this point. the chariot flat out's in shooting to give the two barges right in the middle some cover, the third barge is slightly to the left side, staring at my pinned squad... Shooting, he kills 2 knights from the pinned squad with the barge on the left, strips 1 hull point from my leftmost dread and wrecks my rhino. Assault, the lord charges my knights and I forget to overwatch! oops... In combat, he issues a challenge, I decline sending the justicar out of the battle, Lord kills 2 knights i do 1 wound, and break, he doesn't catch me and I run 8" towards my board edge, he consolidates and tries to hide behind the ruin, but can still be seen by the knights. My turn 2: Terminators begin to walk to the center of the table and need to run as they can't shoot anything right now. Knights stay put to shoot the lord, dreads shuffle for line of sight and the once pinned-now fine strike squad stays put to psycannon the closest barge. the dreadknight shunts up the left side all on his own, a huge mistake. I give the knights reroll to hit from cotaez, and the plasma cannons reroll to hit from the inquisitor. At this point we realize i have to do my blessings at the beginning of the movement phase and will be held to it from now on. Shooting, the knights shoot at the lord, stripping another wound from him. the plasma cannons fire at the blob of barges in the middle, causing several results but allare 'jinked' away... termis run, now about halfway up the table. knights on the left fire on the barge, only 1 cannon is in, they don't hurt it. I forget to use warp quake. His turn 3: Reserves arrive, he deepstrikes them in the back left part of my deployment zone, with rear armor on the dread form one, side on the other. he moves Oberon's squad within range of my dreadknight, and deepstrikes the other one close to it too. barges shuffle and one annihilation barge is immobilized on terrain. shooting, the flyers shoot my dread but only manage to strip 1 hull point from it! the combined fire of 1 annihilation barge and both squads take down my dreadknight... i played that wrong. the barge on the left kills another 3 knights, 1 being a psycannon, and the justicar passes a LoS to save his life. the last barge shoots at the termis killing one with a thunder hammer. knights pass their morale. Assualt, the lord on foot charges at my knights, who are still blessed with reroll to hit, and hit i do! ?I manage to land 4 psycannon hits, an 1 rends, killing the lord! end of assault phase, the lord doesn't get up!!! yay! My Turn 3: I give my guys rerolls to hit, the terminators and the strike squad that shot the lord. terminators continue forward, into a forest and are slowed, with a good charge they may be able to charge the immobilized barge. dreads take aim at the flyers, and the damaged squad of knights goes into a ruin on the left to hide from the barge. shooting, snap shots from both dreads and the knights on the left manage to take down 1 flyer. the knghts in the ruin don't hit at all. terminators fire on the immobilized barge, destroying it. plasma cannons can't see the unit that deepstruck near the dead dreadknight, so they shoot at the barges again, and again are jink saved. with nothign to charge, the turn ends. His turn 4: his remaining flyer makes a 90 degree turn and leaves the board. both his squads deepstrike in my zone, one in position to shoot the knights in the ruin, the other aiming for cotaez and company. I forgot about warp quake and cotaez rule AGAIN. Barges close for better shots. Shooting sees cotaez squad reduced to just him and 1 servitor, and the knights taken down to just the justicar, and 1 terminator killed, and a destroyed dread, the one with stripped hull points on the left. no assaults. My Turn 4: I forget to do my psychic powers. Terminators make moves back to my zone to shoot some necron scum. Justicar on his own moves to behind the wreck of his old rhino, totally hidden from the downfield barges.Knights stay put to try to blast some of the crons who appeared to shoot cotaez. shooting, Cotaez kills a bunch of crons from oberon's squad on the far left side of my zone with plasma, I kill some crons but most of them get back up... ugh... this is getting ugly. His turn 5: Night Fight - has no real effect though, things die just the same! Crons jump around in my zone, getting better position. I've remembered to use warp quake with the squad of knights, and didn't want to risk it with the justicar. his crons without Oberon aim to land close to my back left corner to pick on my knights. the ones with Oberon walk forward to continue shooting the lone justicar. his flyer deepstrikes near cotaez and squad. Barges all zip around to avoid getting shot. shooting. the crons that deepstruck on the right blow up my dread hitting rear armor... sadface. the flyer kills all but cotaez and 1 servitor in the squad. Oberon's crons can't kill the justicar with shooting! My Turn 5: Terminators continue to fall back, aiming t support the justicar when he is charged. Cotaez leaves the servitor and joins the knights on the right, I forgot to do psychic power again. Shooting, The massed psycannon fire from the terminators kills the second flyer. Servitor mindlocks. justica kills 1 necron. knight squad kills some crons from the other remaining squad, but all but one get reanimated. His Turn 6: Barges shuffle, crons stay put to shoot my knights, Oberon and squad charge. Shooting, sees 1 more terminator killed, but thats it. In combat Oberon challenges and I accept. Here's a question, the lord with oberon had mindshackle scarabs, my friend was saying that because both are at the same time, challenging and mindshackle, the scarabs shoudl still work, even though my justicar will end up in a challenge... is that so? anyway, thats how we played it and I got mindshackled, but managed to survive the combat! My Turn 6: Knights shoot crons on the right terminaors assualt oberon's squad. in combat my halberdier gets mindshackled and kills his buddy, but the rest of the terminators kill all crons, except oberon who is in a challenge.Falchions are great, they're worth their weight in gold, the extra I4 attacks provided were truly an asset in this case. Oberon kills my justicar. Game ends. I have, Warlord, and 6 kill points. He has first blood, linebreaker and 5 kill points. We TIE! ugh... all that for a tie... next time, I have to remember my rules, and when to take psychic tests. Takeaways: Terminators are awesome, a 10 man squad wanders around the board daring your opponent to waste shots on them, killing whatever's close with psycannon fire. Psycannons on strikers are awesome. don't forget they overwatch as heavy weapons for 4 shots a piece, and you should always fire them as heavy wepons agains flyers, even if you moved, as they're all snap shots anyway. you can also fire them as heavy weapons when pinned, so don't forget abotu that, you may even want to use them as heavy with snap shots sometimes if they have rerolls... I don't know... BLESSINGS ARE DONE AT THE BEGINNING OF MOVEMENT. SO IS WARP QUAKE. BEFORE YOU MOVE, THINK, PSYCHIC POWERS? Remember your rules.... ugh... Dont send a dreadknight off on its own unsuported for no reason at all. make them come to you if they want to kill you. It was fun, and now I've got some terminators to finish! 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DV8 Posted July 20, 2012 Share Posted July 20, 2012 Oh herro Kevin... My list: HQ // Nemesor Zandrekh: 185 pts -- // Vargard Obyron: 160 pts HQ // Overlord: 225 pts - Warscythe, Mindshackle Scarabs, Sempiternal Weave (2+ Save), Phylactery (first successful Reanimation, gains D3 wounds) - Command Barge w/ Gauss Cannon I'm on the fence with 2+ save and Phylactery vs Resurrection Orb -- // Royal Court: 150 pts - Harbinger of Despair w/ Abyssal Staff, Veil of Darkness - Necron Lord w/ Warscythe, Mindshackle Scarabs, Resurrection Orb -- // Royal Court: 150 pts - Harbinger of Despair w/ Abyssal Staff, Veil of Darkness - Necron Lord w/ Warscythe, Mindshackle Scarabs, Resurrection Orb Troops // 10 Immortals: 170 pts - Gauss Blasters Obyron + Lord attached here for 4+ Res Orb. Troops // 10 Immortals: 270 pts - Tesla Carbines - Night Scythe Veil-tek and Lord attached here for 4+ Res Orb. Troops // 10 Immortals: 270 pts - Tesla Carbines - Night Scythe Zandrekh and Veil-tek attached here, Zandrekh also has a Res Orb. Heavy // Annihilation Barge: 90 pts - Twin-Tesla Destructor, Gauss Cannon Heavy // Annihilation Barge: 90 pts - Twin-Tesla Destructor, Gauss Cannon Heavy // Annihilation Barge: 90 pts - Twin-Tesla Destructor, Gauss Cannon Total: 1850 pts An interesting game, although in my defense, apart from my abyssal rolling, DarkOne made a RIDICULOUS amount of 4+ saves. My first volley from all three Immortal units I think landed about 25 some-odd wounds on Coteaz and his Retinue, and he probably passed about 20 of those 4+ saves (5 had landed on Coteaz). Or how about that Night Scythe that shoots back armor 10 of a Dread with 5 S7 shots and rolls nothing but 1's and 2's...geez. Still, lots of tactical play and smashing going around (although DarkOne did most of the smashing)... Also, I did mention it to you this morning but Coteaz's "I've Been Expecting You" only works against units arriving from Reserve. Apparently despite Coteaz seeing me veil from one end of the table to the other, he didn't expect that shenanigans... All in all, well played game. I am noticing that weight of fire more often than actual dedicated AA tends to bring down Flyers more effectively (especially Psybolt vs AV11), and that balanced armies facing each other tend to give a lot more close games. With units being able to almost always do something, it makes the game a lot more tactical than "push models forward and roll dice". I call a rematch soon! DV8 Link to comment https://bolterandchainsword.com/topic/257011-battle-report/#findComment-3127536 Share on other sites More sharing options...
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