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Made in us
Hellacious Havoc






So we decided to try out some more of Just Dave's chaos Fandex, which can be found here: http://www.dakkadakka.com/dakkaforum/posts/list/340878.page

I went with two armies that I either (Necrons) almost never play, or that I have (daemons) never played at all. Granted, I'm a good player, and I know how each army should work, so I went in fairly confident that we would get a balanced showing.

His list was as such, best I can recall from memory because he hasn't done me the favor of emailing me his list as I asked him to. Bum.

Ahriman

Sorcerer Warcoven
1 Warpflare
1 Warprift
2 Doombolt
2 Warptime / Force Weapons
Rhino

9 Rubrics, Doombolt on sorc
Rhino, Opentopped

9 Rubrics, Doombolt on sorc
Rhino, Opentopped

9 Rubrics, Doombolt on sorc
Rhino, Opentopped

10 Heretics, 1 Meltagun, Gift of the Gods on Champion

10 Heretics, 1 Flamer, GotG on Champion

Defiler, MoTz

3 Obliterators
~~~~

I first played 'Crons, and made this list (using models we have, so not exactly as I would have ran them given free reign)

Lord, Orb, Veil, Scythe
Lord, Destroyer, Orb, Solarpulse, Scythe

10 Immortals

12 Warrs
12 Warrs
13 Warrs

5 Destroyers
5 Destroyers

Monolith

Going into this game, we decided (because we think necrons are fairly balanced just with these two additions) to play my list with such: Glancing hits for necrons only suffer a -1 modifier instead of a -2, and removal of Phase Out
After the game I suggested that perhaps just making gauss weapons rending would do better, but hey, wishlisting goes no where.

We played a Battle Mission, and after rolling a d6 (1-3 chaos missions, 4-6 necron) we came up with Implacable Advance. Split the table into thirds, deploy in opposite thirds, one obj in center of each third. objs are held by having a troop within 3" of uncontested obj at the end of your turn, and then it is held by you (even if you move away) until they take it instead.

Looking at these pictures now, they are an embarrassment. If enough people request them, I might add them later, but my thoughts right now is that they are so blurry it isnt even worth uploading them to photobucket

Anyway, his Gift of the Gods rolls give him -Meltasquad- +d3A in assault, and -Flamersquad- Reroll failed armor saves.

I deploy in a nice fat line, around the large building right on the deployment line to the middle third. from my PoV, it goes destroyers right on the line near edge, destroyers behind, lord sammiched between them, then 12 warriors, 13 warrs behind on obj, then the building, then the lith and the other 12 warriors. I stretch almost across the width of the board. The immortals and the lord are just kinda chillin behind the building, ready to veil around wherevs.

Maybe it's just easier to put the deployment pictures up, blurry or no... it'l give an idea... sigh. Sorry, prepare for eye aches. Oh right, I can just spoiler them for you!
Spoiler:

Okay, so flamer heretics in front, three rubric rhinos, then coven rhino with ahriman, then melta heretics, and then defiler obscured by that building. His oblits in the cover.
Here's a pic of my deployment for you're viewing... pleasure? lol.
Spoiler:


Necrons Turn 1
So there we have it, I go first, and firstly go ahead and VoD my immortals, aiming for a couple inches behind the defiler. that thing has two warp cannons (or ether cannons? I forget) regardless, they are ap1 lascannons that are stupid, and should be gone fast. I end up scattering off the board by a quarter of an inch, and mishap Destroyed. There goes 490 points before turn one even really starts, huzzah!
Everything else moves up, the back warrs conga-lining to keep one 3" inside the objective, to claim it. my destroyers wreck two of the rhinos (I forgot that they were open topped, it would have made them explode, but wrecks were okay with me anyway)
the lith tries to pie-plate the third, but scatters onto the sons, killing 3 for his trouble, no complaints.

Thousand Sons Turn 1
He moves his front line heretics up, along with most everything else save the oblits and the heretics claiming his obj. He smokes his two remaining rhinos, and runs his heretics, getting a 1 but putting one man within 3", barely.
Kson fire takes down 2 destroyers.

Necron Turn 2
My Destroyers kinda fail Wbb'ing. Whatever though. I move my lith for optimum placement, and portal the squad that otherwise would have been tangled in a tank trap to within a few inches of the heretics. I blast down the heretics, and weapon destroy / immobilize the coven's rhino. I kill 1 Kson from each squad (so a squad of 5 and a squad of 8 now) and claim the center objective for myself.

Thousand Sons Turn 2
He attempts to warp rift his coven, and scatters onto my guys. Woo, maybe he'll die too! but no, he just goes into reserves, blast.
He moves his last rhino up 6", and combined fire from the rhino guys and the 5 man squad knock down 7 and kills one outright (doombolt is ap 2, so it never allows armor saves, meaning no wbb, right? that's how we played it anyway)
He takes out the last 3 detroyers and 2 wounds on the lord with the last squad of sons, and then lascannons him in the face with oblits. His defiler whiffs the monolith
He assaults the now 4 warriors with his 5 ksons, killing two with the aspiring sorc, and knocking one more down. The mission makes everyone who isnt fearless into stubborn, so i stay in.

Necrons Turn 3
2 of the destroyers stand back up, but the lord is dead. only three of the warriors die. I then, hoping to get my lord back, portal through the monolith, and STILL fail my 3 wbbs.
Volume of fire generally fails me this turn. I wreck the rhino, and kill one son. The bloody reroll shooting saves really sucks against necrons, we have noted.
In the CC, I lose one cron.

Thousand Sons Turn 3
his coven walks back on, worthless for the turn. His defiler kills the monolith, plasma cannons kill 4 warriors, 8 of the front 12 fall down, 3 destroyers fall, and the rest die in combat. The top combat kills one son for one knocked cron, and one power weaponed.
The squad that lost 8 also got assaulted, loses 2, and flees, getting away (lolwut?)

Necrons Turn 4
Not doing so hot, my shooting isn't being very awesome, and my cc is about on par with how necron cc goes.
after all my wbb rolls (i didnt make many) and shooting, I kill 2 more sons total, and lose a necron in the melee.

We decide to pretty much call it at this point, but he wanted to try out warp rift first, so he goes ahead and tries it again. He doesn't mishap, and so he teleports about 3 feet. for those of you who didnt decide to go look at the codex for at least the units involved; warprift basically lets you deepstrike instead of moving, but for every foot away from your starting position, you take a dangerous terrain test.
Anyway, he rolled 2 ones, and failed both invuln saves, killing a sorcerer and putting a wound on ahriman. Game ends, me with one obj him with 2 and poised to table me in a turn or two. Ah well, that's necrons, right? If we had done that rending thing, or my immortals hadn't died like that, I might have done better, but whatever, it is what it is.

Daemons coming soon!




Ave Dominus Nox.
Night Lords, Host of the Tumultuous Storm.

 
   
 
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