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Rumble in the Tundra: necrons-Tau vs. Eldar (2k)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Decrepit Dakkanaut






Madison, WI

(Gits) - While I'm posting this, the text of the battle report was actually written by my team mate wyomongfox. I've just added the photos & made a couple of comments which are listed in italics. It should be noted that wyfox and I are testing out our Adepticon armies, so our combined FOC was more restrictive than that allowed by the tournament (as were our opponents' lists in this case).




Rumble in the Tundra

Team SteamCrons:
We brought the following lists:

Art’s Necron Detachment:

HQ: Destroyer Lord w/ MSS, SW & WS
TP: 8 Warriors in Night Scythe
TP: 8 Warriors in Night Scythe
FA: 6 Wraiths w/ 4 Whip Coils
HV: Doom Scythe
Total: 993 points

Wyomingfox’s Tau Detachment:

HQ: Commander w/ Vectored Retro-thrusters, DC, OG, CCN, Puretide Chip, MSS, Iridium Battlesuit – 178 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 10 Kroot with Hound – 65 pts
Elite: Riptide w/ Ion Accelerator, TL Fusion Blaster, VT, and EWO – 210 pts
Elite: Riptide w/ Ion Accelerator, TL Fusion Blaster, VT, and EWO – 210 pts
Heavy: 3 Broadsides w/ TL SMS, TL HYMP, TL, and 5 Marker Drones – 270 pts
Total: 1000 points

Each Game Scenario had two victory conditions that each scored 4 pts for a win, 2 points for a draw, and 0 points for a loss. In addition there was 4 Bonus Points each worth 1 point each:

1) Head Hunter: Destroy an enemy HQ
2) Our Boys are Coming Home: Keep at least half your troops alive
3) Hold the Fort: No enemy units in your deployment zone at game end
4) I can beat you with one arm tied behind my back: One warlord must forego his warlord trait

In each game, each detachment had a warlord that could roll on the warlord tables. You could either roll on your codex table or roll on the book tables. If rolling on the book tables, you rolled a single dice and noted the number. You could select that number from any of the three book tables.


Game 2: Tempest

Our Opponents: Team Khorshid

Eldar Detachment:
HQ: Autarch with Banshee Mask
Troop: 5 Dire Avengers w/ Waveserpent w/ TL SL, SC, and HF
Troop: 10 Guardian Defenders w/ Waveserpent w/ TL SL, SC, and HF
Fast Attack: Exarch Crimson Hunter
Heavy: Wraith Knight w/ Sun Cannon and SL

Eldar Detachment:
HQ: Spiritseer
Troop: 5 Wraithguard w/ Waveserpent w/ TL SL, SC, and HF
Troop: 3 Guardian Jetbikes
Fast Attack: Exarch Crimson Hunter
Fast Attack: 3 Vypers w/ BL
Heavy: 3 Warwalkers w/ 2 BL each

Mission:

Deployment: Hammer and Anvil. Reserves come in from the long board edge

Terrain: See deployment picture. This board only had only one piece of LOS blocking terrain. Sad face.

Victory Condition 1: The team with the most scoring units within 6” of the board’s center wins this victory condition.

Victory Condition 2: Each team marks for death a single opposing detachment. Only that detachment awards kill points. The Team with the most KP wins this victory condition. We mark the detachment with the war walkers and vipers as they are the easiest to kill. They mark our Necron detachment.

Special Scenario Rules: Skimmers, FMC, Jetbikes, Flyers and Jet/Jump infantry that use their packs scatter a d6 after moving. You do not mishap but land 1” short of units, board edges and impassible terrain.

*If you table your opponent then you get max points.

Pregame:

Spoiler:
Pregame Thoughts: This team tabled our friends in round 1. They are going second and have two aircraft killers that will down our night scythes. They also have 4 fast scoring units. We can’t contest the 1st victory condition and it is unlikely we can keep them from getting a scoring unit to the table center…so we will focus on the second objective and kill off our opponent’s weaker units.

Warlord Traits: In this scenario each team can nullify one of their opponent’s warlord traits. We both then elected to forego our second warlord trait.

Night Fighting: First turn

Deployment: The picture below shows our respective deployments.

They win the toss and elect to deploy second. We deploy centrally with my broadsides and attached Chip-Commander in the center and a riptide on either side of them, all on our deployment line and in an Iron bark Forest (3+ cover saves). Gits deploys his wraiths and attached D-Lord behind my right most riptide. Warriors are in Night Scythes. Kroot are outflanking.

From Left to Right. They deploy their war walkers up front on their left flank. Then behind the mountain they place the Guardian Serpent w/ attached Autarch and to the right of that, the wraith knight. The Avenger’s Serpent was placed to the right of the mountain with Vypers in front. Then they placed their Wraith Guard Serpent w/ attached Spirit Seer on the far right. Jetbikes in reserve.



Turn 1: Team SteamCrons

Spoiler:
Riptides nova charge their 3++. Commander selects tank hunter. The Broadsides & Marker Drones move through difficult terrain and score a 6” movement. Note: Mixed units that contain normal infantry were not affected by the tempest. They are now in range of war walkers and open fire destroying 2 war walkers with the commander’s help. Marker lights also light up the war walker. Both Riptides fire into the survivor, one whiffs and the other scatters into the nearby wave serpent, which fails its serpent shield and is immobilized. During assault, riptides and marker drones jump back, no meaningful scatters.

KP: 0-0


Turn 1: Opponents

Spoiler:
Each turn the spirit sear would successfully cast conceal on its wave serpent. The war walker moves up as do the Vypers. Wave Serpents stay back out of range but shuffle just slightly for cover saves. They decide to keep their serpent shields up and to the wraith knight away from the tau fire base. War Walker and Vypers fire into the Broadsides. I had thought I had left all 3 touching cover but they have scenic overhanging bases and sure enough one of the bases wasn’t touching the Iron Bark Forest. They focus fire but surprisingly fail to hit/wound. War walker battle focuses backwards out of range of the broadsides.

KP: 0-0


Turn 2: Team SteamCrons

Spoiler:
All 3 flyers come in. Kroot stay out. Riptides nova charge their 3++. Commander selects tank hunter. The Broadsides & Marker Drones light up the Vyper Squadron, wiping them out. Two of the night scythes had moved towards the non-concealed wave serpent but scattered out of range due to the tempest. Wraith’s cautiously advance at my gentle prodding. Doom Scythe lays its line of destruction down on the lone walker, the crippled wave serpent and the Wraith Knight, destroying the walker, serpent and putting a wound on the Wraith knight. Both Riptides fire into non-concealed, middle wave serpent, but score no damage. During assault, the broadside’s marker drones jump back. Riptides stay put on the edge of the forest each flanking the Broadsides.

KP: 2-0



Turn 2: Opponents

Spoiler:
Non-marked for death Hunter comes in as well as the Jetbikes who hide behind the mountain. Hunter positions itself to shoot at the Doom Scythe while staying out of melta range from my riptides…it takes 2 hull points off the Doom Scythe & knocks out the main gun. The disembarked Autarch and guardians move behind the mountain. The middle wave serpent knocks out the nearest Night Scythe. Last wave serpent takes a HP off of the remaining Night Scythe. The Wraith Knight shoots at my Broadside unit and focus fires the Broadside that was out of cover to death.

KP: 2-1



Turn 3: Team SteamCrons

Spoiler:
Kroot come in on the short edge behind the jet bikes and wipe them out. Warriors walk onto the backfield and are forgotten. Both flyers exit the board. Commander selects tank hunter. Riptides nova charge their 3++. Both Riptides advance up the board and the commander joins the left most riptide. Marker Drones jump out and light up the Hunter. Wraith’s cautiously advance at my foot’s gentle prodding. Both Riptides fire into the hunter but only do a single hull point of damage. During assault, the broadside’s marker drones jump back. Riptides stay put to avoid scatter.

KP: 3-1


Turn 3: Opponents

Spoiler:
2nd Hunter fails to come in. Wraith Knight fires into the commander’s unit and the riptide takes two wounds. Guardians + Autarch wipe out one kroot squad, running them down in assault. Both wave serpents elect not to fire their shields, one turbo boosts while the other one fires its secondary weapons at the wraiths who lose two by turn's end. Hunter wipes out my 2 remaining Broadsides, the drones make their morale test.

KP: 3-1



Turn 4: Team SteamCrons

Spoiler:
Flyers come in, think they fire uselessly into the wave serpents. We decide not to disembark the warriors as they will simply get shot up/assaulted to death and give up a KP. Riptide with commander fails its nova charge. Second one ripple fires its fusion blaster. Commander selects tank hunter. Marker Drones jump out and fire at the concealed wave serpent but I only score a single marker light hit. Commander’s unit jumps forward hoping for a good scatter but instead is moved backwards and out of range of the wave serpents. Commander opens fire on the Hunter instead but the fusion blasters miss and IA fails to pen. Left most riptide jumps and scatters forward into an Iron Bark forest and within assault range of both wave serpents. Kroot shoot into the rear of the middle wave serpent scoring a HP. Wraiths jump to get within assault distance of the wave serpents but scatter backwards, they elect to run and try and block off one side of the center. Right most riptide opens up on the middle, non-concealed wave serpent and wrecks it. The dire avengers disembark forwards. Riptide fails its attempt to assault the dire avengers but they do no wounds in over watch to it. My commander’s unit tries to jump to block off the left side of the center but scatters.

KP: 3-1


Turn 4: Opponents

Spoiler:
2nd Hunter fails to come in and awards us our forth KP. Hunter that is in, flies into our backfield and downs the Doom Scythe. Wraith Knight advances towards my riptide in their deployment zone. Dire avengers move and run within 6” of the center. Wraith Guard + Spirit Seer disembark from the Wave Serpent and walk within 6” of center. Guardians + Autarch shoot and assault my second kroot squad, wiping them out. Wraith Knight shoots at my riptide for no wounds thanks to 3+ cover. Wave serpent shoots at the Night Scythe but scores only a single HP. Wraith Guard and Dire Avengers battle focus fire into Git’s Wraiths killing 2 and putting a wound on another two. Wraith Knight then assaults my riptide and both score a single wound tying combat. Dice Down.



We win KP 4-2 and they control the center with 2 scoring units to our 0. Both of us have enemy units in our deployment zones. Neither of us slew a warlord. Both of us have ½ of our troops remaining. Both of us gave up a warlord trait. We are tied 6-6.

KP: 4-2



Closing Thoughts:

Spoiler:
Well, Plenty of good things happened to keep us from getting tabled, which was suprising seeing as were going first and there was only 1 LOS blocking piece of terrain and our opponents were not going to share it. The Broadsides did a nice job knocking out 2 war walkers and all three vypers at the outset. The marker drones also contributed to the riptide overcharged IA shot that immobilized the first waveserpent. The Doom Scythe contributed nicely by finishing off both the lone walker as well as the injured wave serpent. By the end of the second turn we had nullified about a 1/3rd of their firepower while only giving up a single night scythe. Hell, even the lowly kroot played a role in slaying the hidden jetbikes that otherwise would have allowed our opponents to more easily score the 1st victory condition and given them more freedom to fire thier wave serpents round 3.

While the riptides did a good job of keeping the wraith knight at bay, they were pretty ineffective at downing the lone hunter that was reaming our flyers and the AV12 skimmers. I could have used a HBC in this game.

The tempest didn’t really affect our opponents too much but it stopped at least one night scythe from firing into a wave serpent early on and thwarted both my commander and Art’s wraiths from threating their wave serpents in the final turn. On the reverse side, the 3+ cover Iron Bark really made it challenging for our opponents to deal with our Tau firebase and not getting their 2nd Hunter in hurt the offensive power of our opponents.

Steam Crons MVP: (Gits) I think it's got to go to the doom scythe as the only unit that really accomplished anything. Not that the night scythes didn't try mind you, but shooting at woogied wave serpents with their shields up is a waste of time. The scatter special rule really worked against me this game, in most every case scattering me back out of shooting and/or assault range. I really should have played my wraith wing much more aggressively, I was just concerned with giving up 3 points in one go should they be wiped. In the end though, it would have been worth the risk to get them stuck-in on our half of turn 4.

Enemy’s MVP: Wave Serpents bar none. They weathered an amazing amount of fire power, kept their two troop units safe and helped remove HP off of our flyers. Second place would go the hunter that took out 2 Flyers, 2 Broadsides, and kept us from scoring the bonus point for having no enemy units in your backfield. I shudder to think what might have happened if both huters had made it on the board Turn 2.


(Gits) - I thought I'd add that we really enjoyed this game. Our opponents were excellent guys and much fun to play. We ended up chatting with them on and off for the rest of the day. They came in second and it was well deserved. Considering they tabled the team before and after us, I was pretty darn happy with our 6/6 tie! The tournament was a fantastic time. Kudos to the organizers... I'll definitely be back!

This message was edited 3 times. Last update was at 2013/11/20 19:37:29


Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Yo Gits! Looking at the pics, my commander's riptide actually took 2 wounds in our opponent's turn 3. Also feel free to add any details I might have missed!

This message was edited 1 time. Last update was at 2013/11/20 18:53:25


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Decrepit Dakkanaut






Madison, WI

Fixed. I made a couple of minor changes, hopefully nothing that's noticible.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in no
Stealthy Grot Snipa





Wow, that table is pretty barren.

Each turn the spirit sear would successfully cast conceal on its wave serpent.


He can't actually do that. He can only cast it on himself, which would benefit his squad, but not its transport.

"The Emporer is a rouge trader."
- Charlie Chaplain. 
   
Made in us
Decrepit Dakkanaut






Madison, WI

Yes. Two out of three games there was only 1 piece of sight blocking terrain. I will ask them next year if they'd like me to bring some of my orkish stuff up. Have about 3 tables worth of professionally made ork terrain, most of which is sight blocking. I don't want to step on anyone's toes, but I think it would make for more interesting games if there weren't unlimited fields of fire.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

 Gitsplitta wrote:
Yes. Two out of three games there was only 1 piece of sight blocking terrain. I will ask them next year if they'd like me to bring some of my orkish stuff up. Have about 3 tables worth of professionally made ork terrain, most of which is sight blocking. I don't want to step on anyone's toes, but I think it would make for more interesting games if there weren't unlimited fields of fire.


I also have buildings, a guard tower, and a temple I could bring as well, all of which are manufactured and painted by ESLO. The LOS blocking pieces they had were quite impresive though. Nevertheless, odds are if there is only one piece of LOS blocking terrain, it will ened up in a corner .


Automatically Appended Next Post:
Thud wrote:


Each turn the spirit sear would successfully cast conceal on its wave serpent.


He can't actually do that. He can only cast it on himself, which would benefit his squad, but not its transport.


Page 67 Declare target. "Psycher embarked on a transport can only target himself, his vehicle, or another unit embarked on the transport with him."

What they did was legit.

This message was edited 1 time. Last update was at 2013/11/21 04:12:33


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Regular Dakkanaut





I dont have my book at work, but I thought most (if not all) of the Runes of Battle powers that the Spiritseer could take are worded such that they only affect the Spiritseer and their unit.
   
Made in us
Never Forget Isstvan!





Green Bay, Wisconson

This has been discussed multiple times..in lots of forums.. feel free to wade through these at infinitium. I believe due to the wording of the power. it only affects the Seer and his unit. The Vehicle isn't a part of his unit, it's a transport. Also often discussed was that the vehicle is a separate unit as it is has it's own victory point. Probably something GW could/should easily Faq!

Personally don't care as long as everyone is following the same rule . Their Eldar and our Eldar

This message was edited 2 times. Last update was at 2013/11/22 14:53:24


 
   
 
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