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Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

This insane idea of mine was formulated in this thread. I checked around for a battle report of Necrons vs Necrons, and none could be found! Shoot, we have Vassal; we have the Necron codex PDF; by God we aren't doing anything this Friday. Its time for a wargame! Unfortunately, we got so caught up in the "action" that I did a terrible job of taking screenshots at the end of each round, so excuess me. Oh, by the way, no C'tan were allowed.

My self-appointed job was to build a list without the use of Monoliths, and because of a lack of useful options it eventually morphed into a psuedo-Destroyer Spam.
Necron Lord, Rez Orb, 140
Necron Lord, Destroyer Body, Phase Shifter, 160
10 Necron Warriors, 180
10 Necron Warriors, 180
10 Necron Warriors, 180
3 Destroyers, 150
3 Heavy Destroyers, 195
3 Heavy Destroyers, 195
2 Tomb Spyders, 110
1500

He, on the other hand, was the weaker player and adjusted to agknowledge it: Monolith spam.
Necron Lord, Warscythe, 110
13 Warriors, 234
13 Warriors, 234
12 Warriors, 216
Monolith, 235
Monolith, 235
Monolith, 235
1499

Deployment

We rolled Capture and Control and deployed Pitched Battle. I won to go first, deploying in the bottom where the warehouse and central building would help shield me from the Monoliths. He failed to seize the initiative.

Destroyer's turn 1
I advanced with everything. The Destroyer Lord turbo-boosts up the left flank, and the Heavy Destroyers turbo-boost up the right. The left two Necron squads huddled together with the Lord in the shade of the warehouse, waiting to take the objective later in the game. The center Destroyers rip into the opposing middle Warrior squad, killing 3. The left Heavy Destroyers one-up them by Exploding the left Monolith! The explosion catches the squad behind it, killing another 4 Warriors and they barely pass their Morale check with a 10. I finish the round by spawning a Scarab Swarm on each of the Spyders, who had run in the Shooting Phase.

Monolith's turn 1
He gets two Warriors back on the left squad, and a single Warrior returns for the center squad. He advanced his Monolith wall, and takes his oily revenge. The right Monolith destroys the entire squad of Destroyers (pun) in a single blow. The other sets its sights on the Heavy Destroyers, but manages to scatter into the Warriors chilling behind the warehouse. They casually go to ground, and only lose a single member.

Destroyer's turn 2
I started by failing my WBB, setting the mood for the rest of the turn. The Heavy Destroyers on the left fell back, while failing to cause any damage with their shooting. The right side also failed to damage the Monolith. Certainly the Destroyer Lord, now in position to assault, can turn my poor run around! No. He whiffs all his rolls against the top left Warriors. I finish the turn by building two more Scarabs on the Spyders, who Hovered up the field as fast as they could.

Monolith's turn 2
He started by teleporting his Warriors out of combat so close to the table edge. The Monolith had moved infront of the generator, and the re-deployed Necrons were staring down the Tomb Spyder. Along with the Monolith's Arc Flux, they rapid fired into the Spyder, but with some cunning wound allocation I managed to keep both Swarms and the Spyder alive at one wound. The middle squad didn't feel like running, and fired into the Destroyer Lord with no effect. His other Monolith and Warrior squad moved towards his objective.

Destroyer's turn 3
My turn three opens by stunning and Weapon Destroying the left Monolith, while advancing my units towards the objectives. The Destroyer Lord floats over the generator joins the Spyder in an assault on the Warriors. The Lord then whiffs all his rolls, while the Spyder kills two, but then dies to the retailiation. The between the Scarabs and the Spyder I lose by one, but pass the test and continue the assault. With the the cunning use of Scarab summoning to give him another couple inches, the right Spyder is able to assault the right Warriors. However, his rolling is worse than the Destroyer Lords, and he loses combat taking several wounds on the Scarabs.

Monolith's turn 3
His turn is pretty uneventful. The left Monolith Particle Whips at the Warriors, killing three that are within range of the Resurrection Orb. They pass their Morale test and stay on the objective. The combat on the right goes in his favor, but there are no casualties save a single Warrior. The combat on the left goes in mine, with the Destroyer Lord slowly whittling down the Warriors.

Destroyer's turn 4
WBB's are passed for the left Warrior squad, and they press forward towards the Monolith with the second Warrior squad finally coming out from behind the warehouse to take the objective. My armies combined shooting manages to shake the Monolith. I continue to whittle the left Warriors away, my Destroyer Lord killing them two at a time. However, the right combat is tied, losing two Swarms for two Warriors.

Monolith's turn 4
His right Monolith is finally in range and lays it on the Heavy Destroyers huggin the right board edge. He kills two of the three, but I'm confident they'll make their WBB. His other Particle Whip goes wide, then rolls something like three ones to wound and kills only a single Warrior. However, his Lord is finally able to finish off the Spyder.

Destroyer's turn 5
One Heavy Destroyer makes its WBB, which is what I expected. The only Warrior his left Monolith was able to kill then gets back up just to spite him. My right Warrior squad, which had been following in Spyder's foot steps, tried to avenge their fallen Artificer. They kill something to the tune of three Warriors with their shooting. Bored with being target practice for the Monolith, the left Warrior squad moves up and rapid fires into the enemy's center Warrior squad as it finally comes into range (they had some poor running rolls). They match the other Warriors, killing three. I should mention the Heavy Destroyers have been firing at every opportunity, and have been unable to do damage for the last two turns. The Destroyer Lord kills two more Warriors, who pass their morale check. Yep, won't be long now!

Monolith's turn 5
His turn opens with "What turn is it again?" Yes, his Warriors are caught away from the objective on the last turn. He moves and forgoes return fire, trying to run them back into place. His Monolith hops up onto the roof of the center building and tries to bombard my advancing Warriors. He scatters a maximum 8" with his Particle Whip, but makes up for it with a 6 on his Arc Flux. He manages to get two kills on my Warrior squad. His left Monolith moves to block my line of sight of his central Warriors, and tries his luck with this Particle Whip. It scatters up, killing two of my Warriors, but it also engulfs the combat between his Warriors and my Lord. His Warriors are killed, and my Lord takes a wound.

Destroyer's turn 6
YES! Another turn to redeem myself! If I can keep that Monolith from Tank Shocking the last 6 inches into my objective, I'll be good for atleast a tie. So, both nearly full Warrior squads rapid fire into the Monolith, scoring an Immobilized, several Weapon Destroyed and a slew of Stuns and Shakens. With that objective secured, my Heavy Destroyers take to the roof of the warehouse, and try to put the hurt on the right Monolith (still perched on the building). The other two Heavy Destroyers join in, and between them they get 4 penetrating hits. Guess its time to shake it like a polaroid picture. Yep. Its just that kind of night. Now, if this game ends this turn I can still pull out the win. My right Warriors assault his, pulling them back off the objective. His Lord is stuck in the back row and is unable to swing. Not that it matters, I smash him, scoring four kills to his one. He still manages to pass his morale test, and continues to fight. My Destroyer Lord, freed from last combat immediately gets stuck in with his centeral Warrior squad.

Monolith's turn 6
He knows things aren't going his way, and futilely fires a Particle Whip into my clump of Warriors on the left objective. He has a plan to salvage the game though, and moves his Monolith between the brawling Warriors and the right objective, then teleports his Warriors through the portal right into the objective.

Destroyer's turn 7
Oh no, you didn't think the monotony would end there did you? I turbo-boost my Heavy Destroyers in a last ditch effort to contest the right objective.

Monolith's turn 7
The left objective is a lost cause, so he must get the Heavy Destroyers off the right objective. He assaults them with his Lord. Its the gamble that clinches the game. A single roll between victory and a draw. He rolls a 4 and 5, killing both of my Heavy Destroyers. Game over, tied game. As I write this I realize I could have turbo-boosted my Destroyer Lord to help contest, winning me the game, but hindsight is 20/20 eh?


Aftermath
He considers it a moral victory to draw against me. I can't complain: such a close conclusion is always fun. Still, not a bad run for our first time with the lists. He doesn't think his list needs tweaking, and maintains if the Monolith hadn't erupted turn one he'd have been able to put on more pressure. I have to agree, but one of them was bound to pop. On the other hand, I wasn't satisfied quite satisfied with the list. Knowing first hand how poorly any Necrons perform in close combat, I'd drop the Spyders and Destroyer Lord to free up the Nightshroud for my remaining Lord. That should give the scoring units some desperately needed mobility. I'd also like to add more Destroyers. They can dish out some serious damage, and I'd like to have seen do more that game.

This message was edited 4 times. Last update was at 2011/02/17 07:08:34


Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Interesting rep, and a ties good (considering he lith spammed and you didn't even run 1!)

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Made in gb
Sneaky Sniper Drone






His particle whip and gauss flux arcs can't fire at the same time as the Whip is Ordnance but by the look of it his particle whips dealt more damage to himself than they did to you (or close anyway).
Also what did the Lord assault turn 2 as living metal stops him hurting the monilith. Looks like a close game and I haven't seen Necrons v Necrons before either.

And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it. 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Oh, sorry, he attacks the top left squad. I'll clarify that in the report.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in us
Fresh-Faced New User





O'shovah wrote:His particle whip and gauss flux arcs can't fire at the same time as the Whip is Ordnance but by the look of it his particle whips dealt more damage to himself than they did to you (or close anyway).
Also what did the Lord assault turn 2 as living metal stops him hurting the monilith. Looks like a close game and I haven't seen Necrons v Necrons before either.


Hi, I played as the monolith Necrons. The rules actually don't give me the option of whether or not to fire the flux arcs. The codex says, "The Flux Arc projectors will fire D6 shots at every enemy unit with a model within 12" of the monolith." (emphasis mine) It doesn't matter what I want, or what other weapons I fire, the Flux Arcs always shoot, unless I get a "stunned" or "shaken" result on the monolith.

Oh, and there is a good reason you haven't seen Necrons V. Necrons before.

This message was edited 1 time. Last update was at 2010/02/06 23:35:28


A fledgling Guardsman Commander.
Chronic Lurker 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

Admiral-Bell wrote:
O'shovah wrote:His particle whip and gauss flux arcs can't fire at the same time as the Whip is Ordnance but by the look of it his particle whips dealt more damage to himself than they did to you (or close anyway).
Also what did the Lord assault turn 2 as living metal stops him hurting the monilith. Looks like a close game and I haven't seen Necrons v Necrons before either.


Hi, I played as the monolith Necrons. The rules actually don't give me the option of whether or not to fire the flux arcs. The codex says, "The Flux Arc projectors will fire D6 shots at every enemy unit with a model within 12" of the monolith." (emphasis mine) It doesn't matter what I want, or what other weapons I fire, the Flux Arcs always shoot, unless I get a "stunned" or "shaken" result on the monolith.

Oh, and there is a good reason you haven't seen Necrons V. Necrons before.
I've never seen anyone interpret it that way. Everyone else I've ever run into, including the Games Workshop, agrees that you can choose not to fire the gauss flux arcs and that line simply describes what happens when you choose to fire them. If you were forced to shoot the flux arcs that would seem to stop you from ever using the particle whip when the flux arcs are able to fire since the Monolith is not exempted from that part of the vehicle shooting rules.

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180146_Necrons_FAQ_2004-08_5th_Edition.pdf

"Q. Can the Monolith fire its particle whip and
gauss flux projectors in the same turn?
A. No, the Monolith cannot fire the particle whip
(as it is an ordnance weapon) and gauss flux
projectors in the same turn.
The particle whip
uses the large blast marker and its range and line
of sight are measured from any of the Monolith’s
weapons."

This message was edited 2 times. Last update was at 2010/02/07 20:15:22


Agitator noster fulminis percussus est 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Well, then the weapon becomes totally useless. We were playing it asthough it would ever actually be used, but even then it failed to impress.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in us
Irked Necron Immortal




It's not totally useless. It allows the Monolith to still fire a weapon after you teleport a Necron unit....which can be useful...sometimes...
   
Made in us
Yeoman Warden with a Longbow




Rochester NY

Necron's honestly suck n this edition, tis why I started orkz!

1500 3000 1000
Dis is how i roll  
   
Made in us
Numberless Necron Warrior




New York, NY

The Gauss Arc on the Monolith is the weapon I tend to use the most. I only run one Monolith at 1850 and use the portal quite frequently to give my Destroyers 36" to 48" of movement (18" to the back of the Monolith, 6" to the Portal of the Monolith, 12" movement out of the Monolith or 24" if they turbo boost). When you use the Portal this way you can not fire the Particle Whip in the same turn. Also, most players are competent enough to not group their guys to make them susceptible to the large blast weapon. Against armored lists, D6 shots that hit on 3+ and always glance on a 6 can provide a lot of Crew Shaken, Crew Stunned, Weapon Destroyed and Immobilized results.

That said I think Necrons vs. Necrons is an interesting battle. I don't think that either list was particularly strong, and clearly the list with a ton of Heavy Destroyers should be able to handle 3 Monoliths.

Death to the False Emperor!
2000pt 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Yet it couldn't.

How would you have built the lists better?

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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