So test game 2 of my Footycrons will be against my mighty Daemons of Chaos. I want to test a not-so-common army against an army thats soon to be pretty durn common...
Necrons Test List 1850
HQ
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Overlord - Scythe - Barge (Ravager)
Destroyer Lord - Scarabs, Weave, Scythe
5x Crypteks - All HOD, 1x Pulse (
BA honor guard)
Troops
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5x Warriors (Death Company)
5x Warriors (Death Company)
10x Warriors (Jump Marines)
10x Warriors (Jump Marines)
10x Warriors(Jump Marines)
Fast Attack
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7x Scarabs (Flesh Hounds)
7x Scarabs (Flesh Hounds)
5x Wraiths - 2x Whips (Terminators)
Heavy
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Annihilation Barge
Annihilation Barge
3x Spyders - 1x claw, 1x gloom (Bloodcrushers)
vs
1850 Fiendweaver
HQ
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Fateweaver - 333
Bloodthirster - Blessing, Might - 275
Elite
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5x Fiends - Unholy Might - 160
5x Fiends - Unholy Might - 160
Troops
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5x Horrors - Bolt - 95
5x Horrors - Bolt - 95
5x Horrors - Bolt - 95
5x Horrors - Bolt, Changling - 100
Heavy
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Daemon Prince - Wings,
MOT, Bolt - 200
Daemon Prince - Wings,
MOT, Bolt - 200
Daemon Prince -
MoT, Bolt - 140
Total: 1853 pts
Mission: 3 Objectives
Deployment: Pitched Battle
I rolled off and my Daemons won the roll. After a bit of thought I decided to take first turn with the Daemons; the reasoning behind this is to keep my distance and not allow the Necrons to get close enough for volleys. As well, I wanted the scarabs to be as far away as possible when I land.
Deployment:
FYI the downed speeders are the objectives.
I roll to try and seize with the 'Crons and fail. Off we go!
Daemons T1
Primary Wave: Weaver, 2 Horror units, 2 Winged
DP's, 1 Fiend unit
Secondary: Thirster, 2 horror units, unwinged
DP, 1 Fiend Unit
I roll and get my secondary wave... poopy :( I pop my Pulse on the 'Crons (playing as though I didn't know what the Daemon player would do). Everything drops a good distance off, I tried to keep everything behind terrain. Sadly, everything scatters backward; so instead of being about 24" or so away, most of my stuff winds up being 30" away. Bad start.
I run everything either behind buildings or to spread out.
Daemons 0 - Necrons 0
Necrons T1
I advance the horde. I move the barges toward the far right unit or horrors; I know I wont get them this turn, but setting up for next turn. I also turbo my command barge toward the middle horror unit; I'll use the barge to distract as the Daemons cant let him go. Otherwise the Overlord will mince the small horror units.
Shooting I cant really see much of the daemons, or I'm out of range, but I do manage to put 1 wound on the thirster with a lance.
Daemons 0 - Necrons 1
Daemons T2
I roll reserves and get a good roll! my fiends, weaver, and both winged princes drop in. Weaver, and both princes land spot on. The fiends scatter a bit.
I move the thirster up into weavers bubble, and move my moveable fiends toward the Barge. Both horror squads move to try and fire on some stuff. My unwinged prince in the back tries to bait the wraiths.
Shooting I miss everything or fail to do anything.... sigh. Both horror units whiffed pretty baddly (the right side unit was 2" from hitting the scarabs). I run weaver to get everything in the middle into his bubble.
In assault the Fiends manage to explode the command barge! He passes pinning.
(P.S. Mephiston stood in for the Lord as I forgot him at home :( )
Daemons 0 - Necrons 1
Necrons T2
The horde rumbles on! My scarabs make the move on thr right to charge my horrors. On the left, my now bulging unit of Scarabs (13 strong) moves forward, I'm thinking of holding them back to watch objectives and stop any Daemons from getting too close. My overlord moves over to make room for the Wraiths to come in and stomp some fiends. Both Barges move to get some shots off on Weaver and the princes.
Shooting all my Warrior units (due to moving, had to get them closer to the objectives) are out of range... At this point I'm thinking 4 units of immortals with Tesla might be better. The lances fail to hit or I make my saves. The middle-most barge unloads on Weaver, scoring 2 6's! Thats 8 total hits, and he scores 8 wounds! Weaver passes them all, and I fail to roll a 6 on any other units (he was close to a lot of stuff!) My other barge, sadly, cannot see the grey
DP over the middle terrain :(
In assault my horrors on the right get mulched by the scarabs, who consolidate poorly. In the middle the huge battle gets underway as the Wraiths/Dual lords charge in. I manage a staggering 12 wounds, but only 2 wraiths take wounds (one coild/one normal) after the wraiths/lords pound on me, doing 15 wounds! Luckily weavers closeby and I only fail 2 saves (way above average!). The combats tied.
Daemons 0 - Necrons 2
Daemons T3
I roll reserves and my blue horrors come in. I try to land them out of sight but they scatter; they're really close to the scarabs now. Yipes!
I move my yellow prince over the middle terrain to smack down one of the small warrior units. My thirster goes to clean up the scarabs on the right. Weaver and my grey
DP move to charge the large warrior block threatening from the north. My other fiends move to reinforce the fiends already in combat. My foot prince keeps on trucking, moving into position to countercharge the scarabs (I know the blue horrors are doomed).
Shooting I fail spectacularly again, I manage to kill 2 scarab bases on the left unit, and weaver knocks down 2 warriors from the back right unit. Everything else either misses or fails to wound.
In assault my fiends charge in! Due to being so deep I'm able to keep more out of
BTB with the coil. I swing in and score 3 wounds on the foot lord, and 10 wounds on the wraiths! They fail 5 total saves, losing 1 coil and 2 normal wraiths. The lord passes his checks. Weavers not nearby any longer, so the lords/wraiths swing in and manage to kill the might/1 normal fiend from the first unit. They pass
Ld/saves having only lost by 1. I have to pile in, this takes more fiends than I care into
BTB with the coil. My thirster butchers the scarabs leaving 1 wounded base left. Weaver/Grey
DP overrun their warrior unit, and the yellow
DP knocks over 3 warriors... they pass
LD and 2 get back up!
Daemons 0 - Necrons 2
Necrons T3
My scarabs get bulked again on the left as they move toward the puny horror squad. All the warriors aim to take out my
DP/Weaver. One barge also turns to help, while the other pivots to fire on the green horrors in back.
Shooting the Green Horrors take a brutal 9 hits (lots of tesla this time!) and only 2 survive. My Grey
DP goes down to lots of firepower, despite being in Weavers bubble. Weaver alsop takes some hits but is unharmed.
In assault the thirster clears his scarabs and consolidates poorly. The Scarabs on the left clear out my horrors there, also consolidating poorly. My yellow
DP finally gets unmoored from his combat, sweeping the warriors. In the large scrum in the middle things swing very poorly for the poor fiends; I pour tons of attacks into the wraiths, killing the coil, as well as doing 1 wound to both lords. They go berserk back, scoring so many wounds they wipe the last 2 fiends from one unit and kill one more from the other. After fearless, I'm left with 3 fiends (1 with a wound) against 2 lords and 1 wraith.
Daemons 0 - Necrons 2
Daemons T4
My last horrors plop on in in the middle, I need to start moving for some objectives.
Weaver and my yellow
DP move over to tie up the spyders/the other small unit of warriors. My
BT moves to clear out that large block on the objective to the right. My footprince moves to tie up the Scarabs. My green horrors move into cover.
Shooting I pick off a base or two from the scarabs. The horrors fail to do much harm, shooting at the warriors by the left objective. Weaver fires his bolt into the back of the barge, failing to hit (seeing a theme?) and then breaths down 3 warriors. Only 1 gets back up.
In assault Weaver cleans house, killing all his warriors and consolidating toward the large warrior block on the left. Thirster charges in and due to going last due to terrain, takes 1 wound. In return he knocks down 4 warriors. They pass
Ld and 2 get back up! My yellow
DP charges the spyders and everyone swings wet noodles. My blue
DP takes down 2 bases of scarabs (after fearless) and takes 1 wound. in the wraith war I take down the last wraith, the lords put down 1 fiend and wound another for another tied combat.
Daemons 1 - Necrons 1
Necrons T4
Both barges pivot. They're great firing platforms once in position! With most everything else locked in combat, not much to shoot at.
Shooting they knock my green horrors to one guy! GO DUDE! The pink horrors lose 2 guys. Weaver takes a lot of punishment but still hasn't taken a wound.
In Assault my fiends whiff, the overlord passing his saves. Both lords also whiff, doing 1 wound. I fail my fearless, leaving 1 wounded fiend against both lords. The
DP/Spyder whifffest continues. My
BT knocks down 3 warriors, 1 gets back up and they pass
ld again. My Blue
DP kills another base and wounds another.
(sorry, forgot to take
EOT pic here)
Daemons 1 - Necrons 1
Daemons T5
Everythings basically locked in
CC, so I move weaver toward the last warrior unit. My Green Horror makes it to his objective!
Shooting Weaver knocks down 2 warriors (both get back up) and fails to hurt the barges again. My horrors suck once more.
In Assault my Thirster takes a wound and the warriors pass
LD AGAIN!!!!! This battle is taking far too long :( The
DP/Spyder whifffest finally gets somewhere, my
DP takes 2 wounds despite being in weavers bubble. My last fiend finally dies but not before putting 1 wound on the Overlord. Both lords now have 2 wounds each! They consolidate; the overlord toward my last horror, the D-lord off to help his buddies. The blue
DP kills more scarabs. Weaver knocks down some dudes, but in the process he takes a wound!!!!!!! He passes
LD.
Daemons 1 - Necrons 0
Necrons T5
With all the Necrons scoring units tied up away from objectives, the Necrons need to kill off my scoringunits to have any hope of even a tie. At this point all the threats are pretty much locked in
CC; with that in mind, I move my D-Lord to try and help clear out the yellow
DP. I need to unlock those Spyders to help out the warriors if T6 happens... The overlord on bottom can easily clear out the last horror there, and barge fire should clear those 3 horrors squatting on the top left objective.
Shooting my 3 pink horrors poof. Nothing else really.
In assault the D-Lord charges my yellow prince. I think to myself whos the bigger threat and decide the D-lord; he needs 4's to hit and 2's to wound unlike the Spyders that need 5's and 3's. With that in mind I swing at the D-Lord to try and knock his last wound off; I hit 3 times... and fail to wound! My
DP dies a horrible death as even his 4++ reroll couldn't stop 6 wounds (4 from the lord and 2 from the spyders). Weaver knocks a few warriors over again, they pass
LD. The thirster FINALLY overruns his unit but rolls a piddly 1 for his consolidation. The overlord at the bottom charges my lone horrors... and whiffs! In the Blue
DP combat battle rages on, the Scarabs are now down to just 5 bases.
Daemons 0 - Necrons 0
Daemons T6
I only have one chance to win; that is to try and save the last horror. But thats next to impossible; it would take at least 1 turn for my
BT to come rescue him. With that in mind I just go for the moral victory. I move the
BT to charge the spyders, with Weaver nearby I have a great chance of winning that combat and not dying.
In assault Weaver overruns his warriors! HUZZAH! The Necrons now have no chance of victory other than a table. The
BT charges the spyders, wounding each one once... They swing in, scoring 1 wound. I roll with confidence; my 4++ reroll should have this!..... alas, it doesn't, the Thirster falls. Damn Spyders! My
DP kills the Scarabs down to 3 bases. The overlord yet again fails to kill my last horror. Go dude!
Daemons 0 - Necrons 0
Necrons T6
With no hope of winning by objectives, I try to table the Daemons. I move the D-lord to reinforce my Scarabs. The spyders get ready to charge weaver, and both barges unload on him. Weaver takes 1 wound, down to 1!
In assault the D-Lord charges in, hoping to clear out that
DP. I take my chances again, swinging at the lord; and this time he dies! He fails
RP, and the scarabs fail again. Weaver takes a bunch of hits, but is still standing. Weaver does manage 2 wounds, killing one spyder and leaving the other 2 with a wound each! The overlord finally kills my last Horror.
Daemons 0 - Necrons 0
Daemons T7
I roll and don't get a T7, but for the sake of seeing what happens (the Daemons cannot hope to win now) I keep going.
In the Weaver combat I kill off both Spyders and consolidate backward. The
DP clears his Scarabs finally and consolidates backward.
Daemons 0 - Necrons 0
Necrons T7
The overlord moves/runs. One barge fires at weaver, hes still standing! So I think about what to do... The 'Crons cannot win now, so I go for Weaver again and he finally biffs it!
Daemons 0 - Necrons 0
Result:
TIE GAME!
Aftermath: With only a
DP on the Daemons side, and the 'Crons only having 2 barges and a lord on foot, it was a super close game. Here were my thoughts of both armies during this game -
Daemons
While my Daemons normally have very little issue with most
MEQ armies and Mech,
AV 13 vehicles are a pain in the ass for them! Daemons don't have the volume of fire other armies do; and while I'd normally rely on rear hits with Horrors for armor suppression (back armor on most stuffs 10), My horrors didn't have much at all to do this game. Even throwing shots downrange they did very little and were little more than Scarab Bait. The
DP's really shined this game, creating a lot of disruption, but this game showed me a glaring defect with them;
str 5. If I'd had might on them the Spyders and Scarab fights would have been much more balanced, but I couldn't rely on the princes and they really prolonged a lot of fights. The Fiends against the Wraiths was just a large dice battle, and while its my fault for moving weaver, I felt he was needed elseware more. HOnestly, 10 fiends SHOULD have won that fight, but those coils really dinked things up and I was making some hot saves on the wraiths passing 10-12 saves in a combat! I also underestimated how resiliant Warriors are; yes, you can drop quite a few in a combat. But unlike marines where killing 4 will normally break them,
LD 10 makes a huge difference! As well, a bunch kept getting back up and, whats more, if they had won that
BT combat there would have been 5 or so left still... pretty amazing!
Bottom line on the Daemons is it seems you cannot fight the 'Crons like you would Marines or even
DE. One single
MC can't do the job; it seems 2 or more is needed. You HAVE to take out 4+ warriors to reliably run them down, and Daemon Princes and things cannot do that consistently enough. I know much more what to do next time I face them; thats what practice is for!
Necrons
What can I say? This game I was highly impressed by the 'Crons. A few thoughts this game really stood out:
- Warriors - they are not offensive in nature at all. A big hindrance for them is the fact they need to stand still to get decent range, but that cuts their firepower dramatically. As well, even with HOD Crypteks they aren't that reliable; one shot isn't much, and while I'm sure its awesome in some games (mech spam) it doesn't do diddly in other games. Why do I wanna fire my lance at an
MC 36" away when the warriors can't reach it? If I move the warriors become even less effective. At this time I'm almost thinking 4 units of 7 Immortals with Tesla might be a better bet; both offensively, and defensively.
- Annihilation Barges - These things have the potential to output a LOT of damage. The issue, though, is relying on 6's; I had a few insane volleys, but normally they don't do too much. I think I need to get some tests in against Mech-Spam or Nids to find their potential.
- Wraiths - So damn good... I'm almost tempted to run 2 units. These guys really shine in tarpitting enemies and eventually overwhelming them. A must in my book.
- D-Lord - He was a beast this game as well. I'm realizing more and more that a T6 charecter in a unit is amazing. If you can keep him away from Fists hes a boon; the only issue I see with him might be against
GK forcing him. But even then, if its not Draigowing, they have to choose;
str 5 or force? And hopefully by the time they do swing the Wraiths will have done some damage.
- Overlord - The two test games the Barge hasn't done diddly. I can see how beneficial it is, but man... for the cost, I almost just wanna run Imotekh. He'd make the army more survivable, and probably wreck just as many vehicles. and Missile Spam Longfangs would be a lot less scary.
- Scarabs - While the Daemons have no armor, these guys really did some work! Their insane threat range mean't the Horrors couldn't get good volleys off on the warriors, which I did try, and then the Horrors got dominated. Just the size of their threat bubble keeps foes away.
- Spyders - This is the first game I've played where they saw combat, and I gotta say; they're tough buggers! They only really have to fear Force Weapons. Everything else I think they'll slowly grind through. Well, and things like Jaws... yay for gloom tho!
- HoD Crypteks - I'm still on the fence with these guys, but at current time I'm gonna say; crap. Scarabs are far more reliable, I almost want to run defensive Crypteks. Lances are just so unpredicatable.
Hope ya'll enjoyed the rep; I'll try and start getting test games in against friends, but with 2 tournaments in the next couple weeks it looks doubtful. Thanks for reading!