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![[Post New]](/s/i/i.gif) 2011/12/27 02:03:53
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Rotting Sorcerer of Nurgle
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Saturday I'm getting a game in against my buddy Max ... lists are as follows:
Necrons
HQ
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Nemesor - 185 pts
4x Crypteks - 4x HOD (1x Pulse) - 160 pts
1x Necron lord - scarabs, scythe, labrynth - 80 pts
D-Lord - Scythe, Scarabs, Weave - 160 pts
Troops
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5x Warriors - 65 pts
5x Warriors - 65 pts
5x Warriors - 65 pts
5x Warriors - 65 pts
5x Immortals - Tesla - 85 pts
Fast Attack
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10x Scarabs - 150 pts
6x Wraiths - 3x Coils, 1x Pistol - 245 pts
6x Wraiths - 3x Coils, 1x Pistol - 245 pts
Heavy Support
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3x Spyders - 1x gloom - 165 pts
3x Spyders - 1x gloom - 165 pts
2x Spyders - 100 pts
Total: 2k
Imperial Guard
Definitly not your typical competetive list but i think it will be fun to play. If you couldnt tell i was shooting for a valk spamm list.
Imperial Guard Volra List
Stone Cold 1st Regiment
2000pts
HQ-
Company Command Squad - 240pts
Creed (gunna use some tactical Genious)
4 Melta guns
Master of the Fleet
Master of Telepath
Commisar Lord - 70pts
Dual BoltGun
TROOPS-
Veterans - 130pts
(Hot Shots)
Flamers x2
Heavy Flamer x1
Shot Gun
Det Pack
Veterans - 130pts
(Hot Shots)
Flamers x2
Heavy Flamer x1
Shot Gun
Det Pack
Veterans - 130pts
3 x Melta
Det Pack
Shot Gun
Veterans -130pts
3x Melta
Det Pack
Shot Gun
Elites-
Fast Attack-
3 - Valkuries (Vendetta) 390pts
3 twin linked las cannons
2 - Valkuries (Vendetta) 260pts
3 twin linked las cannons
2 - Valkuries (Normal) 280pts
Multi Rockets, Heavy Bolters
Heavy Support- 240pts
Russ Punisher Cannon
Pask
Pintle Mounted Stubber
Grand Total
2000pts
Mission: Annihilation
Deployment: Pitched Battle
I win the roll off and let Max go first. Reason being, I knew he was going to do mass outflanking if he went second, and this way it allowed me to have a straight game with him as I knew he was going to deploy to face me. As well, I had pulse so I knew I'd have at least 1 turn free of shooting for the most part.
Max deploys in a long line along his board edge, I deploy blobbed in the right bottom corner to take advantage of cover there. I placed the 'Teks in a squad with Zahndrek. All 4 warrior squads go into reserve.
Max scouts around to get good firing lanes, but he makes sure that he'll be out of my range as well as having cover for everything if I should steal. I try to seize and fail, and off we go!
Imperial Guard T1
He scoots around. I pop pulse this turn (probably should have waited til T2, oh well). He fires everything at my wraiths and scarabs, but nightfighting thwarts him.
IG - 0 KP
Necrons - 0 KP
Necrons T1
My horde moves forward. I spawn 8 bases and put them into coherency 2" each, so i'm able to sopread far. Then I roll to move... 2" (even with move through cover!) leaving a few scarabs still in terrain. Drat. A spyder took a wound as well. Nemesors squad only gets a 3" move and moves onto the top of their ruins. As well, I give nemesors 'Tek squad Night Vision.
Shooting Nemesors squad gets a 33" range!.... and is just shy of hitting the valkyries! The scarabs fleet, and I run everything else. Then I forget to assault with the scarabs :(
IG - 0 KP
Necrons - 0 KP
Imperial Guard T2
With my Wraiths threatening his left side vendettas, he scoots the vendettas and then unloads all 3 squads. His goal is to bubblewrap the bases so I can't get to them, thereby I have to assault the guardsmen instead. He only moved the vendettas 6" so he could shoot everything. He also figures I'll wipe whatever squad I hit, then get blown off the board. His back vendettas move 6" as do his valkyries.
Shooting I roll super well with my wraiths, and despite him wounding a ton, only lose 1 coil from the leftmost squad! His Valkyries then go to town killing 9 Scarab bases between the missile pods and bolters (his missiles did around 20 of the wounds after being doubled). My scarabs are hurting badly, this pulls the squad close to being away from the spyders!
IG - 0 KP
Necrons - 0 KP
Necrons T2
I'm able to spawn 5 more scarab bases as one of the 3 man squads is just out. This stretches them right to Max's lines! nemesor gives his squad tank hunters and rolls well, getting where they need to be. My wraiths all advance forward. I also get in 2 warrior squads, which hide behind stuff. My spyders keep following the Scarabs. Immortals keep on trucking.
Shooting Nemesors squad wrecks one Valkyrie and stuns the other.
In assault my D-lord w/ wraiths immo's the last Valkyrie, my Scarabs wreck both back vendettas, and my other wraith squad kills 6 guardsmen, but due to the lord commissar nearby, they stick with stubbornness!
IG - 0 KP
Necrons - 1 KP
Imperial Guard T3
His vendettas scoot 6" again, aiming at my Spyders. Creeds command squad and his other squad move to wipe out my scarabs. Pask outflanks onto my left. His other two squads, now without a target due to the wraiths being tied up in CC, move to find a target.
Shooting his vendettas blast a spyder squad out of cover, knocking it down to one wounded spyder. His other squads unload, and after lots of shots, my scarabs are annihilated :(
In assault the wraiths clean up the last of the guardsmen, and my D-lord wrecks his last valkyrie.
IG - 1 KP
Necrons - 3 KP
Necrons T3
Max made a mistake, moving his Vendettas too close to my spyders. I move my full 3 man squad to assault the vendettas. My D-lord squad moves around the plane graveyard to wipe out his guardsmen in back. My 5 man warriors on the left go to shoot stuff. My wraiths on the left move over his guard wall, intent to try and multi his guardsmen.
Shooting my warriors glance and wreck one of the vendettas! Gauss powa!
In assault my D-lord squad wipes out the guardsmen in back. My wraiths on the left insta-kill his Lord Commissar and a bunch of guardsmen, causing both squads to flee. My spyders wreck one other vendetta and shake the last vendetta.
IG - 1 KP
Necrons - 5 KP
Imperial Guard T4
Creed rallies both running squads using his orders, they then move to blast my wraiths. His last vendetta turbos into the corner.
Shooting his WHOLE army shoots and barely wipes out my left wraiths due to good saves on my part.
IG - 2 KP
Necrons - 5 KP
Necrons T4
Both remaining warrior squads come in from reserve. Spyders move to charge with my D-lord into his front guard squad. Wraiths in back move to charge Creeeeeeeddd! All my warriors on the left come in and surround his remaining vendetta.
Shooting tons of rapid fire gauss immo's his last vendetta (he made a lot of cover).
In assault I insta-gib creed, and wipe his PCS. My spyders w/ D-lord wipe his guardsmen in back.
IG - 2 KP
Necrons - 8 KP
Imperial Guard T5
He shuffles and fires some. Not much to do. We call it here as next turn as I'd table him most likely.
End result: Necrons 8 KP, Imperial Guard 2 KP.
VICTORY TO THE NECRONS!!!!
Afterthoughts to come later.....
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This message was edited 8 times. Last update was at 2012/01/01 00:39:16
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![[Post New]](/s/i/i.gif) 2011/12/27 02:32:58
Subject: 2,000 pts -- NemesorWing vs Blood Angels
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Fixture of Dakka
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Nemesor looks like a lot of fun in this list. Besides furiously charging scarabs, another useful ability is Hit&Run. Use it to get your wraiths out of unwanted combat or even your scarabs (i.e. against any BA dreadnoughts). And then you can always keep your crypteks together and give them Tank Hunters.
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![[Post New]](/s/i/i.gif) 2011/12/27 03:10:55
Subject: 2,000 pts -- NemesorWing vs Blood Angels
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Rotting Sorcerer of Nurgle
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jy2 wrote:Nemesor looks like a lot of fun in this list. Besides furiously charging scarabs, another useful ability is Hit&Run. Use it to get your wraiths out of unwanted combat or even your scarabs (i.e. against any BA dreadnoughts). And then you can always keep your crypteks together and give them Tank Hunters.
Thats the plan! Stealth on my Immortals on objectives could be good too. All sorts of options! Still working on getting the BA list...
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![[Post New]](/s/i/i.gif) 2011/12/27 04:21:39
Subject: 2,000 pts -- NemesorWing vs Blood Angels
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Longtime Dakkanaut
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Good Luck, Zid. Anxiously awaiting the results!
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![[Post New]](/s/i/i.gif) 2011/12/27 12:10:19
Subject: 2,000 pts -- NemesorWing vs Blood Angels
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Trigger-Happy Baal Predator Pilot
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Ive been looking for a good foot necron army. How do you think they fare lately?
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nWo blackshirts GT Team Member
http://inthenameofsangunius.blogspot.com/?m=1 |
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![[Post New]](/s/i/i.gif) 2011/12/27 14:25:56
Subject: 2,000 pts -- NemesorWing vs Blood Angels
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Rotting Sorcerer of Nurgle
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Julnlecs wrote:Ive been looking for a good foot necron army. How do you think they fare lately?
I personally like them, a lot of people are more prepared for facing Mechanized lists than they are a giant foot swarm of marines basically. Theres quite a few posters here that like them!
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This message was edited 1 time. Last update was at 2011/12/27 14:26:18
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![[Post New]](/s/i/i.gif) 2011/12/29 01:19:52
Subject: Re:2,000 pts -- NemesorWing (Necrons) vs Blood Angels
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Rotting Sorcerer of Nurgle
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Well the game got canceled today as I had some stuff come up with, so I'm working on setting up a new matchup using the same list... I'll get this thread updated soon as I have a game set up! (the guy I was supposed to play won't get back to me :( )
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This message was edited 1 time. Last update was at 2011/12/29 05:05:34
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![[Post New]](/s/i/i.gif) 2011/12/29 18:12:57
Subject: Re:2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!)
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Rotting Sorcerer of Nurgle
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Updated with new army list! IG Aircalv
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![[Post New]](/s/i/i.gif) 2011/12/30 06:36:43
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!)
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Battleship Captain
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Hmm I only played necromancy once and that was with my orks. I stomped face but I know the wraiths dickery. I also have not a clue what half your hqs will do haha I just they are most likely good I suspect a d lord with wraiths for extra punch. Poor creed. I am impressed at the small squads of warriors but I am also unaware of the spider support I suspect they will have. I know the gloom is a super useful thing but not a clue what it does. My poor volrians running into a completely unknow enemy only rumors fill their ears with what could be there first and possibly worst assault they will ever commit. But I am gunna stick it to the crons as best I can! And it will be one heck of a learning experience as I don't own the crons dex and I only glanced at the PDF on my cOmp in Socorro
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![[Post New]](/s/i/i.gif) 2011/12/30 06:45:39
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!)
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Fixture of Dakka
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Good luck cormadepanda. You're going to be in for a tough, tough fight.
It's going to be a learning experience the first time you go up against Wraithwing Scarab-Farm necrons.
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![[Post New]](/s/i/i.gif) 2011/12/30 06:48:42
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!)
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Rotting Sorcerer of Nurgle
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cormadepanda wrote:Hmm I only played necromancy once and that was with my orks. I stomped face but I know the wraiths dickery. I also have not a clue what half your hqs will do haha I just they are most likely good I suspect a d lord with wraiths for extra punch. Poor creed. I am impressed at the small squads of warriors but I am also unaware of the spider support I suspect they will have. I know the gloom is a super useful thing but not a clue what it does. My poor volrians running into a completely unknow enemy only rumors fill their ears with what could be there first and possibly worst assault they will ever commit. But I am gunna stick it to the crons as best I can! And it will be one heck of a learning experience as I don't own the crons dex and I only glanced at the PDF on my cOmp in Socorro
Just put it this way; at least I don't have Imotekh! Automatically Appended Next Post: jy2 wrote:Good luck cormadepanda. You're going to be in for a tough, tough fight.
It's going to be a learning experience the first time you go up against Wraithwing Scarab-Farm necrons.
I think it'll all come down to how well his Demo packs do, and how fast I knock those transports down
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This message was edited 1 time. Last update was at 2011/12/30 06:49:43
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![[Post New]](/s/i/i.gif) 2011/12/30 07:48:51
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!)
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Battleship Captain
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I think it comes down if my troops have heads or not and at the moment they don't. Maybe having no head will perhaps Allow me to hide. Hehe we will see I took the Russ for fun I know a better choice would have been 3 hydra flaks which would have fit but oh we'll let's see how it goes. I wonder how scarabs work on squadrons. Yay wraiths I always enjoyed those gits! I remember now spiders spawn scarabs an have other stuff two I now see how they fit In your list! Now only to figure out what your war gear does perhaps between modeling and painting you will figure it out.
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![[Post New]](/s/i/i.gif) 2011/12/30 12:30:13
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!)
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Regular Dakkanaut
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This is goin to be good. Been loving all the Necron batreps lately.
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![[Post New]](/s/i/i.gif) 2011/12/31 19:05:05
Subject: Re:2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!)
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Rotting Sorcerer of Nurgle
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About to head out to the game... rep will probably be completed tomorrow! Automatically Appended Next Post: Battle completed, pics uploading... rep will prob be done tomorrow
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This message was edited 1 time. Last update was at 2011/12/31 23:02:59
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![[Post New]](/s/i/i.gif) 2012/01/01 20:32:32
Subject: Re:2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Rotting Sorcerer of Nurgle
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Rep completed, enjoy!
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![[Post New]](/s/i/i.gif) 2012/01/01 20:38:44
Subject: Re:2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Fixture of Dakka
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The battle went as I expected. Wraithwing Scarab-farm necrons match up well against guards. How did you think of Zandrehk in your list?
There are 2 issues with this report. The first is that Solar Pulse only affects 1 player turn, so you really didn't have to use Zandrehk to give Acute Senses to your own unit.
The other is the scarab conga-line. Most feel that the newly spawned scarabs should be in coherency with the original scarab unit at the beginning of your turn (and not any newly spawned scarabs). This is definitely an issue that needs to be FAQ'd and should be discussed with the opponent.
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This message was edited 1 time. Last update was at 2012/01/01 20:40:03
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![[Post New]](/s/i/i.gif) 2012/01/01 20:45:04
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Painlord Titan Princeps of Slaanesh
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I have to say, I am really disappointed that you played with the ruling that you could congo-line out the scarab bases with your spawns. Those scarabs should have been much further back than they were, it is a huge abuse of the rules at best.
I didn't even bother reading after Turn 1 when I saw how you were playing the scarabs, it is a foregone conclusion.
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![[Post New]](/s/i/i.gif) 2012/01/01 22:01:30
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Haemonculi Flesh Apprentice
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^Agree, though it appears jy2 does it in his reports as well (correct me if I am wrong jy2 as I am basing this on a pic in you sisters report), but he only has three spyders. With 8 it is obvious. I can't wait for the FAQ on this as it is obviously not RAI. With max spyders it makes a turn 1 charge too easy and coupled with solar pulse it is game breaking to play that way.
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This message was edited 1 time. Last update was at 2012/01/01 22:02:40
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![[Post New]](/s/i/i.gif) 2012/01/01 23:47:32
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Decrepit Dakkanaut
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calypso2ts wrote:I have to say, I am really disappointed that you played with the ruling that you could congo-line out the scarab bases with your spawns. Those scarabs should have been much further back than they were, it is a huge abuse of the rules at best.
I didn't even bother reading after Turn 1 when I saw how you were playing the scarabs, it is a foregone conclusion.
Agreed, abuse indeed. How can spawning way back with the spyders put them way out front across the board. Weak sauce. IMO they should spawn in coherency with the spyder, much like a tervigon.
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![[Post New]](/s/i/i.gif) 2012/01/02 00:19:08
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Fixture of Dakka
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Red Corsair wrote:^Agree, though it appears jy2 does it in his reports as well (correct me if I am wrong jy2 as I am basing this on a pic in you sisters report), but he only has three spyders. With 8 it is obvious. I can't wait for the FAQ on this as it is obviously not RAI. With max spyders it makes a turn 1 charge too easy and coupled with solar pulse it is game breaking to play that way.
I'd just like to say that how Zid played his spyders isn't technically illegal. However, it is frowned upon in general as an exploitation of bad GW writing. People have different intepretations of how this ability works. The general consensus is that the newly spawned scarabs have to be in coherency with the original squad of scarabs at the beginning of the turn.
My intepretation is that it is on a unit-by-unit basis. That is, a unit of 3 spyders spawns a unit of 3 scarabs. Only the unit has to be in coherency with the original unit, not every single model in that unit. However, the next unit of 3 scarabs spawned by the next batch of spyders must also be in coherency with the original squad and cannot springboard off of the newly spawned scarabs because technically, all scarab units should be spawned at the same time.
Some people have an even stricter interpretation than me. Reece plays it that all models in the unit spawned must be in coherency with the original scarabs. We discussed it in our game and against Reece, I played it using his interpretation.
The point is, you should discuss it with your opponent. Otherwise, many opponents will not like the "springboard" effect and may choose not to play against you in the future over what they may perceive as "broken".
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This message was edited 2 times. Last update was at 2012/01/02 00:22:17
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![[Post New]](/s/i/i.gif) 2012/01/02 02:28:56
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Rotting Sorcerer of Nurgle
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jy2 wrote:Red Corsair wrote:^Agree, though it appears jy2 does it in his reports as well (correct me if I am wrong jy2 as I am basing this on a pic in you sisters report), but he only has three spyders. With 8 it is obvious. I can't wait for the FAQ on this as it is obviously not RAI. With max spyders it makes a turn 1 charge too easy and coupled with solar pulse it is game breaking to play that way.
I'd just like to say that how Zid played his spyders isn't technically illegal. However, it is frowned upon in general as an exploitation of bad GW writing. People have different intepretations of how this ability works. The general consensus is that the newly spawned scarabs have to be in coherency with the original squad of scarabs at the beginning of the turn.
My intepretation is that it is on a unit-by-unit basis. That is, a unit of 3 spyders spawns a unit of 3 scarabs. Only the unit has to be in coherency with the original unit, not every single model in that unit. However, the next unit of 3 scarabs spawned by the next batch of spyders must also be in coherency with the original squad and cannot springboard off of the newly spawned scarabs because technically, all scarab units should be spawned at the same time.
Some people have an even stricter interpretation than me. Reece plays it that all models in the unit spawned must be in coherency with the original scarabs. We discussed it in our game and against Reece, I played it using his interpretation.
The point is, you should discuss it with your opponent. Otherwise, many opponents will not like the "springboard" effect and may choose not to play against you in the future over what they may perceive as "broken".
Actually we did discuss it and allowed it to be played that way.
Ultimately, ieven if I didn't do it, I believe the turnout would have been pretty much the same, minus the fact all my scarabs died in one turn of shooting. In the future we'll go more conservative on the ruling. We read and re-read it before we played it that way. Either way, if anything, my scarabs would have lived a bit longer, as would his Vendettas.
If people don't agree with how things are played, don't attack the person. Like I said, in further games I'll play with the view that every model must be spawned in coherency.
Honestly, I really think even if I'd done it that way, the outcome would have been similar. Automatically Appended Next Post: Byte wrote:calypso2ts wrote:I have to say, I am really disappointed that you played with the ruling that you could congo-line out the scarab bases with your spawns. Those scarabs should have been much further back than they were, it is a huge abuse of the rules at best.
I didn't even bother reading after Turn 1 when I saw how you were playing the scarabs, it is a foregone conclusion.
Agreed, abuse indeed. How can spawning way back with the spyders put them way out front across the board. Weak sauce. IMO they should spawn in coherency with the spyder, much like a tervigon.
Thats not accurate either, the rule says a UNIT within 6" of the spyder... so I can see yes, spawning all within 2" of the unit you targeted, but not the model spawning. Automatically Appended Next Post: Red Corsair wrote:^Agree, though it appears jy2 does it in his reports as well (correct me if I am wrong jy2 as I am basing this on a pic in you sisters report), but he only has three spyders. With 8 it is obvious. I can't wait for the FAQ on this as it is obviously not RAI. With max spyders it makes a turn 1 charge too easy and coupled with solar pulse it is game breaking to play that way.
I can agree, and as I said, in further reps I'll play the conservative way.
However, how would you play when, say, one unit spawns 3 scarabs so you place all 3 within coherancy of the original scarabs. Now you spawn 2 more, then 3 more... TECHNICALLY even that way would be accurate using the way people are describing, as you place the models directly after spawning. Each subsequent spawn would be within coherancy as the new scarabs would be part of that unit for the next spawn... so you could get 6" even doing it that way. The way the rule is written isn't clear, do you do all units at once then place models?
For further reps I'll spawn and place all scarabs within 2" of the main unit. The whole 'Dex needs a FAQ! Automatically Appended Next Post: calypso2ts wrote:I have to say, I am really disappointed that you played with the ruling that you could congo-line out the scarab bases with your spawns. Those scarabs should have been much further back than they were, it is a huge abuse of the rules at best.
I didn't even bother reading after Turn 1 when I saw how you were playing the scarabs, it is a foregone conclusion.
As I said, even if I had played it the way others described, at best my scarabs would have lived longer and those Vendettas would have lasted one more turn. The rest of the battle wasn't decided by the Scarabs to be honest, they killed a couple transports, then died a horrible, flaming death. Automatically Appended Next Post: jy2 wrote:The battle went as I expected. Wraithwing Scarab-farm necrons match up well against guards. How did you think of Zandrehk in your list?
There are 2 issues with this report. The first is that Solar Pulse only affects 1 player turn, so you really didn't have to use Zandrehk to give Acute Senses to your own unit.
The other is the scarab conga-line. Most feel that the newly spawned scarabs should be in coherency with the original scarab unit at the beginning of your turn (and not any newly spawned scarabs). This is definitely an issue that needs to be FAQ'd and should be discussed with the opponent.
See, misread pulse! good to know for later games.
This game he didn't do a whole lot.... but thats cuz my 'Teks were out of range most of the game!
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This message was edited 4 times. Last update was at 2012/01/02 02:36:15
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![[Post New]](/s/i/i.gif) 2012/01/02 02:48:00
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Painlord Titan Princeps of Slaanesh
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I agree with Reesse's interpretation on this rule.
I think the big difference in having those Scarabs that close puts an awful lot of pressure on the opponent. It also removes their freedom to maneuver is a huge deal which is key to Air Cav lists. (A 3+ cover save absorbing firepower us just icing after that)
I am not trying to attack you personally at all, I just believe playing the Scarabs that way made it almost impossible for an 'underpowered' guard list to beat a fairly tuned Necron army.
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This message was edited 1 time. Last update was at 2012/01/02 02:48:59
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![[Post New]](/s/i/i.gif) 2012/01/02 03:09:00
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Decrepit Dakkanaut
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Automatically Appended Next Post:
Byte wrote:calypso2ts wrote:I have to say, I am really disappointed that you played with the ruling that you could congo-line out the scarab bases with your spawns. Those scarabs should have been much further back than they were, it is a huge abuse of the rules at best.
I didn't even bother reading after Turn 1 when I saw how you were playing the scarabs, it is a foregone conclusion.
Agreed, abuse indeed. How can spawning way back with the spyders put them way out front across the board. Weak sauce. IMO they should spawn in coherency with the spyder, much like a tervigon.
Thats not accurate either, the rule says a UNIT within 6" of the spyder... so I can see yes, spawning all within 2" of the unit you targeted, but not the model spawning.
Regardless, spawning shouldn't extend a squad out congo style.
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![[Post New]](/s/i/i.gif) 2012/01/02 04:12:39
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Rotting Sorcerer of Nurgle
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calypso2ts wrote:I agree with Reesse's interpretation on this rule.
I think the big difference in having those Scarabs that close puts an awful lot of pressure on the opponent. It also removes their freedom to maneuver is a huge deal which is key to Air Cav lists. (A 3+ cover save absorbing firepower us just icing after that)
I am not trying to attack you personally at all, I just believe playing the Scarabs that way made it almost impossible for an 'underpowered' guard list to beat a fairly tuned Necron army.
Honestly, I congaed them out and forgot to charge, if anything it let him blast the living hell out of em lol. 2 Valks killed 9 bases :( if he had fired all his lascannons at them too they would have been wiped.
I agree with everyones assessment, so further games I'll spawn all scarabs within 2" of the target unit. Thats what friendly games are for! Learn something new everytime
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![[Post New]](/s/i/i.gif) 2012/01/02 04:51:56
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Haemonculi Flesh Apprentice
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No problem Zid  I blame the poorly written rule not the player.
IMHO I think the game would be much better off and smoother if they stopped introducing unit creation to the mix. This was never an issue a couple years ago and honestly I don't feel it adds enough to the game system to justify its place. I think it is very flavorful but just creates too much grey area.
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This message was edited 1 time. Last update was at 2012/01/02 04:52:08
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![[Post New]](/s/i/i.gif) 2012/01/02 05:08:14
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Anointed Dark Priest of Chaos
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Red Corsair wrote:No problem Zid  I blame the poorly written rule not the player.
IMHO I think the game would be much better off and smoother if they stopped introducing unit creation to the mix. This was never an issue a couple years ago and honestly I don't feel it adds enough to the game system to justify its place. I think it is very flavorful but just creates too much grey area.
OR the monkeys typing up this stuff could sit down and discuss the possible ways the rule could be abused/interpreted/misunderstood (intermixed with a healthy dose of playtesting) and with that in mind choose more detailed and concrete wording prior to printing and release.
Call me crazy...
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![[Post New]](/s/i/i.gif) 2012/01/02 08:12:24
Subject: Re:2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Rotting Sorcerer of Nurgle
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Well just to make sure it wasnt a fluke look forward to a rematch in the near future (probably a couple weeks)
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![[Post New]](/s/i/i.gif) 2012/01/02 11:23:19
Subject: Re:2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Fresh-Faced New User
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THX for the nice batrep!
But why do you think scarabs have "move through cover"?
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![[Post New]](/s/i/i.gif) 2012/01/02 15:03:38
Subject: 2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Huge Hierodule
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A lot of people I know think that all beasts have the 'move through cover' rule (I know raveners do, so that's what led me to just get used to rolling MTC when moving beasts).
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2012/01/02 17:36:59
Subject: Re:2,000 pts -- NemesorWing (Necrons) vs Aircalvary Imperial Guard (7 fliers!) - Finished w/ pics!!!
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Rotting Sorcerer of Nurgle
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Skip wrote:THX for the nice batrep!
But why do you think scarabs have "move through cover"?
All beasts have the Fleet and MTC universal rules. Only reason I know that is cuz I use fiends with my Daemons...
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