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Made in pl
Gimlet-Eyed Inquisitorial Acolyte





Warsaw

Since my buddies and I are preparing for a FLGS WH40k league (Season 2 starts soon), I've been messing around with different army lists and playing a lot using that league's rules. One of the games made me so proud I decided to share

As always, with my reports, I might have forgot something or swapped or misplaced events (placed them in wrong turn). I keep telling myself to make notes while playing, but usually get so agitated by game itself I constantly forget to do that and have only photos as proof

Rules:

Point limit: 600
Game type & deployment: standard missions (roll D3)

0-1 HQ
1-3 Troops
0-1 Elites
0-1 Fast
0-1 Heavy

- No vehicles with total armor value higher than 34 (front+side+back).
- No models with 2+ Armor Save
- All terrain gives 4+ cover
- MC get 5+ cover in forrests
- 48" x 48" battlefield

We rolled Annihilation with Dawn of War as deployment.
I won the roll-off and decided that my buddy will go first (wanted to see his deployment).



Roster:

Tyranids
HQ (255pts)

Hive Tyrant (255pts)
- Heavy Venom Cannon (25pts)
- Lash Whip and Bonesword,
- Leech Essence
- The Horror
- Wings (60pts)

Elites (60pts)

Zoanthrope (60pts)

Troops (279pts)

12x Hormagaunt (72pts)
12x Hormagaunt (72pts)

3x Tyranid Warrior (135pts)
- 3x Devourer,
- 3x Hardened Carapace,
- 3x Lash Whip and Bonesword (45pts)


Necrons
HQ (265pts)

Necron Overlord
- Catacomb Command Barge with Gauss Cannon (80pts)
- Warscythe (10pts)
- Mindshackle Scarabs (15pts)

2x Cryptec with Eldritch Lance

Elites (95pts)

5x Deathmarks (95pts)

Troops (240pts)

8x Necron Warriors

8x Necron Immortals with Tesla Carbines


Deployment:



Tyranids:
- Hormies, Tyrant (represented by his own unpainted legs...) and Warriors get deployed at table's half (I wouldn't expect Tyranids to deploy anywhere else )
- Zoanthrope and 2nd Hormie unit wait in reserve

Necrons
Warning: Heavy proxing ahead!
- Warriors get deployed inside building (top and 2nd floor), all have fire points and nice wide overview of the area.
- Crypteks (represented by Pariahs) lead the 8 mand squads.
- Immortals (represented by Necron Warriors with no sand on bases) with Cryptec get dployed aprox 20" from table's half.
- Command Barge deployed behind Rafinery.
- Deathmarks (represented by 4 silvery... Necron Warriors and Golden Cryptoprox) wait in Deep Strike Reserve.

The Game

Turn 1:

Tyranids
- Hormagaunts run into the ruins as fast as they can, but with poor rolls they get stuck in the rubble (cover gained).
- Tyranid Warriors and Hive Tyrant shoot Immortals and kill few (3 I guess, of which 1-2 stand back up via RP)

Necrons
- Immortals move into cover (barricade) and spam Hive Tyrant with Tesla zaps (last game they killed Zoanthrope this way, as More Dakka turned out to be better then AP Dakka), Cryptec failed to hit. Hive tyrant suffers 1 unsaved wound but it's not amused.
- Command Barge moves 24" flat out over Tyranid Warriors, scores 3 hits and deals 3 wounds (S7 power Weaps ftw).
- Warriors and Cryptec shoot Hormagaunts, kill few (3-4?)

Turn 2:

Tyranids

- Hormagaunts#2 and Zoanthrope enter from reserves. Gaunts run like hell.
- Warriors turn around and shoot Barge in the ass, but luckily fail to even glance.
- Tyrant continues shooting Immortals, kills 3 for good (5 and Cryptec remain).
- Hormagaunts#1 assult Necron Warriors. 2 wounds on both sides. Both necrons roll 6 on RP (fak yea), both tyranids, obviously, stay dead.

Necrons

- Reserve Roll 5, Deathmarks DS flawlessly onto battlefield, nominate Tyrant as their target and kill him! (10 shots, 8 hit, 2+ wound, 3 armor saves failed = owned)
- Overlord sees Zoanthrope and recalls word "lance" from it's description. Worried about his precious barge he screams "hell no!" and returns flat-flat out to his starting position, safe behind rafinery. He deals another 2 wounds to Warriors, killing one.
- Immortals shoot Warriors and kill one more. Remaining Warrior passes morale check.
- Back to the evil Hormagaunt rear-entry. This time Warriors deal 3 wounds and suffer none. Remaining hormies fail LD and get wiped out.

Turn 3:

Tyranids

- Zoanthrope moves as fast as he can but doesn't make it far enough to shoot Immortals.
- Hormagaunts assault Deathmarks and kill 4. Remaining 'Cron fails to deal any damage but passes Ld and... ALL 4 RP rolls succeed. I still can't believe this has happened
- Warrior continues his shooting against Immortals but it's all in vein.

Necrons

- Overlord, encouraged by good outcome decides to Flat-out same route once more. Can't make it to Zoanthrope so he kills last Tyranid Warror.
- Immortal's Cryptec tries to shoot Zoanthrope but rolls 1.
- Hormies and Deathamrks continue playing together. Can't recall if some Deathmarks died this turn or not, but soon it won't matter.

Turn 4:

Tyranids

- Zoanthrope blasts his eerie psychic whatchamacallit at Command Barge. Luckily the barge had cover save from flat out and rolled 4. Saved.
- Hormies finish the Deathmarks. Unit Wiped, no chance for RP. Hormies still have full, unharmed unit od 12.

Necrons
- Lord flies flat-out over Zoanthrope, deals 2 hits, both wound. Zoanthrope grins and explains he's got invulnerability save. Both wounds saved. Overlord starts pissing his metal pants again.
- Immortals got so comfy in their cover they forgot to move and only Cryptec can shoot Zoanthrope but... he fails to wound, rolling 1.

Turn 5:

Tyranids
- Zoanthrope turns around and shoots Barge in the ass. Of all horrid thinks that can happen... it's a glance stunning the crew.
- Hormies run towards warrior building.

Necrons
- Overlord is so frightened he forget's to simply disembark and instead chickenshitty pretends to be stunned along with the crew.
- Immortals move their lazy asses out of the cover, shoot Zoanthrope with tesla and... see for yourself:



At this moment I was so overwhelmed by pride and joy I totally forgot about my warriors and hastily rolled 2 - ending the game at turn 5.
We shake hands and I have good mood for the rest of the day


End Game Result

Necrons: 522 Victory Points

Tyranids: 95 Victory Points

Necrons Win 18:2


I'm suprised that dice gods granted me so much favor during that battle. Perfect DS, miraculous RP, lots of 6's for teslas, most saves passed. On the other hand I'm surprised my Tyrranid buddy strayed away from malee with his Tyrant. I was sure that beast will wreck the hell out of Immortals (perhaps he was afraid as last time 10 Immortals assaulted and finished dying Tyrant). Same goes to Tyranid Warriors - just stood there shooting weapons that hardly do me any harm... Zoanthrope was just unlucky, so were my Crypteks rolling 1 after 1. Hormagaunts did what they could but necrons ain't squishy 'ummies, and don't get bitten so easily. Also, need to note that Command Barge is fantastic.

So, what do You think dakka?

This message was edited 1 time. Last update was at 2012/01/10 17:27:35




 
   
Made in us
Mekboy Hammerin' Somethin'





Seems like these lower point games are a game of whos got the dice gods on their side. Interesting report. Nice pictures. Overall good quality.
   
Made in ca
Warp-Screaming Noise Marine




Canada!

This was super cute. Thanks guys.

I guess you are playing with the rules that Shielding doesn't count toward AV for the limits.

So often I see rules enforced that really nerf tyranids and necrons more so than any other races in low point leagues (except maybe from my trials of being a deathwing player way back).

It's nice to see the weird armies getting some 40min love!

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

You had some hot rolling there! Great Batrep!

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in pl
Gimlet-Eyed Inquisitorial Acolyte





Warsaw

Thanks guys

As for QS, it was finally allowed in those games, so it's cool to use Barges (otherwise they'd be rather worthless).
Truth is, luck on dice is everything here. Most of those games are resolved in 2nd / 3rd turn. But hey, that's what makes it cool - the randomness




 
   
 
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