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2K Rematch - Maximum Threat Overload Necrons vs Crowe-Purifier Grey Knights Part II (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Will Grey Knight be able to avenge their loss to the very dangerous MTO Necrons?
Yes. Last game was a fluke that the grey knights lost.
Draw. It's not so easy to beat my MTO necrons.
No. Necrons are the real deal and a true threat to the top-tier armies.

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Made in us
Fixture of Dakka





San Jose, CA

For those of you not familiar with the concept of Maximum Threat Overload, basically it is my strategy of overloading my opponent with more threats than he can handle, all at the same time. Necrons actually excel at this due to some very fast and dangerous units that they have in their codex. In the list that I've designed, I've got 7 extremely fast and dangerous units that will be hitting my opponents lines all but Turn 2 in most cases - 2 wraiths, 2 command barges, 2 doom scythes and 1 scarabs. Then for my support units, I have a cryptek with Solar Pulse to protect my army in the case my opponent goes first, 4 minimum troop choices for objectives and a unit of spyders to keep producing scarabs as well as for counter-assault purposes and psychic defense.

The last time my Maximum Threat Overload necrons went up against my Crowe-Purifier grey knights, the result was a necron win (battle report here). However, both my opponent and I were not very satisfied with the results due to some extreme dice. I know the dice is all a part of the game, but there were a lot of "what if's" after the game that was left unanswered. So my partner for that game, SabrX, and I got together for a rematch. Last time I played necrons and he played my grey knights (both armies were mine). This time, the shoe is on the other foot. SabrX will be playing my necrons and I will be using my own grey knights.

As for experience, SabrX has had first-hand experience playing against my MTO necrons a few times now, plus he's read my battle reports of them. My strategy of MTO is fairly simple and straight-forwards - basically you just bumrush your opponent and don't give him time to breathe. With some coaching on my part when needed and the fact that my necrons are fairly simple to play, I think SabrX will do alright tactics-wise. Also, SabrX is very familiar with my Crowe-Purifiers as he has played against them many times now.

I did make some slight modifications to the original Necron list. I dropped 1 Pulse-tek (Cryptek with Solar Pulse) because I felt he wasn't very necessary. I've also changed out Anrakyr since the Necron FAQ came out and replaced him with another Overlord. Finally, I've added 1 more wraith as I felt they were arguably the best unit in my army (and perhaps the entire codex as well).

With regards to some of the rules that stirred some slight controversies in my previous games, this is how we played them:

- Gloom Prism cannot be used to stop Nemesis Force Weapons from activating.

- Searchlights can only be used if the vehicle can legally shoot.

- Scarabs spawned by Spyders must be in coherency with another scarab base not created this turn. This was clarified by the Necron FAQ.


-------------------------------------------------------------------


2000 Maximum Threat Overload Necrons vs Crowe-Purifier Grey Knights Part II


2K Necrons



Necron Overlord - Mindshackle Scarabs, Phase Shifter, Warscythe, Weave
Catacomb Command Barge
1x Cryptek - Harbinger of Destruction, Solar Pulse

Necron Overlord - Mindshackle Scarabs, Phase Shifter, Warscythe, Weave
Catacomb Command Barge

5x Warriors
5x Warriors
5x Warriors
5x Warriors

10x Canoptek Scarabs
6x Canoptek Wraiths - 3x Whip Coils, 1x Particle Blaster
6x Canoptek Wraiths - 3x Whip Coils, 1x Particle Blaster

3x Canoptek Spyders - Claw Array, Gloom Prism
Doom Scythe (Vendetta proxy)
Doom Scythe (Vendetta proxy)



2K Grey Knights

Crowe

Psyfleman Vendread - 2x TL-Autocannons, Psybolt Ammo
Psyfleman Vendread - 2x TL-Autocannons, Psybolt Ammo

5x Purifiers - 2x Psycannons, 2x Halberds, 1x MC-Hammer, Rhino w/Dozers + Searchlights
5x Purifiers - 2x Psycannons, 2x Halberds, 1x MC-Hammer, Rhino w/Dozers + Searchlights
5x Purifiers - 2x Psycannons, 2x Halberds, 1x MC-Hammer, Rhino w/Dozers + Searchlights
5x Purifiers - 2x Psycannons, 2x Halberds, 1x Warding Stave, Razorback w/Psybolt Ammo + Searchlights
5x Purifiers - 2x Psycannons, 2x Halberds, 1x Warding Stave, Razorback w/Psybolt Ammo + Searchlights
5x Strike Squad - 1x Psycannon, Rhino

Psyfleman Dread - 2x TL-Autocannons, Psybolt Ammo
Psyfleman Dread - 2x TL-Autocannons, Psybolt Ammo


-------------------------------------------------------------------


Mission: Seize Ground - 5 Objectives

Deployment: Spearhead

Initiative: Necrons


-------------------------------------------------------------------


Deployment:

Map of the terrain.


2 objectives near the center of the board.


2 objectives to 1 flank.


Finally, the 3rd objective up in the ruins on the opposite flank.


BTW, SabrX has been on a long losing streak against me as his dice that he newly bought has failed him time and time again. So for this game, I will be using his "cooler" dice.


And he will be using my "lucky" dice.


-------------------------------------------------------------------


I will be working on the report tonight and tomorrow. Let me know what you guys think about the rematch.

This message was edited 6 times. Last update was at 2012/01/29 16:10:15



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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

I've been expecting this game! *says it like Inquisitor Coteaz* Open fire! err I mean on with the game!

+ Thought of the day + Not even in death does duty end.


 
   
Made in gb
Agile Revenant Titan





Scotland

I'm still up in the air about this one.

Both lists are very strong and last game may indeed have just been a fluke however, I'm feeling that the Grey Knights have it this time around.

As always, I await to be proven wrong (which I always seem to be when I guess who wins these reports of yours! )

Iranna.

This message was edited 1 time. Last update was at 2012/01/28 10:42:05


 
   
Made in us
Jealous that Horus is Warmaster





The eye of Terror

See I am also on the fence as to who will win this game, I would like to say that the Necrons have it in the bag, and after the slight mods to the original list this cron list is a good one.

Best of luck can't wait to find out who wins.
   
Made in us
Fixture of Dakka





San Jose, CA

Deployment:

Necron deployment.


My opponent leaves 3 units of warriors in reserves.


Grey Knight deployment. Warding stave purifiers in razorbacks. Hammerfiers in dozer rhinos. The 2 right psyflemans are my vendreads.


I put Crowe on foot and out of LOS. I leave my unit of strikers with rhino in reserves.

Grey Knights try to steal the initiative but fail.


--------------------------------------------------------------


Necrons 1

Spyders spawn 3 scarabs. Necrons advance.


Dooms scythes and command barges move flat-out.


His right wraiths run behind the ruins and out of LOS.


The rest of his Canoptek units run.

Lance-tek fires but fails to do anything.


Scarabs then make the multi-assault on my 2 stationary transports.


He reduces their armor to AV3-4 and blow up both transports. Both psycannons from my warding stave unit die from the explosion! His scarabs also take 2W from the blast.

His strategy is do to me what I did to him in our last game - to kill my mobility and pin me in my own deployment zone. Considering that he didn't really have any shooting this turn, I would say it went pretty well for my opponent.


Grey Knights 1

Purifiers go after his scarabs. Dreads after his command barge.


This is how you kill wraiths. Transports move and 3 squads of purifiers disembark and get ready to shower his wraiths with some psycannon/stormbolter love. Crowe gets into the right rhino, which only moves 6" (all the other transports move at cruising speed).


Dread in ruins move towards his command barge....


....but fires at the doom scythe instead after my rhino searchlights it. After 4 TL-S8 hits, I only manage 1 shaken result.


Focus-fire by my purifiers kill 2 wraiths and put 1W each on 2 more wraiths. Man, I needed my shooting to do much better than that.


2 purifiers fire at scarabs and only take out 2 bases. Both psyfleman dreads fire at his command barge and do absolutely nothing.


Finally, my purifiers assault his scarab bases.


With my force weapons, I wipe out all his scarabs and consolidate backwards.

The consolation was that I made his scarabs pay for taking out my 2 transports (and 2 psycannon purifiers). However, I needed for my shooting to do much, much more than that. Instead, now next turn, 1 doom scythe, both wraiths and both Overlords are going to hit my lines and there's nothing I can do about it.

By the ways, in our last game (with SabrX playing my grey knights then), after Turn 1, he blew up both of my command barges and both of my doom scythes.

This message was edited 2 times. Last update was at 2012/01/28 19:39:57



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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

I've had the same problem with str 8 vs quantum shielding. People do not respect AV 13+ as much as they should be.

I voted GK but I am doubting my votes after that round >.< Hang in there shiny guys!

+ Thought of the day + Not even in death does duty end.


 
   
Made in gb
Judgemental Grey Knight Justicar






sudojoe wrote:I've had the same problem with str 8 vs quantum shielding. People do not respect AV 13+ as much as they should be.

I voted GK but I am doubting my votes after that round >.< Hang in there shiny guys!


But massed psycannons can take out av13

rending rocks
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

With regards to the Shaken result did the Doom Scythe get it's Living Metal save? Failing that sucks...

It doesn't look good for the GKs. That 1 bad shooting phase could be the game. Allowing a Doom Scythe and 2 CC Barges to shoot combined with an assault from Wraiths is not a good thing.

Looking forward to the rest.

Looking for games in Shanghai? Send a PM 
   
Made in gb
Judgemental Grey Knight Justicar






Lukus83 wrote:With regards to the Shaken result did the Doom Scythe get it's Living Metal save? Failing that sucks...

It doesn't look good for the GKs. That 1 bad shooting phase could be the game. Allowing a Doom Scythe and 2 CC Barges to shoot combined with an assault from Wraiths is not a good thing.

Looking forward to the rest.


GK will still wing in assualt because if his got halberds, then GK strikes before the necrons.

in shooting, i think alot will die because of the CCB and the doom scythe, but if the GK can weather the shooting then they stand a good chance to beat the necrons.
   
Made in us
Fixture of Dakka





San Jose, CA

sudojoe wrote:I've had the same problem with str 8 vs quantum shielding. People do not respect AV 13+ as much as they should be.

I voted GK but I am doubting my votes after that round >.< Hang in there shiny guys!

I usually don't really have too much problems with AV13. If 1 dread doesn't do it, usually 2 will. In this case, I just rolled poorly to penetrate (though I had 7-8 hits). I believe I only glanced once and he made his cover.


Marthike wrote:
But massed psycannons can take out av13

rending rocks

Yeah, but I was saving those for his scarabs and wraiths. I really didn't want to get tied down in combat by them.


Lukus83 wrote:With regards to the Shaken result did the Doom Scythe get it's Living Metal save? Failing that sucks...

It doesn't look good for the GKs. That 1 bad shooting phase could be the game. Allowing a Doom Scythe and 2 CC Barges to shoot combined with an assault from Wraiths is not a good thing.

Looking forward to the rest.

Actually, I totally forgot about its Living Metal save. Guess I was just too distracted by my "suckiness" to remember.

No, really, I just forgot about it and so did my opponent.


--------------------------------------------------------------


Necrons 2

1 unit of warriors come in from reserves here.


And another unit of warriors come in near the objective in the ruins.


Overlord's command barge flies 12" over my dread and only manages to shake it. The Overlord then disembarks and gets ready to assault my purifiers. The command barge then fires into the rear of the dread but does nothing.


Doom scythes move. The shaken doom scythe (on the right) moves flat-out for the cover save (we forgot about Living Metal).


Wraiths and spyders advance and get ready to pounce.


His other Overlord flies 12" over my dread in the ruins and then disembark. His sweeping attack only stuns the dread.


Doom scythe fires its deathray and twin-linked tesla destructor at my rhinos, killing both of them (wrecks). The tesla destructor arcs into 1 unit of purifiers and kills 1.


Command barge fires its tesla cannon into Crowe's rhino and blows it up. Again, I forget that it is AP- so the rhino should have been just a wreck instead.

Wow...all my transports destroyed!


Warriors run for the ruins (and objective).


Time for assault. With my advice, weakened wraiths only charge 1 unit of purifiers rather than multi-charge. Canoptek spyders charge another squad of purifiers.


Wraiths charge another squad of purifiers. Overlord charges the 3-man warding stave unit.

This is looking bad for me. On the bright side, his other Overlord fails to make the charge against my squad of purifiers.


Unfortunately for my opponent, the spyders charge my hammerfiers. I roll well to wound and force weapon all 3 spyders to death. I do lose 2 purifiers to them though.


His Overlord kills the 2 halberds but my warding stave survives.


In the combat with his fresh wraiths, I am lucky to survive combat, losing only 3 purifiers (2 left).


Finally, in the combat with his weakened wraiths, I fail to do any damage to them and they kill another 3 purifiers.

The only battle to go my way was with the spyders. In the other 3 combats, I lost but at least I didn't get wiped out....yet.


Grey Knights 2

3-man hammerfier unit moves towards his warriors and doom scythe. Dread moves to get a shot at his other doom scythe.


Crowe advances towards his Overlord (who failed to charge last turn).


Free purifiers go to help out the purifiers locked in combat with the wraiths. Vendread climb on top of the wreck.

Now for shooting.


Psycannons blow up a doom scythe without cover.


Psyfleman blow up the other doom scythe with flat-out cover.


Psyfleman knocks down 1 command barge.


The vendread blows up the other command barge.

Houston, I think we have a game again.


The explosion puts 1W on Crowe, who then rolls and fails to make the charge through difficult terrain.

Purifiers on the other hand do make it into combat with the wraiths.


In combat, wraiths kill 2 purifiers and I manage to force weapon 1 wraith to death for a tie combat.


In the other combat, 2 purifiers vs 6 wraiths. He doesn't wipe out my purifiers as I only lose 1!!! Wow, this could be huge.

Finally, the overlord and warding stave both cannot finish each other off.



To be concluded tomorrow....


This message was edited 4 times. Last update was at 2012/01/29 08:47:00



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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Marthike wrote:
sudojoe wrote:I've had the same problem with str 8 vs quantum shielding. People do not respect AV 13+ as much as they should be.

I voted GK but I am doubting my votes after that round >.< Hang in there shiny guys!


But massed psycannons can take out av13

rending rocks


but he was trying to dpend on his psyfle dreads to down the barge which is what I used to depend on alot too for my anti-vehicle needes in my origional comment. Psycannon rending is great and all but you are usually within range of him if you can shoot him too. I personally don't depend on rending very much. It's just too random for me.

Also, if you are shooting massed psycannons at something, that would also imply that you aren't shooting at alot of other stuff. I'm seeing the MTO as alot of threats comming your way and would rather thin out the total number of threats as much as possible. GK are almost always out numbered so I really need those big piles of things to decrease in number or I'll be forced into taking too many saves to survive despite good armor. At least that's my thinking anyway.

I know the command barge is a pain in the backside, but I tend to at least trade units. The psyflemen have good chances to down the doom scythes while assaults on rear armor is my perferred method of messing up barges. I figure that I have a good chance to kill something but I have had such poor shooting vs av 13 barges that I just let them kill a dread and trade them their flier

+ Thought of the day + Not even in death does duty end.


 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

My intention wasn't to say that you sucked jy2. It's failing a 2+ save that sucks. Sorry if it came out that way. Having an additional Doom Scythe firing might have been overkill though, lol.

Looking for games in Shanghai? Send a PM 
   
Made in gb
Judgemental Grey Knight Justicar






sudojoe wrote:
Marthike wrote:
sudojoe wrote:I've had the same problem with str 8 vs quantum shielding. People do not respect AV 13+ as much as they should be.

I voted GK but I am doubting my votes after that round >.< Hang in there shiny guys!


But massed psycannons can take out av13

rending rocks


but he was trying to dpend on his psyfle dreads to down the barge which is what I used to depend on alot too for my anti-vehicle needes in my origional comment. Psycannon rending is great and all but you are usually within range of him if you can shoot him too. I personally don't depend on rending very much. It's just too random for me.

Also, if you are shooting massed psycannons at something, that would also imply that you aren't shooting at alot of other stuff. I'm seeing the MTO as alot of threats comming your way and would rather thin out the total number of threats as much as possible. GK are almost always out numbered so I really need those big piles of things to decrease in number or I'll be forced into taking too many saves to survive despite good armor. At least that's my thinking anyway.

I know the command barge is a pain in the backside, but I tend to at least trade units. The psyflemen have good chances to down the doom scythes while assaults on rear armor is my perferred method of messing up barges. I figure that I have a good chance to kill something but I have had such poor shooting vs av 13 barges that I just let them kill a dread and trade them their flier


Yeah, I think I probably fear the doom scythe more than the barges. But I don;t think the GK need to worry about the wraith because you do strike first. also scarabs will easily die to purifers.

Hmm i guess all the fast moving tanks and scarabs are a pain because you can only get 1 round of shooting before they are on you.
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Wraiths are a big issue for GK's. Purifiers go first but they have to get good rolls to actually kill them. 4+ to hit, 4+ to wound, 3++ save followed by force weapon activation. That's about a 6.5% chance per attack. Not great odds.

Looking for games in Shanghai? Send a PM 
   
Made in us
Fixture of Dakka





San Jose, CA

Lukus83 wrote:My intention wasn't to say that you sucked jy2. It's failing a 2+ save that sucks. Sorry if it came out that way. Having an additional Doom Scythe firing might have been overkill though, lol.
Lol. No worries. I know. My "suckiness" wasn't referring to your comment. Rather, I was referring to my turn of shooting.


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
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Made in gb
Lone Wolf Sentinel Pilot





where am I? *looks around* Well i'm...errr...I...I...don't know!

sudojoe wrote:Hang in there shiny guys!

Not the best phase in this situation...




MAY YER BOLTER NAE FALTER!!!! 
   
Made in gb
Judgemental Grey Knight Justicar






Wow so the dreads finally did something. Now you just need to Finnish off his wraith and the overlords to then make a move towards his objective. I can see now why wraith are so difficult to kill. 3++ is just annoying, only reliable way is probably JOTWW.
   
Made in us
Fixture of Dakka





San Jose, CA


Necrons 3

The last unit of warriors come in from reserves. They get ready to rapid-fire my 3 purifiers.


His warriors with lance-tek climbs onto the ruins.


Overlord goes to help out his wraiths.


20 gauss shots manage only to drop just 1 knight.

Lance-tek fails to shoot down my strike squad rhino (which came in from reserves last turn).


Onto assault. Overlord joins in. We all whiff and it is a tie combat with no kills on either sides.


In the other combat, wraiths do exactly what I want...which is to kill my last purifier on his turn. That means next turn, I will be able to fire at them.


Overlord and warding stave continues to remain stuck in combat.


Grey Knights 3

Overview of the bottom of Turn 3. So far, a lot of carnage with both sides depleted....grey knights probably more so.


Dreads converge on wraiths.


Purifiers are going to make the warriors pay for not wiping them out.


Striker rhino advances and pops smokes.


Focus-fire from 4 dreads (including the dread in the ruins not pictured) kill off 4 wraiths.


Hammerfiers shoot down 1 warrior who fails to get back up.


Dreads then charge into combat with the 2-wraith unit. They would do no damage to each other.


Crowe charges into melee as well. He parries and casts Cleansing Flame, but my opponent makes all of his saves.


SabrX's dice is on fire this turn as he wipes out all of my troops, including my 2++ warding stave! I fail to do anything in return and Crowe makes his No Retreat saves.


The Overlord is not able to pile-in and so consolidates 6" towards my strike squad in rhino.


Finally, my purifiers multi-charge the 2 warrior units. This is probably one of the few mistakes my opponent has made this game. He shouldn't have put the 2 warrior units so close together for me to multi-charge. Though in his defense, I think he may have been expecting to wipe out my 3-man purifier squad with their shooting.


Combat is brutal for his warriors as Cleansing Flame kills 4 and I then sweep the rest. Actually, 1 unit of warriors does break and run off the board.


Necrons 4

Overview of the top of Turn 4.


Overlord heads towards my strikers.


Warriors finally start to make a play for the objectives.


Overlord would then run 6". Uh oh, he is within assault range next turn!


In combat, my dreads do 2W, 1W to each wraith.

The Overlord-stave and Crowe-wraiths combats continue to be draws. Grey knights can tarpit just as well as the necrons.


Grey Knights 4

Hammerfiers move towards the objective.


Striker rhino moves 12" to claim/contest an objective.


Dread moves down the ruins and position for a shot at some necron troops.


Hammerfiers then run up the ruins but are still out of claiming range of the objective (on the top level of the ruins).


Overlord finally takes down the warding stave.


At the same time, my 3 dreads take out the 2 wraiths and consolidate. Possible showdown next turn?

Crowe continues to tarpit the other wraiths.


Necrons 5

Overview of the top of Turn 5.


Warriors with lance-tek start to head for the objective. Overlord prepares for an assault.


Gauss rapid-fire and a lance reduces my rhino to a useless bunker, though still alive.


Overlord then auto-hits....


....and blows it up. Strikers are ok and unpinned.


Instead of heading towards my hammerfiers to try to contest (which would require at least 1 more turn), his other Overlord assaults my regular dread instead.


My dread actually manages to do 1W to his lord, who immobilizes my dread in return.


Finally, Crowe kills 1 wraith with Cleansing Flame.


Grey Knights 5

Instead of assaulting his Overlord, I surprise my opponent by going after his warriors out in the open. He was expecting me to go after them with my strike squad but I had other ideas for my strikers.


Strikers will go after his other warriors instead. I intend to make it game by wiping out his last 2 scoring units.


8 TL-S8 AP4 cannons fail to kill his warriors out in the open with no cover!!! However, SabrX would then fail his morale test and break! Being under 50%, they cannot regroup.


Strikers and 1 psyfleman shoot down 3 guys and the cryptek. However, the cryptek gets back up.


I then assault them....


....and wipe them out.


Overlord explodes the dread.


And finally, Crowe continues to tarpit his wraiths.

We roll to see if the game continues and it doesn't.



My grey knights are the only ones to have 1 unit of troops on an objective. Necrons have no troops left to claim objectives.

Just for kicks, we play out the Turn 6 assault where his Overlord assaults my strikers who will surely claim another objective on my turn. In that combat, I actually manage to force weapon his Overlord to death!




Victory to the Grey Knights!!!




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Made in us
Regular Dakkanaut




i told ya that you are lucky you use so many fearless units, rolling high like that on those dice = absolute crappy leadership checks.

great match. pretty even handed rolling. enough strategy to backup most dakkatite's opinions that playing vs. a real opponent is much MUCH different than auto-playing vs. yourself.

"Nothing is so exhilarating in life as to be shot at with no result."
- Winston Churchill
 
   
Made in gb
Judgemental Grey Knight Justicar






This is such intense game, I am so happy that either side put out that much of fire power, this difinatly proves to me that necrons and GK are one of the best armies in the game (and its a good choice i have both lol)

Lucky that his necrons fail LD at the very end and ran away otherwise it would been a draw

But if you did at least some damage to the necron trasports over time instead of letting them kill your transports then wiping them out.

I guess it all down to dice but if its not so extreme, you might been able to increase your lead
   
Made in us
Regular Dakkanaut




Knowing the Necrons have spiders and scarabs and the first turn, why did the Grey Knights deploy within assault range? Was there a need to be that aggressive that they couldn't just have deployed a few inches back? I know I must be missing something here, but seems like it's never good to get multi-assaulted in your own deployment zone on turn one.

-Myst
   
Made in no
Regular Dakkanaut




nice rep and pics, I see some of the wraiths are turning more wraithish than tyranidish (Tomb king, sepulchar stalkers?)

Quite a grind, that. The doomscythes while very cool seems to me to be somewhat one-hit-wonders considering their low AV and short death ray range...
   
Made in us
Fixture of Dakka





San Jose, CA

Marthike wrote:Wow so the dreads finally did something. Now you just need to Finnish off his wraith and the overlords to then make a move towards his objective. I can see now why wraith are so difficult to kill. 3++ is just annoying, only reliable way is probably JOTWW.

Fortunately for wraiths, they are jump infantry so are not affected by Jaws.

That's why in my game against Reecius' space wolves, he didn't use Jaws on any of my 18 wraiths.


Marthike wrote:Lucky that his necrons fail LD at the very end and ran away otherwise it would been a draw

Not really. Had my dreads failed to break his warriors (BTW, without cover those 5 warriors all should have been dead from my shooting but I rolled a lot of 1's to wound), I would have just shot and tried to assault them with my strike squad and most likely wiped them out. Afterwards, game would have ended and I still would have won with 1 objective, maybe even 2 had my strikers made it into assault.


Mysticaria wrote:Knowing the Necrons have spiders and scarabs and the first turn, why did the Grey Knights deploy within assault range? Was there a need to be that aggressive that they couldn't just have deployed a few inches back? I know I must be missing something here, but seems like it's never good to get multi-assaulted in your own deployment zone on turn one.

-Myst

Although I did not want to get pinned down in my own deployment zone, I felt that letting his scarabs assault and tie up my dreads (and possibly wreck them) was even worse. I needed my dreads to be able to shoot down his vehicles as well as to tarpit his wraiths/overlords. The rhinos were a necessary sacrifice IMO and a worthwhile exchange for being able to wipe out his scarabs early, and I know that I can wipe out those scarabs as long as they don't get too large.

So in a ways, I used my rhinos to bait his scarabs into my counter-assault. And if he didn't go for it, then I would just advance them and bring the fight to him instead.




Automatically Appended Next Post:
SevenSins wrote:nice rep and pics, I see some of the wraiths are turning more wraithish than tyranidish (Tomb king, sepulchar stalkers?)

Quite a grind, that. The doomscythes while very cool seems to me to be somewhat one-hit-wonders considering their low AV and short death ray range...

Correct about the tomb king wraiths. I am working on my 2nd set of 6 wraiths now so probably in a couple of weeks, my tyranid proxies will be gone.

Doom scythes definitely have to be played very carefully. IMO they are more of a psychological threat, though my doom scythes have worked wonders before. They have also won me 1 game by contesting an objective on turn 5 (against a Nurgle marine army that was kicking my a$$). I wouldn't normally use doom scythes in my other lists, but I feel that they fit my MTO crons very well, adding 2 more fast and dangerous units that just cannot be ignored.

This message was edited 1 time. Last update was at 2012/01/29 19:16:19



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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Just brutal of a game. I loved it!

I wish my 2 man purifier assaults were 1/2 that effective. Usually I kill 2 and my hammer would fail to wound and armor saved for the psycannon guy kicking people then get wiped by number of attacks for my troubles. (well last game I had with similar number of crons anyway)


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Longtime Dakkanaut






Bay Area

This was a close game. Even with my cursed red dice, jy2 managed to roll well.

-10 Rapid Fire Necron Warriors fails to kill 3 Grey Knights
-6 Wraiths manages to only kill a single purfier out of a 2 man squad
-Crowe gets wounded by exploding Rhino, but tarpits a Wraith units, passing many of his saves.
-I failed LD10 moral test towards the end on Necron Warriors, losing my chance to draw.
-Mid-game every time a single Dreadnought shoots at one of my skimmers, he ends up penetrating and wrecking or blowing it up.
-jy2 passed 95% of his scarab mind shackle tests!!! HOLY COW!

Prior to the game, we were discussing whether the Necrons were better off having a second Cryptek w/ Lance and Solar pulse or trading it to beef up the 5 -wraith units to 6 wraiths. In hindsight, having an extra Cryptek would have been the right decision. It would have given the Necrons more firepower against mech list and provide extra night fighting for the Doom Scythe in case they get shaken and have to move flat out.

Overall, jy2's Dreadnoughts won jy2 the game. They did an excellent job instant killing Wraiths and tying them up in assault. They can decimate Necron Warriors that aren't in cover, which they did towards the end.

I still chuckle thinking back how towards the end I made 3/4 6+ cover saves against a Dreadnought after my Necron Warriors went to ground, but fail moral test after taking couple more casualties.

On the plus side, my cursed dice aren't so cursed after all. I played a game shortly afterwards against a different player using my Blood Angels and got a draw.

This was my first time playing Necrons. I had a blast using the Wraiths, Doom Scythe, and Command Barges. I can see why so many people have switched over. Despite losing this game, I still feel they are well matched against Grey Knights and having a strong chance coming out top in tournaments.

Thanks for the great game, jy2!

This message was edited 3 times. Last update was at 2012/01/30 04:57:35


   
Made in us
Fixture of Dakka





San Jose, CA


Ah, thank you for posting your after-game thoughts. I shall use that as your Post-Game Analysis.


POST-GAME ANALYSIS:

Necrons: (by SabrX)
See SabrX's comments just 1 post above.


Grey Knights:
I've always thought that the grey knights are still one of the top armies. Against necrons, they should still have the advantage in both shooting and assault. And although my grey knights won this time around, necrons are proving that they belong with the big boys. Yes, I had a tough time against my Maximum Threat Overload necrons. If not for that 1 tremendous turn of shooting, I think it would have been Necrons 2, Grey Knights 0.

My opponent, despite this being his very first time playing necrons, did quite well with my build. That really shows how easy and straight-forwards it is to run my MTO crons. However, a less subtle strategy that my opponent did not take advantage of was his troops. You don't always have to reserve the troops, especially in a seize ground mission. That's why I usually deploy at least 2 units of troops in multiple-objectives missions. The 2 deployed troops start heading for the far objectives starting on Turn 1 or 2. Then the warriors who come in from reserves can take the closer objectives. This way I use my troops as another "threat" that the opponent has to deal with. They are not an offensive threat per se, but the opponent would have to use up resources to stop them from claiming. Also, my opponent had his troops too close together. This gave me 2 advantages: 1) I was able to multi-assault with my 3-man purifiers and wipe out both units and 2) it made my decision to advance my strike squad very easy because his 2 troops can only threaten 1 objective. If he had advanced them, he would have been able to threaten 2 objectives and then I would have to choose which unit my strikers would have to go after. Anyways, it does take a little finesse to play the warriors correctly.

I must say, the dreads won me the game. They were hands down the MVP's of this game. They wiped out all of my opponent's vehicles, 1 unit of wraiths, tied up his Overlord for a turn (thus preventing him from going after my troops on the objective) and caused his warriors to fall back, thus giving me the win. Many times, people make the mistake of thinking that their dreads are only gun platforms. They're much more than that. They are also the bodyguards for the purifiers, acting as counter-assault tarpit units against more dangerous enemies. But they are not the only bodyguard units. Against units that would tarpit them (like scarabs in this case), the roles are reversed as the purifiers act as their bodyguards and help take care of enemy tarpitting units (such as hordes and scarabs). Knights and dreads both need to work together as a team and support each other.

Overall, thanks to SabrX for taking the time to help me test out these 2 games. I got some good information out of them as well as a lot of fun in process. One thing I want to say is do not under-estimate the new necrons. They can be very good and very competitive. Even in the hands of a new player, they gave my knights a run for their money. And more importantly, I think that they are a blast to play. The "fun factor" is definitely there in the codex. It's just up to you to see what kind of "fun" you would like if you should ever want to try out the new necrons.





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SabrX wrote:I still chuckle thinking back how towards the end I made 3/4 6+ cover saves against a Dreadnought after my Necron Warriors went to ground, but fail moral test after taking couple more casualties.



That only makes sense. If those dice are always rolling 5-6's, then of course you will make 6+ cover saves and of course you would fail a leadership 10 roll. The dice only roll 5-6's. Of course if he is using your bad dice that roll low, then it makes sense he would roll low and make all the Mindshackle Scarab rolls. Perfect sense.

I've thought about these Necrons and my first go at them was to use this list and take out the Spyders and add in a C'Tan. The C'tan can run up behind the cover of nightfight and be a 2nd wave of assault all unto itself. It would also be the instrument to help prevent dreadnought tarpitting. The Scarabs strike me as more of a one shot weapon to use incase of first turn to hit vehicles on the front line. They won't survive much more after that.

Overlord + Barge
Overlord + Barge
Lancetek w/ pulse
Lancetek w/ pulse

Ctan w/ dust cloud and lord of fire

5 Immortals
5 immortals
5 Immortals
5 Immortals

6 Wraiths
6 Wraiths
10 scarabs

Doomscythe
Doomscythe

Not sure about thepoints since I am away from the book and I thihnk I made this for 1850pts. The idea is still the same as the MTO Necrons, but I hope to add a little resiliency to the troops with Immortals over Warriors and a second wave of assault with the Ctan. The 2 pulses would help get the Ctan across the board to fight.

I wonder do you think the Traveller would be a better choice than an overloard. While specificlly kitted out for assault, the traveller can take over vehicles for some extra firepower in the enemy lines.
   
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Badass "Sister Sin"






Camas, WA

Great report!

I think jy2 is OP, not any particular codex.

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Los Angeles, CA

The CCBs killing rhinos instead of dreads made me :(. I think f SabrX would've been able to run the dreads over and potentially assault them with the overlords, then he would've had the game no problem.


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Made in us
Fixture of Dakka





San Jose, CA

sudojoe wrote:Just brutal of a game. I loved it!

I wish my 2 man purifier assaults were 1/2 that effective. Usually I kill 2 and my hammer would fail to wound and armor saved for the psycannon guy kicking people then get wiped by number of attacks for my troubles. (well last game I had with similar number of crons anyway)


Have you ever considered warding staves for your units? I usually go half hammers and half staves (2+2). Staves give me resiliency and is used for staying on objectives and also to take on enemy assault units that will tear my hammer unit apart. Hammers, of course, are used more for offense and to kill tanks.


DarthDiggler wrote:
I've thought about these Necrons and my first go at them was to use this list and take out the Spyders and add in a C'Tan. The C'tan can run up behind the cover of nightfight and be a 2nd wave of assault all unto itself. It would also be the instrument to help prevent dreadnought tarpitting. The Scarabs strike me as more of a one shot weapon to use incase of first turn to hit vehicles on the front line. They won't survive much more after that.

Overlord + Barge
Overlord + Barge
Lancetek w/ pulse
Lancetek w/ pulse

Ctan w/ dust cloud and lord of fire

5 Immortals
5 immortals
5 Immortals
5 Immortals

6 Wraiths
6 Wraiths
10 scarabs

Doomscythe
Doomscythe

Not sure about thepoints since I am away from the book and I thihnk I made this for 1850pts. The idea is still the same as the MTO Necrons, but I hope to add a little resiliency to the troops with Immortals over Warriors and a second wave of assault with the Ctan. The 2 pulses would help get the Ctan across the board to fight.

I wonder do you think the Traveller would be a better choice than an overloard. While specificlly kitted out for assault, the traveller can take over vehicles for some extra firepower in the enemy lines.

There are definitely different variations on my MTO list. I haven't really thought about the C'tan for it. He's definitely a scary assault/counter-assault unit but I'm wondering how else can he benefit the army? Writhing Worldscape is definitely interesting, though I kind of see that going with tremor-teks. Spyders, on the other hand, are a cheaper counter-assault unit that does help to buff up the army with psychic defense and more scarabs. I definitely will be trying out the c'tans now that I just got one, though the list may be somewhat different.

I used to use Anrakyr, but since the new FAQ came out which made using his MitM power while embarked highly debatable, I've decided to steer clear of that controversy. Personally, I don't believe he gets to use his power while embarked. Besides, I'm loving my invincible tricked-out Overlords. I'm even thinking about giving them ResOrbs for more OTT hilarity. In one game I played recently, he came back 3-4 times and was the reason why I didn't get tabled. LOL.


pretre wrote:Great report!

I think jy2 is OP, not any particular codex.

Not to toot my own horn or nothing, but I can actually get even better. I still make mistakes and forget about stuff every so often. Maybe it really is that the newer codices are more forgiving because sometimes, I really do feel like I play like a noob.


Dok wrote:The CCBs killing rhinos instead of dreads made me :(. I think f SabrX would've been able to run the dreads over and potentially assault them with the overlords, then he would've had the game no problem.

Actually, his CCB's did go after my dreads. He shook 1 dread and stunned another one before disembarking his Overlords on Turn 2 to assault my troops. He also fired at the rear of 1 dread, though the other one fired at the rear of a rhino because it was debatable whether he could fire at the rear of the dreads (and they would get cover as well).

Last time when we played (with me playing necrons), my Overlord assaulted his vendread and he held me in combat for the rest of the game. SabrX didn't want to make the same mistake I made. Vendreads are tough, tough to kill.



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