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2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Is this the end of my Necron winning streak?
Nercrons win both games.
Nercrons win 1 game and draw the other.
Nercrons win 1 game and lose the other.
Nercrons draw both games.
Nercrons lose 1 game and draw the other.
Nercrons lose both games.

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Made in us
Fixture of Dakka





San Jose, CA

I am still in my experimental phase with the new necrons and fully expect to lose at least one of these games. I have been on a roll with my wraithwing necron builds, but my non-wraithwing footcrons have been more mediocre, netting me 2 draws in my last 2 games.

Anyways, I'm trying out a lot of new stuff with this army. They include:

- Orikan
- Tremor-teks, or Crypteks with tremorstaves
- Writhing Worldscape C'tan
- Triarch Stalker
- Monolith

This time, I am trying out a necron build dubbed the "Tremorcrons". You can find a whole discussion about it here. Basically, the strategy involves limiting your opponent's mobility by forcing him to move through difficult and dangerous terrain. Orikan makes all terrain difficult for the opponent on Turn 1 and tremor-teks have a shooting attack which also makes an enemy unit move as if it was in difficult terrain. The C'tan then makes all difficult terrain dangerous for the opponent.

I know my list is far from optimal for even a tremorcron build, but I wanted to try out some units that I've never used before. I also wanted to keep the proxying to nil, but alas, I forgot my triarch stalker and had to proxy my dreadnought in its place. Well, with this rag-tag group of necrons, I fully expect to lose probably 1 of my games. What do you think?


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


Game #1 - 2000 Tremorcrons vs Space Marine Imperial Fists


2K Necrons (My list)

Orikan
Necron Overlord - Mindshackle Scarabs, Res Orb, Phase Shifter, Semipatenal Weave, Warscythe
Catacomb Command Barge

4x Cryptek - 2x Eldritch Lances w/1x Solar Pulse (Lance-teks), 2x Tremorstaves (Tremor-teks)

C'tan - Lord of Flame, Writhing Worldscape
Triarch Stalker (proxied using dreadnought)

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

10x Canoptek Scarabs
5x Canoptek Wraiths - 3x Whip Coils, 1x Particle Caster
5x Tomb Blades - 5x Particle Beamers, 5x Shadowloom

Monolith


2K Space Marines

My opponent brought a very shooty and very pretty Imperial Fists army.


Librarian - Epistolary, Null Zone, The Avenger

Ironclad Dreadnought - 2x Hunter-killer Missiles, Drop Pod
Rifleman Dreadnought - 2x TL-Autocannons
Rifleman Dreadnought - 2x TL-Autocannons

10x Tactical Marines - 1x Combi-melta, Meltagun, Missile Launcher, Las/Plas Razorback (Lascannon + TL-Plasma)
10x Tactical Marines - 1x Combi-melta, Meltagun, Lascannon, Las/Plas Razorback (Lascannon + TL-Plasma)
5x Tactical Marines - Lazorback (TL-Lascannons)

2x Land Speeder Typhoon
2x Land Speeder Typhoon
2x Attack Bike - Multi-meltas

Predator Destructor - TL-Autocannon, 2x Heavy Bolters
Predator Destructor - TL-Autocannon, 2x Heavy Bolters
Predator Destructor - TL-Autocannon, 2x Heavy Bolters


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


Mission: Annihilation

Deployment: Spearhead

Initiative: Imperial Fists


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


Game #2 - 1750 Tremorcrons vs Mechdar

In this game, my opponent brought 1750 of eldar with him. Due to time concerns, I decided to go down to 1750 instead of having him go up to 2K.


1750 Necrons (My list)

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

4x Cryptek - 2x Eldritch Lances w/1x Solar Pulse (Lance-teks), 2x Tremorstaves (Tremor-teks)

C'tan - Lord of Flame, Writhing Worldscape

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

10x Canoptek Scarabs
6x Canoptek Wraiths - 4x Whip Coils, 1x Particle Caster
5x Tomb Blades - 5x Particle Beamers, 5x Shadowloom

Monolith


BTW, I believe I am short 20pts but oh well, didn't think it would really matter.


1750 Eldar

This is an approximation of his list as I don't have the actual list.


Eldrad
Farseer - Jetbike, Fortune, not sure what else
4x Warlocks - Jetbike, 2x Embolden, 2x Enhance

5x Fire Dragons - Wave Serpent w/Shuricannons, Spirit Stones and Star Engines

5x Dire Avengers - Wave Serpent w/Eldar Missile Launcher, Spirit Stones
5x Dire Avengers - Wave Serpent w/Eldar Missile Launcher, Spirit Stones
5x Dire Avengers - Wave Serpent w/Eldar Missile Launcher, Spirit Stones

3x War Walkers - 2x Scatter Lasers
3x War Walkers - 2x Scatter Lasers
2x War Walkers - 2x Shuricannons


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


Mission: Capture and Control

Deployment: Spearhead

Initiative: Eldar


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


For both games, we played on the same map.




Coming up next, Pre-game Analysis.....


This message was edited 5 times. Last update was at 2012/02/22 08:21:24



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Not a lot of cover on that board. I think you are going to take a loss in both games on this one. The SM list is REALLY shooty, and I am not sure you have the horsepower to deal with the dreads. The Eldar list is also brutal with the war walkers, I assume fortune/guide/ on the farseer if he is with a seer council. Guide the walkers and then go from there.

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Fixture of Dakka






Lincolnshire, UK

I reckons the NeRcrons will win one, lose the other. Not sure on the tremor-list (though I'm a big fan of the concept) but it will be interesting to see.
Love the table btw.

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San Jose, CA

PRE-GAME ANALYSIS:

Necrons:
I'm going to do my Pre-game a little differently this time. I'm going to rate my army via the 3 phases on a scale of 1 to 5, with 5 being the best.

Movement - 2.5/5.
I feel that my movement is about average. My only mobility is in 4 units - CCB Overlord, scarabs, wraiths and tomb blades. The rest of my army is slow. Against my space marines opponent, it is ok considering his army isn't so fast either. But against mechdar, I don't have a chance in hello to compete with them. At least my mobile units have some resiliency.

Advantage - Eldar.

Shooting - 1/5.
Wow. I didn't realize how weak my shooting really was. In most of my other armies (besides my MTO crons), my shooting is usually a 4 or 5, but in this list....yeesh! My only ranged AT are 2 lances. Then at midrange, I've got the monolith's particle whip and my triarch stalkers heat ray. My main anti-infantry shooting is my tomb blades, but somehow, my opponents always maximize firepower to take them out. Other than that, I don't know what I was thinking when I made this list. Oh well, here's hoping that I can immobilize a couple of vehicles with my tremorstaves, who BTW only have a 24" range.

There's no way in heck I can compete against my 2 opponents in shooting. I'd rank my space marine opponent's shooting as 4/5 and mechdar as 3.5/5.

Advantage - Space Marines and Eldar.

Assault - 3/5.
I feel that this is my only advantage over my opponents. Wraiths, scarabs, Overlord and C'tan gives my army a close-combat edge over my MSU opponents. Other than the C'tan, all of them have the ability to get into combat fairly fast. I will not count Orikan as a cc-threat because I feel that his metamorphosis is just too unreliable. Hopefully, my ability to make them move in difficult terrain will help me reach them faster.

Now if I can only make it to his lines intact....

Advantage - Tremorcrons.

Against space marines in Annihilation, I think I do have a chance at victory due to his high amount of KP's. Where I think I will really have trouble is with Eldar. Doom and guide combined with 60 S6 shots will really put the hurt on my infantry. And then I'm playing mechdar in an objecitves game....



Space Marines:
We are playing KP's here and my opponent has a really shooty army. He doesn't really need to move all that much so I don't think my tremorcrons will affect them too much. The key to a space marine victory here is to focus-fire and try to wipe out 1 unit at a time. Target priority is of utmost importance. Spreading out may be a good idea here against my army, as it reduces my chance to multi-assault. Then play the keep-away game while torrenting my units. I'm just glad that this isn't a shooty Blood Angels army.

What could help me in this matchup is my opponent's inexperience with the new necrons. I believe this is the first time he has faced them, but I have educated him on what each and every one of my unit can do. I always do against my opponents if they are not familiar with my army.


Eldar:
This is the matchup which will give me the most problems. His army is very fast and highly specialized to take on infantry-based armies such as mine. While his AT is not as strong, against my army, it doesn't really matter. Doom and Guide, which I cannot stop, followed by 60 S6 shots from his 8 walkers, will wipe out any one of my units if he concentrates on them. I don't have anything that can really hurt his walkers from a distance so will have to rely on taking them out from up close.

His seer council will also be a pain. They can be used as a counter-assault unit to tarpit any of my assault units, or they can go and hunt down my troops. I really don't have the volume-of-fire to take them out. My answer to them will be to tarpit them, but that would mean that my wraiths and/or scarabs will be tarpitted as well. This makes it almost impossible for me to deal with his skimmers.

Lastly, how the heck am I going to stop him from contesting my objective? His units are just too fast. His fire dragon serpent can actually move 36" per turn. Focus-fire on his part will make it hard for my mobile units to get to his objective. Honestly, this is a dilemma that I really don't have an answer to. In this matchup, I am the underdog and will have to use every ounce of cunning and trick in my repertoire to avoid my first necron loss.

BTW, this will also be my mechdar opponent's first battle with the new necrons as well.





Automatically Appended Next Post:
calypso2ts wrote:Not a lot of cover on that board. I think you are going to take a loss in both games on this one. The SM list is REALLY shooty, and I am not sure you have the horsepower to deal with the dreads. The Eldar list is also brutal with the war walkers, I assume fortune/guide/ on the farseer if he is with a seer council. Guide the walkers and then go from there.

Not just that, but there is not a lot of area terrain on that board as well. There are 6 "ruins" and the rough areas up the hills and down the trench we played as difficult, but the flat surfaces of the hill and trench itself are just normal terrain. I don't think I can rely on my opponents immobilizing themselves too much on this map.

Yeah, that eldar list will be brutal on my army. I think my only advantage is my opponent's unfamiliarity with the new necrons as this will be his first battle against them.


Just Dave wrote:I reckons the NeRcrons will win one, lose the other. Not sure on the tremor-list (though I'm a big fan of the concept) but it will be interesting to see.
Love the table btw.

Yeah, I also like the concept of the tremorcrons, but I don't think they will actually do well in these 2 battles. Firstly, the map is absent of a lot of area terrain. Secondly, Orikan's first turn difficult terrain can be avoided by not moving or by reserving your entire army (which is exactly what my space marine opponent does). Thirdly, my SM opponent doesn't really need to move all that much and all of his guns out-range my 2 tremorstaves. Finally, in my battle against mechdar, I didn't bring Orikan and eldar skimmers can just fly over difficult terrain.

I'm afraid the tactics of the tremorcrons won't be well represented in these games.



This message was edited 3 times. Last update was at 2012/02/19 01:22:08



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Never realised just how much fire power those warwalkers can put out!

I think your gonna have trouble with both, not so much on the space marines, if your dice is not rubbish then its gonna be a ok game for you, you have to tools to shut down his shooting and your units out assauts him, pick on his weaker units then you will win by KP

For eldar, I think..... Hope you can take out those walkers with your overlord, he will tie them up for long enough for your other guys to get in.
   
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New York / Los Angeles

Totally fair pre-game analysis:
You seem to consistently favor warriors over immortals, which I think, when using a mechanic like quake, which allows you, to some degree, to dictate your opponent's movement, you might be better off with the more resilient and better armed immortals.

Also, despite the appearance of orikan in your list, I don't know if you're really committing to the tremorcrons with only 2 staves.

The choice to give the C'tan Lord of fire seems like you plan on having him and the monolith babysit each other. It is a nice inexpensive choice, but besides it being a novelty power, I don't really think it's the optimal choice.

Triarch stalkers have consistently dissapointed me, but maybe you'll have better luck with it. I find the best use for them is armed with gauss, helping squads of destroyers or tesla immortals focus fire.

As you know, we've been struggling to settle on an optimal tremorcron build, hopefully this batrep will provide some good information for us. As always, I look forward to your reports.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
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I predict the necrons lose both. I predict that your assault elements get blasted to bits early on, while your meager shooting is largely shrugged off.

I also predict the CCB getting melta'd in both games after 1 fly over, but your Overlord will be running around the rest of the midgame chasing down fleeing targets.

I do want to say that tremor-teks have a 36 inch range, not 24. It wont help you this game, but going forward its something to keep in mind.

I know you were trying stuff out, so comments on the synergy, or my percieved lack of, wont help. But I do believe that a list in this style is possible by just trading out the surfboard for a chronocryptek+anrakyr, and orikan in a block of tesla immortals in place of your tomb blades. That unit buffed by a triarch stalker is murderous.
   
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I think you're forgetting that Skimmers, if they move Flat Out and get immobilized on their turn (which you're in better position to do, since you can effectively make them 'land' in Dangerous Terrain every turn) they wreck and kill everyone inside. You're limiting his mobility every time you get a successful hit on him with your Tremorstaves.

Though I do agree with junk- if you're going Tremor-crons, take a lot more Tremor.

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Fixture of Dakka





San Jose, CA

Marthike wrote:Never realised just how much fire power those warwalkers can put out!

I think your gonna have trouble with both, not so much on the space marines, if your dice is not rubbish then its gonna be a ok game for you, you have to tools to shut down his shooting and your units out assauts him, pick on his weaker units then you will win by KP

For eldar, I think..... Hope you can take out those walkers with your overlord, he will tie them up for long enough for your other guys to get in.

War walkers are nasty. Eldrad could guide 2 of them (the 2 scatter laser squads). Then if he dooms my 5 wraiths and all 3 squads of war walkers fire at them, this is the result:

Scatter lasers: 48 shots x 3/4 hit with re-rolls x 35/36 wounds x 1/3 penetrate armor = 12 wounds.

Heck, he doesn't even need to fire his shuri-walkers at them. Just the 2 unit of scatter-walkers is enough to wipe out my wraiths!

My only hope is to assault them with my overlord. He'll have problems taking down my command barge.


junk wrote:Totally fair pre-game analysis:
You seem to consistently favor warriors over immortals, which I think, when using a mechanic like quake, which allows you, to some degree, to dictate your opponent's movement, you might be better off with the more resilient and better armed immortals.

Yeah, it's just a preference of mine. I tend to put the killing power of my lists in my non-troop slots (i.e. FA, HQ and Heavies). Though immortals are much better than warriors, necron troops are really lackluster compared to the other FOC slots. Why focus on better troops when I'm relying on the non-troops to achieve my goals? At least that's my list philosophy.

junk wrote:
Also, despite the appearance of orikan in your list, I don't know if you're really committing to the tremorcrons with only 2 staves.

The choice to give the C'tan Lord of fire seems like you plan on having him and the monolith babysit each other. It is a nice inexpensive choice, but besides it being a novelty power, I don't really think it's the optimal choice.

Triarch stalkers have consistently dissapointed me, but maybe you'll have better luck with it. I find the best use for them is armed with gauss, helping squads of destroyers or tesla immortals focus fire.

As you know, we've been struggling to settle on an optimal tremorcron build, hopefully this batrep will provide some good information for us. As always, I look forward to your reports.

I'm really conflicted between lance-teks and tremor-teks. I feel that I need more ranged AT. Thus, I settled on a ratio of 2-2 for my first trial run. Perhaps next time I will use 3 tremorstaves and 1 lance (with Solar Pulse). You just gotta have the solar pulse.

Regarding the c'tan, you're probably right. I just wanted to keep him cheap. So it was either entropic touch or lord of flame, the 2 cheapest powers. And with regards to the c'tan and monolith, they didn't really do much as they were much too slow to really go anywhere (and my opponents ignored them for the most part). Then again, this was my very first time using the mono. I should've considered deepstriking it instead of just using it to block LOS to my army.

Triarch stalker doesn't really belong in this list at all, but I just wanted to get a feel for it. He turned out not to do much either as my opponent largely ignored him (and my opponent made his cover saves against it).

I'm finding it hard to get an optimal tremorcron build as well. IMO there is no such thing as optimal build for them, not when you're basing your strategy on a build that is just too random and inconsistent.


DevianID wrote:I predict the necrons lose both. I predict that your assault elements get blasted to bits early on, while your meager shooting is largely shrugged off.

I also predict the CCB getting melta'd in both games after 1 fly over, but your Overlord will be running around the rest of the midgame chasing down fleeing targets.

I like your confidence in my army. Well, if anything, in these battles I will have to rely more on my strategy than on my lists. I also hope my opponents' inexperience will cause them to kill the wrong units.


I do want to say that tremor-teks have a 36 inch range, not 24. It wont help you this game, but going forward its something to keep in mind.

Doh!

One of the problems against my 2 opponents was that I found that my tremor-teks were constantly out of range when in actuality, they were probably in range.

And you know what other booboo I made? I've been playing my tomb blades for their first 3 games (aganst Ravenguards, mech BA and now Imperial Fists) without Reanimation Protocols!!! It wasn't until my game against mechdar did I realize they had RP.


I know you were trying stuff out, so comments on the synergy, or my percieved lack of, wont help. But I do believe that a list in this style is possible by just trading out the surfboard for a chronocryptek+anrakyr, and orikan in a block of tesla immortals in place of your tomb blades. That unit buffed by a triarch stalker is murderous.

I don't know about Anrakr. The FAQ nerfed him (at least that's how I would play it) so I've swapped him out for a normal surflord (Overlord on CCB). If anything, maybe I may go with 2 surflords and double royal courts to get in more shooting and more tremorstaves (4+4 is my ideal).

Triarch stalker definitely would fit better in an army with more immortals and better shooting.




Automatically Appended Next Post:
Anvildude wrote:I think you're forgetting that Skimmers, if they move Flat Out and get immobilized on their turn (which you're in better position to do, since you can effectively make them 'land' in Dangerous Terrain every turn) they wreck and kill everyone inside. You're limiting his mobility every time you get a successful hit on him with your Tremorstaves.

Though I do agree with junk- if you're going Tremor-crons, take a lot more Tremor.

No, I didn't forget. I know about it. My problem was thinking that my tremorstaves were 24" rather than 36". So mostly, my tremor-teks were out of 24" range.

Then the few times I hit his serpents, he never failed a dangerous terrain test.

Come to think of it, I did forget to fire it a couple of times when his serpent was in range. Doh!!!

This message was edited 1 time. Last update was at 2012/02/19 03:33:19



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Jy2, its not that I dont have faith in your ability, but without knowing you or your opponents, I only have lists to go on. Consider if you were playing the Eldar and SM versus the Necrons. Would you, piloting the SM and Eldar, predict that you would beat the crons?
   
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I was there for the mechdar match so wont comment on that one. I think Necrons will beat the space marines. Scarabs are abig surprise for anyone with lil to no experience with them used in Anti Vehicle and with solar pulse should be able to get in close

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San Jose, CA

DevianID wrote:Jy2, its not that I dont have faith in your ability, but without knowing you or your opponents, I only have lists to go on. Consider if you were playing the Eldar and SM versus the Necrons. Would you, piloting the SM and Eldar, predict that you would beat the crons?

Just playing with you, bro. I agree with your analysis. If I was playing the SM or the eldar list, I would probably kill my necrons.


Automatically Appended Next Post:
whitespirit wrote:I was there for the mechdar match so wont comment on that one. I think Necrons will beat the space marines. Scarabs are abig surprise for anyone with lil to no experience with them used in Anti Vehicle and with solar pulse should be able to get in close

Hey Andrew, sup!

These necrons are nothing like the necrons you faced. The ones you faced - my wraithwing - are much more optimized and much, much meaner.

Though both my opponent have never faced necrons before, both knew exactly how dangerous my scarabs were.

This message was edited 1 time. Last update was at 2012/02/19 04:20:43



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San Jose, CA

Game #1 - 2000 Tremorcrons vs Space Marine Imperial Fists


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


Mission: Annihilation

Deployment: Spearhead

Initiative: Imperial Fists


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


Deployment:

Map of the terrain. Here we played the the hilltops and trench bottom as clear terrain. However, the rough area going up the hills or down the trench we played as difficult terrain. The 6 bunkers are area terrain.

My Space Marine opponent decides to reserve his entire army. However, he does this because there is some confusion about Orikan's power. He asked if Orikan's difficult terrain power affects all units on Turn 1. I thought he was referring to all of his units - infantry, tanks, bikes, jump infantry, etc. - and told him yes. He thought it affected my army as well. Later after I deploy and move on my Turn 1, he finds out that it doesn't affect my army. I offer to let him re-deploy his army and basically redo our deployments. He politely declines and we continue.


My deployment.


Opponent's perspective of my deployment. I leave nothing in reserves.


A closer look at my new tomb blades and the triarch stalker that I forgot to bring. The 2 crypteks here are my tremor-teks.

Throughout the 2 games, I thought that the range of my tremorstaves were 24". They are actually 36" range.

I fail to seize the initiative.


BTW, I did not look at his list close enough. Otherwise, I would have seen that he had an ironclad on a drop pod and I would have deployed accordingly....


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


Space Marines 1

Drop pod comes in....literally as I take this picture. Lol.


Ironclad comes out and fires its melta and both hunter-killers at my monolith. I am lucky that he fails to penetrate it.


Necrons 1

My command barge Overlord (I shall call him my surflord) flies over his ironclad.

We get into a rules debate here. He says I need to move at least 18" to get the flat-out cover save. I don't see it anywhere in the BRB that tells me I have to do so. Anyways, I give it to him and move 18", though this will most likely put my command barge in mult-melta double-range if his attack bikes come in.

My sweep attack blows up his ironclad.

Necrons: 1, SM: 0


Necron movement.


Wraiths jump over the command barge to screen it. C'tan goes after the drop pod.


My units then run.


C'tan and scarabs assault his drop pod....


....and easily blow it up. I lose 1 scarab base in the explosion.

Necrons: 2, SM: 0


Space Marines 2

1 unit of land speeder typhoons, 2 las/plas combat squads and his MM attack bikes come in from reserves.


1 predator comes in from the opposite corner. He is spreading out his forces.


Attack bikes fail to penetrate my flat-out cover with their multi-meltas, but a las/plas razorback manages to wreck it.

Necrons: 2, SM: 1

That is all the damage his shooting is able to muster as he focuses almost entirely on my surflord.


Necrons 2

Tomb blades takes cover behind terrain. Their shooting would later fail to damage any tanks.


Necrons advance.


Wraiths go after his transport and my overlord after the attack bikes.

My limited shooting does not do anything so we go onto assault.


Overlord and scarabs assault his attack bikes.


He puts 2 wounds on scarabs and I kill off 1 biker....oh wait, I forgot about mindshackles. We are still in this combat so we do the mindshackle thing. His biker fails and all of a sudden, my scarabs heal themselves and suffer no wounds. He passes morale.


Wraiths assault his razorback.


I blow it up and 3 guys (4 guys?) die in the explosion. My wraith also takes 1W from the explosion. His lone tactical marine fails morale and is pinned.

Necrons: 3, SM: 1


Space Marines 3

Most of his army comes in and away from my wraiths/scarabs. Typhoons move flat-out.


Left typhoons move 12".


He shoots down 2 tomb blades. I forget that they had Reanimation Protocols for the entire game.


Typhoons here shoot down 4 warriors out in the open. 1 gets back up.


In assault, I wipe out his attack bikes.

Necrons: 4, SM: 1


Necrons 3

My wraiths jump past his pinned marine to go after his speeders.


Tomb blades jump back to get a shot on his other speeders.


The rest of my crons slowly creep forwards.


Scarabs, Overlord, C'tan and triarch starker head towards his tanks. Scarabs would fail to make the charge due to difficult terrain.


Tremorstave hits his razorback, but my triarch stalker's heat ray fails to even glance it. My non-shooty units run.


Tomb blades blow up 1 typhoon.


Wraiths then assault his speeders.


I blow up 1 of the speeders and shake the other one.

Necrons: 4, SM: 1


Space Marines 4

Razorback, combat squads and librarian come in to deal with my wraiths. Typhoon moves 12" away.


On his right flank, his tanks shuffle around. His "tremored" razorback passes its dangerous test.


Librarian casts both Null Zone and the Avenger. All his marines, his lazorback and his typhoon fires at my wraiths. One of his combat squads fire only their pistols because they are planning to charge. When the dust settles and the smoke is clear, I've only lost 2 wraiths and suffer 1W on another. Not too bad for me.


Autocannon preds and his typhoon wipe out my tomb blades.

Necrons: 4, SM: 2


Finally, his combat squad assaults my wraiths....


He causes 1W, killing one of my wounded wraiths. In return, I kill 2 marines and break the squad, sending them fleeing. I then consolidate to make sure they keep running next turn.


Necrons 4

Wraiths now go after his lone tact squad.


Monolith moves on top of the ruins.


Necrons getting ever closer.


Lance-tek fires at his typhoon and immobilize as well as shake it.

My tremor-tek hits one of his predators.

My monolith's particle whip scatters off the table.


Wraiths then go on to multi-assault 2 units - 1 combat squad and the lone marine.


I kill the lone marine to get a KP and also another 1 marine in the combat squad. He kills my wounded wraith. Marines then pass morale.

Necrons: 5, SM: 2


Space Marines 5
Things are not looking good for the Imperial Fists.


Tact combat squad hops into his lazorback because they fear my monolith. His librarian, however, breaks off from the squad and will be joining the battle against my lone wraith.


The first and only immobilization of the game as a result of my tremorstaves goes to his predator.


The rest of his tanks all move.

In shooting he targets my C'tan with his autocannons but is wounding on 4's. I think he only wounds 2x and my C'tan makes both of his saves.

His librarian casts Null Zone.


His HQ then joins into the melee.

Unfortunately, I pass my saves against his librarian and the re-rolls as well. I then kill his librarian. His squad fails morale but somehow I catch them. They then pass their No Retreat saves.

Necrons: 6, SM: 2


Necrons 5

Doom is approaching.


Warriors move about.


My Lord attack his immobilized tank and rips off 2 of its guns as well as stun it.


Scarabs assault his lazorback....


....and blow it up. 2 marines die in the explosion and they get pinned.

Necrons: 7, SM: 2


We call it at this point as it wasn't really necessary for me to chase him around to try to get more Kill Points. The victory was already decided.



Aftermath of the game.



Victory to the Necrons!!!


This message was edited 8 times. Last update was at 2012/02/20 20:16:33



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The 18 inches for cover is for bikes turboboosting, not for fast skimmers.

Also, I am surprised that your opponent is just feeding you, by dropping a pod and dread next to scarabs and attack bikes next to a lord. I suppose with 1 melta he thought he could get lucky, but if he wanted to kill a vehicle it would be the ccb. Otherwise, kill wraiths or scarabs. So far he seems to be trying to trade KP with you, but trading is a poor choice.

In hindsight, if you had assaulted the pod with just scarabs, 50 attacks lower the armor by 25 points, immediately wrecking it. So no explosion that causes a base to die.

This message was edited 2 times. Last update was at 2012/02/20 00:04:25


 
   
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Los Angeles, CA

Hmm, looks like the SM player is playing into your game plan.
If not for that, I think it would've been a bit easier for him.


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San Jose, CA



Game #1 completed.





Automatically Appended Next Post:
DevianID wrote:The 18 inches for cover is for bikes turboboosting, not for fast skimmers.

Also, I am surprised that your opponent is just feeding you, by dropping a pod and dread next to scarabs and attack bikes next to a lord. I suppose with 1 melta he thought he could get lucky, but if he wanted to kill a vehicle it would be the ccb. Otherwise, kill wraiths or scarabs. So far he seems to be trying to trade KP with you, but trading is a poor choice.

In hindsight, if you had assaulted the pod with just scarabs, 50 attacks lower the armor by 25 points, immediately wrecking it. So no explosion that causes a base to die.

To be fair to my opponent, his reserving of his entire army was due to the miscommunication regarding Orikan's rule. Otherwise, he told me would've deployed his entire army and just sat there and fired. Now I did offer for him to redo our deployments as I was just beginning to move, but he declined.

I guess he was willing to sacrifice his ironclad+drop pod and bikes to get rid of my monolith and command barge. While this would've put him behind in KP's, tactically the "reward was worth the risk" (at least for taking out my command barge). Also, I believe his inexperience with how deadly my non-shooting AT is probably played a factor here.

Assaulting the pod gives both my c'tan and scarabs extra movement. I was willing to risk it for that slight advantage. It also guarantees a kill just in case 1 unit "under-performs" in assault.


Dok wrote:Hmm, looks like the SM player is playing into your game plan.
If not for that, I think it would've been a bit easier for him.

People who have never played against necrons before will usually under-estimate the mobility of my fast units.

This appeared to be the case for my opponent.

This message was edited 1 time. Last update was at 2012/02/20 02:33:35



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Huh. Not what I expected, but then again I would point to a lot of the Fist player's moves as mistakes. The deployment style was spearhead, he could have deployed his entire shooting army in his corner, not moved an inch turn 1, and just blasted away. He had searchlights too. Like you said, he didnt understand necrons, and thought orikan hurt you as well, causing him to reserve all units.

As for you... man if my wraiths acted like your wraiths, I would have a completely different opinion of them. For example, how many saves (with forced rerolls) did you make when he went 'all in' to kill the wraiths with libby nullzone + avenger?
   
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Idk, personally that misunderstanding was too big to ignore. If it were me I would have INSISTED that we start fresh. Rerolling mission, initiative and deployment to be fair to both sides. His misunderstanding of that rule literally set the pace for the whole game. It really tarnishes the result in my mind.

Aside from that you are clearly the better player, it's obvious by his decisions and I think you would have beaten him non the less.... But damn is he the better modeller no offense. Those are some pretty boys in yellow wow! What a treat that must have been!

This message was edited 1 time. Last update was at 2012/02/20 04:38:41


   
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I agree that the Fist Army was gorgeous but when it came down to play, it looks like he has a weak grasp of tactics at best. Even with the misunderstanding of the rule behind Orikan it was like he was hoping that he could just match one of his units against yours and win each individual fight. There was no big picture for him and it shows.

Should have concentrated fire on your wraiths as they were tying up so many of his units (not to mention earning some easy KP), then the tomb blades, then the teks. He didn't even attempt to use his armor's ability to keep moving and attempt to maintain some standoff which was his best advantage.
   
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San Jose, CA

DevianID wrote:Huh. Not what I expected, but then again I would point to a lot of the Fist player's moves as mistakes. The deployment style was spearhead, he could have deployed his entire shooting army in his corner, not moved an inch turn 1, and just blasted away. He had searchlights too. Like you said, he didnt understand necrons, and thought orikan hurt you as well, causing him to reserve all units.

As for you... man if my wraiths acted like your wraiths, I would have a completely different opinion of them. For example, how many saves (with forced rerolls) did you make when he went 'all in' to kill the wraiths with libby nullzone + avenger?

I think unfamiliarity with the codex is what really hurt him this game. He did make some mistakes but ultimately, I felt that he under-estimated the speed and resiliency of my necrons. But this will all change the more he plays against them. Let's just say that I probably "de-virginized" him with how the new necrons play.

BTW, I didn't even use my Solar Pulse.

I must admit that I've been having some success with my wraiths. Keep in mind that wraiths have both 3+ armor and a phase shifter. Thus, Null Zone would only force me to re-roll the AP3/2/1 saves and not the regular bolt weapons. Still, he had 4 meltas (2 combi's), 2 plasmas (from his las/plas razor) and 2 avenger wounds that he forced me to re-roll (as well as his librarian's force weapon) and I rolled well against them.

I think your biggest mistake is not taking advantage of wound allocation on your wraiths. It makes all the difference in the world. Honestly, I think it makes them almost 2x as survivable (or something like that). For example, let's say his shooting puts 2W on me. Normally, you'd lose a wraith but I put the 2 wounds on 2 separate models. Then his next unit fires and puts 1 melta wound on me. I would allocate it on the wounded model so that I would only lose 1 model. Without wound allocation, I would have lost 2 models instead.


Red Corsair wrote:Idk, personally that misunderstanding was too big to ignore. If it were me I would have INSISTED that we start fresh. Rerolling mission, initiative and deployment to be fair to both sides. His misunderstanding of that rule literally set the pace for the whole game. It really tarnishes the result in my mind.

Aside from that you are clearly the better player, it's obvious by his decisions and I think you would have beaten him non the less.... But damn is he the better modeller no offense. Those are some pretty boys in yellow wow! What a treat that must have been!

I think probably the main reason he declined was that he had another game scheduled after this against someone else. But it's a learning experience for the both of us as I'm using a lot of new units and he's facing a new army. I mean, we both made mistakes this game. I didn't realize he had a drop pod melta dread and left my mono unprotected, thought my tremorstaves were 24" when they were actually 36", forgot about RP on my tomb blades, forgot to check for Orikan's metamorphosis until Turn 4 (it didn't really matter though) and forgot to use my Solar Pulse. He just wasn't really familiar with the new necrons and was surprised at my mobility.

He definitely is an awesome painter/modeler. He actually won Best Painted at our recent 2-day GT (Storm the Kastle). That is one of the main reasons for me to make this battle report. I knew that I was going to make mistakes. I was pretty sure he would've made some mistakes as well. I didn't really care if I lost this battle. I just wanted to try out my new "toys" as well as showcase my opponent's models. His army really was a treat to the eyes.


Kellhus wrote:I agree that the Fist Army was gorgeous but when it came down to play, it looks like he has a weak grasp of tactics at best. Even with the misunderstanding of the rule behind Orikan it was like he was hoping that he could just match one of his units against yours and win each individual fight. There was no big picture for him and it shows.

Should have concentrated fire on your wraiths as they were tying up so many of his units (not to mention earning some easy KP), then the tomb blades, then the teks. He didn't even attempt to use his armor's ability to keep moving and attempt to maintain some standoff which was his best advantage.

Actually, he had a plan. His plan was to spread out his army and make me go all over the place. Because if my wraiths commit to one side, I won't be able to go to other flank. Then he used his superior range to try to shoot me down. If you noticed, almost all his ranged AT was on the edge of the board. He knew he had me out-ranged.

He sacrificed his unit (his bikers) to take out my truly nasty fast threat - my command barge - because my Overlord on foot just isn't scary. He ignored my c'tan and slower units for the most part. He focused on my fast threats and took out my tomb blades and command barge. He tried to take out my wraiths and would've been successful if only I wasn't rolling that well. The only thing he couldn't take out were my scarabs, probably because most of his units couldn't see them with all those tall terrain. Overall, he did make some mistakes, but I don't think they were all that bad. It was just that he came in piecemeal, thus giving me time to deal with his units on the board, and he somewhat under-estimated my army IMO.

This message was edited 1 time. Last update was at 2012/02/20 06:23:14



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Man, I really wanted the Tomb Blades to actually DO something...... I agree his army was GORGEOUS

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Great game! I thoroughly enjoyed reading this batrep.

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Whorelando, FL

Yeah, I think reserving his army was a bad sign.

   
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So was podding to take a suicide run at the Monolith. It's not that scary, it's slow, and it's 24" range. Podding to take out the CCB would have been a better idea, but simply deploying or podding to try to engage the Wraiths was the best use of an Ironclad, imo. It inflicts ID on them and they have to rend to hurt it back.
   
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Ann Arbor, MI

Yeah, what a beautiful Fists army. Every last model looks great. Your Necrons are shaping up nicely too! Love those Tomb Blades. Hats off for putting so much effort into them. Now, I would've liked to see the Blades get more action than a Speeder...but I guess this match-up didn't really favor them.

Also wanted to say thanks for documenting your Necron's "experimental phase" so thoroughly (leaving aside any potential jokes about college). Your batreps have been really helpful to me as well as others, I'm sure. I don't really "believe" in the Tremorcron build, but I'm really happy to see someone giving it an honest try.
   
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I'm actually liking the WraithStalkers a lot. I saw them in the first pic, from far away, and was like "Waitaminute..." then saw them closer and realized what you'd done. Great idea, there. And depending on how much the Wraiths actually end up being, a cheaper alternative.


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Thanks for another fun report! I agree that there were too many mistakes on your opponent's side (the biggest being the deployment boo-boo) to really learn a lot from it, but it was still a fun read and darn is his army gorgeous!

If I were building Tremorcrons I think I'd have to make them shooty. I love Scarabs and Wraiths, but IMO you're going to get much more mileage out of slowing the enemy down if you're shooting him to pieces rather than bringing the fight to his doorstep.

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Exalted Pariah wrote:Man, I really wanted the Tomb Blades to actually DO something...... I agree his army was GORGEOUS

The trade-off for the tomb blades is that once they fire, then they're vulnerable. But I'm finding that they're a bullet magnet (though an expensive one at 200pts) that takes a lot of the heat off of my other units, and with a 2+ cover from turbo-boosting, they can withstand a lot of flak fire.


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Thanks!


CaptKaruthors wrote:Yeah, I think reserving his army was a bad sign.

It was more of a miscommunication error. Though he opted not to redo it I think because he had another game after this.


The Grog wrote:So was podding to take a suicide run at the Monolith. It's not that scary, it's slow, and it's 24" range. Podding to take out the CCB would have been a better idea, but simply deploying or podding to try to engage the Wraiths was the best use of an Ironclad, imo. It inflicts ID on them and they have to rend to hurt it back.

I think he just wasn't familiar enough with the necron codex to understand the right target priorities. You really don't know how deadly the CCB is until the first time it sweeps over your unit and kills something (like his ironclad).

Assaulting my wraiths with the ironclad would have been a better idea....that is if I let him. He wouldn't have been able to catch my wraiths whereas I probably could've very easily assaulted his dread with my scarabs. But in this case, counter-assault would have probably been a better idea than a suicide attempt.


whigwam wrote:Yeah, what a beautiful Fists army. Every last model looks great. Your Necrons are shaping up nicely too! Love those Tomb Blades. Hats off for putting so much effort into them. Now, I would've liked to see the Blades get more action than a Speeder...but I guess this match-up didn't really favor them.

Also wanted to say thanks for documenting your Necron's "experimental phase" so thoroughly (leaving aside any potential jokes about college). Your batreps have been really helpful to me as well as others, I'm sure. I don't really "believe" in the Tremorcron build, but I'm really happy to see someone giving it an honest try.

Thanks! It's going somewhat slowly, but it's at least it's going. Forgetting about RP I think hurts them a little.

Tremorcron is really a tough build to do well. I think the best necron builds are either highly mobile (like wraithwing or my MTO crons) or very shooty (tl-tesla destructors) or a combination of the 2. Every other necron build is just not as optimal IMO.


Anvildude wrote:I'm actually liking the WraithStalkers a lot. I saw them in the first pic, from far away, and was like "Waitaminute..." then saw them closer and realized what you'd done. Great idea, there. And depending on how much the Wraiths actually end up being, a cheaper alternative.

Thanks! They're cheaper than the current metallic wraiths, but I suspect the new wraiths will probably cost the exact some price as my conversions. They're converted from the Tomb King Necropolis Knights/Sepulchral Stalkers. The only thing is that I didn't want to wait for the new models to come out.


Mannahnin wrote:Thanks for another fun report! I agree that there were too many mistakes on your opponent's side (the biggest being the deployment boo-boo) to really learn a lot from it, but it was still a fun read and darn is his army gorgeous!

If I were building Tremorcrons I think I'd have to make them shooty. I love Scarabs and Wraiths, but IMO you're going to get much more mileage out of slowing the enemy down if you're shooting him to pieces rather than bringing the fight to his doorstep.

Yeah, take this battle more as eye-candy than an truly tactical game and you'll probably enjoy it more.

I agree that shooty necrons are the way to go if you want to do a tremorcron build. It's just that I don't really have the right units to do so. I'd go with annihilation barges and probably night scythes in such a build - units that I don't currently have (well, I guess I could always proxy). This battle was mainly to try out new units that I already have rather than to proxy units that I don't have.



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