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1750 BAO Practice Game - Jy2's "Tremorcron" Necrons vs Janthkin's Tyranids (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Will my necrons finally lose?
No, all shall bow down to the might of Tomb World Khan, even the ravenous Hive Mind.
Draw. Woohoo....at least it's not a loss!
Yes, tyranids will eat my necrons alive. Nom nom nom....

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Made in us
Fixture of Dakka





San Jose, CA

This will be my third game with my "tremorcron" necrons. For those unfamiliar with what the tremorcrons are, basically, it is a strategy of a necron army that involves limiting your opponent's mobility by forcing him to move through difficult and dangerous terrain. The list revolves around the C'tan shard with the Writhing Worldscape power. That essentially makes all difficult terrain into dangerous terrain. Then it also involves "tremor-teks", or crypteks with tremorstaves, to put enemy units in difficult terrain then made dangerous by the C'tan. Lastly, a lot of tremorcron lists use Orikan in combination with the WW C'tan to make all movement on Turn 1 dangerous for the enemy.

I made a lot of mistakes the last time (and also the first time) I took my tremorcron necrons out to do battle (battle reports here). But thanks to the battle reports, I have learned a lot from my mistakes. Now armed with a better knowledge of how the tremorcrons work, I proceeded to do battle with them again. I designed this list thinking about my lack of AT and how I was going to deal with the mech lists that were prevalent in my area. I think I have improved in that area with my new list (at 2K). Unfortunately, I ended up playing against an army that I really wasn't prepared to deal with....genestealer tyranids! And not just any tyranid player, but Kevin (aka Janthkin), arguably the best tournament tyranid player in the West Coast!

Now Janthkin is going to the BAO tournament next week. God, I wish I could have gone as there will be some of the best players in the West Coast there (including some of those BOLS guys from Texas and many from SoCal). Unfortunately, I couldn't get out of work for the 2-day event this year (but come hell or high water, I will try to make it next year!) so I decided to support my fellow from the Bay Area with a practice game.

Janthkin has only played against the new necrons once I believe, and that was against Reecius' Scarab-farm. In that game, his tyranids dominated. Now here is a very experienced general who knows his army like Mozart knows his piano. I, on the other hand, am still rather wet behind the ears with my tremorcrons. Also, I am not sure about the anti-horde capability of my army, my shooting isn't particularly good and I don't really expect to out-fight genestealers, ymgarls, tarpitting termagants and gargoyles and the Swarmlord in assault. What is my only advantage? I know Kevin's army as if it were my own, as I am also a good tyranid player and have faced his army many times before. Kevin, on the other hand, does not have much experience playing against the new necrons, though I wouldn't under-estimate his understanding of the new necrons. Kevin is a very shrewd player and is actually building a necron army of his own, so he does have familiarity of the new necrons.

Now just a little info on the Bay Area Open (BAO) tournament. It is a 1750 tournament in Northern California coming up next week that uses all 3 missions at once - Seize Ground, Capture and Control and Kill Points. You have to win more of the mission objectives than your opponent to win the game. If you want to test your skills against some of the best players in the West Coast, you should definitely consider going. You can find more info regarding the BAO here. I think there may still be a very few tickets so if you think you may be interested in going, you should sign up quickly.

Anyways, there is also a little side story to this battle: will I be able to keep my winning streak alive or will someone finally be able to trash my necrons? For some reason, I've been on a tear with my new necrons lately, whether it be my highly competitive Maximum Threat Overload (MTO) necrons or my more casual, non-optimized footcron armies. I have not lost yet with them, though I have gotten 3 draws and only 1 win with my footcrons. Will my unblemished record finally record its first loss? Against Kevin's army, I would have to say that my untarnished record is in serious jeapordy. As a matter of fact, I'd be happy if I don't get tabled as Kevin has done so a couple of times in our previous battles (and against my much, more optimized armies).


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


1750 Tremorcron Necrons vs Janthkin's Tyranids - BAO Match


1750 Necrons (My list)

Originally, I brought a 2000 Tremorcron list, but to practice for the BAO tournament, I had to shave off 250 to get down to 1750. Thus, I dropped 1 Overlord and his Royal Court and added a couple of upgrades to reach that points level.


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

5x Cryptek - 2x Eldritch Lances w/1x Solar Pulse (Lance-teks), 3x Tremorstaves (Tremor-teks)

C'tan - Swarm of Spirit Dust (had an extra 10pts), 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 Shadowlooms

Monolith



1750 Tyranids

This is probably not Janthkin's final list for the BAO tourney. I think he's still tweaking his list to see what he wants to bring.


Swarmlord

3x Hive Guards
2x Hive Guards
7x Ymgarls

16x Genestealers - Toxin Sacs
8x Genestealers
Tervigon - Adrenal Glands, Catalyst, Cluster Spines, Toxin Sacs
11x Termagants

20x Gargoyles - Adrenal Glands + Toxin Sacs

Tyrannofex - Cluster Spines, Dessicator Larvae, Rupture Cannon


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



Mission: Bay Area Open missions. Need to accomplish more mission objectives than your opponent from the following 3:

Annihilation

Seize Ground - 3 Objectives

Capture and Control

Deployment: Spearhead

Initiative: Tyranids


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


Pre-game Analysis to come....


This message was edited 7 times. Last update was at 2012/02/26 21:15:04



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
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Wicked Canoptek Wraith





How are you gonna split 5 crypteks from one court between 4 warrior units? Is one guy just running around as a 1 model royal court the whole game?
   
Made in us
Fixture of Dakka





San Jose, CA

Actinium wrote:How are you gonna split 5 crypteks from one court between 4 warrior units? Is one guy just running around as a 1 model royal court the whole game?

Yeah. I felt I needed more tremorstaves in my army. BTW, he is also a kill point in this scenario, but if my opponent's hive guards are shooting at him, then that means they are not shooting at something else more dangerous like my CCB or my C'tan or even my tomb blades, which BTW do not get cover from them even if I turbo-boost due to the new Tyranid FAQ's.

Like I said, my list isn't really optimized.



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
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Wicked Canoptek Wraith





Godspeed little tremortek, may your ever-living rolls be true
   
Made in us
Fixture of Dakka





San Jose, CA

PRE-GAME ANALYSIS:

NOTE - There is some controversy about Hive Guards and how their Impaler Cannon works according to the new tyranid FAQ. Before our game, we discussed about this and this is how we decided to play it (some may disagree, but consider this our personal "house-rule", at least for this game):

- My tomb blades will not get their turbo-boost cover saves. (I actually forgot about this in the game).

- Fast skimmers do get their flat-out cover saves.


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 only have mobility in 4 units - CCB Overlord, scarabs, wraiths and tomb blades. The rest of my army is rather slow. My opponent has mobility in 4 units as well - gargoyles, infiltrating or outflanking genestealers and ymgarls that can come out of anywhere. The rest of his army is slow as well. We are almost even in this respect. However, my greatest concern is that my troops won't be able to get away from the clutches of his infiltrating/outflanking genestealers or his ymgarls. This is where I hope my tremorstaves will help to keep my troops alive just a little longer....by making his stealers have to move and then assault through dangerous terrain. I can also try to reserve them to preserve them rather than to just serve them to my opponent, but that would mean I would lose the use of a very valuable offensive component - my tremorstave or eldritch lance.

Advantage - Draw.

Shooting - 1.5/5.
I've actually upgraded my shooting from a 1 (last games ) to 1.5 just by merely adding another 1 tremor-tek. Why? Because they're better now with 36" range than when I last mistakenly played them with 24" range only. So instead of just 2 24" tremor-teks, now I've got 3 36" tremor-teks. My most dangerous guns are my tomb blades. If I can catch his stealers or his gargoyles out in the open, I could potentially wipe them all out if they're bunched up. Also, the monolith may be a threat if it can get close enough, with its soul-sucking shooting attack or its battle cannon blast. He doesn't really have anything that can reliably take it down. However, what I think may be my most dangerous shooting is actually my tremorstaves putting his units in dangerous terrain. If I can limit his mobility and force his hordes to take a lot of dangerous terrain tests, that could prove game-changing.

My opponent has 5 hive guards and 1 tyrannofex. Not only are they effective in shooting down 1 of my tanks (my command barge), but they can take down almost any infantry that is not in cover as well. I cannot rely on my tomb blades 2+ turbo-boost cover against them (his hive guards) and in the game, I actually forgot about this. It's a tough call, but I'd say both of our shooting sucks.

Advantage - Draw.

Assault - 3/5.
Can necrons really compete against genestealer nids in assault? Sure, his Swarmlord needs to watch out for my Overlord due to Mindshackle Scarabs and my wraiths can stand up to all but probably his Swarmlord and large block of genestealers, but can I really stand up to them army vs army? We shall see.

Here's an interesting note. Last time Janthkin played against necrons, his Swarmlord assaulted 5 wraiths and he insta-gibbed all 5 of them. That's because he forces them to re-roll successfully saves and his bonesabres cause Instant Death.

Advantage - Tyranids.


BAO Mission Objectives:
With a minimum of 4 scoring units (and possibly up to 6-8 scoring units) and better mobility in his scoring units, I'd say tyranids have the advantage in both objectives games.

In Kill Point missions, I have 12 and he has a minimum of 10. We both have fairly resilient units so I would say it's a wash here. Though for some reason, I feel he has a much better chance to table me than vice versa.

Advantage - Tyranids.


Tyranids:
I'm pretty sure my opponent will keep out of terrain unless he absolutely has to (i.e. to assault my units in terrain). He will have trouble with a couple of units - my C'tan, command barge, wraiths, tomb blades and monolith. The C'tan's Writhing Worldscape will make it very inconvenient for my opponent. He will probably try to take out my C'tan via genestealer rending attacks. Better yet, shoot him down with hive guards if he can get into range. But if he is shooting at my C'tan, that means he isn't shooting at my surflord (Overlor on command barge), an even greater and more immediate threat. This guy demands the highest target priority with all the carnage he can create.

Tomb blades are extremely dangerous to nids as well. 5 S6 blasts will kill a lot of the swarms. That is something he has to keep in mind everytime he moves his units, and possibly the only defense he has against them is his limited-range hive guards. On the plus side, both units are 24" only so if I can stay out of range of his hive guards, my tomb blades will be fine. What will hurt is trying to contest objectives near the end, as I surely will have to move within threat range of his hive guards.

Wraiths will be a nightmare to his nids just as they are to almost any army I play against. These guys are just bad-ass mofos and will kill almost anything except for his Swarmlord, large block of stealers or tyrannofex. And given the right conditions (i.e. weaken them slightly with shooting or dangerous terrain), I can even kill those as well. If I should win, these guys will probably be the guys to win it for me.

Last but not least, this unit is perhaps the X-factor in this game - the monolith. He really doesn't have much that can handle my mono, and trying to do so will divert a lot of valuable resources away from dealing with the rest of my army. My guess is that he is mainly going to ignore it. Thus, I will be playing my monolith very aggressively. That means I will probably deepstrike it into the heart of my enemy's deployment zone and use it to contest objectives and cause havoc to my opponent's backfield. It would be glorious if I could suck his Swarmlord or Tervigon through my mono and into oblivion.

Overall, although I think this is a bad matchup for my necrons, it is a matchup that I am really looking forwards to. Win or lose, I think this matchup will demonstrate how good the xenos side can be.




Automatically Appended Next Post:
Actinium wrote:Godspeed little tremortek, may your ever-living rolls be true

Thanks, I'm going to need them.

This message was edited 1 time. Last update was at 2012/02/25 20:13:54



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
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Been Around the Block





I think it was a draw with Nids getting objectives and Crons getting KP no one getting the Capture Control. Using tremorteks to slow down his main force only allows his outflanking and gargoyles with toxin sacs to get through. Here is one time i might have kept scarabs in reserve to tie up these quicker units. Both are great players so looking forward to this batrep.

Sisters 1500 
   
Made in us
Fixture of Dakka





San Jose, CA

Deployment:

Map of the terrain. There are 6 pieces of area terrain. The center LOS-blocking terrain we played as impassable. The 2 hills on the sides are TLOS non-area terrain (i.e. no difficult terrain test and no cover unless actually obscured by it).



These are the 3 Seize Ground objectives.


Janthkin's Capture & Control objective.


My C&C objective.


Tyranid deployment. Janthkin picks the deployment zone with also the 2 Seize Ground objectives. So he will have the advantage with 1 objective more than me on his side.

Small genestealers, ymgarls and gargoyles will be coming in from reserves.


Now I do something I don't normally like to do....something that I have not done in many, many games (not since my all-reserves tyranid army). I reserve most of my army. I just deploy a few units, including 1 unit of warriors with tremor-tek, ....


....my Overlord on command barge (surflord), my C'tan and my lone lance-tek with Solar Pulse. I reserve the rest of my army.

Normally, I don't like to reserve my army and prefer to have everything on the board, but in this case, I feel that Kevin's army is just too dangerous. I really don't want to get boxed in inside my own deployment zone.

I just hope this doesn't come back to bite me in the arse like it did against my Imperial Fist space marine opponent when he reserved against my tremorcrons last game.


Janthkin then infiltrates his large block of stealers 18.1" away from my warriors.

I opt not to seize the initiative.


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


Tyranids 1
I pop my Solar Pulse to make it Night-fight.


Genestealers advance. By going first, my opponent skips 1 turn of dangerous terrain movement for his stealers.


Tervigon puts FNP on his stealers. Nids advance. Swarmy gives Acute Vision to his unit of 3 hive guards.


Termagants spread out.


Fortunately for me, stealers only run 1-2".

He attempts to shoot at my command barge with his hive guards. The closer squad fails to see. The farther squad sees but is out of range.


Necrons 1

Command barge move flat-out. I couldn't clear his Swarmlord to do my sweep attack. C'tan moves and then runs.


Warriors move forwards. I'm not going to be able to avoid his stealers anyways. Might as well make sure that I am in range to rapid-fire.


My shooting is horrible thanks to his FNP. I only kill 1 stealer. At least next turn he will be moving through dangerous terrain.

My lance-tek also puts 1W on his Swarmlord.


Tyranids 2

Ymgarls come in from the ruins in my deployment zone. Their target? My lone lance-tek.


His small squad of genestealers also come in, outflanking onto my board edge.


Tervigon spawns 13 termagants and run out. He puts FNP on his large unit of stealers.


The newly spawned termagants then go to screen out his Swarmlord. The rest of his army moves.


Front hive guards put 1W on my C'tan.

His other hive guards and his tyrannofex (t-fex) fails to hurt my command barge.


Stealers fleet.


He runs his other unit of stealers. 5 die to dangerous terrain tests due to the tremorstave and the C'tan's Writhing Worldscape power!!!


After running.


Time for assault. His 8-man stealer unit assault my C'tan. Luckily for me, they don't have toxin sacs. His ymgarls assault my lance-tek. 2 die to dangerous terrain.


Finally, his genestealers assault. Another 3 die to DT!!!

Wow! DT has just killed 8 poisoned genestealers and 2 ymgarls!


Stealers make it into combat with my warriors.


I strike first due to terrain and strike down 1 stealer. My opponent then fluffs his attacks and only kill 2 necrons (including my tremor-tek).


I then pass morale and my cryptek gets back up. I can't believe my warriors survived 27 rending, poisoned attacks and with only 1 casualty!!!


In the combat with my C'tan, stealers only manage to wound twice. I pass both Invuln saves and then kill 1 genestealer in return. They pass morale. Good. That means now my C'tan can't get shot at.


Finally, his ymgarls kill my cryptek. He then gets back up! That's 2 for 2 with my cryptek RP rolls.


Necrons 2

My monolith comes in. I play it very aggressively and choose to land on his objective.


Unfortunately, that damn thing scatters. You would think that the 20-ton monolith would easily crush 1 little bug.

Instead, it is David who kills Goliath as that little bug wrecks my monolith.

Necron: 0, Tyranids: 1


Tremor-tek warriors come in.


Finally, my wraiths come in as well. I am going to show those bugs why you don't want to mess with my wraiths.


Command barge moves flat-out over Swarmy and puts 2W on him.

The tremor-tek who just came in fires at his termagants. His shot scatters off and hits nothing.

Finally, my lance-tek fires at Swarmy and puts another 1W on him (4 total, 1W remaining).


Wraiths then assault the ymgarls.


I kill all but 1 and break him, sending him running away.


Stealers fail to cause a successful unsaved wound on my C'tan and I kill 2 stealers. They pass morale.


Finally, his poisoned stealers kill 2 warriors and my cryptek. I pass morale.


1 warrior and the cryptek then gets back up. 3 for 3, baby!

Necron: 0, Tyranids: 1

This message was edited 2 times. Last update was at 2012/02/26 20:02:31



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
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

Interesting choice to reserve everything, there was no safe way to deploy without giving him a target, huh?

Ugh, bad result on that monoloth; but the rest of your dice seem to be making up for it. Looking forward to seeing how this turns out.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Fixture of Dakka





San Jose, CA

Tyranids 3

My opponent's big block of birds come in.


Tyranids converge onto my command barge. Swarmy moves away.


10 S8 shots from hive guards and 2 S10 shots from his t-fex manage only to shake my command barge. Living Metal then shakes that off, but my Quantum Shielding is gone due to 1 penetrating hit from his t-fex.


Swarmy runs forwards. He gives the unit of 3 hive guards furious charge.


Everyone then assault my commander's ride. I am lucky to survive with only a stunned vehicle.


Genestealers finally wipe out my warriors.


But they don't get the Kill Point because my cryptek comes back to life!!! 4 4 4, baby!


My C'tan kills another 2 stealers. They pass morale.


Lastly, my command barges shakes off the Stunned result with Living Metal. Whooo....I needed that.

Necrons: 0, Tyranids: 1


Necrons 3

Tomb blades come in. I don't turbo and pass all 3 dangerous terrain tests.


Scarabs come in as well. I am going after his troop termagants.


Finally, my warriors with lance-tek comes in. I still have 1 unit of tremor-tek warriors in reserves.


Tremor-tek moves forwards. He is going to make it dangerous for those gargoyles to move.


Wraiths go after both the ymgarl and regular stealers.


Command barge moves over the hive guards and put 1W on them. Overlord then disembarks.

Now that I think about it, why did I not just go flat-out over his Swarmlord to put him out of his misery? I didn't need to unnecessarily risk my Overlord. Moreover, I would have gotten my cover save for my command barge against his shooting.

I guess the epic showdown is just inevitable. Mission objectives be damned, it will be a duel to the death between the 2 HQ's.


Warriors shoot down 2 stealers.


My tremor-tek hits and kills 2 gargoyles. More importantly, they will be in dangerous terrain next turn (unless his stealers can manage to kill my C'tan this turn).


Command barge fires and kills 2 termagants from the right squad. My other unit of warriors fire just the tremorstave and kill just 1 gant from the left squad.

Tomb blades decide to fire at his tervigon but fails to successfully cause an unsaved wound to it.


I made a mistake. I thought I inflicted Swarmy's 4th wound last turn. It was actually this turn that my lance-tek causes Swarmy's 4th wound.


Wraiths multi-charge both the lone ymgarl and his stealers.


I would wipe out both units.

Necrons: 2, Tyranids: 1


Scarabs charge his termagants. He kills 1 scarab base and I wipe them out.

Necrons: 3, Tyranids: 1


Finally my Overlord assaults Swarmy. Swarmy would pass his Mindshackle test. Oh ship! My Overlord is done for....


However, Swarmy whiffs his attacks and only wound my Overlord once. I pass both my Invuln and the re-roll. Whooo <* Breathes another sigh of relief *>.


Tyranids 4

Overview of the top of Turn 4.


Both his tervigon and t-fex goes after my scarabs. The tervigon FNP's itself.


Termagants go to help out his Swarmlord.


Shooting by his 2 TMC's (Tyranid monstrous creatures) kill 2 scarab bases and put 2W on another one. Blast/temp weapons are nasty against scarabs! I'm just lucky they aren't insta-killing blasts.


With only AV11 and no cover, his hive guards shoot down my command barge.

Necrons: 3, Tyranids: 2


Gargoyles move normally (not as jump infantry) in the Movement phase. They only lose 2-3 to dangerous terrain. They then shoot at my C'tan and put 1W on him.


They then assault my C'tan, losing 3 to dangerous terrain.


Thanks to poisoned attacks, they kill my C'tan. Unfortunately for them, his Necrodermis exploses and takes out 7 gargoyles as well.

Necrons: 3, Tyranids: 3


The tervigon furiously charges my scarabs. The t-fex is out of assault range.


He insta-kills 2 bases thanks to S6 on the charge and then I lose another 1 scarab base to No Retreat saves.


Stealers assault my warriors. They all pass their dangerous terrain tests.


They kill 1 warrior and the cryptek. I do no damage in return, but I do pass morale.


Guess who gets back up? I'll give you a hint. 5 for 5.


Finally his termagants charge my Overlord. (I actually forgot to take a picture, but this photo is close enough). 4 gants get into base with my Overlord. Mindshackle randomly affects only 1 model in base, so Swarmy has a 1 in 5 chance to avoid it.

I declare Swarmy to be target #1 and then proceed to roll a .

He would then proceed to fail his MSS test and cut off his own head.

Necrons: 4, Tyranids: 3


My Overlord would then kill 2 termagants and chase them away. I consolidate towards them and next turn, they would run off the board.

Necrons: 5, Tyranids: 3


Necrons 4

Overview of the bottom of Turn 4.


My last unit of troops finally come in. I take my own C&C objective.


Tomb blade turbos. 1 would die to dangerous terrain. Come to think of it, I don't think I can actually turbo out of terrain. But it didn't really matter.


Warriors start advancing. I should have done this last turn but forgot.


Wraiths go after the gargoyles.


I assault them....


....and wipe them out.

Necrons: 6, Tyranids: 3


Here, I actually win combat against his stealers, killing 2 of them.


Finally, the tervigon whiffs against my scarabs and I actually do 2W to it (despite FNP), thus removing his tervie's armor saves.


Tyranids 5
This will be the last game turn as the store is closing. We had to rush through this turn so we skipped some of the things that didn't really matter.


His tervigon casts Dominion to make sure his hive guards are in synapse.


His unit of 3 hive guards fire at my tomb blades. My opponent rolls horribly, only hitting with 1 shot out of 6. This shot brings down 1 tomb blade, who would fail to get back up. I actually forget that I don't get cover saves to his shooting due to the new Tyranid FAQ.


His other unit of hive guards shoot down my scoring tremor-tek to prevent me from reaching my Seize Ground objective.


Let's just say, 6 for 6. At this point, my opponent is almost ready to throw in the towel. My rolls have been incredible and I have made every clutch roll that I needed to make. Could it get any worse for him?


Yes it does.

His t-fex joins in the combat between my scarabs and his terivgon. Where is the tervigon, you ask? Dead. I put 16 scarab attacks into him and hit about 8 times. Statistically, I should only wound him once. I proceed to roll 4 6's to wound and because he no longer has an armor save, one of his last scoring units is gone. (He still has 1 unit of 2 stealers locked in combat with my warriors). His S6 tyrannofex whiffs its attacks.

Necrons: 7, Tyranids: 3


He finally puts my cryptek down for good, but cannot break my unit.


Necrons 5

The only thing I did in my turn was to go capture my Seize Ground objective. My opponent has none.


I also have my C&C objective. My opponent doesn't even have a troop choice in his deployment zone to capture his C&C objective.

Finally I am up on Kill Points, 7-3.




Victory to the Necrons!!!



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


POST-GAME ANALYSIS:

Necrons: (by Jy2)
Man, this must be a frustrating game for my opponent. My dice was on fire ! With the exception of my monolith mishap, every crucial roll I had to take I made. I passed every single Leadership test, made 6 of 7 RP tests for my crypteks, survived combat with his stealers all game, passed all my Living Metal checks, killed his tervigon while needing 6's to wound and made my 1 in 5 chance of hitting the Swarmlord with Mindshackles. I'm pretty sure dice like this would just drive your opponent nuts! I'd be swearing like a sailor and pulling out my hair if I was in Kevin's shoes.

I think my strategy to go mostly reserves paid off in this instance. Normally, I don't like to do a mostly reserve army unless I have a way to bring them in early (i.e. Psychic Communion, Swarmlord, Astropaths, Hive Commander, etc.), but my opponent showed me that it could be effective in some instances (i.e. in his first game against my Crowe-Purifiers). I decided to take the gamble. I felt that I had to do something drastic in order to have a chance to win this game. I knew he would head towards my guys and objectives. My hope was to get the alpha strike with my wraiths and tomb blades and even my scarabs when they came in from reserves. And that was exactly what happened as I counter-attacked his stealers and gants with my units from reserves. What I really didn't expect was for my dice to be so hot.

Now, let's get to the units:

Overlord on Command Barge: A. This guy is a rock. He consistently performs and is such a huge threat to my opponents. He took out the Swarmlord and 1 unit of troop termagants. He and his barge also withstood a huge amount of firepower. This guy rarely disappoints

Lance Cryptek: B+. Good shooting this game. These guys performed above average this game, putting wounds on the Swarmlord, stopping his hive guards from shooting Turn 1 and coming back to life to deny a Kill Point.

Tremorstave Cryptek: A. Excellent this game. Accounted for 8 dead poisoned genestealers and a few gargoyles. More importantly, they affected my opponent's play, making him reserve his gargoyles when normally he deploys them on the table as a screening unit. The fact that they kept coming back was just over-the-top.

C'tan: A. This guy is probably the unspoken hero in this game. Writhing Worldscape can just be game-changing at times. Him killing a lot of the genestealers and gargoyles is just icing on the cake. I don't expect this type of performance from the C'tan on a consistent basis, but this game demonstrates just how stellar he can be.

Warriors: B. Didn't die, even to genestealers. 'Nuff said.

Scarabs: A. Another remarkable performance by these guys, especially against a non-mech army. Wiping out 2 tyranid troops - his tervigon and termagants - sealed my victory as my opponent had nothing to claim his objectives with.

Wraiths: A. Solid as a rock. These guys are just so consistent that it's amazing. Hardly have I ever had a bad game with them. Killed the ymgarls and finished off 1 unit of genestealers and the gargoyles. Had the game continued, they probably would have added some hive guards to their list of accolades. I really can't say enough about these guys, except that they are probably the best single unit in the whole codex.

Tomb Blades: C. Due to coming in late in the game, they really didn't do too much. Then again, they didn't really need to.

Monolith: D. It's "non-performance" was due to my wanting to play it very aggressively. I can't really hold that against it and will give it a try again in the future.

MVP's: Crypteks. It's really hard to pick out a MVP this game. Many units performed admirably this game, from my HQ to the C'tan to my wraiths to the scarabs. This time, I'm going to give it to a new unit - the crypteks. Their crazy RP rolls basically neutered my opponent's most dangerous unit (his large unit of genestealers), denied my opponent 1 KP and survived to claim and win me the Seize Ground mission objective. It is because of my crypteks why I can afford to take min-sized 5-man warrior squads. In all my games so far, I've never lost more than 2 troop choices. The crypteks are the main reason why.


Tyranids: (by Janthkin)
Swear like a sailor? Well, maybe not. But grrrr.....

My own post-battle analysis:
jy2 played a near-perfect game, and I played pretty stupid. Then the dice kicked in, and ensured that I paid for my errors. But it was a very useful game in a couple of ways:
1) I needed the reminder of how resilient Necron troop choices can be. While fairly improbable, the 5-for-5 returning Crypteks are a far cry from impossible, and that's something that I must account for in my plans.
2) I needed the refresher on the BAO mission.

So, onto the errors! Much of it can be summed up in this picture:

I get to choose my deployment zone. This one has a) my Capture & Control objective (hold that, and I can't get worse than a draw on that mission); and b) 2 very easy to hold Seize Ground objectives (hold those, and I win that mission). My opponent has limited mobility, fairly poor shooting, and his most dangerous unit (the Wraiths) are a HtH unit, where my army should excel. So, what I SHOULD have done was just defend that corner, counting on my Hive Guards to do more damage to his small units than his return fire would do to me, and waiting for his limited HtH units to come close enough for Swarmy & the 'Stealers to recycle them.

But instead, I got cocky. I put the Ymgarl way out where they would never get support; I left my screening Gargoyles at home, thinking I wouldn't need them for their traditional (and very important) role; I sent my outflanking squad of 'stealers off to fight a C'tan they weren't going to kill, while protecting him from my far more dangerous shooting.

As jy2 didn't choose to make a whole bunch of stupid mistakes (just one calculated risk with the Monolith), he deserved to win. The dice just made sure we both got what we deserved, that's all.


This message was edited 4 times. Last update was at 2012/02/28 07:29:00



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Wow..... That was crazy rolling, kinda proves my point that the new RP and EL rules are kinda dumb too...

Sorry, it was a great strategy and solid win by you, I want to make sure to point that out.

I just think the whole gets back up thing was better before when it had restrictions. Now even smart plays and strategy get punished by even average rolling. Hot rolling and the game is broken. Even if you made 2 out of six of those rolls, it meant denying him 2 kp at critical times and freeing you from assault. IDK, I just think had they not let them dodge combat on top of all else it would at least have been more tolerable. List like nids and demons struggle enough getting into assault, now what they do gets harder!

This message was edited 1 time. Last update was at 2012/02/26 23:05:56


   
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AWESOME !!

The tremor staffs are mean he lost 6 gargoyls to difficult terrain ! Then the ctan blows up another 7 when he dies lol. Mind shackle is rediculus, 15 points and the swarmlord suicides lol

If he had the doom of malantai or however you spell it, it would of been different for sure

This message was edited 1 time. Last update was at 2012/02/26 23:08:45


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I love the doom, such a great tarpit... The doom may have neutralized the wraiths...

   
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Well played, but it looks like you had the golden dice, and Janth did not.

I'm curious why Janth didn't have a Tyrant Guard for the Swarmlord, I figured that is a must for keeping him alive.

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a fine rep, jy2, as usual. Dice on fire does horrible things
   
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Do RP rolls go before or after post close combat consolidation moves? Couldn't the nids have just spread over your RP token in any of those clutch cryptek revives and used the 1" denial space to prevent the resurrections?

Regardless of hot dice I think the fact that even really fast assault armies need to make 3 dangerous terrain checks for moving, running, and assaulting will just really pile up and take a toll.
   
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Post-game Analysis posted above.


Sorry, but I'll respond to the comments here later after I come back from dinner.



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Thank you for another great battle report! When I saw the game table with almost nothing but Tyranids at turn 2 I thought you were done for, but resurrection + Armor 13 command barge worked out great!

Excellent choice on concentrating all initial attacks on the Swarmlord (it is the heart of the army), coming from reserve to deny the Tyranids the usual "surround and destroy" and finally, great use of dangerous terrain! It seems that the Grey Knight codex introduced dangerous terrain to Tyranids and Mr. Wards has perfected it in the Necron codex. That being said, I wish Ward made armies less dice dependent; one or two bad rolls could have spelled doom for the Necrons!

Thanks for another great battle report!

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Very well done, this army is actually a pretty good matchup imo for a Tremor based army. It has to hoof it to get anywhere and forcing those tests (and some casualties) can really break up the army.

Synergy between Tyranid units really makes Tremors shine imo as well, most 'nid lists need to keep in range of a synapse beast and/or the fnp buffing Tervs or swarmlords. Even one poor test on terrain can set the tyranids back a full turn or dilute their power on the field.

Very well played though, I thought the Tomb Blade templates were going to play a bigger role in this.

Also, I thought you had a Daemon army, shame on you for that Deep Strike!!

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Are you thinking of adding a C'tan and a few tremorstaves to your MTO?

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San Jose, CA

Swear like a sailor? Well, maybe not. But grrrr.....

My own post-battle analysis:
jy2 played a near-perfect game, and I played pretty stupid. Then the dice kicked in, and ensured that I paid for my errors. But it was a very useful game in a couple of ways:
1) I needed the reminder of how resilient Necron troop choices can be. While fairly improbable, the 5-for-5 returning Crypteks are a far cry from impossible, and that's something that I must account for in my plans.
2) I needed the refresher on the BAO mission.

So, onto the errors! Much of it can be summed up in this picture:

I get to choose my deployment zone. This one has a) my Capture & Control objective (hold that, and I can't get worse than a draw on that mission); and b) 2 very easy to hold Seize Ground objectives (hold those, and I win that mission). My opponent has limited mobility, fairly poor shooting, and his most dangerous unit (the Wraiths) are a HtH unit, where my army should excel. So, what I SHOULD have done was just defend that corner, counting on my Hive Guards to do more damage to his small units than his return fire would do to me, and waiting for his limited HtH units to come close enough for Swarmy & the 'Stealers to recycle them.

But instead, I got cocky. I put the Ymgarl way out where they would never get support; I left my screening Gargoyles at home, thinking I wouldn't need them for their traditional (and very important) role; I sent my outflanking squad of 'stealers off to fight a C'tan they weren't going to kill, while protecting him from my far more dangerous shooting.

As jy2 didn't choose to make a whole bunch of stupid mistakes (just one calculated risk with the Monolith), he deserved to win. The dice just made sure we both got what we deserved, that's all.

Happygrunt wrote:What is with the Dakkadakka water bowl?
Dice tray, actually. Part of Dakka Detachment One's Adepticon Team Tournament supplies.

Sasori wrote:I'm curious why Janth didn't have a Tyrant Guard for the Swarmlord, I figured that is a must for keeping him alive.
This was a last-minute battle; jy2 suggested we should do a BAO practice game, and it was a great idea, but I just grabbed an 1850 pt list and chopped 100 points off quickly; the Tyrant Guard was an easy place to cut points.

This message was edited 3 times. Last update was at 2012/02/27 06:04:15


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whitespirit wrote:I think it was a draw with Nids getting objectives and Crons getting KP no one getting the Capture Control. Using tremorteks to slow down his main force only allows his outflanking and gargoyles with toxin sacs to get through. Here is one time i might have kept scarabs in reserve to tie up these quicker units. Both are great players so looking forward to this batrep.

I couldn't believe my 5-man warrior squads were tying up his "quicker" units. Anywho, this allowed some of my quicker units to go after his troops (i.e. scarabs after termagants, wraiths after the genestealers) which was what I wanted all along. That, and killing Swarmy with Mindshackles.


junk wrote:Interesting choice to reserve everything, there was no safe way to deploy without giving him a target, huh?

Ugh, bad result on that monoloth; but the rest of your dice seem to be making up for it. Looking forward to seeing how this turns out.

I just didn't want him to achieve a phrase I refer to as Positional Dominance. If I get boxed into my own deployment zone, then I am fighting at a big disadvantage. This is exactly the strategy I use with my MTO necrons - by boxing in my opponents in objectives games. Then I'll be a prime candidate for outflanking genestealers and a ymgarl massive multi-assault. Besides, if I came in from reserves, then I would get the advantage of the first strike.

The monolith was a risky move that I thought could've paid off big had it landed successfully. I felt that in order to beat the "superior" army, I had to take some risks and play an unorthodox game.


Actinium wrote:You're my boy single cryptek

He is the lynchpin of warrior resiliency.

I swear, so many people underestimate how survivable they actually are, especially with 1 or 2 solar pulses in the army. But that just works in our favor.


Happygrunt wrote:What is with the Dakkadakka water bowl?

It's for rolling dice so they don't fly all over the place (and so that you don't have to waste too much time collecting them afterwards).


Red Corsair wrote:Wow..... That was crazy rolling, kinda proves my point that the new RP and EL rules are kinda dumb too...

Sorry, it was a great strategy and solid win by you, I want to make sure to point that out.

I just think the whole gets back up thing was better before when it had restrictions. Now even smart plays and strategy get punished by even average rolling. Hot rolling and the game is broken. Even if you made 2 out of six of those rolls, it meant denying him 2 kp at critical times and freeing you from assault. IDK, I just think had they not let them dodge combat on top of all else it would at least have been more tolerable. List like nids and demons struggle enough getting into assault, now what they do gets harder!

The only drawback is that if you wiped out the entire unit (not counting Ever-living models in the unit), then the unit can't come back whereas before, they could. Also, before, they got 2 chances to come back if there was a monolith around. But you're right, it is an awesome ability. Now I'm even considering getting resorbs for my surflords. There's nothing quite like the sheer horror on my opponent's face when the guy they thought they just killed suddenly comes back from the dead.

As a necron player, I'm starting to really like RP/EL.


sumi808 wrote:AWESOME !!

The tremor staffs are mean he lost 6 gargoyls to difficult terrain ! Then the ctan blows up another 7 when he dies lol. Mind shackle is rediculus, 15 points and the swarmlord suicides lol

If he had the doom of malantai or however you spell it, it would of been different for sure

Yeah, the Doom of Ma'lantai would be pretty hard for me to take out. After all, I've only got 2 lances in this list and my monolith's particle whip. But I know how to play against the Doom....just spread out your forces and he won't be as effective. It's usually the people who have never faced him before who will have problems against him.


Red Corsair wrote:I love the doom, such a great tarpit... The doom may have neutralized the wraiths...

I would have ignored it with my wraiths and shot him with lances. He's not that scary, considering I was coming in from reserves and was already spread out.




Automatically Appended Next Post:
Sasori wrote:Well played, but it looks like you had the golden dice, and Janth did not.

I'm curious why Janth didn't have a Tyrant Guard for the Swarmlord, I figured that is a must for keeping him alive.

I came into this game with a 2K list. He came here with an 1850 list. I figured since he was going to the BAO, why not do a BAO practice game. Because if we rolled for missions, it'll probably be in another C&C game. Anyways, I wanted to try it for a little variety.

I guess getting rid of the tyrant guard was a quick way to bring his list down to 1750 (though personally, I would've kept the guard).


Actinium wrote:Do RP rolls go before or after post close combat consolidation moves? Couldn't the nids have just spread over your RP token in any of those clutch cryptek revives and used the 1" denial space to prevent the resurrections?

Regardless of hot dice I think the fact that even really fast assault armies need to make 3 dangerous terrain checks for moving, running, and assaulting will just really pile up and take a toll.

RP rolls go at the end of the phase, I believe, after morale checks and consolidation moves. He could've, but a 8" diameter circle (3" + 1" for the base itself in any direction from the marker) is pretty hard to cover without a good consolidation roll and a lot of bodies in the unit.

Yeah, 3 dangerous terrain checks will hurt any army. However, genestealers can mitigate it somewhat by 1) infiltrating and 2) if they go first (unless Orikan is also on the list. Orikan is also easy to bypass, either by reserving your army or by not moving for 1 turn. However, daemons and FNP assault marine BA would be a good test for this army. Well....maybe not BA assault marines.


Grey Therion wrote:Thank you for another great battle report! When I saw the game table with almost nothing but Tyranids at turn 2 I thought you were done for, but resurrection + Armor 13 command barge worked out great!

Excellent choice on concentrating all initial attacks on the Swarmlord (it is the heart of the army), coming from reserve to deny the Tyranids the usual "surround and destroy" and finally, great use of dangerous terrain! It seems that the Grey Knight codex introduced dangerous terrain to Tyranids and Mr. Wards has perfected it in the Necron codex. That being said, I wish Ward made armies less dice dependent; one or two bad rolls could have spelled doom for the Necrons!

Thanks for another great battle report!

Honestly, Kevin does have the potential to wipe out most of my units if I deployed everything on the table. That's how dangerous his nids are. A concentrated multi-assault effort by infiltrating genes, ymgarls and outflanking genes on Turn 2 could be devastating. That' why I chose to reserve most of my army.

Not only is the Swarmlord a deadly combatant, but he is a force-multiplier that just makes the rest of his army that much better. If there are 2 things that need killing in my book, they are troops (in objectives games) and force-multiplier units. Besides, this matchup just needed an epic showdown in my mind. It's not often that Swarmy is running scared from an opponent.

Movement, or powers that impede movement, is an often overlooked asset to an army. I kind of feel bad for nids because most other armies have a way to ignore the effects of moving through terrain with some sort of grenades. It really is a crime that tyranids once had it as well but then lost it with their new codex.

This message was edited 1 time. Last update was at 2012/02/27 07:18:59



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WOW! That was a great battle, probably the only time I've seen a 5th ed. C'tan be effective in combat. I wish I had your rolls for RP, last game I didn't get a single one :( though, not many needed reviving Hope you don't mind me using your lists j2

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Tomb blades come in. I don't turbo and pass all 3 dangerous terrain tests.


This has been an ongoing debate on the "Make da call" forums and I frankly still don't have a clear answer. Alot of people are saying that you are supposed to make just one dangerous terrain check per phase but where do you immobilize is still in question.

Might be hard to find but here's the link. I posed the question at the bottom of page 1, it goes on to the debate by page 2 and 3

http://www.dakkadakka.com/dakkaforum/posts/list/30/430688.page

Also, you are correct, bikes cannot turbo boost though terrain so if you are already in it, you won't be able to move out of it with the boost.

This message was edited 1 time. Last update was at 2012/02/27 09:41:56


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Syracuse, NY

I think all 3 Dangerous Terrain refers to the 3 units landing in terrain that had to test to move into it as Jet bikes, not takign 3 tests for moving into, through or out of (even though a jetbike would theoretically only ever be limited to two if you make them take one for starting in and one for ending in)

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Whorelando, FL

Awesome report. Looks like my prediction epically failed...LOL. However, sometimes the best tactics/ strategies in the world can't save you from hot dice. I do agree that Janthkin's deployment seemed off to me, but I figured he'd still have the muscle power in his army to overcome his deployment mistake.

This message was edited 1 time. Last update was at 2012/02/27 16:15:20


   
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Las Vegas, NV

Jim, you are so insanely lucky! hahaha, you must have been a saint in a previous life!

Well played, too bad you can't make the event.

   
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Nobody noticed this?

Tremor staves only put the target in difficult (dangerous with ctan) for the following MOVEMENT phase.

http://www.dakkadakka.com/dakkaforum/posts/list/426769.page

A lot of those nids shouldn't have died fleeting and assaulting. Possibly enough to change the outcome...

This message was edited 1 time. Last update was at 2012/02/27 18:14:47


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Syracuse, NY

I think most of the assaults required terrain checks anyway since the Warriors and C'tan were both in area terrain. That is a good catch though, maybe the Wraiths were out of it?

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