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2012/05/22 11:20:02
Subject: Necron vs Blood Angels 2000 points (pics)
Game: Capture and Control
Deployment: Spearhead (table quarters)
Necrons win the roll-off and go first.
I deployed first and left a “decent” home guard force of 10 warriors and my lord and a separate 5 man squad as back up. The rest of my army I deployed right into the corner try and get some turn 1 shooting in.
He saw the amount f armour and the group of scarabs and deployed mostly in cover. The Tac squad on his objective had plasma weapons (gun and cannon and was on a second floor balcony. The Death Company squad he deployed in the terrain out of LOS.
Spoiler:
TURN 1
NECRON:
First off I declare that Zahndreks is going to rob the Death Company of Furious Charge and give my top destroyer squad Tank Hunters. I move everything forward. The tank hunter destroyers move north to get a line on the land raider 9which I am worried about). Everything else lines up as best they can on the Tactical squad in cover on the enemy objective. The CCB moves North to set up a run at the Land Raider next turn if the shooting doesn’t go well.
The Destroyer succeed in Immobilizing and Stunning the Land Raider! Due to decent cover rollgin the Tactical marines survive the mass fire volley (although the warrior squad was out of range having moved so could only rapid fire). 5 Tactical marines die, leaving 5 marines (plus both plasma weapons) and his Librarian up there.
Spoiler:
State of play at the end of necron Turn 1
BA:
First off I fire my first Solar Pulse. BOOM!
The Death Company jump through the door in the front of their building, intent on causing some damage. Due to the land raider shaped road block the ball pred in the North East corner is forced to start the long trip round the terrain, supposedly trying to get down to where he can toast my scarabs). The Tactical Squad jump out of their land Raider and form up in a firing line.
The plasma tactical squad in cover just passes their night fighting check and unloads on the warrior squad in front of them. The Plasma cannon scatter but still take out 3 immortals. The remainder of their shooting takes out 2 warriors. **As far as I remember the Librarian did nothing**. The Death Company are obviously out of charge range so unload all the bolter fire they can into the warriors, taking out 1 thanks so a coupe of decent armour saves
At the end of the shooting phase all 3 immortals and 2 of the warriors get back up, leaving 1 warrior killed this turn.
Spoiler:
State of Play at the end of BA turn 1
TURN 2
NECRON:
My forces continue moving forward. I am still undecided about what to do with my CCB so I end just moving it slightly, too scared to move it into firing range in the open (stupid, I know. 20/20 hindsight etc). The scarabs move up hiding behind the ghost ark out of fear of the plasma cannon with the tactical squad. The southern destroyers move forward. The 2 troops choices move forward a bit but use o=most of their movement to spread out and set up a better firing line. The Ghost ark regenerate that dead warrior from the last turn ( ).
I user Zahndrekh to rob the Death Company of furious charge again and once again give my northern Destroyer tank hunters. They fire at the land raider again and score a weapon destroyed and a second immobilised. I take out one of the multimelta and the flamestorm sponson that is covering the objective. In a flurry of gauss and tesla the Death Company is wiped out, the final one falling to a Eldritch Lance shot from the Cryptek in the Ghost Ark.
No charging
Spoiler:
State of play at the end of Necron Turn 2
BA:
I pop off my second Solar Pulse. BLAMMY!!!
He rolls for his reserves – none arrive
The only movement is the Ball predator moving further down the Eastern table edge.
The tactical squad in cover tries again to take out some warriors. But he fails his night fighting roll!! The land raider decides to line up its assault cannon on my CCB, and fails it night fighting check as well! The tactical squad on the ground rolls better and scores a glancing hit on the CCB which results in a shaken result, which is promptly ignore by a successful Living Metal roll.
No charging.
Spoiler:
State of play at the end of BA turn 2
TURN 3
NECRON:
Since the raider is no longer a worry as much I move the CCB slightly south so that next turn it can sweep over the tactical squad in cover and hopefully take out the librarian and/or the plasma cannon.
I use Zahndrekh to give my southern destroyers tank hunters and take furious charge off the grounded tactical squad.
Everything moves forward again, that tactical squad in cover is dying this turn. The scarabs are intent on eating a land raider but also still need cover from that instadeath, double wound dealing plasma cannon.
The tank hunter destoyers in the south open up on the raider through the terrain. They score 3 pen hits, which the raider promptly saves via cover rolls. DOH. Everythgin else blast at the tactical squad in cover, they finally succumb to a Ghost Ark broadside and vanish in a puff of blood mist. The Northern destroyers take a few pot shots at the ground tac squad and kill 2 marines.
Spoiler:
End of necron Turn 3
BA:
Rolls for reserves and the outflanking Ball predator comes in next to the southern destroyers. His remaining reserves stay out of the game for now.
The grounded tac squad finally get out of the open and move into cover to re-claim the objective their dead comrades left.
Once in cover they try to take a melta hot at the ghost Ark but fail to pen the Quantum shielding. The newlty arrived ball predator lines up its flamestorm turret on my destroyers, wounding on 3’s with no armour save, 2 of them spin out in pieces.
The Land raider lines up it assault cannon on the CCB and score 2 Rending Hits. The CCB detonates and my overlord climbs to his feet and walks out of the wreckage, ala terminator
No charging
Spoiler:
End of BA turn 3
TURN 4
NECRON:
My now-foot OverLord moves towards the objective, knowing full well he wont make it.
I user Zahndrekh to give my Scarabs Furious Charge since they are better equipped to clear those marines off their objective (and both Ball preds moved 12” making CC options a bit more lack lustre).
My immortals and the Anni Barges hang back while the warriors move round the terrain and into rapid fire range of the tactical squad in cover. The Ghost ark moves forward with them and spins to set up a double broadside. The southern destroyers jump further south to get a side armour shot on the southern predator.
The warriors blast the marines, who make most of their saves. The squad in the Ark also fires and betweek 10 gauss shots and 2 lances manage to take the marines down to half strength. The Arks other broadside shakes the southern Ball predator, which is then finished off by the Destroyers.
The Norhtern Destroyer take out the assault cannon on the Land raider.
In CC the scarabs charge into the marines. With furious charge they are still hitting last but are now S4. the marines hit first and score 1 wound, then the powerfist insta-gibs a base. The scarabs hit back and force 12 armour saves on the 5 man squad. 3 fail leaving just 2 marines facing down 9 scarab swarms.
Spoiler:
End of necron turn 4
BA:
Roll for reserves…YAY!!! 10 Assault Marines with a Chaplain and a 5 man squad of Sanguinary Guard Deep strike and both roll hits smack next to my home objective. The remaining Baal predator move south to try and kill the southern heavy Destroyers.
The newly arrived CC squads fire on my home guard squads, taking out 4 warriors. The predator fires its turret and kills 2 of the Heavy Destroyers.
After shooting is done all my downed necron get back up again.
In CC the marine sput up a valiant fight and kill one more swarm. The scarab respond in kind and, whiel now only being S3, force enough saves to leave just one marine standing.
Spoiler:
End of BA Turn 4
TURN 5
NECRON:
With the marines in cover all the northern destroyer can do is sit still and try to pop the raider for fun. The southern destroyer jump over the Predator to get a rear armour shot.
The 2 Annihilation Barges and the Immortals squad wheel around and easily get in range of the 2 new BA arrivals near my home objective.
The Ghost arm moves forward into objective-claiming range
Zahndrekh take Furious Charge from the assault squad and gives the southern destroyers tank Hunters.
The destroyers let rip and cause 2 Explodes results on the Ball Predator. My home guard necrons all open up on the sanguinary guard and assault squads. 2 assault marines die but the guard make all their 2+ saves, shocker.
In CC I detach the Lord from my warrior squad in the south, my thinking being that, although he will die, he might take a few marines with him and might hold them off moving forward ad claiming my objective. He gets mauled before he can even swing his scythe, also the marines pass the MSS test so……yeah.
The Scarabs kill the final marine which means I claim the marine objective with my ghost arms warriors. They consolidate next to the raider.
Spoiler:
End of necron Turn 5
BA:
Quick Turn. The Sanguinary Guard and Assault Marines move in a wipe out both squads of warriors pretty much before they can wink a photo-receptor.
Spoiler:
We rolled for Turn 6 but no-go, not that it would have made much difference, I suppose my Annihilation Barges might have made the distance to contest the southern objective but a draw is fine with me.
I was surprised he kept most of his assault power in reserve and left the Death Company to foot slog it. I’m guessing he underestimated just how much firepower a Necron army can bring to bear once they are within the magic 24”. We agreed afterwards that if he had started the game with the assault marines and sang. Guard on the table he would have been looking at a turn 2 charge into my warriors and immortals, and they wouldn’t have survived.
I think I was luck to pop the raider in turn 1 which kind of scuppered his plan of rolling into assault too.
This message was edited 2 times. Last update was at 2012/05/22 11:28:51
Thanks, it's the first time i've tried to write one.
Yeah, for bigger games like this i am tempted to have Zahndrekh as a go-to. Being able to deprive his troops of Furious Charges and giving my Heavy Ds what amouts to a S10 Ap2 gun was very handy.
I need to be more forceful with my CCBs. It did nothing and was popped at range becasue i was too scared of getting it in close and being charged.
This message was edited 2 times. Last update was at 2012/05/22 13:26:56
Praxiss wrote:Thanks, it's the first time i've tried to write one.
Yeah, for bigger games like this i am tempted to have Zahndrekh as a go-to. Being able to deprive his troops of Furious Charges and giving my Heavy Ds what amouts to a S10 Ap2 gun was very handy.
I need to be more forceful with my CCBs. It did nothing and was popped at range becasue i was too scared of getting it in close and being charged.
Ya, str 10 ap2 is nice... I cant wait till tau broadsides can get tank hunter.. str 11 ftw XD
When your wife suggests roleplay as a result of your table top gaming... life just seems right
I took my wife thru the BRB for fantasy and 40k, the first thing she said was "AWESOME"... codex: Chaos Daemons Nurgle..... to all those who says God aint real....
2012/05/22 15:08:47
Subject: Necron vs Blood Angels 2000 points (pics)
Well in the current rules, armor can never go above 14, unless the datasheet says different.
As to the game.
I have to say, that has to be the worst BA list I have ever seen. A captian is the single worst HQ choice in the army, and he was not needed at all. A Libby is a good enough choice, heck 2 libbies are better than 1 libby and 1 Captain.
Footslogging Death Company? Is he begging to lose the game and waste points?
Then he puts one of his vehicles that can outflank in the worste part of the board possible. He put it behind a landraider and terrain. He left the Landraider as the only viable target on the board, and then placed the Baal behind it. He was begging you to bow up the landraider and hem in the Baal. Both Baals should have been either outflanking or up front Scouting and popping smoke.
On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie.
2012/05/23 18:52:52
Subject: Necron vs Blood Angels 2000 points (pics)
jbunny wrote:Well in the current rules, armor can never go above 14, unless the datasheet says different.
the formation states it can actually bring the av up to 15, which i think is hilarious. A lascannon.... the most commonly found ranged anti-tank in the game...can now only glance you...
They stare into your soul.
2012/05/23 19:43:46
Subject: Necron vs Blood Angels 2000 points (pics)
jbunny wrote:Well in the current rules, armor can never go above 14, unless the datasheet says different.
the formation states it can actually bring the av up to 15, which i think is hilarious. A lascannon.... the most commonly found ranged anti-tank in the game...can now only glance you...
And I will never allow it fielded against me. That is the one thing about Apoc. You have to agree to all of those datasheets.
On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie.
2012/05/24 00:38:44
Subject: Necron vs Blood Angels 2000 points (pics)
jbunny wrote:Well in the current rules, armor can never go above 14, unless the datasheet says different.
the formation states it can actually bring the av up to 15, which i think is hilarious. A lascannon.... the most commonly found ranged anti-tank in the game...can now only glance you...
And I will never allow it fielded against me. That is the one thing about Apoc. You have to agree to all of those datasheets.
Well obviously you never would in a normal game, but saying someone cant use an apocalypse formation while playing apocalypse kinda ruins the whole point of the game...
They stare into your soul.
2012/05/24 07:06:42
Subject: Necron vs Blood Angels 2000 points (pics)
jwolf wrote:You can't detach a regular Necron lord as you did in this battle. They are not independent characters.
Liked the report, it gave a good sense of the battle.
Ah, didn't realise that. Luckily it made no difference. In fact, charging him in cost me a win as, if i had kept him with the squad, he might have stood back up at the end of the assault phase and contested that objective. I got greedy and wanted to see how MSS worked (they didn't).