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2nd 6th edition battle: SabrX's SoBs vs. Janthkin's Necrons (Complete; final comments on pg. 2)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fixture of Dakka






San Jose, CA

After my first 6e game (documented here), it was very apparent that I'd need to play a few more, preferably using different armies, to start wrapping my head around everything that has changed. So I cashed in a few wife points, packed up my Necron army, and headed off to the Game Kastle to find an opponent. I was fortunate enough to stumble across SabrX, and even more fortunate that he was willing to deal with the silliness that is Flyers.

Armies:
SabrX's Sisters of Battle
(Sadly, I didn't get a pre-deployment picture of the Sisters.)

HQ:
Saint Celestine
Jacob, riding with 6 Death Cultists & 3 Crusaders, in a Rhino w/Searchlight

Troops:
4 x 10 Battle Sisters, Meltagun, Flamer, Rhino, Searchlight

Fast Attack:
3 x 5 Dominions, 2 Meltaguns, Immolator, TL-Multimelta, Searchlight

Heavy Support:
3 x Exorcists

Janthkin's Necrons


HQ:
Nemessor Zhandrek
Overlord w/MSS, Warscythe, and Weave
Royal Court #1: Despairtek w/Veil, Destruktek w/Pulse
Royal Court #2: Destruktek w/Pulse

Troops:
20 Warriors
10x Immortals w/Gauss in a Night Scythe
10x Immortals w/Tesla in a Night Scythe

Fast Attack:
10x Scarab Swarms

Heavy Support:
Doom Scythe
2x Spyders w/Gloom Prism
3x Spyders w/Gloom Prism & Fabricator Claw

This is essentially my 5e Necron list, as constrained by my limited collection of painted models from Adeption 2012. I did skip one Night Scythe, both out of deference to SabrX and to try out a really large unit of Warriors.

Battlefield:
With a little help from a disinterested bystander, we end up with this battlefield to fight over:

We played everything with trees as (separate) Mysterious Forests, and the two water features as Mysterious Rivers. Yes, that means our Mysterious Lakes are surrounded by Mysterious Forests. Have to push those new rules, or we'll never see where they break, right?

Mission:
For a mission, we roll on the table and get...Big Guns Never Tire.
--It's apparent that Big Guns Never Tire, as every 6e game I've played has been this mission. All two of them. A refresher: d3+2 Mysterious Objectives(we end up with 4 total), claimable both by normal Scoring units AND by Heavy Support choices, including vehicles. Also, each Heavy Support choice is now worth a Victory Point.

For deployment, we roll and get...Hammer and Anvil.
--This is the much-dreaded short-board-edge deployment. On a 6 foot table, each deployment zone is two feet deep, with two feet separating the zones. Interesting note: as the short board edges are specifically called out as being each player's table edge, that means outflankers will arrive somewhere on the LONG board edges.

We roll off, and I hand SabrX the choice of his deployment zone; he goes with the cinematic choice, and hands me the Necron Temple to defend.

We then placed objectives (40mm wooden disks; neither of us brought pretty objectives on this particular occasion). It ends up with me putting my two on my table half (one in & one out of the deployment zone):


And a near mirror deployment by SabrX:


Keep in mind these are mysterious objectives.

Deployment:
We rolled for Warlord traits on our Warlords.
St. Celestine, guiding the SoBs, rolled up <blank>, which allows friendly units within 12" of the Warlord to twin-link their shots at enemy units within 3" of an objective. Pretty specific use-conditions, but it is an Objectives mission; that could be handy.
Zhandrek, overseeing my Necron force, rolled up "Immovable Object," which turns him into a Scoring unit. Now that's a handy power - it just increased the number of scoring units in my army.

The first thing you do in the Deployment phase is to roll for Night-Fighting, which occurs on a 4+. We roll, and it comes up a "5" - turn 1 will be played in darkness.
--Remember that if you DON'T start the game with Night-Fighting in effect, you start rolling on turn 5, to see if the sun has set on your battle.

Interesting thing to remember about Mysterious Objectives - you find out what they are simply by moving a unit within 3" of the objective...or deploying one there.
The first thing SabrX does is drop an Exorcist near the mysterious objective in his deployment zone, to identify it. He rolls...a 3.
--For those without their rulebooks handy, a "3" on the mysterious objectives table is Skyfire Nexus. A unit that controls the objective gains the Skyfire rule. And since in this particular mission, Big Guns Never Tire, Heavy Support choices can control objectives, that means he can gain Skyfire on his Exorcists. That'll make life a little more interesting for my Flyers!

SabrX's deployment ends up like this:

The Rhino lacking it's cupola (second-closest to the Exorcists) contains Jacob & Sons; the other four are identical battlesister squads. All three Dominions squads will be outflanking. She's stealthy, but you can just see St. Celestine hiding behind the banner of a rhino near that ruined temple.

A closer look at that back corner:

I wonder what the plan is...?

Necron deployment looks like this:

I'm a bit more patient than SabrX - I don't want to know what the objectives are yet.

Zhandrek joins the unit of 3 Spyders. No real plan there, beyond perhaps using the "shoot the closest" rules to bounce shots off his 2+ hide if necessary. My Overlord joins the unit of 20 Warriors, along with the Veiltek. Both Destrukteks are attached to Immortals squads (1 each), who are embarked on their dedicated Night Scythes; all three Flyers are in Reserves, as required by the Flyers rules.

I roll to Seize the Initiative, and fail.

SoBs: Turn 1

Spoiler:
I didn't take a lot of Turn 1 pictures for the Sisters. Generally, the Rhinos advanced. St. Celestine did decide to take a dip in the lake:

In the process we learned the following:
A) The Mysterious Forest was an Ironbark forest (3+ cover saves);
B) The Mysterious Lake was an Iceblood Lake (Dangerous Terrain; models who move through it gain rerollable armor saves until their next turn); and
C) The Mysterious Objective was Sabotaged (Roll every turn; on a '1' it explodes in a S4 AP- Large Blast; we promptly forgot about this for the rest of the game).

Night Fighting, combined with the stone walls in the middle of the field, hindered the Sisters' shooting - everything combined to to do 3 wounds to my Scarabs:

Poor little robo-bugs.

Necrons: Turn 1

Spoiler:
So, I know I want to put some pressure on this turn, and hopefully reduce the contribution of those Exorcists before next turn, when my Scythes may arrive. And I have this Veil of Darkness...and I DO want to try out the Hull Points rules in more depth.... Go for it!

And he sticks the landing!

--Remember that while you still take Dangerous Terrain tests for Deep Striking into Terrain, you can now take Armor saves against failed Dangerous Terrain tests; it's a lot less risky for many armies, e.g., Necrons, Terminators, and MEQs; not a big change for Daemons).

Elsewhere, I make 5 more Scarab bases (at the cost of a wound to a Spyder), and move up towards the Sisters' Rhino wall:


Shooting is limited, as I only have that single unit of Warriors to shoot with.
--Had I been thinking clearly, I would have had Zhandrek apply "Tank Hunters" to the Warriors at the start of the turn. The new version of Tank Hunters lets you reroll failed Armor Penetration dice, which is fantastic for Necron Gauss Weapons, which auto-glance on a '6'.


Here, tanky-tanky-tanky....

Fortunately, my mental lapse (which would persist all game, as far as Zhandrek is concerned) doesn't hurt me in this case - 20 Warriors, 16 of whom are in rapid-fire range, strip the Hull Points off the nearest Exorcist in a single volley, in spite of the Sisters' global 6++ save.

Now for Assault - what do the new Hull Points & "how to hit vehicles" rules mean for Scarabs? I declare a multiassault; 3 bases make it to the further rhino, and the closer one gets swarmed.

The brass dice are showing the number of Entropic Strikes that affected each Rhino; hitting on a 3+ means that even just 3 bases, without the Charge bonus, was sufficient to drop the armor down 5 points, allowing the Scarabs to strip the Hull Points by striking the now AV 5 rear armor. The front rhino loses all it's armor.
--Remember that if you choose to declare a multiassault, your unit is subject to the "Uncoordinated Charge" rule, and does not gain the bonus attack for charging.

And look - these metal boxes have delicious treats inside!



SoBs: Turn 2

Spoiler:
Turn 2 rolls around, and with it, the revised Reserves rules. SabrX has 3 Dominion squads scheduled to Outflank; in Hammer & Anvil, they will show up on the LONG board edges, which gives them a pretty good threat radius.

And they're all coming in.

One shows up near the Exorcist parking lot (and graveyard):



The other two arrive together on the opposite side of the board, far, far away from the Necrons:



The only real forward progress the Sisters are making is with Jacob's rhino - it drives past the stone walls. Everywhere else, there is a general disembarking and moving about - we've gone from a nice, clean rhino wall to a horde of angry Sisters. The Rhino closest to the lake objective immobilizes in the forest there.



You should note that my Warrior invasion of the Sisters' backfield is being met by 2 full squads, plus St. Celestine - I think I have their attention....



A LOT of attention, as it turns out. The Overlord absorbs some of the fire on his 2+ armor; the two wounds he takes are from failing the 2+ "Look Out, Sir!" roll against several melta shots (no invulnerable save on this Overlord). In total, SabrX drops 14 of my 20 Warriors, in addition to putting 2 wounds on my Overlord, but it takes a good chunk of his army to do it. Somehow, though, he finds a FEW guns to share with my Scarabs:



SabrX uses the "Focus Fire" option to avoid shooting at those Scarabs with cover saves from the Rhino wrecks; one close base catches a flamer template, though, and dies anyway (templates are exempted from "Focus Fire," still resolving against the closest models first).

And then some more Scarabs die:

When all is said and done, SabrX has wiped out 8 bases of Scarabs.

At the end of the Shooting phase, I make 14 Reanimation Protocols checks for my Warrior horde...



...and only pass 3 of them. Ouch.

Necrons: Turn 2

Spoiler:
Alright, so the "distract the angry Sisters with robots" plan is going okay - I've definitely broken up the massed assault wave. But now I have to capitalize on it, which means I have to do something about Jacob & friends, and also those Sisters dismounted midfield. But it's turn 2 - time to see if I can get some air support!

And I do!


The Doom Scythe arrives via Deep Strike in a somewhat risky location, but it gives me Death Ray options on the pair of newly-arrived Dominion Immolators, while also putting me pretty far away from the Exorcists. One Night Scythe, carrying Gauss Immortals, zooms on from my board edge, and disgorges it's contents in front of the Necron temple, in such a way that they'll get to fire on Jacob's Rhino.

Elsewhere, my Warriors move further away from Celestine. I split the Overlord off - I want to kill that Dominion squad off, if I can, but I'd also like to get some Gauss action on that Exorcist hiding in the corner.


In the middle of the battlefield, after making 5 more Scarab bases, it's time to break up the band:

Zhandrek is going to try and lock down that Sisters squad nestled against the rocks, while the unit of 3 Spyders engages the squad hanging out on the wrecked Rhinos. The unit of 2 Spyders is going to try and assault Jacob, if I can dismount him & his friends with Gauss fire. And the Scarabs are going to assault BOTH units of Sisters that are hiking around the backfield.

It's an ambitious turn.

It starts well enough - the Death Ray destroyed the closer Immolator, and the Tesla Destructor ticks off a Hull Point on the second Immolator (but the Death Ray bounces off the Sisters' 6+ Invulnerable save).

Back near the Temple, things go pretty well again. Immortal Gauss fire DOES wreck Jacob's rhino, and Jacob & the Conclave spill out. It turns out Jacob is a female (Commissar)! And the Fire Warriors are standing in for Crusaders, while Kroot with some serious bonus training have become Death Cultists!


Why is Jacob lying down, you ask? Well, she got out in front, closest to the Night Scythe, and took a face-ful of Tesla Destructor fire. After failing 2 Look Out, Sir! rolls, she then failed an armor save as well, and got instant-dead. Sometimes, it's hard to be a T3 human in a T4 MEQ's world....

Come the Assault phase, we start with the Scarab charge. By declaring a multicharge with them, I open them up to 2 units' worth Overwatch fire, including 2 Flamers, which triggers their "Wall of Death" rule (d3 automatic hits).

Combined with swarm vulnerability to blasts & templates, I end up with 10 unsaved wounds.

And then, even with Fleet, I end up with only 7" of charge range...

...which is too far to reach my primary charge target, the further-away unit of Sisters. Failed charge. :(

A couple of my other charges go well enough:

Zhandrek reaches his target unmolested, as do the unit of 3 Spyders. With Jacob's death, the unit of 2 Spyders needed a really large assault roll, across the Rhino wreck; they don't get it.

And over in Exorcist Junction, my Overlord charges into the Dominion squad, without catching any Overwatch meltaguns to the face:

(Worth noting that my Warriors were ineffective in shooting at the Exorcist

My Spyders munch up 4 Sisters, leaving 4 from that diminished squad:

The Sisters break, and escape my Sweeping Advance.
In 6e, units can regroup on a normal Leadership test if they have at least 25% of their models alive. There are no restrictions on how far away from the enemy you need to be any longer; I expect that I'm going to see those Sisters again, very soon.

In his combat, Zhandrek calls out a challenge, which the Veteran Sister Superior accepts:

We flail ineffectively at each other for a while; CC is not Zhandrek's strong suit.

Unlike his Overlord buddy, who slays 3 Sisters, and runs the other two down! He tries to hide behind the forested hill; he's feeling pretty lonely, with his single wound.


SoBs: Turn 3
Spoiler:
I start SabrX's turn 3 by triggering a Solar Pulse, to hopefully prevent those Exorcists from harassing my flyers. My Scarabs are floatin' in the breeze out there, my wounded Overlord is very exposed, the remnants of my Warrior squad are wide open, and that unit of 2 Spyders is uncomfortably close to the Conclave - should be an interesting turn.


Sure enough, a combination of the (now-rallied) smaller Sisters squad, plus one of the two unengaged squads kills a LOT of Scarabs; he knocks them back to 2 bases (and 5 total wounds), but they're not dead yet!

Elsewhere:

A combination of Immolator & Exorcist attention puts my Overlord down; he wouldn't get up again. Celestine, freed of the need to kill helpless Necron Overlords, turns her evil eyes (and heavy flamer) on my Warriors; backed up by a second Sisters squad, I lose 4 more.


She then runs over and chops them down in a flurry of oil & metal fragments.
--Had I remembered, this would have a chance to use the Challenge mechanics to my advantage - the Cryptek could have challenged here, and as a solo Character, she could not have refused. It would have limited the carnage for a turn.


I do get a bit of a bonus, when the Conclave rolls snake-eyes for their charge against my Spyders - they needed about 5".

But the good news is - Night Fight was sufficient to keep my Flyers operational.


Necrons: Turn 3

Spoiler:

I begin turn 3 with a Reserves roll, and my second Night Scythe (and Tesla Immortals) remain off-board. Then the other flyers continue zooming around, as the Doom Scythe lines up the Exorcists for some Death Ray attention....


Also in the Movement Phase, I make 2 more Scarab bases (1 of the Spyders in the larger unit, as well as the unit of 2, are out of range), bringing the swarm back up to a respectable 4; they head over to extract Zhandrek from combat. My unit of 3 Spyders moves to munch on the last mobile Rhino, and the Immortals shift to bring more Gauss fire to bear on the Conclave.

Camera angle switch!
The Immortals open up on the Conclave...

...and drop the Crusaders, who were bravely standing in front. The unit fails Morale, and falls back across the wrecked Rhino, and end up safe from assault by the Spyders.


Tesla fire from the Night Scythe drop a few Sisters from a previously-uninjured squad.

But the best shot of the game is definitely here:

Those used to be 2 Exorcists; now they are just 2 smoking craters, courtesy of the Doom Scythe.

Midfield, various Assaults rage on:

The Scarabs do make it in to help Zhandrek; the Spyders do get to the Rhino.


Zhandrek has actually taken a wound in his ongoing challenge, without managing to return the favor, and the Sisters kill off a base of Scarabs, in exchange for just one of their number. Pesky power armor!

The Spyders do manage to explode the Rhino they charged, however.


SoBs: Turn 4

Spoiler:
At the start of Turn 4, I'm feeling pretty good. I've blown up all three Exorcists (3 VPs in this particular mission, though we forgot about it at the time), claimed First Blood, have essentially nothing that can threaten the Necron Temple objective, have an easy walk for some Spyders onto my lake objective, and made SabrX's life pretty difficult mid-field, with Spyders & Scarabs running around at will.

But St. Celestine ain't dead, and the game ain't over yet....

Some SoB movement:

My Night Scythe is going to get some melta attention, between that Immolator, the Dominion squad, and the melta-toting remnants of a Sister squad. My Doom Scythe is making friends & influencing movement as well.


The Death Cultists rally, and use their 3" move to cower behind their Rhino-wreck, away from the cleansing (flensing?) guns of the Immortals.

And then, we get to the Shooting phase:


It was bound to happen eventually. A lucky '6' with a Melta shot, a failed Evade roll, and a penetrating hit combine to inflict an "Immobilized" result on my Night Scythe. We pause to look up the relevant rules...and it's not that bad, really. Flyers which suffer an Immobilized result are forced to move at the same movement rate as in their previous turn, and lose the ability to go "Flat Out." Since my Night Scythe previously moved at Cruising speed, it will be stuck at Cruising speed for the rest of the game. (It would also be prohibited from shifting to Hover mode...but Necron flyers don't have that option anyway). Crisis averted!

But wait! More shots!

My Doom Scythe ALSO takes a meltagun hit, which only manages to glance - there goes a hull point.

In Assault, Zhandrek manages to off the frail human (finally), and the Scarabs pull down another Battle Sister to a single loss of their own:

The Sisters will hold bravely against the robot menace, and that concludes their Turn 4.


Necrons: Turn 4

Spoiler:
It is now Turn 4, and my Reserves automatically arrive; I get my last Night Scythe full of (Tesla) Immortals. The Scythe comes on the board just under 24", to allow the Immortals to disembark & fire to full effect on those pesky Death Cultists.

My other Night Scythe moves forward, but remains on the board (guns facing in a useless direction). The Doom Scythe leaves the battlefield, and enters Ongoing Reserves; it will automatically enter from my board edge next turn. My unit of 3 spyders, after making yet more Scarabs, go to take a dip in the Iceblood Pool. (As they are Monstrous Creatures, they have the "Move through cover" USR, which lets them auto-pass all Dangerous Terrain tests, something that was also handy when climbing over those wrecked rhinos earlier.) They've got their mechanical eyes on that slightly-depleted Sisters unit standing around near Celestine.


Elsewhere, my other Spyders start heading towards my lake objective.

In the shooting phase...

...my Gauss Immortals thin out the Sisters on this side of the wall of wrecked Rhinos.

My Tesla Immortals do manage to wipe out the Death Cultists, who were the last hope of threatening the Necron Temple.


In Assault, the Spyders charge...

...and rip the Sisters completely apart. They consolidate back into the lake.


St. Celestine is going to have to work to make the pool safe to swim in.

Elsewhere, many Scarabs are slain, and Zhandrek proceeds to...tactically withdraw...away from the battle.


The Scarabs, being Fearless, cover his retreat.
As noted previously, the new rules allow for a unit to regroup without regard to nearby enemies; Zhandrek is likely to be back in the fight pretty soon.


SoBs: Turn 5

Spoiler:
Turn 5, and we're heading into the home stretch; this could be the final turn. The Sisters have some work to do, and they'll have to do it in the dark, as I fire off my last Solar Pulse.

They start by occupying their forest objective in the backfield (since the Exorcists aren't around to do it anymore).


Meanwhile, off-camera, St. Celestine jumps into the lake to play with the Spyders; the Immolator on that half of the board drives up to join her. On the far side, the other Immolator moves up to my lake objective (full of Dominions, but unable to disgorge them this turn), and the last survivors of a Battle Sister squad move + run to (temporarily?) hold that objective.

In the Shooting phase, that Immolator demonstrates that SabrX does have 6's on his dice by shooting my Night Scythe and hitting it.

Another melta hit, another failed cover save, and another "Immobilized" result resulting in locked velocity.

In the Lake, St. Celestine kills off a (wounded) Spyder, leaving just 2 robotic playmates:


Nearby, though, the Scarabs come to life (so to speak), and rip up 3 Sisters, taking only a single casualty in return.


Deprived of their Sister Superior (who was clunked over the head by Zhandrek earlier), the Sisters run for it, robo-beetles nipping at their heels.


If the game ended right now, the Sisters would have 2 objectives to my one...but I went second this game, and I'm not finished with them just yet.


Necrons: Turn 5

Spoiler:
We begin this turn, as so many others, by making new friends. All four of my surviving Spyders are within range of my Scarab swarm, and it doubles in size:


Zhandrek rallies, and he takes his 3" towards the pool (remember, he's a scoring unit this game). The unit of two spyders heads that way, too. My Doom Scythe returns this turn as well, while one Night Scythe flies off the far edge.

In the Shooting phase, Zhandrek & the Gauss Immortals kill two of the three Sisters playing in my lake; the third survives a hail of fire by going to ground.


The Doom Scythe fires o nthe Immolator near St. Celestine; the Death Ray bounces off an Ironwood tree-trunk, while the Tesla Destructor fails to destroy the tank. Arcing does do a single Scarab wound, however.


The Tesla Immortals, who are heading towards St. Celestine Lake, fire on the (broken) Sisters. Only two of them fall to lightning bolts (the rerollable armor saves from the lake were a help there), but that's enough to force a Morale test. As they are already broken, they auto-fail, and run further away from the objective:


My Spyders decide they have tor Run for it; I only need about 2 inches to contest my Lake objective, but I need 5 to assault that last Sister. My Run roll gets me comfortably close.


The Scarabs pile into St. Celestine; they're not likely to kill her, especially in a lake of "reroll your 2+ armor save," but she's not going anywhere else this game.


She chops up one Spyder; no one seems to care.


So, at the bottom of turn 5: the Sisters have their "home" objective; I have mine. Both Lake objectives are contested. We roll, and....


SoBs: Turn 6

Spoiler:
The game goes on!

The Sisters don't have a lot of movement to do:


The Dominion squad gets out of its Immolator, and starts contesting my lake objective, too.


And the fleeing Sisters fail to rally.


But, in a stroke of good fortune, the Immolator in the trees manages to knock my Doom Scythe out of the sky:

It crashes 2d6" in a random direction in a large blast; fortunately, it misses my Immortals. But the Sisters have shot down a Flyer!

The Dominion squad tries to off Zhandrek, who does take a second wound to melta fire:


And Celestine finishes chopping up my Spyders, leaving just a few Scarabs to pin her in place for Turn 7, should we get one:



Necrons: Turn 6

Spoiler:
My other Night Scythe returns from Ongoing Reserves, and moves to help clear my pool of foreign objects; Zhandrek and the Spyders go to help.


The second Night Scythe takes a hard right, and zooms over to help.


A combination of Tesla Destructor fire, Tesla Carbine fire from the Immortals across the board, and Gauss fire from the closer Immortals clears off the Dominion squad and the Immolator, leaving just one Battle Sister to stand against Zhandrek & the Spyders.


She doesn't.


With that, we call it a game. The Sisters have no spare scoring units anywhere near St. Celestine's lake, and nothing to contest either of my two objectives.

Total VPs:
Sisters of Battle:: 3 pts (1 objective) + 2 pts (destroyed two Necron heavy support choices): 5 pts.
Necrons: 6 pts (2 objectives) + 3 pts (destroyed 3 SoB heavy support choices) + 1 pt (First Blood): 10 pts.

Crushing victory to the Necrons!




This message was edited 15 times. Last update was at 2012/07/20 17:59:43


Quis Custodiet Ipsos Custodes? 
   
Made in ie
Hallowed Canoness




Ireland

I like how, in a battle of Sisters vs Necrons, you roll Hammer and Anvil for deployment.

Looking forward to reading more of this fight!
   
Made in fr
Infiltrating Broodlord





Italy

Me too, I'm really curious to see how the hull pts will hurts the usual rhino sororitas rush and on the other side how all the twin-linked act of faith rapid fire shaenanigans will help the sisters.

I would honestly liked to see a bit more CC components in the Necron list but maybe is just because I'm a little too much addicted to the wraiths+surflords surprisingly effective combos.

What a basically footslogging Necron list will certainly deserve is a C'Tan+tremorteck combo. Have you considered something like this Janthkin? Especially vs a fully mechanized army list.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Fixture of Dakka






San Jose, CA

Toban wrote:What a basically footslogging Necron list will certainly deserve is a C'Tan+tremorteck combo. Have you considered something like this Janthkin? Especially vs a fully mechanized army list.
I'm a Necron novice - I believe my total number of games with them has just reached 10 (but 9 of them were with a fully-painted army, which has to count for something, right?). That said, I think the Writhing Worldscape C'tan got a pretty significant downgrade when 6e made units with Move Through Cover an auto-pass on Dangerous Terrain tests; my Tyranids will certainly find such a match up a LOT less intimidating in the future.

I grant you that my list is definitely split-personality; it is essentially 2 1000 pt lists glued together, after all. That said, it has some interesting synergy this edition - the Flyers add some great mobility, and the removal of "No Retreat" means Scarabs can tie up fairly nasty HtH units for quite a while if necessary.

This message was edited 1 time. Last update was at 2012/07/11 23:11:42


Quis Custodiet Ipsos Custodes? 
   
Made in us
Calm Celestian




Florida, USA

Janthkin wrote:...Nothing to see here yet. You didn't think you'd actually get to see EVERYTHING right off, did you?
But I don't want to wait! Also, I'm anxious to get SabrX's side of it too as we have so few 6th SoB BatReps so far.

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in fr
Infiltrating Broodlord





Italy

I'm just curious.

You already shocked me with many of your batreps so it wouldn't surprise me to see your necrons act very well on the terrain.

For sure I'm not the finest list-builder around but still I'm missing something in your list.

As alwais, I like to be suprised.

In this case I will put my dollar on a draw ;D

This message was edited 1 time. Last update was at 2012/07/11 23:35:33


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Calm Celestian




Florida, USA

BTW, forgot to correct you, Doms are FA, not Elites.

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Fixture of Dakka





San Jose, CA

Hey, we have a menage-a-trois of battle reports! I'd like to call it the Necron Trilogy:

Jy2 vs Janthkin - Wraithwing Necrons vs Tyranids

Janthkin vs SabrX - Mixed Necrons vs Sisters of Battle

Jy2 vs SabrX - Necron Air Force (9 flyers!!!) vs Grey Knights! (Coming tomorrow)



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 fr
Infiltrating Broodlord





Italy

Damn guys, how do you can have so many games so often?

I'm married ,very recently father for the first time and continously in another country for job so I have many excuses but how the hell .. I envy you.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Fixture of Dakka






San Jose, CA

Evil Lamp 6 wrote:BTW, forgot to correct you, Doms are FA, not Elites.
Thanks; fixed. Shows how often I see Sisters across the field....

Toban wrote:Damn guys, how do you can have so many games so often?
Mostly it's just schedule overlap - we're not all there at the same time. Usually, I only get to play on Thursday nights (barring the occasional tournament), such as my game w/jy2 last week; I made an exception to get out of the house on an otherwise quiet Sunday, and happened to run into SabrX for this game.

Quis Custodiet Ipsos Custodes? 
   
Made in au
Devious Space Marine dedicated to Tzeentch




Australia

I'm really looking forward to seeing how this battle plays out, as I've got no idea how Sisters play. I appreciate that troop mobility is important and that troops can't re-embark in to Nichtscythes, but I'd be surprised if the two Veil-teks justify their point cost. In big units it can be hard to stick the landing in a useful way.

jy2 wrote:Jy2 vs SabrX - Necron Air Force (9 flyers!!!) vs Grey Knights! (Coming tomorrow)


This will have me on the edge of my seat. Depending on your choice of non-flyers, I wonder how real the threat of being tabled will be when your jets are off-table. ANy further info on the nature of the GK list?

This message was edited 2 times. Last update was at 2012/07/12 03:21:45


2000 pts

Compel wrote:
Because in a universe where the basic weapon is a rocket propelled grenade machine gun, with gigantic battletanks, 5 kilometer long spaceships, huge robots and power armoured supersoldiers, the most powerful guy you want to field on a battlefield is a bloke in a pointy hat carrying a stick. 
   
Made in us
Repentia Mistress





I'm not sure how y'all played it, but I think only one of the Exorcists could claim the Skyfire Nexus at any given time. It kinda sounds like you played it with all 3 getting the bonus.
   
Made in us
Badass "Sister Sin"






Camas, WA

Interesting. I'll be curious to see how J does since he can't disembark and assault.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Repentia Mistress





DexKivuli wrote:I'm really looking forward to seeing how this battle plays out, as I've got no idea how Sisters play.
I'm curious as well. The Conclave is going to be a bit more tricky to use now that you can't assault on the same turn you disembark. 5+ FNP makes them a little less resilient to small arms and massed attacks which could spell doom against the Scarabs. That said, Wraiths eat Conclaves alive, so their absence should be appreciated.


Automatically Appended Next Post:
pretre wrote:Interesting. I'll be curious to see how J does since he can't disembark and assault.
Haha, you beat me to it. We must've both smelled a Sisters batrep at the same time.

This message was edited 1 time. Last update was at 2012/07/12 03:28:50


 
   
Made in us
Fixture of Dakka





San Jose, CA

DexKivuli wrote:I'm really looking forward to seeing how this battle plays out, as I've got no idea how Sisters play. I appreciate that troop mobility is important and that troops can't re-embark in to Nichtscythes, but I'd be surprised if the two Veil-teks justify their point cost. In big units it can be hard to stick the landing in a useful way.

jy2 wrote:Jy2 vs SabrX - Necron Air Force (9 flyers!!!) vs Grey Knights! (Coming tomorrow)


This will have me on the edge of my seat. Depending on your choice of non-flyers, I wonder how real the threat of being tabled will be when your jets are off-table. ANy further info on the nature of the GK list?

Ok, here's a preview of our lists and it's very competitive. Don't play these armies in casual games, boys and girls!


Necrons (Warning: extremely nasty list!)
2x Overlord - 2+/3++, MSS, RO, WS
3x Crypteks - Voltaic Staves
6x5 Warriors in Night Scythes
3x Doomscythes


Grey Knights
Crowe
Psyfleman Vendread
5x5 Purifiers - 2 psycannons ea + upgrades, Rhinos
10x Strikers - 2x psycannons, psybolt, Rhino w/dozers
3x Psyfleman dreads



This message was edited 1 time. Last update was at 2012/07/12 05:30:03



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






Bay Area

Pre-game thoughts. Prior to the game, I knew I was at a disadvantage. Aside from fortifications and allies, Sisters have no counter to flyers. I was extremely fortunate that the mission and mysterious objective gave my Sisters a chance against Janthkin's Necron flyers.

   
Made in us
Badass "Sister Sin"






Camas, WA

@SabrX: Yeah, I'm going to run an Aegis in my army now. I'm thinking that if you still want to run a conclave, a conclave with Jacobus behind an Aegis with J running the gun would be good. Put it front and center in your deployment and dare them to assault it.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Awesome Autarch






Las Vegas, NV

Looking forward to seeing this completed.

   
Made in us
Fixture of Dakka






San Jose, CA

Reecius wrote:Looking forward to seeing this completed.
Yes, I'm slow. It gives you time to savor!

Turn 1 is done.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Badass "Sister Sin"






Camas, WA

Keep it coming!


Automatically Appended Next Post:
Oh and Sabr, stop putting your vehicles so close together against 'Crons!

This message was edited 1 time. Last update was at 2012/07/13 14:55:38


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Haemonculi Flesh Apprentice






By the time you finish this thing won't it be considered threadomancy?

   
Made in us
Fixture of Dakka






San Jose, CA

Red Corsair wrote:By the time you finish this thing won't it be considered threadomancy?
Sheesh, people are impatient! I was at a 6e tournament today - I should be sleeping, but instead I've given you turn 2. The other turns will be shorter - I was taking a lot of pictures at the beginning, as we came across interesting rules illustrations, of which we had fewer new examples as the game proceeded.

Also, my camera died in turn 3, so we'll be switching camera angles shortly, as we go to SabrX's picture set.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Longtime Dakkanaut






Bay Area

Sneaky xenos deep striking and glancing my Exorcists to death!

How was the tournament?

This message was edited 1 time. Last update was at 2012/07/15 08:03:17


   
Made in us
Fixture of Dakka





San Jose, CA

SabrX wrote:Sneaky xenos deep striking and glancing my Exorcists to death!

How was the tournament?

I stopped by after work to check it out. At that point, Kevin (who brought nids) tabled his first opponent - a rather unusual grey knight Draigowing army - and was on his way to tabling his 2nd opponent, who brought Chaos Space Marines.

This message was edited 1 time. Last update was at 2012/07/15 15:29:56



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
Fixture of Dakka






San Jose, CA

jy2 wrote:
SabrX wrote:Sneaky xenos deep striking and glancing my Exorcists to death!

How was the tournament?

I stopped by after work to check it out. At that point, Kevin (who brought nids) tabled his first opponent - a rather unusual grey knight Draigowing army - and was on his way to tabling his 2nd opponent, who brought Chaos Space Marines.
I got greedy-stupid at the end of Round 3 (The Relic), which allowed my opponent (a SoB army, actually) to Hit-and-Run out of a gratuitous battle with his Seraphim + Celestine; they got a 16" move, which let him move far enough to shoot down my Genestealer with the Relic way in my backfield, and he won by 1 pt on Secondary objectives. *sigh*

Finished 2nd, plus Best Painted. 2 hours isn't quite long enough for a 1500 pt game right now; we're still learning the rules. The new psychic powers are very interesting, and can have HUGE in-game effect (see, e.g., "Dominate" in Telepathy, against a Tyranid army).

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Made in us
Fixture of Dakka





San Jose, CA

So I take it Amerikon, the Sisters player, got 1st?

Or was it necrons with 3 flyers?





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
Fixture of Dakka






San Jose, CA

jy2 wrote:So I take it Amerikon, the Sisters player, got 1st?

Or was it necrons with 3 flyers?
Oh, was that Amerikon? Then we might see a BatRep of that game; he was taking pictures. Necrons came in third.

Turn 3 is posted.

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Made in us
Longtime Dakkanaut






Bay Area

I made a critical mistake bottom of turn two with placing Jacob up front. I didn't expect I would fail 'Look Out Sir!' roll.

It was a another kick in the groin when I roll snake eyes for their charge range. These new random charge rolls is killing me! Sucks when it matters the most.

It was amusing however having the 3 Crusaders up front soak up a lot of damage after getting rapid-fired by Immortals.


   
Made in us
Fixture of Dakka





San Jose, CA

Janthkin wrote:
jy2 wrote:So I take it Amerikon, the Sisters player, got 1st?

Or was it necrons with 3 flyers?
Oh, was that Amerikon? Then we might see a BatRep of that game; he was taking pictures. Necrons came in third.

Turn 3 is posted.

Yeah, that was. He's actually one of the very few (maybe the only one) players that I have a losing record against. I played against him 3 times (5E), tying with my tyranids and purifiers and losing with Draigowing. He's rather good despite his atypical Sisters army.


SabrX wrote:Sucks when it matters the most.

Yeah, like my warding stave purifier failing his 2++ against a tesla arc. Those things happen.


It was amusing however having the 3 Crusaders up front soak up a lot of damage after getting rapid-fired by Immortals.

Not quite as amusing as Janthkin's 3 invincible termagants (with 2+ cover) soak up 20 rapid-fire shots from Immortals....and he only lost 2!



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
Repentia Mistress





Janthkin wrote:
jy2 wrote:So I take it Amerikon, the Sisters player, got 1st?

Or was it necrons with 3 flyers?
Oh, was that Amerikon? Then we might see a BatRep of that game; he was taking pictures. Necrons came in third.
Yeah, that was me. I'll try to post something in the next couple of days. I think everyone was rushed all day so some of my pics are less than stellar.

The final turn against Janthkin's 'nids was absolutely ridiculous. I had actually offered to concede the game on Turn 3 because it looked utterly hopeless. I don't feel too bad though, because with 2nd Place and Best Painted I think he got more loot than I did. I'll just assume he was being charitable.
   
 
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