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[PICS] MUNCHING SCARABS - Necrons vs Imperial Guard - Panic vs ArbitorIan - 1000pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Dispassionate Imperial Judge






HATE Club, East London

So, the other day we had a resin casting day, and decided to get a game in while the test casts were setting. We didn't know how much time we'd have, so we stuck to 1000pts, but we seem to have both taken armies that pack quite a few models in. This was also the rematch of an earlier 1500pt game with the same two armies, where the Drade Suicide Battalions stomped the Greencrons back into the dust where they belonged. Let's see if they can do it again...


Panic's Greencrons - 1000pts



* Overlord [Warscythe, Resurrection Orb, Warlord: Divide to Conquer]
* Lord [Warscythe, Resurrection Orb]
* 12 Necron Warriors
* 14 Necron Warriors
* Night Scythe
* 6 Scarab Swarms
* 6 Scarab Swarms
* 6 Scarab Swarms


Drade Suicide Legion (Imperial Guard) - 1000pts



* Primaris Psyker [Telepathy: Psychic Shriek & Terrify, Warlord: Strategic Genius]
* Primaris Psyker [Codex powers]
* Psyker Battle Squad [7 Penitents]
* Veteran Squad [3 Meltaguns, Demolitions] in a Chimera [Hull Heavy Flamer, Autocannon]
* Penal Legion Squad
* Penal Legion Squad
* Penal Legion Squad
* 2 Scout Sentinels [Heavy Flamers]
* Bane Wolf [Hull Heavy Bolter]
* Hellhound [Hull Heavy Flamer]


Pre-game

We rolled to play diagonal deployment and The Scouring mission. Warlord traits came out quite strange - the Guard would get -1 to their reserves rolls, but with a re-roll. Necrons deployed first, centring around the large building and keeping the three scarab swarms in hiding behind the buildings, ready to pounce on any pesky IG fast attack units trying to grab objectives. The Overlord and large Warrior squad were in reserve, with the Night Scythe.



Two squads of knife-fighting Penal Legionnaires were put into reserve, while a psychopath squad were deployed in the centre with the chief Primaris and the Psyker Battle Squad, just out of 24" range but ready to move in to cast Terror. The Sentinels held the objective on the opposite flank and the Veterans and other Primaris in their Chimera held the centre.



Objectives were then revealed. The IG central objective was only worth one point, but the closest one to the Necrons was a four pointer. The rest of the central objectives divided between threes and twos.



The armies ready to go. Necrons have the best objectives, and Guard are going to have to move forward to contest.




Necron Turn One

Realising they might benefit from allowing the Guard to come closer, the Necrons decide to wait for reinforcements, and move backwards, carefully measuring to make sure they are as far away from the Primaris as possible!



And with no shooting, it's a quiet first turn.




Guard Turn One

The Guard then become equally cautious - the Hellhound and Banewolf moving forwards, but not by too much in case they get munched by Scarabs next turn. The Primaris and his Legionnaire squad roll badly for difficult terrain, and can't make it close enough to terrify the Necron squad.



Everything that can reach the Necrons opens fire, managing to kill three Warriors.




Necron Turn Two

All the Necrons in reserve arrive at once, the Deathmarks materialising in front of their target - the psychopath Legionnaires but only killing one. The night Scythe disgorges a ton of Warriors and both squads move forwards, while the Scythe itself explodes the Hellhound.



The Scarabs advance through the building, presenting lots of targets, and ready to charge next turn.




Guard Turn Two

The Veterans and Primaris in their Chimera zoom forwards and disembark, opening fire with everything at the Deathmark squad. They don't do that well, though, and two Deathmarks are left standing despite the huge amount of fire sent their way.



The chief Primaris leaves his psychopaths and joins the Psyker Battle Squad and target the outflanking Scarab swarm, intending to Terrify them and reduce their Ld, forcing a break. However, the Primaris fails his psychic test and the plan is foiled.



The lasgun fire from the psychopaths proves pretty useless as any downed Necron Warriors get back up again.




Necron Turn Three

With hardly any losses, the Necron swarm opens fire, the Warriors inflicting losses on the psychopaths and the Veteran squad, and the Night Scythe killing half of the Psyker Battle Squad and forcing the squad and their attached chief Primaris to flee off the table! Scarabs then leap into action, wrecking the Banewolf and munching so much metal from the Chimera that it explodes!



The Necron line now holds their two high-points objectives.



And at the end of the turn, much of the Guard strength is depleted.




Guard Turn Three

The Suicide Legion's reinforcements finally arrive, in the shape of two knife-fighting Legionnaire squads, arriving at opposite ends of the table.



The Sentinels gun forward, killing four bases of nearby Scarabs with their flamers.



One of the arriving Legionnaire squads moves onto the nearby objective.



And the remaining Primaris takes out another entire squad of six Scarab bases with his crazy brain powers, after all the firing from the Veteran squad proved ineffectual.



The Guard have finally made a dent in the Necrons, and the depleted psychopaths make a run for it back to the single point objective.




Necron Turn Four

The Veterans can't make it away that easily, though, as they are caught up and munched by Scarabs. The two remaining Scarabs from the other squad charge the Sentinels, but take a lot of overwatch hits from the flamers.



And both Warrior squads fire at the newly-arrived knife fighters, killing all but three of them. The Night Scythe, realising the lack of targets, goes into ongoing reserves.




Guard Turn Four

Despite being depleted, the Suicide Legion still have a chance of pulling through. The Primaris turns his crazy brain powers on the last full-strength Scarab squad, killing them all. The Sentinels stomp on their last Scarab, consolidating towards another objective.



Hoping to pull the large Warrior squad away from the rest of the Guard, the three knife fighters attempt to charge the Warriors, but fail their charge range.



And we end turn four with the Guard going for an objective grab and the Necrons still happily holding six points of their own.




Necron Turn Five

The Night Scythe sweeps back in along the road, but instead of targeting the Sentinels, it goes for the Veterans and Primaris, killing the whole squad!



And the Necron Warriors finish off the three Legionnaires.



There is now no way the Guard can win, but they can still grab objectives.




Guard Turn Five

The Sentinel moves up to the closest objective, and the game ends at turn five.



The Necrons still hold their two objectives, plus points for First Blood and Slay The Warlord.



Necrons 8, Imperial Guard 6. Necrons win!!




Post-game

Panic : It was things that didn't happen that enabled me to win this game. It definitely turned in my favour after ArbitorIans TerrorLord failed his psychic terror test on his turn, and then failed a morale check. The Night Scythe for 100pts is simply an awesome transport - it singlehandedly killed three units and the warlord! The Night Scythe was 100 pts well spent, But the Deathmarks were 100pts wasted! They make me nervous when putting them down because they lack range and have to go near their prey. 24" rapid fire sniper weapons = deep-strike > shoot > get destroyed next turn ... 100pts wasted. Scarabs are ok on their own - they forced ArbitorIan to think about his tank movement - but they are much better when the spyders bump squad numbers. Those extra bases can be placed at the front of the squad increasing it's threat range.

ArbitorIan : Hmm. That didn't go so well. I know a lot of the units are widely considered bad, but this army usually does pretty well (in the previous game I won by a large margin with the same list plus extra Legionnaries, Ogryns and Rough Riders). I was expecting lots of Spyders producing Scarab swarms, and probably tooled up with too many flamers because of this. It probably would have been better to put something like Multi-lasers on the Sentinels, and been a bit more forthright with my Hellhounds. Also, the Banewolf was probably a bad idea. Again, I was expecting Tomb Spyders and tooling up on high-Strength weapons to get them. Oh well...



.

This message was edited 5 times. Last update was at 2012/12/28 10:55:06


   
Made in us
Been Around the Block




Awesome battle report. Loved the picture. Was very very easy to follow the flow of the game.

Nice to see the use of some units that are not so often seen. I am a big fan of the guard psykers

Even though you got kicked in pretty good. 8-6 is a pretty decent game. Even more so with the less then top tier units you brought to the game.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

What a great report! I need to go look up your previous fight now, where the guard were victorious.

That primaris absolutely owned! Which one was it, from your list? (The one with the "book powers", or the other)
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

 RiTides wrote:
What a great report! I need to go look up your previous fight now, where the guard were victorious.

That primaris absolutely owned! Which one was it, from your list? (The one with the "book powers", or the other)


We didn't BatRep the game where I won (but it definitely happened, right?).

The Primaris that did well was the one with the book powers, once we figured out that it could Instant Death scarab swarms.

The Warlord Primaris with the telepathy powers looked like he'd be really good - casting Terror on unit who have already had their Ld reduced by the PBS. However, Panic knew this too and since Terror only has a range of 24", he hung back until there were so many units it didn't really matter. The only time I got to try it out, the Primaris failed his psychic test...!

   
Made in gb
Longtime Dakkanaut






St. Albans

Was wondering when I would get my next Panic/ArbitorIan batrep fix, been waiting for ages - you got any more games lined up over the holidays by any chance?

Just wanted to say a big thank you for posting such interesting, funny and well constructed reports, I find your stuff inspirational [your painting, modelling, list building and vintage minis too]. Have a great Christmas.

 
   
Made in fr
Regular Dakkanaut




18 scarab bases at 1k; Panic is playing spammy !

great report, looked like an uphill battle for guards, but since you won the first one, might be more balanced than i thought

 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

tyrannosaurus wrote:Was wondering when I would get my next Panic/ArbitorIan batrep fix, been waiting for ages - you got any more games lined up over the holidays by any chance?

Just wanted to say a big thank you for posting such interesting, funny and well constructed reports, I find your stuff inspirational [your painting, modelling, list building and vintage minis too]. Have a great Christmas.


Thanks! We'll try and get one in later in the week, maybe on my new table...

Arleucs wrote:18 scarab bases at 1k; Panic is playing spammy !

great report, looked like an uphill battle for guards, but since you won the first one, might be more balanced than i thought


Well THIS is why I brought all the flamers - the last one had that many Scarabs AND three Spyders. I might overdone it this time though...

   
Made in gb
Longtime Dakkanaut






London UK

Yeah,
Spyders pooping out Spyder babies!

Panic

   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

 Panic wrote:
Yeah,
Spyders pooping out Spyder babies!

Panic


And then jumping forwards an extra 2" so even though you think you're out of range you end up getting munched anyway... :/

   
Made in gb
Longtime Dakkanaut






London UK

yeah,
It's about an Extra 9" before the scarabs move if a 3 spyder squad poops it's babies to the front of the scarab unit..

... 9 spyders could jump the squads front scarab forward 27"

Panic...

This message was edited 1 time. Last update was at 2012/12/28 16:08:12


   
Made in jp
Proud Triarch Praetorian





 Panic wrote:
yeah,
It's about an Extra 9" before the scarabs move if a 3 spyder squad poops it's babies to the front of the scarab unit..

... 9 spyders could jump the squads front scarab forward 27"
Didn't they FAQ the Scarab congo line so that they had to be placed within 6" of the Spyder that pooped them?

 
   
Made in gb
Longtime Dakkanaut






London UK

yeah.
I Haven't read the FAQ ... if they did I guess it makes sense! a 39-51" charge range is a little broken!
I don't have 9 spyders anyways...

Panic...

   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Whoo, that makes sense that they'd FAQ it... sounds insane otherwise!

I like the scarab farm type lists for Necrons, though
   
Made in jp
Proud Triarch Praetorian





Ah, not quite 6", but here's the exact text-
Page 46 – Scarab Hive, second paragraph.
Change the second sentence to “On a roll of 2-6, add one base
to the Canoptek Scarab unit. This must be placed within unit
coherency of at least one base that hasn’t been created this
turn. It can move and act normally this turn.”
-http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2570047a_Necrons_v1.1.pdf

Had to be implemented because power gamers were abusing the RAW to get first turn assaults.

 
   
Made in gb
Dakka Veteran






Folkestone, UK

Another cracking battle report guys. It's always nice to see Penal troops in action.

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Why are the Necrons that colour?

Better question: Why is the road that colour?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Utilizing Careful Highlighting





Australia

Nice report guys, felt like a few units each side caused all the damage

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

1st in Lords of Terra Open (Sydney) 2012

Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
Made in au
Frenzied Juggernaut





Australia

Awesome report, its really well formatted and easy to follow.
I like the pics from the pov of the night scythe.



This message was edited 1 time. Last update was at 2013/01/03 12:27:37


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Chaos Daemons- Approx 5000pts
Slaanesh Daemons- 1500pts, in progress
Khorne Daemons- 1500pts, in progress
Death Korps of Krieg- Plans being formulated.
---------------------------------------------------
High Elves- Approx 2000pts
Vampire Counts- Raising the dead once more 
   
Made in us
Regular Dakkanaut




I love the fact you use Penal Squads. I was thinking about adding these myself. Any tips?


I am Red/White
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I'm both chaotic and orderly. I value my own principles, and am willing to go to extreme lengths to enforce them, often trampling on the very same principles in the process. At best, I'm heroic and principled; at worst, I'm hypocritical and disorderly.
 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

I do not play Necrons, but play against a lot of them in our local gaming group. I will tell you that Deathmarks with 1-2 cryptecks with the flamer template weapon of theirs is super deadly, you can pretty much guarentee to put an elite squad down or seriously hurt even things such as palidins with the sheer volume of wounds and the ap on the flamer template weapon. I have seen deathmarks used very effectively for Necrons - I would not call them worthless or not worth their points.

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Made in gb
Dakka Veteran






Folkestone, UK

I suppose like anything else it all comes down to your gameplan. Death-marks might be great units, but if you don't use them well (or even worse, use them in an army list that can't make best use of them) you're going to have problems.

 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

H.B.M.C. wrote:Why are the Necrons that colour?

Better question: Why is the road that colour?


That's why the rest of the board is so grey - they used up all the green rockcrete in the road...

olcottr wrote:I love the fact you use Penal Squads. I was thinking about adding these myself. Any tips?


YEAH! Go for it. Pretty much all of this army are Penal Legionnaires. They're not the best unit by any means - basically just a squad of Guardsmen with a CC boost and Stubborn, but they can be really useful in large numbers. The Stubborn means they can tarpit enemies quite nicely. I'd usually include an Astropath for outflank re-rolls...

   
Made in ca
Irked Necron Immortal





Edmonton Ab

Wonderful report, A pleasure to read. Good show by the crons, may have to try that list out myself.

Unkown/1500
My Necron Blog
 
   
Made in no
Regular Dakkanaut




Why did the necron cross the road?

Excellent rep guys, as usual
   
Made in us
Stealthy Warhound Titan Princeps







Your suicide legion is one of my all time favorite 40K armies, up there with Dave Taylor's genswicks and mechanicus explorator force. Great report as always!
   
 
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