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2012/02/23 16:36:07
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Painlord Titan Princeps of Slaanesh
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I was under the impression vehicles treat all difficult terrain as dangerous, which triggers the 1 or 2 to fail, but I might be incorrect.
I agree the Staves 'shine' against larger hordes, but it still has some uses against meched opponents.
The chances are better against AV 12, I just looked at AV 14 but the chance to hit for both is about the same (2/3 for BS4 and 1/3 hit on a scatter plus 3" keeps you on target which is a little more than 50% of the scatters for another 1/3 or 2/3 to hit with it).
Overall my impression of the staves is that packing 1 or 2 into an army can provide a lot of flexibility against opponents while occasionally making a big impact on the game.
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2012/02/23 17:31:11
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Tower of Power
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Probably been mentioned, though your Imperial Fist opponent was thinking of turbo boost, which needs to move at least 18".
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2012/02/23 17:49:09
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Fixture of Dakka
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Ok, I just found out I made another BIIIGGGGGG mistake in my games.
Vehicles, bikes and jump infantry treat all difficult terrain as dangerous. So when my tremorstave hit them, it basically puts them in dangerous terrain.
Then Writhing Worldscape should make their dangerous test on a 1-2 because they are already on dangerous terrain (i.e. all difficult is dangerous for them).
This would have had more of an impact on the game.
SabrX wrote:Good btrp jy2.
1st game, your opponent shot himself in the foot by not choosing to re-deploy. He also drop-podded an Ironclad Dreadnought, which is essentially trading 2 kill points for 1. Not sure was he was thinking.
2nd game was good. Your Lord killed a lot of walkers. Game should have been yours.
Thanks.
At the time when we played, we didn't have the hindsight that we have now. Maybe he thought he could still have pulled it off coming in from reserves. But I think it was mainly due to the issue of time why he didn't want to "reset".
But you're right, he should've.
Yeah, game 2 could've been mine if only I'd played the monolith smarter (i.e. more defensively). But those are tactics that I will learn with experience.
mercer wrote:Probably been mentioned, though your Imperial Fist opponent was thinking of turbo boost, which needs to move at least 18".
Yeah, DevianID already pointed it out, but thanks anyways.
calypso2ts wrote:I was under the impression vehicles treat all difficult terrain as dangerous, which triggers the 1 or 2 to fail, but I might be incorrect.
I agree the Staves 'shine' against larger hordes, but it still has some uses against meched opponents.
The chances are better against AV 12, I just looked at AV 14 but the chance to hit for both is about the same (2/3 for BS4 and 1/3 hit on a scatter plus 3" keeps you on target which is a little more than 50% of the scatters for another 1/3 or 2/3 to hit with it).
Overall my impression of the staves is that packing 1 or 2 into an army can provide a lot of flexibility against opponents while occasionally making a big impact on the game.
You are correct. That was another boo boo that I made. I didn't fully understand the rules for the tremorcron combo, but now I think I've got a better grasp on it.
I will definitely give my tremorcrons another go again.
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2012/02/23 19:32:43
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Dakka Veteran
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Wait, so my clarification, if a tremor-cron hits a vehicle with its staff, and you have a C'Tan with WW, the vehicle gets immobilized on a 1-2 roll vs just a 1?
I too have been playing this wrong all along...
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Total Finecast models purchased: 5
Total models without Finecast issues out of those purchased: 0
... "Finecast" |
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2012/02/23 20:05:22
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Fixture of Dakka
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Yes, correct.
Tremorstave hits vehicle and makes it difficult. However, units such as vehicles, bikes and jump infantry all treat difficult terrain as dangerous. Thus, in effect, the tremorstave hits the vehicle and makes it dangerous. As it is already dangerous, the WW c'tan then makes that vehicle test on a 1-2 instead of just 1.
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2012/02/23 20:17:21
Subject: Re:2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Boom! Leman Russ Commander
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The placement of your jetbikes under his skimmers seems like it is illegal because you are within 1" of him. Not the case the round you assaulted with them of course
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2012/02/23 20:28:39
Subject: Re:2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Fixture of Dakka
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Illumini wrote:The placement of your jetbikes under his skimmers seems like it is illegal because you are within 1" of him. Not the case the round you assaulted with them of course
But my point about multi-level terrain is that they don't share the same space at all. Just like in multi-level ruins, you can be directly underneath another unit and it is ok. Also, for multi-level terrain, just the slope going up to the next level is easily more than 1" (just as in ruins, going up 1 level is considered to be 3" normally unless agreed upon otherwise).
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This message was edited 1 time. Last update was at 2012/02/23 20:30:19
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2012/02/23 20:34:35
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Dakka Veteran
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jy2 is correct, "levels" are treated as 3" apart. I think he did it right.
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Total Finecast models purchased: 5
Total models without Finecast issues out of those purchased: 0
... "Finecast" |
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2012/02/24 03:44:10
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Stealthy Warhound Titan Princeps
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Your wraiths look pretty interesting - I assume they're off tomb king models, but do you have any closeups?
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2012/02/24 08:32:25
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Fixture of Dakka
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kestral wrote:Your wraiths look pretty interesting - I assume they're off tomb king models, but do you have any closeups?
Sure, they're from the Tomb King Necropolis Knights/Sepulchral Stalkers kit.
That is about as close as I've got, though you may find other close-ups in my various necron battle reports.
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2012/02/24 11:50:08
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Dakka Veteran
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Cryage wrote:jy2 is correct, "levels" are treated as 3" apart. I think he did it right.
Apologies if this is considered derailing, but are there some rules about other multi-level terrain than ruins somewhere in brb or elsewhere? As IMO rules that specifically refer to multi-level ruins (which assume that each level is at least as high as a model, and are at least partially on top of each other) cannot really be used for hills.
For example, I assume you would have allowed bikes and non-skimmers like rhinos to move on top of the hill, even though multi-level (ruin) rules say that is specifically not allowed.
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2012/02/24 12:01:35
Subject: Re:2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Hurr! Ogryn Bone 'Ead!
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I really like the way you set out the report with the lists, ask us who we think will win, then pre game analysis, photos and brief explanation in between
maybe a drawn map as well in between turns showing what happened - kinda like in a WD issue would make it all round perfect
a fine job
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2012/02/24 20:55:07
Subject: Re:2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Longtime Dakkanaut
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I think unfamiliarity with the codex is what really hurt him this game. He did make some mistakes but ultimately, I felt that he under-estimated the speed and resiliency of my necrons. But this will all change the more he plays against them. Let's just say that I probably "de-virginized" him with how the new necrons play.
Dunno. Feels more and more like the SM codex gets worse and worse with every new codex creep.
In the beginning drop pods were fun and useful, now the drop pod and its first turn rule is mostly a drawback.
Hope it wont take yet another decade till the SM get their codex redone, so many units in it are so overpriced/crappy that nobody ever use them that it´s sad.
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Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
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2012/02/24 20:58:43
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Liche Priest Hierophant
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Hopefully it will you mean. Because if that's the case, more Xenos codexes will be updated before them.
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2012/02/24 21:25:29
Subject: Re:2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Longtime Dakkanaut
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lol True.
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Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
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2012/02/25 04:55:08
Subject: 2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Fixture of Dakka
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Luide wrote:Cryage wrote:jy2 is correct, "levels" are treated as 3" apart. I think he did it right.
Apologies if this is considered derailing, but are there some rules about other multi-level terrain than ruins somewhere in brb or elsewhere? As IMO rules that specifically refer to multi-level ruins (which assume that each level is at least as high as a model, and are at least partially on top of each other) cannot really be used for hills.
For example, I assume you would have allowed bikes and non-skimmers like rhinos to move on top of the hill, even though multi-level (ruin) rules say that is specifically not allowed.
Actually, the BRB is kind of vague on any terrain that is not ruins. It doesn't really give explicit guidelines like it does with the ruins. The problem here is that we were both assuming different things. My opponent was assuming it was all 1 piece of connected terrain. I was assuming, due to the fact that it had 2 distinct levels, that it was a multi-level terrain (and the only rules about multi-level terrain in the book is covered under ruins). We really didn't discuss if before the game as we both really hadn't thought about it then.
So when the situation occurred, because we hadn't agreed upon how to run it initially, we did what the book tells you to do in such a situation....we rolled for it and I won.
sumi808 wrote:I really like the way you set out the report with the lists, ask us who we think will win, then pre game analysis, photos and brief explanation in between
maybe a drawn map as well in between turns showing what happened - kinda like in a WD issue would make it all round perfect
a fine job
Thanks.
Unfortunately, I am not proficient in the software called Vassal that they normally use to draw these types of maps. What I try to do instead is to take pictures at the beginning of each game turn, though sometimes, I do forget to do this.
Pyriel- wrote:I think unfamiliarity with the codex is what really hurt him this game. He did make some mistakes but ultimately, I felt that he under-estimated the speed and resiliency of my necrons. But this will all change the more he plays against them. Let's just say that I probably "de-virginized" him with how the new necrons play.
Dunno. Feels more and more like the SM codex gets worse and worse with every new codex creep.
In the beginning drop pods were fun and useful, now the drop pod and its first turn rule is mostly a drawback.
Hope it wont take yet another decade till the SM get their codex redone, so many units in it are so overpriced/crappy that nobody ever use them that it´s sad.
While the C: SM is showing its age, it still has some kick in it left. It's true to it has a hard time against some of the newer, more competitive builds, but have you ever faced a Shrike 30 TH/ SS fleeting terminators army with scout troops, some MM land speeders (or MM attack bikes) and thunderfire support? Or a properly designed Vulkan list? Those armies can still compete. Also, they can do a decent bike army.
I feel the current SM armies are ok. They're not the best, but they're far from being the worst. And that Shrike terminator list they have is particular nasty to a lot of armies.
In the case of my opponent's army, I think it's actually an above-average army. It's not a hardcore competitive list and it probably won't dominate, but it can perform reasonable well against many builds, including my unoptimized necron army had he a little more experience against them.
Anvildude wrote:Hopefully it will you mean. Because if that's the case, more Xenos codexes will be updated before them.
Trust me. Once 6th ed. comes out, I think the new C: SM won't be far behind. It's possibly their flagship and most popular codex IMO, thanks to the Battle of Maccrage and Assault on Black Reach box sets.
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2012/02/25 05:47:16
Subject: Re:2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)
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Longtime Dakkanaut
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but have you ever faced a Shrike 30 TH/SS fleeting terminators army with scout troops
Tried something similar...a guaranteed auto loss vs dark eldar.
Also struggles like mad vs most BA builds.
Also I dont think a lot of current viable SM builds will be so viable any more once the new Tau comes out.
Trust me. Once 6th ed. comes out, I think the new C:SM won't be far behind. It's possibly their flagship and most popular codex IMO, thanks to the Battle of Maccrage and Assault on Black Reach box sets.
Hope so, there is so much potential for fun builds locked away in that codex and made invalid by over priced options.
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Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
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