| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2016/01/18 07:20:46
Subject: Heralds of Ruin Kill Team, Necrons vs Chaos Marines x3
|
 |
Outraged Witness
|
I just joined a new Heralds of Ruin Kill Team campaign league at my flgs. House rules are… -no more than 50 points over your team point limit on your roster -no vehicles -no basic injury rules (knockdown/stun), although the campaign system of permanent injury/death is in play -you must have one base upgrade before buying a main base, three base upgrades before buying a command centre, and six base upgrades before buying a stronghold. -three games per week max. Losses earn you one league point. Your first victory each week is worth four league points, while subsequent victories are worth three. Here’s a summary of my first week’s worth of games. GAME 1: ESCALATING SKIRMISH, NECRON 200 vs T’s CHAOS MARINES FORCES: My force is a lord leader (tomb blade, warscythe, dispersion shield, phylactery, sempiternal weave, and nebuloscope), one immortal, and two warriors. The enemy force consists of a lord leader (power axe and boltgun), a terminator (power axe), three bikers, and the remainder a mix of about a half-dozen plague marines and normal chaos marines. PRE-BATTLE: The game type is revealed to be escalating skirmish. The enemy deploys half his forces, reserving his normal marines and some of his plague marines. Knowing my forces won’t immediately have range on his, his forces are set up along the front of his DZ, ready to charge across the battlefield. I deploy my lord in a similar fashion and hide my immortal high up on a ruin near a balcony. BATTLE: His bikes race forward, unloading their twin-linked boltguns on my lord and scoring a wound. The rest of his army is running behind them. My lord races out into melee, challenging the enemy lord and defeating him, but taking a second wound in the process. All of our reserves come into play. His reserve forces rush towards melee with my lord, while my two warriors try to keep themselves in cover. This doesn’t work out well for me because the bikers are gunning for them. They manage to kill my immortal and one of the warriors, forcing me to pass morale checks every turn or else immediately lose the battle. Meanwhile, my lord kills the enemy terminator and regenerates his wounds. I pull back from combat, telling my opponent that if he chooses to pull back now and win the bonus RP for being a considerate commander, I will not pursue. My opponent declines my offer and sends the entirety of his army into melee with my lord. The lord defeats them all. AFTERMATH: My fallen warrior and immortal are repaired. My opponent loses a plague marine and a normal chaos marine. I can now purchase a Forward Base. GAME 2: DOOMSDAY DEVICE, NECRON 250 vs A’s CHAOS MARINES FORCES: My force is my lord leader (same as last battle), two whipcoil wraiths, and one warrior. The enemy force consists of a lord leader (bike and power sword), three bikers (one of whom had a plasma weapon), and four teams of five cultists. PRE-BATTLE: The mission is revealed to be doomsday device. My opponent gets first objective placement, first deployment, and first action. We both place our three objectives right outside our DZs. The enemy lines his bikes up for a charge with cultists ready to follow on foot. I deploy my lord and wraiths near the objectives and hide my warrior behind the leg of a skyshield, hoping he’ll be forgotten. BATTLE: The battle commences with the enemy bikers racing up the field and the cultists running behind, unveiling the potential objectives along the way. Most of the bikers fire on my wraiths, scoring a wound. Another biker singes my lord with plasma fire, but does no permanent damage. The objective is not on the enemy’s side of the table. On my first turn I move my wraiths to uncover the objectives while my lord charges forward to intercept the oncoming army. He is unable to close with the enemy. The objective is revealed to be on my side, just outside the center of my DZ. On turn 2 three of his bikes continue to speed toward my objective, firing on the wounded wraith and putting it out of action. On my turn 2 my remaining wraith moves to intercept one of the bikes and successfully makes it into combat with both a bike and a cultist squad. My lord foolishly takes a turn to multi-charge two squads of cultists on his way to the melee with the bikers. He survives their melee attacks and sends them fleeing. On enemy turn 3 one of the fleeing cultist squads regroups and re-engages my lord, this time standing their ground. The melee between the wraith and the cultist-backed biker is a stalemate. Three of his bikes arrive at the objective, ending the game. AFTERMATH: My fallen wraith is repaired, but suffers a leadership penalty. My multi-charges and cultist kills put me only one RP behind my opponent, yet the battle proved to be an infamous failure and I lose half my renown. My opponent loses two cultists. GAME 3: ESCALATING SKIRMISH, NECRON 250 vs T’s CHAOS MARINES FORCES: I’m running the same list I ran in game 2. My opponent is running the same list he ran in game 1, plus a few toughness upgrades he bought with his RP. PRE-BATTLE: Once again, we’ll be fighting an escalating skirmish. Fresh from a total victory against a team of plasma-wielding assault marines and terminators, and further bolstered by his new devotion to Nurgle, he positions his lord, terminator, bikers, and a few plague marines along the front line of his DZ, ready to charge. Once again, he holds a handful of plague and normal chaos marines in reserve. I place my lord and one wraith at the front of my DZ. I place my new turret on the upper floor of a ruin. My maimed wraith and lone warrior are held in reserve. BATTLE: My opponent charges across the field. His bikes tear around the outside, positioning themselves to take on my reserves when they arrive. His marines take up a position atop a low ruin near the center of the map, ready to fire on anyone who draws near. I respond by charging my wraith into combat with the terminator. My lord closes with his, and is once again victorious. Reserves arrive mid-game. The enemy bikes meant to take out my reserves are redirected to engage my lord to prevent him from teaming up with the wraith. The enemy marines already on the field charge the engaged wraith (although one plague marine is killed by a fall on the way) in hopes of taking him out while he’s alone, but they are unable to defeat him. His marine reserves run across the field, gunning for my warrior, but are picked off one at a time by my second wraith and defensive turret. My lord breaks free of the combat with the bikers and charges across the field to join in the fight in the center of the board. My opponent realizes that he’s taken too many losses to hold against the lord, so he voluntarily routs before he can lose any more men, denying me the point for killing his terminator. AFTERMATH: My damaged wraith is fully repaired. My opponent loses a plague marine and a regular marine. His lord suffers a permanent maiming. CONCLUSION: At the conclusion of the night’s battles, my 2-1 record gave me a good standing in the league, but my infamous failure in game 2 left me tied for last place in renown. LESSONS LEARNED: The safest place for my Necrons seems to be in melee. My lord is sturdy enough, but too slow a killer; I may need to invest in the +1 attacks honour in a few weeks when I have enough wins under my belt. Individual wraiths can’t kill much, but they seem to be able to tie up any number of Chaos marines in melee indefinitely. I might have had a chance in game 2 if I had my lord hang back at the objective and wait for the enemy bikers to come to him, but at least my mindless assault won me some bonus RP. The battle report for games 4 & 5 can be found here. The battle report for games 7 - 9 can be found here. edits: Corrected house rule regarding base upgrade prerequisites. Added links to later games.
|
|
This message was edited 4 times. Last update was at 2016/02/13 02:27:02
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/18 17:22:57
Subject: Heralds of Ruin Kill Team, Necrons vs Chaos Marines x3
|
 |
Norn Queen
|
I dig your little animated drawings
|
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/18 23:33:18
Subject: Heralds of Ruin Kill Team, Necrons vs Chaos Marines x3
|
 |
Outraged Witness
|
Ha, thanks. I forgot my phone and camera, so...
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/20 14:12:18
Subject: Re:Heralds of Ruin Kill Team, Necrons vs Chaos Marines x3
|
 |
Proud Triarch Praetorian
|
lord leader (tomb blade, warscythe, dispersion shield, phylactery, sempiternal weave, and nebuloscope)
150 points is a hell of a lot to invest into one model... and very broken, too (Dispersion Shields, which disallows the two weapon bonus in melee, reeeeeally shouldn't be allowed to be taken with two handed weapons like the Warscythe. I mean, with that there, why even bother including the Phase Shifter for purchase at all?). Also, for the first game, confused as to why you decided to take two Warriors and one Immortal when you would have had enough points left over to do one Warrior and two Immortals (or alternatively, one Tomb Blade with upgrades and two Warriors). And yes, Wraiths are not super killy this edition, just super survivable (they're primarily used for tarpitting, what with being fast and fearless and very hard to kill). If you need killy, you should be looking at Destroyers and Flayed Ones.
|
|
This message was edited 1 time. Last update was at 2016/01/20 14:13:20
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/21 09:54:39
Subject: Re:Heralds of Ruin Kill Team, Necrons vs Chaos Marines x3
|
 |
Outraged Witness
|
150 points is a hell of a lot to invest into one model...
Yes it is. If anyone takes him out I’m probably screwed for the rest of the campaign. Also it’s going to be extremely difficult for him to make his points back in kills.
Dispersion Shields, which disallows the two weapon bonus in melee, reeeeeally shouldn't be allowed to be taken with two handed weapons like the Warscythe.
Yeah, but I figured if marines can get away with carrying two-handed weapons with their stormshields, why not Necron lords too?
Also, for the first game, confused as to why you decided to take two Warriors and one Immortal when you would have had enough points left over to do one Warrior and two Immortals (or alternatively, one Tomb Blade with upgrades and two Warriors).
Yeah, I did short myself in the first game. This was intentional. I have all my lists planned out up to the 400 point level. Aside from that first list I’ll never be using more than one immortal, so I decided to take re-usable warriors instead of a more expensive one-use dude.
And yes, Wraiths are not super killy this edition, just super survivable (they're primarily used for tarpitting, what with being fast and fearless and very hard to kill).
If you need killy, you should be looking at Destroyers and Flayed Ones.
If the campaign was running longer I probably would’ve chosen Destroyers over Wraiths, since they reanimate and can be upgraded over time. Now that I see how many in-your-face bikers and jump troops the other players have I’m glad I went with Wraiths.
I hadn’t considered flayed ones. Are they good with the HoR rules?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/21 12:26:26
Subject: Heralds of Ruin Kill Team, Necrons vs Chaos Marines x3
|
 |
Proud Triarch Praetorian
|
I have only a basic working knowledge of the HoR rules, so I couldn't tell you for sure.
They still have their 5 attacks on the change, rerolling wounds, so that's always good (especially for only 13 points each).
The thing is, you usually want a lot of them, but in the HoR setting you can only take a max of 5. Not bad, but if you could get 10, then we'd be talking!
I wonder: can you still infiltrate in HoR? If so, that might kinda be worth it. (I know they can still deep strike, but if you're playing with a lot of terrain, probably not a good idea).
Personally, I'd be tempted to run with a bunch of Tomb Blades. Normally you'd only be allowed 3, but if your leader is on a Tomb Blade you can take more.
|
|
|
|
 |
 |
|
|
|