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2014/04/16 16:10:03
Subject: Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3)
jy2 wrote: Yeah, I think Necrons can match up well against certain Daemon armies. They've got teslas to take on those FMC's and Mindshackles for the really nasty CC-daemons.
I would have loved to play against Nick Nanavati's tournament-winning FMC daemons to test out my theory.
My friend who I playtest against most frequently plays a version of FMC Spam Daemons, and in my experience it's a slightly uphill battle for the Necrons. Especially if the Daemon player is smart enough to recognize that Biomancy doesn't really do much for them and roll on Telepathy instead (or brings Be'lakor). Terrify and Hallucinate really make Wraith squads sad (especially when backed by Fateweaver's reroll for the Hallucinate table). I haven't tried it with 3 Wraith squads though, maybe that would swing things. It's definitely a close match and getting 2nd turn is almost required for the Necrons to have a chance.
The biggest problem is that while Tesla does a good job of hitting and wounding, the 3+ Reroll 1's Armor save is a pain to get through. And with Fateweaver's reroll in your turn, it's a pain to ground the FMCs so that the Wraiths can actually do something.
Yeah, Daemons become super-tough with Be'lakor around. Terrify, Hallucinate and Misfortune are probably the wraiths' biggest nightmares. I also spent all my firepower and still couldn't kill 1 DP in my 1st game (granted, he was T7-8 for the turns I was shooting at him).
The thing is, you have to surgically remove 1 FMC at a time, starting with Fatey, Be'lakor or the Grimoire holder (take your pick on whoever is most vulnerable). Keep in mind that the turn they fly off the table, when they come back in next turn, they won't be able to cast those psychic buffs. Also, keep your wraiths together for counter-assault purposes.
If they get good psychic powers, then you're in trouble. When daemons get good psychic powers, there is no army they can't beat.
jy2 wrote: Keep in mind that the turn they fly off the table, when they come back in next turn, they won't be able to cast those psychic buffs.
per RBFAQ controlling player choose what occurs first so IMO it is legal that DP enter from reserve and cast psychic buffs
Q: Blessings are manifested ‘at the start of the Psyker’s Movement
phase’ – does this mean they happen simultaneously with Reserves
rolls, Outflanking rolls etc and if so which is resolved first? (p68)
A: They do occur simultaneously – as such, the player whose
turn it is decides in what order these things occur as per
page 9 of the Warhammer 40,000 rulebook
2014/04/16 16:37:57
Subject: Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3)
In the BRB, it explicitly states that a unit coming in from Reserves cannot cast any psychic powers that are done at the beginning of the Movement phase. Sorry, don't have my BRB with me so can't quote the page #.
However, if there is a psyker on the table already, then the player can choose to bring in Reserves and then have the psyker on the table cast the power on the newly arrived unit.
This message was edited 1 time. Last update was at 2014/04/16 16:38:51
Ignoring the joke about that FAQ entry being illegal now that they're not on the GW website ;p. that is not what that FAQ means.
Roll reserves, cast psychic powers;end of "before movement" phase; move reserves onto table.
That's the order of operations so it is illegal to cast blessing/maledictions by or on you the turn you come on from reserves. That's meant to be able to use scriers gaze.
This message was edited 1 time. Last update was at 2014/04/16 16:41:07
2014/04/16 16:42:49
Subject: Re:Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3)
Adepticon uses only Primary and Secondary objectives. The Primary Objectives always consists of 2 missions. It's actually quite simple. If you get more Primary Objectives than your opponent, you earn a Crushing Victory. Otherwise, if the Primary is tied, then you go on to the Secondaries. The Secondaries consist of First Blood, Linebreaker and Slay the Warlord. If you tie on the Primary and win via Secondaries, then it is a Minor Victory.
Primary Objectives:
1. The Relic
2. Holy Ground - The player that controls the most Terrain features at the end of the game with Scoring units.
Secondary Objectives: First Blood, Linebreaker and Slay the Warlord
What am I smoking? I actually won the roll to go 1st, but in a fit of insanity, I decided to let my opponent, Chuck, go first. Even he was surprised. So I am willing to risk his alpha-strike in order to get the final say on the objectives. He has 5 wave serpents and 2 wraithknights shooting, all of his shooting will practically be twin-linked and wounding on 2's and he's going to get at least 2 turns of shooting before I am even anywhere within striking range. Gulp!
It's a risky gamble. Then again, I'm one to takes those risks. I'm prepared to lose a lot of wraiths. My strategy is just to keep him away from the middle (and the Relic). This is my strategy of Positional Dominance. Control the Movement phase and you have the advantage in an objectives-based scenario. While he is busy killing my wraiths, his troops are going to be out of position relative to the objectives. That is how I am going to win this game, not by my offense but by good positioning. Or so I hope.
In any case, I am expecting heavy casualties this game. I am also hoping for the game to end on Turn 5. I have a feeling that I am going to need it!
I deploy hard to the left. The only way to survive his shooting is to deny as much of it as possible. By refusing his flank, I deny the shooting of possibly his 2 right-most serpents.
Mechdar movement. I believe he fails to get Guide off on one of the Wraithknights (WK's).
The Scatter Lasers of 2 of his serpents are out of range. He actually makes a mistake here (and I didn't catch it) and fires their Serpent Shields despite them being "out-of-range" due to Night-fight.
He ends up killing 2 wraiths from each of my wraithstar units.
Necrons 1
Spoiler:
I advance. D-lord joins the unit of fresh wraiths. My barges have to move 12" to get into range to shoot so they will only be snap-firing this turn.
Despite snap-firing and 3+ cover due to Night-fight and Holo-fields, my barge gets a lucky shot which hits the fusilage of his serpent and blows it up! 1 dire avenger dies to the burning flames.
First Blood to the crons!
Wraiths then run.
Mechdar 2
Spoiler:
Overview of the top of Turn 2.
The Eldar continues to back away from my wraiths.
Serpent and dires back away as well.
My opponent makes a mistake and casts Hallucination on my big wraithstar unit in the Shooting phase (it should have been done at the beginning of the Movement phase). Unfortunately, I didn't catch this until the end of the phase so I let it go. My wraithstar gets stuck this turn (cannot move, shoot or fight in combat)! Ouch!
Eldar shooting then takes out 3 wraiths and downs my non-Warlord Destroyer Lord.
Fortunately for me, he gets back up.
Despite 2 gaffes from my opponent and the fact that one of my wraithstars are "pinned", I'm actually not that far behind thanks to a couple of lucky rolls - First Blood and my D-lord getting back up.
Now for my Master Plan to unfold. Heh, heh....
Necrons 2
Spoiler:
This wasn't my original plan, but then I noticed it after Turn 1. As I advanced, my opponent was backing up....slowly towards my side of the table. My eyes begin to light up and I could barely contain my excitement. Now for my master plan to come to fruition.
My opponent forgot to check his six (that's pilot lingo for check his rear)!
BAM! All 4 of my flyers come in from reserves and I had him right where I wanted....with his backdoor to my guns!
Wraiths advance (except for the Hallucinated unit). Barges move 12".
This is a devastating turn for my opponent. I take out 2 serpents and drop the other down to just 1 HP remaining. 1 avenger dies in the explosion but none gets pinned.
Barge takes out 2 avengers.
Wraiths run.
Mechdar 3
Spoiler:
The tide has turned. I've taken out 3 serpents already. Eldar continues to back away from my wraiths.
Avengers head towards terrain.
Crap. His farseer Hallucinates my Warlord's unit and they become paralyzed!
Eldar shooting kills 1 wraith, puts 1W on my Warlord and immobilizes an AB.
Necrons 3
Spoiler:
I go after his troops.
This is why Immortals are better than Warriors.
Their S5 AP4 gauss blasters wipe out the avengers.
Flyers have options for targets, including the farseers, 1 wave serpent and the wraithknights. Guess which ones I go after? I'll give you a hint....f*ck Hallucination.
The rest of my army - other than my Warlord's unit - advances.
I kill both the Hallucination farseer and his 4th wave serpent. I believe arcing (or maybe my barges) does some wounds to the other farseer and a WK.
Wraiths then assault and wipe out another unit of avengers. I then consolidate into terrain in case he assaults the wraithstar with this WK.
Another great turn for me. I wipe out 1 farseer, 1 serpent and 2 troops this turn.
Mechdar 4
Spoiler:
It's not over yet. Eldar has got a lot of fight in them still.
Serpent goes after my immortals.
WK's now go on the offensive.
Inquisitor finally comes in. Avengers back away from my wraiths.
The wave serpent only manages to take down 2 immortals (after Reanimation Protocols).
WK shoots and then assaults my AB.
He leaves behind a crater.
Necrons 4
Spoiler:
Time to get into position for the win.
Flyer moves close to the Relic in preparation for dropping off my troops on it next turn. Wraithstar prepares to tie up the WK's. Lone wraith with 1W remaining go after his farseer with 1W remaining.
Immortals try to take cover behind terrain. 1 night comes in from Ongoing Reserves and goes after the last wave serpent. I fail to get through its holo-fielded saves.
Night scythe drops off warriors to go after the avengers. I roll poorly to hit and they make their saves. I think I only manage to kill 1 or 2 avengers.
I also drop off my other unit of immortals to take out his troops. However, they go-to-ground and only 1 avenger dies.
Night scythe takes out the farseer.
Both wraithstars assault both WK's.
He fails Mindshackles for both and I end up doing a total of 4W to them.
Mechdar 5
Spoiler:
His last serpent targets my other unit of immortals. This time, he wipes them out! Crap, that's not good.
The other avengers shoot at my warriors. I go-to-ground. They kill 1 but he gets back up. My opponent then charges in with the avengers and the Inquisitor.
Fortunately for me, they hold.
In the other combat, I finish off his Warlord WK and he kills 1 of my wraiths.
Necrons 5
Spoiler:
So here's the situation. We currently both have 1 terrain (his avengers, my immortals) with 1 terrain being contested (avengers, Inquisitor and warriors). I will get the Relic. However, to make it into the round of Sweet 16 (Game #5), I need to try to get as many objective points as I can. Thus, I need to try to wrestle the Terrain objective from my opponent.
Dun dun dun dun. Here comes Necron death!
Night scythe drops off my warriors onto the Relic.
Other night scythe goes after his avengers.
I finally wreck his last serpent.
I also manage to kill his avengers in terrain!
WK dies to mindshackles and warscythes.
Last but not least, I make it into combat and wipe out both the avengers and Inquisitor.
At this point, my opponent only has 1 unit of dire avengers left and there is no chance for them to do anything so we end it here. I get full points.
Crushing Victory to the Metallic Dead - Necrons!!!
Wow...I did not expect Necron domination in this game. I actually expected a barn-burner of a game in which I had to fight both tooth and nail just to scrape by with a very close victory. I took a huge gamble going 2nd, but it turned out to be quite a successful gambit. Never in my wildest dreams did I expect my opponent to gift-wrap this game for me by giving me rear armour to shoot. Despite him going 1st and despite 2 successful Hallucinations, I really caught some big breaks in this game:
1. Getting First Blood with snapshots and 3+ cover for my opponent.
2. My D-lord getting back up on a 5+.
3. All my flyers coming in on Turn 2 when I really needed them to.
4. My opponent failing all but 1 MSS test for his WK's (I believe he failed 5-6 of them!).
5. My opponent made a huge mistake by exposing the rear of his serpents to me.
Overall, this game turned out much better than I had hoped. But now with almost full points (just missed out on full points by First Blood in my 1st game), I know I'm going to have a tough, tough matchup next turn. I can't wait!
This message was edited 4 times. Last update was at 2014/04/17 04:44:25
I look forward to seeing this batrep. I played against a VERY similar list to this at a tournament and it was a very uphill battle with my daemons. I think I was in place to win if it ended turn 5 but it didn't and the serpent shields did oh so much damage...
Argel Tal and Cyrene: Still a better love story than Twilight
2014/04/17 02:58:41
Subject: Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3, Game #2 on p.4)
Good going so far! And you say "my barges have to snap-shoot" as if that's a BAD thing... I'm pretty sure its more likely to blow up a Serpent that way!
2014/04/17 03:35:09
Subject: Re:Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3, Game #2 on p.4)
Wow, min/max wave serpent spam with double knight and a servo-skull caddy. How frigg'n original. I hope you stomp this list.
Let a billion souls burn in death than for one soul to bend knee to a false Emperor.....
"I am the punishment of God, had you not committed great sin, God would not have sent a punishment like me upon you"
2014/04/17 04:45:09
Subject: Re:Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3, Game #2 on p.4)
herpguy wrote: I look forward to seeing this batrep. I played against a VERY similar list to this at a tournament and it was a very uphill battle with my daemons. I think I was in place to win if it ended turn 5 but it didn't and the serpent shields did oh so much damage...
Yeah, mechdar firepower is scary good. If you can't take out those serpents early, you're in trouble.
jifel wrote: Good going so far! And you say "my barges have to snap-shoot" as if that's a BAD thing... I'm pretty sure its more likely to blow up a Serpent that way!
Haha....true dat! Teslas are the best guns to have when you need to roll 's to hit.
quickfuze wrote: Wow, min/max wave serpent spam with double knight and a servo-skull caddy. How frigg'n original. I hope you stomp this list.
Well, I wouldn't call my list original either. Both are tried and true tournament builds. However, most just don't like serpent spam because....well, just because they're Eldar.
This message was edited 1 time. Last update was at 2014/04/17 05:14:27
Thanks for theses great pictures and battle reports !
One thing i don't understand. In game 2, how can you put your flyers like you did when they come in whereas they must make a 18ps movement minimum and they must come only from your side of the board ?
2014/04/17 11:58:39
Subject: Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3, Game #2 on p.4)
tetsuo666 wrote: Thanks for theses great pictures and battle reports !
One thing i don't understand. In game 2, how can you put your flyers like you did when they come in whereas they must make a 18ps movement minimum and they must come only from your side of the board ?
They did come in from my board edge. Keep in mind that this was Vanguard Strike and not Hammer & Anvil.
jifel wrote: Good going so far! And you say "my barges have to snap-shoot" as if that's a BAD thing... I'm pretty sure its more likely to blow up a Serpent that way!
Yeah, I chuckle every time a Necron player says "despite snap firing..." Only GW would design a weapon that averages more hits then it has shots while under a BRB "disadvantage" LOL
Great game, I would have been smiling ear tpo ear if I saw the backs of my opponents WS, good job containing your excitement. Though Had I been playing only 1 or 2 NS would have arrived
To steal someones coined phrase: Positional Dominance ftw...
The dice gods where on your side for the most part, I still think without a few of those things happening your play would have given you the win. Maybe not the crushing victory but a win none the less.
Was brave to go second but someone earlier said it, and I agree, crons do their best going second. Esp on missions like this. Eldar are far to fast to allow them last turn to grab things.
tetsuo666 wrote: Thanks for theses great pictures and battle reports !
One thing i don't understand. In game 2, how can you put your flyers like you did when they come in whereas they must make a 18ps movement minimum and they must come only from your side of the board ?
They did come in from my board edge. Keep in mind that this was Vanguard Strike and not Hammer & Anvil.
He did not catch that the Eldar player was kiting to his left, which put him at your board edge. Although it does look like the Scythe closest to the edge did not go far enough.
2014/04/17 15:52:45
Subject: Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3, Game #2 on p.4)
jy2 wrote: They did come in from my board edge. Keep in mind that this was Vanguard Strike and not Hammer & Anvil.
Flyers can't rotate after moving if i well remember so your flyer nearest of the board edge can't be there and for the others it seems very limit.
He isn't rotating at all, he is just coming in at an extreme facing.
Guys I am sure it was legit, I have been fooled by some of these batrep pics. The angles and depth in some of the pictures just makes it look like the distance and spacing is wrong, I am sure he played it correct.
tetsuo666 wrote: Thanks for theses great pictures and battle reports !
One thing i don't understand. In game 2, how can you put your flyers like you did when they come in whereas they must make a 18ps movement minimum and they must come only from your side of the board ?
They did come in from my board edge. Keep in mind that this was Vanguard Strike and not Hammer & Anvil.
He did not catch that the Eldar player was kiting to his left, which put him at your board edge. Although it does look like the Scythe closest to the edge did not go far enough.
jy2 wrote: They did come in from my board edge. Keep in mind that this was Vanguard Strike and not Hammer & Anvil.
Flyers can't rotate after moving if i well remember so your flyer nearest of the board edge can't be there and for the others it seems very limit.
I just didn't angle my night scythe perfectly.
There was enough room for it to move 18" and I still had rear armour, even if I hadn't positioned my night scythe 100% perfectly (I was playing kinda fast).
My opponent knew my intent and the legality of the move and didn't even bother to tell me to re-adjust my scythe's final positioning.
This message was edited 2 times. Last update was at 2014/04/17 16:21:00
Commander_Farsight wrote: Great game! Yet another amazing batrep too! Thanks, and I'm looking forward to the next game.
Thanks. The next battle is going to be against a "new" old-school deathstar - the Farsight-bomb!
I am really looking forward to it!! I'll see how it compares to my Farsight Bomb (I have gotten a lot better with my O'Vesa star in general too if you are up for a rematch)
This message was edited 2 times. Last update was at 2014/04/17 21:39:54
2014/04/20 00:03:55
Subject: Re:Jy2 Goes to Adepticon (WARNING - Lots of Pics! Game #1 on p.3, Game #2 on p.4)