Switch Theme:

[1500pts][pics] Necrons vs. Tyranids  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Pulsating Possessed Chaos Marine




Denver, CO

The foreward:
I haven't really played necrons since a few months after the codex came out. I built a ton of model's primered them black, played some games with them and then they got put on the shelf. Something else shiny probably grabbed my attention. So some of the newer players at the store were at a team tournament about a month ago and I saw them get all excited because there were some necrons there. I come to find out that they have never played against a Necron army. So off to home and the garage I went to see what I could dig up. One destroyer lord and 2 heavy destroyers later I'm ready to go.

The Necron force actually comes out to 1513, which my opponent was okay with. I'm not really sure what to cut to get it down to a straight 1500, I feel like you need the shifter and the orb on the destroyer lord, I guess I would probably have to dump a spyder which I really don't like doing.

Thoughts on my necron army:
At 1500pts I'm taking advantage of having slots open on the force org chart. I'm also leveraging the use of the tomb spyders. Hopefully if someone knocks out 3 destroyers then I can just suck them up into the other squad. Same thing with the immortals and the heavy destroyers. This is about the only way I can think of to mitigate some of the overwhelming fire power out there, it should also help the pain that is assault a little bit. The Tomb Spyders provide counter assault or assault for anything getting near the unit of warriors they are babysitting and the destroyers and immortals advance and kill stuff. The lord goes where the orb is needed and either adds more counterassault or he boosts up the table with the wraiths. At least this is the theory.

HQ
1 Necron Lord w/ destroyer body, phase shifter, resurrection orb, warscythe

Elite
5 Immortals
5 Immortals

Troops
10 Necron Warriors
10 Necron Warriors

Fast Attack
3 Wraiths
3 Destroyers
3 Destroyers

Heavy Support
1 Heavy Destroyer
1 Heavy Destroyer
2 Tomb Spyders

The Tyranids
HQ
Hive Tyrant w/ old advesary, heavy venom cannon

Elite
Lictor
10 Y'mgral genestealers

Troops
10 Hormagaunts, fully loaded
10 Termagaunts, stock
10 Termagaunts, stock
3 Warriors w/ devourers.

Fast Attack
10 Gargoyle's

Heavy Support
Carnifex, bio plasma, regen, 2x scything talons
Carnifex, bio plasma, regen, 2x scything talons
2 Bio-vores

Mission: Capture and Control (the 2 objective scenario, I always mix the two names up)
Deployment: Spearhead

Deployment:
The nids win the roll off and decide to go first. They put their objective in their back corner and the close combat stuff deploys as far forwards as possilbe, the bio vores take up a middle stance, and one unit of termagaunts holds the main objective.

The necrons put their objective in the middle of the table at the edge. The necrons spread out in their quarter. One unit of warriors holding the objective, the other on the other side of the quarter ready to try to advance towards the enemy objective. The immortals are up front in between the warrior units along with the wraiths. Tomb spyders behind them. Destroyers behind them. Heavy destroyers behind them. The lord is providing res orb goodness to the wraith's and warriors.

You can see my objective on the far right where the warriors are (the objective is a necron lord on foot), the nid objective is all the way back and to the left, man thats really far away.



Turn 1: Nids
The nids move up take some pot shots, and do some running, not much happens.

The nid advance:


Turn 1: Necrons
The destroyers start to move out towards the sides. Heavy destroyers and tomb spyders stay in the center. A unit of immortals and a unit of destroyers fire at the warriors, knocking down 1 and putting 2 wounds on the other one. A heavy destroyer takes out another warrior leaving one warrior with one wound left, dang it. On the other side the other heavy destroyer fires at the hive tyrant but he makes cover, the other unit of destroyers then shoots at the hive tyrant, rolling extremly well and getting 6 wounds, my opponent then rolls 4 2's out of 6 dice and the hive tyrant goes down. The wraiths are in a charge range so they take it, combi-charging the fron unit of termagaunts and hormagaunts, killing 2 hormagaunts, and 1 termagaunts (the nid's down 2 of the wraiths). The hormagaunts break and run back towards the last warrior the termagaunts hold. The warriors on the left shoot down some termagaunts.

Here you can see the advanced scouts of the necron horde engage the enemy. (ie the wraiths running into gaunts and hormagaunts)


Here you can see all the dakka leveled at the warriors and the one emerging unscathed.



Turn 2: Nids
In come the stealers right in my backfield, due to poor fleet and difficult terrain roles they can only make it into base to base with one heavy destroyer, whom they kill (but not with a rend). On the other side the rallied hormagaunts (they got close enough to the warrior) and carnifex prepare to charge a unit of warriors. He bio plasma's and knocks down 2 of the warriors, and then role's triple 2's for the hormagaunts fleet (if he hadn't of shot the bioplasma he still would have been close enough to charge with the gaunts, which I point out and we talk about order of events, namely do the fleet role first then decide if you want to shoot). The lone wraith kills a couple more termagaunts (the carnifex can't get at the lone wraith because all the termagaunts are blocking the base). So with the two fex's bearing down on me and 10 stealers in my backfield we start necton turn 2.

Here you can see the stealers hiding after taking down the heavy destroyer.



Turn 2: Necrons
The heavy destroyer gets back up, as do both of the wraiths, and one of the warriors. Both squads of immortals turn around to shoot the stealers, killing all but 2, due to carefull casualty removal I cant charge the immortals at the last two stealers. The heavy destroyers put two wounds on the right side fex, the destroyers put another wound on him. I try putting some gauss rifle shots into the fex but to no avail. I charge the hormagaunts with a tomb spyder, I decide to pop the second scarab out before charging in. The hormagaunts kill off one scarab base and put two more on another scarab, I kill off 3 hormagaunts, and make 2 no retreat saves on the spyder. I charge the fex with one wound with the other tomb spyder who also has 2 scarab bases, I get 2 hits but fail to wound, the fex then hits and wounds with everything, killing off the tomb spyder and all the scarabs. The wraiths finish off the termagaunts and move towards the enemy objective.

The valiant charge of the tomb spyder's yes there was a tomb spider in front of the fex to the right.



Turn 3: Nids
The wounded fex fails his instictive behaviour check and has to charge my destroyer lord. The lord whiffs, but manages to make all of his saves. The other fex shoots down a wraith and he and the lone warrior charge the wraiths in the backfield, I take down the warrior but then fail 2 saves and the wraiths go away. Everyone whiffs in the spyder, hormagaunt fight. The bio-vores knock down a destroyer. The 2 stealers kill both of the heavy destroyers. The lictor comes in and tries to hide in a nook near my objective.

Turn 3: Necrons
The destroyers on the right move up towards the enemy objective and gun down the bio-vores. The destroyers put a wound on the carnifex. The destroyer lord whiffs again and takes two wounds from the fex. One unit of immortals guns down the last 2 stealers, the other squad shoots at the lictor which goes to ground. The warriors charge the hormagaunts locked in hand to hand with the spyder, one warrior goes down but all the hormagaunts are killed. The other squad of warriors charges the lictor, one goes down, but the rest kill the lictor.

See the pointy ends on the guns are good for something!


It's hard to see it but there's a fex hiding around the corner of that building. And you can see the lord taking his beating from the carnifex.



Turn 4: Nids
The gargoyles come in but really have no place to go so he puts them down to where he can at least threaten the objective gets shots on the immortals, knocking one down. The carnifex finish's off my destroyer lord, who still cant manage to roll a 5 to wound. The other fex moves towards the warriors on the left.



Turn 4: Necrons
The warriors shoot the gargoyles, then the immortals shoot the gargoyles and take down the last two in hand to hand. The other squad of immortals shoots and gets one wound on the wounded fex and it goes down. Shooting see's the last of the gaunts on his objective die and the other carnifex takes one wound.

Turn 5: Nids
His carnifex charges a 9 man unit of warriors, kills 5, they break and run off of the table. We call it here, after the feel good moment of the fex running down all the warriors.

Afterwards he asked about what he could do to improve his army list. So he has no hive guard yet, nor zoanthropes. So keeping his budget in mind I proposed the following changes. Drop the bio vores. Drop the lictor. Drop the gargoyles. Drop the warriors. Drop one unit of termagaunts. Change the ymagrals (sp?) into two squads of 5 or 6. Add in a unit of stealers with a broodlord. Put the 2 fex's in pods. Add a tervigon. Add tyrant guard to his hive tyrant, and give the tyrant the +1 to reserves rolls. Any of you nid players agree with those changes? I may also go back and suggest if he wants to keep the gargoyls to try out a winged tyrant.

The necrons performed pretty good overall. The lord whiffed it up, as did one of the spyders, but for their points not too bad. I like the msu nature of things I'll have to make that rough decision on where to get 13 points from. Anyways thanks for reading.
   
Made in mt
Irked Necron Immortal





Malta

nice battle and i liked the whole layout of the battle though, if i can make a suggestion for your necrons? if i were you i would have tried to stay just in range with the destroyers even zooming from cover worked for me, plus destroyers are horrible at CC so you might want to keep back =/ and i think you should make room for a monolith.

As for the nids, i say he should go with at least 2 Zoanthropes, the warp lance power IS deadly against vehicles. tyrant guard is a must and if hes able to add a bonesword to it, it would be worth the 75 points, gargoyles, in my experience, are quite the deadly distraction and if in the worst case of CC the Blind venom power saved my goyles a few times. If Mysetic Spores are going to be added then he should definatley give his Hive Tyrant the +1 reserve roll.. plus hes lacking synapes creatures so thats another vote for Zoanthropes , Tervigons etc

hoped this helped

This message was edited 1 time. Last update was at 2010/04/01 19:33:53


You cant spell slaughter without laughter, nor funeral without fun!

'Did you know my blood is black?' - Crona Gorgon


Perils of the Warp

"Orks cannot possibly be female.....It's even less likely than female space marines or grey templars. Or male sisters of battle. Or not-gay Tau..." - Samus_aran115 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

@StatisNid95: I wanted to keep the destroyers in tomb spyder range until I knew where the ymagrals were going to pop, as soon as they were on the table I went out to the flanks with the destroyers, if that makes sense.

Yeah you have the same additional model list I did, guy just doesnt have the cash flow for it yet.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

#1. Pointy ends on gunz are always helpful!!

#2. Some tips on taking pictures.

Never shoot into the sunlight or other bright light source. Try to have the sun at your back or at least to the side.

You may want to include more overall shots in the report such as your first one.

When taking "close up" shots, try standing back farther and then zooming in, this helps when using digital camera with inferred zooms.

Try to steady the camera when you are taking pictures, form a triangle with your arms, and hold your breath if necessary.

Take more shots and feel free to discard the ones that are bad.

Remember that bad pictures are still better than NO pictures.

Thanks for posting!!!

Fighting crime in a future time! 
   
 
Forum Index » 40K Battle Reports
Go to: