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2 Games with "Tremorcron" Necrons - vs Imperial Fists (Completed, p.1) and Mechdar (Completed, p. 2)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Is this the end of my Necron winning streak?
Nercrons win both games.
Nercrons win 1 game and draw the other.
Nercrons win 1 game and lose the other.
Nercrons draw both games.
Nercrons lose 1 game and draw the other.
Nercrons lose both games.

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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

This definitely looks like a learning experience for your opponent. Even with the 'terrain' from Orikan, I cannot conceive why you would reserve an all shooting army against someone who needs to close on you to deal significant damage. Well played on your part.

So far I am 0 for 1, I am sure you can pull off a loss to the Eldar!

Daemons Blog - The Mandulian Chapel 
   
Made in us
Virulent Space Marine dedicated to Nurgle



where i want to be

I was surprised to see you running the stalker next to the lord of fire C'tan.

This is something I have been unclear about for a while, If you move flat out for the cover save and your CCB get wrecked can the overload get out ?

Thanks for posting these battle reports it is so nice to gain some real game knowledge with out having to do the work lol.
   
Made in us
Fixture of Dakka





San Jose, CA

calypso2ts wrote:This definitely looks like a learning experience for your opponent. Even with the 'terrain' from Orikan, I cannot conceive why you would reserve an all shooting army against someone who needs to close on you to deal significant damage. Well played on your part.

So far I am 0 for 1, I am sure you can pull off a loss to the Eldar!

I guess he wanted to see where my assault units went and then come in away from them. He also wanted me to endure 1 turn of dangerous terrain movement because he thought Orikan+C'tan affected my army as well.

You'll find out soon enough regarding the eldar game, which will be coming out a little later today.




Automatically Appended Next Post:
deviant cadaver wrote:I was surprised to see you running the stalker next to the lord of fire C'tan.

This is something I have been unclear about for a while, If you move flat out for the cover save and your CCB get wrecked can the overload get out ?

Thanks for posting these battle reports it is so nice to gain some real game knowledge with out having to do the work lol.

You can if it gets wrecked while going flat-out on your opponent's turn. But if you do it on your own turn (i.e. immobilizing it on terrain while moving flat-out), then you can't and the lord is removed from play with no Ever-living/RP check allowed.

However, and this is some debate with regards to this, but I think you can convert the immobilization into 1W for your Overlord due to Symbiotic Repair. Just go through this rule with your opponent first before the game to avoid in-game arguments.

This message was edited 1 time. Last update was at 2012/02/21 17:29:06



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Ruthless Interrogator





Ann Arbor, MI

jy2 wrote:
However, and this is some debate with regards to this, but I think you can convert the immobilization into 1W for your Overlord due to Symbiotic Repair. Just go through this rule with your opponent first before the game to avoid in-game arguments.
Agree with this interpretation (and the recommendation to bring it up before a game). This is not an rare occurrence either. It comes up for me all the time---maybe half the games where I use a CCB, if not more. Really wish the FAQ had spelled this one out more clearly! It's important!
   
Made in us
Fixture of Dakka





San Jose, CA

Game #2 - 1750 Tremorcrons vs Mechdar


-------------------------------------------------------------------


Mission: Capture and Control

Deployment: Spearhead

Initiative: Eldar


-------------------------------------------------------------------


Deployment:

Map of the terrain. Here we played the the hilltops and trench bottom as clear terrain. However, the rough area going up the hills or down the trench we played as difficult terrain. The 6 bunkers are area terrain.


My mechdar opponent places his objective here. Obviously, he didn't go to Jy2's School of 40k Objective Placing.


Because over there, this is how we teach you to place objectives.


Eldar deployment. The black wave serpent has the fire dragons and star engines. He leaves the unit of 2 shuri-walkers in reserves to come in from his own board edge. The empty 60mm bases are his Work-in-Progress war walkers. Eldrad is in the red serpent right next to the black one.



My deployment. I deploy my wraiths and tomb blades away form his walkers. As I had thought that my tremor-teks were only 24", I deploy them forwards.


I deploy 1 unit of warriors with my lance-tek on my objective. I leave 1 unit with lance-tek in reserves.


With Eldrad's ability, my opponent re-deploys a couple of units.

I don't bother to seize.


--------------------------------------------------------------


Eldar 1
I use my Solar Pulse to make it Night-fight.


Eldar movement. He fortunes his units and guides his walkers. I believe all his vehicles go flat-out and his jetbikes turboboost. He was concerned about my tomb blade particle beamer blasts so he moves his seer council back and bides their time.


His fire dragon serpent uses its star engines in the Shooting phase to move on top of the hill. 36"....wow....

No shooting (or he fails to shoot in the dark).


Necrons 1

I take advantage of his trepidation and advance aggressively. Tomb blades turbo 24". We will see next turn just how much firepower they can take.


Wraiths move sneakily along the board edge, trying to stay out of range of both Doom and what will soon be Guided war walkers. I have big plans for these guys.


My surflord (Overlord on command barge) moves 24". This guy is my only answer to his war walkers. If he's done, I'm probably done as well.


My tremor-tek fires at this fire serpent and puts it in difficult terrain (made dangerous by my C'tan).


That is all the shooting I have. Necrons run.


Eldar 2
Eldrad casts Guide on the war walkers and I believe Fortune. Farseer fortunes his seer council.


The 2 shuri-cannon walkers (represented by the 2 empty bases) come in from reserves. They're going to get rear shots at my command barge's unprotected backside.

Now I realize why my opponent didn't outflank them.


Scatter-walkers move. They get out into the open so that they can shoot down my scarabs.


Fire serpent passes its dangerous terrain test and goes to screen out his wraiths. All serpents move at cruising speed.


Because his walkers are most likely out of range of my wraiths, 1 unit fires upon my scarabs.


It turns out that only 4 bases out of 10 are obscured from his view. Thus, no cover and he wipes them out. Ouch!


His other unit of walkers fire 24 twin-linked S6 shots at my tomb blades. Only 1 of them drops. Then I finally remember about Reanimation Protocols, make it and he gets back up.


Focused fire from jetbikes and several serpents put 2W on my wraiths.


Finally, his shuri-walkers fire at the rear of my command barge and immobilize it. But because it is open-topped, it becomes a wreck.


Necrons 2

Necron movement. I'm sooo slooooowwwwww. Omigosh, I miss the mobility of my MTO necrons.


The only thing the wraiths will be able to hit is his serpent.


Overlord foots it over towards his walker. Tomb blades turbo-boost again. At least I'm going to be able to tie up 1 of his units of walkers.


Monolith is finally in range to use its particle whip. I only shake one of the scatter-walkers.

One of my tremor-teks fires and hits his fire serpent again.


Time for some payback!


I roll well and explode all 3 walkers!!!


Wraiths assault his fire serpent but only shakes it.


Eldar 3
Eldrad casts his obligatory powers, including Doom on both my Overlord and my wraiths. And of course, farseer fortunes his own unit.


Walkers move away from my Overlord. 1 serpent climbs on top of the hill (and objective).


He is going for the kill. Fire serpent makes its DT test and move back on top of the hill. Fire dragons disembark. Seer council gets ready to assault my wraiths.


After shooting with his seer council, fire dragons, and serpents, he only manages to kill 1 wraith.


I believe 1 serpent shoots at and puts 1W on my C'tan.

Scatter-walkers (1 was shaken) shoot at my Overlord and fails to penetrate his armor .

Shuri-walkers fire at my tomb blades and drop 1. I then make my RP roll and he gets back up again.


Then it's off to assault.


Damn fortune and damn eldar resiliency! He passes every single fortuned save and reduces my wraiths to just 2 models.


Necrons 3

My warriors with lance-tek comes in from reserves. Guess who I'm going after?


My tomb blades turbo behind his objective. My Overlord goes after his scatter walkers.


Necron movement. Not much happening here, though my monolith is actually moving backwards. I am anticipating his last turn rush towards my objective, but that thing is just sooo sloooowwwwwwwww.


If you guessed that my warriors were going after his fire dragons, then you've guessed wrong. My single lance shot wrecks his serpent with the star engines. Yes!!!


My C'tan and troops actually head back towards my objective.


My Overlord then assaults his walkers.


He only manages to kill 1 walker.

In the wraith-seer-council melee, I can't get past his fortuned saves and he whiffs against me this time. Neither of us is able to cause a successful unsaved wound.


Eldar 4

Mechdar goes back to defend his objective.


Serpent finally makes a move for my objective.


Fire dragons shoot down 4 warriors. 2 then get back up.

His serpents fail to get past my tomb blades' 2+ cover. His shuri-walkers have no target that they can see and so they run back towards his deployment zone.


Fire dragons then assault my warriors.


I actually win combat 2-1. Fire dragons pass morale.


I catch a big break here. Despite Fortune, I insta-kill his farseer, he does no damage in return and I break his unit. I then consolidate to make sure he keeps falling back.

I forget that dangerous terrain tests are failed on a 1-2 here because of my C'tan as he fell back into the serpent wreck.


Necrons 4

My units continue to fall back towards my objective.


Tomb blade turbo-boosts away from his objective.

Wraiths advance towards his objective. I make sure to be within 6" of his seer council so that they will keep falling back.


I'm not sure whether it was my lance or particle whip, but I shake his serpent on its way to contest.

In combat, my Overlord kills another walker, and the warriors and fire dragons fail to kill each other.


Eldar 5

Overview of the top of Turn 5.


Seer council continues fleeing.


Eldrad disembarks. His serpent then climbs on top of the hill to cover his objective.


His serpent makes his DT test, goes flat-out again and tank shocks 2 of my units. He needs 1 more turn in order to be able to contest.


Eldrad tries to Mind War my wraith but fails. His seer council, along with 1 or 2 wave serpents, then leave a parting gift to my Doomed wraiths in the form of a shuriken meal that gives them indigestion and diarrhea.


On the bright side, his shuri-walkers fire at my tomb blades and take down 1. I then make my 3rd consecutive RP test for him. These guys eat their Wheaties!


He finally causes 1W to my Overlord in assault. I only manage to shake his last walker.


Necrons 5

I'm going in for the win as I turbo my tomb blades to contest his objective.

Here we have a little bit of a debate. My eldar opponent was under the impression that I could not move there as I would be underneath his skimmers. I told him that in a multi-level terrain, just like multi-level ruins, you could only occupy 1 level with just 1 model, not both. But because we really didn't discuss this at the beginning, I offered to roll off for it. He was cool with that.

So I rolled and won. My tomb blades are contesting.


I go to gang up on his skimmer, with my C'tan ready to assault in case my shooting fails.


1 lance, a particle whip and a bunch of gauss weaponry and I couldn't wreck it. I only manage to blow off its main gun and then shake it. BTW, here I forget to fire my tremor-tek to put him in difficult terrain.


So it's off to assault. My C'tan just cannot hit such a fast vehicle.


Finally, my Overlord finally manages to blow up his last scatter-walker.


-------------------------------------------------------------------



So currently I have my own objective....


....and am contesting his.


If the game ends now, I win.


We to see if the game continues....


-------------------------------------------------------------------


....and it does.


Eldar 6

His serpent moves flat-out to contest my objective.

Here we have another controversial play. He tankshocks my lance unit. I opt to Death & Glory and succeed in penning his serpent. He then proceeds to roll for his flat-out cover save. I told him that this wasn't actually a shooting attack, that D&G was a special attack and thus, no cover. So we decide to ask a 3rd party. That 3rd party person also thought that he should get cover, so I give it to him. He then passes and I lose my lance-tek.

Afterwards when I got back home, I checked the BRB FAQ's. It turns out that I was correct - that you don't get cover from a D&G "attack". Oh well, it was just a casual game so it really didn't matter too much. I will let him know next time I see him.


His jetbikes continue to fall back because last turn, I made sure to keep my tomb blades within 6" of them. However, now they are blocking the path of my Overlord to his objective (they're actually on the hill but we left them on the bottom because they won't stay on).


Shuri-walkers advance. Their guns are just barely out of range of my tomblades. Woooo <* breathes a sigh of relief *>.

Eldrad moves towards my tomb blades. He is dangerously close. He then tries to Mind War them but fails.

Now for assault. If Eldrad makes the assault, he could well pull me out of contesting range. We measure his assault and it turns out that he is out by a fraction of an inch. Woooohoooo <* breathes another sigh of relief *>.


Necrons 6

I move my tomb blades out of Eldrad's possible assault range.


My Overlord moves up the hill.


I get ready for a last hurrah against his contesting serpent. It's going to be tough to get rid of his serpent and the avengers inside. I've lost my lance-tek and my C'tan is out of assault range.

I fail to do anything to his serpent after cover saves.


So I have no choice but to assault in order to contest the objective (they did not fire). So my objective is contested.


As is my opponent's objective.


We roll to see if the game will go to a Turn 7 but it doesn't.




Draw!!!


-------------------------------------------------------------------


POST-GAME ANALYSIS:

Necrons:
For my post-game analysis, I'm just going to focus on my necrons and the overall games.

I'll start off first with my opponents. For both of them, this was their first games against the new necrons. Because of that, I think this gave me an advantage. Both were playing too cautiously, especially my eldar opponent. Both were not sure of the right target priorities. While shooting down my CCB was the right move, they should have tried to take out my wraiths as well. My Imperial Fists opponent did attempt to do so by dedicating a substantial portion of his army. Alas, it just wasn't enough. My eldar opponent, however, didn't until I forced his hand and backed him into a corner. If he had redeployed his 2 war walkers closer to my wraiths with Eldrad's ability and focused on them, I don't think I would have been able to win or even draw that game. But this is typically what happens when you play against a new army that you just aren't familiar with. These types of things happen and you just learn from them. No biggie.

Reserving one's army without a way to bring it in quickly is never a good idea IMO, no matter what army you go up against. The battle against the Space Marines just shows what can happen if your army comes in piecemeal. Now I don't hold it against my opponent for reserving his army due to our miscommunication (as I think he would have played it the "right way" had he known), but you are just taking a big risk when you fight your opponent's entire army with just a portion of yours. If my army had more fast units or even a modicum of shooting (in order word, if I brought a better army), I think the results would have been even more disparaging. Only a very few armies can accomplish this (i.e. daemons, some drop pod armies) successfully. Unfortunately, MSU shooty armies are not one of them. But he was a good sport and chose to have a more challenging game for himself. And this is not really a knock on my opponent, but my opinion on reserve armies in general.

As for my army and gameplay, it was subpar. My list just lacks overall mobility of troops and more importantly, shooting. Whereas in my wraithwing or MTO necrons, I compensate for the lack of shooting with speed from a lot of dangerous units, I just don't have that here. My shooting was poor, my mobility so-so and my assault really isn't that scary (only to MSU-type armies). I couldn't even take on the seer council without a little bit of luck (his farseer failing 2 invulns from my rending insta-killing wound). But this is an experimental list. You won't see me take this list when I'm taking my TAC (Take-All-Comer's) army.

I also made my share of mistakes in these games. I thought that my tremorstaves were only 24" in range when they were actually 36". I forgot about Reanimation Protocols for my tomb blades in the 1st game of this report (and all the games preceding that actually). I didn't protect my monolith against drop pod melta (didn't even know he had a drop pod melta in his army). I left my scarabs out in the open to get shot down by the war walkers without cover. I misplayed my monolith and should have considered deepstriking it, especially in the game against mechdar (though I was concerned about his fire dragons). I was just lucky that my opponents' unfamiliarity with my army (and also the mistakes they made) helped to overcome all the mistakes I made.

Now, let's get to the units:

Overlord on Command Barge: A. A very dangerous unit that my opponents just couldn't ignore. Killed an ironclad, 1 unit of attack bikes and 2 units of 3 war walkers. This unit consistently performs and performs well.

Orikan: D. Not enough info. I usually give this grade to a unit that doesn't really do anything. His abilities were never really tested. I may give him another try in the future, though I'm most likely not going to use him for the long haul.

Lance Cryptek: B-. Decent shooting. Could have used more of them. Immobilized 1 land speeder and wrecked the star engine wave serpent.

Tremorstave Cryptek: D. The only thing they did was contribute to the immobilization of 1 predator, though in all fairness, I played them wrong. I will definitely give them another try.

C'tan: C-. Was just too slow to go anywhere. Both of my opponents ignored him and were not really bothered by his Writhing Worldscape. Killed the drop pod. I will definitely give him another try as I want to give the tremorcrons another go.

Triarch Stalker: D. Not enough info. His shooting didn't do much, though that is partially because my opponent was making his cover saves against it. I see this unit with a lot of potential in the right list. This just wasn't it. Will definitely give him a try again in the future.

Warriors: C. Ignored like usual. It was funny to actually see them win combat (against the fire dragons).

Scarabs: B. Another huge threat to my opponents. My mechdar opponent knew to take them out quickly. Scarabs took out 1 transport before we called it. These guys do well consistently and I like the fact that they are a huge psychological threat to my mech opponents.

Wraiths: A. Another all-star performance by them. Took out a razorback, 1 land speeder, 2-3 combat squads, the librarian, a farseer and a seer council and withstood a ton of firepower in the process. More importantly, they really affected my opponent's play, forcing my eldar opponent to play a defensive game. They have shined in almost every game I've played.

Tomb Blades: B. They only killed 1 speeder the whole game, but they redeemed themselves in game #2 without firing a single shot. Lol. Another threat, though more psychological than physical, and my primary means of contesting in objectives-based games. Surviving to be able to contest in game #2 makes them worthwhile IMO, though I'd be hard pressed to fit them into my TAC list over my wraiths and scarabs.

Monolith: C. I felt that I could have better utilized the monolith in these games, but then again, this is my very first 2 games with it ever. I didn't really get to gauge how well it actually did, at least not to my satisfaction. I will be using this lugging behemoth in the future.


-------------------------------------------------------------------


MVP's: Wraiths, Overlord. In game #1, I give it to my wraiths for getting the most KP's and actually surviving.

In game #2, it's a lot closer. Wraiths wiped out his seer council and forced my opponent to play a different game. Tomb blades survived to contest the enemy objective. But at last, I gave it to my Overlord on command barge for stopping my opponent's main offense, his 2 scatter walker units. If those 2 units had been allowed to survive and fire, both my wraiths and tomb blades probably wouldn't have survived to do what they did.



This message was edited 8 times. Last update was at 2012/02/22 19:43:55



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Made in us
Fixture of Dakka






San Jose, CA

Remind me, next time I see your Eldar opponent, to remind HIM that War Walkers can outflank. That would have forced some rather dramatic changes on your deployment, I think - you couldn't afford to have them walk on into assault on top of your objective.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Liche Priest Hierophant






Don't the rules state that objectives have to be at least 12" away from the table edges?

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Fixture of Dakka





San Jose, CA

whigwam wrote:
jy2 wrote:
However, and this is some debate with regards to this, but I think you can convert the immobilization into 1W for your Overlord due to Symbiotic Repair. Just go through this rule with your opponent first before the game to avoid in-game arguments.

Agree with this interpretation (and the recommendation to bring it up before a game). This is not an rare occurrence either. It comes up for me all the time---maybe half the games where I use a CCB, if not more. Really wish the FAQ had spelled this one out more clearly! It's important!

Yeah, I'm surprised they didn't clarify this in the FAQ.


Janthkin wrote:Remind me, next time I see your Eldar opponent, to remind HIM that War Walkers can outflank. That would have forced some rather dramatic changes on your deployment, I think - you couldn't afford to have them walk on into assault on top of your objective.

Oh he knows. He opted not to outflank and you will see why later on.

But if he did, I probably would've left my scarabs behind to "guard" my base.


Anvildude wrote:Don't the rules state that objectives have to be at least 12" away from the table edges?

That's only in Seize Ground missions, not Capture and Control.

This message was edited 3 times. Last update was at 2012/02/21 18:28:55



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Repentia Mistress





jy2 wrote:Mission: Capture and Control

Deployment: Spearhead

Initiative: Eldar

Is it just me or are about 85% of your battle reports Capture and Control?
   
Made in us
The Hive Mind





jy2 wrote:
Eldar 2

Necrons 2

Eldar 3

Necrons 3

Eldar 4

Necrons 4

Eldar 5

Necrons 5

(cleared some whitespace to save space) You tease.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
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Fixture of Dakka





San Jose, CA



Battle report updated.


Amerikon wrote:Is it just me or are about 85% of your battle reports Capture and Control?

It's the dice. Annoying, isn't it?


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Tail-spinning Tomb Blade Pilot




New York, USA

well, I hope you won, now that its clear as to WHY he put his objective on a hill, he thought that if his skimmer was on it then there wouldnt be enough room for you within its capture radius! HOW CHEAP! Did the tomb blades even fire this game or were they purly for capturing?(which they did VERY WELL)

"Surrender and Die."

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6-1-3 
   
Made in us
Liche Priest Hierophant






I still feel both objectives were too far back 'by the rules'. Though it was 12" away from table edges.

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Made in us
Fixture of Dakka






San Jose, CA

Anvildude wrote:I still feel both objectives were too far back 'by the rules'. Though it was 12" away from table edges.
You feel incorrectly. Please see p. 91, and compare the Victory Conditions of "Capture and Control" (the mission being played here) with those of "Seize Ground" (which has the 12" from the board edge requirement you're thinking of).

A 12" requirement would make a Pitched Battle Capture & Control mission impossible, as no part of your deployment zone is 12" away from the board edge.

This message was edited 1 time. Last update was at 2012/02/22 05:35:33


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Trustworthy Shas'vre





Philadelphia

Is it me or did your tomb blades do nothing but turbo boost around the place all game? I'm not contesting their usefulness in that regard; but a little overpriced for that duty, no?

I'd ask you what your unit-by-unit performance opinion was; but I'm guessing you'll want to see them in action again before judging them.

Looking forward to whether there's a turn 6.....

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Made in us
Fixture of Dakka





San Jose, CA



Battle report completed.




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Made in us
Perfected Haemonculi Living Sculpture






Ha ha, great game! Very flavorful, this is why it is nice to take breaks from competitive lists and just try new things. Not only do I feel it makes you a more rounded player but it is also usually less predictable and funny! Thanks for sharing, liking those Tblades you made btw!

   
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Frightening Flamer of Tzeentch





Well played - the mobility of the Tomb Blades paid off. I think they complimented your army well this game.

Do not fear 
   
Made in gb
Sybarite Swinging an Agonizer





Kazakhstan

I think your main (albeit minor) 'mistake' was not deepstriking the monolith. It would have given your troops some extra ground. Aside form that a* level play, i think its just the list that let you down. Termor crons clearly dont work against meched up armies ( which is a good 90% of all armies), especially if they have dozer blades etc. The army only really works if your facing a foot-list. I also dont like tomb blades (my personal op.), it just id rather have an extra unit of wraiths and an A. B. Although i like your msu theme but have you considered a ghost ark? It might give your troops some extra speed for taking objectives. Anyway let me know who you get on.
   
Made in us
Been Around the Block





As I was one of the people in the 3rd party. I must confess I didnt say anything. Mainly cause I am fairly new and secondly because I was a bit confused by the question. I apologize that I should have come over and asked questions of the circumstances.
Then I probably would have voted for no cover save because "Death and Glory" I thought was a melee attack. Anyhow, very well played to both of you.

I played that eldar army the previous week and to say the least my sisters really struggled with their mobility.

When I see those tomb blades I think of futuristic robots in hover wheelchairs.

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Called it. Awesome.

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Wow, amazing battle report; but wow, Jy2, you just nerfed yourself in the face. The range on the tremorstaves, the dangerous terrain being a 1 or a 2 with the WW c'tan there, the RP on the tomb blades (though they made up for it in the end)... With all those risky moves by the Wave serpents I would have expected to see a couple more immobilized results.

Also, it's a shame that your monolith and c'tan didn't come in more handy in the actual battle - A monolith is a beast in capture and control, but it needs to be closer to either your objective or theirs to really be useful.

Regardless, awesome batrep as usual; will you be using the tremorcrons again, or are you moving on to other builds?

Soon to add

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Actually, based on the rulebook and YMDC, I think that the Flat-out would allow a cover save against the DoG, Jy2. It is a shooting attack, after all, it only differs in that it auto hits. Cover saves aren't taken against hits, but against pens and glances.

But again, that's a discussion for YMDC.

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Fxeni wrote:Actually, based on the rulebook and YMDC, I think that the Flat-out would allow a cover save against the DoG, Jy2. It is a shooting attack, after all, it only differs in that it auto hits. Cover saves aren't taken against hits, but against pens and glances.

But again, that's a discussion for YMDC.
40k Rulebook FAQ wrote:Q: Does a skimmer that is moving flat out whilst
performing a tank shock get the 4+ obscured save
against the Death or Glory! Attack? (p71)
A: No.

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Janthkin wrote:
Fxeni wrote:Actually, based on the rulebook and YMDC, I think that the Flat-out would allow a cover save against the DoG, Jy2. It is a shooting attack, after all, it only differs in that it auto hits. Cover saves aren't taken against hits, but against pens and glances.

But again, that's a discussion for YMDC.
40k Rulebook FAQ wrote:Q: Does a skimmer that is moving flat out whilst
performing a tank shock get the 4+ obscured save
against the Death or Glory! Attack? (p71)
A: No.


I stand corrected! Ignore me.

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Nice game against the eldar. I thought he would've had you for sure. Also, that's why you never take shuriken cannon walkers!


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Post-game Analysis up.


Red Corsair wrote:Ha ha, great game! Very flavorful, this is why it is nice to take breaks from competitive lists and just try new things. Not only do I feel it makes you a more rounded player but it is also usually less predictable and funny! Thanks for sharing, liking those Tblades you made btw!

Yeah, I definitely agree. It's fun once in a while to take a break from all that competitive play and just try out something new. But that's 4 games in a row now with my footcrons. You can bet my competitive itch is coming back.


-666- wrote:Well played - the mobility of the Tomb Blades paid off. I think they complimented your army well this game.

Thanks. This is exactly the role I had envisioned for my tomb blades. In an objective-based game, I wanted them to survive to be able to contest more than I needed their offense.


iddy00711 wrote:I think your main (albeit minor) 'mistake' was not deepstriking the monolith. It would have given your troops some extra ground. Aside form that a* level play, i think its just the list that let you down. Termor crons clearly dont work against meched up armies ( which is a good 90% of all armies), especially if they have dozer blades etc. The army only really works if your facing a foot-list. I also dont like tomb blades (my personal op.), it just id rather have an extra unit of wraiths and an A. B. Although i like your msu theme but have you considered a ghost ark? It might give your troops some extra speed for taking objectives. Anyway let me know who you get on.

Yeah, I may give that a try in the future. I'm finding them just too slow for my liking. I think it would be better to deepstrike it near an objective.

Tremorcrons do indeed work better against foot lists. It is more of a defensive build meant to slow and hamper enemy movement. Now if your dice is hot, it could very well screw with mech lists, but that just isn't the average performance you will get from a tremorcron build, just as you shouldn't be expecting to blow up tanks left and right with Immotehk's Lightning Storm. That is a reason why I probably won't use them for my TAC army - I prefer the consistency of some of the other units in the codex.

Tomb blades are cool, but they won't beat out my wraiths and scarabs for a place on my TAC army.

I haven't tried the ghost ark, though I have played against it. My list tend to emphasize speed and offense rather than the support units, so I find it kind of tough to fit it into my TAC list. I may use it in my casual games, but I would need to get one first.



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Great reports for the both of them, I think the Tremorstave list does have some shortcomings when the list is strictly trying to exploit the movement mechanics. That said, I do like the Tremors in some situations and I think they provide a nice broad threat profile to the opponent.

For example, I would keep a few around to take shots at Land Raiders, Storm Ravens and other expensive assault vehicles. These vehicles are (based on their cargo) usually rendered ineffective when immobilized. To achieve an immobilize result on an AV 14 platform with a lascannon (for the sake of comparison) assuming both the staff and lascannon hit....

2.7% immobilized or better on a glance
8.3% immobilized or better on a pen

So 11% of the time you stop the vehicle or better. That dangerous terrain test though immobilizes it 16% of the time. I realize this is not 'reliable' and successive results do not help, but with a C'Tan it is 30% (I think Writhing Worldscape fails on a 1 and 2 right if not I will edit)

Even so, it reminds me of using a Callidus Assassin to force big vehicles to take dangerous terrain tests from the get go and the way that can completely derail an opponents plans....

This message was edited 1 time. Last update was at 2012/02/22 20:15:01


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Exalted Pariah wrote:well, I hope you won, now that its clear as to WHY he put his objective on a hill, he thought that if his skimmer was on it then there wouldnt be enough room for you within its capture radius! HOW CHEAP! Did the tomb blades even fire this game or were they purly for capturing?(which they did VERY WELL)

I wouldn't be so hard on him. My objective placement is arguably even worse. Imagine if I squeezed my warriors into the very corner and then park my monolith in front of the objective to screen it out. That is just as bad.

The thing is, if I lost to him because he had 2 skimmers there, the fault is mine and not his. That means I just didn't bring enough AT to deal with his vehicles.

My tomb blades didn't fire at all. I was too worried about his walkers taking them out so I turbo-boosted every turn. That turned out to be a good strategy.


The Shrike wrote:Is it me or did your tomb blades do nothing but turbo boost around the place all game? I'm not contesting their usefulness in that regard; but a little overpriced for that duty, no?

I'd ask you what your unit-by-unit performance opinion was; but I'm guessing you'll want to see them in action again before judging them.

Looking forward to whether there's a turn 6.....

You are correct. I really didn't have a target for them. I would've fired at his seer council but he kept them back and out of my 36" range (12" move and shoot). Firing at his walkers wasn't really efficient. It would've been a trade-off that I would most likely have lost, and I needed them alive to contest at the end. Thus, I did the only thing I could, which was to give my opponent a highly resilient target to take the heat off of some of my other units. So even though my tomb blades didn't contribute offensively, they did contribute defensively by drawing fire and contesting his objective. They are a little pricey in that regard, but the shadowlooms kept them alive and their particle beamer is what made my opponent focus on them as well as kept his seer council out of reach (of my troops and objective).


whitespirit wrote:As I was one of the people in the 3rd party. I must confess I didnt say anything. Mainly cause I am fairly new and secondly because I was a bit confused by the question. I apologize that I should have come over and asked questions of the circumstances.
Then I probably would have voted for no cover save because "Death and Glory" I thought was a melee attack. Anyhow, very well played to both of you.

I played that eldar army the previous week and to say the least my sisters really struggled with their mobility.

No worries. It was quite an unusual event. If even I wasn't 100% sure of the ruling, I don't really expect a lot of other players to know as well. I think it's better that if you don't know, just say so rather than to venture a possibly incorrect guess. Worst case scenario is that we simply roll off. Though I would've given him this one just because I won the roll for the multi-level terrain to contest his objective. I'd feel bad for winning 2 rolls in a row and would give him 1 questionable call to make it fair.

Not many armies will be able to keep up with his army. You just got to shoot them down. That usually isn't a problem with my other armies. It's just that my necrons are not typical shooty armies.

When I see those tomb blades I think of futuristic robots in hover wheelchairs.

Lol. What a nice wheelchair it is!



@rigeld2:

Good guess!


junk wrote:Wow, amazing battle report; but wow, Jy2, you just nerfed yourself in the face. The range on the tremorstaves, the dangerous terrain being a 1 or a 2 with the WW c'tan there, the RP on the tomb blades (though they made up for it in the end)... With all those risky moves by the Wave serpents I would have expected to see a couple more immobilized results.

Also, it's a shame that your monolith and c'tan didn't come in more handy in the actual battle - A monolith is a beast in capture and control, but it needs to be closer to either your objective or theirs to really be useful.

Regardless, awesome batrep as usual; will you be using the tremorcrons again, or are you moving on to other builds?

Yeah, I made quite a few boo boos. If only I had played my monolith correctly and used it to defend my objective, I probably could've won.

Here's one thing that I'm somewhat confused about. This may belong in YMDC but then again, it may just be a simple answer.

Writhing Worldscape says you roll for Dangerous Terrain on a 1-2 only if it was already a dangerous terrain. Well, none of the terrain (with the exception of the wrecked serpent that the seer council moved over) was already dangerous to start off with. They are all only difficult made dangerous by the C'tan. Thus, the DT test is only failed on a 1. At least that is my interpretation. Am I way off base?

I will probably give the tremorcrons another go, but next time, I will probably build a more optimized list for them.


Dok wrote:Nice game against the eldar. I thought he would've had you for sure. Also, that's why you never take shuriken cannon walkers!

Thanks. They (shuri-walkers) weren't that bad. I imagine you would only take them if you didn't have enough points for the scatter lasers on those walkers?





Automatically Appended Next Post:
calypso2ts wrote:Great reports for the both of them, I think the Tremorstave list does have some shortcomings when the list is strictly trying to exploit the movement mechanics. That said, I do like the Tremors in some situations and I think they provide a nice broad threat profile to the opponent.

For example, I would keep a few around to take shots at Land Raiders, Storm Ravens and other expensive assault vehicles. These vehicles are (based on their cargo) usually rendered ineffective when immobilized. To achieve an immobilize result on an AV 14 platform with a lascannon (for the sake of comparison) assuming both the staff and lascannon hit....

2.7% immobilized or better on a glance
8.3% immobilized or better on a pen

So 11% of the time you stop the vehicle or better. That dangerous terrain test though immobilizes it 16% of the time. I realize this is not 'reliable' and successive results do not help, but with a C'Tan it is 30% (I think Writhing Worldscape fails on a 1 and 2 right if not I will edit)

Even so, it reminds me of using a Callidus Assassin to force big vehicles to take dangerous terrain tests from the get go and the way that can completely derail an opponents plans....

Not exactly true. You still have to hit the unit first so there's a chance that it may scatter off. Then next turn, it has to test for dangerous terrain and fail on a 1. It would only fail on a 1-2 if it was already on or actually moves over dangerous terrain (at least that's how I interpret it). So realistically, the chances of you immobilizing a vehicle is actually less than 16%.

Also, if you fire at a raven with a lascannon, the chances for you to immobilize it is much higher than 11% due to AV12 (not counting cover).

Also, you can fire multiple lascannons (i.e. 1 unit of devastators or heavy destroyers, who can't split fire anyways) at a tank to increase your chances of disabling it. With the tremor-stave, you only fire once. Granted, the tremor-tek is only 30pts whereas a unit of 3 heavy destroyers is 180, but those HD's wouldn't be able to split fire anyways.

I think tremor-teks actually work better against foot armies, especially assault ones. Move, run and assault....that's 3 dangerous terrain tests you have to make, not to mention most foot-based armies will be in terrain of some sort.

The callidus giving you rear shot of the vehicle was probably better than making it go through terrain...unless of course the vehicle was a LR.

This message was edited 4 times. Last update was at 2012/02/23 03:54:31



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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.

   
 
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