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Made in us
Pulsating Possessed Chaos Marine




Denver, CO

The Necrons
HQ
Necron Lord w/ phase shifter, destroyer body, nightmare shroud, warscythe
Necron Lord w/ resurrection orb, veil of darkness

Elite
10 Immortals

Troops
10 Necron Warriors
10 Necron Warriors

Fast Attack
3 Wraiths
10 Scarabs w/ gauss disruptors
4 Destroyers

Heavy Support
2 Heavy Destroyers
2 Tomb Spyders
1 Monolith

The Guard
HQ
1 Company Command Squad, vox

Troops
1 Platoon Command Squad, vox
1 Infantry Squad w/ flamer, vox
1 Infantry Squad w/ flamer, vox
1 Infantry Squad w/ flamer, vox
heavy weapons team, 3 auto-cannons

1 Platoon Command Squad, vox
1 Infantry Squad w/ flamer, vox
1 Infantry Squad w/ flamer, vox
1 Infantry Squad w/ flamer, vox
heavy weapons team, 3 auto-cannons

Veterans, 2 flamers, 1 heavy flamer

Veterans, 2 flamers, 1 heavy flamer

Fast Attack
Vendetta
Vendetta
3 Armored Sentinnel's w/ plasma cannons

Heavy Support
Leman Russ Battle Tank w/ hull lascannon, sponson heavy bolters, heavy stubber
Leman Russ Battle Tank w/ hull heavy flamer
Leman Russ Battle Tank w/ hull heavy flamer

Mission: Seize Ground
Deployment: Pitched Battle

Imperial Guard win the roll off and decide to go first.

The horde o' guardsmen deploy with the tanks and sentinnel's sitting on the back line. Vendetta's on the side's with the veterans in them. The necrons deploy line a-breast as well, daring the guard to stop their advance. The monolith set's up opposite his objective, the necron objective is off in a corner protected by a squad of warriors and the veil lord.

IG Deploy

The ig objective is behind the tree's near the rightmost leman russ.

Necrons Deploy

The necron is hidden at the top of the picture somewhat near the heavy destroyers.


Pre-game: The vendetta's zoom forward flat out to get in front of the necron lines, and the necrons fail to seize the initiative.

Imperial Guard Turn #1
On leman russ, 2 troop squads and a pcs break off and start to head around the large building towards the necron objective. The veterans on the right flame the scarabs, killing 4 bases of scarabs, leaving themselves outside of assault range. The other squad flamers the immortals. 3 leman russ's and auto-cannon teams later I've down 2 warriors from the objective camping squad, 3 warriors from the other squad, and 4 immortals fall over (the plasma sentinnels were out of range). The veterans assault the immortals tying them up. The vendetta's unload on the monolith scoring 2 glances, stunning and shaking the lith.

Imperial Guard Turn #1

Now that's what I call a ballsy imperial guard player (I might have been thinking something besides ballsy but we will stick with that, it's nicer!)

Thoughts: Okay I wasn't expecting that at all. I make my we'll be back rolls and decide it's worth it to get re-rolls on the warriors, instead of pulling the immortals out, I don't want to do any veiling either too many templates on the other side of the table. The spyders and immortals should kill the one vet squad. I'll use the destroyers and warrior fire to kill the other vet squad. Charge my lord at the vendetta that only moved 6, and charge the scarab's and wraiths at the vendetta that moved 12.

Necrons Turn #1
All 3 warriors from the objective squad get up, none of the other warriors do, so I suck them through the monolith and get back 2. 2 out of 4 of the downed immortals get up. The tomb spyders move up and assault the veterans tying down the immortals breaking them and running them down. The objective warriors shoot at the gaurdsmen killing 1. The destroyers move up and kill off the veteran squad (hitting with 11 and wounding with 11 shots). The lord assaults one of the vendettas destroying it and the wraiths and the scarabs assault the other vendetta, immobilizing it. The heavy destroyers plink off of a leman russ's armor.

Necron Turn #1

So 3 wraiths and 6 scarab bases later and we get an immobilized vendetta that can't shoot, well, at least it's there for the guard cc phase!

Necron Turn #1.1

The destroyers in about their only impressive dice roll wipe out an entire veteran squad with shooting. 12 shots, 11 wounds. This was to be balanced by them failing to kill a single auto-cannon for two turns.

Necron Turn #1.2

2 tomb spyders and the 7 immortals that are still standing after killing off the veteran squad that assaulted them on turn #1.

Imperial Guard Turn #2
The advance towards the necron objective continues. One of the russ's targets the destroyers but deviates off only knocking down one. One russ shoots into the objective warriors, knocking down 2. Both auto-cannon teams and one of the leman russ's unload on the destroyer lord, downing him. The plasma sentinnel's shoot the advancing warriors, knocking down one. The wraiths finish off the immobilized vendetta.

Imperial Guard #2

Well down goes the lord, but on the plus side, I've taken out both vendettas. Never got a chance to use the nightmare shroud, I was all excited about it.

Thoughts: Okay no nightmare shroud fun for me. I need to silence those auto-cannons though. Wraiths with combi-assault an auto-cannon heavy weapon team, the insta-kills will give a nice boost to combat res. I'll have to keep plinking at the guard advancing towards my objective and the heavy destroyers need to work on the russ advancing on my position. Scarab's will assault the right side russ, and I'll try to shoot down the other auto-cannon squad with the destroyers.

Necrons Turn #2
1 Immortal, the destroyer and both warriors from the objective squad get up, the lord and the other warrior stay down. Immortals roll double 1's for difficult terrain and then shoot up an infantry squad killing 3. The objective warriors shoot at the other guard some more, killing another 2. The heavy destroyers try to land in the ruins of the building, and one fails difficult terrain. The lone heavy destroyer manages to stun the leman russ advancing on my objective. The scarabs move up and assault the rightmost leman russ shaking it. The wraiths move up and combi-assault an auto-cannon team, a pcs, and an infantry squad, they kill 2 heavy weapon teams and 4 guardsmen, breaking all 3 units, running down the infantry squad, the last auto-cannon, and sergeant run off the table. The other squad of warriors, moves and then run's closer to the enemy objective.

Necron Turn #2

The big empy area held an auto-cannon team (the ones that couldn't hit the broad side of a barn), a pcs, and an infantry squad. You can see the pcs commander running through the other infantry squad. After this they were feeling pretty pumped up, ready to tackle anything. . .

Necron #2.1

The scarabs assault the leman russ, getting 1 glance for a shaken result, good enough for me!

Imperial Guard Turn #3
The guard continue to advance towards my objective. The scarabs get flamed and shot again and are reduced to 4 bases. One of the wraiths goes down to shooting. 2 warriors are knocked down by the plasma sentinnels. The auto-cannon squad guns down the heavy destroyer, killing the unit. (this was the 3rd turn in a row that very same auto-cannon team, rolled 5 out of 6 hits, and 4 out of 5 wounds, they were defintely motivated, more so than the other auto-cannon squad that died, who rolled subpar for 2 turns before dying ).

Thoughts: Those wraiths did good, lets dump them into 20 guardsmen and a leman russ and see how they do. Keep advancing with the warriors towards his objective, and hold mine, still don't know what to do about his leman russ that's coming towards my objective. Need to get the tomb spyders up to threaten the other auto-cannon and the sentinnels.

Necrons Turn #3
The objective warrior's both get back up, none of the advancing warriors get back up, and the wraith gets back up. The wraiths combi assault the stationary russ in the center, and 2 infantry squads, fail to do anything to the russ, and he makes most of his saves losing one guardsmen, in return they knock down one wraith. The remaining scarabs tie up the guard squad that fried them. The immortals roll a 1,2 for difficult terrain so they shuffle up and shoot into a guard squad, killing 4, and causing the unit to flee. The objective warrior squad moves up and shoots into the guard reducing it to 4 model's.

Pre-Wraith Assault

Hoping to repeat the wraiths set up another combi charge to include a leman russ and 2 infantry squads.

Post-Wraith Assault

Well that plan was a bust. I couldn’t roll above a 3 to pen the leman russ, and he made 5 out of 6 5+ saves, it’s gonna hurt for the poor wraiths next round.

Imperial Guard Turn #4
The leman russ lumbering towards my objective, shoots, scatters way back and kills two of his own guardsmen. His 2 man infantry squad flames the warriors and assaults for a lack of anything better to do (at least thats what he said) and the lord cuts them down. The other russ and plasma sentinnel's shoot the warriors knocking down 2. The last russ fires into the destroyers wounding 3, I make 2 cover saves. Then the auto-cannon squad of doom opens up on the destoyers and knocks down 2 more of them. The guardsmen lose about 4 more guys to the wraiths but pull them down in combat. The scarabs continue to attrit the other guard squad down.

Imperial Guard Turn #4

You would think that little gap wouldn't be much to shoot through, but the auto-cannon heavy weapon team had an impressive showing here.

Imperial Guard Turn #4.1

Sooo, do you remember those impervious, awesome wraiths, well. They took more guardsmen with them this round but it wasn't enough to save them.

Thoughts: Okay he has two troop squads left near his objective, I'll shoot and assault one with the destroyers, and then assault the other with the warriors. That will eliminate all of his troops near either objective. I'm going to have to separate the lord and use rapid fire and the lord to hopefully slow down the leman russ.

Necrons Turn #4
My one objective warrior gets back up, and one of the other two necron warriors gets back up, only one of the destroyers makes it back up so I suck them through the lith and get another one back. The objective warriors stun the leman russ advancing on my objective and then for good measure the veil lord separate's from the unit runs up to the leman russ and stuns it again. One of the tomb spyder's finally manages to make it to the enemy lines and combi-assaults his command squad and the hated auto-cannon heavy weapon team. The auto-cannon team is wiped out to the man and the tomb spyder runs down the company commander. The destroyers shoot then assault one of the infantry squads that killed my wraith's, knocking it down to 2 men, the warriors assault the other squad that killed the wraiths and finish them off. The scarab's finish off the other infantry squad.

Scarabs assault

Screw that whole flamer non-sense, it's better to slowly whittle them away in hth than get hit by that again!

Tomb Spyder assault

After chewing up those auto-cannons (not before they did a massive amount of damage) and the ccs, those sentinnel's look might tasty. But then again so does that leman russ, and it can't fight back!

Necrons Turn #4

The tree in the bottom of the picture was my objective. Conga line for the win! As I look at that picture I feel like the Necron Lord is saying "None shall pass" and waving his staff at the leman russ.



We had to call the game on account of time (ie store closing) which means the necrons win it 1 to 0. Some theory hammer, on his next turn he could have tried to keep the warriors from making it to his objective by assaulting with the sentinnel's, but it didn't really matter because he only had one one man pcs squad left as a troop choice and it was nowhere near the objective, and there was nothing near mine, unless the leman russ was able to rumble all the way over.

Initially I really thought he screwed the pooch by boosting the vendetta's up into my face. I'm still not sure it was a great idea but he was able to pin/distract me in on my table side for a turn by doing it. He also got me to assault the vendetta's instead of boosting my scarabs and wraiths and destroyer lord close to the guard lines to give him another turn of shooting (which meant the lord was sitting out there on his own, but I was willing to trade the lord for the vendetta). I probably would have instead focused both vet squads on the scarabs and left stuff right there in front of my army (I did sort of clump my scarabs up instead of spreading them out). I think the better play would still be to leave the vendetta's back and just shoot me up the first couple of turns wait for the scarabs to boost up and then flame them once they got close. All 3 leman russ's survived the game unscathed because I was so busy trying to kill off guardsmen.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Did any of his russes score a "hit" that game? It looked like they ever took down one or two guys, who came back, which wouldn't be the case if he hit you with battle cannon fire.

I suppose this is what the guard player gets when he basically only brings flamers to a game. He was missing some serious heavy-hitting stuff and any close combat ability whatsoever.

That and his choice for what to do with the vendettas was serious fail. Sure, you may feel slightly distracted, but he threw away his only serious mobility (all of his reaction force) just go glance your monolith. What a catastrophic waste. All it did was temporarily slow down some of your units that still made it to his side of the board by turn 4 anyways.

Perhaps if he had brought some actual guns and played less wastefully it would have been a different story. Usually necron don't win by charging across an open field at a guard army. Good job breaking the mould.

This message was edited 1 time. Last update was at 2010/06/19 05:12:54


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Made in us
Raging Ravener




Rio Grande, New Jersey

awesome well done report. Nice to see that you added your thoughts.

2000pts Hive Fleet Gargant 20% painted





 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Ailaros wrote:Did any of his russes score a "hit" that game? It looked like they ever took down one or two guys, who came back, which wouldn't be the case if he hit you with battle cannon fire.


He had several hits over the corse of the game. What he didn't have is a clump of targets, the most he was ever able to get under a template was 4 destroyers one time. Every other time it was 3 of something.

Ailaros wrote:
I suppose this is what the guard player gets when he basically only brings flamers to a game. He was missing some serious heavy-hitting stuff and any close combat ability whatsoever.

That and his choice for what to do with the vendettas was serious fail. Sure, you may feel slightly distracted, but he threw away his only serious mobility (all of his reaction force) just go glance your monolith. What a catastrophic waste. All it did was temporarily slow down some of your units that still made it to his side of the board by turn 4 anyways.

Perhaps if he had brought some actual guns and played less wastefully it would have been a different story. Usually necron don't win by charging across an open field at a guard army. Good job breaking the mould.



It wasn't quite an open field, I never had a unit that did not get a cover save. It's hard to take down well spaced out necrons with template fire (ie the leman russ's, and the plasma cannon sentinnels). Definitley the risky maneuver of pushing the vendetta's up I think cost him, 3 tl lascannons over the course of 4 turns would have helped to pair down the necrons. I still don't know if that would have been enough.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Warmaster wrote:He had several hits over the corse of the game. What he didn't have is a clump of targets, the most he was ever able to get under a template was 4 destroyers one time. Every other time it was 3 of something.


Ah, that wasn't completely clear from the pictures. 3 hits a piece = nice job with your spacing.

That will teach him to rely on tanks alone for his killing power.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Hellacious Havoc




conneticut

It is good to see that, with luck and good, cool headed tactics, the necrons can still win.


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Made in us
Hardened Veteran Guardsman





Denver CO

Ailaros wrote:
Warmaster wrote:He had several hits over the corse of the game. What he didn't have is a clump of targets, the most he was ever able to get under a template was 4 destroyers one time. Every other time it was 3 of something.


Ah, that wasn't completely clear from the pictures. 3 hits a piece = nice job with your spacing.

That will teach him to rely on tanks alone for his killing power.



Well I also had two auto cannon teams and a sqd of Plasma sentinels, but i was using them on the destroyers and the destroyer lord because they felt like a bigger threat.
   
Made in au
Devestating Grey Knight Dreadknight





sugna the repairible wrote:It is good to see that, with luck and good, cool headed tactics, the necrons can still win.


Tis, I verse a friend who collects necrons and I beat him all to often, but its only because he bunches and ive got all the gear. I dont know why but he put 20 necrons in a single squad, so i jumped them with (heaven forbid) a full power weapon vanguard veteran squad (225 points ) and wiped them out quite easily. Plasma/power weapons really like necrons, and battlecannons get rid of that well be back goodness, but with some good tactics like shown here, and maybe a lith or 2 they can still pull through as any meq army should.
   
 
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