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![[Post New]](/s/i/i.gif) 2011/12/21 05:25:09
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Longtime Dakkanaut
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My opponent had a 2000 point list prepared, and I had an 1850. I gave him the choice and he opted to reduce his force, rather than allow me to augment mine. He chose to remove a lot of his power fists, which is why his list seems to have a deficiency of them.
Game Type: Annihilation
Deployment: DoW
Necron List -
Anrakyr in CCB
Pulse-Tek
Lance-Tek
Destroyer Lord W/Scarabs
10x Tesla Eternals
5x Gauss Immortals
5x Gauss Immortals
2x Night Scythe
10x Scarabs
6x Wraith (3xWhip, 2xCaster)
6x Wraith (3xWhip, 2xCaster)
2x Annihilation Barge
Space Marine List
Pedro Kantor
10 Tac Squads w/Drop Pod, Missile/Flamer
10 Tac Squads w/Drop Pod, Missile/Flamer
10 Sternguard 2 Melta, 3 Combi-melta, drop Pod
5 sterguard 1 melta, 3 combi-melta, drop pod
5 sterguard 1 melta, 3 combi-melta, drop pod
5 Devastators, 4xML, Drop Pod
1 Whirlwind
1 Thunderfire Cannon, Drop Pod
3 Scout Bikes, PF Sgt
3 Scout Bikes, PF Sgt
The table is pretty wide open, 2 small ruins, two 'area terrain' hills, 2 'difficult terrain' hills that do not provide cover. Pretty much 1 feature in each table section.
- Necrons win the roll off, and force SM go first. Necron Decide to 'walk on' turn 1, with no reserves.
Turn 1: SM Chooses to bring in his forces as close to the necron board edge as he can.
4 Drop pods come in, 2 Tac squads, the 10 man sternguard, and a 5 man sternguard; all extremely close to the necron board edge.
Scout Bikes Turbo Boost to the necron board edge as well.
All units run towards the board edge.
The end result of the Space marine Turn 1 is to prevent Necron from being able to 'walk on' except in two small areas.
The thunderfire cannon, whirlwind, and devastators deployed behind cover, on the far right; and 3 drop pods (2 empty, 1 sternguard) are still in reserve
Turn 1 Necron:
Reaction: The SM deployment seriously limited my deployment options, and forced close range fighting denying the benefits of the necron mobility.
While the SM deployment definitely negated the night fighting, it did give the Necron an opportunity for a high risk alpha strike.
Here's how it went down:
The necrons found enough of a gap in the space marine deployment to get the scarabs in, center board, and the wraiths jumped over the first rank to surround them.
The Annihilation barges came in from the right flank to shoot their way up the space marine line.
The eternals found a small gap in the two scout bike squads, walked in, badly clustered near the left flank, and anrakyr flew in over them to sweep attack the scout bikes.
Anrakyr's sweep attack killed all three bikers, 3 hits, 3 wounds.
The Eternals shoot at the second scout bike squad, 11 hits (tesla) 6 wounds, 6 saves.
The wraiths shot at the large sternguard squad, killing 1 with their two PCs.
The Two annihilation barges only managed to kill 1 Sternguard models in the 5 man squad between the two of them.
The Wraiths on the right flank fired their two PCs at that same 5(4) man sternguard squad, no wounds.
The Necron Assault phase saw the most complicated multi assaults in the history of 40k.
The Destroyer Lord Mindshackled the PF Bike Sargeant.
The left flank wraiths engaged the 10 man sternguard, which were also assaulted by scarabs, preventing them from effectively piling in, as well as one of the 10 man tactical squads, that was also pulled thin by the scarabs. The Eternals also joined the fight with the bikers and the sternguard, counting on the Wraith's whip coils to get their attacks in first.
The Right flank wraiths assaulted the small (4) man Sternguard squad, whipcoiling all of them, slaughtering them.
The big fight:
Initiative 4 - 21 Attacks come in on the scarabs, which boils down to 5 wounds. 5 Attacks come at the wraiths, doing no wounds.
Initiative 2&3 - 1 Drop pod is destroyed by scarabs, one is reduced to av 10, scarabs kill 2 sternguard. The eternals kill the last biker sarge, but do no other damage. Wraiths kill 1 sternguard, 3 tac marines.
Initiate 1- Remaining Sternguard do no damage.
Marines all choose to fail morale. Tac marines flee, Sternguard remain stuck, The last bike gets away. Nothing makes it far enough away to regroup though.
The Eternals are free to consolidate, as is the destroyer lord. So 6 wraiths and the 9 remaining scarabs are stuck in.
Brutal round 1... just brutal
Space Marine Turn 2 -
*Solar Pulse*
No reserves come in.
Whirlwind moves for better vantage point, Fails nightfighting, devastators shuffle in cover, full 10 Tactical squad joins the assault with the scarabs.
28 attacks on the scarabs - 6 wounds, so 2 more dead bases. Scarab kill 1 sternguard, wraiths kill 2. Wraiths suffer 2 wounds from No Retreat.
Lots of Piling in goes on.
Necron Turn 2 -
The Scythes move into destructor range of his thunderfire cannon and dump their immortals, positioned in such a way to prevent retreating space marines from regrouping.
The Barges turn their attention to the Whirlwind. Anrakyr's ccb moves towards center board.
The Right flank wraiths move as far as they can, hopefully allowing them to join the big melee.
The Lance-tek kills the Techmarine and a tesla destructor takes out the thunderfire cannon.
Tesla Destructors from the barges manage to stun the whirlwind but do no damage to devastators.
Tesla Eternals kill 2 Tac marines.
Assault:
Right flank wraiths manage to join the grand melee.
Destroyer lord assaults a drop pod for kicks. We decide to resolve that fight first, and the Resulting explosion kills a scarab and a space marine.
The grand melee:
Currently involved:
6 Wraiths, assaulting.
6 Healthy Scarab bases.
6 Wraiths, previously engaged.
3 Sternguard
9 Tac marines.
Initiative 4: 10 SM attacks end up dealing 3 wounds to scarabs, removing a base.
Initiative 2: Wraiths, and scarabs manage to finish off all but 4 Tac marines.
Initiative 1: Remaining Tac marines are innefective, They chose to fail morale, and run, but again, can't get far enough away.
Space Marine Turn 3:
5 Man sternguard in drop pod come in right in front of Disembarked gauss Immortals.
1 Empty drop pod scatters off the table and is destroyed.
Again Space marines cannot regroup.
orbital bombardment and missile fire kill a 5 man squad of gauss immortals and blow up their night scythe, though the resulting explosion manages to kill the last fleeing biker. The Lance-tek survives, along with 1 immortal, but is pinned. None get back up.
The newly arrived Sternguard decide to shoot at the remaining night scythe, blowing it up, the resulting explosion takes out one of his own sternguard, but fails to injure any immortals.
Shooting from the marines who are falling back take out 2 immortals, neither get back up.
Necron Turn 3 -
Tesla Destructor Fire takes out the whirlwind; one Devastator bites it.
Shooting takes out all but 1 sternguard.
Combined assaults pretty much wipe out all the remaining marines except the Devastators + Pedro, and that 1 sternguard.
Scarabs and wraiths take out back field drop pods.
Game over, pretty much but we decide to play it out.
Space marine turn 4 -
Sternguard kills an immortal in the 2 man squad.
Devastators ID a wraith.
Necron 4 -
Only the devastators and Pedro remain, of them, only 3 devastators are standing.
Space Marine 5-
Devastators manage to ID 2 more wraiths as the wraiths move in for the kill.
Necron 5-
Pedro Kantor attacks himself and misses, and is murdered by warscythes. SM tabled.
Quick Post Game - The Space marine player's opening deployment set the pace for the game, making a fist fight, which worked out hugely in favor of necrons despite their I2. I was underwhelmed with the performance of the tesla destructors; and the barges didn't draw enough fire, my opponent pretty much ignored them all game. The night scythes went RIGHT down, but not until after they'd deposited their cargo.
The space marine player lamented the removal of his own Power fists. After the giant melee swung in favor of the necrons, there was really no coming back.
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This message was edited 1 time. Last update was at 2011/12/21 05:33:06
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![[Post New]](/s/i/i.gif) 2011/12/21 05:45:46
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Haemonculi Flesh Apprentice
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Wow, sounds like it was an intense game. Would love to hear more in depth analysis on the NS. It is a strange transport.
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![[Post New]](/s/i/i.gif) 2011/12/21 05:51:43
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Nihilistic Necron Lord
The best State-Texas
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Cool battle report.
Question though, you said "Pedro Kantor Attacks himself and Misses" I assume you are talking about Mindshackle Scarabs, if that's the case then I believe you played it wrong. MSS are not attacks, they are Hits, so you roll how many times he hit (D3), then roll to wound.
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![[Post New]](/s/i/i.gif) 2011/12/21 05:51:45
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Longtime Dakkanaut
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Unfortunately, the Night Scythes didn't get to flex that much, being a KP game; but they got the troop squads where i wanted them, and then became priority targets for my opponent, which was actually great, because I didn't really need them anymore.
In objective games they seem like they'd be awesome. I'll post another report after the next match up. Automatically Appended Next Post: Sasori wrote:Cool battle report.
Question though, you said "Pedro Kantor Attacks himself and Misses" I assume you are talking about Mindshackle Scarabs, if that's the case then I believe you played it wrong. MSS are not attacks, they are Hits, so you roll how many times he hit (D3), then roll to wound.
Ah, wow, Yeah, didn't play that right at all. Game was already called, so it didn't affect anything; he died from 6 warscythe wounds, as he was the last model on the table and In CC with Anrakyr and D.Lord.
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This message was edited 1 time. Last update was at 2011/12/21 05:53:11
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![[Post New]](/s/i/i.gif) 2011/12/21 06:51:56
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Fixture of Dakka
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The marine player must have not been familiar with your codex. He took a ballsy move trying to cover your deployment zone. IMO it was a not-so-smart move brought on by his unfamiliarity with your codex. He failed to realize that 1) most of your units could just move over his and 2) your army is pretty nasty in assault.
The wraithwing sure is nasty and the annihilation barges seem to complement them. They (annihilation barges) kind of did what I expected, which wasn't really too much, but I guess that's why they're so cheap.
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![[Post New]](/s/i/i.gif) 2011/12/21 07:51:23
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Longtime Dakkanaut
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Jy2, yeah I definitely put too much stock in them, you probably have the best of it by using scarab farm to complement the wraiths... those scarabs were amazing. I like the night scythes though.
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![[Post New]](/s/i/i.gif) 2011/12/21 08:47:55
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Nihilistic Necron Lord
The best State-Texas
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junk wrote:Jy2, yeah I definitely put too much stock in them, you probably have the best of it by using scarab farm to complement the wraiths... those scarabs were amazing. I like the night scythes though.
In the Annihilation barges defense, your opponent did seem to roll a bit above average on some of his saves.
Perhaps consider Replacing the Tesla Cannon, with the Gauss Cannon. If your barges don't move, they can then really punish Marines.
Jy2's Scarab/wraith Combo is really brutal though.
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![[Post New]](/s/i/i.gif) 2011/12/21 09:21:52
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Longtime Dakkanaut
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So if I understand, he put pedro with the devestators and put all his other models in your deployment zone... Did he forget about pedros fist and +1 attack bubble? Seems more attacks may have swung the giant combat.
Also, pedro swaps out combat tactics for stubborn, so I dont think he could have chosen to fail to try and get away.
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![[Post New]](/s/i/i.gif) 2011/12/21 10:15:15
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Longtime Dakkanaut
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I did have the gauss cannons on the barges, The devastators with Pedro were in cover however, and yes, he did make a high percentage of saves.
The game was a total massacre, which I think can be accredited to the SM player's over estimation of how his troops would do in close combat with the wraiths and scarabs. His forward deployment did force me to sqeeze into limited available space, but on the charge, the wraiths and scarabs working together was amazing. Preventing him from being able to pile in effectively, lashing a large number of his models, and being able to multi assault nearly everything, It was a bloodbath.
I'm not sure why pedro didn't want to come in with the 10 man sternguard squad. I expected his turn 1 to create a defensive formation between his artillery section and my advance.
On reconsideration of the annihilation barges, don't get me wrong, they are, in my estimation, an amazing use of 90 points, but my next few matches will tell me whether or not they should be more night scythes.
The two HoDs attached to the two 5 man gauss immortal squads were also a boon, but the Eternals with tesla were fantastic. Even though I didn't use Anrakyr's vehicle control ability, I still liked having him in my list just for the furious assault on my 10 man eternal squad.
I think my next match up is a green tide, if anything is going to tell me the value of the barges and scythes, it's going to be that.
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![[Post New]](/s/i/i.gif) 2011/12/21 10:27:38
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Nihilistic Necron Lord
The best State-Texas
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Will be looking forward to hearing about that match! Hope it's soon!
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![[Post New]](/s/i/i.gif) 2011/12/21 17:45:57
Subject: 1850 WraithWing vs. Drop Pod Pedro Kantor
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Haemonculi Flesh Apprentice
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Yea I wouldn't right off the Tesla spam yet as you faced an odd match-up. Against light infantry and vehicles I think they can be quite effective.
Ona side note I also think that if 6th introduces % over FOC that those barges will become that much more potent as you will be able to take so many.
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