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2K Rematch - Wraithwing Necrons vs Fiendweaver Daemons Part II (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Can daemons make it 2-in-a-row against my Wraithwing necrons?
Yes, Skarbrand and seekers have made them much, much deadlier.
Draw. Necrons won't be able to kill the daemons, but daemons won't be able to catch those scythes.
No, the extra shooting and mobility of the crons will prove too much for daemons.

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Made in us
Fixture of Dakka





San Jose, CA

This is sort of a rematch between my daemons and my necrons. The last test game I had with them (battle report here), the outcome was very decisive. Was it a fluke, or can you consistently expect this type of result? That's what I aim to find out in this battle.

I've changed both lists for this game. For necrons, I took out the tremorcron aspects. In its place, I've added 1 more scoring unit and given them some mobility (and offense) with night scythes (using proxies). In exchange, I've also had to take out some wraiths. I feel that this may actually be an improvement over my previous list. It relies a little less on assault by adding more firepower in the form of twin-linked tesla destructors. It also gives my troops some much needed protection and mobility. I feel that this list has become better in objectives-based games. On the downside, however, it's become more vulnerable in Annihilation missions with an extra 3-4 kill points and easy-to-take-down AV11 transports. I think I will be using this list for my next few games.

As for daemons, I'm using a list inspired by Bill Kim's daemons who made it to the Top16 (Top8?) of Adepticon. It's basically a fast list anchored around Fateweaver and Skarbrand, 2 units of fiends and 1 unit of seekers. From my previous daemon list, I got rid of the Masque, Tzeentch Herald and both soulgrinders. In their place, I've added Skarbrand and a large unit of Seekers of Slaanesh (using proxies). It's a very fast list with much better mobility than my last list. It also hits like a brick in assault and can take down most transports with ease thanks to Skarbrand. It's only downside (besides the shooting)? This list also makes my wraiths that much more deadly. BTW, this list is mainly a big FU to the grey knights.

So in essence, both TAC (Take-All-Comer's) lists have become incredibly faster. Daemons have become harder-hitting in assault. Necrons have become better shooters and a little more experienced against daemons. What are your predictions for this battle?


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


2000 Wraithwing Necrons vs Fiendweaver Daemons Part II


2K Necrons

Necron Overlord - Mindshackle Scarabs, Phase Shifter, Warscythe, Weave
Catacomb Command Barge
3x Cryptek - 3x Eldritch Lance w/1x Solar Pulse

Necron Overlord - Mindshackle Scarabs, Phase Shifter, Warscythe, Weave
Catacomb Command Barge

5x Warriors
Night Scythe
5x Warriors
Night Scythe
5x Warriors
Night Scythe
5x Warriors

5x Canoptek Wraiths - 3x Whip Coils, 1x Particle Caster
5x Canoptek Wraiths - 3x Whip Coils, 1x Particle Caster
5x Canoptek Wraiths - 3x Whip Coils

Annihilation Barge
Annihilation Barge

2000



2K Daemons

Fateweaver
Skarbrand

5x Bloodcrushers - Icon, Instrument
6x Fiends - Might
6x Fiends - Might

5x Pink Horrors - Bolt, Changeling
5x Pink Horrors - Bolt
5x Pink Horrors - Bolt
5x Pink Horrors - Bolt
5x Plaguebearers

16x Seekers of Slaanesh - Icon

2000


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


Mission: Seize Ground - 5 Objectives

Deployment: Pitched Battle

Initiative: Daemons


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

This message was edited 1 time. Last update was at 2012/05/30 17:42:51



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Mekboy Hammerin' Somethin'





I'll definitely call it for the necrons this time around. Everything went almost picture perfect for the daemons last game. Law of averages says that luck can't go on forever. Scatters, second wave...any one part of that going wrong could really take the daemons down before the battle begins. I am interested to see the horror units in action though.
   
Made in us
Haemonculi Flesh Apprentice






The added tesla destructors will make killing the demons fairly easy I would guess. I agree this game hinges from the get go on the wave he gets.

   
Made in us
Fixture of Dakka





San Jose, CA

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


PRE-GAME ANALYSIS:

Necrons:
Once again, I think the necrons have got the advantage here. They are highly mobile and their troops are no longer vulnerable. And they can actually hurt daemons with shooting now. I no longer have to play by "their" game, which is assault.

I will probably spread out, but not like how I did last game. Last game, I spread out all my units to make it difficult for daemons to land. This had the drawback that when the daemons landed successfully, my units were out of position to support each other. This time, I plan to keep my wraiths together and spread out my troops instead so that if daemons go after my troops (in scythes), then they will be the ones out of position.

Even with less wraiths, I think my assault has gotten better thanks to Skarbrand. He makes every unit within 24" re-roll misses so he benefits the enemy as well. Thus, if I combo-charge with my wraiths, I can do a lot of damage to any unit I charge. The question here will be how well I can survive his counter-charge.

I still think the key to a necron victory here is in stopping their cavalry. That means killing off those fiends and seekers. If I can do that without suffering too much damage in return, then I think the crons will have a good chance for a victory. If not, then daemons could repeat the results of their last game.


Daemons:
I think this daemon list is an improvement over my last one. While I've gotten rid of the 2 soulgrinder threats, I no longer have to fear the command barge sweep attacks (though they would have been near impervious to the tesla-destructors). More importantly, this list has got much more mobility to deal with fast armies like mechdar, DE, BA razor-spam and scythe-crons. And thanks to Skarbrand, they can now more efficiently take down mech armies.

My wraiths should not be a problem for this list to handle. The sheer volume of attacks coupled by re-rolls to hit by daemons means that they'll probably take down my wraiths in a concentrated effort (however, they will take damage from my wraiths initial assault). What they will have problems with is in taking down my supersonic transports. That means 1) they will have to move away from my main force, 2) they will have to move away from Fateweaver's bubble of protection and 3) they may possibly have to move out of Skarbrand's 24" bubble or re-rolls. And if they fail to disable my scythes, then I can just move 36" away (and towards the objectives) and they will have wasted all that time for nothing. They can still try to contest the objectives instead, but killing the scythes won't be easy for an army with such limited shooting.

Once again, I believe the key to a daemon victory in this game will come down to daemons getting their preferred wave in successfully and without major incident (i.e. mishaps). Then, it's a matter of whether their fast units can survive or not. However, I feel that there is also a 3rd criteria and that is if daemons can stop the necron mobility (scythes). If they can do all three, then they will dominate. If they can do two, then it will be anyone's game. If they only manage to accomplish one of the above, then I think the crons will take it.


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


Deployment:

Spoiler:

Map of the terrain.


Objectives.

No daemons deploy. Half of their forces will come in via Daemonic Assault on their Turn 1.


Necron deployment. No reserves. Tyranids are proxies for whip coil wraiths. The Chaos flyers are proxies for my night scythes.

Necrons try to steal the initiative but fail.



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


Daemons 1

Spoiler:
With me, it's all about being aggressive. For their primary wave, daemons choose:

Fateweaver
Skarbrand
Bloodcrushers
Fiends
Fiends
Seekers

They roll and get their primary wave in.


Almost every unit lands more-or-less on target except for Kairos Fateweaver, who scatters 12" towards my crons. He's going to be in trouble next turn.


The 2nd unit of fiends lands behind the BLOS impassable terrain. 1 fiend takes 1W to dangerous terrain.


Finally, the seekers land to the left of the main force and almost scatter off the board. I mean, they were right on the edge.


Daemons then spread out by running. Kairos only runs back 1", though rear fiends does manage to run forwards 4-5" to make it within Fateweaver's bubble of protection.

Seekers only run forwards 1-2".



Necrons 1

Spoiler:

Necron movement. Command barge sweeps Fateweaver but he makes his saves. At first I was thinking about assaulting 2 units of wraiths into Fateweaver to take care of him, but I wasn't sure how many wraiths I could get in there. I finally decided that I will be assaulting 2 wraiths into the crushers and 1 into Kairos.


Night scythes move 12" and annihilation barges 6".


The other command barge sweeps the crushers. I roll a to hit and thus put 1W on the icon.


One of the scythes see over the BLOS terrain with no problem. However, I only manage 1W on the left fiends.


I then fire 2 scythes and both annihilation barges at the right fiends (protected by Fateweaver's bubble). I only kill 2 fiends and put 1W on a 3rd. Man, with 4+ re-rollable cover, they can sure take a lot of damage.


Now here's my big combo-assault. 2 wraiths into the crushers and 1 wraith into Fateweaver.


Notice a little space between the wraiths and my command barge? That is so that when the fiends wreck it next turn, there will be a spot for my Overlord to disembark. Otherwise, he would be dead (assuming they wreck it and not explode it).


Just to show you the difference Skarbrand makes in this battle. This is the number of hits on Fateweaver before re-rolls (to the right)....


....and after Skarbrand's re-rolls. The Big Chicken ends up taking 1W but passes his LD test (if he fails, he is removed from play).


And this is the number of hits against the crushers (on the right) before Skarbrand's ability....


....and after Skarbrand's re-rolls.


Wraiths end up killing 3 crushers and putting 1W on Kairos. In return, they take 3W on 3 separate models from the crushers. Daemons would make their No Retreat saves.



Daemons 2

Spoiler:

Overview of the top of Turn 2.

This is a crucial turn for the crons. How the game will go may depend on how this turn goes. All the daemonic units should be within striking range of the wraiths. Why the wraiths and not the scythes? Because 1) they may not necessarily be able to reach the scythes, 2) kill the most immediate threats, which are the wraiths, and 3) free up Fateweaver.


Only 1 unit of daemons come in - the plaguebearers - and they come in off the seeker icon.


Fiends mobilize. They should be able to reach the command barge. Whether they will be able to multi-assault both the barge and the wraiths in combat with Fateweaver is debatable.


Resistance is futile. Assault is imminent.


Daemons fleet.


It's going to be a mess of a combat. Right fiends are about a 1/2" shy of a barge/wraith multi-assault.


How will Skarbrand help his comrades? Fiend attacks againt wraiths (hits on the right), before Skarbrand's re-rolls....


....and after.

(Disclaimer - if the dice is a little off, don't worry about it. I might have gotten the order of some of the pictures mixed up. Also, some of the dice might have flipped as I was separating them. But generally, I just want to give the readers an idea of how much Skarbrand affects combat.)


Seeker attacks, before Skarbrand (less than half of the seekers got to attack)....


....and after.


Left fiends explode the command barge. Overlord and 1 wraith take 1W each from the explosion.


Seekers, Skarbrand, crushers and fiends wipe out both units of wraiths. They only lose a total of 2W on the daemon side.

Last unit of wraiths cause another 1W to Fateweaver, who again makes his LD test.


Daemons then consolidate forwards.



Necrons 2

Spoiler:

This is not looking good for my crons. I need to kill his fiends and I need to do it now! And I am perfectly wiling to potentially sacrifice my troops in doing so. I disembark 2 units of warriors. I also train 3 tesla destructors at the fiends.


The command barge sweeps the seekers but only kill 1. The Overlord then disembarks. My goal here is to reduce their numbers so that my Overlord can tie them up in combat and not die.


The other night scythe moves to get an unobscured shot at those seekers.


Plan A is a resounding success as I lay waste to his fiends even with the protection from Fateweaver.

However, the teslas arc and put another 1W on my Overlord and kill 1 of the wounded wraiths.


The night scythe then fires at the seekers. I wound 6 times, but they make 5 of their saves!


My other annihilation barge then fires at his other unit of fiends....and kills 2 despite cover and re-rolls from Fateweaver!


This may be the turning point. One of the tesla shots then arc and hit Kairos 5-6 times....and kills him!!!

Also, another tesla shot arcs from the seekers and kill another fiend.


Wraiths, just freed from the combat with Fateweaver, then consolidates towards the crushers and fiend.


Assault! My Overlord uses the necron obelisk and Skarbrand to funnel the seekers into assault, thus minimizing the number of models that can attack him. Wraiths multi-assault both the crushers and lone fiend.


Due to lash whips and Skarbrand's re-rolls, my wraiths are able to wipe out both units!!!


The Overlord assault is a necron success as well as he only takes 1W and kills 4 seekers after No Retreat saves.


Wraiths then consolidate and seekers pile in.

Wow! Talk about a turnaround! Necrons have wiped out Fateweaver, both units of fiends and the crushers all in just this turn!!!




Daemons 3

Spoiler:

Overview of the top of Turn 3.


I get 3 units of pink horrors in (though not the Changeling's unit). This time it's daemon's turn for a little desperation. My goal is to try to wipe out those 2 exposed warrior units.

The 1st unit of horror tries to deepstrike onto a hill but scatters dangerously close to the wraiths.


The 2nd unit of horrors try to deepstrike onto the same exact spot but scatter dangerously close to the wraiths and impassable terrain.


3rd time's a charm as the 3rd unit lands dead-on.


Skarbrand then positions himself for Breath of Chaos onto the wraiths. The plaguebearers move towards the objective.


2 units of horrors fire at the warriors out in the open. The 3rd unit fires at the warriors through cover. In any case, both warriors go-to-ground.

Horrors wipe out all but the cryptek from 1 unit and all but 1 warrior from the other.


2 warriors then get back.


Skarbrand then breathes (no unsaved wounds) and assaults the wraiths.


Overlord fails to hurt the seekers this time and takes 1W for his troubles.


Finally, Skarbrand only manages to punch out 1 wraith and another takes 1W to No Retreat.



Necrons 3

Spoiler:

Necron vehicles go after the horrors.


And I mean all the necron vehicles.


They wipe out 2 full squads of horrors and kill 1 from the 3rd unit.


The Overlord then assaults them. Mindshackes go off....


....but the lord still gets punk'd.


Skarbrand insta-gibs 2 wraiths this time, with the last one taking 1W to No Retreat.


Seekers finally take out the other Overlord.


However, to their horror....


....and when it rains, it really pours.



Daemons 4

Spoiler:

Overview of the top of Turn 4.


The last unit of horrors with the Changeling finally comes in.


Horrors go after the warriors. Seekers prepare for a massive multi-assault against the Overlord, command barge (moved flat-out) and annihilation barge (moved at combat speed) blocking their way.


Right horrors shoot down the unit of 3 warriors. However, the Changeling's unit just cannot take down the lone cryptek (gone-to-ground again).


Seekers multi-assault.


However, S3 rending does not do so hot against AV11 rear.

To add fuel to the fail, Skarbrand fails to take out the last wraith.



Necrons 4

Spoiler:

Necron vehicles once again go after the horrors.


And that means all of them once again. The Overlord goes to help out the last wraith.


My warriors in cover finally makes a move for an objective.


Pink horrors don't survive.


Neither of them do.


Overlord joins in the fun. Mindshackle goes off.


Necrons win combat and inflict 2W on Skarbrand.


Overlord also wins combat against the seekers by 1.



Daemons 5

Spoiler:

Overview of the top of Turn 5.

Not much left for daemons to do.


Seekers do manage to finally take out my Overlord, who stays down for good.


Unfortunately, mindshackles go off again and the Overlord takes out Skarbrand.



Necrons 5

Spoiler:

All necron guns aim for the seekers. Troops head for the objectives. The Overlord prepares to assault the seekers in case the destructors don't finish them off.

I don't have the heart to finish this game and call it.



The cryptek has 1 objective.


Warriors claim another objective.


And the last still-embarked warriors claim a 3rd objective.


The plaguebearer objective is contested by a vehicle they can't hurt.




Victory to the Metallic Dead - Necrons!!!





This message was edited 10 times. Last update was at 2012/05/30 17:39:00



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Syracuse, NY

Even without their preferred wave, I can see the Daemon shooting wave coming in and downing some of the paper airplanes.

I also notice you left out the large brick of Bloodletters used in Kim's list in return for a unit of BloodCrushers. I think for this point level this is a pretty good swap - given the crushers synergy with Fateweaver.

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Tokyo, Japan

My cold logical indifferent half says Necrons by mathmatical law of averages but my heart says daemons yet again. What can I say? I'm rooting for the undergrots. (also I play a similar list of daemons lol cept no skarbrand and have 2 shooty herald combos. I also proxy chaos knights instead of the seekers as I just like the models better)

+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Fixture of Dakka





San Jose, CA

gpfunk wrote:I'll definitely call it for the necrons this time around. Everything went almost picture perfect for the daemons last game. Law of averages says that luck can't go on forever. Scatters, second wave...any one part of that going wrong could really take the daemons down before the battle begins. I am interested to see the horror units in action though.

Red Corsair wrote:The added tesla destructors will make killing the demons fairly easy I would guess. I agree this game hinges from the get go on the wave he gets.

Well, daemons do get their preferred wave and all come in without any mishaps.


calypso2ts wrote:Even without their preferred wave, I can see the Daemon shooting wave coming in and downing some of the paper airplanes.

I also notice you left out the large brick of Bloodletters used in Kim's list in return for a unit of BloodCrushers. I think for this point level this is a pretty good swap - given the crushers synergy with Fateweaver.

It would be a risk to come in and try to shoot at those scythes. That is, daemons would be putting their troops at risk in doing so as my wraiths and command barges have a long reach (as does my tesla-destructors). That is why, as a necron player, I was willing to deploy my night scythes whereas normal convention would be to otherwise reserve them. Let them try to take down my scythes! I will just take out their troops if they dare do so.

BTW, BS3 bolts suck. My scythes have a good chance of surviving.

Yeah, I think the crushers synergize better in a Fateweaver list. But I guess at 1750 (1850?) for Adepticon, he couldn't fit them in and still get the number of troop units that he wanted.


sudojoe wrote:My cold logical indifferent half says Necrons by mathmatical law of averages but my heart says daemons yet again. What can I say? I'm rooting for the undergrots. (also I play a similar list of daemons lol cept no skarbrand and have 2 shooty herald combos. I also proxy chaos knights instead of the seekers as I just like the models better)

Yeah, I tend to root for daemons as well. Any victory of theirs (and nids) always bring a smile to my face.

This message was edited 1 time. Last update was at 2012/05/30 01:55:07



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Made in nl
Lesser Daemon of Chaos






Groningen, The Netherlands

jy2 wrote:This is sort of a rematch between my daemons and my necrons. The last test game I had with them, the outcome was very decisive. Was it a fluke, or can you consistently expect this type of result? That's what I aim to find out in this battle.

gpfunk wrote:I'll definitely call it for the necrons this time around. Everything went almost picture perfect for the daemons last game. Law of averages says that luck can't go on forever.

I think your sampleset would need to be much bigger to draw a valid conclusion. Both lists are very good and both generals as well Daemons on a whole may be too chancy to rely on them for stable results in a tournament setting, but that does not mean they cannot be very competative. I took my Daemons to the Dutch GT last year. After a year of playtesting within a rather competative group my win-loss ratio was very good and my expectancy was high. I still feel I had a very competative list and knew how to play it. The tournament had 5 games.
- First game vs leafblower IG I won by a massacre even though I got my secondary wave.
- Second game vs Null-zone SM, secondary wave again. 2 Squads arrive turn 4, Fateweaver arrives in turn 5. In turn 7 I lost on objectives, while up to then it had been a win or a draw.
- Third game vs Orks. Fateweaver receives 2 wounds in turn 1, fails both saves, fails one reroll, flees from the table. I managed to hold on to a draw up to turn 5, but lost it in turn 6.
- Fourth game was a massacre-win vs. Tyranid.
- Fifth game vs. Null-zone SM, secondary wave. I would've won if only a shooting Horrorsquad and a shooting and charging Daemon Prince could finish two scoutmarines camping on an objective (not in cover). They didn't so it was a draw.
3 out of 5 games I had my secondary wave, two games Fateweaver had no impact, I drew Null-zone opponents twice and had rather weird dice on at least two games. The Dutch GT in that year was won by another Fateweaver list btw, as it was the year before.

My point? You could pitch a good Daemon lists played by a good general against your Necron list 20 times and still don't have a valid prediction for the 21st game.

Really enjoying your battlereports jy2, especially since I've switched to Necron as well since their release. Thanks for writing them up! This game is another nailbiter Looking forward to the last turns.

Cilithan

This message was edited 1 time. Last update was at 2012/05/30 10:46:50


Fiery the angels fell; deep thunder rolled around their shores; burning with the fires of Orc.

Armies:
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That necron terrain piece is lovely. Where did it come from?

10,000+ 
   
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Rotting Sorcerer of Nurgle






Jacksonville, NC

While I'm a huge 5x horror squad advocate, I almost feel daemonettes, bearers, and letters fit a skarbrand list better. I'm gonna be taking a skarbrand list this week to escalation (wife picked which army I take) probably using fleshhounds as well.... Fleshhounds are spectacular with all the gk around

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Syracuse, NY

With the range on the Night Scythes (12" move plus 24" destructor) they can take shots at any Daemon unit that arrives regardless of the position. They might be able to avoid the annihiliation barges, but that will depend on the Necron deployment. If I grabbed a secondary wave, I probably would have dropped just around 20" away to try to take shots at the Scythese still. I agree that the Horrors are dead if Wraiths get to them, but they are just about dead anyway if you let those barges/flyers try to shoot them. Given the board there is nowhere to hide and being in cover does not really help Horrors.

I think the Daemons are going to take this, but it will really depend on how well those flyers can run away and deposit some troops on a distant objective. With Fate right there, it would take an aweful good turn of shooting to get the Fiends and Seekers down so they do not smash the Necron firebase next turn.

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Love that new necron terrain. Every time I look at it I imagine you have a bottle of scotch in it

   
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San Jose, CA



Battle report completed.




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Wow, necron turn two really put them ahead. Demons just couldn't catch a break.

   
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Jacksonville, NC

.destructor splash damage is awesome. I may look into a few scythes for my bulletcrons!

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I'm not really familiar with Daemons so hopefully someone can clarify this for me. Skarbrand has an ability that let the Necrons re-roll hits against the Daemons?

That seems really really bad.
   
Made in us
Fixture of Dakka





San Jose, CA

Cilithan wrote:I think your sampleset would need to be much bigger to draw a valid conclusion. Both lists are very good and both generals as well Daemons on a whole may be too chancy to rely on them for stable results in a tournament setting, but that does not mean they cannot be very competative. I took my Daemons to the Dutch GT last year. After a year of playtesting within a rather competative group my win-loss ratio was very good and my expectancy was high. I still feel I had a very competative list and knew how to play it. The tournament had 5 games.
- First game vs leafblower IG I won by a massacre even though I got my secondary wave.
- Second game vs Null-zone SM, secondary wave again. 2 Squads arrive turn 4, Fateweaver arrives in turn 5. In turn 7 I lost on objectives, while up to then it had been a win or a draw.
- Third game vs Orks. Fateweaver receives 2 wounds in turn 1, fails both saves, fails one reroll, flees from the table. I managed to hold on to a draw up to turn 5, but lost it in turn 6.
- Fourth game was a massacre-win vs. Tyranid.
- Fifth game vs. Null-zone SM, secondary wave. I would've won if only a shooting Horrorsquad and a shooting and charging Daemon Prince could finish two scoutmarines camping on an objective (not in cover). They didn't so it was a draw.
3 out of 5 games I had my secondary wave, two games Fateweaver had no impact, I drew Null-zone opponents twice and had rather weird dice on at least two games. The Dutch GT in that year was won by another Fateweaver list btw, as it was the year before.

My point? You could pitch a good Daemon lists played by a good general against your Necron list 20 times and still don't have a valid prediction for the 21st game.

Really enjoying your battlereports jy2, especially since I've switched to Necron as well since their release. Thanks for writing them up! This game is another nailbiter Looking forward to the last turns.

Cilithan

Very true. Even if one were to get 100 games in, that still may not be definitive enough. But one thing I hope these games will show is that any 1 army can beat any other army at any given time. Does that prove anything? Not really, but the process of discovery was fun.

Yeah, daemons could be good in a frustrating kind of way. While I don't normally go to GT's, I did go to a smaller tournament (1K) with my daemons. I was dominating my 1st 2 games but in my 3rd game, I got my wrong half in and my heavy hitters didn't come in until Turns 3 and 4. And this was against DE of all opponents. Yeah, daemons are fun, but sometimes you just want to pull your hair out while playing them.


MoonlightSonata wrote:That necron terrain piece is lovely. Where did it come from?

Got it off ebay. It's definitely pretty cool.


Zid wrote:While I'm a huge 5x horror squad advocate, I almost feel daemonettes, bearers, and letters fit a skarbrand list better. I'm gonna be taking a skarbrand list this week to escalation (wife picked which army I take) probably using fleshhounds as well.... Fleshhounds are spectacular with all the gk around

If you don't mind having no shooting then by all means. Frankly, I leave my heavy hitters to my Elites (and perhaps heavies and now, FA) and fill my troops with shooting to balance out my list. Just my preference, I guess.

Flesh hounds used to be junk, but with the predominance of the GK's, they are now actually a viable unit, though I think seekers are a better all-around unit.


calypso2ts wrote:With the range on the Night Scythes (12" move plus 24" destructor) they can take shots at any Daemon unit that arrives regardless of the position. They might be able to avoid the annihiliation barges, but that will depend on the Necron deployment. If I grabbed a secondary wave, I probably would have dropped just around 20" away to try to take shots at the Scythese still. I agree that the Horrors are dead if Wraiths get to them, but they are just about dead anyway if you let those barges/flyers try to shoot them. Given the board there is nowhere to hide and being in cover does not really help Horrors.

I think the Daemons are going to take this, but it will really depend on how well those flyers can run away and deposit some troops on a distant objective. With Fate right there, it would take an aweful good turn of shooting to get the Fiends and Seekers down so they do not smash the Necron firebase next turn.

That's true. Daemonic troops only stand a chance if they can find some BLOS terrain to hide behind. So if they're out in the open, might as well take potshots at enemy transports or possibly even their troops if exposed (assuming one is using horrors as troops).


Red Corsair wrote:Love that new necron terrain. Every time I look at it I imagine you have a bottle of scotch in it

Now that you mention it, I am getting kind of thirsty.


Zid wrote:.destructor splash damage is awesome. I may look into a few scythes for my bulletcrons!

They were definitely sic this game. I like tesla-destructors. One of these days, I will add a 3rd annihilation barge to my pure wraithwing build (it'll be 3 AB's and 2 scythes).


Amerikon wrote:I'm not really familiar with Daemons so hopefully someone can clarify this for me. Skarbrand has an ability that let the Necrons re-roll hits against the Daemons?

That seems really really bad.

Skarbrand's ability affects every unit - friendly or foe - within 24" of him. This could be good and bad. When playing against shooty and mech opponents, this really helps the daemons. However, when playing against another assault-based opponent, this can hurt.

It is really good against mech opponents because it is not Preferred Enemy....you get re-roll's against vehicles as well.

And it is a FU against the grey knights because they already get Preferred Enemy against daemons so there is no downside to the daemons getting re-rolls back against the knights.

This message was edited 2 times. Last update was at 2012/05/30 21:03:46



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Jacksonville, NC

@jy: you've seen my daemons so you know I typically go 100 percent shooty with a few assault. I just think skarbrand screams for abuse using slaanesh units due to high int (I beat your face in first!) Or khorne units (ignoring armor ftw)

I agree on hounds vs seekers, but a unit of 12 hounds backed by weaver is stupid hard for gk to deal with without unloading a few turns into em

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San Jose, CA

Yeah, I definitely prefer Skarbrand with Slaaneshi or Khorne units, though I don't normally run bloodletters. I prefer the Slaaneshi units because of their mobility.




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Syracuse, NY

Great wrap up on the report. That was a devastating Turn 2 for the Daemons, I am surprised at how poorly their saves went and freeing up that unit of wraiths was just icing on the cake.

I am probably going to use a list similar to this at a tournament next week - I have been using less and less Heavy Support from the Daemon codex as time goes on and have been grabbing more Fast Attack (seekers) than before too.

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