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2012/12/31 14:10:12
Subject: Mech DE vs Reanimation crons 1500 (completed)
A much improved DE build with eldar allies and essentially all meched up vs reanimation ghost ark necrons in a bloody beat down. Only one shall triumph, who will it be??
Necrons list:
Overlord - MSS, weave, warscythe, res orb
20 man warriors with lance cryptec 20 man warriors with lance cryptec and lord with MSS, weave, res orb, scythe 10 man tesla immortals with lance cryptec 1 lance cryptec by himself
Ghost ark Ghost ark
Annhiliation Barge Annhiliation Barge
VS
Duke Sliscus with 5 kabalite warriors 5 kabalite warriors 5 kabalite warriors
Venom with upgrade to 2 splinter cannons and night shields Venom with upgrade to 2 splinter cannons and night shields Venom with upgrade to 2 splinter cannons and night shields
Ravager with night shields and 3 darklances Razorwing jetfighter with night shields and disintegrator cannons along with some sort of missles, I don't really remember if he bought the necrotoxin missles Voidraven Bomber with night shields
Eldar component had
Autarch with some sort of upgraded gun with 5 dire avengers inside a wave serpent with eldar missle launcher Fire prism with holo-fields Forgeworld Eldar Hornet which is a fast attack choice that can out flank and he had an Eldar missle launcher and some sort of star cannon thingy that was essentially str 8, ap 2, heavy 2 as the other weapon on it. It's AV 11 all around I think and while we didn't have the hull points rules on it, we decided to count it as 3 hull points.
Overview of the map:
Ignore the baneblade, it's just parked there as LOS blocking terrain essentially. The valkyrie is doing the same too. The bastion is not able to be entered, it's just decoration. Battlefield is set up somewhat like a factory and access to the skypad and some ruins of the city in the corner. I thought of making it somewhat cinamatic but we decided to skip the storyline. The river runs and fits exactly under the skyshield so it's pretty cool that it ended up that way.
Scenario: Big guns never tire We get total of 3 objectives
Night fight is in effect. No one has any psychic powers.
Necrons win the roll and decide to go first. Warlord traits -
The baron gets FNP within 3' of an objective but his combat drugs also give him FNP. The overlord gets -1 to enemy reserve rolls.
Overall strats:
Necrons - getting to place 2 objectives allows the cron forces to save alot of effort of running around trying to cap more objectives and camp. This will force the eldar to get close into range. The Mech-dar has alot of tanks but hopefully 4 lancetek's will make short work of them. The lucky roll on the warlord table also hurts the autarch's master strategist ability so hopefully it'll keep the eldar forces just trickling in. The necrons lack mobility like no one's business but really really hard to budge objective holders. Lack of long range shooting will really hurt however as will the lack of anti-air especially against 2 fliers. This is kind of an older 5th edition type list but still has a ton of resilancy and is probably one of the toughest objective holders to dislodge you can find.
Mech-dar - with outflanking units and fliers, it was hoped that the autarch will help get everything in on a 2+ but even with that handicap, the long range shooting is clearly in their corner. With shadowfields across just about everything, the necrons will be losing alot of shots and it will be a case of whittling down their tanks with superior lance fire. 12 shots a turn of splinter cannons and missles will tear up the crons. All of the necron units while sturdy will only be able to target a few units at a time. They have to get much closer to the eldar to score hits so the movement and shooting phases will be both in the mechdar's favor in terms of alpha striking. If the crons close, there's alot of mobility and everything can flat out across the map essentially to get back out of their ranges. There's a lot of firepower in this list and is much better tuned for 6th edition. Going second is perferred as eldar tickery of last turn contests will be easier to achieve. Having very powerful air units to the none on the necron side will also be a big factor.
Deployment:
Spoiler:
Necrons essentially deploy across the board with immortals on the corner objective (green marker), and the overlord's 20 warriors and cryptek hangs out on the other objective (green marker) in the ruins.
The other objective is next to the shadowsword tank model up on the other edge of the board so the necron lord's unit will go after it with ghost ark in tow getting some backup by one of the annhiliation barges.
DE deploys the falcon and prism and then hides 2 venoms behind LOS behind the shadowsword tank. There is night fighting so not expecting much to happen from the necron front.
In reserves - one squad of venom warriors, the hornet, both fighters and the 3 lances ravenger.
And DE tries to steal the initiative - and gets a ...
Necrons turn 1
Spoiler:
General advance on the left flank of necrons with the ghost ark right behind the big blob. Due to night fighting, nothing really happens. I fail to hit with the crypteks but that was kind of expected. The right flank of bone colored necrons essentially hold the line and both objectives.
The annhiliation barge moves up as well but fail to do anything from snap firing and night fighting.
DE Turn 1
Spoiler:
No reserves yet but he has night vision and 12 shots a piece of shooting on the big advancing blob from the venoms (they move like 1') The Fire prism and wave serpeant shuffles around just a bit and drops pie plates on the blob as well. After all the dust have cleared, only 3 necrons go down after armor saves and 4+ res orbs.
necron turn 2
Spoiler:
The ghost ark gets a good roll and all 3 necrons return wmahahahaha. The blob continues to advance up another 6'. The 2 barges moves up some more and tries to shoot at the fire prism. The left one went after a venom in the back but fails to pen armor ten with str 7 lol. Well he actually did, but the venom made the jink saves (all 2 of them) The right side annhiliation barge does slightly better and manages a pen on the fire prism that actually randomly destroyed the prism cannon even after the energy shield thing it has. The blob fired at the prism as well with a few shots and a lance hoping for first blood but the lance fails to hit and the few shots that hit fail to auto glance.
The lancetek inside the barge also fails to hit on a 2. The right flank with bone colored necrons shuffles around but didn't do much.
DE turn 2
Spoiler:
The reserve rolls go at normal 3+ to come in after warlord traits cancel out the autarch's power. He gets the hornet, ravager, and the bomber. The venom and fighter doesn't show up. Realistically though he rolled some 1's so only 1 extra thing would have come up if I didn't get my warlord trait. The hornet outlanks with a 6 and lines up on the annhiliation barge rear armor.
The bomber flies straight forwards some 36' and drops its void mine on top of the annhiliation barge. It scatters 2's after ballistic skill and hits the side of the barge. It pens and immobilizes the thing. Blarg there goes quantum shielding.
The bomber also has the side of the other ghost ark in it's sights 45 degree ark and manages to pen that with lances as well but only shakes it. Living metal fails to do anything. There goes the other quantum shielding blarg.
On the other side of the board, the other annhiliation barge is knocked out from some good rolls by the eldar missle launchers along with lances from the newly arrived ravager along with the hornet that outflanked for rear shots with it's pulsar and is essentially glanced to death. There goes first blood too. I can't make a damn jink save to save my life lol. (well technically the pulsar exploded it with a shot from the rear but meh, it got glanced a bunch too)
Remaining venoms shoot at the warriors. The fire prism moved up a tad short to use its shiruken catapults. Venoms manage to kill 3 warriors again with some good armor and reanimation rolls. Pretty devestating turn for the fliers and meched up forces of the DE+Eldar. No assaults so we move onto the next turn.
necron turn 3
Spoiler:
The slow army continues to slowly move up.... Warriors on the left slog up another 6' but due to shadowfields, I still can't hit his venoms as my range is down to 18 now. The barge on the left stays put and tries to get some gauss on the hornet. The shaken ghost ark gets ready to blast the bomber. The immortals and overlord's host of necrons also get ready to dump some shots on the bomber. The ghost ark regenerates 2 of the 3 dead necrons.
After all the smoke has cleared... Nothing has died. The left ghost ark hit with like 4 gauss but fail to get a 6 to glance. The lancetek inside rolls a 2 to hit. The surviving annhiliation barge gets one hull point off the busted up fire prism. The warrior block tries to finish off the fire prism as that's the only other thing in range essentially and gets no 6's to pen. The lancetek inside the blob also rolls a 2 to hit...
The right side barge hits with 1-2 on the bomber but fails to get any glances needing more 6's. We've played it a bit wrong here as the DE player was saying the nightshields also 1/2'ed the rapid fire range so I only get 6' to rapid fire as the bomber also had night shields. The blob of warriors gets like 3 hits with some 14 guys that are within 18' of the bomber but also fail to get any glances. The cryptek in both immortals and right side warrior blob fail to hit again.
The board looks pretty much like this after all my shooting....
DE turn 3
Spoiler:
Reserve rolls continue to be average and he gets his fighter but venom with duke still fails to get on. The bomber being one lucky dog, flies off the board. The hornet moves forward to kill the left ark with his pulsar. The wave serpeant moves flatout and essentially is trying to go for line breaker by dropping off the dire avengers inside. The venoms hang back a bit more to keep range with nightshields. Ravager moves a bit to help with killing the ghost ark as well.
The fighter filled with missles and disingrators line up on the warrior blob in the open along with 2 venoms with 12 shots each and a badly damaged fire prism with still shirukens to toss out.
Shooting wise, the missles get one direct hit and one partial hit but combined with disinigrators as well as venoms and the fire prism takes out 10 warriors.
The ravager get only 1 hit and strips a hullpoint. The pulsar has more luck and gets through the quantum shielding but fails to do anything with the missle launchers though does get an immobilized on the ark with the pulsar. I fail alot of jink saves but the ark survives.
Out of the 10 warriors that died, 6 stay down.
necron turn 4
Spoiler:
The right blob shuffles around a tad but is very reluctant to go anywhere with awesome 3' move through cover rolls. Nothing is even remotely in range so I just sit back essentially. The left cron wing is getting trashed and since the ark was kind of far, I had to RP some guys close enough to get within ark range. Only one guy is regenerated.
The immobilized barge just has one target in range and LOS so just keeps glancing the fire prism but this time to DEATH! wmahaha. First thing necrons killed all game by turn 4....
The left necron warriors and lancetek all shoot at the fighter but due to nightshields again, is only able to get a few hits but by some miracle gets through to glance once. The lancetek misses.
The left ghost ark can't move but tries to rapid fire the hornet and the right one shoots it too but fail to get anything other than 1 glance through jink saves. The lancetek inside the ark also shoots and gets a 1 to hit... The other lancetek from the 20 man blob also shoots and gets a 2. The final immortals squad lancetek can see only the flying fighter so takes a pot shot and also misses.
Hrm... 4 turns of my lances all missing. Not a good game by any stretch of the imagination. I've killed one tank and put a hullpoint on one other. This game is getting just sad.
DE turn 4
Spoiler:
The bomber auto arrives as does the last venom. The wave serpeant further flats out to the end of my deployment zone area. The hornet moves just an inch and unloads into the left side ark killing it with no explosions. The lone cryptek inside bails out. His bomber and ravager takes out the last annhiliation barge. Venoms (now 3 of them) stay put essentiallly again and knock down another 5 warriors from the left squad. Only 3 gets back up.
The razorwing fighter turns and goes after the other scoring troops. 2 direct hits by missles and disingrators knocks down 10 more guys. 5 of them gets back up.
View from his side of the board. Only about 5 warriors left out of 20. The lord and cryptek remain. Only one necron tank survives and it's lost quantum shielding and has 2 hull points.
necron turn 5
Spoiler:
My offensive gamble essentially has failed at this point and I'm in real danger of getting shoved off the objectives by sheer weight of tanks and possible tank shocks with the way I've been rolling. I opt to just hug my objectives and try to weather the shooting at this point hopefully surrounding the objectives and pray for an end game by this turn. Except I get about 3' for move through cover on both squads of warriors and immortals and don't get far.
The lance tek that had his ghost ark killed last turn wants revenge on the hornet and at point blank range fires off his lance....
The surviving right side warrior blob fires at the razorwing with 1 hull point taken off and tries to rapid fire into it. We argued back and forth a bit on just how far is my rapid fire range and shadowfields but ended up playing it so I got 6' taken off the rapid fire range too so only a few guys got rapid fire. The cryptec in the squad rolls a ...
I think the lord is about to go kill him now... The rest of the warriors and immortals that have range manage to get 1 other hull point off the plane. We played it wrong here apparently too as it apparently has 3 hull points instead of the 2 we played it with so it crashed but failed to hurt anything. The other immortals cryptek also missed btw.
The lone surving element of the left flank gets one glance off one of the venoms. The lancetek there also got a 1 for hitting....
The failed to hit against the hornet lancetek then goes after the hornet in assault! It actually manages to hit it this time but fails to glance
Overview of the map
DE turn 5
Spoiler:
The DE goes for the kill now and the Duke dismounts and all 3 venoms open up on the lone surviving depleted squad of necron warriors. The one group of eldar warriors get out of the wave serpeant and scores line breaker.
The venoms easily burn down the squad despite the lord having a 2+ save. Nothing gets back up
One of the venoms move flat out to try and get to contesting range if there is a turn 6.
The dismounted eldar actually take out the lone cryptek that was trying to assault the hornet. The hornet moved out of course leaving the cryptek in the open eariler. The hornet goes to then pulsar the last ghost ark to death.
Technically the game ended on a 2 but we decided to play it out anyway. It would have ended up necron victory with 2 objectives to the Eldar's 1 + linebreaker and first blood. This being big guns never tire, the objectives are actually worth 3 points a piece! My opponent initially thought it was worth just one and he had the win
Necron turn 6
Spoiler:
Well, with nothing to do, I move a bit to surround the objectives again but again don't get all that far on move through difficult. I have no mobility left and essentially is up to sheer survivablity vs shootiness to see how the game would end. I seperate my warlord to try and chop something as I need some more target abilities.
Shooting wise, I try to gun down the hornet as there's nothing much else in range. The lanceteks from both squads get a 1 and 2 to hit lololol. The rest of the immortals just get 2 glances but he makes both jink saves. The bomber suffers enough glances from warriors that make it into range to actually kill it.
DE turn 6
Spoiler:
He moves forwards with the previously flat out venom and dismounts 6' and with fleet actually makes it to my objective. The ravager goes flat out again to get in the way of the necrons. The other venoms come closer but are still out of range to do much else other than peck at my now exposed warlord.
He leaves a "grot squad of five" on his objective.
The hornet against all odds has survived with just 1 hull point moves a bit and gets off some missles which the lord saves but does a wound with his pulsar. The other venoms all unload on the lord too but he survives with 1 wound thanks to his 2+ armor. If the game ended now, he'd win but since we made the game go on, the dice says continue till the bitter end!
Necron turn 7
Spoiler:
The lord goes after the warriors. The warriors and lancetek tries to shoot out the ravager but again rolls a 2 for the cryptek and puts 2 hull points on it but he survives thanks to jink and just takes 1 HP. This again came down to rapid fire range. The 6' rapid fire he claimed night shield gave him really hosed that roll. I really think is kind of of a miracle that all of the cryptek's from every single unit has missed every single shot for the entire game. Anyone have that happen before?
Anyways, Lord assaults the dismounted dark eldar and kills 3 making the 2 fall back. He of course fails to catch them. MSS did kick in doing no wounds as he just got 1 hit and failed to wound. The immortals end up glancing the hornet to death with the cryptek failing to hit again on a 1.
DE turn 7
Spoiler:
Last chance to do anything. I wasn't gonna go for a turn 8. His venoms and ravager focuses on the lord finally killing him with lances. He also learned that vehicles even when scoring can't contest objectives. His other troop unit fails to get close enough and his 2 surviving warriors though rallied are too far to get to the objective with just a 3' consolidate and bad fleet roll.
We roll it and.... the lord gets back up denying him slay the warlord and a tie game.
Necron victory! Though extremely pyrric. Having all crypteks from every single squad miss every single lance hit for 7 turns is pretty impressive. We also very badly misplayed the hull points on his fliers and shadowfields and rapid fire. Not sure if the mistakes evened out but at least we all learned something.
This message was edited 5 times. Last update was at 2013/01/02 13:56:43
+ Thought of the day + Not even in death does duty end.
Just a thought from the start - is there a reason not to deploy the Ghost Arks so their Gaus flayer arrays point toward the enemy? That way if you get hit with an Immobilized result, at least one of them can be fired until the Ark is destroyed.
Oooh....a baneblade. Looking forwards to this Apoc battle.
calypso2ts wrote: Just a thought from the start - is there a reason not to deploy the Ghost Arks so their Gaus flayer arrays point toward the enemy? That way if you get hit with an Immobilized result, at least one of them can be fired until the Ark is destroyed.
If necrons are going 1st, it is almost always better to deploy them horizontal to the deployment line. This also gives you extra movement when you pivot the ark.
However, if you are going 2nd, you would deploy it vertical to the deployment line only if you need cover against enemy shooting. Much easier to get 25% obscurement that way.
Baron doesn't have drugs and how are there 2 court members (lord and cryptek) in one squad? Also really not sure why the DE player put anything in reserve besides maybe the hornet. Nightfight, night shields, mobility advantage and range advantage means a couple turns of more or less unanswered shooting so why give up a turn and risk getting stuck in reserve?
I didn't have the Baron it's actually the Duke. Which was a major reason I made this army because of the Duke and an Autarch allowing to deepstrike pretty much anything. However, because of the cluster of terrain in this board I couldn't really use that combo to it's full effectiviness. Also, he also lucky as gak Warlord Trait hindered my reserves in more. That's why I didn't start with them on the board. Also, the lack of cover made it difficult to place my vehicles behind LOS terrain.
I didn't have the Baron it's actually the Duke. Which was a major reason I made this army because of the Duke and an Autarch allowing to deepstrike pretty much anything. However, because of the cluster of terrain in this board I couldn't really use that combo to it's full effectiviness. Also, he also lucky as gak Warlord Trait hindered my reserves in more. That's why I didn't start with them on the board. Also, the lack of cover made it difficult to place my vehicles behind LOS terrain.
My bad, I fixed the posted list above with the correction to the Duke
Baron doesn't have drugs and how are there 2 court members (lord and cryptek) in one squad? Also really not sure why the DE player put anything in reserve besides maybe the hornet. Nightfight, night shields, mobility advantage and range advantage means a couple turns of more or less unanswered shooting so why give up a turn and risk getting stuck in reserve?
Honest mistake on the lord and cryptek in one squad as I made the list literally 5 min before we played but as you'll see later on, this hardly mattered and probably hurt me more than anything lol.
If necrons are going 1st, it is almost always better to deploy them horizontal to the deployment line. This also gives you extra movement when you pivot the ark.
However, if you are going 2nd, you would deploy it vertical to the deployment line only if you need cover against enemy shooting. Much easier to get 25% obscurement that way.
Very true and I always deploy them with the intention of the enemy stealing the objective but I should probably place them higher up front. Essentially at the time I had in mind of just playing it kind of like the terminators with the troops up front and the ark hanging back to regen the mob. Since the blob was the key, I didn't really need the ark up there much. Due to his mobility, I was also concerned of turning side ways honestly since I'd give up my rear armor pretty easily that way.
Oooh....a baneblade. Looking forwards to this Apoc battle.
I actually got 4 baneblades that I wanna apoc game with but sadly not alot of other people with super heavies in my area to fight against >.< It's still not going to stop me making a titan one of these days however wmahahahahahahaha.
This message was edited 2 times. Last update was at 2012/12/31 22:52:58
+ Thought of the day + Not even in death does duty end.
2013/01/02 13:55:35
Subject: Re:Mech DE vs Reanimation crons 1500 (completed)
gawd that report took some time to finish. We both definately learned some rules we got wrong. I certainly learned to respect nightshields alot more than I used to. They can be deadly in the right hands. DE fliers are actually pretty brutal. I haven't seen them used much but they certainly got the blast templates, lances, and toughness to handle alot of stuff. Foot lists will likely get pretty fragged over by all the night shields unless you had some long range anti-tank that can hit lol.
+ Thought of the day + Not even in death does duty end.