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Necron transcendent C'tan vs TAC eldar.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Poll
Who will win?
Eldar handle the necrons for the win 50% [ 8 ]
A tie pulled out. It comes down to secondaries. 6% [ 1 ]
Necrons with two C'tan dominate the eldar. 44% [ 7 ]
Total Votes : 16
Author Message
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Made in us
Tough Tyrant Guard






Seattle

As promised post valentines tournament I got a game in against the necron transcendent C'tan. His list changed a little bit from that weekend. This is from memory and I'm sure he will chime in with his actual list at some point, but you will get the gist.

Hq
Nemesor Zandrek
Ovelord with phase sword and mind shackle scarabs
Troops:
Necron warriors (20)
Immortals (10)
Elite:
Deathmarks (5)
Deathmarks (5)
Others:
C'tan shard with writhing worldscape.
Transcendent C'tan with
Large blast stomp ability.
Anti matter meteor.
Falling star barrage thing.

Eldar list
Hq:
Farseer super runes, bike, laughing all the way.
Farseer got guide, doom, and fortune. The three best options in this game.
Illic nightspear

Troops:
Jet bikes (3)
Jet bikes (3)
Rangers (5)
Pathfinders (5)

Elite:
Wraithguard (5)

Fast attack
Swooping hawks (6)
Nightwing
Hornets (2) pulse lasers.

Heavy:
Wraithknight suncannon, scatter laser
Shadow weavers (3)
War walker scatter laser/star cannon

Aegis defense line w/ las cannon.

Deployment: dawn of war.
Missions:
Primary: emperors will
Secondary: purge the alien
Had fun with the emperors will lately. We play you can score on your opponents objective, br only contest your own. This for we nits to cross the board and generally prevents ties.

Pre-game thoughts
Spoiler:

Well as I was thinking about this game at work I became pretty confident. If I have first turn I will plan on setting up the aegis line in one corner with the seer and artillery in it. While other units are spaced about the line I battle so gigantic blasts have limited kills. In a perfect world my opponent would set up his transcendent leaning towards the aegis, taking longer for him to get after the hornets at extreme range on the other side.
If I get second turn I will rely more on my reserves and infiltrating units to avoid his first attacks. The hope here would be to trap him in a position extended from the other units where I can bring the large volume of high strength firepower to bear all at once. Ether way the first turn will likely be focused on his troops and light weapons working at it as well.


Deployment
Spoiler:

I didn't mention earlier we used the river side of my war board. It was industrial ooze which allows a 5+ cover save.
Well I won the roll off and we figured out night fighting early which vastly effected my plans. I hadn't even considered the potential of night fighting and how much that effects eldar. Zandrekh will just give t big C'tan night fighting and I'll have big blasts regardless. I really wanted to be a me to counter deploy so I decided to let him go first. Also my plan of placing the aegis in a corner was effected by the terrain. With big barrage weapons I wanted to have it in front if area terrain allowing me a natural cover save as well. Giving him first turn would hopefully bring his unit into lesser stealth instead of shrouded range.

In retrospect I should not have given in to the my army is on this side so I will stay here that seems to hit.

My emperors will was right in the middle of my aegis in area terrain. His was board left in the open. The other side of the board had more area terrain which would have benefitted my snipers.

Necrons deployed very strong with both C'tans to my right side. Zandrekh and the immortals were located centrally while the MSS overlord and the blob were to the center left. His big C'tan out front on the right and the little one hiding behind LOS blocking mountain.


Eldar deployment. As planned I placed the shadow weavers and giggle seer in the aegis, well spread out and in a good position to hit the whole field. In he ruins to my right I placed Illic with the wraith guard and the rangers. Both units were split between the levels to divide any damage from big blasts. To the far left I placed the war walker behind the large building and my pathfinders in the ooze for a 2+ cover save. I debated for a few minutes about placing the wraithknight out test turn. I was really hoping the death marks would come in and have to mark before he entered. My experience against them in the past with tyranids has always been rough. I ended up keeping him, the hawks, hornets, and two bike squads in reserve. I felt night fight would limit their effectiveness only providing more elite targets for the C'tan.




Turn one
Spoiler:

Zandrekh took stealth off the pathfinders, and gave the big C'tan night fight.
Eldar did not seize, didn't really care too as I wanted him to move closer. Move through cover went poorly for both troop squads. I believe it was a two and a three inch movement respectively. Run was equally poor and neither squad cleared six inches the first turn. Big C'tan came straight across the board quickly and fired off its big blasts. One targeted the shadow weavers causing a total of three wounds, two of those saved. On he far left his star barrage targeted the pathfinders, scattered onto the war walker wrecked it, but caused no deaths in the pathfinders.

Extreme range from the warrior horde however killed two pathfinders. They promptly broke and booked it out of their cover.

First blood to necrons.

Eldar turn one
Pathfinders regrouped and a couple of them made it back into the cover. Psychic phase I doomed the C'tan who was just in range.guided the rangers nearby and put fortune on the wraithguard. They snapshot, hit the warrior horde and assigned what became a tend and a wound to the overlord. He took a wound made his armor save. Shadow weavers did nothing. Illic, the rangers and the las cannon put four wounds on the doomed C'tan, but three of them were saved or felt no pain. still one out of six wounds off the scary man.


Wrap up
Really a pretty good first turn. Only lost three guys and the spare walker, it would have been nice to unload that fire power once, but I expected it would die. With night fight I expected that I wouldn't do all that much, getting a wound on the C'tan made me feel decent. Fun psychology note, the instant you see those thirteen inch blasts and giant barrage templates you feel like you have to destroy that bloody C'tan.


Turn two
Spoiler:

Necron turn two
Necrons rolled for reserves and neither death mark came in. Zandrekh took hit and run from the farseer, and gave his blob unit move through cover. Big C'tan continued his movement directly up the board, the immortals continued to struggle through the industrial ooze. The large squad of warriors got a good move through cover roll and made it to the bridge. Small C'tan continued to hang out behind the volcano. Big C'tan let loose at the artillery again both the super blast and the star barrage hit them.

However all seven wounds they sustained only resulted in two dead artillery members. More fire power from the blob of warriors killed one of the rangers, this time they stuck around.

Eldar turn two
Unlike the necrons, eldar reserves were excited to come in. Everything but one jetbike in fact arrived. This is where the little C'tan earned his points. Both hornets zipped onto the table at extreme range from the Big C'tan. Both rolled 1's and were immobilized and down a hull point. Jet bikes came on, made their dangerous terrain tests. Wraithknight came on at extreme range from Zandrekh. Nightwing lined up on the C'tan and swooping hawks dropped into the necron backfield left at extreme range from the blob squad.

Grenade packs killed a couple of warriors, they promptly got up at the end of the phase. Doom hit the C'tan again, guide on the wraithguard squad failed, and fortune went on the wraithknight. Wraithguard came out of the building and just in range of the C'tan. There was much more shooting this turn, and I planned on using it on the big C'tan. Immobilized hornets fired at the C'tan. Three wounds, all saved. Night wing fired, four wounds, two saved, two feel no pain. Wraithguard and Illic, one wound, saved. Las cannon, no wound. Rangers, two wounds, no save, both feel no pain. That's all I had assigned to the big guy. Mr. suncannon fires at the immortals, only kills three. Night spinners lob and miss by eleven inches. One immortal gets back up. Lonely pathfinders on the left side still manage to put another wound on the overlord in the warrior group. Two warriors in that same squad were shot by the swooping hawks, one of whom had died upon landing in the writhing worldscape. My jetbikes brave the terrain again and go super fast into the right corner 20 inches from the small C'tan.

Turn two wrap up
At the start of the turn as the C'tan continued to approach all I could think was. "I have to kill it" Forget all my careful planning earlier in the day, I should have done something different. Writhing worldscape was a lot of trouble it turned out, especially when Zandrekh could remove move through cover. I really thought that out of 10 wounds applied to the C'tan, while I wouldn't kill it, I would have taken it down to one or two wounds. Instead, I did nothing between the necrons hot dice, my super poor dice and target prioritization.


Turn three
Spoiler:

Necron turn three.
One squad of deathmarks arrives from reserve and lands directly in front if the wraithknight. Zandrekh takes the wraithknight a move through cover and gives the big C'tan furious charge. Big dude the. Moves within one inch of the Illic and wraith guard squad. The small C'tan moved towards the jet bikes, hopping to assault them. His two troop squads continued to move forward towards my objectives. He immortals were finally clear of the terrain. The big C'tan fired one blast at the artillery, causing no real damage due to saves. The sky barrage hit the edge corner of the wrath guard squad, killing two of them. Warriors on the right shot at and killed the pathfinders who failed three out of four 2+ cover saves. Death marks fired at the wraithknight, but only managed a sigle wound. C'tan charged into close combat and crushed the wraith guard and Illic without breaking a sweat.


Small C'tan failed his charge, but took no wounds.




Eldar turn three.
Jetbikes squad number two came in and lost two guys to writhing worldscape. They didn't break. Farseer cast fortune on the wraithknight, doomed the big C'tan once more, and guide on the nightwing. Wraithknight couldn't get close enough to charge the Zandreku squad so he stayed put to shoot at the deathmarks. Swooping hawks jumped back up into reserve. Farseer boosted all the way across the table to eighteen inches from the small C'tan. Nightwing flew up on the other side of him. Right side jetbikes also failed one terrain move. They broke and ran.

Shooting proved fruitful this turn as I did not focus on the big C'tan. Instead The nightwing took the small C'tan down to a single wound. Wraithknight destroyed the deathmark squad with a half dozen ap2 wounds left over. Rangers put another two wounds on the doomed big C'tan, but both were saved. The now unmanned las cannon however hit and successfully wounded the big bad man. Artillery fired and once again failed to hit the target. No left over deathmarks to help my wraithknight charge and shift forward.

Turn three wrap up.
Well, I was hoping the wraith guard squad would be able to cause a single wound to the C'tan before they were wiped out, but it was not to be. Perhaps Illic would have done better in another unit hoping for that d3 wounds from a roll of 6. Targeting the rest of the army sure enough is doing a lot already. Taking out the writhing world scape should have been my primary objective it turns out.



Turn four
Spoiler:

Necron turn four
C'tan moved towards the rangers in the building as they were within easy charge range. Shard moved towards the farseer I. The hopes of being able to make a charge this turn. Blob squad of warriors moved backwards as the game was coming towards a close. They weren't going to make it all the way to the eldar deployment zone. This would allow him to at least contest his sides objective. The immortals continued to move forwards as quickly as they could, finally gettin a good run in. They could make it to the objective with a run on the fifth turn. The second deathmark squad came in, had a mishap and I placed them in dangerous terrain in the middle of the board. No casualties.
Shooting from the big C'tan was split between the rangers first and the artillery second. Artillery were unhurt and a single ranger bit it. The charge wiped them out with very little effort. The shard failed it's charge. Deathmarks failed to wound the farseer even though they had marked him. Warrior blob managed to pick off the line jetbike in the right corner.

Eldar turn four
Last jet bike squad made its morale on the right side, but didn't move for fear of writhing worldscape. Night wing and farseer got close to the shard so they could finish it off. Hawks dropped back in, bombed the deathmarks and failed to kill any. Doomed the immortals, Periled the guide on the nightwing, used his final charge to keep from taking a wound. Wraithknight jumped within a couple of inches of the immortals and zandrekh. Nightwing killed the shard, sun cannon killed a handful of immortals, and the swoopingh hawks las fire managed to take them down to one more immortal. Artillery then scattered six inches off said immortal. Three came back. Wraithknight charged the immortals and killed three, only to have them all get back up, they did not fail their morale.

Turn five wrap up.
Killing off the non C'tan is easier and I wish I had been doing it from the start.


Turn Five
Spoiler:

Necron turn five
Big C'tan moved over to the combat with the wraithknight, he was unable to fire anything because he wanted to charge in. Warrior squad moved more models around the objective. The immortals tied in combat couldn't move, which left only the deathmarks, who moved towards the farseer. Deathmarks managed to caused five wounds, two saved and the three others rolled double ones. Doh, warlord to the necrons. That was all his shooting, the big C'tan joined the combat with the wraithknight, managed only two wounds, both of which were saved on the knights shiny shield. Knight punched two immortals, who then got back up.

Eldar turn five
I would need some luck to win this, but there was potential still. Swooping hawk jumped closer to the warriors, fired and killed three. Nightwing got closer to them as well and only killed one. Shadow weavers scattered and only killed one guy. The moment of truth, warriors made their leadership and didn't run, all but one got back up. My lone remaining jetbike turbo boosted to the objective, and we went to close combat.



Wraithknight turned his attention to the C'tan, and punched two wounds all the way through. C'tan managed only one wound in return that made it through, but the necrons still did not break.


Turn five wrap up
At this point we called as a tie. He had no scoring units that could make it to my objective by turn seven, and I he would be able to kill my last scoring unit in the next turn. So primary turned out to be a draw, necrons won the secondary by kill points, and the tertiary as well with the warlord/first blood. I wish I had spent more time concentrating on his supporting units before I went after the C'tan. Not sure how I would have done that exactly, perhaps Illic should have set up shop somewhere else, and the wraithknight should been set up closer to the C'tan and out first turn. Wraithguard are the unit I should have waited to bring on. Lessons learned, and if I were to replay the C'tan I think I would do better against it next time. Although it was real hard to get over the pyschology of feeling like you had to take that big boy out.
]

This message was edited 9 times. Last update was at 2014/03/14 21:28:09


 
   
Made in us
Fresh-Faced New User




Seattle

That list sounds about right.

"I acknowlede no master, save for the almighty spectre of death. In its name, I will reap all signs of life from this galaxy. Leaving nothing but a barren monument to timeless inevitability.

Call it what you will, but this is the pursuit of nothing less than absolute perfection. Those who cannot understand its necessity are clearly flawed, but they should not despair - I will ensure that they do not live to see the final stage of the work completed."

-Executioner Ezandrakh of the Mephrit Dynasty
Herald of the Red Harvest 
   
Made in us
Confessor Of Sins




WA, USA

While I love the Transcendent C'tan, I'm giving this one solely to the Eldar under your command.

The C'tan's weakness is volume of fire, and I think you can do that, especially since the Necrons have very little in the way to answering your other units.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in be
Deranged Necron Destroyer






The C'tan alone is enough to kill about everything, combo with zhandrekh, and taking away rules will be harsh, large stomp in hth is a real killer... altough i prefer other powers this loadout will put on the hurt as well.

tbh killing the c'tan aint easy, T9 4++ 5+fnp

Necrons take this

This message was edited 1 time. Last update was at 2014/03/05 06:44:51


You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
 
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