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Subject: Mortetvie vs. JY2 unofficial last game of 6th 2k (completed)!
So while JY2 is doing an amazing job on his battle reports, I thought I'd do one on a game he decided to let me document (albeit with a worse camera and photography skills). This is technically our really truly last game of 6th. We played in my garage so don't mind the junk in the background =).
This game is one between a list I'd call "everything wrong with Taudar in 6th" while Jim is playing his hardcore no holds barred Necron list of DoOoOoM!TM This was a fun game using 6th edition rules we played before our "7th edition championship match" that Jim will doubtless be posting up soon. But anyway, on to the game!
This game was a fun challenge match where I wanted to see if I took a particular 6th ed list how it would do against Jim's hardcore Necron list. My main strategy was to (hopefully) get Misfortune to make dealing with Wraiths easier as they close in on me and my priority was to take out Wraiths ASAP along with a few barges a turn then when the flyers came on to knock them out as best as possible to limit Jim's ability to get to objectives.
Jim's goal, no doubt, would be to get into combat ASAP with the wraiths and tie up/kill my units while he secures objectives.
We rolled and got nightfight and Jim also won the roll to go first or second and elects to have me go first. I deploy my army in two groups to hopefully split the Wraiths up as he comes towards me and generally not be clumped up in case assault(s) go bad for me. I also deploy keeping in mind that Jim will likely be out of range and force me to move closer to him or into different positions because the board has a lot of LOS blocking terrain in the middle which I need to move around to get better lines of fire.
Jim elects to keep 5 of his Barges in reserve to deny my S10 Wraithknight shooting something to shoot and he keeps his wraiths back to mitigate any incoming shooting.
I was proxying the actual Riptide as a Wraithknight while the Gundam figures were my Broadsides (I am currently working on a Tau army made entirely of Gundam figures)
Jim was proxying a Destroyer lord by using one of my Vypers.
Eldar Turn 1:
So Jim decided to play "hard to get" by deploying out of my range and relying on Night Fight to survive turn 1 unscathed. We all knew Jim was such a tease...Eh? Well, I decided to cast Guide/Prescience on some Wraithknights and move up to get in range of his Barge while my Broadsides move into better positions for the incoming Necron onslaught. Incidentally, my Riptide fails a Nova charge and takes a wound.
The only thing I managed to get into range of was Jim's single Annihilation Barge but everything bounced off until my last unit of Broadsides manage to get a few glancing hits past the 4+ cover save (Ruins save, night vision negating Shrouding from Night Fight). My first turn ends with my Riptide moving back and a glorious 2 HP put on Jim's Annihilation barge via glancing hits (so Quantum Shielding is still up).
Necron Turn 1:
(apologies for the bad picture, the Wraiths are well hidden and I didn't get a good picture from Jim's side of the board, doh)
After reeling from the massive ticklefest that my last shooting phase ended up being, Jim decides to move up with his Wraiths with his Warlord D-Lord and accompanying Wraiths. D-lord and a few Wraiths manage to be well hidden out of LOS by the central Ruins on his side of the board while sending his damaged Annihilation Barge back out of harm's way. Losing 2 HP makes it quite ripe for the killing, after all. Jim then sits tight and braces for impact while hoping for some good reserves rolls. He also hangs back with his other unit of Wraiths and their accompanying D-lord.
Eldar Turn 2::
Jim was just in range of a Farseer so I was able to cast Misfortune on his closer Wraith unit. I also cast Guide/Prescience on my Riptide and a Wraithknight. Finally, I cast Scryer's Gaze but fail! I then proceed to get in 4/5 of my Jetbikes =(. Riptide Fails to Nova and takes another Wound.
I move my Wraithknights up and manage to take out his Annihilation Barge but I am in charge range of his Wraiths as a result...Good thing my shooting manages to take out every single Wraith and put 2 wounds on his D-lord between the shots that needed LOS and the SMS that did not need LOS. Oh yeah, I also manage to target the further Wraith unit with a Wraithknight and manage to get an "Instant Kill" wound on it (rolled a 6 to wound with the Wraithknight's Distort weapon) which Jim's D-lord doesn't manage to LOS nor does he manage to get back up, ouch...Finally, I move my Bikes to my extreme left flank to encourage Jim to send the bulk of his army that way (Jim LOVES to try and take out MSU troops). This will (1) limit Jim's access to objectives on the board and (2) force Jim to bunch up in a small part of the board making his Barges easy targets for my Wraithknights. Well, that was a rough round of shooting against the Wraiths as I devastated them thank's to Misfortune! I now have First Blood and board control so I just brace for impact from Jim's retaliation and reserves.
Necron Turn 2:
Jim manages to get 3 Barges in and 2 Flyers. He then moves his other Wraith unit up to take the place of the previously destroyed Wraith unit (joining his remaining D-lord to them). He also moves into position to try and destroy my Jetbikes but can only get in range of 2 units. Interceptor manages to blow off the guns from one of his NightScythes and forces the other NightScythe to Jink to avoid damage!
Jim then tries to take out my bikes but only manages to kill 2 from one unit and put a wound on my closer Wraithknight from his other shooting.
Eldar Turn 3:
This turn I cast Misfortune on the other Wraith unit that moved up and get my Broadsides into position to shoot wraiths, Riptide fails another Nova charge for a 3rd wound and gets ready to
shoot down a flyer while my Wraithknights take aim at the Barges.
This turn I manage to put a few wounds on the Wraiths but don't do too much damage to them (I think I kill maybe 2-3) while I shoot down one Flyer and my Wraithknights take out a single Barge. Overall, aside from downing a flyer (which is now a priority for me), a mediocre shooting phase,
Necron Turn 3:
Jim gets the rest of his reserves in this turn and continuing the mission of downing my relatively fragile scoring units, he moves forward with his Barges and flyers to lay down the law on my Jetbikes! His previously damaged Nightscythe also flies off the board. He also moves up with his Wraiths to try and get a good charge off and laughably fails his dangerous terrain test from his D-lord and then subsequently fails his armor save! But all is not lost, he manages to get back up and is now placed within 3" of the the front of his strung out Wraith unit thereby giving them extra range for the charge...This must have been part of his plan all along!
Shooting manages to take out 2 bike units and I think a few arcs manage to take out some more bikes from another unit but I pass my ld test....I better protect my bikes because if I lose them all then I need to rely on secondary points to pull out a win! Sofar I only have 3/5 bike units left.
Jim then tries to get a charge off against my Riptide but either fails or my overwatch kills just enough to prevent the charge...There was A LOT of firepower to be had as a lot was within 6" of any charge target. He also moves a Necron Warrior unit up to the 3pt objective on his side of the board and then hopes to tie up my Wraithknight with them if I let him.
Eldar Turn 4:
This turn I cast Misfortune on the Wraiths that survived overwatch and Guide/Prescience on Riptide/Wraithknight. I get my last bike unit in and move all of my bikes into relatively "safe" positions. I also join 2 of them with a Farseer each to give them Ld10 and an extra 3 wounds to soak up shooting.
Wraithknights only manage to take out a single Barge but the rest of my army erases the Wraiths/D-lord unit and the 2 Flyers that were in the air.
Now all Jim has that can reliably threaten my bikes is his 3 barges (which are still very scary) but he is still in the game as he has a single Flyer (with no gun) that can drop off troops anywhere he wants as well as 2 units coming in from reserves that can still claim objectives on his side of the board.
Necron Turn 4:
Jim's last flyer comes on, keeps the warriors inside to play for a turn 6 objective grab while another 2 units of warriors come on and hunker down on some other objectives. Meanwhile, the unit of Warriors that came on in the previous turn assault a Wraithknight to tie it up-this was a smart move because I was just far enough NOT to contest his 3 point objective and if the warriors could hold out in combat they can't be shot at and will claim an objective to boot! His Warriors do manage to hold out in combat this time...But barely with only a few remaining.
Still on a mission to take out my scoring Jetbikes, Jim moves his Barges up and manages to take out all but 1 unit! Amazing! So now I only have 1 Jetbike unit left that is on a 3 point objective while Jim has some scoring units on several objectives. If only this were turn 5...But alas, there is still another round of shooting to weather from my army.
Eldar Turn 5:
This turn I am in position to really do some damage to whatever Jim has left. My Wraithknights take out 2 Barges leaving only 1 while my Broadsides and Riptide take out 2 Warrior units and his remaining Flyer (mass SMS can be pretty devastating).
My Wraithknight finishes off the last Warrior unit.
Necron Turn 5:
Now all Jim has left is a single barge and warrior unit which are both out of range to threaten my bike unit on a 3 point objective. Likewise, there are no objectives in range of Jim's Warrior unit so he opts to hide out of LOS (thereby preventing the unit getting wiped via Interceptor) and tries to put some wounds on my Wraithknight. Not much to do this turn except hope for the warriors to survive another turn (if game goes on) and get an objective.
Eldar Turn 6:
Well, we roll to see if game goes on and it does not! Necrons survive with a single Barge and Warrior unit while Eldar end the game 4 Jetbike units less but still have one on a 3 point objective. Eldar win this game with max bonus points and 3 mission points.
Necron Turn 6:
Game ended last turn
Well, that's the game, hope you all enjoyed the read! I think this Eldar list is strong but a bit lacking in durable troops so if I took this to a tournament I'd likely have 1-2 Wave Serpents mixed in there somehow. Anyway, looking forward to 7th, I can definitely see the Firebase Cadre being strong as tank hunter negates the need for a buffmander on the Riptide and a few Marker Lights can provide all the support the big guy needs. 2x Broadsides is also A LOT of firepower so with the right support/allies, this formation is really strong.
Overall, this army doesn't necessarily suit my play style as I like to be more creative with my list design. Keep an eye out for Jim's upcoming battle report where I take what I hope will be considered a more creative list of pure Eldar against pure Necrons at 2000 points!
This message was edited 12 times. Last update was at 2014/06/26 23:07:01
Jesus Christ changed my life, He can do the same for you!
This was basically a rematch from last year, only this year, Adam changed up his list. And while adam's list from last year was better suited to killing my barges, his list this year was better suited to killing my wraiths and flyers thanks the the Tau firebase cadre.
Yeah, the tau units from that formation pretty much play themselves.
My lists, and eldar in general, struggle with a lot of flyers and to do well against necron flyers you need to have a reliable anti air otherwise the necrons will just put thier troops on objectives at will and that seldom ends well .
Jim has excellent tactics and target priority and I think whenever we both play, it's generally the dice that ends up deciding things. Thanks for the game, Jim and I look forward to more in the future! Our games always help me see where my lists could improve and where they struggle.
This message was edited 1 time. Last update was at 2014/06/26 09:28:38
Jesus Christ changed my life, He can do the same for you!
Oh, that was rough so far. Basically, my strategy in the beginning was to play the denial game. Wait for your reserves to come in and then to try to take them out with my reserves. However, I made a mistake by leaving my wraiths within range of Misfortune.
Thank goodness Misfortune, Terrify and Hallucination has been nerfed in the new 7E. They are the bane of my Necrons.
This message was edited 1 time. Last update was at 2014/06/26 20:18:32
Ouch, that was a painful game....for my crons. My strategy for the game was....what's that river in Egypt called again? Oh, that's right...De Nile. Hence the reason for the reserves. I had bottom of the turn. I meant to slowly feed my opponent units and then make a mad dash for the objectives in the end. Hence, I was trying to minimize the damage he could do to my army. As long as he is busy shooting at my wraiths and AB's, my flyers have a decent chance of surviving until the end. Unfortunately, it just wasn't meant to be. Wraithknights are a good counter to Necron AV13-spam. Broadsides with Tank Hunters isn't too bad either. Moreover, Adam's list has the VoF (volume-of-fire) needed to deal with my wraiths. I knew that going into the matchup, I would take a lot of damage. Hence my strategy to reserve to preserve my units and to try to steal the objectives in the end. But tank-hunting broadsides just proved to be too much for my flyers, even when snap-shooting, and Misfortune was as deadly as ever.
jy2 wrote: Ouch, that was a painful game....for my crons. My strategy for the game was....what's that river in Egypt called again? Oh, that's right...De Nile. Hence the reason for the reserves. I had bottom of the turn. I meant to slowly feed my opponent units and then make a mad dash for the objectives in the end. Hence, I was trying to minimize the damage he could do to my army. As long as he is busy shooting at my wraiths and AB's, my flyers have a decent chance of surviving until the end. Unfortunately, it just wasn't meant to be. Wraithknights are a good counter to Necron AV13-spam. Broadsides with Tank Hunters isn't too bad either. Moreover, Adam's list has the VoF (volume-of-fire) needed to deal with my wraiths. I knew that going into the matchup, I would take a lot of damage. Hence my strategy to reserve to preserve my units and to try to steal the objectives in the end. But tank-hunting broadsides just proved to be too much for my flyers, even when snap-shooting, and Misfortune was as deadly as ever.
Rough game jy2. Adam's list was definitely nasty and matched up well against Necron AV13 Spam.
I'm looking forward to your 7th Ed game Battle report. I wonder how Necrons are going to do scoring BAO Maelsteom objectives. Losing out on one turn, scythes can Score, and having to expose vulnerable warriors early or risk falling behind on Maelsteom.
Looking forward to more, enjoyable read. And I can't say it wasn't refreshing to see Jim on the wrong side of a landslide... For a change!
A rough game indeed! If an army has the fire power and volume if shots to deal with av13 and wraiths along with enough shooting to take out flyers fast then the necron list is definitely in for a hard game.
With psychic powers nerfed a bit in 7th, I think the game would be a lot closer for sure as misfortune was a very rough power when in play!
Now if only GW would eliminate the prevalence of ignores cover...GW's miniatures are top notch but thier rules leave a lot to be desired :(.
Well, stay tuned for Jim's game against my eldar in 7th .
Jesus Christ changed my life, He can do the same for you!