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2015/04/20 16:56:45
Subject: Green Tide vs Decurion Detachment 1850 Prep for Killadelphia(Game Posted)
Hi Everyone!
I thought I'd let y'all have fun making predictions on our game we're playing this Wednesday. I plan on posting the battlereport as soon as possible after that.
Have fun!
Necron army list
1850 Pts - Necrons - 1850 - Derpcurion
So for his army, in the past he's had one big scary unit of beaming lynchguard "reroll everything, t5, basically you can't kill us"
Then everything else runs around. I'm not sure of the specifics and I'm sure it can change.
Orks!
1850 army list
Spoiler:
Green Tide Formation
1x Warboss Heavy armor Choppa of ragnerok
100x Choppa Orks
5 x Nob w/ Power claw
1 x Nob
CAD Painboy
Weirdboy level 2
Warboss megar armor lucky stick
10x gretchen
10x gretchen
10x gretchen
6x Bikers 6 nob w/ pk 6x Bikers 6 nob w/ pk 6x Bikers 6 nob w/ pk 15x Lootas 1 mek
My army strategy is usually to bother them with bikes for a turn or possibly 2 until the green tide gets there and multi-assaults their entire deployment zone. The mega-armored boss moves up with the lootas. The weirdboy is for psychic defense mostly, possibly to get hammerhand if I'm lucky, but he only gets it for two turns usually as it's almost a guaranteed perils. The gretchen provide cover or more importantly, speed bumps for nasty assault units, or objective grabbing if I don't think I'll need them for either of those purposes.
So what do you guys think!
(my opponent is already quoting 300 imagining his lynchguard scything threw ork bodies)
This message was edited 5 times. Last update was at 2015/04/28 19:01:14
2015/04/20 18:28:31
Subject: Green Tide vs Decurion Detachment 1850 Prep for Killadelphia
Looking at the two list I think there are going to be a lot green dead bodies with a bunch of metal ones standing over them but it will be interesting to see what happens.
2015/04/20 18:40:03
Subject: Green Tide vs Decurion Detachment 1850 Prep for Killadelphia
I see the wraiths assaulting the tide from the side or rear, drawing it in an odd direction that takes several turns to resolve. The rest of the necron force will elimiate the rest of the orks by turn 3, leaving tons of units left over to sit on objectives.
Saddy, I see the orks getting blown away.
2015/04/21 02:23:15
Subject: Green Tide vs Decurion Detachment 1850 Prep for Killadelphia
Yeah, as the ork player. I can't say I disagree with you guys. It's a brutal match up for me. I think that something will be nice at least is with the lack of shooting I'll be able to group my green tide very tightly to maximize their attacks.
I think Jim is right about the wraiths charging. I'll have to either keep them busy while duking it out with the lynchbomb, or vice versa.
2015/04/22 23:04:21
Subject: Green Tide vs Decurion Detachment 1850 Prep for Killadelphia
Hi Dakka!
So nearly 50 of you voted in the poll and we'll see who was right!
Just as a quick interrjection. Something I learned only after the first turn (despite my opponent straight up telling me this but it not shrinking in)
1. wraiths are fearless
2. the spiders only give re-animation at the beginning of the movement phase. So if I go first they don't have it.
so not a great start...
Spoiler:
Terrain set up:
We each got to set up half the terrain and my opponent deploys the biggest piece of terrain he has in the middle and I put everything as far to the edges as possible because call me Susan Gibson, I need wide open spaces.
Mission
Spoiler:
We played from the killadelphia pack and I believe we got mission 6? We each had to kill fast attack. He has 7 fast attack(!) and I have 3.
We pick these.
Strike the rank and file is kill all troops and moment of bloodshed is kill three units in one turn.
Warlord trait:
[spoiler]
He uses the default one which is zealot and gives the unit rage and steal special rules, furious charge in my case. Which is huge as it means his lyches will double out my orks, ignoring their fnp. He can also change his warlord trait at will, cause he's playing with Hannibal Barca. A much better comparison than Thermopylae if you ask me. Cannae anyone?
I get move through cover withing 12' of warlord, pretty nice actually. He's in range of all my whole army except for one unit so I have almost as much move through cover as the necrons
Psychic:
Spoiler:
Necron: HA!
Orks: Hammerhand, hell yeah!
Note here: whenever I refer to right and left, it is always ork right and ork left.
Deployment:
Spoiler:
My opponent wins the roll off and deploys first.
He takes all of 5 minute to set up his army as his jetbikes and scarabs are all staying in reserve, model count wise, nearly half his army.
This is the unit marked for death.(so sinister sounding...muhahaha!)
I deploy my blob. Keeping gretchen between me and the stupidly hard kill to zombie robots(which, I guess, makes more sense when phrased that way). Maybe this picture will help? He didn't have blast weapons so I crunched em up as much as possible. Generally tried to keep my bikes free so they could leave turn 1. I had an idea my opponent wanted me to go first because his army is so damn tough he usually can't get hurt.
one unit of bikes deploys on the far left.
With that done, we get to the important stuff and go eat pizza!
Ork Turn 1
Spoiler:
my opponent decides I should go first.
I don't move much. The blob shuffles.
The right bikes move up a little but are out of range of spider. I decide not to shoot at wraiths because I thought they had re-animation protocols up and all I would do is expose myself to a first turn assault while probably killing one wraith. If I had realized that I would have actually killed 2 and half wraiths, I would have risked it. So...first mistake.
The left bike squad moves up, lootas open fire and kill the spider in that squad. First blood! whoo! Right bikes open up and take a wound on the wraith. Again, this was a huge mistake. The lootas and the bike would have taken 5 wounds(spider took 4 wounds) off the wraith squad. a spider and a half dead wraith with reanimation is way less scary then 3 wraiths without it, IMO.
Necron Turn 1
Spoiler:
It's like an undead oprah show and Zhandrek is feeling generous, YOU get reanimation protocols, and YOU get reanimation protocols, EVERYONE gets reanimation protocols!
Right wraiths move up some.
warriors move up. The lychstar moves up as well. His wraiths which I had designated to kill come out from behind their building.
The left wraiths move up and charge. He's hot with his saves and I do nothing in over watch. The funny part is that he is equally cold with his hits and doesn't do a damn thing and neither do I. Combat ends with neither of us having hurt the other one. That took both of us by surprise I think.
Ork Turn 2
Spoiler:
Again, not much moving, I have fire superiority and would rather him come to me. Or rather through my grots so I can get the charge off.
My bikes let loose against the spider but the spider is fine. The lootas shoot at wraiths or spiders but are equally ineffective. I think it was the spider as I realized at one point I'd put 14 wounds on him without a wound.
I believe I score the hell out of objective six considering I had 100 models within a foot of it.
The bikes and wraiths continue to slap each other but I think I lose one this time.
Necron Turn 2
Spoiler:
All the scarabs plus jetbikes arrived from reserved. They mostly hid, except for the jetbikes which turbo boosted on the far left flank of the board out of line of sight of everything except for my slowly getting slaughtered jetbikes.
His right flank wraiths moved up to get as close to possible to my soon to be toast grots and bikes.
His lychstar got a little scared of the 100 (possibly) strength 6 orks (Although not even that scared, I'd kill about 3 guys) so they stayed back a little.
His spiders stayed just within 12 inches of the wraiths.
It's all kind of blurring together but I believe this was the end of turn 2
His warriors shot my grots and then the wraiths assaulted the bikes and grots. The grots died horribly but the bikes stuck around and again, despite all efforts the spider remained unhurt and I didn't even try to hurt the wraiths.
Ork turn 3
Spoiler:
My movement phase was finally something useful and I moved my tide 6 and got a 5 inch run, so really moving.
The grots and last unengaged bike squad moved up to block movement path and hopefully assault from the really lychhbomb.
My psychic face: roll for hammerhand, Hell yeah! get it but with a peril. "Whatever, I'll take a wound for hammerhand. What's a 2 do? random power gone! uh oh, there goes hammerhand"
My shooting was slightly more exciting this turn as my lootas killed several warriors who were guarding his backfield left flank objective but they passed moral.
I didn't take a good picture after movement but before charging but I rolled a 9 inch charge.
This let me get everything into combat except for a reach towards the spider that was in the back field. I re-roll the three and get a 5 for an 11 inch charge. Good right?
WRONG!
It meant that I was not going to have the weight of attacks to bring down the second spider that was a far reach, which means I was going to stay in combat and probably close enough to be counter assaulted from his really scary unit.
So you guys saying the wraiths would charge in and tie me up? You were wrong! it was actually my bonehead mistake that would do it. In my defense it was late and that is how my army operates against almost every other army. just multi-charge everything and eventually you win. So, made a huge mistake here.
On the good side, my green tide does kill pretty much everything else it touches. All 6 wraiths and the other spider die without losing a single boy(fnpftw) from the green tide. He does focus his wraith attacks on the bikes and finishes them off.
That picture is the same as the end of the turn (minus the wraiths) because we were playing with no unit cohesion in combat so the non-base to base orks, realizing their mistake charged in the opposite direction in the hope that the spider would kill the two orks attacking it. Which it did not and then they consolidated right back to where they started.
The left flank bike vs wraithes finally ended with the nob running away (forgot to use mob rule, he probably would have stayed for another round) They consolidate towards middle.
Necron Turn 3
Spoiler:
Everything moves up or too objectives. The left side is kind of falling apart as it's just lootas and warboss vs 3 wraiths, 3 jetbikes and a bunch of warriors.
So I made was probably a mistake in trying to win the gamesmanship, but not a mistake in awesomness. It was getting late and we were calling it at turn 3. So when his stuff opened up on my bikes I opted not to jink and just let them die so that as many as his lychstar could charge in. This was also because I was never going to get hammerhand off again so I figured I should take advantage of being strength 5 by fighting them this turn. They were going to get a charge off regardless (6' with fleet) so why not go all out?
He charges in and it is predictable, kills 19 I believe? I do no wounds back. We're locked. I did at least force him to pop his relic or ability that allows him to re-roll RP.
So to understand how hard it is to kill this unit. If the special character with a 2+ save is in base to base he can tank the wounds. He also gets re-rollable ones. So that's a re-rollable 2+ save AND then a re-rollable 4+. We played Killadelphia rulings where re-rollable 2+ becomes 2+ re-roll as 4+. So I did 13 wounds, which was below average, but even if I had done twice that, I still stood very little chance of hurting him.
The left flank the wraiths charge the lootas but because the warboss is in base he can tank the wounds and I think neither of us did anything to each other.
Sorry everyone for only a three turn game. I believe we'll be having a proper rematch in the near future and I hope that it will be more complete.
Final tally
Spoiler:
The final score was 10-6 necrons
and he decided to assault the lootas instead of getting another point for an objective.
Post-game thoughts
Spoiler:
So I was disappointing that it came to that. I rolled the bike jink saves just for my own sake and I would have only lost one bike. I would have kept the protective layer between my green tide and the mob. maybe with another good waagh turn I could have multi-assaulted his entire right flank and then just kept them locked up all game and hoped that my warboss and lootas would eventually win their fight. I don't know, but it certainly would have been better odds than where I was.
I think my two mistakes that if I had avoided I could have won was not shooting wraiths first turn and charging the spider. Which in my mind makes it a great game. If I'm only one or two mistakes from winning than I think it was pretty good. I'm of the opinion that my opponent made a mistake by not taking first turn. I didn't capitalize on it, but I still think it was a mistake. If I had only slightly over average rolling(basically rounding up), I could have wiped out 2 of his 3 wraith squads before he got to move. Lining up against lootas is dangerous because occasionally they will go crazy and as an ork player, it's a wonderful thing when it happens.
I'm not a fan of the mega-armored boss with the lootas. I had seen the idea over at frontlinegaming.org and thought it was cool but I think in the future I'd rather use that spot for zhardsnark. It would also make my army almost all troop choices, WHICH IS HOW GOD INTENDED.
I will also use the extra points saved from removing the grots towards a second squad of lootas, totally 22 in two squads of 11. It's not just this one game, I've played with the mega armored warboss leading the lootas a few times and meh. I'm hoping with zhardsnark holding a lucky stick(i'm pretty sure I can do that?) He'll be a knight killer, hopefully before the squad gets stomped.
This message was edited 4 times. Last update was at 2015/04/28 11:15:50
2015/04/29 03:49:40
Subject: Re:Green Tide vs Decurion Detachment 1850 Prep for Killadelphia(Game Posted)
I was the Necron player, I figure I will chime in with my pregame thoughts and postgame analysis (as well as break down the necron army a little more).
The mission - Kiladelphia Mission 6 (Modified Scouring/Maelstrom/secondaries). The Kiladelphia missions are the difference in VP totals at the end of the game added or subtracted to 10. Each round has a max of 20 points available for someone to earn and both players start at 10. This game ended 10-6, so the difference is 4. We would have recorded 14 points for me and 6 points for vercingatorix on the scoring sheet.
Mission specifics - each Fast Attack choice killed was worth a VP, each secondary was worth 2 VP, modified maelstrom deck with VP scored every round, and each objective was worth between 1-3 VP (scored at the end of the game). It's a lot to keep track of, I think there's pictures of the stenopad we used to track the scores somewhere on here (complete with my sloppy handwriting).
After looking at the Ork list, I wasn't really sure what to make of it. I haven't played against Orks since 5th ed when I was using the 3rd ed Necron codex, and things were a lot different then. I know my guys are pretty tough, with decent armor saves and RP is pretty cool. Orikan in the lychguard unit allows me to reroll saving throws of a 1 (which is great despite the Kiladelphia nerf) and I've got one res orb to be pretty safe for an assault or shooting phase. I have no idea how well the giant mob of 100 orks is going to do, but when he rolled move through cover as his warlord trait and hammerhand on the weird boy, I figured I really really didn't want to be receiving a charge from this unit. As tough as the robots are, ~400 s6+ hits can really do a number.
We deployed terrain per Kiladelphia rules and I was lucky to get the roll to setup first. I figured I wanted to deploy in the center as much as possible. It would give me the best ability to swoop around on the sides and score maelstrom points, and hopefully I could charge his blob on the side with wraiths/spyders to pin it while the lychstar could setup for a big charge. I figured I wanted bottom of turn because there's no way I could get a turn 1 charge off and I don't really shoot, might as well let the Orks get a little closer before. Also, you can score a fair amount of points at the end of the game in this mission so it gives me that last bit of wiggle room to score VPs. The risk is that I don't have RP active on the harvest formations and could lose some important units before I get them to do what I want (and I do end up losing a spyder).
We only played until turn 3, but the big combat was underway and it would have been a real war of attrition from there on out. Losing 5-8 orks a round doesnt really lower the damage the lychguard take all that much, but if I have a few poor save rounds then I lose 1-2 models and thats a huge chunk of my damage. Orikan leveled up on turn 2, which was nice. On turn 3 when I got the charge, Zahndrekh manages to crowdsource furious charge from the orks so I actually do drop 22 models on the turn I charge (also thanks to hatred from Zahndrekh), but after that they'll be getting FNP from the Painboy.
I really wish we'd had time to play this out, but it was close to 11:30pm on a work night at this point. I had locked the big blob and the lootas in combats, the only free units he had were one squad of grots and one squad of like two remaining bikers. I still had all 3 scarab units, 2 squads of warriors, a squad of immortals, and 3 tomb blades that weren't locked in any combats. They could have scored the rest of my maelstrom points throughout the game and eventually dived into either of the combats if it looked like things were going to go south. Normally you don't want these units in combat, but against orks you've got a pretty good shot of doing some damage.
2015/04/29 04:05:47
Subject: Green Tide vs Decurion Detachment 1850 Prep for Killadelphia(Game Posted)
Nice liqour cabinet, Bulliet is such a good rye whiskey.
I would expect the fight to be pretty close, and come down to maelstorm objective points.
Both of the armies are attrition armies but in a different way, one is tough with lots of chances to not be killed, the other just has a lot of bodies you have to mulch through to get anywhere. A lot.
2015/04/29 17:54:16
Subject: Re:Green Tide vs Decurion Detachment 1850 Prep for Killadelphia(Game Posted)