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2019/11/08 11:23:40
Subject: [2 000] Ultramarines Space Marines vs Sautekh Necrons, 09/11/12, Now with Complete Battle Report
Hi guys,
I'll share with you my next game this Saturday. It's gonna be against an army of sautekh necrons on a brand new table. I haven't fought the xenos in a long time, and reading their codex again I don't think they can easily stand the passage of time and powercreep.
We'll see.
I have a vague idea of his list and will update it the day of the game.
Here are the lists:
**Chapter Selection**: Hungry for Battle, Master Artisans, Ultramarines, Ultramarines Successor
+ HQ +
Chaplain [5 PL, 95pts]: 2. Catechism of Fire, Jump Pack, Litany of Hate, Plasma pistol
Chapter Master [6 PL, -3CP, 98pts]: Adept of the Codex, Chainsword, Champion of Humanity, Jump Pack, Plasma pistol, Stratagem: Chapter Master, Stratagem: Exemplar of the Chapter, Teeth of Terra, Warlord
Librarian in Terminator Armor [6 PL, 110pts]: 1) Veil of Time, 3) Null Zone, Force stave, Reliquary of Vengeance, Storm bolter
Lieutenants [5 PL, -1CP, 63pts]
. Lieutenant: Master of Strategy, Master-crafted boltgun, Stratagem: Hero of the Chapter
Tactical Squad [4 PL, 82pts]
. 3x Space Marine
. Space Marine Sergeant: Chainsword, Combi-plasma
. Space Marine w/Special Weapon: Plasma gun
Tactical Squad [4 PL, 82pts]
. 3x Space Marine
. Space Marine Sergeant: Chainsword, Combi-plasma
. Space Marine w/Special Weapon: Plasma gun
+ Elites +
Company Ancient [4 PL, 65pts]: Seal of Oath, Storm bolter
Company Veterans [8 PL, 75pts]
. Space Marine Veteran: Chainsword, Plasma gun
. Space Marine Veteran: Chainsword, Plasma gun
. Veteran Sergeant: Chainsword, Combi-plasma
Sternguard Veteran Squad [12 PL, 140pts]
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Space Marine Veteran: Special issue boltgun
. Veteran Sergeant
. . Special Issue Boltgun/Bolt Pistol
Devastator Squad [6 PL, 161pts]: Armorium Cherub
. Space Marine Sergeant: Combi-plasma
. Space Marine w/Heavy Weapon: Grav-cannon and grav-amp . Space Marine w/Heavy Weapon: Grav-cannon and grav-amp . Space Marine w/Heavy Weapon: Grav-cannon and grav-amp . Space Marine w/Heavy Weapon: Grav-cannon and grav-amp
I'm pretty confident on this one, I have enough firepower T1 to fully destroy the destroyers and cripple the wraiths, and after these two units only Imotekh is really annoying.
This message was edited 2 times. Last update was at 2019/11/10 10:06:42
Today, I had a nice game with my friend and his necron army of the Sautekh dynasty against my Ultramarine list, on his superb new gaming table!
Firstly the scenario: deployment on the lengths, 6 objectives placed on the table for maelstrom and counting kill points + first strike, kill the warlord and linebreaker.
The necrons have the initiative. Only the Troop choices counts for the KP.
The table:
Spoiler:
]
The necron list:
Spoiler:
(Sautekh dynasty)
Imotekh
1 unnamed C'tan
Cryptek
2*10 immortals tesla
20 warriors
9 scarabs swarms
3 heavy destroyers
6 destroyers
10 lychguards
10 deathmarks
9CP
A C'tan, an old and unfathomable being, is supervising the destruction of the imperial forces:
The Space Marines one:
Spoiler:
(Ultramarines successors, hungry for battles, master arisans)
Captaine jump pack, Teeth of Terra, plasma pistol, expert of the Codex, Imperium Spear/Sword (?)
Chapelain jump pack plasma pistol
Librarian terminator armor, stormboter reliquary of veangeance
Lieutnant, master of strategy
3*5 scouts
6 snipers scouts including a heavy bolter
2*5 tactical space marines 1 plasma gun 1 combi-plasma
10 sternguards
5 terminators 3 hammer / shield
5 devastators 4 grav cannons
2*3 scout bikers sergeant avec stormbolter
3 company veterans with combi-plasma
1 ancient with seal of oath
1 land speeder 2 heavy bolters
1 thunderfire
1 stalker (vindicator count as)
3*1 drop pod
10CP
I wanted to take the minimum of vehicles after the disaster of my last game, the armory was not too happy ... The idea is to spoil all enemy anti-tank units if I only play infantry . I play MSU to maximize my special weapons and rerolls while minimizing morale issues.
The imperials opt for a defensive deployment, using the maximum of cover and LOS blocking to get out of range of necrons weapons which are short ranged. However, they are hampered for the objectives and by the special ability of Imotekh (1D6 mortal wounds on a unit at 48 "and on units at 6" on a 6). The Necrons are bubbling around their HQs while leaving scarabs and warriors at the edges to protect the most valuable units, in the center, from the deep strikes. The sternguard veterans are deployed on the table to have more boots on the ground and avoid losing the game T1 (we are never careful enough!). Note that the thundefire is well hidden behind the Necron Fortress, hard to see in the photos.
TOUR1
Spoiler:
NT
The necrons begin the game by advancing cautiously towards the imperial lines, taking care to extend a maximum in order to prevent the fep. The destroyers do not move: not being able to reach their targets, they prefer not to expose themselves unnecessarily. Scarabs move and advance towards the scouts on Objective 5.
Imotekh then uses his time capacity dreaded on the thunderfire and his 4 HP , hoping to immediately put an end to this threat, but inflicts him only 2 MW (in spite of a reroll,) and does not hit anyone else.
Some warriors in line of sight and in range then kill 5 sniper scouts including the heavy bolter, then 1 scout on Objective 5 dies and one of the scout bikers squads takes 3HP. A shooting phase quite mixed.
The scarabs then assault the Scouts with shotguns, killing 2 while taking a wound in the fight. And there, surprise, they blew themselves up, killing the last two members of the squad !
FIRST BLOOD and 1 KP: 2PV!
SMT
The chaplain opens my turn by reciting the catechism of the fire for the veterans, then the scout bikers as well as the land speeder get closer to scarabs, putting themselves at mid-range. The lieutenant moves away from the veterans and gets closer to the fast choices, getting 9 "away from everyone.The last scout sniper after passing his morale test for 2CP, jump from the necron ruins an hide near the thunderfire .
The scouts on my right flank move with the stalker, remaining sheltered behind his blessed armor as he gets closer to the heavy destroyers.
In the shooting phase, the bikes, the land speeder, the thunderfire (who shoots twice) and the lieutenant (who has an aura at 9 " with the stratagem), annihilate the scarab swarms, enabling the veterans to get the +1 to wound against the warriors, and with their stratagem and sons of Guilliman, they kill 12 of them.But that put the 10 tactics out of no mid range, killing only 3 more.
But they don't disappear, succeeding their morale test for 2CP.
A single heavy destroyer is shot down by the stalker despite the stratagem.
Having shot down a unit that FLY (scarabs) and FIRST STRIKE, I take 2VP.
TOUR 2
Spoiler:
8 of the 15 warriorscome back to life.
The C'tan leaves the center of the lines and the protection of the warriors, counting on his necrodermis (and his 3 ++!) And goes for the module on objective 2. The Necron warriors follow behind him, past the fortress and the cover. The destroyers also leave their cover, their time has come. Imotekh and his 20 immortals advance toward the center of the battlefield, still with the cryptek, while the lychguards serve as a screen at the rear of the formation. The deathmarks, after intense reflection, teleport directly on the necrons forteresse, in front of the veterans, but are obstructed by the unit of Scouts holding objective 6 and their placement is far from ideal, but they take objective 5 (they must hold it for 2 turns).
All the Scouts of my left flank as well as the land speeder and the lieutenant are vaporized by an intense fire of (heavy) destroyers (using their stratagem), tesla and disintegrator rifles . A veteran joins them to the right of the God-Emperor. 7 tactical marines are also put out of action by the xenos on my right flank, then the C'tan charge the module and takes care of it, seizing objective 2
Two troops destroyed so 2 VP, and maybe a 3rd for an objective, so it goes to 4 or 5 VP
The instoppable necron advance:
SMT
Reinforcements are here !
The last module arrives and frees its deadly cargo on my left flank, company veterans and devastators well intended to get this side back . The veterans, devastators and company ancient disambark at short range of the destroyers who no longer have blockers or scarabs to protect them. The terminators teleport to my right flank, in order to engage as many of the necron lines as possible into melee, to their disadvantage. The chapter master manifests himself in the reduced imperial lines, between the veterans and the thunderfire, guiding his men into the tumult of battle. The librarian also arrives on the battlefield, facing the C'tan: his supernatural powers being the scourge of these ancient false gods. On scouts squad also close to the C'tan.
The chaplain then launches forward, right on the deathmarks, resolved to challenge them objective 5 whatever the price.
Psychic phase: the brother librarian inflicts 3MW to the C'tan and gives veil of time to the Scouts.
However, the stalker, the librarian , and the last three tactical marines shoot the demon creature on the shooting phase, no charge is needed. The veterans, guided by theirc hapter master, find their marks on 5 deathmarks. Destroyers are destroyed by devastators and company veterans (seal of oath and grav amplification helping), as well as a heavy destroyer by the thundefire.
Charges are declared and are all successful (all thanks to hungry for battles, for that matter!): The terminators assualt the warriors (helped by the tactics) and the chaplain the deathmarks.
One deathmak dies and two warriors survie. The morale test is automatically successful again thanks to a stratagem.
I do not lose any HP during assault.
TOUR3
Spoiler:
NT
7 of the 13 warriors and 1 deathmark come back.
A squad of immortals goes for the devastators, the last heavy destroyer moves to shoot at the ancient, the cryptk teleports himself with the lychguards in the center of the necron forteress in a risky bet (thus removing my teleportation beacon. ..) and Imotekh and his squad of immortals retreat slightly from the terminators, remaining however in the center. The deathmarks disengage.
The destroyer fires and ... does not kill the ancien ! He inflicts "only" 3 wounds on him and leaves him alive. Two terminators die under Imotekh's fire, the immortals finish the last tactical squad and I also lose one or two sternguard veterans (thanks, cover!). Two devastators, including the sergeant, are grilled by the necrons, but not without shooting down the last heavy destroyer before succumbing ! It's karma.
Assault phase and his super charge is successful: 10 inches ! He gets my chaplain, blocks him, and gets to the veterans too. He does not kill either unit but let only 2 veterans alive. He takes a loss or two in the riposte.
Necrons score 1KP for tactical squad and 2VP for an obkective
SMT
The chapter master see a breach in the necrons line: the cryptek is alone ! He seizes the opportunity and goes for the kill, despite being exposed next round. The terminator, scouts and librarian are getting closer to the necron warriors, it's time to finish with them for good.
Devastators and company veterans concentrate their firepower on the nearest squad of immortals and devastate it to the last with gravitational amplification, while the squad of warriors suffer the same fate on the other flank. Terminators consolidate to Imotekh. The cryptk is also sent back to its necropolis world for repair.
I score 2VP for two troop choices destroyed.
TOUR4
Spoiler:
Little movements, Imotekh and his guard slowly move 5 "in the opposite direction of the terminators and the deathmarks draw a line of sight on the devastators and veterans.
No tactical dreadnought armor faile its wearer / bearer once again. The chapter master did not come to this battle in a terminator armor though, and took 8 wounds...
Naruto sad song moment
The last two veterans are also killed by the deathmarks, they kill one in response (thanks Mr. Ancient !).
The lychguards finish the sternguard veterans and consolidate towards the thunderfire.
SMT
The last scout sniper withdraw and advance of 5 "and hides behind the necron ruins, out of sight of the lychguards.The others scouts remain on their objective , sheltering as best they can while the terminators, enraged by death from their master, go straight to the necrons with the last HQ still present.
Some mortal wounds are inflicted on the immortals and the terminators are get veil of time.
Shooting phase and three deathmarks are destroyed by the last three devastators A lychguard is destroyed the techmarine. The terminators then declare a multiple charge onthe immortals and Imotekh, and manage a magnificent 11" charge to
The assault is violent and sees the death of all the xenos, without loss in the imperial side. VENGEANCE FOR THE CHAPTER MASTER !
TOUR5
Spoiler:
NT
The 10 surviving necrons are getting closer to their targets: the terminators, the techmarine and the devastators. The shooting phase fails and we go to the assault one: the lychguards charge the terminators, without killing any, and the techmarine, that they kill. Two lychguards are destroyed in return.
SMT
I realize that I may be able to score the linebreaker if I can get a 6 on an advance roll with either the ancient or the terminators or the scouts. So I decide to try them all and miss all the advance rolls. A last deathmark is destroyed by graviton fire, and the game ends here.
Necrons: 12VP
Space Marines: 8VP
We have to stop there, no tabling for me ;'( (that's why I tried the linebreaker, knowing there wouldn't be any other turn) and with a slight necron advance.
Very nice game, very tight and really nice, the necrons played the objectives and the KP and did well, they come out broken but winners! A real pleasure.
On my side I am satisfied with this list and the units I wanted to try (stalker, drop pod with the grav devastators + veterans company and ancient, assault terminators) and my chapter traits (100% of successful assualt and 0% dead plasma). In spite of my initial 10CP, it was quickly out of CP, I can save 3 by removing the reliquary of vengeance(obviously the terminators do not need it) and not using the chapter master stratagem, but I do not know, It's really useful sometimes, even if I use him more like a smashcaptain. We'll see.
The lieutenant who gives reroll pf 1's + tactical doctrine to the sternguards veterans T1 is fun.
I do not see a unit that has "underperformed", I misused the Tactics by preventing them from shooting mid-range and preventing them from typing the next lap, but it's not their fault.
The drop pods,that is the second time that I try them with the new codex and I remain satisfied: it avoids me being stuck in my deployement zone T1 after the destruction of my rhinos, I can play them empty as we saw here, I can almost do a null deployment ... I would like to see them at 50-55 points but it's okay.
We really feel the difference between the SM 1.0 and SM 2.0, even with classic marines.
Imotekh remains a big guy : he is the only one to have killed terminators, and his ability "My will be done" twice a turn, allows to have a bubble-like of buff, it is not negligible. Well, I may have feared a little too much his ability "lord of the storm" but in stats with a reroll it's not as bad as this ^^
Deathmarks are too expensive for what they do, especially that, no luck, they are trolled by my modules since the units disembark from the modules and deathmarks can not fire on a unit that land (again a + for modules! ). The immortal tesla with +1 to hit on the other hand, it rocks !
This message was edited 5 times. Last update was at 2019/11/11 13:44:52