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This is not written with entertainment in mind, this is just a record of my wins and losses with various wacky lists as I try to find out what works and doesn't for Necrons in 9th. I am new to 9th so there is a bit of a mission learning curve. I had planned something more elaborate on another website, but that website is down and now I am finally getting started with 9th. I tried to write homebrew on a system I had basically no experience with just to show that I could but my homebrewing spirit has died down a bit.
Game 1 Defeat Necrons Starborn Swarm vs Drukhari Cult+Kabal
Transcendent C'tan [14 PL, 270pts]: Crackling Tendrils, Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt, Random Fractured Personality
Transcendent C'tan [14 PL, 270pts]: Crackling Tendrils, Power of the C'tan: Seismic Assault, Power of the C'tan: Sky of Falling Stars, Random Fractured Personality
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Detachment Command Cost [-2CP]
Dynasty Choice: Dynasty: Nephrekh
+ Elites [14 PL, 270pts] +
Transcendent C'tan [14 PL, 270pts]: Crackling Tendrils, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Random Fractured Personality
Paying 4 CP to spam C'tan was not worth it, but as I am trying to test different units sometimes I will have to push the limits of Detachments. Because of how I played I never ended up benefitting from my Dynasty, but I should have used the Nephrekh Stratagem so I am not convinced the Dynasty is necessarily bad for the list. Part of it is also me wanting to test out every Dynasty and I think this was my best bet for making Nephrekh work. I forgot my 6++, I guess that is why I spammed Scarabs in Nephrekh. idiot vict could not comprehend the genius of the vict that created the Starborn Swarm list.
Drukhari had a mix of Kabal of the Poisoned Tongue in Raiders supported by a Voidraven Bomber, Cult of Strife in Raiders supported by Hellions and Drazhar and a unit of Incubi in another Raider.
Mission: The Scouring
Necron Objectives: Bring it Down, Raise the Banners High and Purge the Vermin. I predicted my opponent would take Engage on All Fronts but did not connect the dots which meant Raise Banners and Purge the Vermin against an aggressive Wych Cult list was a bad idea. I picked Bring it Down forgetting that it got nerfed. I should have picked Engage on All Fronts, Deploy Scramblers and Assassinate. My opponent would have had no way to stop me from getting Engage on All Fronts and Deploy Scramblers had I played the mission and kept some things in reserve and Assassinate might have made my opponent hold back his melee characters.
Drukhari Objectives: Engage on All Fronts, Assassinate, Deploy Scramblers.
Necron Command Protocols: 1. Eternal Guardian 4. Hungry Void 2. Sudden Storm 5. Undying Legions 3. Vengeful Stars. I was happy having picked Eternal Guardians because I went second, it helped a little bit with keeping my Warriors alive, but I failed to spread out my HQ so one of my Destroyers did not get cover turn 1. I lost my Warlord turn 3 so Undying Legions and Vengeful Stars never came into play, I think Undying Legions should have been taken out, Vengeful Stars moved to turn 4 and then Conquering Tyrant for turn 5, I doubt Undying Legions would have an impact turn 4 or later with this list.
Deployment: I rolled randomly for the traits of my C'tan, it was neither amazing nor terrible. I deployed my entire army, with my C'tan hidden as best I could behind obscuring terrain while trying to not keep them so far back that they were irrelevant. That worked out for the most part, my opponent's poison could have done a number on my C'tan but my C'tan lasted the longest out of all my units. I should have deep striked my Destroyers with a Stratagem, I did not survey the battlefield properly so I ended up having them out in the open when I thought I could have hidden them. I deployed a lot of units close together, not knowing the Voidraven Bomber's void mine rule had been changed to an AOE effect, that could have ended the game turn 1 but luckily my opponent rolled poorly and did next to nothing with it.
Game: I went 2nd and played the objective game, I realised at the end of his first turn that I had no way to win so I just tried to kill as much of my opponent's army as possible and tried to learn as much about the new Drukhari as possible. I sent my Scarabs into Hellions which was a terrible idea, I was partly saved by god-like Reanimation Protocols (8 5+ rolls on 12 dice) but still a terrible idea. I never ended up using my Veil of Darkness, had I picked different objectives I could have used it for getting Engage on All Fronts and/or Deploy Scramblers by keeping the Veil carrier and a unit of Warriors safe at the back of the table. Plasmancers popped down some nice damage, I don't really get why some people hate them. Cryptothralls were okay, they really should have been doing secondaries but I just used them to murder things which they did okay. Transcendent C'tan did okay damage in melee, I used the ignore invulns strat twice to get through an Archon and some Wyches, low-quality shooting would have been ideal for dealing with Wyches.
Game 2 Victory Necrons Starborn Swarm vs Blood Angels Death Company Drop Pods
Transcendent C'tan [14 PL, 270pts]: Crackling Tendrils, Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt, Random Fractured Personality
Transcendent C'tan [14 PL, 270pts]: Crackling Tendrils, Power of the C'tan: Seismic Assault, Power of the C'tan: Sky of Falling Stars, Random Fractured Personality
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Detachment Command Cost [-2CP]
Dynasty Choice: Dynasty: Nephrekh
+ Elites [14 PL, 270pts] +
Transcendent C'tan [14 PL, 270pts]: Crackling Tendrils, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Random Fractured Personality
Blood Angels had some characters and a bunch of Death Company in Drop Pods and a few Tactical Squads to hold objective.
Mission: Scorched Earth
Necron Objectives: Deploy Scramblers, Assassinate and Raze. I feel extremely confident I would have gotten 10, 12 and 12 if the game had gone until turn 5 so I was happy with my choices.
Blood Angels Objectives: Assassinate, Linebreaker and either Grind Them Down or Thin Their Ranks. Because my opponent had barely any shooting to point at my C'tan Assassinate was harder than he had anticipated, the multi-charge rules also makes it hard to wrap around or hop over a screen and kill characters, so my list's weakness to Assassinate was mitigated.
Necron Command Protocols: 1. Eternal Guardian Sudden Storm 4. 6. Conquering Tyrant 2. Hungry Void 5. Undying Legions 3. Vengeful Stars. Eternal Guardian was useless because my opponent failed most of his T1 Drop Pod charges, but I cannot figure out what might have been a better choice. Sudden Storm was good because it allowed my Destroyers to perform an action while shooting, combined with Conquering Tyrant T3 they would have been able to fall back and shoot as well, although my opponent had nothing that could charge them because I used my Destroyers in my opponent's deployment zone more than 18" from my opponent's Tactical Squads.
Deployment: I rolled randomly for the traits of my C'tan, they all got transhuman which was neat against BA wounding on 2+ in melee with thunder hammers, although useless against most of my opponent's army. I put my Destroyers and one unit of Cryptothralls in Deep Strike which seemed like the right choice in terms of the mission, although I would have utterly annihilated my opponent if I had kept them in my Deployment Zone.
Game: I went 2nd and deep struck with most of his army but failed all but two charges, he killed less than a unit of Warriors and hit the wound cap on a C'tan with a unit that could have killed it if not for the wound cap ability. I scored a lucky kill with Time's Arrow on a 4-wound character with a relic and spewed mortal wounds everywhere. I forgot to Move my Scarabs up to screen against smite and movement from Mephiston. My opponent did next to nothing in his next turn, failing a charge with his reserve Drop Pod Death Company unit and surrendered after I cleaned up most of his army with my mortal wounds turn 2.
I also won a 1k game with a Baby Starborn Swarm list against a Frozen Stars melee Harlequins list. I forgot you can no longer fall back and use a C'tan power, so I did that once, it's hard to say exactly how big the impact was, I would have had to put more destroyer shots into the character I killed the next turn which would probably mean one or maybe even two shuriken bikes surviving. The Transcendent C'tan I brought killed half my opponent's list by ignoring invulnerable saves in melee. I killed a unit with my Warriors when I should have charged to grab an objective and forgot that you have to be outside the center of the table to grab table quarters with Engage on All Fronts. I was okay with my secondary choices, it seems harder to max out secondaries in smaller games.
This message was edited 4 times. Last update was at 2021/05/12 04:07:18
Overlord [6 PL, -2CP, 125pts]: Hand of the Phaeron [-2CP], Relic: Orb of Eternity, Resurrection Orb [30pts], Staff of Light, Warlord, Warlord Trait (Codex 4): Thrall of the Silent King
Salamanders brought two melta Gladiators, Brayarth Ashmantle, two more Dreadnoughts, 3x5 Intercessors, Tech Priest, Vulkan and 10 THSS Terminators.
Mission: Battle Lines
Necron Objectives: Grind Them Down, Engage on All Fronts and Deploy Scramblers. Grind Them Down earned me almost nothing as I had a hard time killing vehicles with my list and Deploy Scramblers got ignored in favour of killing my opponent.
Salamanders Objectives: Assassinate, Deploy Scramblers, Thin Their Ranks. My opponent tried to catch up with his Terminators after failing a charge by advancing them which led to him having no way to deploying scramblers.
Necron Command Protocols: 2. Sudden Storm 4. Hungry Void 6. Conquering Tyrant 5. Undying Legions 1. Eternal Guardian. The 1" of Sudden Storm Movement seems very small if you are not going for a first turn charge. Hungry Void was cool. Undying Legions and Eternal Guardian did nothing.
Deployment: Flayed Ones in Deep Strike, Warriors spread across the starting line. My opponent used his Intercessors to screen out Flayed Ones from the back and put tanks and Dreadnoughts up front.
Game: I went 1st and advanced everything, I the gauss flayers in my list should have probably been gauss reapers, but maybe I only think that because AP-1 was useless against Salamanders. I took control of the board, using Reanimation Protocols to push further forwards, charged into my opponent's vehicles and held them the entire game while taking more primary objectives than my opponent. It is a very time-consuming list to play. Orb of Eternity won me the game by letting me secure my opponent's objective.
Game 4 Victory Necrons Bloody Chronoclasm vs Tau Mecha
Overlord [6 PL, -2CP, 125pts]: Hand of the Phaeron [-2CP], Relic: Orb of Eternity, Resurrection Orb [30pts], Staff of Light, Warlord, Warlord Trait (Codex 4): Thrall of the Silent King
Tau brought a trio of Ghostkeels, a FW variant Riptide, an HQ, some Drones and a Taunar.
Mission: RETRIEVAL MISSION
Necron Objectives: TITAN HUNTER, TELEPORT HOMER and ENGAGE ON ALL FRONTS. Teleport Homer did not work out like I had planned because I used my Veil of Darkness turn 2 instead of turn 1.
Tau Objectives: Minimise Losses, Thin Their Ranks and Assassinate.
Deployment: Flayed Ones in Deep Strike, Warriors spread across the starting line. My opponent placed his Ghostkeels in the middle of the board and his Taunar solo at the back of his deployment zone.
Game: My opponent quickly surrendered, with no obsec and no screens he had no chance on the missions.
Game 5 Defeat Necrons Bloody Chronoclasm vs Astra Militarum Gunnery Experts Jury-rigged Repairs Bullgryn Spam
Overlord [6 PL, -2CP, 125pts]: Hand of the Phaeron [-2CP], Relic: Orb of Eternity, Resurrection Orb [30pts], Staff of Light, Warlord, Warlord Trait (Codex 4): Thrall of the Silent King
Astra Militarum brought 21 Bullgryn, 2 Priests, 2 Company Commanders, Leman Russes with flamers and demolishers and Manticores with flamers. All those flamers and blast weapons were a problem, the blasts made them deadly at range and heavy flamers made them decent in melee.
Mission: Priority Target
Necron Objectives: Priority Target, Purge the Vermin, Raise Banners. Priority Target failed because I deep struck my Flayed Ones in the wrong place, Purge the Vermin was a bait to get my opponent into my side of the battlefield and not stay back and blast me into oblivion, I don't think I needed it so I should have picked something different, although Flayed Ones in the right place could have fixed the issue.
Astra Militarum Objectives: Priority Target, Thin Their Ranks and Engage on All Fronts.
Necron Command Protocols: 1. Eternal Guardian 4. Hungry Void 6. Conquering Tyrant 5. Undying Legions 2. Sudden Storm. Hungry Void only being one turn and me going second meant I really had to make the most out of my charges T2 to deal with my opponent's Bullgryn, but because I didn't I lost the crucial one turn S5 advantage and had trouble for the rest of the game with my opponent's Bullgryn for that reason.
Deployment: Flayed Ones in Deep Strike, Warriors spread across the starting line. My opponent filled up his deployment zone, forests and craters made movement and charges difficult.
Game: I went 2nd, 14 of his Bullgryn were aggressive while 7 were defensive, with some good charge rolls I managed to make a dent but crucially allowing one unit of Bullgryn to run rampant and take over my priority objective lost me the game. I had a small chance of winning if a unit of 3 Warriors survived 6 Leman Russ attacks and a heavy flamer with Gunnery Experts turn 4 but they fell.
This message was edited 6 times. Last update was at 2021/05/12 04:08:04
Tesseract Vault [25 PL, 500pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt, 4x Tesla Sphere
Tesseract Vault [25 PL, 500pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Sky of Falling Stars, Power of the C'tan: Time's Arrow, 4x Tesla Sphere
The list is very terrain dependent, having space for not just one, but two Vaults is hard and would be unlikely to work in a tournament setting with random terrain. Bit of a bummer because they are pretty cheap for how tough and dangerous they are. Time's Arrow is insane now. They are much easier to engage in melee than previously because of engagement rules and being able to measure from the hull. I really liked the Szarekhan Dynasty.
Ultramarines had Guilliman, Chief Apothecary, Tigurius, Lieutenant, 10 Intercessors, 5 sneaky Primaris Troops, 10+ Aggressors and 3 Eradicators.
Mission: Priority Objective
Necron Objectives: Raise the Banners, Grind Them Down and Assassinate. Raise Banners went horribly, I forgot to have a character to raise the second banner in my deployment zone so I only ever raised one, I should have gone with Priority Objective.
Ultramarines Objectives: Titan Hunters, Oath of Moment and Engage on All Fronts.
Necron Command Protocols: 2. Sudden Storm 3. Vengeful Stars 3. Vengeful Stars 5. Undying Legions 1. Eternal Guardian. The choices seemed fine, half my army being unaffected meant the impact was not that great though.
Deployment: I deployed a Doomstalker and some Scarabs on each objective and my Vaults, HQs and Warriors in the middle of the table, due to terrain one of my Doomstalkers was unable to see the objective in the middle, had I deployed both of my Doomstalkers together and used all my Scarabs to screen them out I would have been safer and more effective. I should have deployed my Lord and Warriors on the flank where I deployed some Scarabs and one of the Doomstalkers, that would have allowed me to Raise Banners on that objective.
Game: I went 1st, did little damage turn 1 but steadily ground him down after that, I lost a Vault, my Warriors and Lord while my opponent was left with nothing but 5 Intercessors, because I played too cagey and picked a bad secondary my opponent shot ahead of me in VP and I lost the game.
Game 7 Victory Necrons Dark Hypercube vs Tzeentch Daemons
Tesseract Vault [25 PL, 500pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt, 4x Tesla Sphere
Tesseract Vault [25 PL, 500pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Sky of Falling Stars, Power of the C'tan: Time's Arrow, 4x Tesla Sphere
Tzeentch Daemons had a couple of chariots, a Herald of Tzeentch, a couple of Exalted Lords of Change, The Changeling, a big blob of Pink Horrors and pts for splitting, a few small Brimstone Horror units, a big unit of Flamers and a couple of medium-sized units of Screamers.
Mission: The Scouring
Necron Objectives: Abhor the Witch, Cut Off the Head and Grind Them Down. I lost only one unit so Grind Them Down was easy, Abhor the Witch was almost too easy, Cut Off the Head got me exactly 0 VP, it forced my opponent to hold one of his Exalted Lords of Change back, which was my plan. Assassinate would have been far easier to score and might have some of the same effect, but I thought losing the VP off one secondary is worth effectively removing an Exalted Greater Daemon from the game, it probably wouldn't be in a tournament where scoring high and not just higher than your opponent is the goal.
Tzeentch Daemons Objectives: Mental Interrogation, Strategic Scan and Engage on All Fronts.
Necron Command Protocols: 2. Sudden Storm 5. Undying Legions 4. Hungry Void 5. Undying Legions 1. Eternal Guardian. I think I picked the right choices.
Deployment: I deployed a Doomstalkers together on one flank, Warriors and Lord on the other, Vaults, Cryptek centrally with Scarabs screening the Vaults against Smite. My opponent hid all his units.
Game: I went 2nd, forcing my opponent to reveal units and allowed me to grind him down as they came forward to Engage on All Fronts, although he did control the central objective for two turns my Vaults vomited out too many mortal wounds and left him with no primary points in the final round while I got the max on the final round. Although Vaults lose their powers when they advance, the new tesla rules means they still land 13 S7 hits which is not bad.
Game 8 Defeat Necrons Dark Hypercube vs Blood Angels Attack Bikes and jump packs
Tesseract Vault [25 PL, 500pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Time's Arrow, Power of the C'tan: Transdimensional Thunderbolt, 4x Tesla Sphere
Tesseract Vault [25 PL, 500pts]: Power of the C'tan: Antimatter Meteor, Power of the C'tan: Cosmic Fire, Power of the C'tan: Sky of Falling Stars, Power of the C'tan: Time's Arrow, 4x Tesla Sphere
Blood Angels had Master Apothecary w. jump pack, Chaplain w. jump pack, Chapter Master on bike, Chief Librarian w. jump pack, 2x5 Incursors, 2x5 shield and claw Vanguard Veterans, 2x8 Sanguinary Guard, 2x3 melta Attack Bikes and a Whirlwind.
Mission: The Scouring
Necron Objectives: Grind Them Down, Assassinate, Deploy Scramblers. Grind Them Down failed utterly because I went first and my opponent's entire army was hidden, so I was constantly on the backfoot half my army was doing nothing because my opponent ignored one flank.
Blood Angels Objectives: Titan Hunter, Engage on All Fronts, Raise the Banners.
Necron Command Protocols: 1. Eternal Guardian 2. Sudden Storm 6. Conquering Tyrant 5. Undying Legions 5. Undying Legions. I should have picked something other than Conquering Tyrant and Undying Legions.
Deployment: I deployed a Vault on each flank because the board had 16 terrain pieces making anything else basically impossible, this along with me having relatively few units to deploy allowed my opponent to ignore a Vault on focus on one flank. I deployed my Warriors in the back to let them focus on objectives, to screen out deep strikes. But I forgot them turn 1 so I had I stay an inordinate number of turns in my deployment zone doing nothing with them to make sure I got the scramblers objective.
Game: I went 1st and did no damage, my opponent slowly chewed through my army as one of my Vaults, a Stalker and my Warriors were useless most of the game because of bad deployment and lots of terrain. My opponent was hurt by the craters scattered everywhere but was able to mostly ignore the terrain.
This message was edited 4 times. Last update was at 2021/05/12 04:09:57
Salamanders had Chief Apothecary, Captain, Terminator Chaplain, Techmarine, 3x5 Tacticals, 5 Vanguard Veterans with jump packs and storm shields, 3 Company Veterans with storm shields and power weapons, 5 shooty Terminators, 5 Devastators with 4 heavy bolters, melta spam Land Raider, Vindicator Laser Destroyer, Razorback, Rhino.
Mission: The Scouring
Necron Objectives: Deploy Scramblers, Engage on All Fronts, Deploy Scramblers. Secondaries went pretty well, although I forgot to deploy scramblers turn 1.
Salamanders Objectives: Oaths of Moment, Domination and Raise the Banners High. I was able to destabilize his banners, but I put myself in charging range turn 1 which allowed my opponent to score a lot of points on Oaths of Moment and prevented my Warriors from doing anything but holding an objective all game.
Command Protocols: Not getting Command Protocols was not a big deal this game.
Deployment: My Warriors went centrally, Immortals on the flanks to secure objectives, Skorpekhs across the front, Ophydians in deep strike. My opponent just deployed across the front line.
Game: I went 1st and advanced everything to take control of the board. Turn 2 I made all my 9" charges with my Ophydian Destroyers and I quickly destroyed most of my opponent's list before he surrendered as he was left with his Terminators and Chaplain hanging out in the middle of nowhere and a Land Raider about to get converged on by Destroyers as well as a serious VP deficit.
Game 10 Defeat Necrons Hexforge Watchers vs Forces of the Hive Mind
I accidentally switched up the dynastic code which was in my favour, I think ObSec can be super powerful.
Tyranids had 12 Hive Guard, Dimachaeron, 3 Rippers, Neurothrope. GSC had 4 Trucks, 20 Neophytes, a bunch of Acolytes with saws, Patriarch, psyker and commander dude.
Mission: Retrieval Mission
Necron Objectives: Deploy Scramblers, Engage on All Fronts, Grind Them Down. Engage on All Fronts and Grind Them Down went horribly.
Hive Mind Objectives: Deploy Scramblers, Engage on All Fronts and While We Stand We Fight.
Command Protocols: Not getting Command Protocols sucked, I was 1" off completing Scramblers and winning the game.
Deployment: My Warriors were defensive, Immortals on the flanks and Destroyers centrally with Ophydians in reserve. My opponent put down nothing until I had deployed my entire army and then refused the flank with most of my Skorpekh Destroyers.
Game: I went 1st and advanced everything to take control of the board. Turn 2 I killed a Dimachaeron with my Ophydian Destroyers, the Ophydian Destroyers got slaughtered by Hive Guard and I slowly got ground down. I performed well on primaries but narrowly failed to deploy scramblers.
Game 11 Victory Necrons Hexforge Watchers vs Tau Farsight Enclaves
Tau had Farsight, Coldstar, Breachers in 2 Devilfish, 5 Fire Warriors, 4 flamer Crisis, 3 ion Crisis, 2x2 Piranhas, 3 Broadsides, Riptide and various drones.
Mission: Surround and Destroy
Necron Objectives: Deploy Scramblers, Purge the Vermin, Bring it Down. I feel good about the secondaries I picked.
Tau Objectives: Engage on All Fronts, Assassinate and Thin Their Ranks.
Command Protocols: Not having Command Protocols was no big deal.
Deployment: Warriors were offensive on the left flank, most of my Destroyers went on the right flank, with a single unit running alongside the Warriors. One unit of Immortals was central, the other on the right flank behind my Destroyers to hold an objective. My opponent had a central firebase with Piranhas flanking and ion Crisis and Fire Warriors each holding an objective on the flank.
Game: I went 2nd, only a single unit of Skorpekhs were in the open, their stratagem helped them weather the storm. I used my opponent's Piranhas that were scoring engage on all fronts to slingshot forward as much as possible. Turn 2 I failed all my Ophydian charges and subsequently got shot to pieces. I managed to wrestle my opponent off every objective on his fourth turn, scoring big on primaries while doing it. Turn 5 I had a Destroyer Lord and a single Immortal left that won me the game by denying Assassinate points and getting me 5 primary points. Ophydian Destroyers really showed their weakness this game.
This message was edited 8 times. Last update was at 2021/06/09 12:55:55
Countertemporal Nanonmines were useless and Warden didn't do anything other than shoot a little.
Adeptus Mechanicus had the book of Rust Detachment with 56 Electro-priests, 5 Kastelan Robots, various characters and some Destroyers.
Mission: Battle Lines
Necron Objectives: Deploy Scramblers, Thin Their Ranks and Purge the Vermin. Deploy Scramblers failed due to me not protecting my Warriors enough.
Adeptus Mechanicus Objectives: Thin Their Ranks, Vital Ground and Domination.
Necron Command Protocols: 1. Eternal Guardian 3. Vengeful Stars 5. Undying Legions 2. Sudden Storm 4. Hungry Void. Eternal Guardian was really nice, other than that, mostly useless.
Deployment: There were a bazillion ruins on the board. I put my Doomstalkers in bad positions because I didn't think the ruins would be obscuring, all my Warriors, HQs and my Ghost Ark on one flank, Scarabs and Triarch Stalker on the other flank.
Game: I went 2nd, didn't take much damage but turn 2-3 when his Kastelan Robots shot twice they did immense damage. I kept my Scarabs back for a charge against my opponent's Priests but staying safe meant not getting many VP.
Game 13 Victory Necrons Everstorm Legion vs Death Guard Terminators
Death Guard had a lot of Terminators, Poxwalkers and support characters, a trio of vehicles and a unit of Plague Marines.
Mission: Retrieval Mission
Necron Objectives: Deploy Scramblers, Assassinate and Grind Them Down. Grind Them Down was a risky pick, Purge the Vermin would have been better, I could have screened pretty well with my Scarabs if my opponent chose to deep strike a lot.
Death Guard Objectives: Thin Their Ranks, Engage on All Fronts and Bring it Down.
Necron Command Protocols: Undying Legions 4. 3. Vengeful Stars 6. Conquering Tyrant 5. Hungry Void 2. Sudden Storm. Conquering Tyrant did not end up being relevant, but it very well could have been so I am happy with the picks.
Deployment: My opponent put most of his units in the middle with Poxwalkers on the flanks. I split up my Warriors on each flank and had my Doomstalkers and Scarabs centrally.
Game: I went 2nd but did not take much damage. The 18" RF was relevant quite a few times, very cool ability, 2 extra shots per Doomstalker isn't a lot, but being able to stay at a semi-safe distance with the Ghost Ark was especially cool. I was able to kite my opponent and never took too much damage, I put my Nanomines on a unit of Plague Marines when I should have put it on a huge squad of Terminators, I had planned to body-block them with Scarabs but because of my shooting that ended up not happening and his Terminators ended up scarily close to my lines. The Triarch Stalker combined very well with the Sautekh Stratagem to blow through the -1 to hit my opponent cast on his Terminators to blow most of them away in a shooting phase. Canoptek Control Node was nice despite having access to the Sautekh Stratagem.
Game 14 Defeat Necrons Everstorm Legion vs Lucius Adeptus Mechanicus
Adeptus Mechanicus had a various support characters, 3x5 Rangers, 1x9 Breachers, 1x5 lascannon Ironstriders, 1 Archaeopter Stratoraptor, 3+5 Serberys Raiders, Terrax-pattern Termite with a unit of punchy Electro-Priests and a big unit of shooty Electro-Priests.
Mission: Overrun
Necron Objectives: Ancient Machineries, Bring It Down and Engage on All Fronts. Ancient Machineries went badly, but I don't necessarily think it was a bad choice, because of terrain and deployment Bring it Down failed as I spent my Doomstalker shooting infantry instead of vehicles.
Adeptus Mechanicus Objectives: Thin Their Ranks, Engage on All Fronts and Raise Banners.
Necron Command Protocols: Tyrant, Stars, Guardian, Legions, Storm. Tyrant was a big misplay, I had absolutely no need of it T1 because of my Royal Warden. Turn 2 was when I really needed it and Guardian was useless so I should have slipped Void in somewhere. Stars, Tyrant, Storm, Legions, Void would have been much better I think.
Deployment: My opponent put his Raiders on one flank so I countered them with Warriors and put my Doomstalkers on the other flank to stay as far away from the Raiders as possible. His shooty Electro-Priests went into deep strike and the punchy Electro-Priests went into the Termite which started on the table. My opponent parked all his Termite and Ironstriders near his Raiders and out of line of sight of my Doomstalkers, but I had LOS to the flyer during deployment. My Triarch Stalker went centrally to provide firepower to either flank. My Doomstalker should have been placed centrally and my Ghost Ark to hold the flank.
Game: I went 2nd. My opponent parked his Raiders 2" away from my Warriors locking them in my deployment zone and flew his flyer out of line of sight of my Doomstalkers. I used Veil of Darkness to get my Warriors onto an objective and to tie down my opponent's big block of Breachers, but I completely forgot to wrap and trap. Doomstalkers did next to nothing because my opponent had a 5+ invulnerable and 5+ FNP on his Breachers, I should have moved forwards to get better line of sight for later even if it cost me 2 or 3 less damage on the Breachers. My opponent fell back from my Warriors with his Breachers and destroyed them with his shooty Electro-Priests. My Reaper Warriors were tied up by the Termite and most of my other big block of Warriors got taken out by the punchy Electro-Priests, I should have had a unit of Scarabs ready to block the punchy Electro-Priests.
This message was edited 8 times. Last update was at 2021/05/12 04:13:50
Chaos had 2 Exalted Keepers of Secrets and the named Greater Daemons of Nurgle and Tzeentch, some Troops, Plague Drones and an Emperor's Children 10x Terminator unit and a Sorcerer.
Mission: Battle Lines
Necron Objectives: Assassinate, Abhor the Witch and Grind Them Down. I should have taken While We Stand We Fight instead of Grind Them Down, even going first I was not guaranteed to score Grind Them Down every turn, my Doomsday Arks could have been very safe this game had I played around While We Stand We Fight. Bring It Down and even Cut Off the Head would have been better, but I underestimated how good invulnerable saves were going to be.
Chaos Objectives: Bring It Down, Vital Ground and Engage on All Fronts.
Necron Command Protocols: I forgot them.
Deployment: Terrain was really light so I just made a parking lot in the middle and put Wraiths in front. My opponent spread across the front of his deployment zone.
Game: I went 1st and was aggressive with my Wraiths and killed some Nurglings, unfortunately, I lost my Wraiths quickly without doing more than slowing my opponent down a little. I was able to kill a lot of stuff despite good saving throws but unable to hold objectives with my Wraiths down early so I lost on primaries.
Game 16 Victory Necrons Gilded Doom vs Forces of the Hive Mind
Tyranids had 12 Hive Guard, Dimachaeron, 3 Rippers, Neurothrope. GSC had 4 Trucks, 20 Neophytes, a bunch of Acolytes with saws, Patriarch, psyker and commander dude.
Mission: Priority Target
Necron Objectives: Priority Targets, While We Stand and Purge the Vermin.
Hive Mind Objectives: Engage on All Fronts, Deploy Scramblers and While We Stand.
Necron Command Protocols: Guardian, Legions, Storm, Tyrant and Stars. I got no benefit from them, not a terrible selection but I could have kept my Cryptek closer to the Triarch Stalker to heal an extra wound T2.
Deployment: There was only two big LOS-blocking ruins, I deployed my Wraiths behind one and my opponent deployed his army behind the other, with the exception of a small unit that were in a forest and some deepstrikers including the big monster. I kept my C'tan and Doomstalkers in the back, Triarch Stalker in front.
Game: I went 1st and redeployed my Wraiths to threaten my opponent's refused flank. I was able to weather my opponent's fire turn after turn, losing a couple of characters I sacrificed in the hope of holding an objective with the Resurrection Protocols Stratagem. My opponent was never able to make a big push and my Secondary Objectives scored themselves because my opponent never threatened my priority objective.
Game 17 Defeat Necrons Gilded Doom vs Space Wolves Cavalry and Pods
Space Wolves had 2 Drop Pods, Grey Hunters in one and Blood Claws led by a Rune Priest in the other, Dreadnought Drop Pod with a shield/axe Wulfen Dreadnought, 5 Wulfen, 5 Incursors, 3 Eliminators, 3 Suppressors, 2x5 Thunderwolf Cavalry with storm shields and lightning claws, Harald Deathwolf.
Mission: Surround and Destroy
Necron Objectives: Raise Banners, Purge the Vermin and Grind Them Down. I got no points off Raise Banners, but I could have, I should have probably picked While We Stand instead of Grind Them Down but it went alright regardless.
Space Wolves Objectives: Engage on All Fronts, Bring It Down and Warrior Pride.
Necron Command Protocols: Guardian, Tyrant, Legions, Storm and Stars. Is what I would have liked to have, but I forgot.
Deployment: Triarch Stalker and Doomsday Arks deployed around and inside a ruin on my left flank, Doomstalkers, Wraiths and Cryptek on the other flank, Annihilation Barge placed centrally. My opponent deployed Suppressors and Cavalry on one flank, Eliminator and Cavalry on the other flank.
Game: I went 1st and forgot to redeploy, I should have pulled some units back. I blocked my opponent from getting to one of the midtable objectives with one unit of Wraiths and grabbed it with the other one, put my Annihilation Barge in range of my opponent's Wulfen and opened myself up to a backline Deep Strike, big mistake. My Overlord was not doing anything important, he could have been redeployed and screened out the deep strike. I did some decent damage, pulling some Thunderwolf Cavalry and all the Wulfen, but the rest of the game was a giant pillow fight as we made tonnes of invulnerable saves. I lost big on secondaries due to the pillow-fighting and Drop Pods sticking around.
This message was edited 9 times. Last update was at 2021/05/17 16:37:41
My opponent never used any impactful Stratagems so I never got to use Zahndrekh's Vect ability. Doomstalkers not being healable by Spyders is stupid and so am I.
Imperium had 60 Catachan Guardsmen, Company Commander, Straken, Harker, 2 payload Manticores, 3 Death Rider Command Squads, Death Rider Commander, Chimera with Krieg shotgun squad, 2 Rhinos with 2x9 Repentia, Dialogus, 2x5 Battle Sisters with a multi-melta each.
Mission: Surround and Destroy
Necron Objectives: Purge the Vermin, Thin Their Ranks and Bring it Down. Bring it Down went nowhere because my Doomstalkers were too busy shooting Death Riders to move and I deployed them such that it was possible to hide both Chimeras from all my Doomstalkers. Rhinos and Death Riders prevented me from scoring many Purge the Vermin points and my army lacked the number of shots needed to Thin Their Ranks effectively. I should have taken Raise the Banners High, Grind Them Down and The Treasures of the Aeons. I think holding my two objectives and getting one of the middle objectives each turn would be very doable.
Imperium Objectives: Bring It Down, Deploy Scramblers and Engage on All Fronts.
Necron Command Protocols: I chose random ones because I forgot them until after rolling for first turn.
Deployment: There was little terrain on the board, one particular spot gave my Doomstalkers vision over a huge swathe of the board, but keeping them together for the +1 to hit from the Cryptek meant my opponent could deploy his Manticores the one place where none of my Doomstalkers could see. My Immortals, Obyron and Zahndrekh deployed far away from my Veil of Darkness.
Game: I went 2nd and lost a Doomstalker, I was pretty good with securing objectives, but I left my rightmost objective behind to be more aggressive which allowed my opponent to score full points on primaries, combined with poor secondary scoring on my part led to a loss. Immortals gave as good as they got, but their lesser numbers and lack of movement + me not making good use of terrain meant they couldn't control objectives against the horde of obsec Catachans.
Game 19 Victory Necrons Forward Planning vs Salty Banana Boys
Imperium had 3 Death Rider Command Squads, 3x Death Rider Commanders, 5 Death Riders, 2x5 shotgun Kriegers, a little more Krieg infantry, 3 Venatari with bucklers, 3 Custodian Guard with shields, Dawneagle Captain with bells and whistles, 2 upgraded punchy/shooty Custodes Dreadnoughts.
Mission: Priority Target
Necron Objectives: Purge the Vermin, Priority Target and Raise the Banners High. I am not sure if Raise the Banners was the right decision over Deploy Scramblers, I think not.
Imperium Objectives: Bring It Down, Deploy Scramblers and Engage on All Fronts.
Necron Command Protocols: I laid them out but forgot to adjust before the game. Guardian, Storm, Tyrant, Legions, Void turned out to work okay as I had forwardly planned before knowing my opponent's list. The impact was basically nothing from Command Protocols this game.
Deployment: Doomsday Arks split up to ensure my opponent could not hide completely.
Game: I didn't use Zahndrekh's Vect. I went second. I dominated the central objective with Immortals by Reanimating into control of the objective. I used Veil of Darkness and Wraiths to take out my opponent's objectives and won on the primaries. The 18" RF was nice on the Doomsday Arks, not amazing. Doomsday Arks seem better than Doomstalkers due to FLY, QS transhuman and 3+ BS.
Game 20 Victory Necrons Forward Planning vs Flavours of the Hive Mind
Hive Mind had 9 Bullgryn, Primaris Psyker, 5 Stormtroopers, 30 hand flamer Acolytes with a few Rocksaws, 3 Trucks, Patriarch, Magus, leader, 6+3 no-LOS Hive Guard, big brain HQ, 10 Termagants.
Mission: Priority Target
Necron Objectives: Purge the Vermin, Priority Target and Deploy Scramblers.
Hive Mind Objectives: Priority Objective, Deploy Scramblers and Engage on All Fronts.
Necron Command Protocols: Guardian, Storm, Tyrant, Legions, Void. Wouldn't have changed anything, seems like a solid selection against TAC lists.
Deployment: Doomsday Arks split up to ensure my opponent could not hide completely, Canopteks went with one Doomsday Ark to try to control one objective and the other objective I shoved as far back as possible and guarded it with Doomsday Arks and put Immortals in front of them.
Game: I didn't use Zahndrekh's Vect, which I definitely should have against the Hive Guard double tap. I went first and killed a Truck and 3 Hive Guard. My opponent killed a few Wraiths and 20 Immortals in his first few turns but got 0 primaries while he lost 2/3 his army before he gave up, good saves on the Wraiths and great Reanimation everywhere saved my bacon and let me get an extra objective. I forgot to consolidate into my opponent's Hive Guard when I charged them with Immortals.
This message was edited 5 times. Last update was at 2021/05/30 13:03:21
Thousand Sons had Magnus, 2 Daemon Princes, Ahriman, Sorcerer, 2x5 Rubrics, 1x10 Tzaangor, 10 Terminators, Mutalith Vortex Beast.
Mission: Scorched Earth
Necron Objectives: Engage on All Fronts, Assassinate, Abhor the Witch.
Thousand Sons Objectives: Raise Banners, Thin Their Ranks and Engage on All Fronts.
Necron Command Protocols: I don't remember which ones I picked.
Deployment: Ghost Arks with embarked Warriors went central, Hexmarks in reserve, remaining Destroyers on one flank to counter Tzaangor, Annihilation Barges and Scarabs on the other flank to counter Magnus.
Game: I went 1st and plinked a few wounds off Magnus. Magnus dealt a tonne of mortal wounds and went really deep into my army with Warptime, the Vortex Beast got buffs to become tougher to kill. I focussed everything on Magnus and got him down to 1 wound in my next turn and took down my opponent's banners and stopped him from scoring primaries turn 2. I eventually got rid of Magnus and took a good bit of damage but with few points on Raise Banners and the turn 2 primary setback my opponent couldn't come back.
Game 22 Defeat Necrons Flaying of Meket vs Blood Angels
Blood Angels had 23 Sanguinary Guard, 8 Death Company, Chief Apothecary, Primaris Master of Sanctity on bike, Dante, 2x5 Incursors, 5 Assault Intercessors, 2x3 Eradicators.
Mission: Battle Lines
Necron Objectives: Engage on All Fronts, Vital Ground and Treasures of Aeons. Thinking I could fight over the two objectives in the middle was foolish. Purge the Vermin, Deploy Scramblers and Assassinate. Although, reconsidering things the way the terrain was set-up had I played my defensively my opponent could hide behind LOS-blocking terrain with his Incursors and get 15 on the primaries every turn and have his Sanguinary Guard hide behind more LOS-blocking terrain to counter-charge if I tried to push onto any objective. Maybe my list just didn't have a good chance with the mission and terrain used.
Blood Angels Objectives: Oaths of Moment and Grind Them Down.
Necron Command Protocols: I don't remember which ones I picked.
Deployment: Warlord had my objective centrally, Ghost Arks were scattered to the left with a couple of Annihilation Barges, Destroyers, Scarabs and an Annihilation Barge went on the right flank. My opponent hid his entire army behind LOS-blocking terrain in the middle, except for Death Company going on the right flank opposite my Destroyers.
Game: I went 2nd and took a little bit of damage from Eradicators and lost my Destroyer Lord and a couple of Skorpekhs to a T1 Death Company charge because I didn't screen them out with my Scarabs. In my turn I aggressively tried to take the objectives in the middle, but failed 2 of my 3 charges, my opponent used a Stratagem to get a Heroic Intervention with a few Sanguinary Guard that survived my shooting phase to kill a unit of Warriors that completed their charge. My Warlord charged into my opponent's Death Company but failed to kill anyone and basically just gave them free attacks against my Skorpekhs which meant they didn't get to attack the Death Company. In my opponent's second turn he killed three vehicles, a few Warriors and Scarabs and I was left with no way to get back on primaries or secondaries.
Game 23 Victory Necrons Flaying of Meket vs Tau Empire
AdMech had support characters, 2x20 Vanguard, 5 Rangers, 6 dakka Kastelans, 4 Kataphron Destroyers, 5 Infiltrators, 3 laser chickens and 1 bomber.
Mission: Overrun.
Necron Objectives: Thin Their Ranks, Purge the Vermin and Raise Banners. I forgot to Raise Banners, but I didn't have any units that I'd be happy doing nothing with other than one character because the other one died in a melee accident. I should have pushed forward with my Monolith T1, had my Cryptek Raise a Banner and then T2 I could have moved to the next objective and Raised a Banner there as well.
AdMech Objectives: Destroy Infantry w/ Vehicles and two others I forgot.
Deployment: Immortals and Lychguard hid behind ruins, Doomscythes went in the left corner, Monolith and Cryptek on the right flank. My opponent put all his Vanguard on the left.
Game: I went 1st and using my Deceiver I pulled all my Immortals over on the left side to deal with my opponent's Vanguard. I used my Doomscythes to limit the movement of one of the Vanguard units and damaged the other one badly by using Solar Pulse to take away their cover and being in RF range with my tesla that I Veiled in for massive damage. Lychguard engaged Infiltrators. With the limited movement because of my Doomscythe the other Vanguard unit could not bring their full power to bear and failed to kill the entirety of my Lychguard, but I did lose both of my Doomscythes to a Chicken that survived my Doomscythes' combined firepower. I brought my Monolith back for no reason, when it was actually what I wanted my opponent to shoot the most in hindsight. The next turn after that I brought it back forwards as I finished dealing with my opponent's Vanguard. The Monolith survived the Kastelan's and my opponent surrendered with nothing but support characters and the Kastelan deathstar left and being denied primaries turn 2 and 3.
Game 25 Defeat Necrons Tomb of Dawn vs Iron Hands Fire Raptor
Iron Hands had a Fire Raptor, 2 Leviathan Dreadnoughts with one gun and one drill each, smash Chaplain, Techmarine with Ironstone, 2x5 Heavy Intercessors with heavy bolters, 2x5 Intercessors with heavy bolt rifles, 2x3 Eradicators with heavy melta rifles.
Mission: Overrun.
Necron Objectives: Grind Them Down, Purge the Vermin and Retrieve Octavius Data. Retrieve Data ended up being a mistake because I did a refused flank with my Deceiver.
Iron Hands Objectives: Domination, Oaths of Moment and Raise Banners.
Deployment: Deceiver on one flank, Lychguard in the middle, rest of my army on the right flank. My opponent had his Fire Raptor and 5 Intercessors in the middle, 5 Heavy Intercessors, 3 Eradicators on his left flank across my Deceiver and the rest of his army on the other side.
Game: I went 2nd, took some damage on my Monolith. I didn't kill anything in my turn because of transhuman on Eradicators. My opponent killed my Doomscythes and Monolith. I pulled down one of my opponent's banners with my Lychguard and surrendered.
Game 26 Defeat Necrons Tomb of Dawn vs Iron Warriors Daemon Engines
Iron Warriors had Herald of Khorne w/ crimson crown relic, Master of Possession w/ cursed earth and infernal power, Discolord w/ daemonsmith WL trait, 2x10+20 Cultists, 2x5 Spawn, 2 Defilers, 1x3 Obliterators, 3 soulburner Decimators.
Mission: Retrieval Mission.
Necron Objectives: Thin Their Ranks, Purge the Vermin and Bring it Down. I ended up killing relatively little of my opponent's army because my army's damage output was so much lesser than that of my opponent. My opponent did not let me get into his deployment zone so I am not sure what other objectives I could have taken.
Iron Warriors Objectives: Stranglehold, Assassinate and Raise Banners. Because of my Strategy, my opponent maxed out Stranglehold and Raise Banners, perhaps using my Lychguard more offensively turn 2 could have dealt a blow to my opponent's Raise Banners and Stranglehold objectives.
Deployment: 6 Immortals hiding on my left flank, 10 Lychguard in the open next to them, 2 Doomscythes hiding in the back, Monolith in deep strike, rest of my army hiding on the right flank out of LOS.
Game: I went 2nd, pulled Doomscythes and Lychguard into Strategic Reserves. I stayed out of LOS T1 and T2, deep struck in my 2nd turn and killed 3 Obliterators and some Cultists when I should have focussed on my opponent's Disco Lord since he was what made my opponent's army function and the Obliterators did not have range to a lot of targets. My Lychguard went to hold an objective my backfield and to get an automatic charge on a unit of 10 Cultists that regenerated and teleported over there, hard to say whether I should have been more aggressive with them, I did not have many units I could use to hold objective, my C'tan might have been able to deal with the Cultists but I fear that he would have taken two turns and not have held the objective. I should have used the tesla Stratagem every turn but never used it.
This message was edited 4 times. Last update was at 2021/07/12 11:30:59
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Clan Kultur / Specialist Mobs: Deathskulls
Detachment Command Cost [-3CP]
+ HQ [12 PL, -2CP, 225pts] +
Big Mek W/ Kustom Force Field [4 PL, 60pts]: Choppa, Kustom Force Field (PA), Slugga, Stikkbombs
Warboss [4 PL, -1CP, 90pts]: Brutal but Kunnin, Da Biggest Boss [-1CP], Da Killa Klaw, Kombi-weapon with rokkit launcha [10pts], Power Klaw [10pts], 2x Slugga, Stikkbombs
Necron Objectives: No Prisoners, Purge the Vermin and Retrieve Octavius Data.
Ork Objectives: Engage on All Fronts, Vital Ground and Titan Slayer.
Necron Command Protocols: Randomized because I forgot.
Deployment: Two layers of infantry covering for the Monoliths and Monoliths screening out backline deep strikes.
Game: Necrons went 2nd, after the Orks moved forwards turn 1 they took heavy losses to their vehicles. The Orks tried chipping away at a Monolith, but the healing was too much and they never got through any of them. After cleaning up the Orks by entering melee with the Monoliths the Necrons took over the objectives and shot most of the Orks off the table.
The Monoliths performed very well, their melee is super powerful, their death rays enabled them to take out most threats to themselves and the Infantry protected them from everything else. Necrons made a mistake by moving away from the Killa Klaw Warboss and towards a unit of Boyz, preventing the Monolith from targeting the Warboss due to Look Out, Sir.
MSU works well with Szarekhan and the wound re-rolls on melee and shooting for Monoliths worked well. The smaller Lychguard units were able to separate, one of them doing an action, this made them handier than a big blob of 10.
Voltaic Staff and Veil of Darkness were great, doing consistent damage and letting Immortals dip out of combat and do an action in the backfield of the Orks.
CP was not an issue, despite only starting with 5. The Necrons used Solar Pulse to help out the tesla Immortals, but they did not perform too great anyways. The Necrons might as well have used Techno-oracular Targeting, Malevolent Arcing and Disintegration Capacitors. Resurrection Protocols failed to save a Lord after the Lord died due to Overwatch.
Game 28 Victory Necrons Tomb of Twilight vs Bloody Retribution
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Order Convictions: Order: Bloody Rose
+ Stratagems +
Stratagem: Open the Reliquaries [-2CP]: 2x Additional Relics of the Ecclesiarchy
+ No Force Org Slot +
Dialogus [3 PL, 50pts]: 4. Litany of Enduring Faith
Repentia Superior [2 PL, -1CP, 40pts]: Stratagem: Saint in the Making, Warlord Trait: Blazing Ire
+ HQ +
Canoness [3 PL, -1CP, 60pts]: Blessed Blade, Bolt pistol, Relic: Book of St. Lucius, Stratagem: Saint in the Making, Warlord Trait: 5. Indomitable Belief
Mission: 33 Priority Target. We forgot to move our objectives though.
Necron Objectives: Grind Them Down, Purge the Vermin and Retrieve Octavius Data. Retrieve Octavius Data did not go well, Priority Targets would have been much better.
Adepta Sororitas Objectives: Control objective of the Necron's choice, No Prisoners and Titan Slayer.
Necron Command Protocols: Guardian, Legions, Tyrant, Legions, Stars. The WL trait seemed useless, Guardian was amazing on 2+ Sv Monoliths and Lychguard against heavy bolters.
Deployment: Monoliths, Immortals and Lychguard up front, Warriors covering my rear.
Game: Necrons went 2nd, after the Sisters moved forwards turn 1 they lost their melta suits which was their main anti-Monolith unit. Turn 2 a massed Sister charged took down one Monolith, but the explosion of the Monolith and the following Necron counter-punch put the fight out of the Sisters. Necrons used the Veil to fall back and shoot because the Sororitas kept stubbornly denying me any opportunities to Veil into his backline to get Octavius Data.
Using the auto-explode Stratagem on my Monolith was a hefty CP cost, but it was okay, a couple of the Necron units were struck but Szarekhan saved them from some of the damage, the Necron HQ were kept more than 6" away in preparation for the Stratagem. Keeping the Warriors safe in the back and then using a Monolith to bring them forward using Dimensional Corridor worked amazingly. The Monoliths shrugged off heavy bolters like they were nothing.
Game 29 Defeat Necrons Tomb of Twilight vs The Swarming Threat
Deployment: The board was pretty cramped so only one of my Monoliths was able to move out of my DZ, I decided DS was too risky because my opponent would be able to use Swarmlord to screen out the entire board turn 2 and I would essentially just be losing a turn of shooting by not deploying.
Game: I wasn't able to fight on the objectives with my opponent being able to hide most of his army and my one Monolith that was in position to be mobile getting one-shot by a Dimachaeron. Around turn 3 the game looked unwinnable so I went all-in trying to fight for objectives, but made me lose even harder as I lost my Minimize Losses points. The "fair" terrain most tournaments use is pretty BS, I would have been unable to even field a Tesseract Vault using the terrain we used. It being a casual game I could have asked for more terrain, but I wanted to see if the list could overcome the weakness since I got pretty favourable terrain in my two previous games using the list and I don't see triple Monoliths being a threat in a tournament setting using as much terrain as some people recommend.
This message was edited 7 times. Last update was at 2021/07/12 11:31:32
The Silent King [23 PL, 3CP, 450pts]
. Szarekh: Sceptre of Eternal Glory, Scythe of Dust, Staff of Stars
. 2x Triarchal Menhir: 2x Annihilator Beam
. Warlord: Warlord Trait (Szarekhan): The Triarch's Will
Deployment: Silent King hid, rest of my army either hid or was inside a ruin.
Game: Necrons went 1st and took objectives. The Tau Empire did almost no damage, the -1 to hit on the Tomb Blades being too much for the 4+ BS of the Tau Empire.
Game 31 Victory Necrons Wing of Silence vs Talons of the Emperor
The Silent King [23 PL, 3CP, 450pts]
. Szarekh: Sceptre of Eternal Glory, Scythe of Dust, Staff of Stars
. 2x Triarchal Menhir: 2x Annihilator Beam
. Warlord: Warlord Trait (Szarekhan): The Triarch's Will
Deployment: Immortals and Skorpekh Lords took cover behind barricades on the left flank, the rest of the Necrons took the right flank, almost hidden behind a ruin, but not quite. Most of the Custodes were hidden behind a ruin, Venetari were in DS.
Game: Necrons went 2nd, the Custodes were unable to deal much damage going first, the Necrons were able to deal a good bit of damage turn 1. Turn 2 the Venetari came down and deal some good damage to the Immortals. The Veil Skorpekh Lord took a unit of Immortals and ran, while the last remnants of the rest of the Immortals Retrieved Octavius Data. One of the two Praetorian units finished off a unit of Custodians and then performed a charge and thereby shielded the Silent King from a charge from the Telemon, giving the Silent King time to duel some enemy units. The end of the game came down to the Silent King and his two units of Praetorian attendants facing 3 Objective Secured Custodian Guard and the Veil Skorpekh Lord facing Objective Secured Trajan Valoris on another objective, either Trajan or the Custodian Guard needed to die or the Necrons would lose, the Custodian Guard barely lived but Trajan fell with due to a couple of unfortunate invulnerable saves, his moment shackle spent moments earlier on a tanglefoot grenade that failed to stop the Skorpekh Lord's charge.
Game 32 Defeat Necrons Wing of Silence vs Heavy Iron
The Silent King [23 PL, 3CP, 450pts]
. Szarekh: Sceptre of Eternal Glory, Scythe of Dust, Staff of Stars
. 2x Triarchal Menhir: 2x Annihilator Beam
. Warlord: Warlord Trait (Szarekhan): The Triarch's Will
Deployment: Tomb Blades and the unit of Praetorians not selected for To the Last took the right flank against a few vehicles and some Heavy Intercessors, everything else took the left flank against the bulk of the Iron Hands' forces, a large piece of terrain separated the battlefield making reinforcing one side with the other impossible the two sides only being open in each deployment zone.
Game: The Praetorians on the right took out the Heavy Intercessors while the Tomb Blades hung back, being defensive with the Tomb Blades all game let them survive but also meant they dealt little damage, Szarekh being too far away to unlock their full potential. The left flank struggled to crack vehicles while dancing around the range of the Aggressors, once melee was entered a few vehicles cracked, but it was too late and the left flank was ground to dust. The To the Last Praetorians on the left flank fled to the right flank and opened themselves up to shooting which led to them being destroyed, finding a ruin on the left flank would have been a better option.
The tanky Skorpekh Lord single-handedly wiped out 5 Aggressors, the other one died in a silly effort to block a Dreadnought from moving, doing that instead of using the Veil to get into a safe position cost the Necrons the game. These battle reports are valuable in exploring why losses happen as the mistake was not clear immediately after the game.
This message was edited 3 times. Last update was at 2021/07/12 11:32:02
Adeptus Custodes had a mix of infantry, a little Dreadnought and a couple of shooty tanks.
Mission: 31 Overrun.
Necron Objectives: Engage on all Fronts, Deploy Teleport Homers and Assassinate. I forgot to deploy teleport homers so that went poorly, Engage and Assassinate were pretty meh.
Adeptus Custodes Objectives: Engage on All Fronts, Overrun and Bring it Down.
Necron Command Protocols: ???.
Deployment: Gauss Pylon sat on an objective. Night Scythes close to objectives ready to unleash some troops to sit on them. 10 Lychguard in strategic reserve.
Game: Necrons went 2nd. Gauss Pylon did not have LOS to anything turn 1, killed a Dreadnought turn 2 and was locked in combat or lacked LOS for the rest of the game. The Strategic Reserve Lychguard performed a nice charge after a Custodes unit went deep into the Necrons' deployment zone. Novokh Troops punched pretty hard but the Lychguard tagging along with the two Overlords used most of the Necrons' CP and dealt the most damage as a result. Turn 5 the Necrons needed to make 2 9" charges out of a saved up Veil of Darkness with +1 and re-rolls but failed to get the third objective which lost the Necrons out on hold 3 and hold more and losing them the game.
Weighing up charging with a single Lychguard and having a larger risk of being killed in Overwatch and charging with an Overlord first and only having 1 re-roll between the two the Necrons went with the Overlord first. In hindsight it was the right choice because the Overlord did not need the re-roll and so the Lychguard got to re-roll anyways.
Game 34 Defeat Necrons Abattoir of Night vs Sneaky Trucks
Necron Objectives: Direct Assault. Direct Assault went poorly, with Night Scythes being unable to capture objectives and always being a step behind going second.
Genestealer Cults Objectives:
Necron Command Protocols: ???
Deployment: Gauss Pylon sat on an objective along with the small unit of Warriors. Night Scythes sat in the back with the remaining units.
Game: Necrons went 2nd, Genestealer Cults rushed forward and killed the Warriors. The Night Scythes should have been charge-blocking instead of sitting in the rear. Deploying the Cryptek would have been good for granting +1 to hit in Overwatch with the Guardian Command Protocol T1. The Lychguard felt pretty squishy and the Gauss Pylon felt next to useless.
Game 35 Defeat Necrons Abattoir of Night vs Skyqueen's Swarm
Tyranids had a Harridan, Swarmlord, 6 Hive Guard and a few other bits and bobs.
Mission: ???
Necron Objectives:
Tyranids Objectives:
Necron Command Protocols: ???
Deployment: Gauss Pylon went in deep strike, Warriors screened the Night Scythes from charges and the remaining units sat inside the Night Scythes. The Gauss Pylon should have been deployed on the table because the Harridan would be impossible to hide so DS to get LOS was not necessary.
Game: Necrons went 2nd. The Gauss Pylon rolled amazingly and one-shot the Harridan, but the Necrons took too many casualties too fast to play the objective game.
Game 36 Victory Necrons Abattoir of Night vs Chaos Daemons Blood Chargers
Chaos Daemons had 22 Blood Crushers, 80 Bloodletters, Exalted Bloodthirster, Khorne Herald and a Skull Cannon.
Mission: 33 Priority Targets
Necron Objectives: Priority Objective, Purge the Vermin and No Prisoners.
Chaos Daemons Objectives:
Necron Command Protocols: ???
Deployment: Gauss Pylon deployed on an objective with LOS to 2 other objectives, 5-man Immortal unit sat next to it. Overlords, Immortals and Lychguard in Night Scythe next to the Gauss Pylon and the remaining units inside the other Night Scythe on the other flank.
Game: Necrons went 2nd. Bloodthirster moved up and got charged and chopped up by Lychguard in one Night Scythe, knowing that a counter-charge was coming the other Night Scythe dropped out the Overlord to enable Protocols for the next turn and then flew over into position to drop more Lychguard on anything the Blood Crushers that were in position to charge the first unit of Lychguard. The Lychguard were able to clean up a big unit of Bloodcrushers and slowly and steadily the Daemons were banished.
Night Scythes cleared out a decent amount of Bloodletters, being invulnerable to most of the Daemons was neat. The Khorne Herald was out in the open with no cover holding an objective, but the Necrons focussed on Bloodletters, this was a mistake.
This message was edited 5 times. Last update was at 2021/06/28 06:58:14
C'tan Shard of the Void Dragon [18 PL, 350pts]: Canoptek Tail Blades, Power of the C'tan: Time's Arrow, Power of the C'tan: Voltaic Storm, Spear of the Void Dragon
Canoptek Reanimators weren't bad, not amazing either, but perfectly alright in a list built around them, I'd say taking 2 is far worse than just taking 1. If you can find a hiding spot, it's not so bad, if not then your army probably still function alright. But at the end of the day you might as well just take more Warriors, using them in a combo with a resurrection orb is cute, 9 Warriors coming with 15 dead, that's almost enough to pay for the orb and Reanimator both.
Void Dragon did well in all three games, handling enemy vehicles quite well despite the rest of the list providing little support in that department and the ignore invulnerables Stratagem was nice, especially against Custodes.
Sovereign Coronal is a joke, using the Reanimation Protocol twice each game was nice, combined with re-roll 1s on the Warriors anything short of killing the unit all at once will deal almost no damage.
This message was edited 4 times. Last update was at 2021/07/11 05:23:44
Necron Objectives: Purge the Vermin, Grind Them Down and Assassination. Assassination and Grind Them Down were risky.
Necron Command Protocols: Guardian, Stars, Tyrant, Legions and Storm.
Deployment: One Obelisk went central, one went for each flank, Warriors screened the central Obelisk, each corner was taken by a Doomscythe.
Game: Necrons went 1st, dealt some good damage due to a lack of terrain, lost both Doomscythes in the first turn because they had moved into range for Mephrit, Obelisks did not use their slowing effect, a few failed charges for Wraithblades turn 2 lost the Craftworlds the game.
This was almost a best case scenario and it did not feel strong enough to be competitive. Doomscythes feel way too squishy for their points.
Game 41 Victory Solar Sepulchre vs Chosen of Fenris
Necron Objectives: Purge the Vermin, No Prisoners and Assassination.
Necron Command Protocols: Stars, Legions, Tyrant, Void and Storm.
Deployment: Everything but the Doomscythes went on the left flank, each corner was taken by a Doomscythe. Most of the Space Wolves took the left flank as well.
Game: Necrons went 2nd, nothing of value was lost due to some awful rolls. Necrons assassinated the Space Wolves psyker with a Doomscythe and destroyed the Long Fangs that had gotten close to shoot their multi-meltas, without that Psyker and with the big Terminator block slowed by a crater the Space Wolves got ground down as they came in peace-meal into the bonus AP range of the Obelisks.
Doomscythes were okay, being able to deploy out of melta range was neat and sniping a key character was very effective. Obelisks were murderous with 2D against Marines. The Mephrit Stratagem was neat and the Dynasty trait was amazing. The Warriors proved to be the key to getting rid of the Terminators with AP-2. The Chronomancer buff wasn't relevant as the Space Wolves ignored the Warriors.
Game 42 Victory Solar Sepulchre vs Sunscorched Betrayers
Necron betrayers had a Mephrit Battalion with HQs, Nightbringer, 3x20 Warriors (flayers), Doomsday Ark, Doomscythe and 6 Wraiths.
Mission: 12 Scorched Earth.
Necron Objectives: Purge the Vermin, No Prisoners and Raise Banners.
Necron Command Protocols: Guardian, Legions, Tyrant, Stars and Storm.
Deployment: Obelisks went central left, Warriors and Doomscythes went on the right flank.
Game: Necrons went 2nd, betrayers did nothing significant, the loyal Necrons dealt a heavy blow that made the betrayers surrender. The Obelisks felt amazing, 24 shots is good for cleaning out Warrior hordes.
This message was edited 2 times. Last update was at 2021/07/12 10:54:02
Necrons went 2nd, 1st and 2nd. Nightbringer was never really amazing, he never earned back his cost. Spyders were okay, 4+ WS makes them quite swingy though and the Scarab healing almost never came up and even if the psychic denial is cheap it's basically never happens. ObSec + pre-game move gave great map control, but Blood Angels hit too hard, ObSec is no good on dead models.
Psychomancers are trash. Psychomancers are trash. Psychomancers are trash.
Deathmarks and Doomstalkers are bad, their inability to move and shoot effectively is too big a deal and the ability to shoot twice does not come up often enough, especially when taking 3 units, the problems are highlighted when spammed in this way. They might be good if you play with less than 10 pieces of terrain or with mostly forests and barricades, but their long range is a tiny benefit in this edition.
The Dynasty combination used in the list is trash. Doomstalkers getting a decent BS against large monstrous characters and Deathmarks using DS or moving and hitting on 2s against characters is cute. Re-rolling 1s to hit and to wound with nobles in melee is a total joke, even against characters hitting on 2s with relics the punch Lords pack is pitiful. These two effects could be combined with a pre-game move or ObSec and it still wouldn't be OP.