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Made in us
Tail-spinning Tomb Blade Pilot




Last weekend at NOVA I had some delusions of granduer and brought an army I had every intention of winning 8 games with. I brought my 1750 Deamons to the Invitational and had suffered a loss to a Necorn Air force, but I felt my 1999 Necrons were a balanced take all comers list.

My List

Immotekh
Chrono cryptek

Destroyer Lord (scarabs, Weave)

5 x Deathmarks in Scythe (attached abyssal staff Cryptek)
5 Deathmarks (same)

6 x Wraiths (2 coils)
6 x scarabs

6 x warriors
6 x warriors
6 x warriors Ghost ark
6 x warriors in Scythe (voltaic staff cryptek here)

2 x Annhilation barges

1 Aegies Defense line w/ comms relay

Thats it.


Round 1......ok here we go, could be anything, anyone......its the only mission where KP is the primary so hopefully no Deathstar type list. Around 200 players here and pairings are going up, hopefully an easy round so I can get in the groove a little bit. Pairings are up. I look and Im on table 14. Hey wait, the name right above me is on table 14, lets see it belongs to ....Tony Kopach.........huh! I look around the tables and names a little bit, I couldnt have drawn tony right off the bat, but I did, ok on to the fight.

His list

Njal
Primarus Psyker

4 x 10 Grey hunter squads (3 double plasma, 1 double melta)
Each of those has an attached Termy w/ Storm Bolter/fist

5 Grey Hunters (flamer)

2 x 5 L. fangs (missles)

50 Guardsmen (all sarges have P. Axes, 30 guys have Crack grenades)
5 man cmmd. squad

2 x Lone wolves (Chain fist, SS)

Missions-
Primary - Kill Points
2ndry Quarters
Tertiary- Objectives

KP will be tough vs. this army. We roll off, he wins, and he takes top of turn.

He deploys his blob in the center with Lone wolves on each flank. 2 squads of Greys on each side with a Missile team behind the gey hunters. Nearly fills the 12" deployment zone.

I have my Aegies in the center. Warlord traits, I get re-roll reserves, and take it so I can ditch the comms relay if Jaws gets within 24". Immotekh and a unit on foot w/ chronomotron go behind a hill. Ghost Ark and both Ann. Barges hang with them. Wraiths and D. Lord go on the other flank nearly on the board edge to go get his 5 man squad and L. fangs. (Its the only easy KP he has.) The Lone wolves will also have to be dealt with as they become KP for him if I dont kill them. Ill have to see how the game develops to find a way to get them.

I try to sieze and fail my 4+. Tony runs forward, shooting does nothing.

My turn 1. Wraiths advance and run 6" threatening his Long Fangs and some foot units. Lightning puts a wound on a lone wolf, and kills 4 of his IG cmd. squad. My Ann. Barges unload on another L. wolf (as it was the only thing in range) and do a wound to him as well.

Top 2. His threatened fangs fall back, and Njal starts pullling the blob towards my wraiths. He Jaws the D lord and 2 wraiths but I manage to make my tests killing only 1 wraith. (Schwew). His blob squad, and 2 Grey Hunters Squads unload on the unit and he puts 2 wounds on the lord, and kills 3 more wraiths. On the other flank, he is pressing hard into my army, running and moving full speed ahead.

Bottom 2. I roll for reserves and with the help of re-roll reserves everything comes in. I set up 1 Death Mark unit to tag the nearest Grey Hunters (melta). I set up another mark unit to snag the 2nd Grey Hunter units, but if the first unit of marks doesnt do enough, this was my insurance unit. All 3 flyers point their guns at the long fangs and wipe them out. Lightning kills a lone wolf, and the rest of the IG command Squad. I burn the near Grey hunter squad, but only manage to kill 5. I am forced to use my 2nd unit of Deathmarks, on the same unit to finish them off. Wraiths and Destroyer Lord jump behind a hill to stay alive, or pull his Grey Hunters away from my weaker units. At the end of the turn I charge the scarabs into the blob, to tie it up for next trun, and to keep Jaws from going off. I didnt realize Njal gives counter assault to the IG blob and the sheer amount of attacks BARELY kills the last scarab. That was a mistake, I should have remembered Njal has counter Assault, and now I just fed him my scarabs.....if only they would have held. When one of my Scythes fired, the lightning arked into a Death Mark units, killing 3, and the unit broke....ouch.

Exciting turn 2. Now turn 3. He shoots the broken Deathmark unit, killing 2 and it forces a morlae check (which I auto fail) and now I cant regroup without snake eyes. The giant blob fires on the other Death mark unit wiping them out. His shooting doesnt do much to my Wraiths wounding 1. His Jaws line just hits Imotekh, and I luckily pass the test.

Bottom 3. I start pouring Ann. Barge fire into the blob and knock off 8-10 guardsmen. Lightning kills the other lone wolf. D. Lord detaches from the wraiths and assults the long fangs killing whats left. Lightning also knocks out 3 of his 5 man squad. Flyers kill 5 or so grey hunters from the squad that killed my death marks. Ghost Ark also begins pouring fire into the Grey Hunter unit.

Top 4. He tries killing the Destroyer lord, but it takes every shot he has on his strong flank, so the wratihs stay alive. Njal gets some sort of Vortex tornado that takes out a Flyer. Blob squad moves up and unloads on a 6 man warrior unit killing them all. I roll to get the D lord up....but he fails.

Bottom 4. Ghost Ark and its contents are near the objective in his deployment zone and their shooting kills one grey hunter squad down to one termy, and one power armour marine. Wraiths try to snag his lone remaining Grey Hunter, but I dont quite make the charge. I have both Ann. barges shoot the blob killing 5 or so guardsmen.

Top 5. His shooting kills the rest of the wraiths, and he moves onto objectives.

Bottom 5. He has 2 marines on one objective in his dpeloyment zone, 7 on the other objective in his deployment zone. In front of that unit on the objective in MY deployment zone he has 8 grey hunters. Their is also 1 grey hunter with a flamer trying to hide. The blob squad is chilling in the center. I need this game to go to turn 6 to be in the right position to get a couple more KP, as well as get into position to take table quarters. I fly my Scythe full of troops off the board, as they had no target, and they could do a late dash next turn. My ghost Ark and its contents gun down, the 2 man squad on the objective. A flyer comes onto the board from reserve (flew off turn before) and kills the lone Grey Hunter with the flamer. Ann. barges kill another 5 guardsmen or so.

We roll for the game to continue and......it ends. Ahhh crap. We are within 3 KP of each other, but he has table quarters locked down. It was going to be tough to get the win on turn 6, but it was my only play, and we never got to it. Tony played an awesome game. He had lots opf dead bodies sitting on the sidelines, but he won the mission. We did about equal amounts of damage to each other (I actually did more, but I had a Scythe full of troops in reserve that counted as destroyed.) Well I was not expecting to lose game 1 of the tourney, but I kept my chin up as I still had a shot at best overall. I needed to win the rest of my games though.

I win my next 3 games pretty handily putting me in the 3-1 bracket. The games were all fun, but the Necron shooting proved to be too much for most my opponents armies. Now it was going to get tough. I needed to win both games in my bracket to get to play Sun. morning, and I needed to win both to have a chance at overall. I grimmace when I see my opponent for round 5. He has 8 Necron flyers. Not only that its the gentleman who finished 2nd overall at the ATC's in Chatanooga. I know this game is going to be tough, but hey, thats what makes this game great.

This message was edited 1 time. Last update was at 2012/09/06 16:19:48


 
   
Made in us
Water-Caste Negotiator





Think I played you in Round 3 with my Brown Tau. If you recall Imotekh lightinging down both my Fishes the first turn, munching my FWs for lunch right after, then me scattering 2 of 3 suit drops back into reserves...

Wicked list, and I liked the fact that you weren't spamming all flyers.
   
Made in us
Fixture of Dakka





San Jose, CA

Regarding the Lone Wovles, you've got it reversed. If they don't die in the game, then you get the VP. If they do die, then you don't get any VP for killing them.



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Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

The Abyssal Staff Cryptek's in the Deathmarks is pretty crazy.....I'm just sayin

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Made in us
Tail-spinning Tomb Blade Pilot




Good point on those Lone Wolves. Guess I need to brush up on my wolves of the Lone variety.

Yes that was round 3 I fought your Tau. You had some rough dice and Immotekhs lightning didnt hit much, but everything it hit it wrecked, and it was always the most opportune targets.
   
Made in im
Regular Dakkanaut




Wales,UK

Njal doesn't give the unit he joins counter attack unless he casts the number 1 divination power on them (which he can't do if he has jaws..). Counter attack only works on the individual model with CA.
   
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Angry Blood Angel Assault marine





Walnut Creek, CA

I'm gonna give Tony the benefit of the doubt and say he is mistaken when he tries to Jaws jump infantry... Thats illegal.
   
Made in is
Dakka Veteran






Not anymore surely? It was illegal in 5th, but not in 6th? (the jump infantry/jaws thing)


 
   
Made in us
Tail-spinning Tomb Blade Pilot




Game 5 was against David Jensen and his "Cron Air" list.

His List

Obyron

D Lord(scarabs, orb, weave)

7 x Lychguard w/ warscythes (Nightscythe)
10 x Deathmarks (Nightscythe)

3 x 5 Warriors (Nightscythe)

3 x Doomscythes

Thats it.

We roll to see who goes first and luckily I win, and have him go first.

Mission Objectives
2ndry Quarters
Terrtiary Kill Pts.

Special rules- Center Objective gives Skyfire Nexus

He deploys Obyron, and Dlord goes with Lychguard.

I put out Wraiths, scarabs behind Aegis, the D lord and Immotekh join a warrior unit so I can feed DoomScythe rays into that D lord. (My warlord trait was FNP within 3" of an objective). Ghost Ark deploys with a unit on board. I put the Ann. barges in reserve to hit the flyers after they show up.

Turn 1, he sits tight with Obyron, I move up a little bit with Ark, and Wraiths.

Top 2. 2 D. Scythes arrive, lychguard arrive, and 1 warrior scythe comes in. He disembarks the Lychguard with the D lord. so he can assault my center units next turn. Doom Scythes blow up my ghost ark, and kill 2 wraiths. Not too bad. I HAVE to do some damage on the bottom of my turn, or he will have too many fliers for me to deal with.

Bottom 2. With the help of the Comms relay, all my reserves come in. I move the warriors with the voltaic staff to the center objective and they knock a Doom Scythe out of the sky. The rest of my fliers combine and knock the other doomscythe out of the sky, as well as down the Nightscythe the Lychguard arrived in. The deathmarks both disembark and kill 6 Lychguard, and put 2 wounds on the Destroyer Lord. If I dont get rid of that last Lychguard, they will Reanimate and rip through my army. I have my last unit of warriors that just got out of the Ghost Ark, rapid fire and force 3 wounds. He fails one save and the lychguard are removed. I use both Ann. barges and stun his remaining Nightscythe. This is where an interesting situation comes up.
---------His flyer is stunned, he fials the 4+ to ignore it (living metal) and a stunned flyer MUST move 18" forward and can not turn. When his flyer will move 18" i will land on one of my units. Austin (the head judge) flips through a couple rule books, reads, thinks, and comes to the descision it will be destroyed. ---

So an awesome turn for me, he is down to a D. Lord with 2 wounds gone on the board, as well as Obyron hiding in the back. Unfortunately he proceeds to play a pretty flawless game of 40k so Im not out of the weeds yet.

Top 3 Everything but the Marks come in. His Scythes down one of my scythes. His D lord pounces the voltaic staff unit and starts trashing warriors. A dooomscythe knocks out one Ann. barge, and stuns the other, but I make my living Metal roll. Obyron jumps near Immotekhs unit.

Bottom 3. I challenge the D lord with my Voltaic staff Cryptek to keep from being wiped out and freeing his D lord. My wraiths start heading that direction to tie up the D lord, but they faill the charge. I had marked the Des. lord with one of my mark units, but I only move 2" due to terrain. I cant get to him. I fire at his Doom Scythe and knock the Superlaser off. I down a N. scythe with troops. Not a lot of damage.

Top 4. His Marks come in and mark the wraiths. I have 3 full wraiths and one wounded wraith. He fires and does 15 wounds. No problem, let me just make my saves and they will bail out the troops next turn. I roll my dice and..........all the wraiths are killed. Yikes! His D lord finishes off the troops unit and is free to go kill what he pleases next turn. My last remianing Ann. barge is blown up, as well as another N scythe. he uses one Scythe to kill 4 of my scarab bases. Obyron does a risky drop to an objective in my deployment zone that a measily 6 man warrior unit is guarding. He sticks, and I may not be able to get him away from my precious troops. I am in a tough spot. 2 of his warrior units come in from reserve in his deployment zone to guard an objective.

Bottom 4. I cant let his D lord go tear up my vulnerable troops, but my only real answer is my D lord. I dont want the Mind shackle scarabs to be the differance of the game, but I have no choice. I tried to move up my Marks to get shots on his D lord, but I roll snake eyes for their movement. I take my 2 remaining scarabs an move to the backside of his 10 man Deathmark unit. Immotekh moves up to the front, but I am about 6-7" away. I charge the scarabs in to absorb the overwatch fire taking a wound. Immotekh makes the charge and I kill 2 marks. He does 2 wounds to the scarabs. We do the D lord duel. I fail Mind shackles, but so does he. He kills himself, I do a wound to myself. He rolls reanimation and fails.....(Big Schwew!) My warriors near Obyron move away and run to get 8-12" away and stay in terrrain. Looking close still.

Top 5 Obyron jumps near the warrior unit that Immotekh recently left. His Scythes kill my D lord, and another drops a troop unit that backed away form Obyron. The scythe and warriors down all but 1 warrior. I couldnt afford to go to ground and I barley made it. I make 2 re-animations. My D lord makes his Reanimation. Immotekh kills a couple marks, but I lose a scarab base.

Bottom 5. D lord charges a warrior unit guarding his objective and we stay locked. Immotekh and his scarab buddies knock out a mark, but I lose a wound on the scarabs. I hide my 3 warriors from his 5 warriors on the objective in my deplyment zone. My last warrior squad tries getting away from Obyron, but they dont get far.

We roll and the game continues.

Obyron charges in and kills 3 warriors, I hold. D. Lord breaks the rest of one of hos warrior squads. His 5 warriors near my 3 warriors charge instead of firing guass. That was a good move. I get lucky and he only kills 1 warrior, and I take 1 out with me. Immotekh and Marks do nothing.

Bottom 6. Chrono Cryp. challenges Obyron to try and keep him locked down. I fail morale and run.Not good! D lord hits another troop unit and breaks them. Immotekh breaks and runs down the rest of the Deathmarks.

The game continues.

Top 7. Obyron tries dropping on the center objective and scatters away. After his run he is 4" from the objective. He finishes off my 2 warriors giving him an objective. Right now it would come to KP and I dont know if I have him.

Bottom 7. Deathmarks who have been slow ALL game make up for it with a 6" move and a 5" run to contest his objective. My central warrior unit that started in the ghost ark moved away from Obyron to take the center objective. The game ends.


Awesome game. Lots of tense moments, and key dice rolls on both sides changing the dynamic of the game constantly. I pull out objectives 1-0 giving me primary. That was a really good game. My hopes are still alive for overall. I look at matchups for the final game that counts towards overall and its against Justin Cook who finished in the top 16 at Adepticon. He is running a Necron Airforce (7 fliers) along with a rune priest for an ally. Well, this should be interesting, another solid player with a tough list. I grab a glass of water to think of my strategy while we wait for the round to officially begin........
   
Made in us
On a Canoptek Spyder's Waiting List






Stoffer wrote:
Not anymore surely? It was illegal in 5th, but not in 6th? (the jump infantry/jaws thing)


Nope, right there in the rules for Jaws, JI are not a valid target...

Sometimes the bar eats you 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

But infantry are right? And since jump isn't an actual unit type any more infantry that use jump movement are now valid targets. Hate to break it to you but every SW with a priest was dropping wraiths with it all weekend.

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They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Reports:
Norbu! Awesome, thanks for sharing. Some great opponents you're showcasing here too.

Rules explanations for the questioners:
A) Counter Attack applies to the whole unit, if one model has it. Yes, this makes an IG squad led by a SW character even more amazing.
B) Jump has been redefined in 6th edition into a modifier for your regular unit type, while specifying that you still follow all the rules for your regular type, as opposed to 6th edition, when it was a completely separate unit type. Jaws specifies what Types of units it works on. In 5th edition, since it didn't mention Jump Infantry, it didn't work on them. In 6th ed, since it mentions Infantry, this includes Jump Infantry.

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Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

@Mannahnin

1 is incorrect but it's easy to miss. If you read the entire entry it first says a unit with counter attack rolls a leadership test (this is where most people stop) but then goes on to say only models with counter attack then get the bonus.

So at first seems like it's unit wide and then states it isn't. There has been quite a bit of confusion on it.

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They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
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On a Canoptek Spyder's Waiting List






 Hulksmash wrote:
But infantry are right? And since jump isn't an actual unit type any more infantry that use jump movement are now valid targets. Hate to break it to you but every SW with a priest was dropping wraiths with it all weekend.


That's what I get for posting w/o my rulebook in front of me... good catch

Sometimes the bar eats you 
   
Made in us
Tail-spinning Tomb Blade Pilot




Game 6 saw me paired against Justin Cook and his Necron Airforce.

His list.

Traveler

Overlord with nearly every option except barge

10 Immortals Tesla

Chronomotron

2 x 5 warriors (night scythes)
2 x 5 warriors (night scythes) each unit has voltaic staff

3 x Doomscythes

ALLIES
Rune Priest (jaws)
5 grey hunters.

MISSION
Hammer and Anvil deployment

Primary- Quarters
2ndry- Objectives
Terrtiary- KP

We roll warlord traits and I choose re-roll reserves, so I dont have to stay locked on my Comms relay with Jaws running around.

We roll off....I win and think for a moment, then have Justin go first. He deploys the 10 Immortals with the 2 overlords and chronomotron. I have run that unit once in a while in 6th and it is not to be underestimated in melee. Also with the Chronomotron, the traveler can re-roll to take over my vehicles. Priest and hunters start dead center, and as far forward as possible. Fliers go in reserve.

I put out the Ark and scarabs in one corner, Immotekh and his unit on the other side, opposite his death star. I set the wraiths up on my extreme forward edge, hoping he gets scarred and doesnt push Jaws up the field. Everything else goes in reserve.

Top 1. Justin doesnt fall for the wraith scare tactic and he runs the priest forward. He will be able to Jaws my wraiths next turn if I stay put.

Bottom 2. I back off the wraiths into the back of my deployment zone. Lightning does nothing.

Top 2 Doom Scythe and 2 Nightscythes come in. Warriors jump out of one near the Rune Priest hiding behind a wall. Rune Priest and grey hunters run forward and now stand in some ruins in the very center of the battlefield. His deathstar is advancing as well.

Bottom 2. Because of the Hammer and Anvil set up, my marks, and barges dont quite have the reach I need to counter him effectively. I try to keep the Ann. barges OUT, and do. The rest of my fliers come in. My fliers let loose and do nothing, not even a glance....yikes. I unload both Death Mark units on the Rune Priest unit, but the FLamer template barely touches them, and after both units fire, a Plasma Grey Hunter and the Priest remain. Not good. I advance the wriaths, in case my marks didnt do their job, so at least he would have a tough descision as to what to kill. Not a good turn.

Top 3.Another Doomscythe and Nightscythe come in. He Jaws' my destroyer lord, and I PASS!! Doomscythe wrecks one of my fliers. His fliers knock out another. He fires a Techion arrow from the traveler at my scythe full of troops........"6" ....we laugh at how rediculous that ploy was. He then only glances. (Schwew) Warriors unload on Deathmarks but only kill a couple.

Bottom 3. Ann., barges come in and wreck a Doomscythe. Lightning downs a nightscythe. Deathmarks finish off the Runepriest. Wraiths make an 8" charge and wipe out the 5 man warrior unit. That turn went a lot better. He still has lots of fliers, but Jaws is gone, and some of his precious scoring units are gone. My scythe full of warriors flies off the board as it doesnt have much of a shot without being downed next turn.

Top 4. The rest of the reserves come in. A doomscythe targets Immotekhs unit and kills all the warriors. Only Immotekh and a chronomotron remain. His deathstar and fliers start chipping at the wraiths killing 1, wounding another. Things are looking really tight, quarter wise, and most his units are embarked on scythes ready to score wherever he needs. Warriors that have been knocked out of scythes run onto the board to start taking objectives.

Btm4. Wraiths pounce the deathstar unit. I win the melee by 1, but with his chrnomotron, he re-rolls his "6" for morale, and makes it. Lightning knocks out a DOmmscythe, and another Nightscythe. A fresh unit of 6 warriors comes in from reserve near Immotekh to take one of my objectives. My Scythe full of troops moves to the center, but shotting does nothing to one of his scythes. This game is going to be tight and it really is going to depend on when it ends to decide a winner barring something big happening.

Top 5. His last D.scythe kills 5 scarabs, and blows up the ghost Ark. A nightscythe full of troops jumps in the same corner and kills a warrior. Right now he has 2 objectives, I have 1, and we are tied on quarters. We fight the giant melee in the center and the Traveler challenges the D lord. I put 2 wounds on him, he does one to me but burns his chronomotron re-roll. When the smoke clears I win the melee by 2. He rolls morale and BREAKS!!. That is a huge break.

Btm 5. I dont really want to re-charge that 600 pt. unit that broke, so the D lord jumps over to hit a 5 man warrior unit. My wraiths jump and wipe out another 5 man warrior unit, contesting/clearing both his objectives. My Ann. barges unload on his warriors in my deployment zone ignoring the Doomscythe, as the game is getting late. I kill 3 warriors, and have the lone sarab base charge the warriors, to keep them locked up. Immotekh and his unit move up to grab an objective in my deployment zone. The warriors in my N. Scythe move to a quarter with the D lord to take the quarter. Marks shuffle around to do the same. We roll and the game ends.

I cant say that game was really won by anything I did tactically, as failing morale was pretty much the game. Immotekhs lightning came in big for me knocking out several fliers, but the lightning went for 4 turns. Enough units that I need to roll for 6's for....for several turns, they are bound to show up. It was a geat game, and had his unit not broke it would have been a real nail biter.

I succesfully make it to Sundays games, and pull out a 5-1 towards overall score which are calculated at the end of 6 games. (It ends up I finished 6th or so for overall when combining paint, sports, battle, as Alex Fennel's pink Crons took the top spot.) I didnt know this at the time though. I had to try to win my 3-1 bracket. I see Hulksmash won his game and we are in the same bracket. I really do not want to fight his list, as I think it matches up well against me, but I may have to fight it eventually. Its early Sunday morning, its been a long weekend, and pairings are up for round 7.

I draw Hulksmash, we laugh and head over to table 6 to fight it out.
   
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Tilter at Windmills






Manchester, NH

Nice!

Did the NOVA FAQ actually rule that the chrono re-roll can be used on a single die out of a multi-die roll? That's insane, if so. Talk about taking an already-great item over the top.

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More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
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Made in us
Tail-spinning Tomb Blade Pilot




I dont believe there was a ruling on it, but I didnt see a problem with it. Where I play we allow it, so rather than have another rules question we just let it fly. I felt like I had about 10 questions a game for poor Austin so it was no big deal.
   
Made in us
Fixture of Dakka





San Jose, CA

Great battles so far! Congrats for taking out 2 necron scythe lists.

Your next battle against Hulksmash kind of reminds me of this battle here.



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Tilter at Windmills






Manchester, NH

Norbu the Destroyer wrote:
I dont believe there was a ruling on it, but I didnt see a problem with it. Where I play we allow it, so rather than have another rules question we just let it fly. I felt like I had about 10 questions a game for poor Austin so it was no big deal.

Got it. Yeah, I'm sure it wasn't a big deal for you at a time, but it does make the Chronometron radically more powerful if you let this one fly in general. The core rules for re-rolls are that you can't re-roll one die out of a 2d6 roll or 3d6 roll unles you have a rule which explicitly states otherwise. Compare the wording of the Chronometron , which says you can re-roll a d6 roll, to Fleet, which says you can re-roll any of the dice on a charge roll. A d6 roll is a separate and distinct thing from a 2d6 roll, in the 40k rules.

Anyway, good report; looks like it was a great, tight game.

This message was edited 1 time. Last update was at 2012/09/08 16:14:24


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Great reports, Norbu! Sounds like you did a great job of handling flyers with a balanced list. But all of this 'cron on 'cron violence has got to stop.

How important would you say the comms relay was to your list's performance overall? It seems like you had some success with keeping your barges off the board to avoid flyer alpha strikes.

Looking forward to reading about your game against Hulksmash!


Willydstyle wrote:Giantkiller, while those were very concise and logical rebuttals to the tenets upon which he based his argument... he made a post which was essentially a gentlemanly "bow out" from the debate, which should be respected.

GiantKiller: beating dead horses since 2006. 
   
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Game 7 pairings were anounced and I was paired against Hulksmash. We have been to a few GT's together, but never fought before. I was looking forward to it. Although, with his list, I knew it was going to be an uphill climb.

2 x Inquisitors (hammer, termy armour, psycannon)

5 x 10 Man Strike squads (2 psycannons, psybolt ammo)

3 x Dreadknights (incinerators)

1 x Paladin (hammer)

If I move into range with any of my guns, he will be able to put a TON of S5 and S7 my way. His army also has 20 - 2+ armour saves, and 50 -3+ armour saves. Thats a lot of wounds to do, considering once I move into range to wound him, he can retaliate.

He rolls up misfortune, and prescience for psy. powers. Our warlord traits were unmemorable, and I think unconsequential.

Deployment- Vanguard

Mission- Primary Objectives (note objective in owning palyers deployment zones are worth 2 each, rest are 1 each)
2ndry- quarters
3rdary- KP

We roll off and Hulksmash has me go first

I deploy my Ghost Ark and Ann, barges in the tip of my deployment triangle next to his board edge, hoping he would put his infantry in the opposite corner. Then my Deathmarks could come in and really burn up some units. Immotekh takes his usuall spot near the Comms relay. Scarabs go behind Aegis defense line. There is a large 6" high wall about 8" wide in the very center of the board. I place my wraiths and D lord behind that.

Hulksmash doesnt deploy away from my barges, so my Alpha Deathmark strike is out. 3 Dreadknights go up front near the wall. 2 strike squads deploy in the tip of the triangle near my vehicles with an Inquisitor each. Another squad deploys behind the wall near the board edge.

Top 1. Lightning does nothing. Wraiths jump up behind the wall but far enough away from Mr. Misfortune. My Ann. barges start pecking at a Dreadknight and get a wound.

Btm 2. He has some minimal shooting as not much is in range of the infantry. 6 wounds go on the wraiths and I fail 4 of them, killing 2 wraiths.

Top 2. Lightning continues, but does nothing. I roll for Deathmarks tying to keep them out. 1 unit is in and I reroll. It still comes in. Well now my hand is forced so Ill have to try and get the second unit. I roll to get them and fail, re-roll and they come in (Schwew!). Both move up, disembark and wipe out 1 Dreadknight. Warriors in Nightscythe come in as well, and all 3 Nightscythes open up on the squad that has no Inquisitor. I kill 7 of the strikes. Wraiths and Dlord pounce a second Dreadknight, and thanks to mindshackle scarabs, it goes down as well. My barges and ghost ark start softening up the Inquisitor units, but only manage a wound or 2. Not a bad turn.

Btm 2. Hulksmash rolls reserves and gets nothing. His shooting downs the wraiths and D lord. Lord does not get back up The rest of his shooting goes at the Deathmarks, and each squad loses a couple marks, and their Crypteks.

Top 3 Lighting stops. My two small Deathmark squads finish off the 3 man squad. Fliers all unload into into Mr. Misfortunes unit, and I kill 5 or 6 more strikes. My Ann. barges fire at the Dreadknight and do another wound. Not looking too bad as his army is coming at me in waves, and Im able to weeken quite a bit of it.

Btm 3. His shooting downs a flier. He only gets a single strike squad in and it drops aggressive behind my scarabs near the board edge. He sticks the landing. His shooting isnt as lucky as the psycannons only manage to kill a base, and his stormbolters do 4 wounds, killing another base. Dreadknight runs towards all my ground vehicles, and he will hit next turn. He also guns down a 3 man Deathmark unit.

Top 4. One of my fliers has no real shot, so it takes his troops off the board. My Ann. barges, and Deathmarks, fire on the Dreadknight taking it down. Ghost ark and warriors all unload on the newly arrived strikes, but I only kill 2. His delayed reserves are starting to concern me as Its closing in on the end of the game, and I havent damaged 10 strikes and a Paladin.

Btm 4. Paladin aggressively drops near Immotekh and he sticks the landing. (Not Good). Mr. Misfortunes unit starts making a break for it behind the wall to take an objective hidden behind it. Hulksmash combat squads his final Strike unit and drops 5 on his deployment objective, and 5 on the objecitve near my board edge, opposite Immotekh. His Prescience squad moves onto another objective. His 8 man squad guns down a few warriors. There are still a lot of wounds to deal here.

Top 5. Troops come in and unload on the prescience squad. Warriors in ghost Ark do the same. Flier + all those units do 3 wounds. Immotekh does his beam to try to wound the Paladin, but Hulksmash makes the invul save. Luckily I had a little insurance policy, and the 4 remaining scarab bases charge it to lock it down. He smashes a base and passes his 3 armour saves. Ann. barges open up on the Misfortune unit making a break for it. I Insta death the inquisitor, and kill all but 1 strike marines. My remaining Death Marks and warriors unload on the 5 man unit near my table edge, and I kill 2. I didnt do enough damage. I need the game to go on.

Btm 5. His Prescience squad charges and wipes out a warrior squad. I still have a warrior unit contesting that objective though. His lone strike is behind the wall so I have no shot, and he runs to grab the objective. His 3 strikes near my baord edge put down 3 warriors, but 1 gets up. Paladin kills a Scarab base, but I force 3 more saves, and he fails an armour, stripping the Paladin of armour. If the game ends Hulksmash has it....we roll and.......it goes on.

Top 6. Flier hangs a hard right and fires on the 5 Strikes in his deployment zone, killing 2. Deathmarks and warriors kill 2 more strikes. My ghost Ark and Ann. barges fire on the prescience squad, but I only manage 2 wounds. Hulks saves are pretty good this round, and that is not good for me. Immotekh runs over to finish the Paladin off.

Btm 6. Prescience squad, charges and kills another warrior squad. His strike unit near Immotekh assaults my warriors and he wipes them out. We roll and the game ends.

Hulksmash has objectives.

It was an awesome game, very back and forth, but Hulks reserves showing up late, which were a blessing early, became a real problem late. Hulk was down to about 12 models left when the game ended, but they were scattered on the objectives. I was glad to get a game in against him, but really disappointed I came up short.
   
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Home Base: Prosper, TX (Dallas)

That was a very tight game. My tightest of the final four for the Open actually. If my saves hadn't heated up it would have ended poorly. I think I had maybe 13 models left. 3 on one objective, 5 on another, 1 on the middle, 1 or 2 in the uppoer corner and maybe 4 or so in a brawl on his objective

I was down to nothing. It was a very fun game though.

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Shadeglass Maze

Hulk, that doesn't really add up to 13 (I know you're guestimating, just thought it was funny)

Sweet to win a close game like that!
   
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Home Base: Prosper, TX (Dallas)

I said maybe!!!!

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purging philadelphia

Norbu the Destroyer wrote:
Game 6 saw me paired against Justin Cook and his Necron Airforce.


what a noob

I cant say that game was really won by anything I did tactically, as failing morale was pretty much the game. Immotekhs lightning came in big for me knocking out several fliers, but the lightning went for 4 turns. Enough units that I need to roll for 6's for....for several turns, they are bound to show up. It was a geat game, and had his unit not broke it would have been a real nail biter.



Definitely not giving yourself enough credit man, you made some key plays for the middle early and kept me and my big immortal squad at bay with the threat of the double abyssal staff+marks. I also made some agressive plays in your half of the table that i didnt really need to and that cost me. I constantly preach to people about sound conservative gameplay in big tournaments...and I think I should probably listen to that myself more often.

Needless to say grats on a solid NOVA showing while playing some top level competitors. I might have asked you this but are you hitting up Da Boyz in november?


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I would love to do Da Boyz, but finances, and time are my enemies for scheduling it. I will be helping to run the 40k GT at Rock-Con mid-Oct. and hoping out to New York within the week probably isnt doable. I would love to do it though, dont get me wrong. The national tourney budget this year only allowed for 1 East coast tourney, and NOVA was it. Luckily it was an awesome venue/tourney/weekend so it was money well spent.
   
 
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