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Jy2 Brings Necrons to the Las Vegas Open (LVO) GT - (Army Pics/Game Links on p.1, Doubles on p.9)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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How far can I go at the LVO?
LVO Champion!
Top 4. Necrons can't beat Eldar/Tau.
Top 8. This is all I am really asking for, to make it to Day #3 and the Elite 8.
Top 20. Necrons are good enough to make it here in a field of 190+ players.
Top 40. Respectable....but I am aiming for much higher.
Not even the Top 40. What a disappointment....but at least I had fun!

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Made in us
Intoxicated Centigor





Well done, Jim! I can't really disagree with any of your moves in this game, or your analysis. Your list is a tough one to play against for just about any army out there, let alone for someone who hasn't played against it yet. I was hoping to see a little more of a tactical game on her part - her actions were a bit inconsistent, which doesn't generally make for favorable results.

If I'm playing against something I don't really know how to deal with, I generally just go full-out aggressive and target the stuff I'm unsure of. Not sure if that would have worked for Lyzz, but playing passive against someone who is known to be a good player seems like an excellent way to get taken apart.

Looking forward to reading your later matches, you haven't really been challenged yet.


Automatically Appended Next Post:
iGuy91 wrote:Ooof. Ouch.Talk about thinking 3 steps ahead. It's impressive how you manage to make your opponents play your game like that, and dictate the way it all plays out.


y0disisray wrote:Man Jim that just shows a master tactician at work! I really enjoyed the moves you made in this game it really shows how well of a player you actually are.


herpguy wrote:Wow this was a battle of pure skill. This is one of the best batreps I have read. You clearly outplayed her, there wasn't any luck involved here.


Jim, are you actually the second coming of Alexander the Great like the rumors say?

This message was edited 1 time. Last update was at 2014/02/19 05:23:50


   
Made in fr
Regular Dakkanaut




Great game but the lyzz's list is not a hard one, i think she have no chance at all to win against yours.
   
Made in us
Wicked Canoptek Wraith





Jim, are you actually the second coming of Alexander the Great like the rumors say?


Nah, he's too short

I'm curious to see the reports of what happened later in the tournament and how you missed out on the top 8.

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Fixture of Dakka





San Jose, CA

 SwistakCZC wrote:
Thanks for answering as well as posting rest of second battle report.

In matter of resorb there is one more issue- there are a lot of situations when opponent is able to place models in such manner that d.lord cant return to play, beacause of 1" space between him and enemy model. But good point that orbs can fight

You can minimize this situation with experience. So far, this probably happens to me maybe 1 in 20 attempts to get back up (where I lose my Lord). Some tips:

1. Assault with your wraiths. Form a wall where your opponent can't pile in past it. This always gives your Lord an "out" to get back up. Even a unit of 2 wraiths will greatly improve his chances.

2. Avoid assaulting large mobs with just your Lord or with few wraiths. This is where most of the time they can't get back up. But if you have to do it, then don't hesitate to. Winning the game is more important than making sure your Lord gets back up.

3. Use your own vehicles or even terrain to form "walls" where you can safely get back up from.

4. If it's just the Lord or Lord + 1 wraith, go after the smaller units. You need bodies to fully cover the space to prevent a Lord from getting back up and usually, small units just cannot do it.

5. Pray your opponent rolls low for his consolidation.

Basically, when you assault, just watch out for situations where you can improve your Lord's chances to get back up. But more importantly, don't hesitate to assault if it would give your army the advantage. Your Lord is just a pawn to be sacrificed if he can bring your army closer to victory.


 SwistakCZC wrote:
 jy2 wrote:

There's so many games I've won because my D-lords kept getting back up. If not for my res orbs, I wouldn't be perfect against Tau and Eldar (haven't lost to them yet ). It's also demoralizing to my opponent when my lords get back up over and over again.


Youre right that psychological aspect is also imporant in this game. Maybe I will try your tactic to have those orbs on d.lords, it can be also helpful when at the end of game you want to tank warriors unit with d.lord, res orb increases their survivability when you went first, and troops need to survive on objecrive. Have you played against tau/eldar at LVO?

No I didn't.

 SwistakCZC wrote:

 WrentheFaceless wrote:
That was an unfortunate game for her


Yup but she made some mistakes, after reading the whole rep I think she used portal too early, it was kill point game and she just give some kp for Jy, it may landed later and elswhere, too spread out wraiths or be used as bait i think Its strange that she had beaten Alan B. (I know him, beacause USA team played with Polish team this year on ETC and one of my pal played against him and told me hes very good player).

My philosphy is this - don't be afraid to make sacrifices if it will bring you closer to victory. The Primary was the Scouring. Purge was only Secondary. Thus, she was willing to give up the Secondary in order to try to win the Primary. That was actually her best chance for victory because my VP's were just too hard to get. There's almost no way for her to win both unless she could table me, which wasn't going to happen today. Thus, if I were in her shoes, I would have done the same thing. I agree with her tactics on deploying the Portaglyph so early.

Yeah, I haven't played against Alan, but I know he's good. He's won several GT's here in the US and made it to I believe the Top 4 in this tournament. But don't under-estimate Lyzz. She made some mistakes this game due to her unfamiliarity with my army, but she's still a very good player. If we were to play again, I think it's going to be a much tougher fight for my necrons the next time we meet, especially now that she's got some experience under her belt.


 iGuy91 wrote:
Ooof. Ouch.Talk about thinking 3 steps ahead. It's impressive how you manage to make your opponents play your game like that, and dictate the way it all plays out.

It's all about the moves and counter-moves. I was better able to predict/anticipate her moves than she was mine as I was much more familiar with the capabilities of her army than she was of mine.


astro_nomicon wrote:
@Jy2

So, seeing that it was strategically unsound for the Daemons to begin play defensively, how would you have played against your army?

With the benefit of hindsight, this is what I was thinking:

Turn 1:
Maintain the aggressive scout move with the dogs, and continue forward with them towards the necron bubble. but should do so in a tight formation

Seekers should follow as closely behind as possible. And clump up.

This is where it gets a little dodgy but I think it might work: Cast nearly all available buffs on the Screamers (Invisibility, Prescience, Forewarning, Grimoire) and turboboost with them to spread out and screen for the Seekers and Hounds. This is obviously an expensive speed bump, but a mighty durable one.

Daemon Prince buffs up, and Fatey hangs back and shoots from his max range.

This way there's really no way you could take out the Screamers with shooting, and given careful positioning, there should be almost no way you can make an assault on the hounds or the seekers. If your necrons chose to take the bait, then the Hounds, Seekers, and Prince are in position for a fairly devastating counter charge. If you choose not to take the bait (and juicy bait it is), then you have just conceded considerable board control to the daemons who will continue to hunt you down.

Tactically sound or should I go back to school?



Great strategy. This is what I would have done:

1. Put Prescience, Forewarning and Grimoire on the screamers. Turbo-boost them to about 12" away from my wraiths. They will be the frontline screening unit.

2. Follow them up with the flesh hounds and then the seekers behind the hounds. Make sure to keep a little distance to prevent the multi-assault.

3. Put Endurance on the flesh hounds and Invisibility on the Seekers. These will be the counter-assault units. Or particular importance are the seekers. They are the heavy hitters in her army. Thus, Invisibility for the 2+ cover (from the screening hounds and screamers) to ensure they hit my wraiths at full strength.

4. As Kairos and the DP are unprotected at the moment, keep them back, either out of range of my annihilation barges or out of LOS. They are ok on Turn 1 and will have time to power up (i.e. Invisibility on Fatey) before my reserves come in on Turn 2. Make sure to leave a few trailing models from the units that you are going to buff next turn - flesh hounds and seekers - so that Kairos can still cast his powers on them next turn.

5. You want to try to get the DP into assault on Turn 2. So the trick is to position him such that he is safe from my shooting on Turn 1 and at the same time, within charge range for Turn 2.

6. Counter-assault with the rest of your army if I assault his screamers on T1. Just be aware that I will probably counter-assault your counter-assaulters as well. Lol.


Of course, I am aware of this strategy as well and will have a Plan B if she were to play this way. Can we say, "multi-assault, combat-res death-by-Daemonic-Instability"?





Automatically Appended Next Post:
 Commander_Farsight wrote:
That was a painful loss for Daemons... I think that without the mistakes and a slightly better list (this is of course just IMO) then it could have been different. A flying circus might have done better.

Flying Circus might have done better against other armies....but not against me. Mindshackle scarabs and tesla destructors just love FMC's.


 y0disisray wrote:
Man Jim that just shows a master tactician at work! I really enjoyed the moves you made in this game it really shows how well of a player you actually are.

Thanks.


 iddy00711 wrote:
To be fair to her, defensive play is the right thing to do when you have no idea how powerful your opponents army is, but she should have stayed outside of your threat bobble and hide from your fliers when they came in. Pure aggressive play is more of a 5th ed. play style, 6th ed. is more about intelligent placement, patience and cohesion (which ive learnt from my 2 weeks playing 6th lol).

Agreed. That is just the natural instinct of most players when going up against the unknown.

Also, never play aggressively just because your army is aggressive. Play as the situation dictates and allow for some flexbility. Sometimes, hiding is a good strategy even if it is counter to your army's natural tendencies, especially when you are going up against a bad matchup.


 Dozer Blades wrote:
It's interesting she doesn't have much experience vs Necrons and this list is pretty standard for competitive play. It's always tough facing a solid army you don't know well in a tournament... Lizzy was bound to make some mistakes and they were quite costly. I'm sure if there was a rematch she would give you a better game.

Must not be a lot of necron players in her local meta. It's funny how necrons have died down since Adepticon where they were the pre-eminent army.

Yeah, if we were to play again, I think it will be a much tougher fight for me.


 herpguy wrote:
Wow this was a battle of pure skill. This is one of the best batreps I have read. You clearly outplayed her, there wasn't any luck involved here.

Anyways, with her seekers being that fragile they really couldn't afford being out of the fight for another turn.

I could nitpick on what I would have done but Monday Morning Quarterbacks annoy me so I won't be one!

Thanks.

If there was 1 criticism I would make about her game, it would be that she didn't really seem to know what to do with Invisibility. Perhaps she just doesn't have much experience using it. I'd have cast it on the seekers on Turn 2.

As for Fateweaver, I'd have used the screamers to "block" the incoming flight paths of my night scythes (she actually almost did, even though she was not aware of it). Either that or fly Fatey off the table. I wouldn't fault her on this though, because she just wasn't familiar enough with what my night scythes can do to her FMC's.

This message was edited 2 times. Last update was at 2014/02/19 17:27:20



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in pl
Numberless Necron Warrior




Cracow

 jy2 wrote:

You can minimize this situation with experience. So far, this probably happens to me maybe 1 in 20 attempts to get back up (where I lose my Lord). Some tips:

1. Assault with your wraiths. Form a wall where your opponent can't pile in past it. This always gives your Lord an "out" to get back up. Even a unit of 2 wraiths will greatly improve his chances.

2. Avoid assaulting large mobs with just your Lord or with few wraiths. This is where most of the time they can't get back up. But if you have to do it, then don't hesitate to. Winning the game is more important than making sure your Lord gets back up.

3. Use your own vehicles or even terrain to form "walls" where you can safely get back up from.

4. If it's just the Lord or Lord + 1 wraith, go after the smaller units. You need bodies to fully cover the space to prevent a Lord from getting back up and usually, small units just cannot do it.

5. Pray your opponent rolls low for his consolidation.

Basically, when you assault, just watch out for situations where you can improve your Lord's chances to get back up. But more importantly, don't hesitate to assault if it would give your army the advantage. Your Lord is just a pawn to be sacrificed if he can bring your army closer to victory.


Yeah youre right, I know that sometimes its nescessary to sacrifce some units if needed. I have tried some tricks already especially no. 5 (its most dangerous when whole unit is whiped out, d.lord is most frequently in frontline to make use of his mss, so after consolidation its very hard to get him back due to large base and required 1" distance from enemy) But seriously no. 3 is very nice suggestion. I have to place models carefully. Thanks!


 jy2 wrote:

Spoiler:

astro_nomicon wrote:
@Jy2

So, seeing that it was strategically unsound for the Daemons to begin play defensively, how would you have played against your army?

With the benefit of hindsight, this is what I was thinking:

Turn 1:
Maintain the aggressive scout move with the dogs, and continue forward with them towards the necron bubble. but should do so in a tight formation

Seekers should follow as closely behind as possible. And clump up.

This is where it gets a little dodgy but I think it might work: Cast nearly all available buffs on the Screamers (Invisibility, Prescience, Forewarning, Grimoire) and turboboost with them to spread out and screen for the Seekers and Hounds. This is obviously an expensive speed bump, but a mighty durable one.

Daemon Prince buffs up, and Fatey hangs back and shoots from his max range.

This way there's really no way you could take out the Screamers with shooting, and given careful positioning, there should be almost no way you can make an assault on the hounds or the seekers. If your necrons chose to take the bait, then the Hounds, Seekers, and Prince are in position for a fairly devastating counter charge. If you choose not to take the bait (and juicy bait it is), then you have just conceded considerable board control to the daemons who will continue to hunt you down.

Tactically sound or should I go back to school?



Great strategy. This is what I would have done:

1. Put Prescience, Forewarning and Grimoire on the screamers. Turbo-boost them to about 12" away from my wraiths. They will be the frontline screening unit.

2. Follow them up with the flesh hounds and then the seekers behind the hounds. Make sure to keep a little distance to prevent the multi-assault.

3. Put Endurance on the flesh hounds and Invisibility on the Seekers. These will be the counter-assault units. Or particular importance are the seekers. They are the heavy hitters in her army. Thus, Invisibility for the 2+ cover (from the screening hounds and screamers) to ensure they hit my wraiths at full strength.

4. As Kairos and the DP are unprotected at the moment, keep them back, either out of range of my annihilation barges or out of LOS. They are ok on Turn 1 and will have time to power up (i.e. Invisibility on Fatey) before my reserves come in on Turn 2. Make sure to leave a few trailing models from the units that you are going to buff next turn - flesh hounds and seekers - so that Kairos can still cast his powers on them next turn.

5. You want to try to get the DP into assault on Turn 2. So the trick is to position him such that he is safe from my shooting on Turn 1 and at the same time, within charge range for Turn 2.

6. Counter-assault with the rest of your army if I assault his screamers on T1. Just be aware that I will probably counter-assault your counter-assaulters as well. Lol.


Of course, I am aware of this strategy as well and will have a Plan B if she were to play this way. Can we say, "multi-assault, combat-res death-by-Daemonic-Instability"?




What would you do against that strategy as Necron? Assault screen with one wraiths squad and prepare the rest of army for counter-assault? Or rather back out, shoot and wait for more convenient moment for assault?

6000 
   
Made in us
Fixture of Dakka





San Jose, CA

 Xaereth wrote:
Well done, Jim! I can't really disagree with any of your moves in this game, or your analysis. Your list is a tough one to play against for just about any army out there, let alone for someone who hasn't played against it yet. I was hoping to see a little more of a tactical game on her part - her actions were a bit inconsistent, which doesn't generally make for favorable results.

If I'm playing against something I don't really know how to deal with, I generally just go full-out aggressive and target the stuff I'm unsure of. Not sure if that would have worked for Lyzz, but playing passive against someone who is known to be a good player seems like an excellent way to get taken apart.

Looking forward to reading your later matches, you haven't really been challenged yet.

Spoiler:
iGuy91 wrote:Ooof. Ouch.Talk about thinking 3 steps ahead. It's impressive how you manage to make your opponents play your game like that, and dictate the way it all plays out.


y0disisray wrote:Man Jim that just shows a master tactician at work! I really enjoyed the moves you made in this game it really shows how well of a player you actually are.


herpguy wrote:Wow this was a battle of pure skill. This is one of the best batreps I have read. You clearly outplayed her, there wasn't any luck involved here.

Jim, are you actually the second coming of Alexander the Great like the rumors say?

Thanks Adam. I was hoping I'd get the chance to play against you, Nick Rose and Justin Cook but it just wasn't meant to be. Congrats on a fine performance at the LVO.

The only problem with her list is that she had no shooting really. So for her to go full-out aggressive would mean that she would have to move up and let me assault her. Otherwise, if she stays out of my assault range, I would have just continued shooting at her army (or backed up and shot at her army, at least for 1 more turn before I start moving out).

My army was just a bad matchup for hers. I can fight as well as she can in combat, but I have much better shooting and air superiority.


tetsuo666 wrote:
Great game but the lyzz's list is not a hard one, i think she have no chance at all to win against yours.

She did, but it just would have been an uphill battle for her. My list is just a tough army for her to play against, even if she was familiar with it.


 The Everliving wrote:
Jim, are you actually the second coming of Alexander the Great like the rumors say?


Nah, he's too short

I'm curious to see the reports of what happened later in the tournament and how you missed out on the top 8.

Lol.

I see myself more as this tactician:



Congrats on your victory, Alex. I shall have to get a game in against you in the future. BTW, I got punked by my own roomate, the guy who played against you in the Finals.





Automatically Appended Next Post:
 SwistakCZC wrote:

Spoiler:
 jy2 wrote:

Great strategy. This is what I would have done:

1. Put Prescience, Forewarning and Grimoire on the screamers. Turbo-boost them to about 12" away from my wraiths. They will be the frontline screening unit.

2. Follow them up with the flesh hounds and then the seekers behind the hounds. Make sure to keep a little distance to prevent the multi-assault.

3. Put Endurance on the flesh hounds and Invisibility on the Seekers. These will be the counter-assault units. Or particular importance are the seekers. They are the heavy hitters in her army. Thus, Invisibility for the 2+ cover (from the screening hounds and screamers) to ensure they hit my wraiths at full strength.

4. As Kairos and the DP are unprotected at the moment, keep them back, either out of range of my annihilation barges or out of LOS. They are ok on Turn 1 and will have time to power up (i.e. Invisibility on Fatey) before my reserves come in on Turn 2. Make sure to leave a few trailing models from the units that you are going to buff next turn - flesh hounds and seekers - so that Kairos can still cast his powers on them next turn.

5. You want to try to get the DP into assault on Turn 2. So the trick is to position him such that he is safe from my shooting on Turn 1 and at the same time, within charge range for Turn 2.

6. Counter-assault with the rest of your army if I assault his screamers on T1. Just be aware that I will probably counter-assault your counter-assaulters as well. Lol.


Of course, I am aware of this strategy as well and will have a Plan B if she were to play this way. Can we say, "multi-assault, combat-res death-by-Daemonic-Instability"?



What would you do against that strategy as Necron? Assault screen with one wraiths squad and prepare the rest of army for counter-assault? Or rather back out, shoot and wait for more convenient moment for assault?

Yup. The screamerstar is a tarpit unit, so why throw all my wraiths into them just to have all my wraiths tarpitted? I'd have assaulted with my naked 6-wraith unit (D-lord would have joined the 5-wraith unit), let her counter-assault my naked wraith unit and then assault her counter-assaulters with the rest of my army. Then kill off her units with Daemonic Instability tests.


This message was edited 1 time. Last update was at 2014/02/19 17:53:53



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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The truth is Daemons struggle against Wraithwing since they're actually worse than the Wraiths in cc, and get forced to take DI tests en masse. Also, Abarge shooting > Daemon shooting.

If only the screamerstar could get hit and run, maybe it would be more useful.


Mechanicus
Ravenwing
Deathwing

Check out my Mechanicus Project here... http://www.dakkadakka.com/dakkaforum/posts/list/570849.page 
   
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Looking forward to game 3

3000
4000 
   
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Cracow

 Asmodai Asmodean wrote:
The truth is Daemons struggle against Wraithwing since they're actually worse than the Wraiths in cc, and get forced to take DI tests en masse. Also, Abarge shooting > Daemon shooting.

If only the screamerstar could get hit and run, maybe it would be more useful.



Not sure if youre right, if you play against daemon list with 3-4 heralds, screamers and double hounds you may find it unpleasant. Lots of heralds generate huge amount of tzeentch dakka which combined with misfortune can be deadly for wraiths. A.barges are deadly but they can shoot us as well effectively. You can add another problem when they stop our wraiths- tied in close combat or wiped out, we have problem to kill horrors on objectives since they have 3+ cover in area terrain with rerollable 1's.

They're not easy one, but crons are able to acheive crushing win if played well.

6000 
   
Made in us
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San Jose, CA

Game #3 vs White Scars Space Marines



1750 Pure Necrons (My list)

Destroyer Lord - 2+, Mindshackle Scarabs, ResOrb
Destroyer Lord - 2+, Mindshackle Scarabs, ResOrb

5x Immortals - Gauss Blasters, Night Scythe
5x Immortals - Gauss Blasters, Night Scythe
5x Warriors - Night Scythe

6x Canoptek Wraiths
5x Canoptek Wraiths
5x Canoptek Wraiths

Annihilation Barge
Annihilation Barge
Annihilation Barge



1750 Space Marines


Dan, Dan "Superman". Poor Dan, he's never been able to beat me yet. It's not because he lacks the skill. Dan is actually a really good player and recently won the Feast of Blades Open with his White Scars. It's just that every time we've played, it just seems like his dice just sh*ts on him. Lol. Maybe I'm just his cooler. In any case, his 5th Ed. bikers have now become one of the best non-deathstar armies currently, and I've never played against a full 6th Ed. White Scars army before. Let's see what a difference 1 edition makes.


For some reason, I can't find his list so this is approximately what he brought.


Ko'sorro Khan - Moondraken
Chapter Master - Bike, Shield Eternal, Power Fist, 2+

5x Bikers - 2x Flamers, Combi-flamer
4x Bikers - 2x Grav-guns, Combi-grav, Multi-melta Attack Bike
4x Bikers - 2x Grav-guns, Combi-grav, Multi-melta Attack Bike
4x Bikers - 2x Grav-guns, Combi-grav, Multi-melta Attack Bike
4x Bikers - 2x Grav-guns, Combi-grav, Multi-melta Attack Bike
5x Scouts - Snipers

Stormtalon - Skyhammer
Stormtalon - Skyhammer

Thunderfire Cannon
Thunderfire Cannon


-------------------------------------------------------------------


Mission: Bay Area Open

Primary - The Relic, 4-pts

Secondary - Big Guns Never Tire, 3-pts

Bonuses - First Blood, Linebreaker, Slay the Warlord, 1-pt each


Deployment: Vanguard Strike


Initiative: Space Marines


-------------------------------------------------------------------


PRE-GAME THOUGHTS:

Man, I wished I could have practiced against the new White Scars. The only game I have had against them so far was 1 game against a semi-biker army with a Land Raider Achilles. But I am glad to play against them, even if it's in the tournament. I'd love to see how my wraithwing crons can pick them apart.

I think this will be a bad matchup for my opponent. One of the main strengths of the new White Scars is their grav-guns. Well, my wraiths could care less about those grav-guns. One of the biggest weaknesses of a biker army is against flyers. Hello night scythes! Stormtalons give them some anti-flyer firepower but the problem is, he is going first. That means most likely my flyers will be coming in after his. Thunderfires are good units. Unfortunately for my opponent, I don't really care about them either. If I spread out, most likely he will be hitting 1 or 2 models at most per hit. They won't be able to do nearly enough damage to my wraiths. I think, barring extreme dice, I should be able to take this game quite handily. I just hope I am not under-estimating my opponent and his army too much.


-------------------------------------------------------------------


Deployment:

Spoiler:

Dan's deployment. Scouts will be walking on.


My deployment. I spread out due to 1) thunderfires and 2) his Chapter Master's orbital bombardment.


I place some wraiths on the ruins to minimize the impact of his barrage attacks. I also try to fit as much of my barges as possible underneath the ruins.


Overview of our deployment. Dan decides not to Scout forwards. He doesn't want to get closer to my wraiths but rather, move away from them.


Frontline MegaMat Plugin: Ok, time for a commercial break. Haha....j.k. But seriously, I forgot to mention this in my 1st 2 reports, but we are playing on the new MegaMats by Frontline Gaming and TableWar. All I can say is....wow! These mats are amazing! They look awesome and they feel great as well! During the game, both Dan and I had beers on these mats and they tend to condensate, leaving a wet spot on the mats. Well, they wiped off very easily from the mats and without warping or distorting the map. After the tournament, I became a believer and got a mat right there and then (I also wanted to get some of their terrain as well but those were not for sale ). I believe the MegaMats are still available for order on Frontline's website ( http://www.frontlinegaming.org/blog/ ) but only in limited quantities. So if you like what you see, get them now before they run out (and believe me, they will run out!).

Ok, end of shameless plugin. Back to your regularly scheduled battle report.



I don't bother to steal the initiative and we begin.




-------------------------------------------------------------------


Space Marines 1

Spoiler:

Dan moves his bikers to about exactly 24" from my guys.


1 unit of bikers tries to flank me.


His shooting only manages to put 1W on my Warlord.

I have a somewhat-close-call. His right-most bikers fire at my annihilation barge (AB) and he roll's 2 6's on armour penetration against one of my AB's! That means if I fail my cover, then it is immobilized and basically worthless (and away from claiming an objective). Fortunately for me, I make both saves.




Necrons 1

Spoiler:

Wraiths advance.


I go after his flanking bikers.


Both barges fire at them and manage only to kill 2.

However, in a stroke of bad luck for my opponent, they then fail Morale and run off the table, thus giving me First Blood!


My last AB, despite snap-shooting, manages to kill 1 biker.


Wraiths then run.




Space Marines 2

Spoiler:

1 stormtalon comes in. Darn. I was hoping that they both would.


Now Dan has a decision to make.

He could either backup and shoot some more or he could play aggressively, advance and assault. I tried to use my Jedi mind tricks to "persuade" him to backup and shoot another turn, citing that his Chapter Master hasn't had the chance to use his orbital bombardment yet. And it almost worked!

However, what changed his mind was that my wraiths were too close to his thunderfires (TFC's). Had he backed up, he was concerned that I would be able to assault both of his TFC's. Dammit....I knew I shouldn't have ran with my wraiths.

Dan, in any case, you made the right move. That is what I would have done as well.


He advances his bikers.


Shooting kills 1 wraith and puts 1W on my D-lord and another wraith.


To my other squad, he shoots down my Warlord and 2 wraiths.


Stormtalon manages to glance my AB once.


Fortunately for me, my Warlord gets back up!

BTW, my rule-of-thumb is this: if my Lords get back up at least twice in any game, then I win. Period. It's a proven fact.



We then go into assault as he charges both of my wraithstars.


We tie combat here with 2W apiece.


Over here, my opponent actually beats me pretty badly, killing 2 wraiths and only losing 1 biker.




Necrons 2

Spoiler:

All 3 of my flyers come in. I have no real good targets as all of Dan's bikers are locked in combat. Thus, I go after his TFC's, which by the ways are getting 2+ cover.


The 3rd night scythe goes after his talon....


....and blows it sky-high.

My other 2 flyers fail to cause a successful unsaved wound on his TFC.


My unengaged wraith unit assaults into his HQ's combat. I kill a few bikers, he kills another 2 wraiths and then his bikers Hit-&-Run out of combat.


In this melee, I actually win combat and his bikers flee. However, they will auto-regroup next turn.

So far, this match is turning out to be a more closely-fought and a much bloodier match than I had expected.




Space Marines 3

Spoiler:

My opponent's last stormtalon comes in, shoots and takes away 1 HP from my night scythe.


Bikers get ready to do the same-old-same-old, which is to shoot and charge in with his bikes again.

BTW, that is a brilliant strategy by my opponent. Basically, he gets to double his offense against my wraiths by shooting and assaulting them every turn (don't forget S5 Hammer of Wrath hits!) while at the same time, avoiding my shooting. Damn, Hit-&-Run is soooo good.

Anyways, he shoots down another 1 wraith.


Oh noes....my Warlord goes down again!


Bah! This time he stays down.


We begin the assaults.



Bikers actually win both combats, killing a couple more wraiths!

Man....Dan's army is actually giving me much more trouble than I had thought!




Necrons 3

Spoiler:

Both flyers advance. I drop off my immortals. That's the difference between immortals and warriors. With warriors, you pop them out and you lose them. With immortals, they are much more likely to survive. Thus, you can afford to play them more aggressively.

I shoot down 4 scouts, who are forced to go-to-ground.

This is another reason for me to take immortals. They can clear out those MSU scoring units because of their AP4 guns that normal warriors can't.


My 3rd scythe goes after the last stormtalon. Unfortunately, I fail to take it out due to good jink saves (or poor shooting, don't really remember).

I kill off one of his TFC's with my night scythes.


Shooting and then assault by my D-lord's unit kills all but the 2 characters - Khan and his Chapter Master. They then Hit-&-Run out of combat.




Space Marines 4

Spoiler:

His stormtalon flies off the table.


Khan and Chapter Master joins another biker unit. They go after my unit of 2 wraiths....


....and take them both out with shooting.

Unfortunately for me, my flyers are out of position to target them next turn.




Necrons 4

Spoiler:
Things are going very fast now and I am taking less pictures due to time.

Flyers fly off the table.

Immortals finish off the lone scout with shooting.


I shoot at his units and kill some bikers as well as his Warlord, Khan. I then charge into his Chapter Master's unit, issue a challenge and then Mindshackle him. He would then make all of his 3++ saves (I think) and Hit-&-Run out of combat.

Finally, I have a unit of 1 wraith, who assault his last TFC. They stay stuck in combat.




Space Marines 5

Spoiler:

My opponent tries to immobilize my AB away from his objective with a grav-gun. He fails.


Chapter Master and biker re-assault my wraithstar after, of course, shooting at them first.

BTW, he grabs the Relic this turn! Uh oh....


Crap....he's down! And he doesn't get back up!

Uh oh....my lords only get back up once this game. That means I may actually lose....




Necrons 5

Spoiler:

My barge jumps on top of a Big Gun objective.


My other barge on top of the ruins jump down onto a Big Gun objective. I then blow away his lone grav-gunner contesting my objective.


Wraith continues to stay stuck in combat with his techmarine and would continue to do so for the rest of the game. We are both contesting the objective there.


In combat, I kill off his Chapter Master (who took a couple of wounds from before)!

But I need to kill off his attack bike, who is holding the Relic.


We roll to see if the game goes on but it doesn't!


-------------------------------------------------------------------



Dan has the Relic and so takes the Primary for 4-pts.



I've got 2 Big Gun objectives to his 0 so I take the Secondary for 4-pts.

We both have each other's Warlords.

However, I've got First Blood (biker unit) and Linebreaker (immortals, AB, lone wraith in combat with his TFC) to take a very close game 6-5.




Minor Victory for Jy2's Necrons!!!





-------------------------------------------------------------------


POST-GAME THOUGHTS:

Spoiler:
Wow, that was a much, much tougher fight than I had thought. That's what happens when you are not that familiar with an army. I fell into Dan's trap and let him shoot and assault me all game. And throughout the game, Dan was actually rolling below-average. Had he been rolling more average, he might have actually stolen this game from me!

Dan played a brilliant game. His strategy of shooting my wraiths, then assaulting them and hitting them with S5 Hammer of Wraths, then leaving combat at the end of my turn and then doing it all over again worked phenomonally well. One of the most dangerous things about my army is actually my shooting. With his strategy, Dan was able to actually avoid my shooting for his important units. Thus, he basically cut my offense in half. The only thing I could shoot at was either the non-essential units like the stormtalons or the difficult to kill ones like his TFC's with 2+ cover. Had I been more aware of White Scars strategies, I would have played a little differently.

In any case, I was thrilled to get to play Dan and his bikers. I have always wanted to play against his bikers ever since he won the Feast of Blades Open. Well, the LVO was as good a place as any to finally be able to do so. Thanks, Dan, for the game. It was a close and hard-fought game, which made it a great one (at least for me).




This message was edited 9 times. Last update was at 2014/02/21 18:10:25



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Fresh-Faced New User




Livermore, CA

Jim always has my number. Or has bribed my dice. Either way, they are always fun games and usually close (usually).
Spoiler:

Someday I'll get you Jim, soooommeeeedaaaay! <shakes fist at sky>

Khan on Moondraken
Chapter Master, Bike, Shield Eternal, Power Fist, Art Armor
5 Bikes 2 Flamers, Combi Flamer
4 Bikes + Attack Bike- 2x Grav, Combi Grav, Multi Melta
4 Bikes + Attack Bike- 2x Grav, Combi Grav, Multi Melta
4 Bikes + Attack Bike- 2x Grav, Combi Grav, Multi Melta
4 Bikes + Attack Bike- 2x Grav, Combi Grav, Multi Melta
5 Sniper Scouts
Storm Talon, Skyhammer
Storm Talon, Skyhammer
Thunderfire
Thunderfire

Given my loss to you was close I made it to table 8 in round 5 to play for the last finals spot, but then had to play Darkwynn who crushed me! Still I had 5 great games against tough opponents and a totally awesome time.

This message was edited 1 time. Last update was at 2014/02/20 15:04:38


   
Made in us
Longtime Dakkanaut





Eye of Terror

 Asmodai Asmodean wrote:
The truth is Daemons struggle against Wraithwing since they're actually worse than the Wraiths in cc, and get forced to take DI tests en masse. Also, Abarge shooting > Daemon shooting.

If only the screamerstar could get hit and run, maybe it would be much more useful (totally broken).



Fixed that for you... Plus MSS is really bad news versus any unit at Ld7. Daemons can best the toaster heads but you have to bring a solid battle plan to the table to succeed.

My blog... http://greenblowfly.blogspot.com

Facebook...
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Made in us
Latest Wrack in the Pits




Decatur, TN

Come on Captn Dees, you need to add a spoiler tag!

Learning 7th edition to prove that DE still rule the roost!
 
   
Made in us
Fresh-Faced New User




Livermore, CA

Fair enough... though his first post he pretty much said how he did day one...

   
Made in fi
Longtime Dakkanaut




That is like spoiling Titanic...
   
Made in us
Latest Wrack in the Pits




Decatur, TN

Titanic? Wait I don't want to know!

Learning 7th edition to prove that DE still rule the roost!
 
   
Made in us
Fixture of Dakka





San Jose, CA


Battle report should be coming out tonight.


 Captn Dees wrote:
Jim always has my number. Or has bribed my dice. Either way, they are always fun games and usually close (usually).
Spoiler:

Someday I'll get you Jim, soooommeeeedaaaay! <shakes fist at sky>

Khan on Moondraken
Chapter Master, Bike, Shield Eternal, Power Fist, Art Armor
5 Bikes 2 Flamers, Combi Flamer
4 Bikes + Attack Bike- 2x Grav, Combi Grav, Multi Melta
4 Bikes + Attack Bike- 2x Grav, Combi Grav, Multi Melta
4 Bikes + Attack Bike- 2x Grav, Combi Grav, Multi Melta
4 Bikes + Attack Bike- 2x Grav, Combi Grav, Multi Melta
5 Sniper Scouts
Storm Talon, Skyhammer
Storm Talon, Skyhammer
Thunderfire
Thunderfire

Given my loss to you was close I made it to table 8 in round 5 to play for the last finals spot, but then had to play Darkwynn who crushed me! Still I had 5 great games against tough opponents and a totally awesome time.

Thanks Dan. List updated.

Always a pleasure to play against you.


Naw wrote:
That is like spoiling Titanic...

Lol.

Or any romantic comedy movie out there.


Most people already know the results. But there are some of those who don't. That's why I don't normally reveal the endings until the end, for those select few who don't follow the tournament results.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in au
Major




Fortress of Solitude

 jy2 wrote:


I see myself more as this tactician:







But... But... Napoleon LOST. He overextended militarily and politically.

Why not this cheerful fellow?

He got the job done, by golly.

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in be
Deranged Necron Destroyer






Still find the old roman tactics of Scipio Africanus and the likes worth reading and interpreting, they still help me in games.

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Executing Exarch





McKenzie, TN

Great games so far. Jim you just went and tanked all these poor people chances at top 8. Great job.

Lookin forward to the continuation and thanks for the batreps as always.
   
Made in us
Purposeful Hammerhead Pilot




Vior'la Sept

 ImotekhTheStormlord wrote:
 jy2 wrote:


I see myself more as this tactician:







But... But... Napoleon LOST. He overextended militarily and politically.

Why not this cheerful fellow?

He got the job done, by golly.


Thanks for the history lesson
   
Made in us
Fixture of Dakka





San Jose, CA



Game #3 completed.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Kabalite Conscript




Quick question:

How did your opponent have the str5 hammer of wrath CT and also have the hit and run CT. Arn't you only able to take one chapter trait per chapter per detachment?

This message was edited 2 times. Last update was at 2014/02/21 18:30:17


 
   
Made in us
Fresh-Faced New User




Livermore, CA

Unless I and every player I've ever played since the SM book came out is wrong: you get both in the White Scars Chapter Tactic. You don't choose which of "Born in the Saddle" and "Fight on the Move" from the CT, you get both under the White Scar Chapter Tactic.

I believe the same is true of all the Chapter Tactics. You aren't choosing what bits of the CT, you just get the whole CT for the Chapter.

This message was edited 1 time. Last update was at 2014/02/21 18:33:08


   
Made in us
Quick-fingered Warlord Moderatus





That 3rd game was intense, those bikers almost had you J

3000
4000 
   
Made in us
Fresh-Faced New User




Livermore, CA

It was a great game, and we both played really well.

My one mistake was being too greedy at the beginning, and then a bit unlucky in failing that LD. That first blood was basically the decider, but there was no guarantee I would have gotten that point anyway.

AND if I recall the game actually went on too, another turn or maybe even two (too much beer that whole weekend to remember details). However it was basically a slap fight that worked in my favor to hold that relic.

So while I had some bad luck I had some good luck to claw out some points to keep me in the running for the finals.

Jy2 is slowly become my arch nemesis it would seem.

   
Made in us
Kabalite Conscript




@ Capt Dees

Arnt they two CT per one chapter. According to the book do you choose one chapter tactic after choosing your chapter. Im paraphrasing so that description may not be 100% accurate.

So you

A. Choose your chapter (White Scars)
B. Choose your chapter Tactic (Born in the saddle) or (Fight on the Move)

Again I could be wrong can anyone else weigh in.
   
Made in gb
Stealthy Space Wolves Scout



Rynn's World

If you have a White Scars army, you get Born in the Saddle and Fight on the Move as your Chapter Tactic. The same way that IF ( and their successors ) get Bolter Drill and Tank Hunters ( for Dev squads and Cent Devs ).

Just because it is split into 2 parts, does not mean you have to pick one of them.

: 3000+
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Made in gb
Veteran Wolf Guard Squad Leader





Bobbing along on the briny North Sea, and Montrose, Scotland when home

Great reports and the cooler, a very funny miniwargaming.com reference... very good !! Keep it going, still learning ans still enjoying

I would love to see you use Space Wolves sometime, beesides the Land Raider list you did...Any chance of that happening soon or if/when the new codex comes out?

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- H8

18000+ points
3000+ points
Follow my Space Wolf building exploits here@ http://www.dakkadakka.com/dakkaforum/posts/list/321095.page  
   
Made in pl
Numberless Necron Warrior




Cracow

Very fine report. It was tight match. White scars aint the easiest opponents for wraithwing

Moreover if you dont know this army you may fall in some traps, but it is general rule for every army

I have small hint you if you dont know this army- watch out for even more menacing form of bikers army I mean WS allied with DA Theyre specialised in killing wraithwing in my opinion. They own much more dangerous shooting (plasma talons combined with rad granade= obvious instanting our wraiths), divination from da libby and also white scars may have some tricks for better close combat e.g. land speeder storm (which causes blind on wraiths- much more easier to kill them in assault that way).

This message was edited 2 times. Last update was at 2014/02/21 22:20:09


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