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1850 Jy2's Las Vegas Open Experience - More Fluff-Killer Practice Games on p.6  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Poll
So which army would you like to see me bring to the Las Vegas Open? (See list details below)
1. Newcrons
2. Oldcrons - AV13 Necrons
3. Pentyrant Tyranids
4. Tyranids (Non-Pentyrant)
5. The Fluff-Killer - NecroNids
6. Centurionstar
7. Adamantine Lance Imperial Knights
8. Daemons
9. None of the above. Run this instead (please post list).

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Made in us
Longtime Dakkanaut





I can't say no to the fab five flyrants.

I RIDE FOR DOOMTHUMBS! 
   
Made in gb
Long-Range Land Speeder Pilot





Bristol

 jy2 wrote:

 CaptainJay wrote:
I didn't think Jet Pack models could make an assault move if they are part of a non-jet pack unit...

 Dozer Blades wrote:
There's no restriction.

Dozer is correct.

Think Buffmander with broadsides. Heck, think broadsides with missile drones.


Hmmm, maybe you guys play it different in the USA. I'll check my rulebook when I get chance, but I thought the argument went along the lines of

Only JP units can make assault moves.
A JP model attached to a none JP unit or a unit that contains none JP models is a mixed unit, not a JP unit.
Ergo no assault moves.

Or is this one of those rules like a mixed bike and infantry unit, so technically the unit shouldn't be able to make flat-out/run moves because each one prevents the other from doing so, but makes no sense in game...

Armies: Crimson Fists, Orks, Eldar 
   
Made in us
Human Auxiliary to the Empire




 CaptainJay wrote:
 jy2 wrote:

 CaptainJay wrote:
I didn't think Jet Pack models could make an assault move if they are part of a non-jet pack unit...

 Dozer Blades wrote:
There's no restriction.

Dozer is correct.

Think Buffmander with broadsides. Heck, think broadsides with missile drones.


Hmmm, maybe you guys play it different in the USA. I'll check my rulebook when I get chance, but I thought the argument went along the lines of

Only JP units can make assault moves.
A JP model attached to a none JP unit or a unit that contains none JP models is a mixed unit, not a JP unit.
Ergo no assault moves.

Or is this one of those rules like a mixed bike and infantry unit, so technically the unit shouldn't be able to make flat-out/run moves because each one prevents the other from doing so, but makes no sense in game...


No restriction. The best in-game example of this occurring is the Tau Sniper Drone team. Generally the Firewarrior Marksman will remain stationary while the Sniper drones move up 6', shoot, and then jump back. Not only is it not restricted by the rules, it's also supported in the flavor text in it's codex entry:

“Thanks to their anti-gravitic jets, the Sniper Drones can move, momentarily steady themselves, shoot at their quarry, and then move back behind cover, making them very hard to target with ranged weapons.”

Excerpt From: Games Workshop Ltd. “Codex: Tau Empire.” iBooks.
   
Made in us
Regular Dakkanaut




 CaptainJay wrote:
Hmmm, maybe you guys play it different in the USA. I'll check my rulebook when I get chance, but I thought the argument went along the lines of

Only JP units can make assault moves.
A JP model attached to a none JP unit or a unit that contains none JP models is a mixed unit, not a JP unit.
Ergo no assault moves.

Or is this one of those rules like a mixed bike and infantry unit, so technically the unit shouldn't be able to make flat-out/run moves because each one prevents the other from doing so, but makes no sense in game...


None of these "mixed unit" restrictions have existed since 5th Edition; even then, the whole issue was predicated on a single clause, which was that units always moved at the speed of their slowest member. That led to the interpretation of any situation where one model in a unit could perform a move but the others couldn't as being illegal, as the "slowest member" would not be moving at all, so nobody was allowed to move.

6th dropped that clause and had nothing similar, so people tend to allow models in mixed units to move independently following their own rules.
   
Made in gb
Long-Range Land Speeder Pilot





Bristol

DJ3 wrote:
 CaptainJay wrote:
Hmmm, maybe you guys play it different in the USA. I'll check my rulebook when I get chance, but I thought the argument went along the lines of

Only JP units can make assault moves.
A JP model attached to a none JP unit or a unit that contains none JP models is a mixed unit, not a JP unit.
Ergo no assault moves.

Or is this one of those rules like a mixed bike and infantry unit, so technically the unit shouldn't be able to make flat-out/run moves because each one prevents the other from doing so, but makes no sense in game...


None of these "mixed unit" restrictions have existed since 5th Edition; even then, the whole issue was predicated on a single clause, which was that units always moved at the speed of their slowest member. That led to the interpretation of any situation where one model in a unit could perform a move but the others couldn't as being illegal, as the "slowest member" would not be moving at all, so nobody was allowed to move.

6th dropped that clause and had nothing similar, so people tend to allow models in mixed units to move independently following their own rules.


Heh, looks like I'm getting 5th ed hang-ups. Cheers for the explanations guys.

Armies: Crimson Fists, Orks, Eldar 
   
Made in us
Fixture of Dakka





San Jose, CA



NecroNid practice game completed on p. 2.


Coming up next, Decurion Purecrons vs White Scars/Dark Angels with Knight Castigator!







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 ie
Norn Queen






Dublin, Ireland

Very exciting rep, damn close in the end.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Lead-Footed Trukkboy Driver



On the back of a hog.

I voted for newcrons. Would be the biggest achievement by far.

Looks like newcrons are winning the poll. Will you stick with popular demand Jy2? Or is the poll just a reference?
   
Made in us
Haemonculi Flesh Apprentice






I bet he takes necronids in one form or another.

   
Made in us
Regular Dakkanaut




purging philadelphia

 Red Corsair wrote:
I bet he takes necronids in one form or another.


I bet he's not the only one with tyranids+frenemies at LVO

2013 Nova Open Tournament Champ-
2014 Las Vegas Open Best Tau Player/13th overall
2014 NOVA Open Second to One
2015 Las Vegas Open Best Tau Player/10th overall

I play:
all the 40k

http://www.teamstompinggrounds.com
https://www.facebook.com/teamsgvideos
http://www.twitch.tv/sgvideo
@teamsgvideo

writer for http://www.torrentoffire.com/
 
   
Made in us
Fixture of Dakka





San Jose, CA

Budzerker wrote:
I voted for newcrons. Would be the biggest achievement by far.

Looks like newcrons are winning the poll. Will you stick with popular demand Jy2? Or is the poll just a reference?

Only if 1) I find a Necron build I think is strong enough to compete with the other top-tier armies and 2) if I can build/paint such an army in time. Honestly, I don't know if that would be possible, even if I use as much of my current models as possible....unless you want to consider Newcrons + allied secondary army as still bringing the Newcrons.


 Red Corsair wrote:
I bet he takes necronids in one form or another.

That is definitely a possibility. Technically, it would still be considered bringing the Newcrons.

Or technically, it could be considered bring Tyranids as well. Lol.


thanatos67 wrote:
 Red Corsair wrote:
I bet he takes necronids in one form or another.


I bet he's not the only one with tyranids+frenemies at LVO

I bet there's someone else here Cooking up Tyranids + frenemies.

But Justin case you don't know who that might be....neither do I.

This message was edited 1 time. Last update was at 2015/02/07 01:12:00



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 ie
Norn Queen






Dublin, Ireland

I'd echo a final point that a previous poster made. If you have practiced that much with Pents....then go with them. Theres little substitute for experience and knowing strenghts/weaknesses inside out.

Take them based on your "training" and roll over em like a 200lbs Greasy Fast Italian Tank as Mickey would coach.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Fixture of Dakka





San Jose, CA

 Ratius wrote:
I'd echo a final point that a previous poster made. If you have practiced that much with Pents....then go with them. Theres little substitute for experience and knowing strenghts/weaknesses inside out.

Take them based on your "training" and roll over em like a 200lbs Greasy Fast Italian Tank as Mickey would coach.

They have a very real chance of seeing tournament play.



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 ie
Norn Queen






Dublin, Ireland


Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Haemonculi Flesh Apprentice






thanatos67 wrote:
 Red Corsair wrote:
I bet he takes necronids in one form or another.


I bet he's not the only one with tyranids+frenemies at LVO


Yuck! Where was the vote to ban CTA allies gain?

The LVO image for this year should have been a drunk flyrant exposing itself or something


Automatically Appended Next Post:
 jy2 wrote:
 Ratius wrote:
I'd echo a final point that a previous poster made. If you have practiced that much with Pents....then go with them. Theres little substitute for experience and knowing strenghts/weaknesses inside out.

Take them based on your "training" and roll over em like a 200lbs Greasy Fast Italian Tank as Mickey would coach.

They have a very real chance of seeing tournament play.



Now I want to see J try and become both 200lbs and greasy let alone Italian!

This message was edited 1 time. Last update was at 2015/02/07 02:34:23


   
Made in us
Krazed Killa Kan






State of Jefferson

Jy, how do you know your first round opponent?
   
Made in us
Fixture of Dakka





San Jose, CA

 doktor_g wrote:
Jy, how do you know your first round opponent?

Because he issued a challenge to me and I've accepted. Reece is ok with challenges on the 1st round.



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
Regular Dakkanaut




purging philadelphia

 jy2 wrote:
 doktor_g wrote:
Jy, how do you know your first round opponent?

Because he issued a challenge to me and I've accepted. Reece is ok with challenges on the 1st round.



Yeah so if anyone wants to challenge me and get stomped round one all ya gotta do is ask .

Jim have you figured out how to make decurion not suck yet?

2013 Nova Open Tournament Champ-
2014 Las Vegas Open Best Tau Player/13th overall
2014 NOVA Open Second to One
2015 Las Vegas Open Best Tau Player/10th overall

I play:
all the 40k

http://www.teamstompinggrounds.com
https://www.facebook.com/teamsgvideos
http://www.twitch.tv/sgvideo
@teamsgvideo

writer for http://www.torrentoffire.com/
 
   
Made in us
Fixture of Dakka





San Jose, CA

thanatos67 wrote:
Yeah so if anyone wants to challenge me and get stomped round one all ya gotta do is ask .

Jim have you figured out how to make decurion not suck yet?

It doesn't suck, though I have not come out with a list yet that I think can match up well against all the other top-tier tournament armies. Just running 24 wraiths isn't the answer IMO. Balance is key. Building a balanced but yet strong TAC Necron list is a challenge, that's for sure.






Automatically Appended Next Post:

1850 DECURION NEWCRONS VS BIKER MARINES

Had my very first practice game with the new Necrons using the actual Necron army build, the Decurion detachment. I ran the Reclamation Legion along with 1 Canoptek Harvest and 1 Destroyer Cult (it was all I could fit at 1850). With the new Decurion, don't expect to be spamming Necron units (with the exception of the destroyers in the Destroyer Cult). The new codex wasn't designed with Spam in mind, at least not at the lower points levels.

My opponent for the game, John, is practicing what is potentially his army for the LVO. He is currently the Best Dark Angels player on the ITC leaderboard, but with regards to our history, I think he's only been able to beat me twice in singles competition (not counting the 2-on-2 games we had, where we usually didn't go past Turn 3). He actually did pretty well at the BAO last year (better than I) and took Best Dark Angels player there as well. So I think this will be a good practice for my Purecrons.


1850 Decurion Newcrons (my list)

Reclamation Legion:

Nemesor Zandrekh

5x Immortals - Gauss
10x Warriors - Ghost Ark
10x Warriors - Ghost Ark

6x Tomb Blades - 3+, TL-Gauss, Ignore Cover

Destroyer Cult:

Destroyer Lord - Nightmare Shroud, Warscythe, Phase Shifter

3x Destroyers
3x Destroyers
3x Destroyers
2x Heavy Destroyers

Canoptek Harvest:

Spider

3x Scarabs

6x Wraiths - 4x Whip Coils



1850 White Scars/Dark Angels



This is an approximation of his list. Honestly, I am not sure which is his Primary detachment since all of his models were painted to the Ultramarines Chapter.


White Scars:

Captain on a bike

8x Bikers - 2x Meltas, Attack bike w/Multi-melta
8x Bikers - 2x Meltas, Attack bike w/Multi-melta
8x Bikers - 2x Gravguns, Attack bike w/Multi-melta

2x Forgeworld TL-Dual Heavy Bolters (Artillery unit)

Sicarian Battle Tank
Thunderfire Cannon

Knight Castigator

Dark Angels:

Librarian

5x Tacticals - Meltagun, Drop Pod
5x Tacticals - Meltagun, Drop Pod


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


Missions:


Primary Objectives: Emperor's Will, 4-pts


Secondary Objectives: Modified Maelstrom, 3-pts

1. Hold Maelstrom Objective 1.
2. Hold Maelstrom Objective 2.
3. Have a scoring unit at least partially within the enemy deployment zone.
4. Destroy an Enemy Unit.
5. Destroy an Enemy Unit.
6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.


Tertiary Objectives: First Blood, Linebreaker, Slay the Warlord, 1-pt each


Deployment: Dawn of War


1st Turn: Necrons


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


PRE-GAME ANALYSIS:

My army is tough as nails, as my opponent will soon find out. 3+/4+ saves with 4+ Reanimation Protocols and possibly re-rolls of '1' with my RP rolls, this army isn't going to be losing very many models, that's for sure. Moreover, I can bring back warriors every turn thanks to the ghost arks. If there's one thing that this army does well, that is survive.

Now, what remains to be seen is how good its offense is. S4 shooting vs T5 isn't exactly great, though I do bring lots of it. Destroyer shooting probably won't be as effective in this game as it would have been in others, as my opponent will be getting 3+ jink saves for his biker units. However, my wraithstar (wraiths + Destroyer Lord) should be a monster this game. It'll mulch any unit that gets in its way, including the Imperial Knight. If my opponent can take down my wraithstar, then he can potentially win this. If not, then I have a very good chance to win this game IMO.

As with my last game (NecroNids vs Oldcrons), my opponent will have 2 huge advantages this game. First, he is going 2nd in an objectives-based game against an army that isn't a very good long-range shooting army (and who is only ok at mid-range). Secondly and more importantly, ALL of his troops are ObSec! With combat squads, that's 10 ObSec units going 2nd in an Objectives-based game! That alone should put my opponent's army as the favorite and I as the underdog in this game.


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


DEPLOYMENT:

Spoiler:
Librarian gets Shrouding and Psychic Shriek for his psychic powers.

Dark Angels Warlord Trait - Master of Ambush.

Night-fight in effect.



Necron deployment. I deploy almost every unit on the right flank (where the 2 Maelstrom objectives are).

I leave 3x3 destroyers in reserves to deepstrike in.


Marine deployment. My opponent combat-squads all his bikers.


His Emperor's Will objective is to his left (across from my forces).


John then infiltrates the rest of his units.


Overview of our deployement.

John doesn't attempt to steal the initiative.




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


Necrons 1

Spoiler:
Maelstrom Objectives:

Necrons:

3. Have a scoring unit at least partially within the enemy deployment zone.
4. Destroy an Enemy Unit.

Dark Angels:

2. Hold Maelstrom Objective 2.
5. Destroy an Enemy Unit.



My turn 1 is rather uneventful. Necrons advance. Warriors disembark from their transport and Zandrekh + immortals get in.

Note - I make a mistake here rules-wise. Only warriors + any attached IC's can embark onto ghost arks.


I make a mistake here. I was thinking that jetbikes can make a 2D6" jump move in the Assault phase. It's actually only Eldar/Dark Eldar jetbikes which can do this. In any case, my tomb blades are left out in the open.

Shooting does only 1HP of damage to his Castigator by my heavy destroyers, who try as best as they can to get behind the blocking-LOS (BLOS) terrain in the Assault phase.




Biker Marines 1

Spoiler:

Marines come in on their Maelstrom Objective #2. Bikers move forwards.



The rest of his army goes after my wraithstar.

His entire right flank - drop pod marines, thunderfire cannon and 2 bike combat squads - go after my tomb blades, but due to T5, 3+ and 4+ Reanimation Protocols (RP) with re-roll 1's, I don't lose a single jetbike.


The rest of his army then aims for my wraithstar and end up killing 1 wraith while putting 1W each on 2 other wraiths.

Holy sh*t! The Decurion Necrons are damn resilient. I took a lot of shots - from his entire army - and only end up losing 1 model!!!

I get neither of my Maelstrom objectives. John gets 1-VP for having his tacticals on Objective #2.

Maelstrom VP's - Necrons: 0, Dark Angels: 1




Necrons 2

Spoiler:
Maelstrom Objectives:

Necrons:

3. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.

Dark Angels:

3. Have a scoring unit at least partially within the enemy deployment zone.
4. Destroy an Enemy Unit.



Only 1 unit of destroyers come in.


Wraithstar goes after the Castigator.


The rest of my army advances.


Ghost ark and tomb blades defend my right flank.


Shooting takes out the 5-man tact squad for First Blood.


I also shoot down 2 bikers.


Other shooting go towars the knight and strip him of another 1HP.


And then we go to assault.


The knight does not survive.

I get +2VP's (counting towards the Secondary) for killing a Lord of War.




Biker Marines 2

Spoiler:

The other unit of tacticals come in. After some advice from me, he goes after my spider.



Bikers all move to within rapid-fire range of my units.


Initially, John was going to shoot at my wraithstar first but then I told him, "no, you've got to take out the spider first."

And so he does.


Without the spider, the wraithstar isn't nearly as durable. I lose3 wraiths and take 1W to every model in the unit from biker double-tap shooting.

At the end of the turn, I get 1VP for having a unit within 12" of my opponent's deployment edge (my destroyers). I also get +2VP's for killing his LoW. John gets both of his Maelstrom objectives. He has a couple of units in my deployment zone (due to infiltrating) and he killed a unit as well (my spider).

Maelstrom VP's - Necrons: 3, Dark Angels: 3




Necrons 3

Spoiler:
Maelstrom Objectives:

Necrons:

4. Destroy an Enemy Unit.
6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.

Dark Angels:

3. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.



Overview of the top of Turn 3.

Only 1 unit of destroyers come in. However, they mishap and go back into reserves.


I continue to try to collapse the right flank.


Wraithstar goes after the grav-bike combat squad.


Heavy destroyers fire at the unit of melta-bikes, forcing them to jink and killing 1. Ghost ark kills 1 tactical (due to snapfiring).


On my right, I wipe out the unit of 3 bikers and gun down 4 out of 5 bikers from the other squad.


D-lord then makes the charge against the bikers. However, I lose both of my wraiths to Overwatch!


He kills 3 bikers and they break.


Finally, scarabs assault the tactical marines. I lose 1 scarab base and kill 1 marine only.




Biker Marines 3

Spoiler:

D-lord, prepare to meet your maker.


Biker captain joins the unit of 2 bikers and they prepare to charge.


Melta bikers go after my ghost ark (with my Warlord inside). My ghost ark, however, jinks off their shots.


As predicted, the D-lord does not survive.


Thunderfire cannon (TFC) takes out 1 destroyer.


Finally, he puts 1W on a heavy destroyer with the Sicarian.


We then go to assault, where his Captain joins into the fray.


I end up losing 2 more scarab bases.

We both get 1VP this turn, me for killing a unit (bikers) and John for having a unit (or rather, multiple units) in my deployment zone.

Maelstrom VP's - Necrons: 4, Dark Angels: 4




Necrons 4

Spoiler:
Maelstrom Objectives:

Necrons:

1. Hold Maelstrom Objective 1.
2. Hold Maelstrom Objective 2.

Dark Angels:

1. Hold Maelstrom Objective 1.
6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.




Destroyers finally come in.


I go after his bikes.


I also need to take out his ObSec drop pod denying my Maelstrom Objective #2.


Shooting wipes out a unit of 4 bikers.


Ghost ark and the 10 warriors inside take out the drop pod with 30 gauss shots to claim Maelstrom Objective #2.

I also force 2 bike units to jink with my destroyers, but don't manage to kill anyone else.


In combat, marines kill another 2 scarab bases. Warlord and his unit consolidates as they cannot pile into combat.




Biker Marines 4

Spoiler:

Unit of 2 bikers (the ones that just got out of combat with the scarabs) turbo-boost to take Maelstrom Objective #1 over my warriors.


The rest of his army turns their attention to my destroyers out in the middle of nowhere.


Captain moves onto my Emperor's Will objective.


Shooting only manages to kill 1 destroyer.


Lone biker makes a 12" charge.


Actually, the other unit of bikers also make a 12" charge!!!

However, my destroyers make their saves/RP attempts and combat is drawn.

Once again, we both get 1-VP this turn. My ghost ark holds Objective #2 and his unit of 2 ObSec bikers take Objective #1 away from my warriors.

Maelstrom VP's - Necrons: 5, Dark Angels: 5




Necrons 5

Spoiler:
Maelstrom Objectives:

Necrons:

2. Hold Maelstrom Objective 2.
6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.

Dark Angels:

4. Destroy an Enemy Unit.
5. Destroy an Enemy Unit.



Warriors disembark. I then fire and take out his techmarine, thus claiming my opponent's Emperor's Will objective.


Jetbikes turbo-boost. They get ready to deal with whoever tries to hold onto my Emperor's Will objective next turn (IF there is a next turn).


I am unable to kill the unit of 2 bikers! 1 lives, even after 20 rapid-fire shots and 2 heavy destroyer lascannons.


Combat is drawn once again. The larger unit of bikers hit-&-run out of combat.


In assault, heavy destroyers jump onto Objective #2.


Last but not least, my destroyers make an 11" assault jump to contest my Emperor's Will objective.




Biker Marines 5

Spoiler:

John tries desperately to get both Maelstrom objectives. Captain and biker unit prepare to charge my last remaining scarab.


Shooting takes down 2 tomb blades. They hold.


Bikers re-charge my destroyers. Fortunately for me, I don't fail a save/RP save.


He then charges the scarab and take it out.


ObSec tacticals then consolidate 6" to take my Emperor's Will objective.


Due to the store closing, we call it here.


We both get 1-VP again this turn. I take Objective #2. He kills one of my units. Thus, we draw on the Secondary.

Maelstrom VP's - Necrons: 6, Dark Angels: 6


He takes my Emperor's Will objective....


....and I take his as well. Thus, we both draw on Primary as well.

We both have Linebreaker. His has bikers, tactical squad and Sicarian in my deployment zone. I have destroyers and warriors in his.

HOWEVER, the tiebreaker here is that I've got First Blood (the combat squad). With that, my Necrons take it 2-1.




Crushing Victory to the Metallic Dead - Necrons!!!





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


POST-GAME ANALYSIS:

Spoiler:
Ok, so here are my thoughts on the new Necrons with the Decurion detachment. It is super-resilient. However, it's offense is also somewhat stagnant. I've got basically 1 hard-hitting hammer unit, my wraithstar, but as soon as it went down, the offense of the rest of the army was just mediocre. To be fair, however, I think the Destroyer Cult would have done better against another army. But against White Scars, where their jink saves are the same as their armor saves, the effectiveness of the destroyer offense just wasn't that great.

Also, mobility is an issue with this army. Sure the wraithstar is fast. Sure, my tomb blades are fast. And it's great that destroyers can deepstrike all over the table. However, the core of my army is somewhat slow (without the night scythes) and can be trapped by the more aggressive armies. The new Decurion just does not have the speed that made the previous Necrons sooooo good. Currently, you just can't do the last turn objective-grab/contest that has won so many games for me before (and if you do, it will be at a premium in terms of cost).

While the +1 to RP is really good, I do miss the Objective Secured status of a regular Combined Arms Detachment. Had my troops been ObSec, I could have taken both the Primary and the Secondary. But losing ObSec means that you really have to plan in advance how you are going to take/hold objectives, especially against an ObSec army like marines and mechdar.

On a brighter note, the new Decurion Necrons are tough as f*ck! If it had been any other opponent other than John, I am sure (s)he would be frustrated as heck against an army that just doesn't die. I'll give that to the Newcrons - it just may be one of the most resilient armies if you're talking about the average builds. Now if only it's offense can keep up with its defense, I think we'd have another top-tier army. But my early impressions of the Decurion detachment is that it is an upper-middle to lower-upper-tiered army. The loss of some offense, the loss of some speed and the loss of Objective Secured status means that it will have problems against the other top-tier builds. In my opinion, if you want to build a top-tier Necron army, you're going to have to go with a normal CAD build. But I'd be more than happy if someone can prove me wrong on this.




This message was edited 11 times. Last update was at 2015/02/11 04:05:10



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purging philadelphia

What if you ran necron cad+canoptek harvest? I really like the combo of reanimation wraiths+orikan's special ability. Overal I think orikan is my favorite special character in newcrons because he's a cheap buff character that can and should eventually become a combat beast during the game. Bunkering him into the wraithstar just makes it that much more likely that he'll survive till beast mode happens, and he makes wraithstar so hard to kill its basically on par with screamer star for durability (3++ rerolling 1s with 4+ reanimation and a 2+/4++ rerolling 1s dlord with 4+ reanimation). I'm just not sure what to add to the rest of that list to make it work past that wraithstar...maybe spam out spyders and scarabs?

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San Jose, CA

thanatos67 wrote:
What if you ran necron cad+canoptek harvest? I really like the combo of reanimation wraiths+orikan's special ability. Overal I think orikan is my favorite special character in newcrons because he's a cheap buff character that can and should eventually become a combat beast during the game. Bunkering him into the wraithstar just makes it that much more likely that he'll survive till beast mode happens, and he makes wraithstar so hard to kill its basically on par with screamer star for durability (3++ rerolling 1s with 4+ reanimation and a 2+/4++ rerolling 1s dlord with 4+ reanimation). I'm just not sure what to add to the rest of that list to make it work past that wraithstar...maybe spam out spyders and scarabs?

It's a good combo and I plan to run it myself. However, the problem I am finding with wraithspam is in its ability (or rather, inability) to deal with flyer armies. Anti-air, which was once a strength of the army, has now become a liability with the new Necrons. Flyrant-spam, the stormguppy formation, etc. will be a problem for an unbalanced Necron list (i.e. like wraithspam). Now flyers might have problems removing all of those wraiths, but still, a flyer-heavy army going 2nd can just play to the objectives on Turn 5 while focusing on the wraiths throughout the game. With the volume-of-fire of a build like flyrant-spam or the Tyrannic War Veterans, they can and they will thin out the wraiths over time, at least enough to make it hard for wraiths to contest multiple objectives near the end of the game.

As good as the Canoptek Harvest formation is, it has a weakness that can be easily exploited. Just kill the spider. If you should hide the spider, then you limit the mobility of the wraiths as they lose their RP should they move more than 12" from the spider. More experienced generals, however, will focus on the units easier to kill first, namely the spider and the naked wraith units.

Anti-air is one of the main reasons why I've allied Tyranids to Necrons. I think they actually complement each other very well. Flyrants to rule the skies and wraiths to dominate the ground. Together, it is a very synergistic combo IMO. Now how to fit Orikan in there, hmmmm....



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purging philadelphia

 jy2 wrote:
thanatos67 wrote:
What if you ran necron cad+canoptek harvest? I really like the combo of reanimation wraiths+orikan's special ability. Overal I think orikan is my favorite special character in newcrons because he's a cheap buff character that can and should eventually become a combat beast during the game. Bunkering him into the wraithstar just makes it that much more likely that he'll survive till beast mode happens, and he makes wraithstar so hard to kill its basically on par with screamer star for durability (3++ rerolling 1s with 4+ reanimation and a 2+/4++ rerolling 1s dlord with 4+ reanimation). I'm just not sure what to add to the rest of that list to make it work past that wraithstar...maybe spam out spyders and scarabs?

It's a good combo and I plan to run it myself. However, the problem I am finding with wraithspam is in its ability (or rather, inability) to deal with flyer armies. Anti-air, which was once a strength of the army, has now become a liability with the new Necrons. Flyrant-spam, the stormguppy formation, etc. will be a problem for an unbalanced Necron list (i.e. like wraithspam). Now flyers might have problems removing all of those wraiths, but still, a flyer-heavy army going 2nd can just play to the objectives on Turn 5 while focusing on the wraiths throughout the game. With the volume-of-fire of a build like flyrant-spam or the Tyrannic War Veterans, they can and they will thin out the wraiths over time, at least enough to make it hard for wraiths to contest multiple objectives near the end of the game.

As good as the Canoptek Harvest formation is, it has a weakness that can be easily exploited. Just kill the spider. If you should hide the spider, then you limit the mobility of the wraiths as they lose their RP should they move more than 12" from the spider. More experienced generals, however, will focus on the units easier to kill first, namely the spider and the naked wraith units.

Anti-air is one of the main reasons why I've allied Tyranids to Necrons. I think they actually complement each other very well. Flyrants to rule the skies and wraiths to dominate the ground. Together, it is a very synergistic combo IMO. Now how to fit Orikan in there, hmmmm....



The hitch in that is I believe orikans reroll only affects models in his unit that have reanimation, which if you take something like cron cad+leviathan you won't have. If you can get it in decurion that'd work, but i think you suck up too many pts between making a functioning reclamation legion and all the points you have to dump in just to get access to orikan in the court+the harvest formation, and no destroyer lord. So you'd either roll with a bare bones reclamation legion or cut down to 2 flyrants.

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San Jose, CA

thanatos67 wrote:
The hitch in that is I believe orikans reroll only affects models in his unit that have reanimation, which if you take something like cron cad+leviathan you won't have. If you can get it in decurion that'd work, but i think you suck up too many pts between making a functioning reclamation legion and all the points you have to dump in just to get access to orikan in the court+the harvest formation, and no destroyer lord. So you'd either roll with a bare bones reclamation legion or cut down to 2 flyrants.

Even if the unit does not have RP, Orikan is still useful. Don't forget that Orikan allows the unit to re-roll saves of '1'. Thus, put a D-lord in front and you have a 2+ re-rollable tank. Wraiths will basically have a 2+ save with the re-roll 1's. And he will still benefit your D-lord with 4+ RP at the very least.

Personally, in my NecroNid army, if I were to take Orikan, I'd drop some wraiths/whip coils instead. Or I just wouldn't run Orikan. Going to have to playtest him in my list.



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Jim have you considered running a maxed out Flayer squad with a Royal Court added? Run Nemesor in a Night Scythe and put Obyron in the Flayers so on turn two when you fly on with Nemesor you can use Obyron's ability to pick up the whole deathstar and deepstrike them within 12" of the Night Scythe without scattering. Plus you can run the Solar Pulse artifact and a Ressurection Orb to really boost up the defense of that unit for one turn. Then on the next turn you can cause havoc.

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Eye of Terror

Are flayers the same thing as flayed ones ?

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 Dozer Blades wrote:
Are flayers the same thing as flayed ones ?


Yeah sorry I couldn't remember their names.

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Looking forward to this bat rep!

And thanks for coming out to my birthday the other night, Jim!

   
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San Jose, CA

 y0disisray wrote:
Jim have you considered running a maxed out Flayer squad with a Royal Court added? Run Nemesor in a Night Scythe and put Obyron in the Flayers so on turn two when you fly on with Nemesor you can use Obyron's ability to pick up the whole deathstar and deepstrike them within 12" of the Night Scythe without scattering. Plus you can run the Solar Pulse artifact and a Ressurection Orb to really boost up the defense of that unit for one turn. Then on the next turn you can cause havoc.

If I were to run maxed out flayed ones, I'd rather do it with the D-lord for some tanking/Prefered Enemy and either Szeras for the 6" +1 RP or Orikan. With Infiltrate, your really don't need the Teleport shenanigans....that'll only slow you down. Infiltrate and there is a good chance you will assault on T2. Wait for flyer to come in on T2 and then teleport means that the earliest you could assault would be T3....assuming Zandrehk even comes in on T2.

If you want to run the Veil + Solar Staff trick, then I'd recommend doing so with Lychguards or Praetorians (preferably Praetorians).

BTW, I don't have the models to spam a flayed one Necron army, at least not yet.


 Dozer Blades wrote:
Are flayers the same thing as flayed ones ?

No, flayers are the gauss weapons (gauss flayers), which are basically glorified boltguns. The insane necrons are the flayed ones.


 Reecius wrote:
Looking forward to this bat rep!

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Thanks Reece. And happy b-day!

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This message was edited 1 time. Last update was at 2015/02/08 08:07:46



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Cracow

In my opinion from choices you've proposed Lance wit Rants is the best. There is so few good counters to that. I've played against the same list once and I have to admit it's hard as f*k.

But I belive, newcrons gonna be more interesting.

Tell me how do you competetive guys in US interpret Canoptek Harvest wording. May I have only 1 spyder in formation? Or may I buy it and then buy him upgrades normally as described in heavy support section. Which means not only wargear but including two more spyders to this one as well? I'm looking forward to see a faq, but i know it's a pipe dream only.

This message was edited 1 time. Last update was at 2015/02/08 13:05:29


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Tucson, Arizona

 SwistakCZC wrote:
In my opinion from choices you've proposed Lance wit Rants is the best. There is so few good counters to that. I've played against the same list once and I have to admit it's hard as f*k.

But I belive, newcrons gonna be more interesting.

Tell me how do you competetive guys in US interpret Canoptek Harvest wording. May I have only 1 spyder in formation? Or may I buy it and then buy him upgrades normally as described in heavy support section. Which means not only wargear but including two more spyders to this one as well? I'm looking forward to see a faq, but i know it's a pipe dream only.


I know for the LVO and all of their other tournaments they're going to rule that it is literally only one Spyder. I'm sure you can purchase all of the upgrades except adding additional Spyders. I feel this is both RAW and RAI.

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