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1850 Necrons Gauss Overload (3rd Report finished vs Adlance updated 2MAR)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in kw
Powerful Ushbati





Manhatten, KS

Alright gents I am finally getting in a good test for my Necron build #1 from my army list thread you decide. Here is the list:

Necrons: Codex (2015) (Decurion Detachment)
Core

Reclamation Legion


5x Immortals (gauss)

Nemesor Zahndrekh (soo much utility here especially in maelstorm missions)

Tomb Blade x10
Nebuloscopex10, Twin-linked Gauss Blastersx10

Tomb Blade x10
Nebuloscopex10, Shield Vanesx10, Twin-linked Gauss Blastersx10

Tomb Blade x10
Nebuloscopex10, Shield Vanesx10, Twin-linked Gauss Blastersx10


10x Necron Warrior
Ghost Ark

10x Necron Warrior
Ghost Ark

Auxiliary

Canoptek Harvest

3x Canoptek Scarab

Canoptek Spyder

Canoptek Wraiths x 6 (Whip Coilsx5)

CULEXUS ASSASSIN

total: 1850


So the general point here is gauss the opponent into oblivion and use the assassin as a defensive or offensive debuff to keep the psykers off my back.

My opponents list:

BA and IK 1850 (1850pts)
Imperial Knights: Codex (2014) (Formation Detachment)
Formation
Adamantine Lance
Knight Errant, Knight Errant
Knight Paladin
Warlord

Blood Angels: Codex (2014) (Flesh Tearers Strike Force)
(No Category)

Relics and Detachment-rules
Exterminatus: Flesh Tearers

HQ
Techmarine
Bolt Pistol, Boltgun, Servo-arm
Troops

Scout Squad
4x Combat Blade, 4x Scouts
Scout Sergeant
Bolt Pistol, Chainsword

Fast Attack

Assault Squad
4x Assault Marines, 2x Meltagun
Assault Sergeant
Bolt Pistol, Combi-Melta
Drop Pod
Storm Bolter

Assault Squad
4x Assault Marines, 2x Meltagun, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Assault Squad
4x Assault Marines, 2x Meltagun, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Assault Squad
4x Assault Marines, 2x Meltagun, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Assault Squad
4x Assault Marines, 2x Meltagun, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Assault Squad
4x Assault Marines, 2x Flamer, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

The game is being played now so more to follow. He rolled #1 on his warlord trait, +1 to run/charge moves for his knights.

Deployment:

I reserve the tomb blades and outflank my assassin... I fail to seize... he outflanks his scouts and has a pod to come in... it begins.

Pre-Game Analysis:
Spoiler:
I really needed to have the first turn to give my units the buffs they needed and to dictate the engagement. I take a risk and decide to reserve all 3 of my tomb blades and the assassin who really does not have any targets this game. The general idea here is to get his knights to come up the field and then come on and engage them with 60 TL gauss shots (math hammer just under 9 hp's before saves). The assassin is outflanking and going to try and contest an objective in the corner. It is important to note that I thought this mission was the standard draw one maelstrom objective turn one and then up to the turn number in every subsequent turn. Well lets see if I can Gauss my way to victory.

The Actual Mission: (Primer Mission 3 for Adepticon)
Each player generates 1 Tactical Objective at the start of their first turn. At the beginning of each subsequent player’s turn the active player generates one Tactical Objective for each objective they control to a maximum of 4. Players complete and score objectives at the end of their Player Turns. Players may also choose to discard one Tactical Objective at the end of their player turn.


Imperial Knight Turn 1:
Spoiler:

Maelstrom Obj: Secure Obj 4 (Secured 1 VP)
My opponent advances up in formation. However, his rhino's all scatter to the four winds to rush and grab the objectives. His drop pod lands on my obj and he runs the squad back to another objective. This should of been my first red flag. He seemed to be over extending himself needlessly grabbing objectives that I was far from securing. I was prepared to jink to avoid those incoming melta's.

Score:
IK: 1
NecroAssassin: 0


Necron Turn 1:
Spoiler:

Maelstrom OBJ: Assassinate a character
My opponent still has the edge on fire power and if I advance he might be able to get in charge range. That drop pod has to go though and I move up an ark enough to rapid fire with the warriors inside. The result is a wrecked pod and a key first blood. The spyder grants RP to the wraiths and the scarabs and I also spawn a scarab before sending them off on a suicide mission to get me a character from the deep striking squad. I shoot them up a little to soften the target before charging in with the scarabs. He manages to cause 3 wounds but I save them all with RP. I only manage to kill two marine in combat and they flee with no chance of me catching them.

Score:
NecroAssassin: 1 (I keep my character killing obj)
IK: 1


Imperial Knight Turn 2:
Spoiler:

This is the moment where the game takes a swing for the worse.... you have to control objectives to generate tactical cards and you can generate up to a maximum of four objectives. My opponent has outplayed me to this point as he read and understood the mission and moved to take them all.
Maelstrom objectives:
Secure OBJ 1 = 1,1 - (score 1 VP)
Coordinated Charge (1 VP for succesful charge, 3 VP if 3 or more successful charges) = 6,2 - (Scored for 2 VP)
Psychological Warfare (Force a unit to go to ground) = 6,3 (thrown away)
Assassinate 5,6 (kill a unit.. i chose wraiths)
My heart sinks a little as that unit I forced to flee can now help him complete a 3 way charge on my scarabs. One knight gets a lucky pen off on my right ghost ark... knocking out my shields but no real damage. He moves two other knights up and charges them into the scarabs along with the drop pod vets. This scores him two victory points and he also scores obj 1 for an additional vp. As he advances up the field I realize that I am currently controlling no objectvies so I will be unable to generate an obj if I mess up my turn process. My opponent has all of the chips right now. I have an uphill fight against a tough list ahead of me. He forgot reserves but brings his scouts onto the board in the lower left ruins. I need to make something happen or this game may already be over.

IK: 4 VP (Keeps OBJ 56)
NecroAssassin: 1 VP


Necrons Turn 2:
Spoiler:

There is only one process in which I can continue to compete... i need all of my reserves and I need them now. Zahndrekh takes the warlord trait to re-roll reserves. I then roll for reserves and with re-rolls they all come in . With me now controlling an objective I complete my third beginning of turn action and get another assassinate but this time for a unit.
Maelstrom OBJ: 56 - ASSASSINATE (kill obj 3 unit inside rhino)
This is where I have to make a decision... i originally move my tomb blades in on the right flank to kill off his two rhino's there from range away from his paladin knight. Then I notice my wraiths are actually within 8" of the front knight... I decide to test my list ability to take down the knights. I go all out to hit his warlord paladin and/or the front knight. I am about to put over 110 Gauss shots into his army and have wraiths in support with fleet to help if needed. The idea hear is to possibly kill one with shooting or get it low enough that I would be comfortable that the wraiths could take the knight in a charge. Either way I commit everything. My assassin even chases down his scouts and manages to send them packing (i believe I score the character obj here but missed it.) The massing of fires technique is something i learned to use particularly well while playing guard... some hard targets you just back up until they are over extended or within range of enough dakka that you expose yourself to maximise damage and hopefully bring them down. Out of roughly 110 dakka shots(60 twin linked, 25ish re-rolling ones for obj, 30 more just normal dakka shots, averages about 15 or so hullpoints before saves and some are in the flank of the knights so no save granted) I manage only 5 glances out of all of that shooting and he saves 3 of them. Then to add insult to injury my wraiths roll for the charge followed by . I essentially just lost the game in one bad turn of shooting. We continue but I need a miracle to pull this one off.

Imperial Knights: 4 VP
NecroAssassin: 1 VP


Imperial Knight Turn 3:
Spoiler:

My opponent generates another 4 objectives as he controls 5 currently.
Maelstrom OBJ:
Assassinate 5,6 (kill a unit.. i chose wraiths) in hand
6,1 - Hungry for Glory (Strategic Order) Issue a challenge
1,6 - Capture OBJ 6 (discarded)
35 - SECURE OBJECTIVE 5 (scored for 1vp)
42 - SUPREMACY (control double my objectives and gets 2VP)
My opponent rampages into my lines. His shooting finishes off my weekend ghost ark as it fails another jink save. With a Strength D weapon in close combat he kills my blades and wraiths in droves. He also manages to get a couple of strength D stomps. One unit of blades manages to stick but the other fails its leadership and is auto swept as he rolls high. My wraiths manages to cause one hp to his knight that charged them but I lose 3 in return as I dont get saves vs Strength D. His rhino's and the marines in the lower left rhino fire at my assassin to no avail. The assassin cant really hurt them inside the vehicle but its a target . My opponent doubles my objectives for an easy 2 VP and he secures obj 5 for an additional VP.

IK: 7 VP (Keep kill wraiths obj; discards capture obj 6)
NecroAssassins: 1 VP


Necrons Turn 3:
Spoiler:
http://www.dakkadakka.com/gallery/687375-Necron%20Turn%203.html?m=2
Sorry for all of the blurry pictures not sure what happened.
I still control obj 6 so I generate an objective:
52 - BLOOD AND GUTS (kill a unit in assault)
I trade my warlord trait for the re-roll 1's to hit for units within 12" with zahndrekh in the bunker it helps me maintain a wide area. The spyder give RP again and moves up to help the wraiths with the knights because why not. My warriors on the left flank re-embark and prepare to shoot his middle knight. The necron warriors in the open move to the side and the front along with the tomb blades. I figure I am at least going to get me a knight kill. My tomb blades and warriors in the ark fire at him along with a gauss array... 50ish shots with zero 6's , then the grey squad in front of the knight rapid fire and manage to get 4 glances . He saves 2 of them though leaves the knight 2 remaining. Zahndrekh and an immortal fire at his vet squad and finishes off the last one claiming the character obj for sure. My assassin advances on his rhino in the lower left. His warlord Paladin finishes off my tomb blades and consolidates to surround me. The spyder makes it into combat but takes strength D to the face and dies immediately. The wraiths fail to do any further harm.

Score:
NecroAssassin: 2 VP (scored kill a character)
Imperial Knights: 7 VP

Halfway through this turn my opponent was having severe connection issues to the point where we finally just call the game. Someone helped roll the saves to finish out the turn and we called it. A crushing defeat for the Gauss Overload.



Post Game Analysis:
Spoiler:
I am definitely out of form. Despite some rough dice at times I was undoubtedly out played in this game. I wrongly assumed the mission. I wrongly perceived he has objective secured. I would of been better off hitting his rhino's and ignoring the knights. I became to fixated on them and played into their strengths. Even though the assassin had no viable targets he was the only one in the list to do something worth while. He took down the scouts and was in a position to play area denial. I think if I could of re-cocked with the right mission in mind I would of been able to mitigate the objective generating issue. As it was I was pretty much fighting 3 knights as the 5 rhino's won the game for him by not moving. I learned a lot during this mission as with any loss. The threat from knight builds is very real. Charging headlong into them probably was nott he smartest thing I have ever done. In future games I will play the flanks more and force them to spread out. His shooting isn't really that great and if he spreads out I can turbo boost to gain the numerical advantage in a given area. Will look to redeem this lost with a rematch in the near future. The one Pro from this game is Zahndrekh should be an auto-include for any competitive build. His ability to adept to the situation and keep me in the game is imho irreplaceable. GG and well played Umbo!




I will type of this report in detail in the morning. Strategy going into the game and the pro's and con's with the build that I have been working with for a while.

This message was edited 11 times. Last update was at 2015/03/02 01:43:59


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Fixture of Dakka





San Jose, CA

What's the mission? Adepticon practice or LVO?



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 kw
Powerful Ushbati





Manhatten, KS

 jy2 wrote:
What's the mission? Adepticon practice or LVO?



Adepticon mission 3... My worst nightmare. I didnt realize the whole you draw as many objectives as you have secured. This format does love to favor assaulty armies with obj sec troops.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Fresh-Faced New User




so sorry about my internet Tomb King!!! Next time I will make sure I hide the kids ipads.

Also my list has no objective secure, just flesh tearers allowing 6 fast choices

This message was edited 1 time. Last update was at 2015/02/15 23:20:14


 
   
Made in kw
Powerful Ushbati





Manhatten, KS

umbo wrote:
so sorry about my internet Tomb King!!! Next time I will make sure I hide the kids ipads.

Also my list has no objective secure, just flesh tearers allowing 6 fast choices



No problem, at that point it was a forgone conclusion. The report is up, happy reading guys. Learn from my mistakes . Thanks for the game Umbo. We will definitely half to run it back.

On a side note: Adepticon please dont keep that mission for the event. It heavily favors assault armies and the tactical objectives also favor assault armies. It is almost like you all hate guard.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Regular Dakkanaut




That mean you should be at Adepticon this year then? Pretty sure the last time I saw you was when you were 3-color-minimum'ing some Dire Avenger helmets in our hotel room at Feast a year and a half ago

I unfortunately don't have any insider info on what missions will be run, but I've been consistently using the mission you played as a warning to people who are attempting certain types of armies that are currently popular (read: Flyrant spam). Maelstrom is ideally a board control game, but doesn't realistically work as such in 5/6 of the missions--you can play it as a "false" board control game, where you use speed or disposable units to be fully reactionary to the cards you draw without ever exerting any real control over board space. Contact Lost (the mission you played) is the one exception--it is an exercise in true board control, and has the potential to absolutely wreck a lot of army builds. That's no comment as to whether or not it's "fair," but it nonetheless something people should be keeping in mind.

As for the game, that Flesh Tearers detachment is crazy--someone locally has been using it to run 11 Drop Pods, which is pretty fantastic for Maelstrom. Tons of Marines in tons of transports is probably something we'll see a lot of as people start testing the missions.

Speaking of, my primary advice for the time being would be to test those missions as frequently as physically possible between now and Adepticon. I have seen a lot of really, really good players lose horrendously because they just aren't accustomed to a full-Maelstrom format, and how differently that game plays to standard 40k. In my first game under this format (against friends who had already been testing it) I wiped out 85% of my opponent's army, lost only 5 models myself, and lost the game 6-20. I was just rampaging around in "default" mode expecting things to turn around if I killed enough stuff, but Maelstrom doesn't "turn around" the way a normal game does--if you let it get too out of hand early, you simply can't come back.

That said, I've really thought massed Gauss (with the backing of the Decurion's defensive capabilities) is an interesting idea since seeing the new book, it's just hard to make such an Infantry-based army work in this edition with no real tricks aside from mega-FNP to keep them going, but I'm glad someone's trying to figure it out.

Also I haven't been on Vassal in ages (it seemed to dry up pretty bad after 7th) but if you'd like to get in a test game against my current Screamerstar incarnation sometime, PM me and we'll try to figure out a time.
   
Made in kw
Powerful Ushbati





Manhatten, KS

DJ3 wrote:
That mean you should be at Adepticon this year then? Pretty sure the last time I saw you was when you were 3-color-minimum'ing some Dire Avenger helmets in our hotel room at Feast a year and a half ago

I unfortunately don't have any insider info on what missions will be run, but I've been consistently using the mission you played as a warning to people who are attempting certain types of armies that are currently popular (read: Flyrant spam). Maelstrom is ideally a board control game, but doesn't realistically work as such in 5/6 of the missions--you can play it as a "false" board control game, where you use speed or disposable units to be fully reactionary to the cards you draw without ever exerting any real control over board space. Contact Lost (the mission you played) is the one exception--it is an exercise in true board control, and has the potential to absolutely wreck a lot of army builds. That's no comment as to whether or not it's "fair," but it nonetheless something people should be keeping in mind.

As for the game, that Flesh Tearers detachment is crazy--someone locally has been using it to run 11 Drop Pods, which is pretty fantastic for Maelstrom. Tons of Marines in tons of transports is probably something we'll see a lot of as people start testing the missions.

Speaking of, my primary advice for the time being would be to test those missions as frequently as physically possible between now and Adepticon. I have seen a lot of really, really good players lose horrendously because they just aren't accustomed to a full-Maelstrom format, and how differently that game plays to standard 40k. In my first game under this format (against friends who had already been testing it) I wiped out 85% of my opponent's army, lost only 5 models myself, and lost the game 6-20. I was just rampaging around in "default" mode expecting things to turn around if I killed enough stuff, but Maelstrom doesn't "turn around" the way a normal game does--if you let it get too out of hand early, you simply can't come back.

That said, I've really thought massed Gauss (with the backing of the Decurion's defensive capabilities) is an interesting idea since seeing the new book, it's just hard to make such an Infantry-based army work in this edition with no real tricks aside from mega-FNP to keep them going, but I'm glad someone's trying to figure it out.

Also I haven't been on Vassal in ages (it seemed to dry up pretty bad after 7th) but if you'd like to get in a test game against my current Screamerstar incarnation sometime, PM me and we'll try to figure out a time.


Lol, yea they were giving me gak for that three color minimum. It has been a while for me at the table. As you can see the obvious mistakes I made in my previous game. I would be more then happy to give your screamerstar the beating it deserves. I will be occupied the next two days at this time but three days from now I should be available around 08ish through 1400 central standard time. Let me know. I am trying to get games in but its hard with me still out of country for work.

Getting a second game in now actually. Rolled same mission. His army is as follows:


Test Game #2 Opponents list:

Flesh Tearer Strike Force

Libby w/Force Sword,Auspex,Veritas Vitae,Angels Wing-105

8 DeathCompany w/Pfist 8 bolters-199

5 Scouts w/Shotguns-55

3 bikes w/2 melta,AttackBike w/Multimelta-148
3 bikes w/2 gravgun-103



Sicaran Battle Tank w/Schism of Mars,Bolter-180

Wolves unleashed

RunePriest w/RunicStave,Helm of Durfast,bike,combimelta-110
RunePriest w/combimelta-70

5 WolfGuard Terminators w/4 swords,3combimelta,1 TH/SS,assaultcannon-215

5 Grey Hunters w/melta,combimelta- w/Rhino-
5 Grey Hunters w/melta,combimelta- w/Rhino-

2 Javelin Attack Speeders w/MM-170

FireRaptor-225

Both Grey Hunter squads have outflank from Wolves Unleashed Special detachment rule Biker RP has shrouded and BAlibby endurance,groubdRP has IronArm

His warlord Traits are +1 to seize, RR reserves, and infiltrate for 3 non vehicle units lol.

Pre-game Analysis:
Spoiler:
I have won the right to go first but we will see if that holds given that he has +1 to seize. With the objective known to me now I have a better grasp of how I need to approach this mission. I have deployed objectives more conservatively and I will be advancing more to push my opponent into the corner. My gauss weapons and volume of fire should give me a decent chance of taking down his guys and that sicaran dakka machine of death. The bikes are very mobile like my own and can really put some dakka down, they will most likely be an early game priority target/target of opportunity. Have not decided how I will deploy the assassin, likely he will be in the midfield trying to maximize his null zone. Will come back to you all after deployment is finished and if he seizes or not.


Deployment:

He did the following:
javelins are outflanking,terms are deepstriking,both GH are outflanking,Gravgun bikes are in reserve
melta bikers with bike RP are outflanking using the warlord trait
scouts are outflanking as well
Then he seized on me with a 5+ Fortunately he is out of position thanks to reserving so heavily.

BASW Turn 1:
Spoiler:

Nothing particularly crazy happens this turn. He generates obj 56 assassinate a unit, i select the wraiths and my opponent elects to discard the obj at the end of his turn. With most of his forces in reserves he cannot really afford to rush me. His sicaran fires at a ghost ark and manages to penetrate. He causes two hps of damage but more importantly i lose my shield. :(


Necron Turn 1:
Spoiler:

As stated before i take a much more aggressive approach to this mission and move to seize as many objectives as possible. To include my infiltrating assassin that came in on obj 4. I generate tactical obj 36 which is secure objective 6. Its in my deployment zone so its an easy first vp. My two near objectives turn out to be +1 cover while the assassins obj ends up being skyfire nexus. Overall a good turn but due to my range issue i am unable to cause damage to my opponent beyond board control. Thing to note my wraiths moved up too far and i could not run them back to within 12" of my spyder. I begin to spawn scarabs and bubble wrap my objectives to preserve my chances of generating max objectives turn two.


BASW Turn 2:
Spoiler:

With his ability to re-roll reserves and auto bring in obe unit from reserves he gets everything in but the terminators. He generates OBJ 31 which os secure objective 1. He is already on it so he is rewarded with an easy vp. He decides to rush my spawn with his two rhinos and his bigger of hsi two bike units along with two rune priest. His raptor moved in to target my left flank blades. The javelins moved in from the left flank to try and finish off my ghost ark that has already lost its shield. His scouts move to claim his other obj in hus deployment zone. He manages to glance my ghost ark to death but the spyder and scarabs weather the storm with minimal damage to the scarabs that make cover/5+ rp. On the left flank my tomb blades take an armies worth of shooting. They are in cover so i take the 5+ 4+++. He manages to take out half the unit but overall i survive his army coming in. He gets first blood though giving him 3 vp to my 1 vp.


Necron Turn 2:
Spoiler:

Zahndrekh trades in his warlord trait for mtc and stealth ruins. I noe have a 2+ cover in my deployment zone on the objectives and my bikes can hide in ruins. I generate 4 tactical objectives. OBJ 33; 32; 23; 44 basically score obj 3 and 2 and get my warlord to the center. I discard the warlord tactical obj and take the 3 vp. I move my spyder back and spawn a scarab base. The spyder prepares to charge the bikes. My top right blades come down to shoot up his top rhino but only 12 shots and not much happens. Zahndrekh gets on roof and along with the newly disembarked warriors we dakka the bikes killing a couple. My tomb blades on the left flank move down to dakka and charge his javelins. I only manage to do 1hp to each vehicle. The middle ark moves up to secure the middle obj for key points as i assess i might need my wraiths to kill some grey hunters. This also gets them back inside the spyders bubble for rp in future turns. The scarabs managr to wreck a rhino but the spyder fails his charge. On the top my blades wound his bikes 7 times but he makes good saves.


BASW Turn 3:
Spoiler:

With two objectives now under his control he generates two tactical objectives. OBJ 15; OBJ 46; Which is secure obj 5 and have a unit in my deployment zone. A nice draw that see's him score an automatic 2 VP to once again tie the game up. His terminators auto come in from reserves with his wolves unleashes special rule. They deep strike in the middle to try and contest that objective but luckily scatter far enough away to put them out of melta range and off of the middle objective. The javelins and terminators combine to take down the middle Ark with a lucky pen that got a . His raptor fires at my spyder along with his warlord biker squad and the newly disembarked grey hunters squad. He then charges the spyder but it survives combat(showing how resilient it can be with 3+ 4+++ on a T6 model. He moves his 3 bike squad up with the grav guns and fires them into the tomb blades but thanks to RP i take 0 wounds. He tries to charge with the death company but thanks to a tomb blade dying from shooting and my overwatch I manage to escape for another turn. He doesnt charge the 3 bikes as they would no longer be on obj 1 and they would be unsupported.
Thing of note... my necron warriors in the middle failed their pinning check on an 11. So no moving for them.
Current score:
BASW: 4
Necron: 4


Necron Turn 3:
Spoiler:

Controlling 3 objectives I spawn the following tactical missions: 42; 45; 55; Which is Supremacy(double his objectives and 1 vp for every 2, King of the hill a unit within 6" of center, and assassinate characters and if I kill 3 I get two VP. Zahndrekh keeps his stealth warlord trait. On the left flank my tomb blades move to take some shots into the rear of his javelins. They manage to get one pen and one glance to finish them off. My forward unit of blades moves back and dakka's his 3 man bike squad causing 9 wounds and finishing them off (1 character killed). My tomb blades on the right flank move up and rapid fire his rhino to ensure I killed it off as I needed to claim a 4th objective. The spyder grants RP and then spawns a scarab base even though he was on one wound, was a risk but took it as I needed those grey hunters gone. Zahndrekh and the immortals combined with my warriors squad dakka one grey hunters squad off the board killing a second character. The wraiths move around and charge his warlord and manage to kill him and the attack bike before they can swing thanks to I5(third character). The scarabs charge the other grey hunters and win combat but fail to sweep them as they flee(leaving me a 4th objective. I max out VP and get all 5 possible this turn to take a commanding lead. The pinned warriors in the middle snap shots at his raptor and glance it once.

Necrons: 9
BASW: 4


BASW Turn 4:
Spoiler:
He generates OBJ 21 & 41. Scoring obj 1 for an auto VP and 41 is score a VP for every 2 OBJ you control. His terminators shoot and charge into my warriors in the middle. Rolling poorly combined with RP see's the combat locked for the turn and a key defense of an obj. His grey hunters auto rally and move up to kill my spyder off and finally bring him down . He cast iron arm successfully on his remaining priest in the grey hunters. His death company are stuck holding objectives thanks to the mission and he daisy chains them in-between two objectives. His sicaran lights up my tomb blades on the left flank and I take two casuaulties and pass my leadership. His raptor moves up and shoots my assassin with the heavy bolter sponson and targets the tomb blades with his main gun. I roll RP only and shrug all but one wound off (New Crons are resilient). Thanks to the warriors holding, the scarabs consolidation and my opponent lacking obj secured he only manages to hold 2 objectives rather then 4. He scores 2 VP this turn but does succeed in keeping me from generating more then two of my own objectives next turn.

Score:
BASW: 6 VP
Nercons: 9 VP


Necron Turn 4:
Spoiler:

I generate two Tactical OBJ 14(Score obj 4... something my assassin is happy to take care of) and 51(kill a unit for 1 vp and kill three for 2 vp). Zahndrekh and his squad decide to dakka his grey hunters who are average toughness 4 even though the priest is 7. They manage to kill off the squad and the priest(2 units killed so far) My 3 tomb blades on the left flank move up to try and kill his scouts. They have 5 shots but only 4 wound. My tomb blades at the top have a choice... dakka the death company guys and possibly kill the closest model which is his librarian or shoot the scout to guarantee 3 units killed for 2 vp. I elect the first option as I had a lead and really wanted the librarian gone. I manage 13 wounds but he makes look out sirs and great saves. A missed vp for a chance to get an extra few kills on the DC. My warriors kill a terminator but lose combat and flee for the best possible outcome. The wraiths are in route to give aid though. The right flank blades move up and dakka his bird but only manage one more glance, they are trying to work back towards the skyfire nexus objective at the same time. I score 2 vp this turn.

Score:
BASW: 6 VP
Necrons: 11 VP


BASW Turn 5:
Spoiler:
http://www.dakkadakka.com/gallery/687783-BASM%20Turn%205.html?m=2
With me shooting the death company I was able to stop him from generating off of obj one. He generates two tactical OBJ's: 22(secure obj 2... not likely); and 64(he needs to run move flat out or turbo boost(something his scout can do easily enough). He hides his scout. The death company charge my tomb blades at the top and I roll decent but lose combat and fail a leadership 7 and he sweeps the unit(Init 2 can really hurt). His raptor shoots at my assassin but I go to ground and he lives to spawn another turn. His terminators move back onto the middle objective and shoot the warriors to try and get them below 25% but fail to kill two of them. His sicaran shoots the wraiths and one dies from the dakka. My opponent scores 1 VP.

Score:
BASW: 7 VP
Necrons 11VP


Necron Turn 5:
Spoiler:

As this point my opponent concedes as there is no way for him to comeback and it is about to be an ugly turn. I generate my objectives to see what I would have gotten as adepticon is vp vs vp based. I got the following objectives: 35(secure obj 5), 31(secure obj 1), and 16(secure obj 6). The tomb blades on the left flank would of turbo boosted to obj 1 and secured line breaker and obj 1. Obj was already being held. That would give me 2 VP from tactical objectives and 2 VP from slay the warlord and line breaker.

Final Score:
BASW 7 VP
Necrons 15 VP


After Action Review:
Spoiler:
Alright so it was a much better turn out this time around. I think it was a combination of things that lead to the difference in the outcome. 1. Even though my opponent got the first turn he did not have the units on the board to dictate the engagement. 2. I played my necrons differently in this match up. I used them passive aggressively rather then committing everything along one front. However, as you can see throughout I had a couple of situations where I had potential overkill. I mainly used the tomb blades to keep my opponent from advancing while my remaining units mopped up anything that was threatening my side of the table. I am really liking the tomb blades in this army. In addition, Zahndrekh is without a doubt an auto include in any competitive necron build. He came up big multiple times despite being static. His S5 ap3 weapon helped kill off some marines and his +1 cover ruins was helping me stay alive. A lot of people were all hyped up for the wraiths... IMHO I think one solid unit of them is the perfect number. They make a great counter charge/deterrent unit. As you all saw during the game I had issues with range and anti-air. This is something I have had issues with in the past. The only counter argument I have for this is here: Round 4: http://www.dakkadakka.com/dakkaforum/posts/list/557212.page. The best way to counter something that you cant deal with is ignore it. My original assessment was that necrons were terrible at this mission. After further thought and playing the mission I realize that they are one of the best armies for this mission. Necrons have mobility and the best survivability in the game atm. My tomb blades were eating AP3 shots from the raptor and melta/grav gun shots from the bikes and still they rolled on. This army will be a to compete at the GT level and imo I see necrons of some form taking adepticon this year. Hope you all enjoyed the game and feel free to comment below and I will continue to do vassal reports as it is the only way for me to practice for adepticon atm. Thanks for reading, TK out!

This message was edited 12 times. Last update was at 2015/02/18 22:27:29


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Longtime Dakkanaut





Eye of Terror

105 twin linked Gauss shots should average around a dozen glances... should have statistically dropped that Knight .

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

Facebook...
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DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in us
Regular Dakkanaut




 Tomb King wrote:
Test Game #2 Opponents list:

Flesh Tearer Strike Force

Libby w/Force Sword,Auspex,Veritas Vitae,Angels Wing-105

8 DeathCompany w/Pfist 8 bolters-199

5 Scouts w/Shotguns-55

3 bikes w/2 melta,AttackBike w/Multimelta-148
3 bikes w/2 gravgun-103


As a minor heads up to your opponent, this new version of his detachment isn't legal--you can't use Codex: Blood Angels relics when you're using an Exterminatus detachment. You have to use the Exterminatus Flesh Tearer relics, it's a very clear "instead of" clause, but it's listed in a pretty dumb place (the heading is "The Cryptan Alliance" in the ebook, it's basically the overarching rules explanation for the whole campaign book).

Necrons are allowed to, but it's basically a loophole, as they didn't yet have a relic list to be disallowed from when Exterminatus came out.

 Dozer Blades wrote:
105 twin linked Gauss shots should average around a dozen glances... should have statistically dropped that Knight .


Sadly it's an AdLance, so not even close; the average is ~14 glances for the whole thing, which is only 3.5 following the saves.

It looks like that one unit of Tomb Blades might be in side arc though (assuming he shot at the middle Knight), and that should have put him around a 50/50 shot at killing it. Not great, but definitely should get it down low enough for the Wraiths to finish, like he planned.
   
Made in kw
Powerful Ushbati





Manhatten, KS

Dozer Blades wrote:105 twin linked Gauss shots should average around a dozen glances... should have statistically dropped that Knight .


Yea a lot did not go my way in that game and that was kinf of the catalyst. I was hoping to bring one down and possibly have it fall on the others thanks to adlance they are always real close.

DJ3 wrote:
 Tomb King wrote:
Test Game #2 Opponents list:

Flesh Tearer Strike Force

Libby w/Force Sword,Auspex,Veritas Vitae,Angels Wing-105

8 DeathCompany w/Pfist 8 bolters-199

5 Scouts w/Shotguns-55

3 bikes w/2 melta,AttackBike w/Multimelta-148
3 bikes w/2 gravgun-103


As a minor heads up to your opponent, this new version of his detachment isn't legal--you can't use Codex: Blood Angels relics when you're using an Exterminatus detachment. You have to use the Exterminatus Flesh Tearer relics, it's a very clear "instead of" clause, but it's listed in a pretty dumb place (the heading is "The Cryptan Alliance" in the ebook, it's basically the overarching rules explanation for the whole campaign book).

Necrons are allowed to, but it's basically a loophole, as they didn't yet have a relic list to be disallowed from when Exterminatus came out.

 Dozer Blades wrote:
105 twin linked Gauss shots should average around a dozen glances... should have statistically dropped that Knight .


Sadly it's an AdLance, so not even close; the average is ~14 glances for the whole thing, which is only 3.5 following the saves.

It looks like that one unit of Tomb Blades might be in side arc though (assuming he shot at the middle Knight), and that should have put him around a 50/50 shot at killing it. Not great, but definitely should get it down low enough for the Wraiths to finish, like he planned.


Yea sometimes the dice gods can really abbandon you. Imho i lost that game from the start and made a desperate move to try and get back into the game. Shouldn't be surprised when my longshot didnt work. Was just a little set back when it failed so miserably. Lol!


DID UP TO TURN 2 TO BE CONTINUED.... HARD TO TYPE ON CELL AND I WILL BE BACK TO A COMPUTER TOMORROW. CURRENT SCORE 4 TO 3 NECRONS. What are your alls thoughts so far on the game? Try not to look ahead and offer your assessment of the game situation.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in sg
Regular Dakkanaut




just amazed that you own 30 tomb blades.

for the emperor 
   
Made in kw
Powerful Ushbati





Manhatten, KS

Deshkar wrote:
just amazed that you own 30 tomb blades.


Yea... was kind of an impulse buy when they dropped. Noe just waiting for the back order. Will be assembling a lot in march.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Regular Dakkanaut




See how different your second Maelstrom game is from your first Maelstrom game? The learning curve at first is pretty intense.

Even if this wasn't the "hard board control" mission, and instead one of the more generic fixed-card-draw-per-turn missions, your positioning got a ton better. Look at your positioning on Turn 2.

You're moving like you are because you need to control those objectives to generate cards, but here's something very important to keep in mind: even if you weren't required to move like that to generate cards, that's almost exactly how you should be moving anyway. In a way, it makes this a very good mission to practice to get in the habit. In the "other" Maelstrom missions, people have a tendency to ignore the objectives (except the ones they drew), and then get mad and blame the cards if they draw one that's too far for them to capture. (sidenote: "Get Mad, Blame Cards" is my unofficial tagline for Adepticon)

In this format, you have to move pre-emptively with a mind toward reacting to all of the objectives you could conceivably reach (i.e. not the one underneath 100 ObjSec Ork Boyz). If you move with your only goal being "lol kill stuff" you'll end up in the Get Mad Blame Cards crew acting like it wasn't your fault. Look at that Turn 2 situation:



From that position, you have essentially uncontested control of objectives 3, 4, 6 and also objective 2 in the vast majority of circumstances (it's only a question at all due to the lack of ObjSec)
If absolutely required to, you could also probably get objective 1.
The only one truly out of your reach is objective 5, as it's under a pile of DC and Scouts.

By comparison, your opponent:

Has essentially uncontested control of objective 5
Will have to make a decision next turn whether he wants to use the DC to reinforce objective 1 (which will fall next turn to the Tomb Blades) or go for objective 3 (and better positioning)
Can deny (but very unlikely to hold) objective 2 until he runs out of Grey Hunters
Has no means whatsoever to score or deny objectives 4 or 6

If he spends the next three turns drawing a bunch of cards for holding objectives 2, 4, and 6, he'll assume the cards lost him the game. But that's half of the objectives (a full quarter of the deck) he has zero access to. That's exactly how you lose Maelstrom, unless you're simultaneously forcing your opponent into a situation where they only have access to half the objectives (which he isn't).
   
Made in kw
Powerful Ushbati





Manhatten, KS

Read up gents report #2 complete... Will have the AAR up later. Let me know if you all like the reports or anything different you would like to see and I will continue to do the reports and possibly throw in the changes.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Fixture of Dakka





San Jose, CA

Much better the 2nd time around.

BTW, aren't assassins Fearless? Meaning he couldn't go-to-ground, not that it would have affected the outcome.



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






DJ3 wrote:
 Tomb King wrote:
Test Game #2 Opponents list:

Flesh Tearer Strike Force

Libby w/Force Sword,Auspex,Veritas Vitae,Angels Wing-105

8 DeathCompany w/Pfist 8 bolters-199

5 Scouts w/Shotguns-55

3 bikes w/2 melta,AttackBike w/Multimelta-148
3 bikes w/2 gravgun-103


As a minor heads up to your opponent, this new version of his detachment isn't legal--you can't use Codex: Blood Angels relics when you're using an Exterminatus detachment. You have to use the Exterminatus Flesh Tearer relics, it's a very clear "instead of" clause, but it's listed in a pretty dumb place (the heading is "The Cryptan Alliance" in the ebook, it's basically the overarching rules explanation for the whole campaign book).



Where are you reading that? IT says Flesh Tearers can also make use of the relics and warlord traits listed below. It doesn't say you can't use and doesn't even have the instead of clause for flesh tearers. It is just extra relics that they can pick from including the base book.
   
Made in kw
Powerful Ushbati





Manhatten, KS


DJ3 wrote:See how different your second Maelstrom game is from your first Maelstrom game? The learning curve at first is pretty intense.

Even if this wasn't the "hard board control" mission, and instead one of the more generic fixed-card-draw-per-turn missions, your positioning got a ton better. Look at your positioning on Turn 2.

You're moving like you are because you need to control those objectives to generate cards, but here's something very important to keep in mind: even if you weren't required to move like that to generate cards, that's almost exactly how you should be moving anyway. In a way, it makes this a very good mission to practice to get in the habit. In the "other" Maelstrom missions, people have a tendency to ignore the objectives (except the ones they drew), and then get mad and blame the cards if they draw one that's too far for them to capture. (sidenote: "Get Mad, Blame Cards" is my unofficial tagline for Adepticon)

In this format, you have to move pre-emptively with a mind toward reacting to all of the objectives you could conceivably reach (i.e. not the one underneath 100 ObjSec Ork Boyz). If you move with your only goal being "lol kill stuff" you'll end up in the Get Mad Blame Cards crew acting like it wasn't your fault. Look at that Turn 2 situation:



From that position, you have essentially uncontested control of objectives 3, 4, 6 and also objective 2 in the vast majority of circumstances (it's only a question at all due to the lack of ObjSec)
If absolutely required to, you could also probably get objective 1.
The only one truly out of your reach is objective 5, as it's under a pile of DC and Scouts.

By comparison, your opponent:

Has essentially uncontested control of objective 5
Will have to make a decision next turn whether he wants to use the DC to reinforce objective 1 (which will fall next turn to the Tomb Blades) or go for objective 3 (and better positioning)
Can deny (but very unlikely to hold) objective 2 until he runs out of Grey Hunters
Has no means whatsoever to score or deny objectives 4 or 6

If he spends the next three turns drawing a bunch of cards for holding objectives 2, 4, and 6, he'll assume the cards lost him the game. But that's half of the objectives (a full quarter of the deck) he has zero access to. That's exactly how you lose Maelstrom, unless you're simultaneously forcing your opponent into a situation where they only have access to half the objectives (which he isn't).


I think the big thing I changed in this game was the placement of objectives. With two being in my deployment zone it made it easier to move around and control them. In addition, I placed one on the flank just in case I got rushed I could turbo to the flanks and keep drawing cards. Terrain/OBJ placement will be a huge part of this mission. Board control is made easier or more difficult based on how you prepare the field. Depending how busy I am tomorrow I might try and get a rematch with the knights. I honestly think I can take the lance down if I play it correctly and dictate where and when I fight the knights rather then fight all 3 on the same front at the same time. Silly idea! I appreciate the comments and advice, good players are always learning and adjusting to the game.

TBH, I hate maelstrom with a passion. No matter how many ways you cut it there is just too much randomness for me to like it. Even though I had complete control of the board and the game he kept drawing the few cards that got him points almost without acting. Not taking anything from my opponent here on either match but the game is different now. You dont have to beat your opponent you just need to have units that can survive that are also mobile. The current game set has pretty much removed guard from competitive play. Necrons further knocked down guard as they are great against mech and have the ability to mass fire that ignores cover. I guess I am a little bitter about that as AM is my main army these days. Also if you look at the adepticon format it also awards extra points for scoring objectives in your opponents deployment zone and outside of your own deployment zone. Both are something that AM have always struggled with. Anyways end rant!

jy2 wrote:Much better the 2nd time around.

BTW, aren't assassins Fearless? Meaning he couldn't go-to-ground, not that it would have affected the outcome.



You are 100% correct. That was a silly mistake for me to make. Thanks for the reminder. It is always good to catch those mistakes now rather then have them slip during the event. I could make an argument for it being almost 4 am here as the game waned on but that is how those 4th games will be the day of the event. It will help me in the long run come the event as I will be used to the exhaustion/mental drain.

Darkwynn wrote:
DJ3 wrote:
 Tomb King wrote:
Test Game #2 Opponents list:

Flesh Tearer Strike Force

Libby w/Force Sword,Auspex,Veritas Vitae,Angels Wing-105

8 DeathCompany w/Pfist 8 bolters-199

5 Scouts w/Shotguns-55

3 bikes w/2 melta,AttackBike w/Multimelta-148
3 bikes w/2 gravgun-103


As a minor heads up to your opponent, this new version of his detachment isn't legal--you can't use Codex: Blood Angels relics when you're using an Exterminatus detachment. You have to use the Exterminatus Flesh Tearer relics, it's a very clear "instead of" clause, but it's listed in a pretty dumb place (the heading is "The Cryptan Alliance" in the ebook, it's basically the overarching rules explanation for the whole campaign book).



Where are you reading that? IT says Flesh Tearers can also make use of the relics and warlord traits listed below. It doesn't say you can't use and doesn't even have the instead of clause for flesh tearers. It is just extra relics that they can pick from including the base book.



TBH, I am unsure on how they are going to rule issues such as these. It is an RAI vs RAW argument. It is really going to depend on how each individual event rules it. Personally I am waiting for adepticon to drop an FAQ with Necrons included. It has been almost 20 days and they have yet to make any rulings. Have you or anyone else heard anything about how they are ruling the decurion and other formations as I believe there team tournament format will stop you from running the decurion detachment to a degree.

This message was edited 1 time. Last update was at 2015/02/18 22:47:36


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Regular Dakkanaut




Darkwynn wrote:
Where are you reading that? IT says Flesh Tearers can also make use of the relics and warlord traits listed below. It doesn't say you can't use and doesn't even have the instead of clause for flesh tearers. It is just extra relics that they can pick from including the base book.


The heading is "The Cryptan Alliance," it's immediately before the datasheets begin.

Exterminatus wrote:Any character with the Blood Angels Faction that can normally select from the Relics of Baal, and is part of a Detachment of Formation presented in this book, can select a relic from those listed in their relevant section instead of those listed in Codex: Blood Angels.


Pretty much identical to how every Supplement has been handled; Exterminatus just has a goofy layout for some reason because of the campaign format. The Necron wording is even messier, and that's what allows them their loophole, since there was no relic list to tell them not to use.


Automatically Appended Next Post:
 Tomb King wrote:
I think the big thing I changed in this game was the placement of objectives. With two being in my deployment zone it made it easier to move around and control them. In addition, I placed one on the flank just in case I got rushed I could turbo to the flanks and keep drawing cards. Terrain/OBJ placement will be a huge part of this mission. Board control is made easier or more difficult based on how you prepare the field.


You're right about objective placement being very important (and very different to a normal mission), however, don't forget that the objectives are intended to be placed before you know your deployment zones per the current primer packet. This is an especially huge deal in Vanguard, where you won't even know which deployment zones are in play until after.

 Tomb King wrote:
Depending how busy I am tomorrow I might try and get a rematch with the knights. I honestly think I can take the lance down if I play it correctly and dictate where and when I fight the knights rather then fight all 3 on the same front at the same time.


I personally don't expect AdLances to do very well at all at Adepticon--it's too many points tied up in too few units for the format. Your opponent had the right idea, just surrounding it with a bunch of cheap expendable units in Rhinos, at least. But a "normal" AdLance army would get wrecked by the format.

 Tomb King wrote:
Personally I am waiting for adepticon to drop an FAQ with Necrons included. It has been almost 20 days and they have yet to make any rulings. Have you or anyone else heard anything about how they are ruling the decurion and other formations as I believe there team tournament format will stop you from running the decurion detachment to a degree.


Haven't heard anything yet, but I know everyone has been asking about rulings for the Decurion. They generally try to get to get the FAQ finalized a month in advance, and that's literally today, so I'd expect Necron rulings in the next few days.

This message was edited 6 times. Last update was at 2015/02/19 07:20:18


 
   
Made in us
Regular Dakkanaut






Again DJ3, I think you need to reread that section, maybe you skimmed over it and missed it.

It says any character with the blood angels faction that can normally select from the relics of ball and is part of the formation or detachment in this book "can" select a relic from those listed in their relevant section "instead" of those listed in codex blood angels.

It doesn't say that you are forced to pick those, it just gives you options.

Lets even look at the warlord traits, You 'Can" choose to roll on the warlords traits table instead of the ones in this book.,

which means , I am permitted to pick from these relics instead of relics of baal if I want too.

This message was edited 1 time. Last update was at 2015/02/19 16:45:04


 
   
Made in kw
Powerful Ushbati





Manhatten, KS

So I get my rematch against the adlance.

MISSION 2: SEASONS IN THE ABYSS
Each player generates 1 Tactical Objective at the start of their first turn. At the beginning of each subsequent player’s turn the active player generates Tactical Objectives up to a maximum of 3. Players complete and score objectives at the end of their Player Turns. Players may also choose to discard one Tactical Objective at the end of their player turn.

My list is the same:
Necrons: Codex (2015) (Decurion Detachment)
Core

Reclamation Legion


5x Immortals (gauss)

Nemesor Zahndrekh (soo much utility here especially in maelstorm missions)

Tomb Blade x10
Nebuloscopex10, Twin-linked Gauss Blastersx10

Tomb Blade x10
Nebuloscopex10, Shield Vanesx10, Twin-linked Gauss Blastersx10

Tomb Blade x10
Nebuloscopex10, Shield Vanesx10, Twin-linked Gauss Blastersx10


10x Necron Warrior
Ghost Ark

10x Necron Warrior
Ghost Ark

Auxiliary

Canoptek Harvest

3x Canoptek Scarab

Canoptek Spyder

Canoptek Wraiths x 6 (Whip Coilsx5)

CULEXUS ASSASSIN

total: 1850

His list:

BA and IK 1850 (1850pts)
Imperial Knights: Codex (2014) (Formation Detachment)
Formation
Adamantine Lance
Knight Errant, Knight Errant
Knight Paladin
Warlord

Blood Angels: Codex (2014) (Flesh Tearers Strike Force)
(No Category)

Relics and Detachment-rules
Exterminatus: Flesh Tearers

HQ
Techmarine
Bolt Pistol, Boltgun, Servo-arm
Troops

Scout Squad
4x Combat Blade, 4x Scouts
Scout Sergeant
Bolt Pistol, Chainsword

Fast Attack

Assault Squad
4x Assault Marines, 2x Meltagun
Assault Sergeant
Bolt Pistol, Combi-Melta
Drop Pod
Storm Bolter

Assault Squad
4x Assault Marines, 2x Meltagun, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Assault Squad
4x Assault Marines, 2x Meltagun, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Assault Squad
4x Assault Marines, 2x Meltagun, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Assault Squad
4x Assault Marines, 2x Meltagun, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Assault Squad
4x Assault Marines, 2x Flamer, Rhino
Assault Sergeant
Bolt Pistol, Chainsword

Pregame: He got IWND for his warlord as warlord trait. I won the roll off for side and initiative. More pre-game to follow after deployment.

Deployment:

He deployed with a strong flank. There is a decent amount of BLOS terrain which leads me to try and place my wraiths up front for a potential early charge/deterrent unit. I place my tomb blades on the flanks and plan on rushing them forward to force him to divide his forces. With me going first it will allow me to dictate the match up a little more. This is all dependent on him not seizing on me... which he does with a . I am not too exposed but he could do some major first turn damage here. My plan in this game is to get his knights to spread out... if they spread out I can deal with them what at a time. My army has the tools to take them down but once they get me into combat its all over.

Adlance Turn 1:
Spoiler:

He generates a tactical objective: 21 – SECURE OBJECTIVE 1 (he drops off a techmarine in his deployment zone to hold obj 1 for 1 easy vp)
His drop pod comes in and his melta squad moves up to fire into my middle ghost ark. I jink and make some key saves here. His top imperial knight targets my black tomb blades. Adepticon ruled you can only jink if targeted so my ghost ark which is also under the blast cannot jink. The result is he rolls a 6 to pen and a 6 to blow up my ghost ark claiming first blood, the blades make decent saves and only one dies. His stubbers target the wraiths and manage a wound. His paladin and the other errant target my other wraiths and drop 3 of them. His rhino's spread out to control the board. I survive turn 1 but took more damage then i would of liked.

He scores 2 VP (obj 1 and first blood)


Necron Turn 1:
Spoiler:

I generate one Tactical objective: 14 - SECURE OBJECTIVE 4 (Zahndrekh is sitting on it so not a bad draw but not one I wanted as you will find out later)
His paladin knight is close enough for the wraiths to make a charge. I would add some dakka into the fight to help them out but both of my tomb blade units jinked to stay alive. The purple tomb blades move up the right flank to threaten his flank and force him to fight on multiple fronts. The teal tomb blades move up and dakka the nearest rhino as his paladin was too far off. The black tomb blades move out to help shoot but elect to hide behind the blos wall to stay safe for another turn. The scarabs with rp chase down his drop pod squad while the warriors that are foot slogging decide to bring down the drop pod. The wraiths charge his paladin knight and manage to strip off two hps. He then punches one and then stomps on 4 and rolls a to kill them outright with no save of any kind. These knights can be painful at times. At least I killed some stuff and will at least hold his warlord for one more turn.

I score 1 VP (obj 4)


Adlance turn 2:
Spoiler:

He spawns 3 objectives:
Turn 2: 24 – SECURE OBJECTIVE 4
Turn 2: 14 - SECURE OBJECTIVE 4
His scouts fail to come in from reserves. He moves up one knight to the center and the other keeps on the northern flank where he fires on the warriors in the crater killing two off(I elect to not go to ground to give him a free vp). His Rhino's continued to push up the board. One rhino pulls back to fight my tomb blades on the flank but I make all of my saves. His imperial knight in the middle shoots at the teal tomb blades but the shot scatters off target. The scarabs remain locked in combat with his drop pod marines. His warlord knight fails to kill me with swings but then stomps and rolls another . Killing the wraith instantly. Take notes: Knights eat wraiths for breakfast, lunch and dinner. This is crucial as I really needed his warlord to stay locked up for at least one more turn as I dealt with the rest of the army. As such you have to deal with what you are given and this game is starting to remind me of the last one I had against adlance. I was lucky here as he has drawn objectives in my deployment zone but with a mobile army it isn't really out of reach for him to reach my objective four for 3VP. He discards the psychological warfare as I dont plan on going to ground anytime soon.

Score:
IK: 2
Necrons: 1


Decisive point reached:
Spoiler:
I have reached a point where I need to continue to run away or to jump in and try to mass fire on one of the knights. One of them need to die.. anything they charge dies. Him rolling for my objective is putting a giant target on my warlord and he can bring his scouts in from reserves to help hold that obj. At this point if he were to rush my obj next turn something that isnt out of the question I could give up 4VP (obj 4 for three points and warlord). The one benefit I have here is the knight in the middle cannot have shields to cover every angle. Do I attempt to mass fires on his knight now or do I continue to elude him and wait for a shot that doesnt see me surrounded. Remember last time I tried to go all out on his knights it back fired for an almost auto loss. Thoughts? What would you do?


Necron Turn 2:
Spoiler:

After looking over the board I decide that there is no way to effectively run from his knights.. All I will be doing is delaying the inevitable. With one knight on its own and the night in the middle unable to protect itself on every flank I decide to pounce. I change my warlord trait to re-roll reserves to make sure that I got my assassin in this turn. Then I roll my objectives:
Turn 2: 53 - KINGSLAYER (discarded)
Turn 2: 41 - ASCENDENCY (Scored for 2 VP)
Turn 2: 32 - SECURE OBJECTIVE 2
The ghost ark moves to the center to get shots at the middle imperial knight while the ark takes a few pot shots at the top knight. Due to some awesome rolling the ark actually glances the top knight 3 times on its unprotected side armor . My warriors inside fire at the middle imperial knight but fail to do any damage. The teal blades moved up to dakka the middle knight but i only manage 2 glances and he saves them both. The purple blades could not make it into rapid fire range so I dakka'd his assault squad and charged to do an additional 5 wounds but he made some good saves and kept me locked in combat. My assassin arrived from reserves and fired three shots in the psychic phase to kill off his techmarine. The warriors at the top left fired into his wounded imperial knight but manage 0 glances. So at this point my turn has been an utter failure as I not only failed to kill the middle knight but it sits undamaged. Due to bad moving on my part I cannot really maximise my shots at the top knight and only 14 TL shots could go into its unprotected side ark. It is either shoot the knight or turbo to safety. I decide to just take the shot and manage 3 glances finishing off the top knight as it detonates off the board effectively saving my turn and finally avenging my blades in the previous fight where they were slaughtered by said knights. The fight isnt over though and i am looking to get roughed up next turn by his remaining knights. Alas my scarabs finally manage to finish off his deep striking vet squad although I would rather they stay locked for another turn.

Score:
Necrons: 3
IK: 2


Adlance Turn 3:
Spoiler:

His Maelstrom Objectives:
Turn 2: 24 – SECURE OBJECTIVE 4
Turn 3: 63 – PSYCHOLOGICAL WARFARE (discarded turn 3)
Turn 3: 51 - OVERWHELING FIREPOWER
His knights move in to assault my blades. One of the squads from the immobolized rhino at the top moves in to help which actually helps me run interference from stomps. His assault marines in the middle move down to help his lone character fighting my purple blades. The rhino moves up the line on its way to my home base objectives. The squad on objective 2 disembarks and fires on the scarabs killing two of them with dakka. His rhino with squad on obj 6 move back to take out my assassin and claim that objective. He didnt get a strength D stomp to help in the middle assault on the black blades so i only lose 3 and make my morale. The teal blades only lose two in the assault but i fail my leadership and stick. My purple blades kill the lone sgt and he passes his leadership its a locked combat. My opponent fails to score any objectives and discards the one that needs me to go to ground.

IK: 2
Nec: 3


Necron Turn 3:
Spoiler:

My Maelstrom Objectives:
Turn 2: 32 - SECURE OBJECTIVE 2
Turn 3: 24 – SECURE OBJECTIVE 4 (score for 2 VP Lead by example)
Turn 3: 66 – FORWARD OBSERVER (discarded)
Zahndrekh takes the warlord trait lead by example to help me score extra points on my home objective. With my tomb blades locked in assaults the turn goes by quickly. I move up the spyder to spawn a scarab before charging them into the latest warriors. They roll poorly for their saves but it is still a locked combat. The ark in the middle targets his top rhino but it survives, the warriors on the top left help with their dakka but he makes the saves granted by the drop pod. My black blades lose 2 but kill a marine and make their leadership to keep his warlord knight in combat. The purple blades roll far below average and 2 of them die in combat but the squad manages to kill 1 marine in return. They pass the leadership 9 as well keeping the combat locked. The assassin moves up to shoot the rear of the rhino at the top but with two shot he pens the vehicle but fails to blow it up.

Score:
Nec: 5
IK: 2


Adlance Turn 4:
Spoiler:
I failed to get a picture for his turn 4 so here is the end of turn 3 and I will describe what happened:

As you can see something very key here... he is only on one objective. His maelstrom objectives are as follows:
Turn 2: 24 – SECURE OBJECTIVE 4 (discarded turn 4)
Turn 3: 51 - OVERWHELING FIREPOWER
Turn 4: 55 - ASSASSINATE Character (Either Zahn or my assassin)
He disembarks his back squad to dakka the assassin but i make the saves he also sends the middle knight back to take a shot at the assassin but it scatters off target. His assault squad against my purple blades see's me take 0 damage and also deal 0 damage. His imperial knight warlord gets a strength D stomp and wipes out 3 blades alone with the stomp. He wins combat and the black blades are swept from the field. His assault squad deals 2 wounds to the scarabs and i fail them both he consolidates one inch with them and the purple marines consolidate over next to them as well to sit on that objective. My opponent fails to score any points but my army is dwindling fast. He also gets scouts in from reserves and fires at my warrior in the top left and then moves the rhino flat out to obscure them.

Adlance: 2
Nec: 5


Necron Turn 4:
Spoiler:

My maelstrom objectives:
Turn 2: 32 - SECURE OBJECTIVE 2
Turn 4: 44 – LORD OF BATTLE (discarded)
Turn 4: 16 - SECURE OBJECTIVE 6 (discarded)
I only generated two cards for some reason but the assassin should of had an objective here as well. Zahndrekh takes the warlord trait to discard two objectives a turn because I thought why not at the time. In my defense it was getting late . My ghost ark moves back and shoots everything it can at the orange squad but some decent saves only see's two of them die and they pass their morale as I desperately try to score obj 2. The spyder charges into purple marines and kills one. The warriors in the top left dakka his rhino and finish it off. The ghost ark also fires the opposite side into his rhino that had advanced to hide behind the wall near my objective 4. For some reason i thought there were marines still inside. My purple bikes fail to do any wounds and fail both saves they are required to take but luckily they hold on a leadership 8. The assassin moves to hide behind the wall to keep him from scoring the assassin objective ironically enough. I score 0 points this turn.

Adlance: 2
Nec: 5


Adlance Turn 5:
Spoiler:

Maelstrom Objectives: once again he only controls 1 objective. I believe his squad up top had control of his deployment zone obj.
Turn 5: 64 – TACTICAL MANEUVERING (scores 1 vp)
Turn 3: 51 - OVERWHELING FIREPOWER (discarded)
Turn 4: 55 - ASSASSINATE Character (Either Zahn or my assassin)
He moves his knight up and runs it forward to clearly see the assassin the next turn and score an easy character kill. His orange squad in the middle moves in to help the purple marine in the combat but they fail to wound me and the spyder crushes the last purple marine. His warlord knight finally charges the ghost ark and wrecks the vehicle. The guys inside disembark in a way to make it to multiple objectives on the next turn if I need too. The purple tomb blades and his assault marines continue to punch each other to no effect. His marines in his deployment zone try to move up on the assassin but roll bad mtc. His scouts with mtc roll terrible as well and they elect to stay hidden behind the rhino.

IK: 3
Necron: 5


Necron Turn 5:
Spoiler:
I do not have a picture for this turn as well so here is the last picture:
[spoiler]
My maelstrom objectives:
Turn 2: 32 - SECURE OBJECTIVE 2
Turn 5: 42 - SUPREMACY (scored for 2 vp)
Turn 5: 52 - BLOOD AND GUTS
Zahndrekh takes the warlord trait to make my opponent discard a tactical card at the end of my turn. It is a random card but he only has one and that is the assassinate one. The assassin moves around and charges his space marines in his deployment zone(was risky because he had a melta gun and if I died he would of got a vp). I kill two and combat is locked. The purple blades continue to lock combat with his space marines with no winner. My warriors move to assist the spyder as supremecy requires i double his objectives and if the spyder dies I dont achieve that. Also I could score obj 2 if I kill them off. The result is despite 14 attacks from the warriors and 3 from the spyder I only manage to kill two marines and he passes his leadership. I still claim supremecy but fail to get obj 2 once again. My warlord trait forces him to discard his objective to kill my assassin.

Necron: 7
IK: 3
I need the game to end as my army is getting smaller by the second. We roll for it and the game goes on....


Adlance Turn 6:
Spoiler:

His maelstrom objectives:
Turn 6: 16 - SECURE OBJECTIVE 6 (scored 1 VP)
Turn 6: 52 - BLOOD AND GUTS (Score 1 VP)
Turn 6: 35 - SECURE OBJECTIVE 3
With his rhino at the top fixing itself he now has a couple of objectives to spawn from. His warlord Knight moves in and charges my warriors. The result is devastating to the warriors as they flee with only 3 left alive. My spyder manages to kill off his last space marine and the combat is locked between the two. His other knight moves in and charges my assassin who luckily passes his hammer of wrath save. With initiative 8 the assassin finishes off his space marines before getting wrecked by the night. His scouts charge my warriors in the top left and i kill one off with overwatch and he kills one or two off in combat and makes some good saves to keep his guys alive. The combat is locked as i pass my leadership. His assault squad which as actually at full strength takes one wound and flee's from the purple blades and gets away. needed them back in the fight.

Necrons: 7
IK: 5


Necron turn 6:

Turn 2: 32 - SECURE OBJECTIVE 2
Turn 5: 52 - BLOOD AND GUTS
Turn 6: 64 – TACTICAL MANEUVERING (Score 1 VP)
The spyder gets destroyed before swining against his wraithknight as Strength D doesnt allow RP regardless of the type of hit. My warlord runs to get tactical maneuvering. My purple blades fire at his assault marines that are fleeing and they flee again but dont go far enough to get off the board. I charge them trying to get blood and guts but he passes his morale and survives combat. My warriors fail to kill a scout and that combat is locked.

Nec: 8
IK: 5
I really really need this game to end! We roll to see if it continues and... it goes on.

Adlance Turn 7:
Spoiler:

Turn 6: 35 - SECURE OBJECTIVE (3 Scores 1 VP)
Turn 7: 65 – FIELD COMMANDER
Turn 7: 66 – FORWARD OBSERVER
My opponent makes it into my deployment zone and within 3 inches of an obj an he can get 3 victory points. In addition he would have line breaker for the game to push him to 9vp. This game is literally coming down to the wire. My opponent is in DT and rolls triple ones to move the knight. He had been rolling high to move through all the terrain throughtout the game and the law of averages finally came down all at once. Its still a 11" charge to my fleeing warriors. I pass my morale when he goes to charge and he rolls it and fails the charge(this was an error we made in the game you only test for morale if the charge is found to be within range).

My opponent only scores obj 3 with his middle rhino and the warriors remained locked with his scouts
Score:
IK: 6
Nec: 8


Necron Turn 7:
Spoiler:

My maelstrom objectives:
Turn 2: 32 - SECURE OBJECTIVE 2
Turn 7: 36 - SECURE OBJECTIVE 6
Turn 7: 55 ASSASSINATE Character (scored turn 7 1 vp)
Turn 5: 52 - BLOOD AND GUTS (scored in 7 for 1 vp)
The warriors that rallied go join the combat against the scouts and manage to help kill them off in combat scoring both assassinate and blood and guts. My purple blades fail to wound in combat and fail a save and then roll a 10 on a 9 leadership again the law of averages coming back for me as i rolled great leaderships throughout the game. He sweeps the purple blades to finish them off costing my line breaker in the process.

Score:
Nec: 10
IK: 6

Thankfully the game cannot go on to any other turns and ends with a Necron victory. Post game to follow!


Post Game Analysis:
Spoiler:
This game was a very different outcome to my last game vs Adlance on the same mission. I think knowing a little more about the mission and being able to stretch the board a little more actually helped. Once I brought the one knight down his list kind of lost a good portion of its effectiveness. It cost me pretty dearly for taking it down but I dont regret the move in the least. I would probably have moved better to maximise shooting at both targets though. Knights ignoring RP thanks to their strength d close combat attacks hurts but then again most armies get killed off by knights in close combat so I am not too worried. My list preformed to standard and I would love to run it at adepticon if it were not for the ruling on void shield generators vs Gauss. I hope you all enjoyed the report and finally understand why i love the tomb blades so much. They made this game happen with their resiliency in the open and in combat. In addition, if your running competitive crons without zahndrekh your doing it wrong.

This message was edited 3 times. Last update was at 2015/03/02 01:33:24


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Longtime Dakkanaut





Eye of Terror

DJ3 is zealous regarding his own opinions.

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

Facebook...
https://m.facebook.com/Terminus6Est/

DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in us
Regular Dakkanaut




 Dozer Blades wrote:
DJ3 is zealous regarding his own opinions.


That's an...interesting shot at me out of nowhere.

You can have whatever opinion you like--this isn't YMDC, so the whole point is making people aware of potential issues, before they go to a tournament and get told their list is illegal on-site. Being made aware of potential issues allows people to get those rulings made ahead of time.

If you want to talk about opinions, you may want to check the discussion over in jy2's thread (which I know you already have), and realize that Darkwynn's opinion on the matter might be relevant to his LVO list If that's the case, then it's very much in his interest to defend that particular interpretation.

As for me, I've got no horse in that race. But lots of people read these reports and will frequently design lists based on the concepts they see, so it's worth making sure any potential problems are pointed out. Any particular event could easily rule it either way--I'd agree it's vague at best--but list construction is not something you want to take for granted when it comes to vague rules and tournaments. I've had to personally tell people their lists were invalid during events and it's not an enjoyable process for anyone involved, so I definitely take a more conservative stance on these things, and the end goal is avoiding that whole problem in the first place.
   
Made in kw
Powerful Ushbati





Manhatten, KS

In the meantime there has been no predictions on the outcome of this fight. What are you all thinking? I will start the report and take it up to a point where the game hit a decisive moment and then ask thoughts. Starting up the report later today.

Decisive Point reached... what are your thoughts and how would you handle that situation? It is decisions like the one I was forced to make that decide the outcome of the game. A commander having to pick when and where to commit his forces and is the risk worth the gain....

This message was edited 2 times. Last update was at 2015/02/20 19:35:54


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Powerful Ushbati





Manhatten, KS

Same thing I stated in my codex overview thread. Been getting tasked a lot lately so this kind of fell on the back burner... should be able to finish this report this weekend. In the meantime what would you all do in the above situation? Bide your time a little longer or go for the home run?

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Regular Dakkanaut




I think you've got an opportunity to win that while completely ignoring the Knights; Hammer and Anvil combined with your mobility via the Tomb Blades means you can strand them in the center. All you've got to do is go hard on the Rhinos (he's already down to 4, and only 2 still have the Marines in them) and you cripple his mobility.

The Teal unit could wreck disembarked black unit's Rhino (making black unit functionally worthless, given the awful position they'd be in, completely redundant in holding the nearest objective) while Purple unit moves to deal with the Techmarine. The Ghost Ark and the unit inside can easily kill the nearest Rhino to them, and that leaves Black unit free to reposition with Turbo (as killing any of the other two Rhinos this turn would put them at risk of an assault from the Knights).

At that point you've basically got him bottled up in the top-center and he'd only have two Rhinos (one with models inside, one empty) to react with in terms of grabbing objectives. He'd have to split the AdLance (robbing them of their benefit) just to try to regain some board control, and depending on how he was forced to play the Rhinos next turn (primarily based on what objectives he draws) you could likely pick those last two off pretty easily, and then it's Turn 3 and you're playing a six-objective game against three Knights and some stranded Marines on foot.

Going all-in to try to drop Knights at that point just isn't worth it; it's practically the only chance he has to win. It's an AdLance--it would and should beat you in a straight up, close-range fistfight, and that's where you've got to be to drop all your Gauss into him. Those Tomb Blade units can likely win you the game by just being faster than everything he has, and he has virtually zero chance of killing even a single one of your Tomb Blade squads unless a Knight directly engages them in assault.

Any turn each individual Knight isn't killing a unit is a win for you, because by the end of the game (or likely by Turn 4), they'll be both his entire offense and his entire scoring capability. Then he'll have to start moving Knights in directions that provide no offense solely because he has to go hold an objective. In the end you can render them harmless by forcing them to be used to score objectives by killing everything else in his army, which is far easier for your army to accomplish than burning down a full AdLance.

But that's what I'd do. If I were to guess what you'd do, you probably tried to kill the exposed Knight out of spite
   
Made in se
On a Canoptek Spyder's Waiting List




Hey Tomb King,

Awesome battle reports! keep up the good work =).

This message was edited 1 time. Last update was at 2015/03/02 00:06:19


 
   
Made in us
Powerful Ushbati





Manhatten, KS

DJ3 wrote:I think you've got an opportunity to win that while completely ignoring the Knights; Hammer and Anvil combined with your mobility via the Tomb Blades means you can strand them in the center. All you've got to do is go hard on the Rhinos (he's already down to 4, and only 2 still have the Marines in them) and you cripple his mobility.

The Teal unit could wreck disembarked black unit's Rhino (making black unit functionally worthless, given the awful position they'd be in, completely redundant in holding the nearest objective) while Purple unit moves to deal with the Techmarine. The Ghost Ark and the unit inside can easily kill the nearest Rhino to them, and that leaves Black unit free to reposition with Turbo (as killing any of the other two Rhinos this turn would put them at risk of an assault from the Knights).

At that point you've basically got him bottled up in the top-center and he'd only have two Rhinos (one with models inside, one empty) to react with in terms of grabbing objectives. He'd have to split the AdLance (robbing them of their benefit) just to try to regain some board control, and depending on how he was forced to play the Rhinos next turn (primarily based on what objectives he draws) you could likely pick those last two off pretty easily, and then it's Turn 3 and you're playing a six-objective game against three Knights and some stranded Marines on foot.

Going all-in to try to drop Knights at that point just isn't worth it; it's practically the only chance he has to win. It's an AdLance--it would and should beat you in a straight up, close-range fistfight, and that's where you've got to be to drop all your Gauss into him. Those Tomb Blade units can likely win you the game by just being faster than everything he has, and he has virtually zero chance of killing even a single one of your Tomb Blade squads unless a Knight directly engages them in assault.

Any turn each individual Knight isn't killing a unit is a win for you, because by the end of the game (or likely by Turn 4), they'll be both his entire offense and his entire scoring capability. Then he'll have to start moving Knights in directions that provide no offense solely because he has to go hold an objective. In the end you can render them harmless by forcing them to be used to score objectives by killing everything else in his army, which is far easier for your army to accomplish than burning down a full AdLance.

But that's what I'd do. If I were to guess what you'd do, you probably tried to kill the exposed Knight out of spite


I looked at the board and I thought if I ran where would I go that would be far enough. If I ran backwards then he could bottle me in and my warriors + zahndrekh's squad wouldnt be fast enough to get away. If I jumped over him and ran to the back of the table then he could of just ignored my blades and ran for zahn and the warriors as well. In a way i was trying to run interference for those squads as they could not escape the knights. Rolling for objective 3 didnt help either as that kept me in the center to hold that objective. The assassin coming in was just the icing on the cake as he could deal with the techmarine in good order. If I could do it again i would probably have disembarked the warriors in the ark to bubble wrap my teal blades. Neither have obsec so it was keeping the faster better unit from being charged. That or I could of went full crazy and just charged the knight with the warriors ensuring a good spread to prevent the stomps from doing much.

As for the killing out of spite.. You bet your it was personal at least against the knight not my opponent!

Ejderhare wrote:Hey Tomb King,

Awesome battle reports! keep up the good work =).


Thanks, its hard to get in games given my location to the nearest hobby store which is probably depressingly far . The vassal reports help me analyze my games a little more and see the mistakes I made throughout. Also vassal helps me see the game from an overhead view which is really nice as it helps you see the field better and picture it better come the games I actually get to play on the table.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
 
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