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My finally completed Imperial Guard army of 1850 point vs. Necrons - 05  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in fi
Hooded Inquisitorial Interrogator






Hi! This week I finally got my IG project done, after like 2 years. I've had other projects going at the same time (namely my kroot) so I guess that's one of the reasons why it took so long. This is also my first army that has had its bases done. Feel free to congratulate.

Some 25 guardsmen, 10 storm troopers, leman russ and chimera first found their way into my witch hunter army which I played just before the edition changed. Then I played space marines until the new guard dex came out. Then I got these models out again and devised a new colour scheme and that's how the standalone army began to form. I like to think of the army as a unique guard army. It's mech/infantry hybrid with some uncompetitive stuff like a primaris psyker, marbo, an armoured sentinel, storm troopers and rough riders (although their competitiveness can be argued about) and quite many conversions ranging from mere weapon swaps to totally converted rough riders. If I ever tried to invent a name for this army, it would have something to do with lizard cavalry and tanks.

Here's my army in its spectacular glory!



Hq

CCS: 2 plasma guns, medic, regimental standard, plasma pistol, chimera 190

Primaris psyker 70

Elites

Marbo

5 Stormtroopers: 2 meltaguns 105

Troops

Veteran squad: 3 grenade launchers, harker 140

Veteran squad: 3 meltaguns, chimera 155

PCS: 3 flamers, power weapon, chimera 110
PIS: Plasma gun, lascannon 85
PIS: Plasma gun, lascannon 85
PIS: Plasma gun, lascannon 85

PCS: 4 grenade launchers, power fist, chimera 120
PIS autocannon, grenade launcher 65
PIS autocannon, grenade launcher, commissar w/ power weapon 110

Fast attack

Armoured sentinel: plasma cannon 75

10 Rough riders 105

Heavy support

Leman russ battle tank: heavy bolters 170
Leman russ demolisher: heavy bolters 185

1855<- it's over by 5 points but I think my opponent will understand.

And here's my opponent this time, simple but strong:



Nightbringer 360p
Lord100p-resorb40p-gaze of flame15p-chronometron10p 155p

Warriors18pX10 180p
Warriors18pX10 180p
Warriors18pX10 180p

Destroyers50pX4 200p
Scarabs12pX5 60p

Monolith 235p
Monolith 235p
Tomb spyder 55p


Well, obviously the outdated necrons have the odds against them but 2 monoliths deep striking could ruin my game, especially in an objective game. Another possibility is that my opponent uses his monoliths to shield his army but I doubt he tries that when he's up against 3 BiD'd lascannons and a demolisher cannon, this all of course assuming I go first.

I'm also thankful that I'm not facing the deceiver. If I get those monoliths down early on with lucky lascannon shots and concentrate all other fire to the C'tan and destroyers, I think I'll survive. I don't think the scarabs pose much of a threat as they will bounce off my tanks or screen.

What do you think will happen? The mission etc. has not been rolled for yet so please comment if you think there are certain conditions for one side to win.

This message was edited 2 times. Last update was at 2011/03/19 19:00:47


 
   
Made in us
Loyal Necron Lychguard






If he took d.fields on the scarabs, I'd worry about it. Otherwise, they're a tarpit tactic. Though better against guard than SM I'd imagine.

No phase shifter on the lord, no immortals, I imagine this is going to be a fairly easy win for you as he has no real tough ground units (other than the night bringer which can be avoided pretty easily).

Not a list I'd take, personally. But who knows, he might pull off some spectacular rolling. Just don't let the nightbringer get in CC with your guys. He'll probably try to use him to pop your vehicles too (str 9 24" assault 1 shot).
   
Made in fi
Irked Necron Immortal





Necron Tomb somewhere in Scandinavia.

Necrons win! No, seriously I have no chance to win against ig with crons! Chronometron and gof wasted! Have no Immortals cos dont have! I hate metallic figures. Usually use some warriors to field em. Still I think that Zaephyr will have big job to deal with my liths and nightbringer. There can be my chance...

''Their number is legion, their name is death.'' 
   
Made in us
Loyal Necron Lychguard






Hey, I hate metallic figures also and I know that immortals are expensive (money wise) but always doing proxy gets old. Regardless, only having a couple of models that won't get ID'd by Str 8+ against guard means you're going to have to either clump your warriors close to your lord (which wont' work for long) or keep them in cover 100% of the time (which probably won't be feasible). Hoping that 3 models in your army will be able to carry your entire force is a huge gamble especially since I'm sure that he will have many things that will hit the nightbringer 50% of the time, wound on a 4 or 3+, then you have a 50/50 shot of saving it (granted this is all based around if he has LOS or not of course).

I'd say to reserve the warriors but that's like half your force right there so it's a tough call.

The other reason you *should* have immortals is because of the Assault 2 24" weapon as opposed to the rapid fire of warriors.

But hey, good luck with the game and I'm looking forward to the bat rep.
   
Made in fi
Hooded Inquisitorial Interrogator






Yep, we got our game played and I decided to make this battle report with more pictures and less text.

I began the game with rolls like these: 1,1,2,1, which meant that we got seize ground with 3 objectives, my opponent got to place the first one, the deployment was pitched battle and that he got the first turn.

The necrons deployed thusly (one squad of warriors and a monolith was left in reserve with the monolith deep striking):


So now that I got something to actually think about, I think it's time for some tactical assessment. So the necrons are not obviously using the monoliths to shield them, which means I have to prepare for some portal shenanigans. The monolith and nightbrinder took central positions which allowed them to react to whatever would happen. They are both very slow models so one has to be careful with their positions. This meant that I couldn't get to the squishy warriors without having a monster in my face. I have no idea why the scarabs were deployed so far back because he had the iniative. I would also have to put a great deal of my army to my right because that black objective simply had to be assaulted. You can just see the red objective behind the middle ruin while the green one is behind that white cardboard ruin. The destroyers were hovering the ruins behind the monolith.


Then I deployed very widely, trying to use those ruins to gain cover to my best ability. My demolisher faced the monolith as it had the best chances of destroying it. I did a mistake by deploying it so close because the particle whip would reach it after the monolith moved. Since concentrated fire achieves something I also put two lascannon squads to the left of the demolisher with clear line of sight to the monolith.

My left spearhead was the two chimeras. They contained the grenade launcher command squad and my psyker and the other was empty. It's pretty obvious were they were going. I chose them to took on the destroyers as they had lots of str6 shots. In the middle I put my blobbed autocannon squads, the third lascannon squad and my CCS. The synergy which these units give each other was just superb: re-rolls to morale, BiDs and general protection against any units the enemy has to throw against them.

My right spearhead consisted of the flamer command squad and the melta veterans in their chimeras. They were supported by my sentinel, infiltrated harker and my leman russ. Note that the leman russ battle tank has a clear sight to the necron lord's squad. All in all I was ready to take on every threat. Oh yeah, I left Marbo, airborne assaulting storm troopers and rough riders in reserve.

My series of bad rolling took a surprising twist as I seized the iniative after proclaiming it loudly.Yeah!

Imperial Guard turn 1:


So my might trudged forward. All of my units took either defensive positions behind ruins or each other or positions with clear sight to the enemy. Harker's devils were the only infantry units to move forward and this only to get the grenade launcher ready to lob.

My company commanders ordered the lascannon squads to let their projectiles loose! The results were _very_ destructive. First lascannon immobilised the monolith. The next one destroyed a weapon. Then the demolisher added to the fire and also penetrated the metal monster, damaging another gauss flux arc weapon. I did not even need those re-rolls and I got 3 hits and all 3 of them penetrated. That's how you're supposed to take the iniative. The blob squad found out that the star god's necrodermis wasn't that strong and took two wounds off the beast. The right half of my army could only manage trivial casualties with the battle cannon drifting off the table and other weapons generally failing to wound. One necron warrior stayed dead after we'll be back rolls. A good turn all in all!

Necron turn 1:


The monolith couldn't move anymore so the middle force slogged forwards. The scarabs relied on their 2+ cover save and turboed in some ruins, threatening my blob. All these units ran a bit.
The warrior squad near the black objective took some potshots at my meltavet chimera and shook it.


The necrons on his right had better luck and the only one that was facing the side armour of the lead chimera penetrated 3 times after futile cover saves and exploded the vehicle. I was lucky for it to be the empty chimera. At this point I also realised that spidey was on the table too. The monolith could not even glance my demolisher though it hit.

Imperial Guard turn 2:



My flamer vets went ballsy and defied the C'tan's powers. I saw a great opportunity to get rid of the fast and durable scarabs and put my templates on them. Their courage proved to be useful as the scarab cloud disappeared from sight. Meanwhile my rough riders and Marbo appeared. Marbo came forth from the destroyers' shadows. My rough riders did not want assault the nightbrinder yet as it could survive (I did not remember the etheric tempest rule at this point).


My shaken meltachimera took a position to attack the nightbringer next turn. My demolisher backed away from the monolith and got ready to blast those warriors. The rest of my army either remained in place or shuffled around a bit to get better shots.


All of my shooting (demolition charge, pieplates, harker, chimeras) dropped 9 warriors in total. The lord's resurrection orb really was worth its points. All of the destroyers would have died but I advised my friend to go to ground and it paid off as one destroyer remained, although pinned. By the way, can a pinned unit go through the monoportal to get re-rolls to wbb rolls? I couldn't wound the nightbringer at all with my blob this turn.


These guys have reaped impressive amounts of high-value targets, especially deathwing terminators. These valiant knights have however had bad luck against 'crons with gaze of flame and lightning arc... thankfully now the enemy only has gaze of flame.

Necron turn 2:


Anyone could have guessed the fate of my perhaps foolhardy command squad, needless to say, they got eaten. And their chimera got shaken by gauss weapons.


The rules question did not matter this turn as all 3 destroyers got back up on their own and so opened the gate for this necron squad which only lost 1 model after all. Not much happened this turn because the monolith was out of range, the destroyers were pinned and the tomb spyder couldn't reach Marbo.

Imperial Guard turn 3:



I committed my last reserves and decided to use them to help me get that necron objective. They deep struck on target. They stormtroopers themselves only killed one necron but Harker's squad, leman russ and sentinel pounded them to the point they had enough and phased out on double sixes.



Other units moved forward again except for the shaken chimera which got closer to Harker, ready to pick them up. And so to the main objective of this shooting phase... The C'tan was felled with the first bring it down shots. Apparently a C'tan's only weakness is autocannon rounds (my opponent failed all 5 invulnerable saves he got to roll). My demolisher shot at the lord's squad and dropped one while on the left flank my psyker and his grenade launching friends killed all four destroyers again. This turn there was some seriously bad rolling by my opponent. To add insult to injury, Marbo charged the tomb spyder and wounded it once while the construct couldn't land a blow.


Now I know what the rule "fearless" means.


End of the top of turn 3. It looked very bad for the necrons with only Lord attached to a warrior squad, immobilised monolith and badly beaten spyder on the table. However, there was still a surprise in the darkness of a tomb world.

Necron turn 3:


Monolith arrived and scattered in a ruin. It took some time to find out what actually happened. I just couldn't say that the ground level's wall was impassable so roll for mishap and instead we counted the monolith as deep striking onto the ruin. The model couldn't fit on the small floor so we just left it on the ground (please remember that when you look at the following pictures. The monolith often changes place.). Skimmers can only be placed on ruins if they can be physically placed on it but here the monolith deep struck. It also couldn't move vertically because the model can only move 6" which means after two floors there's not any movement left for horizontal movement. Remember that impassable wall on the ground level. It's like the game glitched right there. What's your opinion on this?


The reserved warriors came out too but had to disembark from the other monolith and so they moved towards the objective.


As did the other warriors.


Marbo my man survives yet another turn in close combat and hit&runs away.

Imperial Guard turn 4:


My right spearhead moved on as planned.


The rest of my army closed in on the newly arrived warriors.



My shooting was however very dismal with both of the leman russ blasts scattering away.


Which is why Marbo challenged the spyder again, this time poisoning it to death.

Necron turn 4:

Both warrior squads moved closer to the objectives and did nothing with their shooting. The derp struck monolith immobilised the leman russ battle tank.

Imperial Guard turn 5




Okay, time for the final mop-up. Harker's newly acquired chimera parked on the black objective and the melta vets sped towards the necrons and disembarked. The rough riders prepared for a long charge against the teleported necrons. Marbo and my primaris psyker also came to ensure their destruction.



The diminished warrior squad wiped the meltaveterans who charged them. They actually weren't allowed to do charge in the first place.



The necron forces were about to phase out.

Necron turn 5:


The last necrons on the table after WBBs. This was not quite enough as they phased out, granting me a wipeout.



Endgame.




I also had all 3 objectives in my firm grasp as if phase out wasn't enough.

So, it was a fun game although I had superior luck to the necron player's abysmal luck. Seizing the iniative, penetrating the monolith 3 times with 3 shots and annihilating the C'tan really made this game somehow one-sided. I would have wanted a bit more challenging game with my finished army but for the most part we had good time so it doesn't really matter. I simply have to challenge the necrons again!

This message was edited 10 times. Last update was at 2011/03/20 19:36:00


 
   
Made in us
Loyal Necron Lychguard






Yes you can port a pinned squad but they remain pinned. Also as for the monolith on the building, it can move down as skimmers "go over" terrain and don't count height for movement amount like infantry do. It's just extremely rare for a monolith to be able to "go over" terrain due it's massive size. So, he would have had to do dangerous terrain tests each turn he was in the building. Also, if you can't place a model where it landed, it's destroyed (IIRC). Oh, and the monolith still follows the DS mishap table when DS into terrain.

Sadly this was the outcome I was expecting. Good game though.

This message was edited 2 times. Last update was at 2011/03/19 20:16:33


 
   
Made in fi
Hooded Inquisitorial Interrogator






Thanks for your comment!

Yeah, I agree with you on that portaling but I just can't find anything that tells me that skimmers ignore vertical movement. It does make sense that they can just change altitudes without their speed actually decreasing but I'm not really convinced.

He did roll for dangerous terrain when the monolith got onto the terrain and we followed the wobbly model syndrome rule when placing the model. I think its all about whether deep striking is movement because the vehicle couldn't have moved up there because it cannot physically be placed (p.83 "moving within ruins") but it still got there by deep striking. Also, you do not mishap unless it's impassable terrain. Damn those monoliths and their very puzzling special rules and dimensions!
   
Made in ca
Growlin' Guntrukk Driver with Killacannon





Owen Sound, ON. Canada

Excellent Bat Rep & sweet looking IG

Waaagh! Skarshak - Back after being lost in the Warp, an' ready to Krump sum 'eads!  
   
Made in us
Loyal Necron Lychguard






Zaephyr wrote:Thanks for your comment!

Yeah, I agree with you on that portaling but I just can't find anything that tells me that skimmers ignore vertical movement. It does make sense that they can just change altitudes without their speed actually decreasing but I'm not really convinced.

He did roll for dangerous terrain when the monolith got onto the terrain and we followed the wobbly model syndrome rule when placing the model. I think its all about whether deep striking is movement because the vehicle couldn't have moved up there because it cannot physically be placed (p.83 "moving within ruins") but it still got there by deep striking. Also, you do not mishap unless it's impassable terrain. Damn those monoliths and their very puzzling special rules and dimensions!


Oh right, impassable terrain. I don't have the rulebook on me but I believe the movement stuff is all under skimmer movement or something. I'm playin a game tonight actually so I'll try to remember to skim through my book and see where I can find it or something relevant. And deep striking isn't "movement" in the normal sense, it just makes models count as having moved.
   
Made in fi
Irked Necron Immortal





Necron Tomb somewhere in Scandinavia.

Damn it was fun game! When I failed my 5th inv. with nightbringer I lost my hope! I lost my hope when I realized that my opponent was IG too but I had my chances. I am quite experiensed necron player (about two years) but I have never seen any C'tan fail his all invunereable saves! I can only blame my luck! Still as I said, it was the funniest game I have ever have with necrons! Monoliths on top of the buildings? You can only imagine!

''Their number is legion, their name is death.'' 
   
Made in fi
Hooded Inquisitorial Interrogator






Skarshak wrote:Excellent Bat Rep & sweet looking IG


Thanks! I should take some time taking closer photos of them.

Jone96 wrote:Damn it was fun game! When I failed my 5th inv. with nightbringer I lost my hope! I lost my hope when I realized that my opponent was IG too but I had my chances. I am quite experiensed necron player (about two years) but I have never seen any C'tan fail his all invunereable saves! I can only blame my luck! Still as I said, it was the funniest game I have ever have with necrons! Monoliths on top of the buildings? You can only imagine!


Yeah, the C'tan went down too easily. If you had got super lucky with his rolls, he could have been amidst my line, wreaking havoc. But on the other hand, my blob squad could've tarpitted him a while. The game could've gone very differently if you had kept the iniative and got the second monolith wherever you wanted on turn 2. I think you should try a similar army but replace one warrior squad and tomb spyder with immortals and nightbrinder with deceiver. Even if you then got only 20 warriors, they could be left in reserve so that they may survive.


Automatically Appended Next Post:
Seems that something is wrong on Dakka because my report post looks like it's missing the first IG turn even though the bolded topic is there. I reread the beginning of the game and noticed that on the first player turn the text is about scarabs boosting etc. although the picture is the right one. But when I try to edit it the text is there, hidden from everyone but me?

The report is missing these lines (and a picture I guess):

So my might trudged forward. All of my units took either defensive positions behind ruins or each other or positions with clear sight to the enemy. Harker's devils were the only infantry units to move forward and this only to get the grenade launcher ready to lob.

My company commanders ordered the lascannon squads to let their projectiles loose! The results were _very_ destructive. First lascannon immobilised the monolith. The next one destroyed a weapon. Then the demolisher added to the fire and also penetrated the metal monster, damaging another gauss flux arc weapon. I did not even need those re-rolls and I got 3 hits and all 3 of them penetrated. That's how you're supposed to take the iniative. The blob squad found out that the star god's necrodermis wasn't that strong and took two wounds off the beast. The right half of my army could only manage trivial casualties with the battle cannon drifting off the table and other weapons generally failing to wound. One necron warrior stayed dead after we'll be back rolls. A good turn all in all!

Necron turn 1:

...

Even Dakka denies my abnormal luck...


*edit* Got it working after several tries. I still do not understand what happened but it's okay now.

This message was edited 2 times. Last update was at 2011/03/20 19:33:14


 
   
Made in us
Loyal Necron Lychguard






As an FYI, when the monolith deep striked (deep struck?) in it should have landed on the ground floor, not the top of the building. I was talking with my friend who is more knowledgeable on the game than I am and he was saying something to the effect of there is no accounting for vertical movement when deep striking [vehicles] into ruins. It should have been resolved as on the ground floor as close to it's landing point (or remove the ruin for the time but count it as still being there) as possible.
   
Made in fi
Hooded Inquisitorial Interrogator






I kind of felt like it should have been placed on ground floor but I just let him avoid a mishap (there was that impassable wall) because he was already losing. This did cause many problems but it didn't matter. Thanks for the info anyway.
   
 
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