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Made in jp
The Hammer of Witches





A new day, a new time zone.

Here's the battle report from the game I had this weekend.

Mission: Recon-Gamma.  1500 points.  Rolled for Dawn/Dusk, and got dusk, then forgot about it.  It probably didn't matter, since there was only one unit shooting in the last round, and it was from rapid fire range. Everything else was assault.

My oppenent's list is just out of memory. It was an Ultramarines successor called the 'Unlimited Marines,' and had a wicked Purple and Silver paint scheme.

1 Master
4 Command Squad
      
1 Librarian
4 Command Squad
      
1 Dreadnought
Assault Cannon; Dreadnought CCW; Storm Bolter

7 Tactical Squad (Alpha)
1 Sergeant

7 Tactical Squad (Beta)
1 Sergeant

7 Scout Squad
1 Sergeant

9 Assault Squad
   1 Sergeant

7 Devastator Squad
1 Sergeant

There was also a Chaplain in with the Tac Beta, but I'm not familiar enough with how they work to tell you how he got there.

Risen of Auchrist (Necrons [Me])
1 Lord
   WarScythe; Resurrection Orb; Veil of Darkness

10 Immortals
   Gauss Blaster

10 Warriors (Alpha)
   Gauss Flayer

10 Warriors (Beta)
   Gauss Flayer

10 Scarab Swarms

4 Destroyers
   Gauss Cannon

2 Wraiths
   Claws

1 Monolith
   Gauss Flux Arc; Particle Whip; Power Matrix
   1 Power Matrix @ [0] Pts

Here is a picture of my Monolith.  It is very shiney.


I lost my pen, and so didn't write this report as it happened, and am reconstructing it based on memory.

Deployment was on a scenario heavy table. Remembering what happened my last game, I deployed my Monolith out of sight behind a building.  In fact, that building was were just about all of my forces ended up huddling, as I pulled a refused flank, leaving another ruined building and several patches of debris shielding my forces from the bulk of his.  He had tactical squad Alpha all by it's lonesome on the left side of the aforementioned building, and the Devastator Squad positioned on it's second floor, with a commanding view of the battlefield.  All the ruins were difficult terrain, so anything that wanted to assault the Devastators would have to get into the building, then make a 6 on their terrain check, if they wanted to make it the five and a half inches up to the second floor.  Or so he thought.

His scout squad infiltrated into the ruins in the center of the table.

I got first turn.

Necrons Turn 1: I turbo boosted my Wraiths and my scarabs out of the building they'd been lurking in, and into the area terrain ruins to the left of the building where the Devastator squad was holed up.  My opponent expressed surprise, as 12 models suddenly crowded a formerly vacant corner on his side of the table.  I then teleported the Lord and Immortals, dropping them dead on behind Tac Alpha (the building was narrow enough that reinforcements could've gotten around it in about a turn, so it must not've seemed so isolated, before all my buddies showed up).  The rest of my forces advanced around the corner of the ruins they'd been sheltering behind, keeping themselves shielded from the rest of the Marines, save for Warriors Beta, which broke left, to make it difficult for those scouts if they tried to sneak into my deployment zone.  I lined up the Destroyers for a shot on the Devastator squad, but then changed my mind in the shooting phase, and had them go after the tac squad. After taking fire from my Immortals and Destroyers, Tac Alpha was down to 2 models, which broke and ran.

Marines Turn 1: The squads on the other side of the building beat feet to try and get to my Lord and Immortals, but couldn't quite make it, and only a few members of the Assault Marines were able to get LoS past the corner of the building. Between them and the Devastator Squad firing out of holes in the walls, four Immortals were knocked down (and only one got back up later).  The two fleeing marines regrouped and came back for more.
=====================
Necron Turn 2: Deciding to bow out of the Marine's promised fracas, Lord teleported out of there. An icky scatter roll almost carried him into terrain, but he and all the remaining Immortals made it safely.  They then shot the pants off those last two marines.  The Monolith ponderously lumbered forward, and I realized what a mistake I'd made by not deep-striking it.  It might not be in any danger, but I realized it was too far back to be of use to my engaged troops, or put its weapons into play until late in the game.

The Destroyers fired at the Devastator Squad, to murderous effect.

The Assault phase worked just like I hoped it would.  12 inches was more than enough to get both my Scarabs, and my Wraiths into the building, and since neither was subjected to difficult terrain checks, they had no problem bum rushing the second floor and the Devastator Squad.  My opponent was betrayed by his dice, and between the two units, the Devastator Squad was slaughtered.  Getting a 6 on the consolidate roll, my scarabs retreated to the first floor.  Only getting a four, my Wraiths chilled on the second. I declared this building to be the Necron House, and ended my turn.

Here is the scene just before the last two marines gets pantsed.  You can see my Wraiths and Scarabs in the foreground, the cluster of Immortals right in front of the Destroyers, Warriors Alpha behind them, the 'lith peaking out from behind the building, and Warriors Beta off on the very right.


Marines Turn 2: Unfortunately, the second floor was missing almost the entire side wall facing out over the Unlimited Marines' forces, leaving my Wraiths wide open to their nougat filled vengeance, Everything else he had on the board marched towards the building, and blew my Wraiths from here to Jigoku and back again.  Only the Assault marines were in a position to attack my Scarabs, and although a flamer was used to good effect, getting a +1 to my cover save rendered the bolt pistols ineffective.  Deciding that even with WS 2, assaulting my scarabs in cover would be too much of a risk, he refrained from Assault.
=====================
Necron Turn 3: I decided that things were getting a little too hot and told me opponent if he wanted the building so bad, he could have it. I then turbo boosted my scarabs back into the ruins they'd come from (and shortly realized that this was a bad idea; I'd intended to have them in my opponent?s deployment zone for scoring purposes, but Scarabs aren't worth that much, and they would've been put to much better use using their ability to zip through dangerous terrain to assault those pesky scouts).

I positioned the Destroyers to start shooting up the Assault Squad. Although that left them in charge range, I didn't fear reprisal, since to charge them would've put them right in the line of fire of one of warrior squads, and I would've pulled the Destroyers out of combat with the Monolith.

The massed firepower of the rest of the marines was worrying me, especially that Donkey Cannon dreadnaught, and I decided to take a big risk, teleporting my Lord and Immortals in behind it, shooting it up, and then hopefully living long enough to teleport back out again.  My dice failed me spectacularly on the scatter. My Lord survived, barely, but I lost five out of six Immortals. I made the best of what I had, plinked at the Dreadnaught, then charged.  My Warscythe came through, getting a 15 on the penetrate roll, and a 5 on the Penetration table. I got a six on my consolidate move, which let me move my Lord into BtB with the Unlimited Marines Commander, which at least saved me from being the target of vast amounts of shooty wrath.

The scouts had one model within range of my Particle Whip, but I maxed on the scatter roll, missing the entire unit by a good six inches.

Marines Turn 3: No shooting this turn. The Assault marines skulked around, sneaking towards my side, as I'd predicted.  Tac Beta cut around the back of the house of carnage.

In the Assault phase, the Master would not stop rolling sixes, and my Lord got wasted before he could do anything.  My Immortal managed to hold on though.
=====================
Necrons Turn 4: I advanced Warriors Alpha into the terrain where the Scarabs were chilling, intending to have them in the deployment zone as well.  Warriors Beta moved to intercept the scouts, as they were getting ready to rush by edge of the table.  My Destroyers fell back, and shot at the Scouts, to minimal effect.

During my assault phase, my last Immortal got squished, bad.

Marines Turn 4: Once again, no shooting.  Tac beta had no LoS to my Warriors or Scarabs in the ruins.  The rest of his army was on the far side of the board, with a great deal of terrain between him and me, and advanced without being able to see anything.  Tac Beta cleared the side of the building and advanced in maximum coherency distance to minimize the particle whips my opponent knew was coming.
=====================
Nercron Turn 5: Getting a 6 on my difficult terrain test, I moved the warriors out of cover to confront the Tac squad.

The Monolith dropped a particle whip on the tac squad, scoring a solid hit, and subjecting the Power Fist sarge to an AP 1 Instant kill hit.  There was now nothing left in his army that could hurt my Monolith. Too bad it wasn't in any position to capitalize on that.

Warriors Alpha rapid fired on the tac squad next, bringing it down to about half strength.  Warriors Beta advanced and rapid fired on the scouts, taking down all but two.

My Destroyers drifted a bit, and fired at the assault squad, bringing it down to half.  I blundered though, because not only were they within assault range, but that assault would also leave the marines in my deployment zone.

Space Marines Turn 5: Tac Beta advanced, and then assaulted my foolishly too close Warriors, but only inflicted one casualty (who stood up again the next turn). The assault marines fired on my Destroyers, knocking down one, then charged, knocking down two more in the subsequent assault. The last one made his morale check, despite being outnumbered 5-1, and all three got back up next turn.  The scouts regrouped and shot at Warriors Beta, but did nothing.
=====================
Necrons Turn 6: I teleported Warriors Alpha out of close combat, and then rapid fired the tac squad, but did nothing.  The Gauss Flux Arc fizzed and sputtered at the tac squad, killing one marine.  My other warriors killed the last two scouts.  My Destroyers did nothing in close combat, and suffered one casualty.

Space Marines Turn 6: The tac squad shot up by warriors, but overall did very little. The master and his retinue continued their advance across the board, but were too far out to get anything done.  The Assault Marines inflicted two more casualties on my Destroyers, but once more the last one held, and the game drew to a close.

In the end, my opponent won by 176 points, giving him a solid victory.  At least this time I didn't even come close to phasing out.

Comments, crticisms, cookies?


"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in us
Been Around the Block




I love phase out.
   
Made in us
Longtime Dakkanaut




two things:

I'm not sure how he had a chaplain, and if he did what it did in the battle (there was no mention of it after the list).

Second, did you charge after using your veil? I was under the impression it was deep strike, and so no assault move.
   
Made in jp
The Hammer of Witches





A new day, a new time zone.

I'm not sure how he had a chaplain, and if he did what it did in the battle (there was no mention of it after the list).

The Chaplain tramped around with Tac Squad Beta, but didn't really contribute anything other than making them Fearless while I was shooting them up.  I didn't realize that he had three HQ choices in his army until when I started writing up the report, although given that he was geared up for CC, the Librarian didn't contribute much to the battle either.

Second, did you charge after using your veil? I was under the impression it was deep strike, and so no assault move.

Nope.  My Immortals teleported and shot, which combined with the Destroyers, dropped Tac Alpha down to two models.  Then they teleported back out again on turn two.


"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

"I decided to take a big risk, teleporting my Lord and Immortals in behind it, shooting it up, and then hopefully living long enough to teleport back out again. My dice failed me spectacularly on the scatter. My Lord survived, barely, but I lost five out of six Immortals. I made the best of what I had, plinked at the Dreadnaught, then charged. My Warscythe came through, getting a 15 on the penetrate roll, and a 5 on the Penetration table."

This was an illegal charge, but since you opponent had 3 HQ choices, I think it was fairly balanced


"I then turbo boosted my scarabs back into the ruins they'd come from (and shortly realized that this was a bad idea; I'd intended to have them in my opponent?s deployment zone for scoring purposes"

I might be wrong but I don't think Scarabs count as scoring units.

Other than that, good game.


Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in se
Tough-as-Nails Ork Boy




Sweden

You can´t Turbo-Boost through difficult terrain, to me it seems you did..? (out of-, into- buildings and stuff?)

Otherwise, a good readwith beautiful pics! I really like your terrain!
   
Made in jp
Fate-Controlling Farseer





Fort Campbell

Your allowed to have 3 HQ units like that with Marines, just not in the set up that he had. That Chappy would have had to bummed around with the Lib or Commander in order to be legal.

Full Frontal Nerdity 
   
Made in jp
The Hammer of Witches





A new day, a new time zone.

Posted By Wolf Lord Duregar on 02/21/2006 5:26 AM
You can´t Turbo-Boost through difficult terrain, to me it seems you did..? (out of-, into- buildings and stuff?)

Otherwise, a good readwith beautiful pics! I really like your terrain!

As I mentioned elsewhere in the report, both Scarabs and Wraiths have special rules that let them ignore difficult terrain.  That's why I had them zipping through ruins and running around all over the place, and not having to worry about rolling a 6 on a difficult terrain test in order to assault up to the 5.5" up 2nd floor.

As for the terrain, extend your thanks to the GW staff, Tokyo Branch.  It's the GW employee who runs the monthly Battle Holidays who brings all the good ruined building scenery every month.

This was an illegal charge, but since you opponent had 3 HQ choices, I think it was fairly balanced [Tongue]

Oops... I was still off kilter from that disastrous teleport in and forgot about that.  My oppenent either forgot too, or just let me have it.  Wow, that means even without loosing most of my squad to bad placement, that was a really dumb idea.
I might be wrong but I don't think Scarabs count as scoring units.
Oh bother.

The codex entry said that they can't capture quarters, hold objectives, or count in Meat Grinder missions; but when we were dchecking what units were where, it didn't occur to me that they wouldn't count, as I was noting that they were the only unit I had in his zone.  Well, subtracting them still would've left him with a solid victory, so...
Your allowed to have 3 HQ units like that with Marines, just not in the set up that he had. That Chappy would have had to bummed around with the Lib or Commander in order to be legal.
The Librarian and the Master were both tooling around with command squads, while the Chaplain was off on his own with Tac Beta.  Mistakes were made all the way around. I'm not sure how long my oppenet has played Marines, but this was only my third game with Necrons (they're my newest army, and I only get to play a game or two a month).

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

You'll find that rear armor isn't so important with the Necrons. Volume of fire usually scores a few 6's on the penetration roll. V.o.D. to safe places with your immortals, I usually try to land in Difficult terrain, if I'm going to be anywhere NEAR my opponent's troops, that way I can actually strike first, or at least simultaneously if I get charged; And having a cover save available is always nice.


Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in se
Tough-as-Nails Ork Boy




Sweden

As I mentioned elsewhere in the report, both Scarabs and Wraiths have special rules that let them ignore difficult terrain. That's why I had them zipping through ruins and running around all over the place, and not having to worry about rolling a 6 on a difficult terrain test in order to assault up to the 5.5" up 2nd floor.
Are you sure? I though that only was when you´re moving normally. What says they can Turbo-Boost through difficult terrain?
   
Made in jp
The Hammer of Witches





A new day, a new time zone.

They're specific rules say that they don't have to make difficult terrain tests, when moving through difficult terrain (Wraiths can even pass right through impassable terrain).  IIRC, under the turbo-boosting rules, if you enter difficult terrain, you make a difficult terrain test and treat the results as if it were dangerous terrain.  Since neither unit has to take a difficult terrain test, neither had to worry about loosing models to 1s.

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in us
Bonkers Buggy Driver with Rockets




Da Southern New Hampshire!

All game it sounded like you kicked his ass, how did he manage to win?

If at first you don't succeed, you fail. 
   
Made in jp
The Hammer of Witches





A new day, a new time zone.

For scoring, at turn six, I'd earned victory points for the:
Devastator Squad,
Tac Squad Alpha
Dreadnaught
Scouts
Scarabs in the Deployment zone (which was a mistake)

My oppenent on the other hand, got points for:
Assaut Marines in my deployment zone
10 Immortals,
200 point Lord

That's about 700 vp to my 500.

I had a strong start, and for the most part, I was dicatating the terms of engagement throughout the course of the game.

However the loss of my Lord and Immortals netted him nearly five hundred victory points, whereas all that I got out of it was about 75 for the Dreadnaught. Tying up my Destroyers in HtH got his Assualt Squad into my deployment zone, and since I had nothing available to teleport them out, I had no way to get rid of the Marines before the game ended. If I'd sent the scarabs after the Scouts, I would've had Warriors Beta shooting at the Assualt Squad as well as the Destroyers, which most certainly would've reduced them to below half strength before they hit my deployment zone.

If I'd left Warriors Alpha in the ruins, and moved them away from Tac Beta, it probably would've been impossible for the Marines to get into assault with them, and I would've been able to still shoot with them, getting a crossfire going with my Monolith. The points I would've gotten by having a unit of warriors in my oppenent's deployment zone alone would've resulted in the game being a draw.


"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in se
Tough-as-Nails Ork Boy




Sweden

Posted By Bookwrack on 02/21/2006 5:49 PM
They're specific rules say that they don't have to make difficult terrain tests, when moving through difficult terrain (Wraiths can even pass right through impassable terrain).  IIRC, under the turbo-boosting rules, if you enter difficult terrain, you make a difficult terrain test and treat the results as if it were dangerous terrain.  Since neither unit has to take a difficult terrain test, neither had to worry about loosing models to 1s.
 
No, you can´t even enter difficult terrain when you Turbo-Boost. And I see nothing in the Warith´s rules that overrides that..? I might start a thread in YMDC, would be nice to get the RAW on it, sorry for cluttering up your nice battle report here...


   
Made in jp
The Hammer of Witches





A new day, a new time zone.

Well crud, looks like between flipping through the rules for Wraiths and Scarabs, Jet bikes, and Turbo boosting, I got more things mixed up (for example, Wraithflight lets Wraiths zip right through area terrain, and the ruins were all designated area terrain, so I didn't stop to think that they couldn't turbo boost through them.

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

I saw a thread like this on Dakka somewhere; The consensus was that anything that moves like a jet bike can actually T.B over terrain so it effectively ignores it, unless it ends in it, which is illegal. However Wraiths "regard no terrain as impassable and never have to make difficult terrain tests." (necrons pg.19) So they can logically be excused from the TB restrictions, but there is now specific RAW saying "Wraiths can end their TB move inside Difficult terrain." Scarabs "May move through Difficult terrain with no need to take a test." (necrons pg.19) So they too by the same logic may end their TB move inside DT. The choice is up to the player and his opponents, or the Tournament organizers.

Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in se
Tough-as-Nails Ork Boy




Sweden

Ok, thanks. GW should have adressed it in the FAQs (like som many other issues...) since there were no turbo-Boosting when their Codex were written.
   
 
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