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Necron Fandex Playtesting Battle Report 1

Intro

This a battle report design solely to compare the necron codex proposed by Nurglitch. I have taken two near identical forces of necrons one using the codex the other using Nurglitch’s rules. The only difference is that I have included two nobles (units Nuglitch created) and account for their presence by provided the codex necrons another unit of warrior (the part of the nobles will be played by pariahs).

Rules

Nurglitch’s Rules:

http://www.dakkadakka.com/dakkaforum/posts/list/323489.page

Codex: Necrons
Being wishful thinking about how the next edition of Codex: Necrons might look.

Army Special Rules
The Necrons have several army-wide special rules, or rules shared by several units.

We'll Be Back
Casualties from We'll Be Back units are placed back in reserve. We'll Be Back units that fail Morale checks are placed back in reserve. Once an entire We'll Be Back unit is placed back in reserves, the controlling Necron players must make a reserve roll for it as if it had been placed in reserves at the beginning of the game. However, We'll Be Back units returning to the board can only do so via Necron Power Icons. If there are insufficient Necron Power Icons for We'll Be Back units returning to the board, then excess units of the player's choice are destroyed.

Necron Power Icon
Each turn a single Necron unit arriving from reserves may treat a friendly model with a Necron Power Icon as their home board edge.

Construct
Constructs are mindless automata, rather than entombed Necrontyr. As a consequence, units with the Construct rule are both Fearless and cannot be joined by Independent Characters with the We'll Be Back rule.

Wargear List
Necrons employ an extensive arsenal of wargear, from simple razor-edged metal Claws, to the horrific Gauss weapons. Sometimes they employ even more esoteric technologies, displaying their mastery of space-time.

Close Combat Weapons
Claws
Models with claws count as having a normal close combat weapon.

Disruption Field
Models with a Disruption Field count as having rending attacks in close combat.

Khopesh
A Khopesh is a Power Weapon.

Warscythe
A Warscythe is a Power Weapon that also ignores Invulnerable Saves. It cannot be used with another Close Combat Weapon, though it can be combined with a Disruption Field.

Staff of Light
A Staff of Light is a Power Weapon and once per game may count as a Solar Pulse. It cannot be used with another Close Combat Weapon, though it can be combined with a Disruption Field.

Ranged Weapons
Particle Whip
Rng24" S9 AP2 Ordnance, Large Blast

Particle Projector
Rng36" S9 AP2 Heavy, Blast

Gauss Flux Arc
Rng12" S4 AP1 Heavy D6 per unit within range

Gauss Flayer
Rng18" S4 AP1 Assault 1

Gauss Blaster
Rng24" S6 AP1 Assault 1, Twin-Linked

Gauss Cannon
Rng24" S6 AP1 Assault 2, Twin-Linked

Heavy Gauss Cannon
Rng36" S8 AP1 Heavy 2

Armour
Infiltrator Chassis
Provides an Armour Saving throw of 4+

Standard Chassis
Provides an Armour Saving throw of 3+

Immortal Chassis
Provides an Armour Saving throw of 2+

Destroyer Chassis
Provides an Armour Saving throw of 3+, allows a unit to count as a Jetbike unit for the purposes of movement.

Wraith Chassis
Provides an Armour Saving throw of 3+, allows a unit to count as a Jetbike unit for the purposes of movement, and follows the rules for having a Phase Shifter.

Other Equipment
Gaze of Flame
Meeting the eyes of the Necron bearing the Gaze of Flame is see into the soul of something that has watched the galaxy burn for millions of years, that time itself cannot conquer. The Necron and any unit it joins count as having Defensive Grenades. In addition, it may be used in the Shooting phase as a Template weapon with S5 AP4 Assault 1.

Solar Pulse
A Necron with a Solar Pulse can generate intense blasts of photons, blinding all those who would dare look into its corona. Instead of shooting, a Necron bearing a Solar Pulse may use it to inflict the Night Fighting rules on an enemy unit within line of sight. Neither Searchlights, nor Acute Senses, nor Blacksun Filters can aid a unit against a Solar Pulse as it overloads sensory systems, rather than taxing their acuity.

Nightmare Shroud
A Necron with a Nightmare Shroud can cast a pall of madness and fear on everything around it. Instead of shooting, a Necron bearing a Nightmare Shroud may activate it. Activation causes every enemy unit within 12" of the Necron to take a morale test. Fearless units must instead take a pinning test, despite normally being prohibited from doing so.

Lightening Field
Thanks to the crackling lightening field around the body of the Necron bearing this potent ward, the Necron and any unit it has joined gain an invulnerable save of 5+, and count as having Assault Grenades.

Phase Shifter
A Phase Shifter allows a Necron step out of phase with reality and back, its form stuttering like a slow motion pict-reel. Bearing this item enables a model to ignore terrain and enemy models while it moves, though not when it stops, so it cannot stop inside of terrain besides buildings, or within 1" of an enemy model. They never take difficult or dangerous terrain tests. In addition a Phase Shifter confers an Invulnerable saving throw of 3+.

Resurrection Orb
A Resurrection Orb is a Necron Power Icon.

Phylactery
These devices override the Necron directive of self-preservation, providing the Necron bearing it and any We'll Be Back unit it joins with the Fearless rule.

Chronometron
These devices allow a Necron to bend the very fabric of space-time, allowing a Necron player to re-roll one reserves roll. Each additional Chronometron in play allows the Necron player another re-roll to a reserves roll.

Veil of Darkness
A Necron can use the Veil of Darkness at the start of the turn, whether it is locked in close combat or not. If the Veil of Darkness is used, then the Necron and any unit it has joined are removed from the board and then immediately returned using the rules for Deep Strikes as if the unit was coming in from reserves. Alternately, just the Necron bearing the Veil of Darkness can be removed from the board, and immediately returned using the rules for Deep Strike joined by a We'll Be Back unit returning to the board from reserves via We'll Be Back. Additionally the Veil of Darkness confers the Deep Strike rule on a Necron and any unit it joins prior to deployment.

Units Descriptions
Head Quarters
Name: Lords
Type: Infantry
Number: 1 per unit
Points Per Model: 100
Characteristics: WS4 BS4 S5 T5 W3 I4 A3 Ld10 Sv3+
Wargear: Standard Chassis, Claws
Special Rules: We'll Be Back, Stubborn, Independent Character
Options:
May be upgraded to have a Disruption Field (+15pts)
May have either a Khopesh (+15pts), Staff of Light (+20), or a Warscythe (+25)
May have either a Lightening Field (+40), a Phase Shifter (+25), or a Gaze of Flame (+10)
May have either a Solar Pulse (+20), a Nightmare Shroud (+30), or a Veil of Darkness (+40)
May have either a Resurrection Orb (+10), a Chronometron (+5), or a Phylactery (+10)
May upgrade its Armour to either an Immortal Chassis (+15), a Destroyer Chassis (+30), or a Wraith Chassis (+50)

Name: Nobles (1-2 units per HQ slot)
Number: 1 per unit
Type: Infantry
Number: 1 per unit.
Points Per Model: 80
Characteristics: WS4 BS4 S5 T5 W2 I4 A2 Ld10 Sv3+
Wargear: Standard Chassis, Claws
Special Rules: We'll Be Back
May be upgraded to have a Disruption Field (+10)
May be upgraded to have a Khopesh (+15), Staff of Light (+20), or a Warscythe (+25)
May have either a Lightening Field (+40), or a Gaze of Flame (+10).
May have either a Nightmare Shroud (+20), or a Veil of Darkness (+40)
May have either a Resurrection Orb (+10), or a Phylactery (+10)
May upgrade its Armour to either an Immortal Chassis (+10), a Destroyer Chassis (+20), or an Infiltrator Chassis and Skin (FREE).

Elites
Name: Necron Pariahs
Number: 3-9 Pariahs per unit
Points Per Model: 20
Type: Infantry
Characteristics: WS4 BS4 S5 T5 W1 I4 A2 Ld10 Sv3+
Wargear: Standard Chassis, Claws, Nightmare Shroud
Special Rules: We'll Be Back, Psychic Abomination (Psychic powers cast within 24" canceled on 4+, only one roll per psychic power)
May be upgraded to have Disruption Fields (+5 per model)
May be upgraded to have Gauss Blasters (+5 per model)
May be upgraded to have a Khopesh (+10) or Warscythes (+15)
May be upgraded to have Soulless Perfection (Counter-Attack, or Preferred Enemy) (+5 per model)

Name: Immortals
Number: 3-9 Immortals per unit
Points Per Model: 20
Type: Infantry
Characteristics: WS4 BS4 S5 T5 W1 I3 A2 Ld10 Sv2+
Wargear: Immortal Chassis, Claws, Gauss Blaster
Special Rules: We'll Be Back
May be upgraded to have Disruption Fields (+5 per model)
May be upgraded to have Khopesh (+15 per model)
May be upgraded to have Soulless Perfection (Counter-Attack, or Preferred Enemy) (+5 per model)

Name: Tomb Spyders (1-3 units per Elite slot)
Type: Monstrous Creature
Model Per Unit: 1
Points Per Model: 100
Characteristics: WS3 BS3 S6 T6 W3 I2 A2 Ld10 Sv3+
Wargear: Standard Chassis, Claws and also Claws.
Special Rules: Construct, Artificer (confers Feel No Pain to all units within 6"), Jet Pack
May replace one set of Claws with Particle Projector (+30) or Gauss Cannon (+20)

Troops Name: Flayed Ones
Number: 3-9 Flayed Ones per unit
Points Per Model: 15
Type: Infantry
Characteristics: WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv4+
Wargear: Infiltrator Chassis, Claws
Special Rules: We'll Be Back, Infiltrate, Deep Strike, Move Through Cover, Terrifying Visage (all successful hit rolls against them in the first round of combat re-rolled if they charge)
May be upgraded to have Disruption Fields (+5 per model)
May be upgraded to have Skin (Stealth) (+3 per model)

Name: Warriors
Number: 9-27 per unit
Points Per Model: 15
Type: Infantry
Characteristics: WS4 BS4 S4 T4 W1 I3 A1 Ld10 Sv3+
Wargear: Standard Chassis, Claws, Gauss Flayer
Special Rules: We'll Be Back
May be upgraded to have Disruption Fields (+5 per model)
May replace Gauss Flayer with Khopesh (+5 per model)

Name: Scarabs
Number: 3-9 Scarab Swarms per unit
Points Per Model: 10
Type: Jump Infantry
Characteristics: WS3 BS3 S3 T3 W3 I2 A3 Ld10 Sv5+
Wargear: Scarab Chassis (Sv5+), Claws
Special Rules: Construct, Swarm, Deep Strike
May be upgraded to have Disruption Fields (+5 per model)

Fast Attack
Name: Wraiths
Number: 1-3 Wraiths per unit
Points Per Model: 50
Type: Infantry
Characteristics: WS4 BS4 S5 T5 W2 I5 A2 Ld10 Sv3+
Wargear: Wraith Chassis, Claws, and more Claws
Special Rules: We'll Be Back
May upgrade one set of Claws to Power Weapons (+15 per model) or Warscythes (+25 per model)
May upgrade to have Phantom Menace (Hit and Run or Counter-Attack)(+10 per model)

Name: Destroyers
Number: 1-9 Destroyers per unit
Points Per Model: 50
Type: Infantry
Characteristics: WS4 BS4 S5 T5 W2 I3 A2 Ld10 Sv3+
Wargear: Destroyer Chassis, Claws, Gauss Cannon
Special Rules: We'll Be Back
May upgrade Gauss Cannons to Heavy Gauss Cannons (+20 per model).
May be upgraded to have Disruption Fields (+5 per model)

Heavy Support
Name: Monolith
Number: 1 per unit
Points Per Model: 200
Type: Vehicle (Tank, Skimmer)
Characteristics: FAV14 SAV14 RAV14 BS4
Wargear: Necron Power Icon, Particle Whip, Gauss Flux Arc
Special Rules: Ponderous (never faster than combat speed), Living Metal (-1 to Damage rolls, ignores Shaken and Stunned), Deep Strike, Crusher (any models under the hull upon a Deep Strike are moved out of the way rather than causing a mishap).

Name: Barque
Number: 1 per unit
Points Per Model: 150
Type: Vehicle (Tank, Skimmer, Open-topped)
Characteristics: FAV13 SAV13 RAV13 BS4
Wargear: Particle Projector
Special Rules: Living Metal, Capacious Hold (Can transport Swarms and Monstrous Creatures), Transport: 12 (up to 12 wounds worth of Necron models)

Name: Tomb Stalker
Number: 1 per unit
Points per Model: 175
Type: Monstrous Creature
Characteristics: WS3 BS3 S6 T6 W3 I2 A4 Ld10
Wargear: Two Gauss Blasters, Claws and more Claws, Disruption Field, Phase Shifter, Jet Pack, Necron Power Icon
Special Rules: Construct, Acute Senses, Hit and Run
May replace Claws with Warscythe (+25)

C'tan (0-1 per army)
Number: 1 per unit
Points Per Unit: 300
Type: Vehicle (Walker)
Characteristics: WS4 BS4 S10 FAV14 SAV14 RAV14 I4 A5
Wargear: Necron Power Icon, Nightmare Shroud, Particle Projector, Solar Flare (as Solar Pulse, but up to three different units at once), Gaze of Death (instead of regular attacks centre 5" marker over model, and all enemy models in close combat take S4 AP- hit), Warscythe, Disruption Fields, Phase Shifter, Chronometron, Jet Pack.
Special Rules: Living Metal

Army list



Game 1

Mission:

The two forces where drawn from my nercon army. The one using Nurglitch’s rules have red counter placed near them to help distinguish from each other which was played using the normal rules. I am playing both sides and placed a single objective. The game will last six turns with the army controlling the objective at the end being declared the winner. Armies are set up using the spearhead deployment with the object placed in the middle of the table.

Deployment

Nurglitch Nercons:

The army set up as close to the object as possible in the open, they all where placed with a Tomb Spyder in the center of their formation giving them a FNP save, they destroyers where set up to flank along the table edge. The lord joined the squad of 15 warriors, the two nobles where not placed with a squad, the flayed ones where held as reserves.


GWS Necrons:

Army set up hugging the table edge to avoid range of gauss weapons. A unit of 12 warriors, flayed ones and a tomb spyder took shelter behind an outcrop of trees. The other unit of flayed ones was held in reserve.


Turn 1

Nurglitch’s Necrons:

The lord used the veil of darkness to deep strike right in the middle of the opponent’s army. Both the destroyers and wraith use turbo to flank. The two nobles and tomb spyder walk towards the object (not having any ballistics they could of run but didn’t).





The lord’s unit had to choose between the tomb spyder or the destroyers. Deciding on the destroyers the 15 warriors killed both of them with their AP1 weaponry.

GWS Necrons:

The lord decided to duplicate the action used against its destroyers. The lord veils with its 15 warriors nearby the enemy destroyers. A shatter rule places them just an inch away from a mishap.


The rest of the army reacts to the lord and warriors that murdered the GWS destroyers.



The warriors that deep striked by the destroyers double tap them: 21 hits, 6 wounds, 1 wound (they have 2). The wood dwelling warriors all rapid fire at the enemy cluster in there midst: 18 hit, 4 wound, two dead. The wraith, tomb spyder, and flayed ones all assault the Nurglitch warriors. The end result of the combat is the Lord putting a wound on the tomb spyder and a flayed one killing a single warrior. Everyone piles in.


Turn 2

Nurglitch Necrons:

One unit of flayed ones arrived. They came off the lord and moved to engaged the squad of warriors sheltered behind the trees. The wraith moved to assist the lord with the GWS tomb spyder. The nobles and tomb spyder continue their stroll up to the objective, no need to run. The destroyers decided to plug shots into the squad that failed to slay them, they drop three of the warriors,


The destroyers assault the GWS lord and warrior squad, the wraith joins in against the tomb spyder, and the flayed one assault through the woods to attack the warriors there. The GWS tomb spyder losses its last wound and is destroyed, the warriors kills the GWS wraith and a flayed one. No wounds where dealt up the Nurglitch forces. The remaining flayed ones stand their ground. In the woods the Nurglitch flayed ones kill 3 necrons and lose one of their number to the 12 warriors. The combat between the Nurglitch destroyers and the GWS lord and warriors results in a wound on the lord and one on a destroyer, which removes it from the game. Every one piles in.


GWS

Reserves don’t show, a flayed one gets up, the three warriors downed by the gauss cannons don’t. Everyone is stuck in close combat. The GWS flayed ones manage to kill one of the warriors before they are wiped out. In the woods the Nurglitch Flayed ones kill three warriors and lose one of their number in return. The GWS warriors break and the flayed ones chase them down.



At this point I called the game as it seems to be little point in continuing.

Conclusions:

I wasn’t happy with this play test. I wanted to display how powerful the WBB and Power Icons where in a game and even made fairly foolhardy gestures by my units; the lord unit and destroyers where supposed to get wiped out after exposing themselves to showcase their WBB. It doesn’t work if the unit doesn’t die. I decided to play another game with the inclusion of a special rule for the express purpose of showcasing the WBB ability.

Game 2

Mission is the same as above with the addition of a special rule:

Targeted for Annihilation

Due to the success enjoyed by the Nuglitch necron I included this rule in order to display the WBB ability and the Power Icons. At the start of the GWS necron shooting phase they can use Targeted for Annihilation on any WBB non Power Icon unit. If a unit with a power icon joins a WBB unit then it is open season on the whole unit. The whole unit is removed as if it were destroyed entirely. Units in hand to hand can be targeted. What this does is it allows the GWS necron player to point to any necron unit that is not a construct or independent icon carrier and say you are dead at the start of their shooting phase.

Deployment:


GWS: Deployed in order to take advantaged of cover and range of their guns. Flayed ones infiltrated near to outcrop of trees to the sides of the Nurglitch necrons.


Nurglitch: All units where placed in a clump around the tomb spyder to receive FNP. The lord was placed with the warriors and the nobles where left outside a squad.


Turn 1

GWS:

The whole army spread out, the two units of flayed ones moved into their respective woods. The warriors in the woods take up a fire position by advancing through the woods. The Target of Annihilation was used against the 15 warriors and lord joined to them, so that unit disappeared. The destroyers fired their cannons against a squad of flayed ones and dropped two of them (feel no pain saved two of them).

Nurglitch Necrons

The whole army walks up 6 inches and the Nurglitch destroyers target their GWS counter parts and wipes them out.

Turn 2

GWS:

The GWS lord and his 15 warriors use the veil of darkness to appear in front of the Nurglitch nercon force, they scattered closer to their target, but it worked out for what they intended. The units of flayed ones moved through the woods to get into range of the nobles, a GWS wraith assisting the one on the right flank. The Nurglitch destroyers are the recipients of Targeted for Annihilation and are removed from the board. The deep striking GWS warriors combine their rapid fire shooting with the necrons in the woods that total to 42 shots at one of the isolated nobles. Due to being toughness 5 2+ with FNP the noble didn’t suffer a single wound.



Nurglitch Necrons:

Both the destroyers and the lord’s unit made their reserve roll. The lord’s unit appeared from the noble on the right, and the destroyers flew their 12 inches from the noble on the left position, both placing themselves to punish the unit of GWS warriors that failed their assassination attempt. The nobles drop back so they won’t be involved in any future close combat. The wraith moved to counter the GWS wraith and flayed ones unit moving against the noble on the left and the 3-man unit of flayed ones moves to intercept the ones advancing on the right.


The shooting from the destroyers and lord’s unit drops 9 necrons. The wraith attacks the GWS flayed ones leaving the GWS wraith uncontested and the three flayed ones attack their GWS counterparts. The tomb spyder, flayed ones, and destroyers all charge the depleted unit and by targeting all their attacks to the warriors, drop the unit down to just the lord and one little buddy. The lord made a desperate attempt to kill the tomb spyder but couldn’t even put a single wound on it. The lord and single surviving necron break and get run down. The combat between the wraith and flayed ones doesn’t account to anything, and the flayed ones verse flayed ones resulted in a single lost to both sides.

Turn 3:

GWS:

WBB: The tomb spyder was farther than the required 12 inches, but I decided to fudge it just to keep the battle going. Out of the pile of fallen necrons 9 joined the squad of necrons in the woods raising their number to 21.

The lord and the 15 nercons are once again destroyed by Targeted for Annihilation. The unit of 21 necrons, many which are in double tap range, open up on the two destroyers and managed to inflict two wounds and drop one. The other destroyer fails its leadership test and disappears counting as destroyed.


The Wraith charges the noble and traps it in hand to hand. All combats fail to result in any damage being inflicted.

Nuglitch Necrons:

Reserves: the Lord and its 15 stay in reserve but the destroyers are back. The destroyers fly from a noble. The tomb spyder and the flayed ones on the right move up next to the destroyers giving them FNP. The free noble moves up behind the spyder in order to get FNP.



The destroyers target the GWS tomb spyder and kills it. In combat the noble kills the wraith that was pestering it and moves to join the rest of the group. The GWS flayed ones kill the Nurglitch flayed ones (Out of both games I only managed to roll about 3 rending results)

Turn 4

GWS

Fallen flayed one didn’t recover. The four flayed ones move to pounce on the noble. Destroyers where annihilated yet again.


The 21 warriors open up on the flayed ones approaching them. Out of 32 shots only one flayed one was destroyed (feel no pain was a big factor here). Flayed ones where 7 inches from the noble but I gave it to them. The noble takes no wounds (toughness 5 2+ and FNP), one flayed one is killed. The combat between the wraith and the flayed ones still didn’t have any results


Nurglitch Necrons:

Reserves: three WBB units were destroyed (lord’s unit, destroyers, and the unit of flayed ones) and there where only two available power icons. Both the lord and destroyers made their rolls. The flayed ones wisely elected to stay put so the unit was spared. The destroyers used their 12 inches to soar up from the noble to the woods. The tomb spyder and flayed ones followed. The lord and its unit stepped out of the noble and just kind of hung around.The destroyers didn’t fire (didn’t want causalities to prevent assault). They charged in with the flayed ones and tomb spyder (who finally used its 12 inch movement). I didn’t feel like actually rolling up all that combat, but the warriors were fairly screwed as both the destroyers and flayers had rending with a carnifex like monstrous creature all with FNP.


Turn 5

GWS:

The lord and its 15 are removed again by Targeted for Annihilation. I am sick of rolling out combats.

Nurglitch Nercons:

Both the destroyed flayed ones and lord’s unit return through the two nobles. Game called.

Conclusion

Every single model that started the game in the Nuglitch Necron force was also on the table at its end, this was with a unit getting destroyed every turn by Targeted for Annihilation. Also I intentionally made a lot of gaffs while playing the Nurglitch Necrons mostly centering on not protecting my most valuable component the Power Icons. I could have given power weapons to the nobles and wraith at the cost of three necrons off the lord’s unit, but I rather the nobles just play as Power Icons, this change would have made a significant difference to all those extended combats.


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