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I forgot my box with most of the turrets in, so we had to pretend in this game.
My camera died, so I had to use my phone which was awful. Still I wanted to post the game so here goes:
We were playing 1500 points, IG vs Necrons
My list can be seen here:
He was running (I think):
Lord with a ressurection orb + scythe
2 squads of 10 troops
7 bases of scarabs in a swarm
3 heavy destroyers
3 destroyers with the normal guns
Monolith - deep striking
We were playing 3 objectives and spearhead deployment. I won the roll to go first so I deployed as close to the middle of the board as possible. We each had an objective with the 3rd in the fortress to my left.
This is how things looked at the top of the game:
photo01.jpg photo02.jpg photo03.jpg
He was well entrenched in the ruins and I had two infantry squads ready to dish it out around mine. My plan was to engage him and have "Von Rahiem" come in on the left to deal with the troops in the building. Sadly I underestimated Nightbringer and shot myself in the foot when I positioned him... more on that later...
Turn one went my way. I dropped the Basilisk shell on the squad in cover and took out a few while the Leman Russ shell scattered onto his heavy destroyers and blew them all up. It was brutal.
He moved his scarabs up to engage my infantry and sent his other Destroyers out into the ruins to my north then shot up the Hydra, shaking it.
His squad in the open moved/ran into the fortress to claim the 3rd objective.
Fearful of his Monolith contesting my home objective I played gunline and continued to shoot at him. Good rolls on his "We'll be back" rolls turned good shooting into a lackluster damp squib.
The tanks flamed the Scarabs. "Vulnerable to Blasts/Templates" came into play and they were mostly roasted.
Al turned up. I brought him in behind the fortress. I had a messy movement phase trying to unload infantry from Chimeras in order to refill them with special weapons squads. Then I poured all my shooting into Nightbringer. 6 melta guns and 3 plasma guns later the Nightbringer had lost only one wound. Defective plasma guns had also killed one of my own troops. D'oh. I plowed all 3 multilasers into him and he passed his saves there too.
In hindsight this was my biggest mistake of the game. I should have brought the Chimeras in to the north of the ruins (left of shot) and run them the full 12 inches and popped smoke. The SWS could have run into the ruins and shot up Nightbringer, hopefully distracting him for a couple of turns while the main force did the business on their primary target.
Instead I got multi-assaulted, the Chimera was immobilised and the squad lost a guy. They held. Oh well...
His shooting was pretty rubbish. He stunned my Chimera with the platoon command squad in it and not much else. The surviving Scarabs assaulted what was left of my infantry but they were so badly depleted that I beat them in combat and would clear them out at the top of 3.
The infantry moved up through the ruins to get a better firing position. Again, a totally lackluster performance and some good "we'll be back" rolls meant minimal damage. The autocannon was a complete waste of points. I'd have preferred two more lasguns.
Al's Chimera powered up the side of the fort and used its flamer to roast 4 warriors.
I had realised at that point that troops inside Chimeras were most likely safe from Nightbringer and this move made me laugh a lot.
On his turn Nightbringer assaulted and exploded it. Al's squad took 3 wounds and stupidly I put one on the flamer who promptly died. I don't know why I did that. His troops were lined out and perfectly positioned for flaming. Oh well.
The rest of his force plinks away, the infantry squad is heavily depleted but there's not much else to say.
I take a lot of risks and move up Chimeras through a whole bunch of dangerous terrain, then pop smoke. Time is running out and it's currently Necrons 2, IG 1. The last surviving Chimera from Al's platoon finally does what it should have done on turn 2 and drives up to the north of the squad in the ruins.
Al's depleted PCS prepares to charge.
The Russ and Hydra smoke the destroyers finally wiping them out. I was really glad the Heavy Destroyers died so fast, if they were as tough as their smaller brothers I'd have been hurting very badly.
Al's PCS whiffs badly shooting at the Necron squad, the meltas both miss and his plasma pistol overheats and he takes a wound. I charge anyway and he kills a Necron, both the meltas die in return but Al holds firm.
Bottom of 4 and his Monolith finally materialises. TBH this was good for him because I had been static when I should have been moving, but he was glad to finally see it. I had bubble wrapped my objective and I don't think the Monolith can tank-shock. He opted to bring it in right slap bang in the middle of my tanks, getting lots of nasty side and rear hits with his flux arcs. Most of my Chimeras get either stunned or shaken.
Al takes down another Necron but is cut down himself in return. Poor guy, he was misused from the moment he arrived.
I go for the win. The Russ charges 10 inches forwards and contests the objective in place of Al
The Chimera with the SWS carrying the defective plasma guns (now down to one plasma gunner) tank-shocks 10 inches onto the objective. Again my luck holds and it passes the dangerous terrain test!
A torrent of fire shakes the Monolith silencing the flux arcs.
Bottom of 5 and he tries to shift the Chimera. It explodes but 4 troops survive. Shooting takes them down to two but they hold their nerve. Go Guard!
At this stage I hold one objective and the other two are contested.
The roll is made and the game carries on to turn 6...
I am still confident of a win - I have two more scoring Chimeras in range of the objective so I prepare for tank-shocks a-plenty. Finally, however, my good luck with Chimeras runs out. The first Chimera immobilises itself trying to get out of the area terrain I'd charged it into. The second has a clear run at the objective and passes its test to enter the ruins. Yippie! However the Lord in the way inexplicably decides to "Death Or Glory!"...
I guess at this point my opponent figures he has little left to loose. His War Scythe gives him 2d6 for his pen roll. Against the odds he scores a glancing hit and stuns the Chimera. Nooo.
My opponent's good luck continues. Bottom of 6 and Nightbringer explodes the Chimera. Drat! The squad panics and falls back 5 inches. Out of assault range but no longer contesting the objective. The warrior squad shoots up the surviving SWS, one survives. The hero-Lord charges him and slices him up like he sliced the tank.
The roll is made and the game ends...
1 - 1 a tie!
This game for me was all about testing Al'Rahem and his outflanking platoon.
Overall I think he's extremely powerful. I also think I played him terribly. In spite of that he drew the attention of the Nightbringer for pretty much the entire game. Better rolls could have cleared a squad off the middle objective and the Chimera that actually did the right thing would have won me the game if it had ended on turn 5.
I'm very tempted to drop the special weapon squads in Al' Rahem's force. The traffic jam required to swap regular infantry for the special weapons was stupid and it really reduces their mobility for that crucial arriving turn. I rolled badly against the Nightbringer but I don't think I'd have taken him down. Forcing him to break open vehicles and then assault the squads inside would have been a much more efficient way of tying him down.
I think I'm going to drop the SWS and just run infantry with meltas. Al can have 2x meltas and 2x flamers. If I'd have come in with that further up the board and popped smoke it would have been very hard even for nightbringer to hurt them.
For the main force I liked the infantry squads a lot. They worked out well. I'm tempted to swap the grenade launchers for flamers although I like both. Being able to bubble wrap the objective was a highly efficient way to spend those points and freed up my Chimeras to tackle his main force.
Weirdly, I was pinned down by his Monolith not being on the table. I knew he'd have the ability to contest the home objetive with it so I was babysitting my back field for much too long. I should have moved up sooner and let him try to take it. It doesn't matter if you loose one objective if you can secure the others.
It was a fun game with some outrageous rolls. My Basilisk rarely missed, Necrons rarely died and obscene luck with dangerous terrain tests on the Chimeras finally ran out just when I started to need it most!
I could have played for phase-out but really, it would have sucked. Next week I'm facing Orks. I think I'm going to revise the list quite a bit and see how Al fares against a very different style of opponent.
Last edited by Korona; December 7th, 2010 at 23:39.
Copy, Improve, Innovate
he necrons should of owned because they were the best
He has brought both a Nightbringer and a monolith. This might seem frightening. But! He only has 26 phase out wounds! you should have poured all, and I mean all your shots into his warriors and destroyers and force a phase-out!
Good repport and from what I can see in the pictures, it seems like you have a beautifully painted army!
Last edited by DemoMarine; December 8th, 2010 at 12:42.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
The Necron army wasn't the worst possible, but it wasn't the best possible either. If Imperial Guard would have gone straight for phase out they would have probably tabled the Necrons. They didn't and that was something the player, not the army, decided.
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
That table isn't really 6 feet wide, is it?
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
The monolith can't fire weapons the turn it deep strikes because it count's as going cruising speed. And it can tank shock be it generally doesn't since it can only move 6".
Well I was going to tell my opponent to ignore phase out if it triggered, I figure they needed the help. The monolith energy matrix is a bit special. It's not a weapon and can still be used if the monolith suffers weapon destroyed results or if it moves. I figure that includes deepstriking.
If I had appreciated how slowly the Nightbringer can actually move I'd have left him. He's soooo slooow and was way over in the corner of the board. (And yes the board was 6 foot, sorry if my shots made it look otherwise). Thanks for the positive comments, I got a new camera for Chirstmas so I might try and do another report with hopefully some better shots next time
Copy, Improve, Innovate
Well even if the power matrix does allow shooting on the turn it deep strikes, the Gauss Flux Arc is not a part of the Power Matrix (only the Particle Whip is) and is one of the Monolith's weapons, so the GFA can never be fired on the turn it deep strikes at least (which was the weapon your Necron opponant fired on the turn the Monolith arrived via deep strike).
As for the Particle Whip, it itself is classified as a weapon (even though the Power Matrix isn't) and the Power Matrix doesn't specify that it ignores cruisng speed or deep striking effects just that it ignore movement which isn't specific enough to ignore cruising speed. This is still up to debate but this is still the general consensus.
However it doesn't really matter, you can play the game however you want.