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So, allow me to start out this post with the obligatory "I'm new" disclaimer. My opponent in this report is also new and we were both trying armies we had never played before. We both made some stupid mistakes but it was an interesting learning experience.
Setup: This is the board at the beginning of the game. Black represents the Necrons, blue for the Marines. My opponent, (who we'll call James) and I took turns setting up the terrain. The blue rivers represent stone walls that provide cover and do not block LOS. The forests are exactly that. The hills are hills which block LOS until you step onto them. The stonehenge-like ruins are heavy rocks which provide a 4+ cover save. The building is a ruined building which provides a 4+ save to units inside of it and has outer walls that can block LOS. We rolled "Take and Hold," with all options, VPs, and no night rules. The blast in the middle of the field represents the objective, which is later replaced with a small red and white circle once I noticed that control.
Marine Units are as follows, from left to right: Fast attack 1 and 2 are Land Speeder Tornados. Heavy Support 1 is a whirlwind with castellan missiles. Elite 1 is a venerable dreadnought set up for close support. Troops 1 is seven grey knigts. Troops 3 and 4 are five-man Lascannon squads. Heavy support 2 is another whirlwind. Troops 2 is seven grey knights. There is an eight-man missile squad behind the hill which I left off of the first diagram. HQ1 represents my Reclusiarch w/ Jump-pack and bolt pistol, and his assault squad with flamers, which he leads throughout the game.
Necron units, left to right: HQ1 is a necron lord with a mess of upgrades, including something that lets him move 12". Fast attack 1 and 2 are 3-man wraith squads. In the game they were arranged in a circle around the HQ. Fast attack 3 is a group of five Destroyers. Troops 1 and 2 are 10 warriors each. Heavy Support 1 is a group of 3 Heavy Destroyers. My opponent begins play with a monolith in reserve.
I begin the first turn by firing on the wraith unit with both landspeeders and my dreadnought, who moves into the building to grab some cover. All three wraiths are knocked down. My whirlwinds fire mine-fields. One scatters, but the other is a direct hit on his destroyers, and against all probability they are pinned. My grey knight units move toward the center of the field. My HQ and his squad begin heading for the Heavy Destroyers. Now I don't know at this point what these things can do, but I'm willing to bet that enough chainswords and bolter pistols will lay them low. I know that necrons only have one good melee unit, and its on the other side of the board. One Lascannon has a shot at a single Warrior who is sticking out from behind the forest, and ices him. First blood to me. This turn also begins a four turn sequence where I forget about my Missile troops completely. Don't expect them to ever move from their starting position, because by the time I remembered I had them during a movement phase (as opposed to the shooting phase, where I normally noticed them) I knew it was too late to do anything and just let it lie. It's worth noting that I hadn't slept for twenty hours when I started this game.
WBB Rolls: Everything I've knocked down stands back up.
I couldn't believe all three wraiths in the squad got back up. my opponent moves his wraiths and hq closer to my position. His heavy destroyers move to take cover from a wall and begin peppering my grey knights. I wish we had remembered that jet bikes can't benefit from that sort of cover, but such is life. This wall would keep them alive the rest of the game.
My LSTs fall back while continuing to fire along with my dreadnought. Two wraiths of three are knocked over. My first whirlwind tries to lay another minefield on the destroyers, but it scatters away. My second whirlwind tags the Heavy Destroyers with a minefield, and against all odds they are pinned. My grey knights and lascannons hit the heavies with a hail of fire, but only one is knocked over. My HQ squad continues moving toward the group of necron warriors.
WBB Rolls: Everything gets back up. Again!
Monolith Roll: Failed. No monolith this turn.
My opponent moves his necron warrior troop left, walking through mines with impunity as his armor protects him. His destroyers move forward and blow the missiles and treads off of my first whirlwind. More was showing of it than I thought. His wraiths and leader continue forward. His heavy destroyers are pinned.
My landspeeders continue to fall back firing. At this point my dread is getting nervous, so he too falls back firing. One wraith unit falls. My knights and lascannons continue to pour fire into the Heavy Destroyers, but due to the cover saves they shouldn't get, they survive. Meanwhile my whirlwind drops a minefield on the HQ and the wraiths, but they aren't pinned. My HQ squad fires bolt pistols and flamers at the necron warrior unit, then charges. I don't think he thought I was in range at this point. Half the necrons fall on the charge, due almost entirely to my chaplain. Thanks to the Crozius Arcanum, four of those won't be standing back up.
WBB Rolls: One wraith and a heavy destroyer stands back up. I am really starting to get nervous now, because nothing is staying dead!
Monolith Roll: James rolls a one. No monolith yet again!
One wraith and the HQ now charge my Dreadnought. My dread knocks him one and would have been destroyed, but his venerable roll made him only shaken. His destroyers try to down an LST but are unsuccessful. His heavy destroyers pick off a duo of grey knights. His warrior squad in melee is reduced to maybe three guys, but they hold.
My Landspeeders mass fire against his Destroyers, but some startlingly bad shots ensure that they are unharmed. His HQ scores a penatrating hit against my dread, destroying it. (Some kind of double-D6 sword) The HQ saved against the wound the dread dealt him. My grey knights and Lascannons continue their fusillade against the Heavy Destroyers, but thanks to cover saves knock only one down. My assault squad finishes off the unit of warriors. I try to drop another minefield on the Heavies but it scatters.
WBB Rolls: Everything stands back up.
Monolith Roll: For those of you keeping score, James now has to roll a 2 to get it into play. He rolls...a one, again. Fantastic!
James's remaining Warriors head south, as his destroyers blow one of my LSTs to pieces. His four remaining wraiths both move and charge my grey knights. Man, they're fast! They cut through my GK like warm cheese. His HQ heads down toward my heavy weapon squads. Meanwhile, his Heavies have noticed they're in incredible danger from my assault squad, and try to run away.
I begin to realize that I'm going to lose this game. Nothing is staying dead, and the odds of that monolith failing to appear are dismal. James is also having incredible luck saving against all sorts of things. I do what I can to rally. My grey knights fall back firing, hoping to buy time, but I can see it won't happen. One Lascannon squad opens up on the HQ, wounding him, and the other lights up the wraiths, Knocking two over. My assault squad moves at his Heavy Destroyers with every ounce of speed, and a single man manages to make base contact. He then proves his heroism by knocking one over. Note that this turn I notice my missile unit, while simultaneously forgetting about my LST. I think it's worth noting that we're proxying this entire game, and my LSTs are actually Magic: The Gathering card boxes. The table is kinda cluttered with dice and mine-fields and what-have-you, and it slipped my mind that the box was anything other than what it seemed.
WBB rolls: Everything stands back up. Again.
Monolith roll: Successful.
So, we begin this turn with his monolith deep-striking practically on top of my assault squad. It then pulls his Heavy Destroyers out of combat and uses its arc-projector. It gets a massive combined total of attacks, but for once I am lucky with armor saves, and only one man dies. His necron warriors move south. He then exclaims "Hey, this box is a *land speeder.*" I groan. He then roasts it up real nice, rolling nine glancing hits from sixes alone. His wraiths charge into my remaining grey knights, but only two are killed, taking out an equal number of wraiths. His HQ charges a lascannon squad. They take only one wound, but that's enough for them to fail their leadership roll and fall back off the table edge.
At the beginning of the next turn, I realize that my cause is lost and concede the game. Normally I would fight to the last, but I'd been up for 22 hours at this point, and my friend had to work a twelve-hour shift starting in three hours.
Now, this game was really a comedy of errors. We forgot so many rules you wouldn't believe it. Falling back from shooting, sweeping advances, cover saves, and so on and so on and so on. Not only that, after the game I remembered that one of my assault troops was a veteran sergeant with term honours and a power fist. (Again, this was a proxy game, so you have to keep it all in your head.) Then there was forgetting I had a missile squad until turn four. Very embarassing. Not to mention my deck-box LST.
I was also quite annoyed with a simple run of bad luck in the first two turns of the game, as my LSTs and dreads couldn't seem to injure anything. I rolled so many ones it was comical. In one instance I rolled seven dice, and six of them were two or below. I switched to a differently crafted set of dice after that one. I think if my three autocannon-wielding troops had performed to their statistical averages, the war on the left side would have ended very differently. It also didn't help that my opponent could not seem to fail a WBB roll for the entire game. I had a tally running. By the end of the game I had knocked over somewhere in the vacinity of fifteen necron figures. Only three stayed down.
On a positive note, I learned a lot from this game, my fifth, and the very first using SM. Castellan missiles have the potential to be even better than I'd thought against non MEQ forces. My chaplain was a murderous whirlwind of death, killing almost an entire squad of warriors single-handedly. Actually the grey knights were the biggest disappointment. I would have traded them gladly for an equal number of marines with plasma guns. It's not really their fault, though. If I could have marched them up the field they probably would have fared better, but I didn't want to scare the Heavy Destroyers away from my assault squad. That final charge with the assault squad is a good example of when one inch can make all the difference.
Finally, I've used this learning experience to re-engineer my army, now with more plasma, and I am very much looking forward to playing SM again. I made many mistakes this game, but with time I have no doubt I'll grow more comfortable with the Emperor's Finest.
In the Light of the Emperor I remain,
Last edited by OSUMacbeth; September 5th, 2006 at 23:26.
I breifly looked over your battle report. I hope you didnt get screwed with WBB rolls. I find it hard to believe that every single one of his necrons got back up. WBB needs a 4+, anything that ignores armor saves in CC, and double their toughness in shooting, negates the WBB unless hes got a rez orb near by, also if you kill a unit, they need another unit close by to get back up. dont let your and his misunderstanding of this rule bite you in the butt.
beware of necron lords bearing gifts, the warscythe is nasty, being able to cut through ALL saves. my friend has a nasty habit of carrying two lords with warscythes.drop any and all flamers, get plasma. drop the las cannons from your troops. fill them to 10 man squads, vet with PF and Plas pistol. add in an 8 man dev squad(sorry just noticed you have one), with 4 ML to make quick work of the destroyers and warriors. i always fire krak, krak kills, use it. remember, double toughness negates WBB, unless theres a rez orb with in range. you may want to take the honor your wargear, this will allow you to infiltrate your dev squad, forcing your opponent to place his destroyers first, then you can place the dev within LOS to take them out.Marine Units are as follows, from left to right: Fast attack 1 and 2 are Land Speeder Tornados. Heavy Support 1 is a whirlwind with castellan missiles. Elite 1 is a venerable dreadnought set up for close support. Troops 1 is seven grey knigts. Troops 3 and 4 are five-man Lascannon squads. Heavy support 2 is another whirlwind. Troops 2 is seven grey knights. There is an eight-man missile squad behind the hill which I left off of the first diagram. HQ1 represents my Reclusiarch w/ Jump-pack and bolt pistol, and his assault squad with flamers, which he leads throughout the game.
Oh, I didn't get screwed on WBB rolls in the way you're thinking. As far as I can remember, no unit ever got a WBB that didn't deserve it, it was just that his rolls were incredibly lucky (though incredibly bad on bringing in the monolith.) Given the choice, I would rather the 'lith had come in on turn two and the WBB rolls had not been quite so heinous. I'm not sure I got everything accurate in the report, as I'm writing it from memory, but I did keep a running tally of necrons killed vs. necrons revived, and of all the necrons I killed in a way that did not negate WBB, only 3 stayed down of around 15. I also had at least two times where I killed everything in a unit but one model, and that model allowed the rest to res. As I see it, aside from my great inexperience, two things killed me in this game: our unfamiliarity with some of the rules which would have been very much to my advantage, and forgetting about my Dev Squad practically every turn, since they were far away and hidden behind a hill.
I also realize that my army was not optimal to take his, but I didn't really tailor it to him at all. Because my starting funds for this hobby will be quite low, I'm trying to come up with one list that has at least a reasonable chance against all comers. I now know that that list will require at least some plasma. Maybe this isn't feasible, but it's the way I'm going, at least at first. I figure even if it doesn't win it will expose me to a wide variety of Marine play styles.
Interesting game. You really did miss alot of rules though didn't you? I suggest reading the rules once or twice all the way through. That and get some more sleep before playing .
Now i've been playing Space Marines for a good 5 years now so I think I can give you some advice on your list. I suggest making an army without grey knights for starters. Take less squads with a heavy weapon in games of this size. Your lack of mobility really messed you up in this game. If you could have moved your units to bring your numbers to bear on his wraiths i think the outcome would have been more in your favour. Against necron I suggest taking either anoter assault squad or a bike squad instead of the grey knights. Give the serg a power fist/weapon and hunt down his warrior squads.
Now in this particular game I feel like you should have put your lascannon squads on the flanks and the speeders in the middle. This would allow your troops to gain maximum firepower and your speeders to make use of their 24" move to react as the battle continued. The grey knights could have moved to the objective in a group and held it pretty easily, even if the lord and wraiths decided to go for it. I understand how you wanted to trap the heavy destroyers with your HQ, but you have to remember that killing the destroyers wasn't your objective. When he saw the assault squad coming i'm sure he would have fired on them instead anyway.
Feel free to disregard anything i've said. I'm just offering my opinion and it's you who's playing.
Hope you have better luck next time.
Serin Cloudeye - The Sharpened Steel Alchemist
great diagrams......if only White Dwarf would flipping get they're act together and take a leaf outta your book.
a highly entertaining, and comical battle report.
two thumbs up.
p.s. you get a rep cookie for effort
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Quannum, funkin' out in every way. Since 1987.
Quannum: Thank you for the rep!
Serin Cloudeye: For what it's worth, I agree with pretty much everything you've said. At the beginning of the game, I wanted the massed firepower of the speeders and dread to take out the HQ unit, because I knew it was his only good HtH. What I didn't know (and this would have made all the difference to my strategy) was that the wraiths got 3+ invuln saves. If I'd known this I certainly wouldn't have tried to shoot them down with a mere 18 shots a round. By the time I knew what the unit did, it was too late. I should have regrouped the speeders elsewhere, but I forgot that fast vehicles can move 24". Like I said in the report, a comedy of errors.
Also, I totally agree about the PAGK. I'm so new to the game that I'm at that stage where I have to try everything just to see if it works. The last game I played I took two vindicators and a term squad, just because I hadn't played with these units left. (The vindicators were highly effective and almost won the game single-handedly. At one point one got a shot against a transport and wiped it and its passengers off the board, paying for both vindicators with one volley. The terms were burned down by an HQ squad with more AP2 than I ever want to see again.)
I've also been taking more assault and tac squads lately, always with hidden powerfists. Even knowing what the powerfist did, I don't think I expected them to be as effective as they've been. I'm now a great fan of the tactic.
To close, thanks for your insightful advice, and I hope to do better in the future. For the Emperor, always.