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This battle report marks me return to playing warhammer after 9 months. I'm going to write an article about me collecting my WH army, and how it progresses, and this is the first battle report. So here we go:
Game Type: Combat Patrol
The mission: To wipe out the other force.
The Opponent: My 14yr old brother, David.
The Opponent's army : Necrons.
My Army: Witch Hunters.
Witch Hunters Combat Patrol List
Blessed Weapon, Bolt Pistol.
The Order of the Zealous Heart:
/The Emperor’s Flame
10x Sisters of Battle. 1x VSS with Bolt Pistol, Eviscarator. 7x Bolters. 1x Flamer. 1x Heavy Flamer. /Rhino with Extra Armour, Smoke Launchers
Immolator, Twin Linked Multi Melta, Hunter Kill Missile
Necron Combat Patrol List
I won the roll for first turn, my first win of that kind in a long time. However, it was to be the only peice of goodluck for the rest of the game. I had deployed the immolator,the rhino, and the palantine side by side, and now moved. MY brother had deployed a line of his forces. My immolator moved forwards, intent shooting the destroyers. The Rhino and the palantine did the same. I had no shooting.
My brother's destroyers shot and destroyed the immolater. Hooooly crap. This was not going well at all - I should have known 100 points was way to much to spend on a poorly armoured tank. I didn't even get a shot off! What a waste, I could feel my grasp slipping from the game.
In my second turn, I moved the rhino and the palantine forward, the rhino unloading its passangers who were, sadly, just out of rapid fire range of the warriors. Oh joy. I was making so many mistakes - it was like watching a train wreck. I could have moved the rhino round, and deployed the sisters into a forest, or moved them a little further the previous turn (only about 10") and I would have achieved a much better result. Still, I was comforted that I only had to kill the warrior squad to phase him out.
In my brothers turn, the warriors moved the warriors close to the Sisters to shoot. The Destroyers also took a bead on my brave girls. The warriors opened fire. 22 Shots. None missed. What the hell?! That was insane! I mean... holy crap. The Dice Gods had well and truly abbandened me. The resulting wounds and saves killed 5 sisters. The Destroyers pitched in and killed another. The 4 Sisters stayed. Still, I was shocked at my now apparant choice of bad units.
My third turn, I flamed the necrons with a flamer and heavy flamer, and bolt pistol. whilst my palantine moved up, needing to get in the action. She was my last gamble, I reckoned I could take down the Warriors with her, and the Sister squad. I killed one warrior in shooting, and my rhino shot a destroyer down, horray! This was my high point for the game. Oh dear. I then charged into the necrons, killing 1 with the normal sisters, and 2 with the Superior. The necrons held. Things looked very grim.
My brothers turn, and the rhino was destroyed. A sister and a necron traded deaths in combat. Only 6 more necrons till phase out... if only my Palantine could get there.
My fourth turn, and the Palantine moved, ready to charge next turn. A sister and a necron again were traded in death.
My brothers turn, and he shot the Palantine with the destroyers. 4 wounds. I passed 3 saves. She has two wounds, it looked like my plan was going to work! Then I realised she was insta killed! HOLY CRAP. There went my chance of winning.
My fifth turn, and the sisters killed no necrons, and were in return wiped out.
Result: Massacre for the Necrons.
Thoughts after the battle: Well, that was a pretty awful performance on my part. My brother is experienced, and Necrons are the hardest army for Witch Hunters to play, but that is no excuse on my part. I retrospect I should have taken an assassin - The Callidus would have resulted in me being able to hold up the Necron warriors, and then be able to assault them properly, with a full squad. A jump pack on the palantine would have resulted in her being able to charge. Well, at least I learned some things. Hopefully, I'll be able to put it into practice.
Thanks for reading!
The next installment for my 1,500 point battle agianst my brother's necrons. Hopefully revenge will be mine!
For The Emperor!
Last edited by Lord Yossanrion; March 5th, 2007 at 09:44.
Ouch, sounds brutal. I'm no expert on Combat Patrol, but I would imagine it would be tactically rewarding to stock up on troops, as opposed to, say vehicles. But yea, that was doubly bad against the 'crons, what with Gauss and everything. Harsh man. And those dice... ow. I feel for you.
PS. Damn you! I wanted to quote Serenity!
Originally Posted by Brett on Quidditch[ 1500pt. Chaos List, C&C! ]
-=W: 2 -D: 0- L: 3=-
Killing off just the Warrior squad would not have PO'd the Necrons. 11(Warriors)/15(total Necrons) is only 74% of his force. You must get him to 25% or less. 11 Warriors would leave 26% of his force. I say this only to warn you for any future encounter/rematch.
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007
Heh, thanks Moose. And you too kore, I'll watch out for that. Hopefully I'll be better on sunday with my 1500 list.
Any comments welcome by the way, I need all the help I can get!
Oh and moose, Serenity ftw.
Fielding a lot of vehicles vs necrons in a small point game is an exercise in futility. Since pretty much everything in the necron army is capable of destroying a tank, they won't last long. In a game like that, I would try and get any weapons that would deny WBB rolls, since a lord with a res orb would cripple his troop count, so he probably wouldn't have one.
For a rematch I would drop the Immolator and Rhino and stock up heavily on meltaguns. Get two squads of 10 sisters on foot each with 2 meltaguns apiece. The palatine should be either well-kitted out or given only a bolter. The BW alone does not make her a capable enough cc fighter, and all the other necessary kit is expensive in a 400pt game. In fact you may be better off dropping her entirely.
Against Necrons for CP I would take two 10-strong battle squads with VSS and two meltaguns, and a 7-strong Celestian squad w/o VSS with 2 meltaguns again. Sisters are weak in cc so just stand there and blast away, using DG at the outset to try and nab a few more bolter casualties.
You'll outnumber him heavily and can move 6" a turn with no real loss of firepower. Keep the squads together and concentrate on the warriors. When they are gone spread out more and try to engage the destroyers. Don't be surprised if he just keeps flitting away and gradually blasts you to bits though.
Sisters are a bit weak at low points levels because they are an army of specialists that need to work closely in mutual support to be successful. Without the mobile troops of seraphim, their tooled-up jumpy canonesses, Rhinos to bucket around in and retributors and Exorcists to cover and support them the sisters basic foot squads of battle sisters and celestians are slow, short-ranged and tactically inflexible. Unfortunately all these supporting units are expensive and few in number, meaning you need a good points limit to ensure you can get all you need and still have enough bodies on the table.
Kill the destroyers first, no matter how you do it get it done.
Then after than you can sorta play the range game (with sisters?) and take apart the warrior squad a piece at a time.
Maybe get an assassin in there? I forget te name but the CC monster one would do well if he can make CC.
A vindacre may do well for taking potshots at the destroyers.
Here's my 1500 list:http://www.librarium-online.com/foru...ad.php?t=90608 (Witch Hunters )
Feel free to say whatever you want.
Much appreciated again.