40k Votewar Infantry - Round #1 - Battle #11 - Space Marines -Vs- Necrons - Warhammer 40K Fantasy

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

Closed Thread
Page 1 of 3 123 LastLast
Results 1 to 10 of 26
  1. #1
    Dancing Peanuts? You bet! Robizzle's Avatar
    Join Date
    Oct 2004
    Location
    Plymouth
    Posts
    1,350
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    106 (x4)

    40k Votewar Infantry - Round #1 - Battle #11 - Space Marines -Vs- Necrons

    I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

    Recon

    -Space Marines-

    HQ
    Chaplain Master of Sancitity,
    bolt pistol; crozius Arcanum; rosaries; jump pack; terminator honours; frag grenades; adamantine mantle; Artificer armour

    Troops
    Tactical Squad 1 (6 men)
    apothecary;
    Heavy Bolter,
    plasma gun
    4x bolters; frag grenades.

    Tactical Squad 2 (6 men)
    Apothecary;
    Heavy bolter;
    plasma gun;
    4x bolters; frag grenades.

    Elites
    Veteran Squad (6 men)
    Apothecary; bolt pistol; power fist
    1x power weapon; bolt pistol
    4x bolt pistol and close combat weapons
    furious charge; frag grenades.

    Terminator Squad (6 men)
    Sergeant; storm bolter; power weapon
    2x assault cannon; power fists
    3x storm bolters and power fists.

    Fast Attack
    Assault Squad (10 men)
    Sergeant; terminator honours; bolt pistol; power fist
    7x bolt pistol; close combat weapon
    2x p[lasma pistol; close combat weapons.
    furious charge; frag grenades; krak grenades; jump packs.

    Tactics:
    Combat armies: both squads and terminators shoot while holding the line. Assault squad, led by chaplain and veteran squad form a very powerful counter-assault against all opponents.

    Shooty armies: assault squad can hop from cover to cover, and get into a second turn charge. Meanwhile, the 2 squads can lay down fire support, and the terminators can systematically move forward laying down huge amounts of firepower, and can be protected by the veteran squad

    Model Count – 35
    2 assault cannons
    2 plasma pistols
    2 plasma guns
    2 heavy bolters
    4 storm bolters
    10 bolters
    14 bolt pistols

    --------------------------------

    HQ – 140
    Troops – 360
    Fask attack - 750

    HQ
    Necron lord; destroyer body; warscythe - 140

    Troops
    10 necron warriors - 180
    10 necron warriors - 180

    Fast Attack
    5 destroyers - 250
    5 destroyers - 250
    5 destroyers - 250

    Phase out - 9

    Tactics = this army is extremely mobile, and has a great deal of long range firepower. the warriors hold the center, either advancing or staying, and the destroyers zoom around avoiding CC, and shooting the enemy to shreds. the lord provides a powerful counter-charge.

    Model Count – 36
    20 Gauss Flayers
    15 Gauss Cannons


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements

  3. #2
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
    Join Date
    Sep 2005
    Location
    Portland, Oregon
    Age
    30
    Posts
    3,861
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    185 (x8)

    Question about phase out: do the marines need only kill 11 warriors for them to phase out?

    The assault squad can kill a grip in CC.

    Going for phase out the marines can win pretty easy.

    Basically send everything into the warriors.

    The terminators getting into assault would also be disasterus for the warriors, since they wouldnt get any WBB roles.

    The terminators can also lay down excellent firepower.

    The mission is recon this also helps the marines, termintors deep strike, assault squad is fast.


    The destorers are fast, but can be taken under 50% quickly.
    Last edited by ForgedInTheFurnaceOfWar; May 17th, 2006 at 22:39.

  4. #3
    Son of LO Silver Wings's Avatar
    Join Date
    Oct 2004
    Location
    England.
    Age
    28
    Posts
    2,109
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputation
    99 (x5)

    Quote Originally Posted by ForgedInTheFurnaceOfWar
    Question about phase out: do the marines need only kill 11 warriors for them to phase out?

    Marines.
    They'd have to kill 21. Destroyers count as Necrons for the purposes of phase ot and you have to kill 75%.

    That doesnt change the fact that Necron shooting (while being targeted by Tactical squads) is not enough to kill Terminators, Assault Marines and Veterans.

    Heavy Bolters, Plasma Guns and Assault Cannon all make a big mess of Destroyers although 45 shots back woul hurt at S6. Probaly 4 dead Termies if they all went for that, leaving the AC's and the Assualt Marines.

    Vote Space Marines
    Last edited by Silver Wings; May 18th, 2006 at 16:42.
    Every time you read this sig: a fairie dies!

  5. #4
    Now with STFU flames! Caluin's Avatar
    Join Date
    Jul 2005
    Age
    36
    Posts
    5,917
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    708 (x8)

    Quote Originally Posted by Silver Wings
    They'd have to kill 21. Destroyers count as Necrons for the purposes of phase ot and you have to kill 75%.
    28, actually. 5+5+5+10+10+1 = 36, and 75% of 36 is 27. Remember that they have to be below 75%, so in total you'd have to kill 28 models in order to Phase these Necrons out.


  6. #5
    Orks_n_Bugs Bugs_n_Orks's Avatar
    Join Date
    Jun 2005
    Location
    Here and there
    Age
    31
    Posts
    1,388
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    188 (x4)

    aside from the heavy bolters I dont see anything that can match the range of the destroyer's gauss cannons.(36" and can fire on the move)

    they put out 45 S6 shots a turn
    thats enough to kill 8 marines or 4 termies a turn

    2 heavy bolters returning fire = 6 shots = 4 hits = 2 wounds = .67 unsaved = .33 after WBB
    not exactly the most effective counter...

    The assault marines can chase them but the Destroyers can still move 12" and then kill 8 of them

    The necron lord can boost then charge one of the tac squads and really mess it up, with S5 T6 and no save of any kind allowed, he even has a reasonable chance against the chaplain. Chaplain hits a lot but wounds on 6's, lord wounds on 3+ and goes right through the power armor and the rosarius.

    The warriors will likely die early on to ass. cannons and massed bolters/plamsa, but they wont cause phase out on their own, and the marines have nothing to catch the destroyers with. Plus very mobile destroyers can boost into the enemy deployment zone in turn 6.

    Necrons win
    The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed

  7. #6
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
    Join Date
    Sep 2005
    Location
    Portland, Oregon
    Age
    30
    Posts
    3,861
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    185 (x8)

    Terminators are a powerful counter to the destroyers, they can enage at almost the same range, 30 inches, and since a board is only so big, at least one of the necro squads should be in range.

    Anyway, the assault squad and murder most of the necrons before the game ends, and still sit in there deployment zone, while the terminators will get there eventually.

    The troops for the marines are quiet resiliant, espeically if they sit in cover.

    Thus ignoring one death per turn (2 total) Combin that with a cover save and youve got nearly an intractable squad.

  8. #7
    Son of LO LordLink's Avatar
    Join Date
    Aug 2005
    Location
    Australian. Capital. Territory
    Age
    26
    Posts
    3,475
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputation
    228 (x8)

    Well for a start these necrons outnumber the marines. Thats always a bad sign for necron opponents as they outmatch them as well. The mission is recon and the destroyers are jetbikes. They are going to have no problem taking out objectives. However that 1 squad of terminators will take out every single warrior and the lord. Taking about 1 casualty in return to the warsycthe.

    since they deep-strike they can get to the enemies deployment zone quickly.

    That leaves all those tactical marines to take out the destroyers and I believe they can do it as the necrons have no ap2.

    Lord has no res orb. wtf :wacko: if he had one I might have voted necrons but without it...marines.

    by the way gauss cannons are only assault 2 so 30 shots + terminators will deep-strike.
    Check out my Codex: Farmyard Animals here!

    If anyone wants any kind of help writing fluff for any kind of GW army just ask.

    Fluffmaster
    Anzac Clan

  9. #8
    Son of LO Silver Wings's Avatar
    Join Date
    Oct 2004
    Location
    England.
    Age
    28
    Posts
    2,109
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputation
    99 (x5)

    You dont need a resurection orba against any of the SM shooting, Link.

    The Terminators are a good counter to the Destroyers, but 2 Assault cannon ( 1.3' rends, 4 hit, 3.3 wounds 1.1 failed.)
    Are only going to kill 2.433 per turn and Stormbolters 0.44 before WBB. So about 3 before WBB.

    So against 15 Destroyers its not enough, the Destroyer return fire can kill as Bugs said, quite alot. WBB will save the Necron Destroyers.

    I'm going to change my vote to abstain in the mean time. I don't know if the Destroyers can deal with the Assault Marines quickly enough (safer to ignore the Termies for c.c targeting).
    Every time you read this sig: a fairie dies!

  10. #9
    Son of LO LordLink's Avatar
    Join Date
    Aug 2005
    Location
    Australian. Capital. Territory
    Age
    26
    Posts
    3,475
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputation
    228 (x8)

    sorry I forgot that plasma guns dont ignore WBB. My mistake. However my vote remains the same as the termies will be in cc with the warriors thus preventing shooting. termies will easily go through them and thats a huge loss for the necrons. The rest of the army can force phase out on the destroyers.
    Check out my Codex: Farmyard Animals here!

    If anyone wants any kind of help writing fluff for any kind of GW army just ask.

    Fluffmaster
    Anzac Clan

  11. #10
    Orks_n_Bugs Bugs_n_Orks's Avatar
    Join Date
    Jun 2005
    Location
    Here and there
    Age
    31
    Posts
    1,388
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    188 (x4)

    the only way the marines could catch the Destroyers is for the termies to deepstrike next to them. the termies would get 1 round of shooting at them which would look like this

    2 ass.cannons = 8 shot = 1.33 rends + 4 other hits = 2.67 other wounds = .89 failed saves
    8 stormbotler shots = 5.33 hits = 1.78 wounds = .59 unsaved

    total is 2.81 dead before WBB, so 1 or 2 (more likely 1) stays dead. Wow real effective

    14 destroyers return fire, kill 3.89, or 13 return fire and kill 3.61, so rounds to 4 dead termies either way, assuming warriors and lord are out of range/otherwise occupied, termies now have just the ass. cannons and kill another 2, 1 after WBB. Destroyers finish termies taking a max of 3 casualties.

    Assuming the lord and warriors are dead by now you've got a bunch of marines with threat range of 24" trying to chase jetbikes with a 36" range gun

    heavy bolters do pretty much nothing
    6 shots = 4 hits = 2 wounds = .67 unsaved = .33 after WBB

    The destroyers alone could kill this marine army
    15 Destroyers
    Turn 1: kill 8 assault marines (or an entire other squad)
    Turns 2 and 3: termies deepstrike turn 2, kill 3 destroyers and die over 2 turns. After 3 turns the HB shooting adds up to 1 dead after WBB.
    Turn 4: 11 destroyers left can kill 6.11 marines a turn, Tac squad one dead
    Turn 5: Tac squad 2 dead
    Turn 6: Veteran Squad dead

    Destroyers have killed everything but 2 assault marines and the chaplain. Even it the warriors and lord were to keel over and die on turn 1 without doing anything, the SM player would have no way to do enough damage to the Destoryers to cause phase out, and the destroyers can avoid his shooting all game and kill his entire army, and have 2 or three scoring units in the enemy deployment zone.
    The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed

Closed Thread
Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts