Mixed Votewar: Round 3, Battle 2 DH/Nids vs IG/Necrons - Warhammer 40K Fantasy
 

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  1. #1
    Son of LO LordLink's Avatar
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    228 (x8)

    Mixed Votewar: Round 3, Battle 2 DH/Nids vs IG/Necrons

    Mission: Gamma Recon

    Special Rules: infiltrate, deep-strike, victory points




    PsyAssault (DH and Nids)

    HQ

    Inquisitor Lord with
    Psycannon
    2x Warrior Henchmen with heavy bolters
    1x Warrior Henchmen with Plasma Cannon
    2x Sage
    2x Mystic

    4 x Warriors with
    1 Venom Cannon
    3 Deathspitters
    4 Scything Talons
    Enhanced Senses
    Toxin Sacs
    Extended Carapace

    Elites

    Culexus Temple Assassin

    4 x Warriors with
    1 Venom Cannon
    3 Deathspitters
    4 Scything Talons
    Enhanced Senses
    Toxin Sacs
    Extended Carapace

    Troops

    5 x Ripper Swarm with
    Enhanced Senses
    Leaping
    Spinefists

    5 x Ripper Swarms with
    Enhanced Senses
    Leaping
    Spinefists

    5 x Ripper Swarm with
    Enhanced Senses
    Leaping
    Spinefists


    FA-697

    5 x Warriors with
    Winged
    Rending Claws
    Scything Talons
    Adrenal Glands (I)

    6 x Warriors with
    Winged
    Rending Claws
    Scything Talons
    Adrenal Glands (I)

    6 x Warriors with
    Winged
    Rending Claws
    Scything Talons
    Adrenal Glands (I)

    Heavy Support

    3 x Zoanathorpes with
    Warp Blast
    Psychic Scream

    Strategy:

    The assassin will stick with the warriors and with 29 psykers in the list, he’s sure to have a good number of shots. The psychic scream will also be assisted by the assassin, while nearly everything in this list simply ignores LD for their tests. The Inquisitor and ranged Warriors will provide anti personal fire / light tank fire and the rending and Zoanathorpes will be able to bust heavier tanks open as well as MEQs.



    Imperial Guard and Necrons

    Doctrines:
    Drop troops; veterans; close order drill

    HQ:
    Junior officer
    Storm bolter
    4x Meltagun

    Anti-tank support squad
    3x Missile launcher

    Anti-tank support squad
    3x Missile launcher

    Necron lord
    Res orb; veil of darkness

    Elites:
    8x Veterans
    3x Plasmagun

    8x Veterans
    3x Plasmagun

    8x Immortals
    (Lord joins the immortals)

    Troops:
    10x necron warriors

    10x necron warriors

    10x necron warriors

    Heavy Support:
    Leman russ
    Hull mounted heavy bolter; sponson heavy bolters; extra armor
    160

    Leman russ
    Hull mounted heavy bolter; sponson heavy bolters; extra armor
    160


    Phase out: 10 models

    Command squad deepstrikes in unless it would be more favorable to start on the board.

    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

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  3. #2
    LO Zealot Spector's Avatar
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    131 (x5)

    IG/Necrons

    Yes, the Nid units can be nasty in CC. However, I don't see enough of them actually getting there to make much of a dent in the IG/Necron line. The pure amount of firepower that the IG/Necrons are packing will carry the day for them.

  4. #3
    Member spictacular's Avatar
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    6 (x1)

    IG/Necrons

    The veterans can really foce the Tyranid/DH to chase after them to get a hold of those plasma guns. This kind of distraction could be just what the IG/Necrons need to slow the Tyranid's forward progress and allow more time to gun it down. Since the assassin will not be able to hide from the battle cannons, I don't see him having a big impact for too long in this game. The high number of missile launchers and plasma guns will make short work of those ripper swarms or at least keep them close to the synapse. They are immune to insta-kill when within the synapse right? Still, too many guns to have to wade through for the Tyranid/DH.

  5. #4
    Senior Member xrix1's Avatar
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    62 (x2)

    IG/Necrons

    The synapse overkill rule specificaly doesn't apply to rippers.

    The assasin still isn't an IC, and as such is too easy to pick off.

    The Immortals and the Necron warriors will pick off the winged warriors, and the gun warriors can't trade fire with the guard and win.

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