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| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
Rep Power: 105 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Please see this thread on how to participate in these games. 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. Mission Type - Cleanse Necrons Headquarters – 300 points Necron Lord: Resurrection Orb; Staff of Light Necron Lord: Resurrection Orb; Staff of Light; Gaze of flame; Disruption Field Troops – 1080 points Necron Warriors Squad – Twenty (20) men Twenty (20) armed with Gauss Flayers Necron Warriors Squad – Twenty (20) men Twenty (20) armed with Gauss Flayers Necron Warriors Squad – Twenty (20) men Twenty (20) armed with Gauss Flayers Heavy Support – 470 points Monolith: Gauss Flux Arc; Living Metal Monolith: Gauss Flux Arc; Living Metal Phase Out = 15 models Strategy: VS shooting armies, Deep Strike monoliths when possible, advance warriors under res-orb, when monoliths arrive, teleport warriors close, and doubletap/charge depending. VS CC armies, keep monoliths on board, fire at charging enemy, when they reach CC, teleport warriors out and rapid fire again. ------------------------------------------ Lord Kharnate’s Grand Assembly World Eaters Headquarters – 375 points Chaos Lord Kharnate: Mark of Khorne; Daemonic Stature; Daemonic Resilience; Daemonic Essence; Daemonic Strength; Berserker Glaive; Feel No Pain Bloodthirster: Monstrous Creature; Wings; Living Icon; Khornate Frenzy Troops – 955 points Khornate Berserkers Squad – Eight (8) men Seven (7) armed with Chainaxes and Bolt Pistols; Frag Grenades Aspiring Champion: Daemonic Vessel; Talisman of Burning Blood; Chainaxe and Bolt Pistol; Frag Grenades Khornate Berserkers Squad – Eight (8) men Seven (7) armed with Chainaxes and Bolt Pistols; Frag Grenades Aspiring Champion: Powerfist and Bolt Pistol; Talisman of Burning Blood Khornate Berserkers Squad – Eight (8) men Six (6) armed with Chainaxes and Bolt Pistols; Frag Grenades One (1) armed with Plasma Pistol and Chainaxe; Frag Grenades Aspiring Champion: Powerfist and Bolt Pistol; Talisman of Burning Blood Khornate Berserkers Squad – Eight (8) men Six (6) armed with Chainaxes and Bolt Pistols; Frag Grenades One (1) armed with Plasma Pistol and Chainaxe; Frag Grenades Aspiring Champion: Powerfist and Bolt Pistol Khornate Berserkers Squad – Eight (8) men Six (6) armed with Chainaxes and Bolt Pistols; Frag Grenades One (1) armed with Plasma Pistol and Chainaxe; Frag Grenades Aspiring Champion: Powerfist and Bolt Pistol; Melta Bombs; Talisman of Burning Blood Heavy Support – 520 points Defiler: Destroyer (Dedicated to Khorne); Indirect Fire Chaos Predator: Destroyer (Dedicated to Khorne); Twin-linked Lascannon; Heavy Bolter Sponsons; Extra Armour Destroyer (Dedicated to Khorne); Twin-linked Lascannon; Heavy Bolter Sponsons; Extra Armour Tactics: Race up and blood rage all the way (hopefully) thanks to the Talismans of Burning Blood. The lord will remain near the troops if there are railguns so he cant be shot at. If not he will race up and tie up shooty units while the rest of the army adavances. Once close enough, up pops the bloodthirster and if even more cc support is needed the defilers there. Enemy armour will be taken care of as there are 2 monstorous creatures 2 predators, defiler and each aspiring champion has a power fist. Last edited by Caluin; February 5th, 2006 at 22:56.. Reason: Stupid Smilies |
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| | #2 (permalink) | |
| OH GOD BEAR ![]() Join Date: Dec 2005 Location: Within the darkness.
Posts: 2,573
Rep Power: 50 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | World eaters Though I would like the necrons to win, the amount of CC that the WE can do will hold the necrons up and stall their advance, sure the monoliths will balance that out but the phase out is just too high. If the bloodthirster gets close enough to the monoliths he will not have too hard a job of killing one, if not both.
__________________ ![]() Sons of Russ Quote:
Last edited by The_Outsider; February 5th, 2006 at 23:00.. | |
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| | #3 (permalink) |
| LO Zealot ![]() Join Date: May 2005 Location: I'm the all-singing all-dancing crap of this world. I'm the toxic waste by-product of Gods creation.
Posts: 1,334
Rep Power: 50 ![]() ![]() ![]() ![]() |
The WE army is one of the only lists in this votewar with enough of a punch to negate the rez orbs. There are 145 attacks coming from the troops alone. Combine that with space marine resilience and a pie plate coming down every turn. The lord and the bloodthirster can take down the monoliths, not to mention cutting swathes through the crons. I vote for WE.
__________________ "My father is the jailhouse. My father is your system.... I am only what you made me. I am only a reflection of you" -Charles Manson Fluff Masters Clan Leader Super Villians Order of the Shadowy Flame Votewar! Check It Out! |
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| | #4 (permalink) |
| LO Zealot ![]() Join Date: Oct 2004 Location: Plymouth
Posts: 1,315
Rep Power: 60 ![]() ![]() ![]() ![]() ![]() ![]() | World Eaters For this game a simple equation can determine the outcome: Daemon Prince + bloodthirster + close combat = phase out In reality the Monoliths, although nearly impossible to destroy for the WE won't make a vast amount of difference, and will get popped quite quickly by the predators.
__________________ 1st Place VoteWar MkIV [Santa Orks] W/L/D - 4/1/0 http://www.librarium-online.com/foru...tml#post830140 Last edited by Robizzle; February 5th, 2006 at 23:27.. |
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| | #5 (permalink) | |
| LO Zealot ![]() Join Date: May 2005 Location: I'm the all-singing all-dancing crap of this world. I'm the toxic waste by-product of Gods creation.
Posts: 1,334
Rep Power: 50 ![]() ![]() ![]() ![]() | Quote:
__________________ "My father is the jailhouse. My father is your system.... I am only what you made me. I am only a reflection of you" -Charles Manson Fluff Masters Clan Leader Super Villians Order of the Shadowy Flame Votewar! Check It Out! | |
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| | #6 (permalink) |
| LO Zealot ![]() Join Date: Oct 2004 Location: Plymouth
Posts: 1,315
Rep Power: 60 ![]() ![]() ![]() ![]() ![]() ![]() |
Cant Sarn it! I did it again. :@
__________________ 1st Place VoteWar MkIV [Santa Orks] W/L/D - 4/1/0 http://www.librarium-online.com/foru...tml#post830140 |
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| | #7 (permalink) |
| Senior Member Join Date: Dec 2004
Posts: 313
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Once again, the problem for the World Eaters is bait. Specifically, Monolith bait. Even the Bloodthirster and Daemon Prince will have a tough time scratching the monolith...and there's two of them. Simply deploy the lords and warrior squads as far back as possible. Deep strike both Monoliths. You should get at least one by turn 2, and then you have nearly the entire Khorne army trying to bash it apart. They will only hit on 6's, and glance on 6's.....and we all know how much Monoliths laugh at the glancing table. Even the tanks will have a rough time taking down a monolith. Plus, all these troops bunched up for close combat will be perfect targets for the Particle Whips. Everyone here is talking about how much smack Khorne will deal in cc, but will they be able to stay there? The Necron player literally has the capability to teleport all of his squads out of close combat. 2 of the squads teleported out will be able to reroll their WBB (which they should always get, thanks to the Res Orbs). That means Khorne needs to "kill" 4 necrons to make sure one is down for the count. Finally, Khorne's bloodlust hurts again in the mission type. Once the Monoliths strike, you can move them both towards a corner, luring most of the Khorne army there. That means only the vehicles will be able to contend corners. And those can be dealt with by the teleporting Lord. Khorne can defnitely dish it out, but the 'Crons don't have to take it. I vote Necron |
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| | #8 (permalink) |
| Festo Diata ![]() |
He has a very valid point. Khorne must charge the nearest unit, even if they can't hurt it, so a Monolith coming down right in front of the WE would tie all of them up in combat, not to mention the Gauss Flux Generator. "Mmkay, so 8 units, 8d6 shots...". Owch. However, I think the Khornate tanks could down it after a few turns. Plus, the Monolith won't even appear until turn 2, on a 4+. I wouldn't count on it. The real trick is to get your characters in combat with the Necrons, and take out those Lords right away. Neither Lord has a Phylactery OR a Phase Field, so they won't last long at all. If the Lords get killed, which could happen easily if done right, then the Necrons would fall apart. So in summary, the Khorne get to move for 1-2 turns before the Deep Striking Monolith appears, and by then they'll most definitely be close enough to cause damage to the Necrons in CC. The tanks can handle the Monoliths. It'll take every turn of the game, but the Khorne can do it. World Eaters
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| | #9 (permalink) | ||||||
| Senior Member Join Date: Dec 2004
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DISREGARD ALL REFERENCES TO VEIL OF DARKNESS. The Necron did not include it and I just skimmed over and assumed it was there (or maybe I was confusing it with the other Necron list). Regardless, maybe I'll edit them out later but I'm too tired right now. So just skip over them. In response to TwoHats Quote:
Quote:
Quote:
So let's say that one unit manages to bloody frenzy twice for max each time. That means, with assault figured in, the unit goes 30 inches. That means they can probably charge the closest Necron squad....IF there is a straight line and IF there is no difficult terrain. Assuming both those conditions are true, the Necron can simply teleport out of the close combat the next turn (Veil Lord). Second, you say it will take the tanks every turn of the game to destroy the 'liths. That's 6 turns of the game with the majority of the Khorne army hacking away at 2 monoliths. That means they''re not claiming quarters, killing 'crons for phase out, or anything more productive than throwing powerfists at the 'liths and hoping for the best. In addition, I bet it wouldn't take the Veil Lord and his squad all game to destroy the tanks. In response to Robizzle Quote:
But let us assume that both Khorne HQ's make it into close combat. Let's also assume the 'cron isn't going to place his Lord right up front, but rather in back or centered. This means that the first round of close combat, the HQ's will only be hitting troops. -Daemon Prince He will knock down (thanks to res orb) 4 warriors (rounding up) on the charge. Two of those will get back up. He just killed 2 Necrons out of 60. -Bloodthirster On the charge, he'll knock down (res orb) 3 warriors. I'll say 1 gets up. So he killed 2 Necrons out of 60. These close combat monsters, on the charge, kill a grand total of 4 warriors! Four! Then one squad can teleport out to the other side of the board. Seeing as that squad will remain safe from the HQ's for the rest of the game, I feel pretty safe in saying that Daemon Prince + bloodthirster + close combat =/= phase out. Quote:
Granted, the defiler has a chance, but honestly I feel that is too small for me to go through the math for. In response to numberofthebeastxxx Quote:
As for the Lord and Bloodthirster taking down the 'liths... First off, the Lord can't scratch it. The Bloodthirster has a 1/36 chance of destroying it. That's 6 attacks (charge), needing 6's to hit, 6's to glance, and 6's to destroy. As the Necron, I would be happy to watch these two hack away at a 'lith. In response to The_Outsider I'm too lazy at this point, so you're getting the short end of the stick. I feel all your reasons have already been countered somewhere above, so maybe they'll convince you and crons will win like you want ![]() In fact, you can all feel free to change your vote to Necron now! Last edited by Terzo; February 6th, 2006 at 05:24.. | ||||||
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| | #10 (permalink) |
| Senior Member ![]() Join Date: Apr 2005 Location: On Serenity headed to the Black
Posts: 843
Rep Power: 49 ![]() ![]() ![]() |
okay the comment about changing your vote is stupid don't do that. By placing the monoliths in front of the necorns the Berserkers are just going to be wasted charging it. Their chainaxes will be as effective taking out a monolith as I am at taking down an NFL linebacker. However after a few turns the preds and defiler will take out the monoliths. 2 twin linked lascannons and the battle cannon could take out a monolith by turn 2 and the second by turn 4. Then its lights out for the necrons as they have no where to teleport and will get stuck in cc. I think it would be a long game and depend on the roll of the dice however the Crons will pull it off. I am teetering on the edge here, but it will take a good post to convince me otherwise.
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