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| LO Zealot ![]() Join Date: Oct 2004 Location: Plymouth
Posts: 1,315
Rep Power: 60 ![]() ![]() ![]() ![]() ![]() ![]() |
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 - Cleanse Mist Ghouls of Necron Lord S'Jet Necron Lord S'Jet- 170 res orb; destroyer body Necron Lord Kss'tha- 150 res orb; warscythe 10 necron warriors-180 10 necron warriors-180 5 destroyers- 250 5 destroyers-250 1 heavy destroyer-65 phase out at 8. Basic strategy is have the warriors advance as a tough core, rapid firing those who come close, and lord on foot attached to a squad of warriors, the lord unit moving ahead or behind the other depending on the attacking troops, staying close enough for both to benefit from res orb unless one is hopelessly tied up with enemy, in which case move away so you can fire again. destroyers harrass and fly around enemy using speed and range to stay safe, and the heavy destroyer shooting at any high armor or toughness troops, with destroyer lord attached to a squad and close to the other so all benefit from orb. 20 Gauss Flayers 5 Gauss Cannons 1 Heavy Gauss Cannon ---------------------------------- HQ: 194 Elites: 285 Troops: 770 Fast Attack ![]() Heavy Support ![]() Faith: 0 ! Inquisitor Lord and retinue: Inquisitor Lord Testoster: Power weapon, Braiser of Holy Fire 3 x Crusaders: Power Sword, Suppresion Shield 3 x Acolytes: Carapace Armor, Laspistol, Close Combat Weapon 1 x Familiar: Close Combat Weapon 2 x Chirurgeons: Laspistol, Close Combat Weapon 5 x Arcoflagelents Vindicare Assasin 10 x Adeptus Arbites: 1 x Veteren Arbiter: Eviscerator, frag grenades 7 x Shotguns, frag grenades 2 x Flamers, frag grenades 10 x Adeptus Arbites: 1 x Veteren Arbiter: Eviscerator, frag grenades 7 x Shotguns, frag grenades 2 x Flamers, frag grenades 10 x Inquisitorial Storm Troopers: 8 x Hellguns with targeters, frag grenades 2 x Plasma Gun, frag grenades 10 x Inquisitorial Storm Troopers: 8 x Hellguns with targeters, frag grenades 2 x Plasma Gun, frag grenades 10 x Inquisitorial Storm Troopers: 8 x Hellguns with targeters, frag grenades 2 x Plasma Gun, frag grenades 10 x Inquisitorial Storm Troopers: 8 x Hellguns with targeters, frag grenades 2 x Plasma Gun, frag grenades 8 Plasma Guns 4 Flamers 32 Hellguns 14 Shotguns
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| | #2 (permalink) |
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,588
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The vindicare assaian can take one one of the lords pretty quickly. There after, the necros will get plasmed to death. The Witch Hunter can also spread out, and have more numbers then the necros. Theyve also got a pretty nice command squad, which is good against powerarmour. Last edited by ForgedInTheFurnaceOfWar; May 16th, 2006 at 06:16.. |
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| | #3 (permalink) |
| Senior Member ![]() Join Date: Mar 2006
Posts: 498
Rep Power: 36 ![]() ![]() |
hhm... i must confess my lack of knowledge on arbites, though im assuming they aren't too terribly different from some type of guardsman or storm trooper. i vote Necrons, and now to explain myself. First, to counter the previous argument, the vindi will take at least three rounds to kill one of the lords. whats the range of the exitus rifle, thirty six or fourty eight? anyway, the destroyers would be able to take him out alot quicker than he can get the lord, one round of shooting from them and hes gone. they get three shots each i think, str6, ap...4? 5? the point is they are like ten highly mobile heavy bolters that can move and shoot and are harder to kill at T5, and i think their 3+ save turns inv. if they turbo boost? codices are being borrowed by a friend currently. so the point is the vindi will find a hard time killing a lord, and thats assuming when he goes down he doesn't get back up, and as has been mentioned in various tactica, the vindi shines at killing squad leaders, not characters. next...plasma killed to death. the plasma wont be a threat to the mobile destroyers, but the warriors will be hurt by them if they don't get first shot. the arco's i can see being the next biggest problem for them. but still, the necron firepower and survivability is superior in my eyes, therefore i vote necrons, as the witch hunters have no way to deal with the destroyers. |
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| | #5 (permalink) | |
| Son of LO ![]() Join Date: Oct 2004 Location: England. Age: 20
Posts: 2,112
Rep Power: 63 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
He can do 1 round 2+ to hit 2+ to wound and then 1 which can do 2 wounds, so 2 turns minimum to kill, with rolling to wound in the second shot not included. If the Lord turbo-boosts, he's good in combat (they're Guardsmen) then a 3++ compounds the Vindicares problems. Gauss and 30 Bs4 old style assault cannon shots per turn will rend this IG army appart. Plasma can't out shoot it. Necrons
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| | #6 (permalink) |
| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
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I do agree the Vindicare is a bad choice here. His talents are wasted upon Necrons. I see him hitting the Heavy Destroyer first turn and then sitting on his butt the rest of the game. The Heavy Destroyer is trash. A single plasma hit will remove it from the game, since once it falls it'll never have a chance at a WBB roll. The high strength and AP gun is worthless against guardsman. The only real use I can see for the HD is having him hide in a heavy patch of cover and hold a table quarter. In a shooting match, I'd think the Necrons have a slight edge. The Witch Hunters have to concentrate upon the Destroyers, which really only their plasmas are effecient at dealing with. The Necrons have both range and mobility, allowing them to keep the Storm troopers at range and avoid the plasmas. I think the Necrons can pull this off. The speed will allow them to capture quarters, along with their higher mobility and weaponry. |
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| | #7 (permalink) |
| Senior Member ![]() Join Date: Mar 2006
Posts: 498
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the heavy d. wouldn't get plasma-ed for one, its weapon has twice the range of the plasma gun and can move as fast as the weapon can shoot. i think it also outranges the vindi, if its rifle is like a normal sniper rifle, though i think the sniper rifles SHOULD be forty eight inches. i mean come on, they are sniper rifles. and though i voted necrons, i dont think the vindi is the worst assassin? i dont know play wise, but it is the COOLEST assassin.
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| | #8 (permalink) | |
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,588
Rep Power: 63 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
The one which deals 2 wounds is pretty nice, the and other which wounds on 2+ is basically money in the bag. If he can kill but one lord, he has more then paid for his points. The assain hits on 2+ and wounds on 4+ .42 chance of taking off a wound per turn. (hes got for the none destoryer one probably, since he doesnt want the opponent taking armour saves. I think the lords are 3 wounds? So if he uses the hell fire round, there is one wound gone. Next round he uses the other round, which deals to wounds. its hard to say what will happen with that round, equal chance of it killing the lords, or doing nothing. Also couldnt the vindicator wait for the destory necron to boost, and shoot the invunerable save one at him. Anyway, i might change my vote for this, but the vindicare is a bad arse... Math wise the shot does 2 wounds, so the average would be one wound, which makes no sence. Anyway, by turn 2 or by turn 4 one of the lords is dead. | |
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| | #9 (permalink) |
| Senior Member ![]() Join Date: Mar 2005 Age: 31
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The hmm on topic of the assasin, he's doesn't have an ideal target, necron's don't have veteren seargents and the like, but HQ's are worth shooting at, but once he's got one down, there is a 50% chance of him comming back. With the assasing being hard to see at extended range, and hiding near some storm troopers he should be very difficult to take down. I see him getting one lord by the end of the game, that will easily make back more than his own points, the trouble is it will take most of the game, I don't think he has time to take out 2 of them. (it would take a massive amout of luck to pull that off) The trouble is not the assasin & the lords, however, but the comparitive nature of the bulk of the rest of the troops. The Witch Hunter force consists of shooting units that fire 24", and Close combat units without transport. Also the entire army is pretty much 4+ normal saves The Necrons have invested in fast moving shooting units that can fire beyond the range of the Witch Hunters, with weapons perfectly tuned to killing units with a 4+ armor save. 5 destroyers 15 shots, 10 hits, 8.3 kills That pretty much wipes out one squad a turn per destroyer squad. In 3 turns all of the storm troopers/arbiters are pretty much dead: no longer scoring units. All from just the destroyers, without even putting them in danger. So Necrons Win because destroyers definitly live up to their name against 4+ armored armies. Witch Hunters for Fluff though, The Necron's Destroyer to Warrior ratio is hard to justify fluffily. Although I doubt it will matter.
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