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Old December 4th, 2006, 06:45   #1 (permalink)
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Default 40K VoteWar MkVI - Round 2 - Battle 27 - Necrons versus Witch Hunters

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.

Mission Type - Night Fight

Mission Rules - Special



Tomb Army of Paola
Necrons


Lord:
Ressurection Orb; Veil of Darkness; Staff of Light

Lord:
Destroyer Body; Ressurection Orb; Warscythe

10x Warriors
Guass Flayer

10x Warriors
Gauss Flayer

10x Warriors
Guass Flayer

10x Warriors
Guass Flayer

5x Destroyers
Gauss Cannon

5x Destroyers
Gauss Cannon

5x Destroyers
Gauss Cannon

Phase Out: 14 or less.


Tactics:
Warriors form a solid firebase and either move to capture objectives, or sit back and long range blast incoming assault units. Destroyers stick with the Destroyer Lord and use their considerable firepower and range to do the most damage. The Veiled Lord will remove Warriors from combat should they be engaged against something they can't handle.


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



Witch Hunters


Canoness:
Blessed Weapon; Cloak of St. Aspira; Frag Grenades; Jump Pack

5x Celestians:
3x Bolters; 2x Melta Guns
Rhino w/ Extra Armour; Smoke Launchers

5x Celestians:
3x Bolters; 2x Melta Guns
Rhino w/ Extra Armour; Smoke Launchers

5x Celestians:
3x Bolters; 1x Melta Gun; 1x Heavy Bolter

10x Battle Sisters:
7x Bolters; 2x Melta Guns
Veteran Superior w/ Bolter
Rhino w/ Extra Armour; Smoke Launchers

10x Battle Sisters:
7x Bolters; 2x Melta Guns
Veteran Superior w/ Bolter
Rhino w/ Extra Armour; Smoke Launchers

10x Battle Sisters:
7x Bolters; 2x Melta Guns
Veteran Superior w/ Bolter
Rhino w/ Extra Armour; Smoke Launchers

10x Seraphim:
7x Twin Linked Bolt Pistols; 2x Twin Inferno Pistols
Veteran Superior w/ Eviscerator & Bolt Pistol

8x Retributors:
3x Bolters; 4x Heavy Bolters
Veteran Superior w/ Bolter

8x Retributors:
3x Bolters; 4x Heavy Bolters
Veteran Superior w/ Bolter

Exorcist:
Exorcist launcher; Extra Armour; Smoke Launchers


Faith Points: 11
Total Models: 78
Total Vehicles: 6
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Old December 4th, 2006, 13:47   #2 (permalink)
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So far, I'd have to say that I'm learning toward the side of the Necrons. Seeing that it's permanant Night Fight, things like the Retributors and Excorcist will have a really rough time shooting at much of anything, seeing that the Necrons wish to fight at medium-close range. With only bolters and meltaguns, I can't see the Witch Hunters having much luck shooting down the Necron Warriors fast enough to bring them under half strength.

I'm not going to vote yet, as I want to see the opinions of other people, but things aren't looking good for the Witch Hunters right now.
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Old December 4th, 2006, 14:01   #3 (permalink)
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Bomb

Meltaguns can be very useful but its unlikely they will be able to catch the destroyers. The heavy bolters aren't good either and night fight takes out the ranged support.

Night Fight is straight victory points right? no reserves? sorry its to late to dig up a rulebook or ask someone else.

Necrons are all short ranged or highly mobile so night fight doesn't hurt them as much. I give them the advantage as the sisters just dono't have enough killing power against them whereas destroyers can appear out of the night and disintegrate a sisters squad or rhino into nothing.

That creates a pretty cool mental image of destroyers in night fight.

Necrons.
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Old December 4th, 2006, 14:02   #4 (permalink)
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Hmm.. the jury's out really.
The exorcist is more or less out of the game unless it's lucky.
But the seraphim are very very much in the game, and aided with the cannoness and faithpoints they will very easily crush a lot of the necrons before being apprehended.

Also, divine guidance and retributors is going to be difficult, everyone's roughly getting into range at the same time.

The necron player's use of his destroyers is going to win him or lose him the battle.

I reserve judgement. I like both lists a lot.
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Old December 4th, 2006, 17:32   #5 (permalink)
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I would agree Karmoon that Seraphim and the Canonnes will be crucial, but IDK how much they'll be able to make a large enough impact on the battle. If it were 2 units of Seraphim, I'd be more inclined to say that they will have a larger role to play.

The only hope for the Sisters I see is to rush forward en masse with the Celestians and Sisters and get 1 good round of RF on the 'Crons.

If a squad of Celestians and Battle Sister pair up to take on 1 target, they have a good chance of killing it...if they get w/in RF range. But I'm not that well versed on 'Cron weapons, I just know they hurt vehicles with relative ease.

Here's my Big If of this Battle...IF the Sisters can get in RF of a unit and they roll Divine Guidance (which is their only hope really of killing lots of 'Crons) then I can see the Sisters possibly winning. It's a big IF though

Undecided for the time being
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Old December 4th, 2006, 18:56   #6 (permalink)
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Quote:
Here's my Big If of this Battle...IF the Sisters can get in RF of a unit and they roll Divine Guidance (which is their only hope really of killing lots of 'Crons) then I can see the Sisters possibly winning. It's a big IF though

I doubt that even Divine Guidance will help too much against the Necrons. If there's a Res Orb around, the Necrons will still get to use We'll Be Back! and most of the damage that the unit takes won't have much effect.

16 bolter shots will result in about 11-12 hits, which translates into about 6 Wounds - that's one roll of 6 for Divine Guidance. One or two other Necrons should fall to the bolter rounds, plus another 2 (ish) from the meltaguns. Assuming the Lord is in range, that's a grand total of 2.5 Necron Warriors taken out per round of rapid fire.

My biggest concern for the Witch Hunters is the Destroyers taking out the Rhinos before they can get their units into good positions. I'd anticipate to see at least a few units pinned during the game, and then likely shot up by Destroyers and Warriors.

I'm still going to withhold my vote, but this is looking worse by the moment.
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Old December 4th, 2006, 19:41   #7 (permalink)
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Divine guidance on the guns wouldn't get rid of WBB anyway, regarldess of resorb, it'll only get rid of the 'cron's armour saves.

That about swings it for me really.
The necron player will obviously victimise the seraphim, he should bring every single gun he can to bear on them. No amount of faith points can save such a barrage of fire. the Toughness of sisters will be their key downfall, power armour or not, invulnerable or not.

Sisters have a nasty habit of fighting back bitterly, but without the seraphim, i think the necrons have it.

I'm going to jump off the fence

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Old December 5th, 2006, 03:14   #8 (permalink)
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Night fight really hurts the sisters in this battle. The necrons can deal with any approaching vehicle and deal with the seraphim until a lord arrives to deal with them personally.

Necrons for the win.
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Old December 5th, 2006, 06:24   #9 (permalink)
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Sisters of battle.

The destorys will be as hampered as the exorcist, and bringing everything down to close range favors the sisters superior close combat. And since everything will be close range, the melta guns will shine. The large number of faithpoints also helps.

I see no reason for the sisters to use there rihnos for transport with nightfight.

Rather use the rhinos as annoying shields, and mobile terrain - thats all they are really good for anyway)
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Old December 5th, 2006, 08:28   #10 (permalink)
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So how do you plan to get the sisters doing anything? The warriors can constantly run away from the sisters and the Seraphim will die to massed firepower.

From there nothing dies except when the destroyers get lucky on night fight rolls. They simply stay about 20" away from their opponents. 20+" isn't that hard to guess range.
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