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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. 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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| Everyone loves the Drake! ![]() Join Date: Nov 2005 Location: Canada Age: 20
Posts: 2,458
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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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| | #3 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
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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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| | #4 (permalink) | |
| Sadomachiatto ![]() ![]() Join Date: May 2006 Location: Frankfurt, Germany
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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.
__________________ LO Rules Quote:
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| | #5 (permalink) |
| Master of Those Damn Durable Swords ![]() Join Date: Jul 2005 Location: Boston Age: 23
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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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| | #6 (permalink) | |
| Everyone loves the Drake! ![]() Join Date: Nov 2005 Location: Canada Age: 20
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Rep Power: 63 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
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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| | #7 (permalink) | |
| Sadomachiatto ![]() ![]() Join Date: May 2006 Location: Frankfurt, Germany
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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 Necron purge the living
__________________ LO Rules Quote:
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| | #8 (permalink) |
| Eternal Crusader ![]() Join Date: Apr 2006 Location: Washington Age: 20
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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.
__________________ Last edited by Helbrecht; December 5th, 2006 at 03:17.. |
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| | #9 (permalink) |
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,588
Rep Power: 63 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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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| | #10 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
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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.
__________________ 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 Last edited by LordLink; December 5th, 2006 at 11:23.. |
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