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Played my first 2000 Point game the other day against Sisters and learned some valuable lessons.
Here's roughly how it went. First of all, I was stuck with the models I actually own, so I brought a lord with orb and veil and 10 Immortals. I had 35 warriors and a tomb spyder, 6 Destroyers, the monolith, and the Deceiver. I wanted to load a flank, but got stuck with the counter mission (whatever that's called). There were three counters, so I left one unit in a building near one of them, most of my army next to another, with the intention of moving forward to contest the third. My immortals scattered into a building on turn 1, losing two of them, and the rest went down with the Lord, to some sick Divine Guidance rolling with his Seraphim and Retributors. No Immies, no WBB. Then the Lord failed his WBB. I had tried to position the Immies to shoot The Seraphim on turn 1 (20 shots, wounding on 2s), but scattered 9" in the wrong direction. My opponent had a Cannoness with a jump pack, 8 seraphim, 6 arco-flagellants, and everything else mechanized (with two IG squads and Chimera). My Monolith did nothing before being destroyed on turn 4 by Exorcists (two of them took four rounds of shooting to bring it down). The Deceiver killed an arco, a tank and two guardsmen, and made the Cannoness flee to the table edge, where she promptly regrouped. My troops were pinned in cover by his Leman Russ, which I couldn't get rid of until turn 5, and I phased out on turn 6. In all, I killed only the Arcos, three tanks, the Seraphim, and two guardsmen.
Here are the lessons:
1. More troops. My major handicap is that I couldn't move the troops I had out of cover. With another unit, I'd have been able to take some losses to get them in range of all of those tanks. I love all the cool extras Necrons can bring, but that hard block of troops is critical.
2. The Deceiver isn't worth the points, at least in this sort of game. I finally had a big enough game to bring him (anticipated gray knight termies), but he couldn't do enough. We decided he couldn't use his Dread ability against a unit other than the one he assaulted, which hurt (it's a shooting phase skill, so had to be targeted at the unit he wanted to assault. What's the point of making a unit run that is about to be attacked by the Deceiver?). He couldn't catch the Cannoness. Everything else was overkill. A Destroyer lord kitted out for cc would have been faster and more effective.
3. The Monolith survives, but to make its points back it needs to do more than that. I still have never hit with the Particle Whip. A squad of tightly grouped Seraphim 12" away and I scattered five inches off of them. Ouch. With more troops I suppose I could have deep struck it and started pulling in units of warriors, but even then I'd have had flank trouble with his mobility.
4. Destroyers are awesome. I need more. They scare the crap out of everyone I play. With two units of 3, however, they absolutely have to stay within 6" of each other, or things like Exorcists make them go away. In a game against tanks, maybe a 5 D unit and three heavies Ds?
5. Immortals are the key to massive victories or massive defeats. In every game i've played, my results depend on them not scattering in bad directions or bad distances. Sometimes they chew up half of the opposing army, other times they muddle around the board and then run away. In this game, they could have been better used marching forward with the warriors so that the Orb could have been deployed to help resist all of those tanks. Shrink the board and open up...
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007
A quick point about the Lith, and most other units too. Their sucess in battle shouldnt be deemed by if said unit made back its points cost or not, but should also be juged on what else it achived. The Lith's key strength is to be able to teleport your troops around the field, out of combat, rerolling WBB etc. Same goes for the Deceiver his redeploymenyt and morale rules make up quite a chunk of his points cost i think.
About the Deciever.
Get it into combat with anything you can, anything. Trade blows the first round, you're almost guaranteed to come out on top.
Then on their turn, like hit and run, jump out of combat towards where you want to be. Misdirection is a wonderful thing for slingshotting yourself around the field.
Heck, if you do it on their turn and they charge you, you can just do it again.
I view the deciever as a great way to take out HQ's, tanks, and Heavy weapon teams.
[/quote] It sucks about your Immortals. A quick question on Divine Guidance. The rule says that DG is used after hits are determined but before wounds are rolled. If you're shooting with two different squads (Seraphim and Retributors) that would be two seperate instances of shooting as each squad is resolved seperately. I suppose if the Faith Points were there they could us it for each squad seperately. At that, it's still a lot of sixes to ignore your armour saves. Oh well, he must have been really worried about those Immortals, and for good reason.[/quote]
You're right. He didn't use divine guidance with the Retributors. The had melta guns (or multi-meltas, can't remember which). AP lower than my armor save, so no Divine Guidance needed. The issue was that all of the immortals died, so no WBB. I did make a mistake in that the Lord wasn't connected to the unit and shouldn't have been hit by anything but the flamers. He would have survived and I would have been able to move a unit of warriors with him. That would have made a huge difference. Bad mistake.
Once they Deciever is in contact with a unit he can use misdirection to make a fall back move 2d6 in any direction you want. That's a nice movement towards another squad. Then on your turn move it 6" and assault 6".
That's a huge threat range. On their turn rinse and repeat.
I was simply suggesting good targets for the C'tan, being the cannoness, heavy support squads, tanks.
I use two monoliths in my cron list and rarely ever fire the particle whip. The lith's function isn't damage but preservation and mobility. The teleporting of squads with their rerolling of WBB's makes the cron list very hard to do real damage to (especially still being able to use the portal when stunned). Just about the only time I fire a lith is when using the flux arc.
The deceiver also isn't something that typically will make its points back in terms of damage, but can very well be worth taking for other reasons. If the enemy shoots everything they have at the deceiver, that's a lot of shots not aimed at things they can more easily kill. Then the redeployment can also be huge as it happens after infiltrators and scouts..
So don't automatically discount things in the cron list that aren't purely offensively effective as they can have other large impacts in the game.