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40K VWMkIII - Battle #25, Round #3 - Necrons versus Death Guard

982 Views 18 Replies 9 Participants Last post by  numberofthebeastxxx
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 - Secure and Control

Necrons - (4 points)

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.

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Death Guard Chaos Space Marines - (4 points)

Headquarters – 167 points.
Chaos Lord:
Mark of Nurgle; Manreaper & Bolt Pistol; Daemonic Flight; Daemonic Strength; Daemonic Aura; Daemonic Visage; Nurgle’s Rot; Spiky Bits; Infiltration; Frag Grenades

TROOPS – 462 points
Plague Marines - Seven (7) men
Four (4) armed with Bolters and CCW
Two (2) armed with Plasma Gun
Aspiring Champion: Powerfist and Bolter; Nurgle's Rot
Rhino: Extra Armour/Smoke

Plague Marines - Seven (7) men
Four (4) armed with Bolters and CCW
Two (2) armed with Plasma Gun
Aspiring Champion: Powerfist and Bolter; Nurgle's Rot
Rhino: Extra Armour/Smoke

Fast Attack – 693 points
Plague Marines - Seven (7) men
Four (4) armed with Bolters and CCW
Two (2) armed with Plasma Gun
Aspiring Champion: Powerfist and Bolter; Nurgle's Rot
Rhino: Extra Armour/Smoke

Plague Marines - Seven (7) men
Four (4) armed with Bolters and CCW
Two (2) armed with Plasma Gun
Aspiring Champion: Powerfist and Bolter; Nurgle's Rot
Rhino: Extra Armour/Smoke

Plague Marines - Seven (7) men
Four (4) armed with Bolters and CCW
Two (2) armed with Plasma Gun
Aspiring Champion: Powerfist and Bolter; Nurgle's Rot
Rhino: Extra Armour/Smoke

HEAVY SUPPORT – 525 points
Predator:
Autocannon; Lascannons sponsons; Mutated Hull; Daemonic Possession

Predator:
Autocannon; Lascannons sponsons; Mutated Hull; Daemonic Possession

Predator:
Autocannon; Lascannons sponsons; Mutated Hull; Daemonic Possession
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I vote Necrons

Smokes will be irrelevant for this battle, but that many shots will easily down those tanks. There's no urgent need for monoliths, so one could deepstrike, stranding the cc units on the wrong side of the field.

The deathguard have no way to take down a monolith, so rerollable WBB saves will be a given and the necrons won't stay in cc much longer than a round.

If a monolith deepstrikes, it can easily and quickly destroy those predators who will presumably be trying to take out the monolith (extremely unlikely) or wittling away the warriors (who get WBB twice anyway, so it isn't that useful).

Then, when a squad of warriors teleports, they can ensure the destruction of any surviving predators.
i vote necrons
-those predators are going to have a tough time taking ou the liths, and the warriors will blow all those rhinos, and can permanently keep out of CC with the guys inside, while constantly shooting them
Toasters

The only things that can harm the lith are the predators, which can probably be killed before the liths arrive.
Ezekiel1990 said:
Toasters

The only things that can harm the lith are the predators, which can probably be killed before the liths arrive.
Alright, I feel stupid. Where did "toasters" come from. And tiax, why do you have "the browncoats of LO" in your sig? How are browncoats and necrons related???

Sorry, but I'm just thoroughly confused...

Oh yeah and on topic, a major thing that's going to hurt the DG is being entangled. 3 of those rhinos are going down, possibly more if a lith gets lucky, more on the second turn of movement towards the crons
TheWamp said:
Where did "toasters" come from.
If I had to guess, it'd probably be a reference to Battlestar Galactica - they refer to the Cylons as Toasters in that show. Perhaps it's just a universal term for robots.

TheWamp said:
why do you have "the browncoats of LO" in your sig? How are browncoats and necrons related???
They're not. Browncoats refers to the show "Firefly." I believe there's a clan about it.
Caluin said:
If I had to guess, it'd probably be a reference to Battlestar Galactica - they refer to the Cylons as Toasters in that show. Perhaps it's just a universal term for robots.

They're not. Browncoats refers to the show "Firefly." I believe there's a clan about it.
Oh. Thanks! I just felt really clueless...:rolleyes:
wow monoliths aren't so tough that they can survive 6 lascannons a turn. The Preds will kill the liths. Nothing in the necron list is all that anti tank. If the warriors advance the plasma and cc ability of the death gaurd will kill them.

Death Gaurd
Librarian Augustine said:
wow monoliths aren't so tough that they can survive 6 lascannons a turn. The Preds will kill the liths. Nothing in the necron list is all that anti tank. If the warriors advance the plasma and cc ability of the death gaurd will kill them.

Death Gaurd
EVERYTHING in the list is anti-tank.

And for lascannons:
6 shots
4 hits
2/3 penetrating
2/3 glancing
7/18 chance of killing liths. And that's for the turns that they can be shot. They can't be shot when they're deepstriking.
TheWamp said:
EVERYTHING in the list is anti-tank.
Since you're doing stats, I thought it'd be at least fair if someone did the other side of the coin.

20 warriors = 40 shots (Let's assume 100% troop size and rapid fire range)
26.6 hits
4.43 glancing hits.
I don't know how you get the next part, but I think that's sufficient. Draw your own conclusions from there.

'Liths -
Ordnance shot, I will assume that it doesn't scatter away. We can safely assume that the shot will always land on the front armour value of 14, with the exception of the turn it Deep Strikes. Glances on a 5, penetrates on a 6+.

Also, remember that the lith's can't use their teleport if something is blocking their access point. Rhinos, anyone?

I'm only pipping up because it seems like people are woefully over estimating the Monoliths, and under estimating the Preds.
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I see 9 lascannons, that gaurded by 9 AV14 on the front armour, and ignore shaken and stunned results.

3 twinlinked lacannons and 6 normal lascannons:

So thats 7 lascannon strikes per turn.

so thats 2 glances a turn.

Thats enough to kill a monolith by turn 3, and enough to keep them from never shooting, except the turn they deep strike IF they deep strike.

Honestly i think 3 preditors Uber buffed out preditors make short work of 2 monoliths.

And the deathgaurd are the better as far as the troops go, in CC, although they will get out shot, there toughness will help with that. In CC i can see them making pretty sort work of the necrons.

Also, necros are 2 initiative right? wouldnt they be in huge danger of sweeping advance?

Death Guard
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Caluin said:
Since you're doing stats, I thought it'd be at least fair if someone did the other side of the coin.

20 warriors = 40 shots (Let's assume 100% troop size and rapid fire range)
26.6 hits
4.43 glancing hits.
I don't know how you get the next part, but I think that's sufficient. Draw your own conclusions from there.

'Liths -
Ordnance shot, I will assume that it doesn't scatter away. We can safely assume that the shot will always land on the front armour value of 14, with the exception of the turn it Deep Strikes. Glances on a 5, penetrates on a 6+.

Also, remember that the lith's can't use their teleport if something is blocking their access point. Rhinos, anyone?

I'm only pipping up because it seems like people are woefully over estimating the Monoliths, and under estimating the Preds.
Sure, but 4.43 means that most of the time, those warriors will kill the target and almost all of the rest of the time they'll stun their target. They can only target one tank at a time anyway (1 squad, 1 target), so overkill wouldn't help. Liths were being assumed to hurt the predators by deepstriking next to them and allowing telelporting warriors to hurt them.

And as far as blocking portals goes, rhinos won't work. Why? The lith is allowed to move before porting the warriors, so it'd just move away.

I see 9 lascannons, that gaurded by 9 AV14 on the front armour, and ignore shaken and stunned results.

3 twinlinked lacannons and 6 normal lascannons:

So thats 7 lascannon strikes per turn.

so thats 2 glances a turn.
There's only 6 lascannons, no twinlinked. Look at the list. Autocannon turrets

Also, necros are 2 initiative right? wouldnt they be in huge danger of sweeping advance?
With 20 warriors (outnumbering) and Ld 10? Not likely
The Manreaper could surely cause the Necrons fear, after 2-3 rounds there won't even be any left :D !

By no means do the Death Guard have to stay in their Rhinos all the time. If I was the player, I'd disembark after the first 12" move and walk into combat the next turn, or rapid fire Plasma 2 turns in a row, then charge.

I think the real pinch in this battle is going to be the Nurgle Lord. He can mop Necron units up! Plus he is equipped with Infiltrate and Daemonic Flight, which means he can assault in the first turn, easy! Definitely the deal maker.

Death Guard

The Necrons can't kill enough Death Guard to keep them from combat, or to stop all that incoming Plasma fire. The Monoliths ordnance only has a range of 24", and if they use it, they cannot teleport Warriors out of combat. If the Predators kill even one of the Monoliths, where are the Necrons to run?
TheWamp said:
those warriors will kill the target and almost all of the rest of the time they'll stun their target.
The Predators are immune to stun/shaken results. But your points remain valid - 4.43 glancing hits from each squad is something to worry about. Not quite the "instant death!" that people seem to be descibing, however. I honestly think it's a 50/50 chance on which will live longer - the Monoliths, or the Predators. The entire fight hinges on that match up, IMO.

TheWamp said:
And as far as blocking portals goes, rhinos won't work. Why? The lith is allowed to move before porting the warriors, so it'd just move away.
Assuming the Monoliths are not immoblized. While destroying the 'liths would be key for the Death Guard, immoblizing them would serve just as well.

However, if the Death Guard is unable to kill/immobilize a Monolith before the third turn, they'll be in for a world of hurt. Autocannons were a poor choice, since the Predators are fulfilling the only anti-tank role in the list. They would've been far better served by investing the 60 points for the TLLC turrets.
Perhaps, but the real battle isn't between the tanks. The real deal is to kill as many Necron Warriors as possible, as fast as possible. The Death Guard have the mobility to enter Rapid Fire Plasma range in the first turn, charge the second turn. The Lord has the power to kill up to 10 Necrons in a single turn! 5 will get up sure, but after time, this is a problem!

As long as at least one Monolith dies (I would hope so! with 6 Lascannons a turn!!), the Necrons have nowhere to run, and the Death Guard have the superior firepower today. The wave will sweep over and scatter the Necron force.
TwoHats said:
Perhaps, but the real battle isn't between the tanks. The real deal is to kill as many Necron Warriors as possible, as fast as possible. The Death Guard have the mobility to enter Rapid Fire Plasma range in the first turn, charge the second turn. The Lord has the power to kill up to 10 Necrons in a single turn! 5 will get up sure, but after time, this is a problem!

As long as at least one Monolith dies (I would hope so! with 6 Lascannons a turn!!), the Necrons have nowhere to run, and the Death Guard have the superior firepower today. The wave will sweep over and scatter the Necron force.
THe lord has the power to kill 10 necrons a turn (if he's really lucky), 7.5 of which will stand right back up (remember they can port through the monolith). And while they're doing that, they'll be leaving close combat and shooting the crud out of the lord and his Squad. The death guard will DIE VERY FAST if they can't kill those monoliths. Also, there's a good chance that the lord will be entangled as he is foolishly in a tank
And the necrons only need one of them to survive to be able to continue leaving combat. The battle is almost a given as far as infantry are concerned: monoliths live, necrons win, monoliths die early, necrons lose. The wild card is the tanks

Definitely agree that the DG list would have done better with TL lascannons on those predators. Maker of the list, whoever you are, consider revising. Unless you have a very good reason that we can't see, that is.
TheWamp said:
Also, there's a good chance that the lord will be entangled as he is foolishly in a tank
The Lord has Daemonic Flight, preventing him from mounting in a vehicle.
I vote Necrons

I really don't think the CSM wil be able to keep their predators alive against that much firepower. And if the predators are destroyed then the Necrons are able to carry out their stragety.
I believe the above stats put things into a good perspective. Although its very close. I'm going to have to vote for the necrons here. Yes, there will be heavy casualties on the necron side but most of them will just stand right back up. The monoliths are tough, not quite as tough as pppl make them out to be, but I think they will survive long enough to mkae the difference. As for the mission, in the last few turns the necrons can be teleported onto the objective, securing it with all those auto-repairing bodies. Not to mention if the liths are on either edge of the board for most of the game they can sonstantly teleport the crons' around keeping as many out of combat as possible.

I vote for necrons.


Not excluding any possible discounted votes. I believe the curent standings are:

5-3 in favor of the Necrons.
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