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Now with STFU flames!
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Discussion Starter · #1 · (Edited)
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 - Cleanse

180th Karallis Prime Praetors (Armored Company) - (6 points)

Doctrines
-Restricted Units: Leman Russ Vanquisher
-Restricted Units: Leman Russ Exterminator
-Skills & Drills: Ace Gunners
-Skills & Drills: Anti-Tank Rounds
-Special Equipment: Machine God's Blessing

Headquarters – 303 points
Leman Russ Exterminator Command Tank
Turret mounted twin-linked autocannon; Hull mounted Heavy Bolters; Heavy Bolter Sponsons; Pintle Heavy Stubber; Extra Armour; Searchlight; Ace Gunners; Machine God’s Blessing, Improved Comms

Elites – 530 points
Tank Ace in Leman Russ Vanquisher
Turret mounted Vanquisher Cannon, Hull mounted Lascannon; Heavy Bolter Sponsons; Extra Armour; Searchlight; Ace Gunners; Machine God’s Blessing

Storm Troopers – Ten (10) men
Seven (7) armed with Hellguns
Two (2) armed with Grenade Launchers
Sergeant: Hell Pistol and CCW
Chimera: Turret mounted Multi-laser; Hull mounted Heavy Bolter; Extra Armor; Smoke Launchers

Troops – 618 points
Leman Russ Battle Tank
Turret mounted Battle Cannon; Hull mounted Heavy Bolter; Heavy Bolter Sponsons; Extra Armour; Searchlight; Anti-tank Rounds; Machine Gods Blessing

Leman Russ Battle Tank
Turret mounted Battle Cannon; Hull mounted Heavy Bolter; Heavy Bolter Sponsons; Extra Armour; Searchlight; Anti-tank Rounds; Machine Gods Blessing

Leman Russ Battle Tank
Turret mounted Battle Cannon; Hull mounted Heavy Bolter; Heavy Bolter Sponsons; Extra Armour; Searchlight; Anti-tank Rounds; Machine Gods Blessing

Fast Attack – 168 points
Sentinel
Lascannon; Searchlight

Sentinel
Lascannon; Searchlight

Sentinel
Lascannon; Searchlight

Heavy Support – 231 points
Leman Russ Demolisher
Turret mounted Demolisher Cannon; Hull mounted Lascannon; Plasma Cannon Sponsons; Extra Armour; Searchlight; Ace Gunners; Machine God’s Blessing.

General Tactics:
The general idea is to advance on the objectives and blast any and all scoring units until they can't claim any VPs. The Leman Russ Battle Tanks (LRBT), Vanquisher, and Sentinels go tank-busting, while the Storm Troopers and Exterminator hose down infantry (preferably light and medium infantry). The battle cannons on the LRBTs will also fare well against heavy infantry, supported in that role by the Demolisher. With all the sponson weapons, the list should fare well against hordes as well, even without the battle cannons. The searchlights should ensure I maintain fire superiority in night fight scenarios.


Wargear/Doctrine Notes: Ace Gunners: Functions like Sharpshooters, but also allows the player to re-roll the scatter die for ordnance but not the distance die.

Machine God's Blessing: Negates the effect of lance weapons.

Anti-Tank Rounds: Gives a Leman Russ Battle Tank a non-ordnance shot that hits with normal BS and rolls 2d6 + Strength for armor penetration.

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Necrons - (2 points)

HQ: 185 Points
Necron Lord:
Resurrection Orb; Destroyer Body; Phylactery

Troops: 540 Points
Warriors squad – Fifteen (15) men
Fifteen (15) armed with Gauss Flayers

Warriors squad – Fifteen (15) men
Fifteen (15) armed with Gauss Flayers

Fast Attack: 408 Points
Destroyers Squad – Three (3) men
Three (3) armed with Gauss Cannon

Destroyers Squad – Three (3) men
Three (3) armed with Gauss Cannon

Scarab Swarms – Nine (9) swarms

Heavy Support - 625 points
Heavy Destroyers Squad – Three (3) men
Three (3) armed with Heavy Gauss Cannon

Heavy Destroyers Squad – Three (3) men
Three (3) armed with Heavy Gauss Cannon

Monolith:
Gauss Flux Arc; Living Metal

Phase Out: 10

Tactics:
I will utilise the speed of my Fast Attack to get into an effective position from which to open a constant hail of fire. My Monolith will preferably Deep Strike as close to the center of the table as reasonably possible without losing it. The Warriors will then come out. If I can't Deep Strike, I will simply move the Monolith constantly toward the center of the table. My lord will also support wherever things begin to get hairy.

Notes
Shots per turn:
30 Gauss flayers
18 Gauss Cannon shots
6 Heavy Gauss Cannons
3 Staff of Light shots
Gauss Flux Arc
Particle Whip
The Lord cannot be instant killed.
 

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I vote Necrons

oddly enough, for one reason: the heavy destroyers. If the 'cron player is intelligent, they'll have the res orb local so that they'll always get WBB on the H D's.

Using the monolith (which will presumably deepstrike), they can ensure that they get to reroll the WBB save, and given the speed of the Heavy destroyers, not all the tanks will be in LOS. They can steal side shot and distract a very large portion of the AC army, which will be spending its time trying to kill them.

While that's happening, the rest of the army isn't useless and with the focus off them, they can proceed to beat the crud out of the AC.
 

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I think that if necrons get first turn, they could pull a minor victory, but if the AC gets first turn (bye bye destroyers), it will be more than a minor victory.

If anything comes through the monolith portal, it will be demolished via demolisher or battle cannon. And there's no way a res orb is going to keep all of them alive.

Armoured company
 

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i vote armored company

-one good battle cannon blast will take out 3 HD's at once, ensuring no WBB. small necron squads are very vulnerable to blast that cut armor and wound on 2+.
 

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tiaxrulesall said:
i vote armored company

-one good battle cannon blast will take out 3 HD's at once, ensuring no WBB. small necron squads are very vulnerable to blast that cut armor and wound on 2+.
With perfect spacing no more than one can be hit at a time, and if the squads move next to each other, the AC will have to kill both squads to take them down.
 

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-if the whole army fired at the HD's, they could take them out in a turn, and they are really the only threat to those tanks.
 

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tiaxrulesall said:
-if the whole army fired at the HD's, they could take them out in a turn, and they are really the only threat to those tanks.
I disagree. The Necron player isn't going to be as foolish as the one who built the list. He wouldn't allow the HDs in LOS of the whole army. Plus, it isn't assured that the AC would kill all 6, even if they did fire all that. Things scatter easily and the sentinels are down turn one and they have little other direct fire ap shots
 

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I vote necrons.

They have a very small phase out but the monolith and rez or schould help with that. Plus, the AC have other things to shoot at. For example, those destroyer squads that can pop a tank or two a turn. I think with the right spacing and decisions the crons can pull through.
 

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Hmm. Normally I'd vote for Necrons in a AC verus Necron battle, and I did when voting the other Necron list versus the other AC one, but I really think that Necron list is too small in actual Necrons to avoid the phase out.

The swarms doesn't have disruption fields, so they can't hurt anything except for Storm troopers, and I believe that Heavy Destroyers are actually not as useful as the same amount of points of other Necron units for killing tanks.

See thread/rant on why I hate Heavy Destroyers here.

I'm going to have to vote AC for the mission.

Perhaps I'm biased because of how much I dislike Heavy Destroyers, but I still think that if playing skills are equal, the AC will eventually force a phase out after losing at least half of its tanks.
 

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Grey, I remember doing pretty much the very same rant to the other players/store owner when I was building my necron list. They all insisted that I bought heavy destroyers. After seeing my list in action they have since shut up. (it runs around a 66% win rate) The Only time I would take them is if I was going up against a godzilla list, but that's besides the point.

My point is that while the heavy destroyers pose a threat to the tanks, in the end they're only 6 lascannons. front side that's .67 glancing and .67 pen decent odds of taking out a tank, better of doing damage. (that's only .33 each per squad)
The destroyers will get 1 glancing a turn on average each squad.
Each warrior squad can get 1.6 glance a turn

the heavy destroyers are not the problem for the AC, it's everything in combination. The biggest problem for AC is that glances still disrupt shooting. AC's going to have a hard time getting it's tanks do anything but sit there stunned. That's going to make it hard for them to put out the firepower they're used to. Necrons will still get it's WBB rolls against what they do manage to dish out. I'm not saying it will be one sided, but I do give necrons a edge.

Let me put this in perspective: it's not unlike every necron on the board having a missile launcher.

Necron win
 

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impending slaughter said:
Agreed. I think crons have the anti-tank power required to pull it off.

I vote crons
Necrons Speed, firepower, resi Orb and Monolith is just going to be to much for the AC list, the only lists I see as having a chance against AC are a fast rending heavy Nid list, or Necrons with the required Guass weaponry (a la this list) or something along the lines of the drop pod Wolves list.
I have faced my own AC(my son using it) with my Nid list (2000pts) and the Nids have ripped the AC apart (fast nids 32 stealers with scuttle and winged Tyrant / Warriors and Lictors etc) and I would love to play a Necs list but we dont have many Nec players with 2000pts here.

Win for Necrons (very Minor)
 

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The heavy destroyers, combined with the Resi Orb and warriors are more than a match for the AC. I think that even though the AC can dish out the damage, it will ultimately be too slow because of the Resi Orb, therefore

Necron win

Although it would probably be by the skin of their teeth.
 

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Dawn Under Heaven
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Considering that every Necron gun can attack vehicles, I actually think they have a decent chance as a shaken result is enough to put a tank out of commission for a turn.

Necrons
 
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