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Discussion Starter · #1 ·
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 - Take and Hold

Necrons

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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Strike force Igor
Deathwing Dark Angels

Headquarters – 780 points
Codicier Librarian: (Joins Terminator Command Squad)
Terminator Armour; Combi-Meltagun; Fear of the Darkness

Terminator Command Squad – Four (4) men
One (1) armed with Chain fist and Storm Bolter
Two (2) armed with Assault Cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Codicier Librarian: (Joins Terminator Command Squad)
Terminator Armour; Combi-Meltagun; Fear of the Darkness

Terminator Command Squad – Four (4) men
One (1) armed with Chain fist and Storm Bolter
Two (2) armed with Assault Cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Elites – 150 points
Dreadnought:
Assault Cannon; Heavy Flamer; Extra Armour, Drop Pod

Troops – 900 points
Terminator Squad – Five (5) men
One (1) armed with Chain Fist and Storm Bolter
One (1) armed with Power Fist and Storm Bolter
Two (2) armed with Assault cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Terminator Squad – Five (5) men
One (1) armed with Chain Fist and Storm Bolter
One (1) armed with Power Fist and Storm Bolter
Two (2) armed with Assault cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Terminator Squad – Five (5) men
One (1) armed with Chain Fist and Storm Bolter
One (1) armed with Power Fist and Storm Bolter
Two (2) armed with Assault cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Notes:
All stubborn (fearless, but still takes pinning checks)
Fear of the Darkness nasty against low leadership
Entire army deep strikes
Drop Pods can’t be destroyed by scattering
11 Assault cannons
 

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-nope, rending doesn't work VS liths
 

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I vote necrons

The marines have no way to kill the liths except for 2 combi-melta guns (powerfists don't work either). The big important factor is that the necron lords can do alot of damage in cc, and then their squad can pull out through the lith and rapid fire, seriously hurting a terminator squad.

40 shots
80/3
40/3 wounds
40/18 kills (so after the lord probably killed 1-2, another 2 die. This continues.
 

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Forgive me if i'm wrong, but don't Necrons seriously dislike models with say 2+ saves like Terminators? Theres lots of Terminators Dropping in everywhere. Librarians can shov Force Weapons into Lords and the the Powerfist crunching begins.

Deathwing
 

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Dancing Peanuts? You bet!
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Deathwing

2+ saves are a bad thing for necrons, and this army does have quite a few models with 2+ save. They can ignore the monoliths, nail the Resi orb with power fists and the rest of the necrons will drop like flies until the Phase out.
 

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Robizzle said:
Deathwing

2+ saves are a bad thing for necrons, and this army does have quite a few models with 2+ save. They can ignore the monoliths, nail the Resi orb with power fists and the rest of the necrons will drop like flies until the Phase out.
You can't actually insta- kill due to T5. More importantly, you'll have to kill the lord an average of 4 times, before he fails both his natural WBB and his lith WBB.
 

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Slave to the flesh
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Necrons

The monoliths are going to keep the warriors out of combat where they can hit the terminators with a lot of shots.

Plus the lords with their staff of lights will be able to fend of a squad on his own if anyone gets too close, the deathwing will really have to work for their kills.
 

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necrons

-liths can't be hurt, they keep warriors out of CC, and termies die to sheer volume of shots

-the lords can't be targeted, as they will probably be somewhere in the warrior squad that can't be reached by a first turn charge, and that's all they're going to get.
 

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Deathwing
Liths don't need to be hurt, because they're not going to be hurting the deathwing. With particle whips, they kill about 1 or 2 Terminators a turn. There's no way that's going to kill them. And 40 shots, well that's 28 hits, 14 wounds and 2-3 dead termies form each necron squad. The termies, on the other hand, shoot about 3 necrons down for each squad, and when they charge, the necrons don't stand a chance because they'll only force about 2-3 armour saves. The lords? No problem, there's 2 force weapons waiting to kill them.

Seriously guys, the necrons have squat that ignores 2+ saves, and if the necrons can rapid fire, that means they're going to be charged next turn, which means they're still screwed either way.

Actually, I used to play necrons too. (Im a bit of an army *hor*.) And its never a good thing when they actually outnumber you.
Doesn't matter, the termies can kill a lot more necrons per turn than the opposition. So what if they can't hurt the liths too well? Phase out is very easy since the deathwing can kill about 15 necrons per turn (more like 20 if they charge) and they only need to kill 45.

Lessee, 11 assault cannons means at least 11 necrons dead, then the necrons wipe out about 7 terminators (probably not form 1 squad), then the termies kill another 11 the next turn, then they charge (about 25 powerfist attacks plus the librarians), so it's really going to be more than 25 kills after turn 3.

-liths can't be hurt, they keep warriors out of CC, and termies die to sheer volume of shots
and then their squad can pull out through the lith and rapid fire, seriously hurting a terminator squad.
Rapid firing is only going to kill 2-3 termies, and that means the necrons are still in range to be assaulted. Then they're going to be killed. The termies can't fall back and will never be pinned in this battle, so they're always going to be assaulting, unless the necrons are more than 12 inches away, but that means that only 2 termies will die at max from a warrior squad but about 4 necrons will die at minimum.
 

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-the terminators casualties will be very easily negated by the WBB+ res-orb + re-roll. the lith can't be taken down, and lords will be shure to move to the other side of squads, so they can't be hurt in the first round of combat.

-true, 2-3 termies will die in a roud of fire from one warrior squad, but there's 3 warrior squads + 2 lords+ 2 guass flux arcs, and termie squads are only 5 strong, so necrons can kill 1-2 squads a turn, over 4-5 turns. depending on DS rolls.
 

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The DW will kill alot of crons with the massive amounts of firepower. The warriors could stand in front and around the lords, pouring out a lot of firepower. Im not sure about this but i believe that the ressurection orb allows all crons within 12" to reroll WBB. So it will take a long time to phase them out. The termies could win in cc, it just depends on the lords being away so they cant lend support.

I vote Necrons(only because of WBB)
 

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Alright, so 2 fear of the darkness, pretty much sends necros running off the board.

They are leadership 8 correct?

-4 from 2 fear the darknessess, and they will be running backwards, and off the board. Simple, game over, monoliths phase out once warriors are destoryed.

You cant teleport necrons out of CC before the enemy gets to stike, (thats just plane stupid to think you can) And force swords + Powerfists are just want you want to down host pesky necro dudes.

Drop pods give deathwing first strike, with fear of the darkness, thats good enough to send one squad running off the table, while the other 2 are reeling.

Since a unit thats falling back cant move, it probably cant telepot either. Teleporting counts as moving. So Fear of the darkness strikes again.

Deathwing
 

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Discussion Starter · #17 ·
ForgedInTheFurnaceOfWar said:
They are leadership 8 correct?
No. Leadership 10.

ForgedInTheFurnaceOfWar said:
-4 from 2 fear the darknessess, and they will be running backwards, and off the board.
I'm pretty sure it doesn't work that way - I think instead of one -4 test, you'd take two -2 tests. Didn't we talk about that a while back? Did we ever come to a conclusion about it?

ForgedInTheFurnaceOfWar said:
Since a unit thats falling back cant move, it probably cant telepot either. Teleporting counts as moving. So Fear of the darkness strikes again.
Actually, it doesn't. It is simply a special ability given by the Monolith. Also, they may still move after teleporting (assuming they're eligable for movement, of course).
 

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I'm pretty sure it doesn't work that way - I think instead of one -4 test, you'd take two -2 tests. Didn't we talk about that a while back? Did we ever come to a conclusion about it?
This makes the most sense: 2 entirely seperate tests. There's no reason that the psychic abilities would "meld"
 

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I vote Dark Angels

The fact that the Necrons can't effectivly hurt the terminators (due to the lack of AP 2 weapons) will make it so they won't do as much damage as they need to--the deathwing will eat them alive in CC. As long as the Dark Angels ignore the monolith, they can win this one fairly easily.
 
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