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Thread: 1,500pt New Necron V.S Mechguard

  1. #1

    Unhappy 1,500pt New Necron V.S Mechguard

    Disclaimer
    Due to my inexperience with the Guard codex and probably some forgetfulness on the part of my opponent, the Guard list is not ENITIRELY legal in that we had both thought that Manticores can be taken in vehicle squadrons.

    Also, despite having been a veteran tournament players, I was not aware of (and has never been made aware of) the fact that HQ cannot deploy in its dedicated transport during Dawn of War deployment. These oversights accounts for little and probably wouldn't have changed the course of the game too dramatically.



    Quote Originally Posted by 1500 IG List
    HQ
    Command Squad, Master of the Fleet, Master of Ordanance, Mortar

    Troops
    Plasmavet - Chimera
    Plasmavet - Chimera

    Fast Attack
    Vandetta
    Vandetta

    Heavy Support
    Leman Russ
    2x Manticore
    2x Medusa
    I questioned his lack of Meltagun, but it seems that between the S10 templates and the Vandettas, he prefers to have to shots to deal with large squads of heavy infantry that shows up at his door.


    Quote Originally Posted by 1500 Necron
    HQ
    Anrakyr - CCB
    5x Cryptek -4x Harbingers of Destruction, 1x Harbinger of Eternity, Chronometron

    Elite
    C'tan - Lord of Fire, Writhing Worldscape

    Troop
    5x Warriors - Ghost Ark
    5x Warriors - Ghost Ark

    Fast Attack
    7x Scarabs
    6x Scarabs

    Heavy Support
    Monolith
    Annihilation Barge
    Deployment: Dawn of War
    Mission: Annihilation

    Turn Order: IG - Necron

    IG Deployment
    He deployed his HQ in area terrain towards the top-left hand side of the board, shielded by a Chimera.

    Necron Deployment
    I deployed Anrakyr on the Barge behind a building 12" from the board edge and a Ghost Ark near the board edge. I keep Monolith in reserve.

    Turn 1 IG
    His vehicles arrive and park themselves towards the top-left corner. Vandettas swoop in and try their luck against my CCB which was deployed close to him. He fails to spot it due to Night Fight.

    His Master of Ordinance fires his template but scatters off the board.

    Turn 1 Necron
    I placed a scarab swarm and the C'tan near the bottom left corner and the other sqaud came out near the bottom-right. The CCB turbo-boosts his way towards his line and hijacks the leman russ. The Russ fires on the rear armour of the Vandetta and rips off a twin-linked lascannon.

    One scarab swarm attempts to run from the board edge into the closes terrain but fails to roll high enough on the run roll and is stranded in the open.

    Turn 2 IG
    I popped Solar Pulse to limit his ranged firepower while I move everything into position.

    He practically stayed stationary because any movement would incur a dangerous terrain check and just opened fire.

    The Manticore opens fire and blows the scarab swarm right off the board and everything else fires on the CCB. The Medusa scatters right off target while the lascannons score two penetrations and two glances. I save both glances, the penetration ends up ripping off the Tesla cannon and stunning the vehicle. The stun result was ignored on 4+.

    Turn 2 Necron
    One squad of Warrior gets out and the court climbs in. Everything moves forward and the Monolith arrives in mid-field despite Master of the Fleet.

    With the bulk of the ark (i embarked on the back) and a decent night fight roll, I was able to shoot at his right-most chimera. 3 hits, 2 penetration and I got 2 weapon destroyed result, one of which was rerolled thanks to Chronometron, which explodes it instead. He loses 3 vets from the explosion, the squad passes morale.

    Anrakyr flies over a Vandetta and misses all his sweeping attacks but he was able to hijack the Medusa, shaking the undamaged Vandetta.

    The Monolith opens fire on the damaged vandetta, the shot deviates and kills half of the command squad, but not Master of Ordnance.

    KP: 1-1

    Turn 3 IG
    He flies the shaken Vandetta away from my CCB and claims a cover save. Nothing else moves.

    With my CCB being literally on-top of his army, the only thing that could shoot it was 2 twin-linked las cannons. He fires the Manticore on my Ghost Arks but misses it. The blast however, catches my warriors and reduce them to just a single model (no cover saves against it )

    The Medusa open fire on my Monolith and shakes it, which was ignored.

    The Vandetta scores a penetrating hit and immobolises my CCB (which would normally be destroyed because I went flat-out) but I traded a wound on Anrakyr and repaired it.

    Leman Russ fires on the last remaining warrior on-foot, destroying him.

    The Master of Ordinance fires on the remaining scarabs, scoring 2 wounds, I go-to-ground and saves both.

    KP: 2-1

    Turn 3 Necron
    I move everything as far as I could towards him and teleport the scarabs to the Monolith. The CCB flies over the Russ, wrecking it with 2 penetrating hits.

    In shooting, the Annihilation barge kills the exposed Veteran squad and the Monolith reduces the the command squad to 2 men.

    Anrakyr disembarks near the Medusa, firing its Tachyon Arrow into one, exploding it and steals the Manticore, expending its rocket.

    The Ghost Arks and the warriors inside concentrate their fire on the Vandetta closes to them, managing two glances, one of which immobolised it and causing it to crash to the ground.

    The court concentrated fire on the intact Vandetta, managing to penetrate twice and strips off all of its lascannons.

    Anrakyr assaults the Medusa, blowing it up.

    KP: 2-4

    At this point, he had two Manticores, a Vandetta stripped of all its lascannons and a squad of Plasmavet in a Chimera while the only thing I lost was a squad of Scarab and a warrior squad.

    We decided to call it game.

    Reflection
    I don't feel like he's done anything dumb. Writhing Worlds made him really reluctant to move his vehicles and the ability to take over vehicles made him focus his entire force on dealing with the CCB.

    Had he been running Meltavet, the probability of destroying my CCB is much higher but as it stands there just arn't enough things that can actually deal with the AV13 fast skimmer with 4+ cover that can repair immobolised results. Even if I do end up losing my CCB, I can just teleport Anrakyr back to my Monolith.

    The inability to pivot tanks Anrakyr took over really limits the damage he could do, as I could have just took over his Vandetta and very probably take out the other one by turn 2.

    I personally don't feel that the list I went up against was the best Guards could offer, but I won't be writing Necrons off as non-competitive.

    EDIT: Oh and Anrakyr is AWESOME.
    Last edited by Infidel; 08-11-2011 at 07:48.

  2. #2

    Re: 1,500pt New Necron V.S Mechguard





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  3. #3

    Re: 1,500pt New Necron V.S Mechguard

    what happend to your and dj3's nightscythe/doomscythe list. I really wanted to see how that one played out.
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  4. #4

    Re: 1,500pt New Necron V.S Mechguard

    Quote Originally Posted by madival View Post
    what happend to your and dj3's nightscythe/doomscythe list. I really wanted to see how that one played out.
    We proxied that game on the launch-day using a bunch of Dark-Eldar fliers. With that list you're either going to win big or get demolished after you lose the 3 doom scythes.

    When I get around to proxying more games, I'll put them up.

  5. #5
    Chapter Master Commandojimbob's Avatar
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    Re: 1,500pt New Necron V.S Mechguard

    Very interesting read...... well done ! Not an optimal guard list but not a shabby one either and shows the new versatility in the Necron codex quite nicely.
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  6. #6

    Re: 1,500pt New Necron V.S Mechguard

    Nice to see the Necrons have been given more fluidity with list building.

  7. #7

    Re: 1,500pt New Necron V.S Mechguard

    Quote Originally Posted by Infidel View Post
    We proxied that game on the launch-day using a bunch of Dark-Eldar fliers. With that list you're either going to win big or get demolished after you lose the 3 doom scythes.

    When I get around to proxying more games, I'll put them up.
    Good. I want to see how yalls game goes compared to the one I did.
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  8. #8
    Veteran Sergeant Kadris's Avatar
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    Re: 1,500pt New Necron V.S Mechguard

    Nice to know the necrons are playing well.

    I don't have the book right in front of me but im fairly certain you cannot have more than one type of cryptek in the same court. i may be wrong though.
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  9. #9
    Chapter Master minionboy's Avatar
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    Re: 1,500pt New Necron V.S Mechguard

    Quote Originally Posted by Kadris View Post
    Nice to know the necrons are playing well.

    I don't have the book right in front of me but im fairly certain you cannot have more than one type of cryptek in the same court. i may be wrong though.
    It says any number of Crypteks can be upgraded to a specific type, the only restriction is that their upgrade equipment can only be purchased once per court, so no 5x solar pulses.
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  10. #10

    Re: 1,500pt New Necron V.S Mechguard

    Originally Posted by 1500 IG List
    HQ
    Command Squad, Master of the Fleet, Master of Ordanance, Mortar

    Troops
    Plasmavet - Chimera
    Plasmavet - Chimera

    Fast Attack
    Vandetta
    Vandetta

    Heavy Support
    Leman Russ
    2x Manticore
    2x Medusa
    Your opponent here had 4 Heavy Support slots, Manticores can only be taken as a 1 per slot. Other than that, good read and I look forward to getting games in against the new Necrons sometime this week.

  11. #11

    Re: 1,500pt New Necron V.S Mechguard

    And the Ctan MUST have 2 powers.

  12. #12
    Veteran Sergeant Kadris's Avatar
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    Re: 1,500pt New Necron V.S Mechguard

    Quote Originally Posted by minionboy View Post
    It says any number of Crypteks can be upgraded to a specific type, the only restriction is that their upgrade equipment can only be purchased once per court, so no 5x solar pulses.
    Ah, i misread that, which is important. Makes necrons better for my ideas then.
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    I too am a god of tabletop warfare amongst mere mortals. Every time I play I win with such incredible ease that my body actually manages to achieve a state of REM sleep. I therefore, at least, finish my games well rested.

  13. #13
    Can a transport disembark a unit and embark a different unit in the same turn? I thought that wasn't possible.
    Maneuver to create local superiority.
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  14. #14

    Re: 1,500pt New Necron V.S Mechguard

    Quote Originally Posted by Sekhmet View Post
    Can a transport disembark a unit and embark a different unit in the same turn? I thought that wasn't possible.
    The vehicle can perform both, but units cannot.

    i.e., a squad of Marines cannot get out of a Rhino and then into a Razorback on the same turn, as units are prohibited from embarking and disembarking on the same turn.

    But a squad of Marines could get out of the Rhino and then have a squad of Sternguard jump into the same Rhino.

    Also, if his opponent had four HS choices, it only cancels out Infidel's cheatiness with Anrakyr, who cannot be deployed in his Barge in Dawn of War as that would count as 2 deployed HQs. Welcome to the wonderful world of HQs with Dedicated Transports!

  15. #15

    Re: 1,500pt New Necron V.S Mechguard

    Quote Originally Posted by The_Herald_of_Nurgle View Post
    Your opponent here had 4 Heavy Support slots, Manticores can only be taken as a 1 per slot. Other than that, good read and I look forward to getting games in against the new Necrons sometime this week.
    :O

    My mistake for not knowing the Guard Dex, I just assumed it's some kind of vehicle squadron thing.

    Quote Originally Posted by DJ3 View Post
    ....count as 2 deployed HQs. Welcome to the wonderful world of HQs with Dedicated Transports!
    What?

    I can't believe something like that has never come up in the past years, i guess it's rare to have HQ with dedicated transport. I'm reasonably sure that in one of the tournamement game the DE player competing for 2nd place had Vect start in the Dais of Destruction in a DoW setup and no one said a word about it.

  16. #16
    Chapter Master IcedAnimals's Avatar
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    Re: 1,500pt New Necron V.S Mechguard

    This is the first I have heard of that as well. I often see space wolf rune priests deployed inside a rhino. Perhaps I need to re read the dawn of war rules.

    EDIT: wow your right. It isn't specified in the actual rules but it is clarified in the example of deployment.
    Last edited by IcedAnimals; 08-11-2011 at 05:30.
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  17. #17
    Librarian MasterSlowPoke's Avatar
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    Re: 1,500pt New Necron V.S Mechguard

    Why were you rolling for Night Fighting on your turn two?

  18. #18

    Re: 1,500pt New Necron V.S Mechguard

    Quote Originally Posted by IcedAnimals View Post
    This is the first I have heard of that as well. I often see space wolf rune priests deployed inside a rhino. Perhaps I need to re read the dawn of war rules.

    EDIT: wow your right. It isn't specified in the actual rules but it is clarified in the example of deployment.
    Yeah I know. 3 years, never having picked up on this.

    Mind = blown.

    Quote Originally Posted by MasterSlowPoke View Post
    Why were you rolling for Night Fighting on your turn two?
    Solar Pulse.

  19. #19
    Librarian MasterSlowPoke's Avatar
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    Re: 1,500pt New Necron V.S Mechguard

    Solar Pulses turn on/off Night Fighting for a single turn, not two.

  20. #20

    Re: 1,500pt New Necron V.S Mechguard

    Quote Originally Posted by MasterSlowPoke View Post
    Solar Pulses turn on/off Night Fighting for a single turn, not two.
    First turn of Dawn of War has Nightfight rule.

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