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Saim-Hann 4.2.1 vs Necron epicUK

 Post subject: Saim-Hann 4.2.1 vs Necron epicUK
PostPosted: Sat Oct 03, 2015 10:40 pm 
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Saim-Hann 4.2.1 vs Necron epicUK
Saim-Hann 4.2.1 Army
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50 Wraithgate
425 Wild Rider Clan + 3 Jetbikes + Farseer + Chieftain (6 jetbikes replaced with Vypers)
350 Wild Rider Clan + 3 Jetbikes + Farseer
350 Shinning Spears + 2 Exarchs
250 Sword of Vaul (5 Fire Prisms)
250 Sword of Vaul (5 Fire Prisms)
250 Sword of Vaul (5 Falcons, 2 Firestorms)
250 Sword of Vaul (3 Falcons, 2 Firestorms)
200 Wind Riders (6 Vypers)
200 Wind Riders (6 Vypers)
150 Wraithship
275 Vampire Hunter
Attachment:
File comment: Very pretty Saim-Hann force
20151002_182523_resized.jpg
20151002_182523_resized.jpg [ 207 KiB | Viewed 1975 times ]

Things that were being tested by Paradox regarding Saim-Hann list:
SR of 4
Fire Prisms with a 60cm AP3+/AT3+ lance
Wind Riders with scout
Wild Rider Clan with lots of Vypers
Vampire Hunter
Invulnerable save of 6+ to all Jetbikes & Vypers
Point Costs

Necron Army List (epicUK list)
300 C’Tan Deceiver
300 Warbarque
200 Pylon
200 Plyon
275 Monolith Mantiple (3 Monoliths)
275 Monolith Mantiple (3 Monoliths)
275 Monolith Mantiple (3 Monoliths)
375 Infantry Phalanx + Immortals + Pariah
375 Infantry Phalanx + Immortals + Pariah
425 Infantry Phalanx + Pariah + 3 Wraiths
(Wanted to field both a standard list to test against the Saim-Hann and use the UK version of Living Metal against a forces with lost od lance and MW weapons.)

The Table
Hills are treated as high enough that you can’t see over them. If you are on top of them you can see and be seen by everyone. If touching the slope you can claim cover from enemy Shooting over hill to you.
Deployment is side to side.
Both Blitz Objectives were placed centrally, the Necrons 2 objectives were placed within 30cm of the Saim Hann Blitz (plan was to dominate that area and minimize speed disadvantage). The Eldar objects were placed at the middle of the table, one at each edge (plan was to use Eldar mobility to take these objectives at end of game and play to Necron maneuverability weakness).

The Game
Attachment:
File comment: Deployment + teleport
20151002_191455_resized.jpg
20151002_191455_resized.jpg [ 260.14 KiB | Viewed 1975 times ]

Wraithship coming in on turn 1
Eldar: Both Wind Rider hosts garrison on the forward objectives poped up on overwatch.
Necrons: teleport 3 monolith formations, Deceiver, Warbarque and 2 Pylons. No units receive blast markers.
Turn 1
Initiative Necrons
N Warbarque doubles and shoots Wind Riders, killing one (2 blast)
N Retain with Infantry Phalanx, use portal on Warbarque to engage Fire Prisms. Win engagement, suffering no casualties and inflicting 2 casualties after hack down. Fire Prisms break towards Necron Blitz.
E Wind Riders sustain on Monoliths, kill 1 monolith, breaking unit (which stays put)
E Retain with FIreprisms, move & shoot monoliths, killing 1
N Infantry Phalanx use broken Monoliths portal to engage intermingled Fire Prisms and Wind Riders. Win, after hack down, kill 2 Vypers. Fire Prisms break to Necron far corner. Vypers break and create speed bump in front of Eldar Blitz.
E Falcons move and shoot broken Monoliths, Destroys formation.
N Pylon Overwatches
E Falcons Move and Shoot Warbarque, after a the dust settles, no more Warbarque destroyed.
N Monolith Double and shoot Falcons, kill 1
E Shinning Spears use Wraithgate and engage Infantry Phalanx. Win and wipe out Infantry Phalanx but lose 4 units and break as well (2 units lost to support fire from Monoliths). Break to Necron far corner behind hill close to Necron Blitz.
N Deceiver move and shoot broken Wind Riders, killing 3 and adding a blast marker to other Wind Rider formation
E Wild Rider formation with Chieftain holds (even after reroll), moves away from Blitz.
N Monoliths engage Wind Riders. Wind Riders win, 1 Monolith killed. Monoliths stay put.
E Vampire ground attacks Monoliths, 1 blast
N Pylon sustains fires on broken Fire Prisms, destroying formation.
E Wraithship shoots Deceiver, 2 wounds and breaks Deceiver
N Infantry Phalanx with Overlord uses Monolith portal to Engage Falcons. Win, destroy unit.

Rally
Necrons: All
Eldar: Shinning Spears do not rally and stay broken.
Units lost:
Necrons: Warbarque, Monoliths
Eldar: Falcon Formation, Fire Prism Formation

Turn 2
Avatar is placed close to Infantry Phalanx
Necrons teleport Deceiver, no blast.
Initiative Eldar
E Avatar with Commander Engages Infantry Phalanx. Win, Avatar takes 1 wound, Infantry Phalanx is destroyed.
N Infantry Phalanx with Overlord doubles and surrounds Wraithgate.
E Vampire ground assaults Monoliths, 1 blast marker
N Pylon sustains on Wind Rider, destroys unit.
E Fire Prisms Hold (on reroll) and remove blast markers
N Monolith double and shoot Wild Riders with Chieftain, 1 blast marker
E Wild Riders use Wraithgate and Engage Infantry Phalanx with Overlord. Necron Win, 2 necrons killed, 6 Wild Riders (this includes hack down).
N Monolith doubles towards Eldar Blitz
Rally:
Necrons: Rally everything
Eldar: fail to rally broken Shinning Spears, Wild Riders.
Attachment:
File comment: end of turn 2
20151002_215408_resized.jpg
20151002_215408_resized.jpg [ 249.02 KiB | Viewed 1975 times ]

Turn 3
Necrons win Initiative
N Monolith move and shoot Wild Riders with Chieftain, 1 one Vyper.
N Retain with Infantry Phalanx including Overlord and engage Wilde Riders with Chieftain. Necron Win, 2 Wraiths killed, 3 Vypers killed + 4 jet bikes in hack down. Wild Riders break away from blitz
E Falcons hold (even with commander reroll) and marshal
N Pylon sustain on Falcons and kill 1
E Vampire ground attack Deceiver, destroy it with 1 wound.
N Monolith double and shoot Wild Riders, 1 kill one and break formation.
Rally:
Necrons: Rally all
Eldar: Wild Riders don’t rally.
Attachment:
File comment: End of Turn 3
20151002_220926_resized.jpg
20151002_220926_resized.jpg [ 262.28 KiB | Viewed 1975 times ]

Necrons win with 2(Blitz and Take and Hold) to Eldar 0

Number of failed Activations (including commander rerolls)
Necron 0 Eldar 7
Number of failed Rally rolls on broken formations (including commander rerolls)
Necron 0 Eldar 4
Number of engagements with dice rolls of 4 or above:
Necron 6:7 Eldar 2/7

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 Post subject: Re: Saim-Hann 4.2.1 vs Necron epicUK
PostPosted: Sat Oct 03, 2015 11:10 pm 
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I didn't play nearly as aggressive as I normally would when playing the NetEA version as I was fearful of only having 4 formations with portals and the less effective version on LM against so many lances. As a result I got less than normal supporting formations in combat. My Opponent did very well at focus firing my formations to destroy them and prevent phase out/redeploy, limiting my mobility greatly. Though it turned out to be very costly on his formations as well. I had very good luck on rolling combat resolution the average roll being a 5. Though for some reason I rolled terribly for armour saves often saving fewer than statistical odds. My opponent had atrocious luck with activation rolls and rally rolls, failing 7 times (by rolling 1s) and having bad luck with turn initiative, turn 1 and 3 going to the Necrons. It was quite and intense game up until a critical lost engagement for the Eldar where the BTS were broken giving the Necrons control of the Blitz and take & hold objectives. I have no doubt had my opponent rolled close to average on activations and combat resolution I would have lost handily.

Living metal UK vs NetEA versions - Not a huge difference, the only real impact was forcing me to change my strategy and priorities the first turn. Also the pinpoint strike Vs. the C'tan wouldn't have broken it the first turn regardless of a failed save.

The D3 TK AA shots on the pylons were quite the deterrent to Paradox's Vampire Hunter who actually managed to do almost nothing until the 3rd turn where it took the last DC off my C'tan. D3 TK shots is extremely powerful at range 90. Its a 55% chance to be able to drop a thunderhawk full of troops in one shot. Not sure how this got approved in the UK list.

The Saim-Hann were a very tough force to face. They are exceptionally mobile with large (wind rider clan) groups of very potent and resilient engagement focused skimmers. They have excellent ranged weapons and can easily strike most areas of the board. Their main weakness is that many units are essentially glass cannons and struggle with being easily broken.

The Wind Rider host was an extremely frustrating formation, cheap highly mobile defensive scout screen that was a serious hindrance.

We didn't try the Hornets but they seem a little over the top with that stat line. 40cm move combined with Hit and run tactics of 8AT4's you may find to be a little too much. They completely eclipse the roll that Prisms are suppose to have and are cheaper.

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 Post subject: Re: Saim-Hann 4.2.1 vs Necron epicUK
PostPosted: Sun Oct 04, 2015 5:09 am 
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Paradox actually recorded and wrote it I just took the pictures :)

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 Post subject: Re: Saim-Hann 4.2.1 vs Necron epicUK
PostPosted: Sun Oct 04, 2015 3:52 pm 
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Thanks for the report. E-UK Pylons seem to spend a lot of time broken from my experience

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 Post subject: Re: Saim-Hann 4.2.1 vs Necron epicUK
PostPosted: Sun Oct 04, 2015 4:31 pm 
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I usually perfer when my opponent goes after the pylons. Frees up my more powerful activations to do real damage. Pylons have always been a distraction unit. I've generally found when an opponent commits activations to destroying/breaking them my monoliths andwarrior Phalanx can drop a unit twice the pylons points. Still not sure them being easily breakable warrants 90cm D3 TK AA shots on a 200 point war engine. I don't think I'd advocate the NetEA list going that way. I'd more perfer seeing them get leader so they have some resistance to being consecutively broken.

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