Brood Brother |
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Joined: Tue Sep 27, 2005 9:52 am Posts: 876 Location: Brest - France
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Hi,
as promised, first battle for my Necrons this week. I still haven't finished painting the Orb, but well... I could'nt wait any longer ! 
Army lists:
Necrons - 3000 pts
- Phalanx 1 - 445 pts (+ 3 Immortals, 1 Pariah, 1 Wraith) - Phalanx 2 ?- 355 pts (+ 2 Immortals, 1 Pariah) - Phalanx 3 - 415 pts (+ 2 Immortals, 2 Wraiths) - Eques (6 Heavy Destroyers) - 375 pts (+ 1 Necron Lord) - Monolith - 165 pts (+ 2 Obelisks) - Monolith - 165 pts (+ 2 Obelisks) - Monolith - 165 pts (+ 2 Obelisks) - Monolith - 165 pts (+ 2 Obelisks) - Aeonic Orb - 750 pts (BTS goal)
As usual, my opponent was Flogus, playing his trusty Imperial Guard army.
Imperial Guard - 3000 pts
- Regimental HQ - 500 pts - Mechanised infantry company - 400 pts - Tank company - 650 pts (BTS goal)
- Artillery battery (3 Manticores) - 250 pts - Artillery battery (3 Manticores) - 250 pts - Sentinel Squadron - 100 pts - Shadowsword - 200 pts
- Reaver Titan - 650 pts (BTS goal)
Double 1 on the "Commissars" dice roll... ouch.
DEPLOYMENT
Typical Necron deployment: the Orb and nothing else.
Flogus deploys his artillery, his Leman Russes and his Shadowsword behid a hill, hidden from the Orb.

TURN 1
No teleportations.
Strategy roll: Necrons win.
The Orb makes a double move and fires on the Titan (and HQ company) : 3 BM each, but no casualties.
Flogus then proceeds to fire at the Orb with the 2 Manticore batteries : the Orb loses 1 DC and is broken.
He then puts the Sentinels, the Leman Russ company and the Shadowsword on Overwatch. The Reaver and the HQ company both Marshall and remove their BM and the mechanised company doubles and shoots at the Orb, with no effect.
Fin du tour : the Orb... doesn't rally.
TURN 2
Teleportations : 3 Monoliths appear on the Imperial Guard's left flank.
Strategy roll: Guard wins... ouch again, this time for me.
The Reaver fires at a Monolith formation (Sustained Fire), breaking it. Still, the Monolith is intact and Phalanx 1 assaults the mechanised infantry from its Portal, destroying a good number of Guards and winning the assault.

I retain and assault from another Monolith with Phalanx 3. But before it can reach its prey, the HQ company, overwatch fire from the Leman Russ company destroys a Necron Warrior stand, placing 2 BM on the formation. This proves fatal to the Necrons, who lose the assault (but not before killing the Supreme Commander, though).
The Shadowsword fires at another Monolith formation, destroying an Obelisk and breaking the formation. Thanks to its Fearless capacity, the Monolith uses its withdrawal move to get closer to the enemy.
The HQ company then break the third Monolith formation, while Phalanx 2 fails to activate.
One Manticore battery fires at Phalanx 1 and breaks it, while the other battery (reloading for that turn) goes on Overwatch.
End of turn: All the Necrons disappear, and the Orb rallies. The mechanised company, on the other hand, does not.

TURN 3
Teleportations: 4 Monoliths appear. 3 of them are placed around the Blitzkrieg objective defended by the Leman Russes, the Shadowsword and the Manticores. The fourth Monolith teleports on the left flank of the Guard, hidden behind the huge piton.
Strategy roll: it is crucial that I win this one... and I win it !
I want to declare an assault on the Blitzkrieg defenders, but first I need to get rid of the Manticores' overwatch fire. So I send my Destroyers to their death... they are broken before they can even shoot, but at least my assaulting formation won't receive any BM before the assault.
So, I retain and assaults with Phalanx 2. I declare an intermingled assault on the Leman Russ comp and the 2 Manticore batteries. Thanks to crappy to hit rolls on Flogus' part, none of my Necrons die. They destroy 2 Leman Russes in return, and then with come to the supporting fire. 2 Monoliths are in a position to lend their support and total 18 FF attacks, for 8 hits and 2 casualties (1 Leman Russ, 1 Manticore). I win the assault by +4 and Flogus's units barely manage to escape.
The Reaver destroys a Monolith, and I assault the Shadowsword with another Monolith (supported by Phalanx 2). Unsurprisingly, I destroy it.
The HQ company fails its activation and I move the 4th Monolith (the one behind the piton) closer to it. I then Marshall with Phalanx 1, who moves from out of the portal and regenerates all of its destroyed units (except the Pariah).
I now only have the Orb left to activate, and I have to move it because it is in the Sentinels' ZOC. I know that I have 1 point (Blitzkrieg) and that I can get another one either by breaking the Sentinels (They Shall Not Pass) or by destroying the broken Leman Russes (BTS). Assaulting the Sentinels with the Orb felt somewhat too easy, so I decide to move and shoot at the Leman Russ company. I place my first barrage template, we measure the distance... and of course, I'm short by at least 10 cm ! Well, that'll teach me ! 
Fin du tour : 1-0 for the Necrons. Flogus, still at odds with Lady Luck, misses all its rally rolls.

TOUR 4
Teleportations: 1 Monolith and 1 Obelisk.
Strategy roll: Guard wins.
Flogus only has 3 activations left: his Titan, his Sentinels and his HQ company.
The HQ company is annihilated by a huge Necron assault(Phalanx 3 supported by Phalanx 1, the Destroyers and 2 Monoliths). I take control of Necron objective 1.
I move the Obelisk and take control of Necron objective 2.
The Titan marches and takes control of Guard objective 1 and the Sentinels move around the Orb to try and control Guard objective 2 and the Blithzkrieg objective.
But this time, I've learned my lesson and the Orb assaults the Sentinels, destroying them easily.
End of turn: Necrons 2 (Blitzkrieg, Take and Hold) - Imperial Guard 0

DEBRIEFING
Necrons really are fun! And I'm not saying this just because I won!
They play a bit like Space Marines, but ahve their own specificities, most notably the teleportation and "we'll be back". The Necron ability makes them very resilient as well.
On the whole, the army seems balanced, except for the Monolith, whose is somewhat overpowered, but not by much. It has many advantages (teleportation, Living Metal, Fearless, Portal and of course "+1A per unit in range") and its only drawback is the size of the formation. Also, at 65 points, they are steal.
I think that upping the cost to 75 points and reducing its FF efficiency would be a good idea. My preferred solution would be giving it FF6+, but I can see why people would like it to have a set number of extra FF attacks (+3 or +4). Of course, the Pylon would probably have to be downgraded a bit as well.
Anyway, I really enjoyed playing the Necrons and I look forward to my next game.
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