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[BatRep] Necrons vs. Imperial Guard

 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Fri Feb 24, 2006 11:36 pm 
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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 ! :p

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! :(8:

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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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sat Feb 25, 2006 6:24 am 
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Nice Batrep & pics ! And models ! :;):

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sat Feb 25, 2006 8:47 am 
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Excellent report Hojyn! A question for you. Did any of your monoliths or obelisks incur blast markers from teleporting?

If you read the rest of my battle report, you'll see where I picked up just enough that my monoliths or monolith+obelisk formations became vulnerable to assault.

I'm curious if the IG player attempted to capitalize on this situation if he faced it.

Also, I've been promoting your idea of using the BFG ships for obelisks and monoliths and have managed to recruit another Necron player.

Cheers for your idea as it has made the army much more accessible to others.

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sat Feb 25, 2006 8:57 am 
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Quote (Honda @ 25 Feb. 2006 (07:47))
Excellent report Hojyn! A question for you. Did any of your monoliths or obelisks incur blast markers from teleporting?

If you read the rest of my battle report, you'll see where I picked up just enough that my monoliths or monolith+obelisk formations became vulnerable to assault.

I'm curious if the IG player attempted to capitalize on this situation if he faced it.


Thanks! I just finished reading your report, and I'll reply very soon.

As for your question, yes, some Monoliths picked up BM from teleporting, and in the third and fourth turn a lone Monolith was broken each time because of this. However, it didn't affect the game at all because :

- Monoliths are Fearless;
- Portals are stil active when Monoliths are broken;
- Contrary to what you did, I rarely assaulted with the Monoliths themselves, I rather used their portal to assault with my infantry, supported by the Monolith. That way, the BM on the Monoliths did not affect the assault resolution (of course, broken Monoliths cannot support an assault, but Monoliths formation with BMs can).

That said, I think Flogus should have concentrated his fire more on the Monoliths, broken or not. As it is, once they were broken, he usually fired at something else. But hey, it was the first time he played against Necrons! ?:)

Also, I've been promoting your idea of using the BFG ships for obelisks and monoliths and have managed to recruit another Necron player.

Cheers for your idea as it has made the army much more accessible to others.


Well, I'm very pleased to hear that, since it was my goal to show that a Necron army can be done with existing stuff relatively easily. ?:D





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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sat Feb 25, 2006 5:30 pm 
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Flogus just sent me a couple of pictures he took of the third turn key assault. I'll post them here as I think they can help getting a better idea of how things went and how Monoliths can be used (and perhaps abused).

Before the assault...


...and after (at the end of the turn, actually, which is why the Monolith and Obelisks on the hill have disappeared).


Note that Flogus' tanks escaped total annihilation (OT: what a great game that was! ?:p ) only thanks to the fact that the Monolith on the right was broken (from teleporting) and hence couldn't prevent the retreat of his troops.

The ability to completely surround the enemy in such a way is something that should also be considered in the Monolith's cost, in my opinion.






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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sat Feb 25, 2006 9:04 pm 
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Hi!

Very cool!

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sun Feb 26, 2006 7:27 am 
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Nice ! :D

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sun Feb 26, 2006 10:18 am 
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Great Battle Report! It's got me thinking about starting a Necron army. *goes off to read the Army List*

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sun Feb 26, 2006 4:03 pm 
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I'll use Doug's DRM Androids for much of my Necron force ... :;):

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sun Feb 26, 2006 4:23 pm 
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Hi!

Yes, DRM, will be used heavily as proxies for such a force.

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Sun Feb 26, 2006 5:15 pm 
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Great report and pictures


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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Wed Mar 08, 2006 1:35 am 
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Pity about his bad luck with rally rolls.

I have to say, you use the Necron pretty much excatly how they were intended to be used.

You use the Monoliths as the transport and assault units they were meant to be rather than a main line combatant, and you also supported most of your monoliths with obelisks.  This keeps them more useful.

To be honest, what matters most about the Monolith, is it's ability to deploy troops.

well done.  :alien:

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Wed Mar 08, 2006 9:30 am 
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Quote (corey3750 @ 08 Mar. 2006 (00:35))
I have to say, you use the Necron pretty much excatly how they were intended to be used.

You use the Monoliths as the transport and assault units they were meant to be rather than a main line combatant, and you also supported most of your monoliths with obelisks. This keeps them more useful.

[...]

well done. ?:alien:

Thanks. It's nice to have our army champion back !  :)

To be honest, what matters most about the Monolith, is it's ability to deploy troops.


Very true. That's why I think it doesn't really need to be a monster in FF support. The ability to deploy troops anywhere is strong enough without having them supported by such a beast.

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 Post subject: [BatRep] Necrons vs. Imperial Guard
PostPosted: Wed Mar 08, 2006 2:05 pm 
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I do take your point to heart.   :D

But I have other points in here to consider.

Monoliths are, without doubt, the back-bone of the Necron Army.  Without them, the Necron are totally hosed.

So it became nessesary to make sure the Monolith was as tough as possible.

Fortunately, a pretty much direct translation from 40k handled most of that nicely, and adding the Obelisk option finished the process.

Monolith's are a tough nut to crack, but assaulting them (which is the default "Easy Way" to nail an AV) is really a quick form of suicide.

That does have the unfortunate side effect of making them very dangerous in the supporting role as well.

But if I scale them back too much, they become an extremely juicy assault target, and the Necron will find themselves swiftly on the defensive in any fight.

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