Tactical Command
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An Overdose of Obelisks
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Author:  zombocom [ Sun May 24, 2009 9:54 pm ]
Post subject:  An Overdose of Obelisks

I've been saying for a while that I've felt the core Armoured Phalanx is a bad idea, so E&C and I took a chance to test the theory.

3000 Points Tournament Scenario

Lists used:
Necrons (Raiders + Fixed SR2)
Steel Legion

Necrons:

Warbarque with Supreme Commander (bts)
Pylon
Armoured Phalanx 1
Armoured Phalanx 2
Armoured Phalanx 3
Armoured Phalanx 4
Armoured Phalanx 5
Armoured Phalanx 6
Armoured Phalanx 7
Armoured Phalanx 8

Steel Legion:

HQ Company + Hydra
Mech Company + Hydra
Russ Company + Hydra
Basilisk platoon
Storm Troopers + Valkyries
Sentinels
Shadowsword
Warhound Titan
Thunderbolts

Author:  zombocom [ Sun May 24, 2009 9:55 pm ]
Post subject:  An Overdose of Obelisks

Turn 1

Setup and Teleports:

The Objectives were set up, with a noticable triangle of objectives around a central cluster of buildings. Clearly this would be a key area of the battlefield.

The Guard lined up in two blocks, each screened by a garrisoned scout formation. On one side were the two mech companies and the warhound screened by the storm troopers, and on the other the artillery, russ and shadowsword screened by the sentinels.

The Necrons teleported 4 formations to the right flank, 2 to the left and 2 to the middle, mostly behind terrain. The Pylon teleported behind the buildings in the center of the board to protect it from enemy fire. The Warbarque stayed offboard to protect the BTS goal from being targetted early.



Action!

The guard won the Strategy roll (2 vs 2) and advanced the Warhound up the center of the board to shoot at Phalanx 5, firing both plasma barrels. 2 Obelisks dropped, and since they'd taken some BMs teleporting this was enough to break them, so they retreated behind some buildings for a safe phase-out.

The guard retained, sustaining fire with the Basilisks at Phalanx 1, killing an obelisk.

The necrons then responded by advancing Phalanx 6 into the open and firing upon the valkyries, dropping two of them. They then rather daftly handed the activation back to the guard.

Taking the chance they'd been given, the leman russ doubled towards the center of the board to get a clear line of fire at Phalanx 3, and opened up dropping 3 of them and breaking the formation. The Obelisks were proving pretty brittle so far!

The mechanised company retained to double towards the key central area and opened fire at the exposed phalanx 6, dropping one obelisk.

Phalanx 1 then began its flanking mission by advancing to fire on the sentinels, shrugging off their overwatch fire to kill 2 of the walkers and break the formation, which retreated further up the board edge.

Phalanx 3 retained to double behind the leman russ formation, putting them in a crossfire between Phalanxes 3 and 6. The resulting fire took down 3 russ.

The HQ company burnt off their supreme commander reroll to sustain fire on the now exposed Phalanx 3, but despite getting 5 hits none dropped.

The Shadowsword then began its game by failing its activation, and missing with the volcano cannon, merely laying another BM on Phalanx 3.

Phalanx 4 then advanced to encircle the russ and mechanised companies in a crossfire from a second direction, but failed to lay a single hit on the russ.

Phalanx 8 retained but failed its activation, and was unable to reroll since the warbarque was offworld, so it took a potshot at the valkyries, dropping one and leaving the stormtroopers pretty exposed.

The guard called in their thunderbolts, but the message was obviously scrambled along the way, as no help was coming as the thunderbolts failed their activation and stood down.

Phalanx 7 then popped up over their building to hose the storm troopers who had lost the cover of their valkyries, killing 3 and breaking the formation.

With the guard now out of activations, the necrons put their pylon on overwatch just in case, since it couldn't see anything to fire at.

Rallying

Phalanxes 3 and 5 phased out, but both rallyed, as did all necron formations with BMs.
The shadowsword and storm troopers failed to rally for the guard, but everything else did.




Author:  zombocom [ Sun May 24, 2009 9:55 pm ]
Post subject:  An Overdose of Obelisks

Teleports

Phalanx 5 and the Warbarque dropped in behind the central cluster of buildings to support the fight that was about to take place there. Phalanx 2 had only 2 obelisks remaining, so was kept offboard to protect it for use as a turn 3 objective grabber.



Action!

The roll-off was a draw, handing the activation to the Necrons since they'd gone second in the first turn.

Realising the central cluster of buildings/objectives would be the key to the game, Phalanx 3 decided it was time to beal with the big scary russ formation. Since it was already in a crossfire position it sustained fire, but only managed to kill the hydra.

Phalanx 4 had more luck however, advancing into a crossfire position and dropping 4 russ, breaking the remainders, who fled back towards their board edge.

The mechanised guard company in the centre of the board then engaged Phalanx 6, killing 4 obelisks and losing only 2 guardmen in return. They convincingly won the combat, but the fearless survivors merely pulled back ready for a phase-out.

Emboldened by this success (and since its plasma blastgun needed recharging), the warhound engaged Phalanx 3, but fluffed its attack rolls and ended up losing the engagement and fleeing.

The necrons knew they needed to clear the mech company from the board centre, so advanced phalanx 7 into a supporting fire position, which was also a crossfire, taking down the hydra and 3 of the chimeras.

The warbarque then retained to engage, luckily shrugging off the 5 hits it recieved in the firefight and with the support of phalanx 7 was able to kill 7 guard bases and send them packing back to their own lines. The necrons were now undisputed in the central board area, having pushed the guard back into their own deployment area.

The basilisks continued their duel with Phalanx 1 by firing directly at them and taking one out.

The shadowsword once again failed its activation, and again managed to fail to hit phalanx 3 with the volcano cannon. By this point I imagine the onboard commisar was getting an itchy trigger finger!

The necrons' right flank guard, Phalanx 8, popped up and took out the last valkyrie, taking another couple of the broken storm troopers out with the blast markers.

On the left flank Phalanx 1 didn't fare as well, since they failed to hit the basilisks as they advanced towards them.

The Guard HQ Company then stepped forward and unloaded on the exposed Phalanx 3, killing 2 and breaking them.

The recently teleported Phalanx 5 failed to activate even with a reroll, so dropped BMs instead.

The Thunderbolts decided to brave the Pylon, but lost one to the AA beast. The remaining plane strafed the Pylon, laying a blast marker which was to prove crucial.

The pylon was the last necron activation, but it failed its attempt to reinstate its overwatch order, and broke itself!

Finally, the sentinels advanced taking a wild potshot at Phalanx 1, which predictably had no effect.

Rallying

For the guard, disaster struck as only the basilisks, shadowsword and russ rallied, leaving them going into turn 3 with the storm troopers, mech company and warhound all broken.

Phalanxes 3 and 6 phased out, and phalanx 6 failed to rally. The pylon also continued its traditional role of never rallying. All other formatons stripped BMs successfully.




Author:  zombocom [ Sun May 24, 2009 9:55 pm ]
Post subject:  An Overdose of Obelisks

Turn 3

Teleports

Phalanxes 2 and 3 were in reserve so dropped behind terrain on the unclaimed objectives.



Action!

The guard were in trouble, with half the army broken and no ground gained, but they won the strategy roll, so the 3 remaining leman russ desperately sustained fire at Phalanx 7, killing a couple.

The basilisks finally won their duel with Phalanx 1, killing 3 with a sustained fire and breaking them.

Phalanx 7 was near breaking and was holding an objective, so it decided discretion was sensible so it marshalled, clearing its BMs, and taking a potshot at the guard's last remaining major threat, the HQ company. No casualaties were caused however.

The Necrons had a major activation advantage at this point, so handed back the initiative to the guard, who decided to double the HQ company into the buildings in the board centre, hunkering down in the midst of the necrons to contest some objectives and hopefully force a turn 4. They sprayed the Warbarque with autocannon fire, taking a DC off it.

The shadowsword driver sealed his mortal fate by failing the activation for the third time, compounded by missing with the volcano cannon, once again for the third time. The onboard commisar was no longer amused, and administered the emperor's peace. However, the blast marker was enough to break the warbarque, depriving the necrons of their best engagement asset just when they needed it.

With the warbarque out of action there was only one way left to dig the HQ company out of the buildings. Phalanx 8 doubled over from its flank to get into supporting fire range of the HQ company, while taking out the Hydra and laying a few vital BMs.

Phalanx 5, with only 4 Obelisks remaining then risked its luck in an engagement. Phalanxes 4 and 8 were at full strength and in support, but Phalanx 5 had to survive in initial firefight before they could come into play. The Guard laid 7 hits on the depleted phalanx, but 2 obelisks survived, allowing the 12 supporting fire shots to come in and turn the tide. The HQ company was beaten and fled to a nearby building, though phalanx 5 was broken too in the process.

Things were now desperate for the IG, with the sentinels as the only land formation left to activate. They first called in their thunderbolt to lay a BM on the yet-to-activate phalanx 4, then ran the sentinels down in a desperate attempt to contest the central objectives.

However, Phalanx 4 needed merely to pass a 2+ rerollable initiative test to activate, break the sentinels and win the game. In fact they passed first time, and killed the sentinels.

The Necrons were left claiming a 2-0 victory, having achieved the "defend the flag" and "take and hold" objectives, with a couple of activations to spare.

As a post script, the HQ company rallied to deny the Necrons the "hold the line" objective.

End game shot:






Author:  zombocom [ Sun May 24, 2009 9:56 pm ]
Post subject:  An Overdose of Obelisks

Comments

Both of us agreed that this didn't feel at all like playing necrons; it felt more like a fearless tau army than anything else.

I don't really know if the list is as powerful as I had feared or not, but it's definately on the strong side. My initial teleportation deployment was very poor, so I fared poorly in the opening exchanges yet I still had the game largely in my control by the start of the second turn.

Phase out is incredibly powerful when combined with fearless formations, as once they are broken they are pretty much safe and have a 66% chance of being able to teleport in wherever they like next turn. This was really emphasised here, as I was able to claim objectives with the charred remains of formerly combat effective units.




Author:  Evil and Chaos [ Sun May 24, 2009 10:33 pm ]
Post subject:  An Overdose of Obelisks

The guard won the Strategy roll (2 vs 2)

2 v 1?


Note as I was using the official Steel Legion list I rolled for Commissars and got 4, which went in the two infantry companies, the Storm Trooper platoon and the Tank Company. Normally I use 1 per 500 as it's more consistent / balanced.


The shadowsword once again failed its activation, and again managed to fail to hit phalanx 3 with the volcano cannon. By this point I imagine the onboard commisar was getting an itchy trigger finger!

There was no Commissar onboard the Shadowsword, which is obviously the reason the crew were so rubbish at shooting, there was no Commissar around to 'encourage' them to do better!


warhound ... broken

I used my re-roll on turn 2 to try and rally the Warhound... it stubbornly stayed broken.




Author:  zombocom [ Sun May 24, 2009 10:58 pm ]
Post subject:  An Overdose of Obelisks

I meant SR2 vs SR2...

And the commissar thing makes for a better story, true or not...




Author:  Evil and Chaos [ Sun May 24, 2009 11:27 pm ]
Post subject:  An Overdose of Obelisks

Quote: (zombocom @ 24 May 2009, 22:58 )

And the commissar thing makes for a better story, true or not...

Very true ; poor gunner!  :))

Author:  Onyx [ Mon May 25, 2009 2:04 am ]
Post subject:  An Overdose of Obelisks

Interesting report, thanks for sharing guys,

The Guard did have some rotten luck!

Author:  Onyx [ Mon May 25, 2009 8:07 am ]
Post subject:  An Overdose of Obelisks

Not speaking for zombo and E&C but we have a gentlemens agreement never to put any terrain in the deployment zones because it can give an unfair advantage to certain armies (ie Guard artillery).

There is always terrain to hide behind and that blocks LOS but nothing to hide in directly. Seems to work well enough for us.

Author:  Evil and Chaos [ Mon May 25, 2009 10:50 am ]
Post subject:  An Overdose of Obelisks

Quote: (Hena @ 25 May 2009, 07:14 )

One question though. On the turn 2 picture, the Mech Inf company is not in the ruins at all. Why is that? Would think that having save would have helped in the Necron counter assault.

I couldn't quite make it there the previous turn ; I intended to put them in cover asap but never got the chance.

Author:  Chroma [ Mon May 25, 2009 11:57 am ]
Post subject:  An Overdose of Obelisks

Quote: (Onyx @ 25 May 2009, 08:07 )

Not speaking for zombo and E&C but we have a gentlemens agreement never to put any terrain in the deployment zones because it can give an unfair advantage to certain armies (ie Guard artillery).

There is always terrain to hide behind and that blocks LOS but nothing to hide in directly. Seems to work well enough for us.

That actually radically changes things as any infantry groups that aren't garrisoning are incredibly vulnerable to first turn artillery, not to mention teleporting Necrons or Terminators!

The "higher strategy rating choses side corner" is in place to mitigate some of that... or give the advantage... on purpose.  Around here, a side/corner is often picked specifically on the "pre-turn" advantage it can give, or the denial of such benefits to the enemy.

If there's no terrain in the deployment zone, I can see how Necrons can be devastating against Guard or Ork armies.

Author:  Evil and Chaos [ Mon May 25, 2009 12:27 pm ]
Post subject:  An Overdose of Obelisks

We don't have such a gentleman's agreement, and I sometimes do put terrain in the deployment zones. :)

In either case, it didn't affect this game one whit.




Author:  Chroma [ Mon May 25, 2009 12:29 pm ]
Post subject:  An Overdose of Obelisks

Quote: (Evil and Chaos @ 25 May 2009, 12:27 )

In either case, it didn't affect this game one whit.

Yeah, it was more the poor rolling for the Guard that decided it...  :vD

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