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Games Played

 Post subject: Games Played
PostPosted: Sat Jun 10, 2006 10:34 pm 
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So... Me and Corey got together today and played a couple of games. His Necrons against my Titan Legion. I lost both games, on turn 3. Partly because of being out-actioned. But also because of some tactical errors on my part (Allowing my BTS goal to get out infront of the army. And in game 2 having my Emperor try to take out his Aeonic Orb instead of tearing his less well armored units completely apart.)

For those of you who doubt the usefulness on the Obelisk Formations: These things are freaking awesome as deep-striking Scouts. You can drop them right down and essentially force your enemy to either engage them (rarely a good idea, as they're quite nasty in assaults and have Reinforced Armor) or move away from them, also not a nice combination. They can do some fairly nice damage if left alone too.

For the most part both armies acted more or less exactly as I'd expect. Game 1 saw it end at Turn 3 him winning 3-1 (BTS, DTF, TSNP) while I only had DTF (I think that's right.)

First game I used this list:

Legio Vindex
3,000 Points.


Warlord "Cruentus Manus" w/ Laser Burner, Melta-Cannon, 2x TLD, Legate. (950)

Warlord "Tempestas Ruina" w/ 2x Quake Cannon, 1x Chain Fist, 1x CPL. (850)

Warhound "Atttero Obtutus" w/ Light Inferno Gun, Light TLD. (250)

Warhound "Nex Coma" w/ Light Inferno Gun, Light TLD (250)

Reaver "Peregrinus Proeliator" w/ 2x TLD, 1x VMB, Veteran Princepts. (700)

Second game was this one:

Legio Vindex (With Emperor)
3,000 Points


Imperator "Deus Ultionis Manus" (1600)

Reaver "Peregrinus Proeliator" w/ 2x TLD, 1x VMB. (650)

Warhound "Atttero Obtutus" w/ Light Inferno Gun, Light TLD. (250)

Warhound "Nex Coma" w/ Light Inferno Gun, Light TLD (250)

Paladin Household w/ 3x Knights Paladin. (250)

At the end of Turn 3 on the first game the Necrons and slain ONE (yes, just one) titan in the army. Unfortunently it was my Supreme Commander unit... He dropped essentially his entire army on it on turn 2 (Nightbringer, 2x Monoliths with 3 Obilisks each, maxed-out Phalanx, or nearly so and a unit of Venators too. Took it down, but it took most of the Venators and 1 point off the Nightbringer and an Obilisk with it.) Nightbringer fell to my Reaver.. Was a good game, lost it due to letting myself get too spread out most likely.

Game 2 was fairly fun. Though I made the mistake of dedicating my Emperor to trying to kill his Aeonic Orb for the first 2 turns (Which was a BAD move). For refrence: TLDs are probably THE best weapon to kill these things with. Turn 3 saw my Reaver go up and shoot it, crit it, then proceed to destroy it with it's crit result... The Emperor was awe inspiring. Thing soaked up EVERYTHING in his army for t he first 2 turns, essentially. And even then it never broke. Took 5 crits over the course of the game and cleared 4 of them without any damage (The last one was moot, it died before the end of that turn).

Tactical errors on my part, along with a lack of activations, really cost me both games. I'd write more detailed reports but I forgot to take notes and don't remember all the details. I will say this: The Emperor is absolute MURDER in assaults. 18 dice at 3+ is freaking insane when it comes time to lend supporting fire.


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 Post subject: Games Played
PostPosted: Sat Jun 10, 2006 10:40 pm 
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What Emperor rules did you use?

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 Post subject: Games Played
PostPosted: Sat Jun 10, 2006 11:10 pm 
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We used a slightly modified version of the Giants Amongst Giants rules. Which worked very very nicely for the model and suited it perfectly (The Void Shields got stripped off on turn 1 and regenerated via Marshal, then stripped again, before being slowly peeled away. The Aeonic Orb did the most damage, without it he probably would not have been able to kill it at all.)


IMPERATOR CLASS EMPEROR TITAN  (Mars Pattern, Standard Weapon Configuration)
Type   Speed   Armor   Close Combat Firefight
War Engine  15 cm  4+ 3+       3+

Weapon   Range  Firepower
Plasma Annihilator    90cm  D3 x MW2+, Titan Killer (D3), Forward Arc
Hellstorm Cannon   60cm  3D6 BPs, Forward Arc
 
Demolisher Cannon  30cm  AP3+ / AT4+, Ignore Cover, Fixed Forward Arc  

Defense Laser  90cm  MW2+ / AA4+, Titan Killer (D3)
Lascannon  45cm  AT5+ / AA5+, Left Arc
Lascannon  45cm  AT5+ / AA5+, Right Arc
2x Battle Cannon  75cm  AP4+ / AT4+, Left Arc
2x Battle Cannon  75cm  AP4+ / AT4+, Right Arc

4x Heavy Bolter  30cm  AP5+, Forward Arc
3x Heavy Bolter  30cm  AP5+, Rear Arc
     
Notes: Damage Capacity 18, 8 Void Shields.. The Imperator?s plasma reactor has been damaged. Roll d6 for the Imperator in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Imperator, on a roll of 2-3 the Imperator suffers 1 more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no more further trouble. If the reactor explodes, any unit within 10cms of the Imperator will be hit on a roll of 4+.

Walker. May step over units and impassable or dangerous terrain that is lower than the Titan?s knees and up to 2cm wide. Reinforced armor. Fearless. Supreme Commander (Counts as your one Legate choice for the army)


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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 12:11 am 
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Oh, yeah. Corey, for the War Engine Barging bit: From page 44 of the manual, under War Engine Assaults "When a war engine charges it is allowed to ?barge? any non-war engine units belonging to the target formation out of the way and carry on with its charge move. Move the war engine as far as desired, and then place any units that were barged out of the way as close as you can to their starting point, while still touching the base of the war engine that so rudely pushed them aside. The maximum number of units a war engine can barge aside in this manner is two per point of its starting damage capacity. Note that war engines may not barge other war engines out of the way."

Also. 1.8.1, page 17, Dangerous Terrain: "Roll a D6 when you enter dangerous terrain, or when you start to move if already in dangerous terrain. On a roll of a 1, the unit is destroyed with no save allowed, but the formation does not receive a blast marker."

Just thought I should point you at the specific places I got those. :)


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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 12:14 am 
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The Emperor class Titans should definitely be allowed to barge other War Engines. :-)

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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 12:16 am 
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Thanks for sharing with us. :)

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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 12:19 am 
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2 games played and lost is better tha no games played and won! :laugh:

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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 12:41 am 
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Aye, it looks like a good couple of games!

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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 3:41 am 
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Quote (Evil and Chaos @ 11 June 2006 (00:14))
The Emperor class Titans should definitely be allowed to barge other War Engines. :-)

YOu'd think it could, given how freaking gigantic it is. On the other hand, it soaked up more firepower then I would have expected really. Had I done a little betbter with out I actually USED it I would have gone a lot further then I did, I think. INstead it spent first two turns trying to kill the Aeonic Orb (And failing, miserably. Cursed living metal.)


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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 4:32 am 
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Glad you looked that up.

That barging is rather silly.

But I hadn't actually played in almost 5 months, so I was a little out of touch on the rules.  :D

The first game, we played on to a turn 4, just to see how it came out.

Turn 4 was 1-1 VP, with me up by a mere 12 points in Tie-breaker.

And to give you an idea of shocking... in the second game the Aeonic Orb took everything the Emperor had to fire at it for 2 entire turns without a single point of damage... It shrugged absolutely EVERYTHING off...  And then the Reaver strolled up and one-shotted the bloody thing. :80:

For those who have asked "why would you take Sentinals?"  The answer is:  You can use them as a screening formation to keep enemy Scout units from manuvering into a position to prevent your Main Combatants from using Sustained Fire.

Cunning use of Scout units can give you the ability to control your enemies actions, and that is something to always be desired.  :D

And the first game also demonstrated why Spyder's are "no brainers".  He succeeded in killing everything in the formation except the Pariah and the 3 Spyders.  On the following turn, the formation walked out of the Tomb Complex on a Marshal action, and restored the entire unit to it's origional strength.  Since loading it up like that made the formation my BTS formation, Resilience was greatly to be desired.

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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 7:07 am 
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Unfortunently: Tomb Spyders and Pariahs are Fearless... And managing to wipe out 4 Fearless units can be a bit iffy. I also mucked up on Turn 3 of game 1, placed a blast template badly, got caught for it and wound up shooting my own titan (not that it did any significant damage, but it still kinda sucked). Hopefully next saturday we'll get to do it again.

The Knights were quite nice, despite the near-total lack of anything they could use their chain-swords against. First-strike on the shock lances is awesome. I only had three assembled (and only had points for 3) otherwise I would have taken 6 with a Seneschal. Just for that extra melee punch.

The one thing which kinda worries me about the Necrons is how freaking INSANELY hard it is to kill Obelisks. They're Fearless, Reinforced Armor, Thick Rear Armor and Teleport... Makes them fantastically hard to get rid of.

Also: When did Obelisks gain Scout? Both of the versions of the list I have (4.0 and 4.1) has them with just Reinforced Armor, Fearless, Skimmer, Teleport and Thick Rear Armor. No scouts on them that I can see... Was this something you added more recently then v4.1?


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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 7:23 am 
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Quote (corey3750 @ 11 June 2006 (04:32))
And the first game also demonstrated why Spyder's are "no brainers". ?He succeeded in killing everything in the formation except the Pariah and the 3 Spyders. ?On the following turn, the formation walked out of the Tomb Complex on a Marshal action, and restored the entire unit to it's origional strength. ?Since loading it up like that made the formation my BTS formation, Resilience was greatly to be desired.

Sure, but why not target the Spyders first, then? They are the only AVs in the formation so they really are not that hard to target.

The one thing which kinda worries me about the Necrons is how freaking INSANELY hard it is to kill Obelisks. They're Fearless, Reinforced Armor, Thick Rear Armor and Teleport... Makes them fantastically hard to get rid of.


Well, they certainly are tough, but "only" have 5+ RA, just like Eldar War Engines or Wave Serpents. Fearless makes it more difficult to finish them off, but then agauin they are not Necrons so the destroyed Obelisks don't come back.

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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 8:17 am 
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Quote (Hojyn @ 11 June 2006 (07:23))
Quote (corey3750 @ 11 June 2006 (04:32))
And the first game also demonstrated why Spyder's are "no brainers". ?He succeeded in killing everything in the formation except the Pariah and the 3 Spyders. ?On the following turn, the formation walked out of the Tomb Complex on a Marshal action, and restored the entire unit to it's origional strength. ?Since loading it up like that made the formation my BTS formation, Resilience was greatly to be desired.

Sure, but why not target the Spyders first, then? They are the only AVs in the formation so they really are not that hard to target.

The one thing which kinda worries me about the Necrons is how freaking INSANELY hard it is to kill Obelisks. They're Fearless, Reinforced Armor, Thick Rear Armor and Teleport... Makes them fantastically hard to get rid of.


Well, they certainly are tough, but "only" have 5+ RA, just like Eldar War Engines or Wave Serpents. Fearless makes it more difficult to finish them off, but then agauin they are not Necrons so the destroyed Obelisks don't come back.

For A: If you're killing Spyders, you're not killing Necrons. The other thing is that the formation usually will be playing on the offensive end instead of the defensive end. In an assault, for instance, you just hold them near the middle of the unit. In all honesty though, I made a few mistakes in that regard (Shooting at the Nightbringer instead of blowing away the Phalanx with my Reaver for instance.)

On the Obelisk: I know I don't have much wiggle room on this. But watching an Obelisk shake off... I think 6 attacks on it? In one turn was fairly grotesque. It was broken, lost both of it's other units... And then proceeded to absorb a full 6 more attacks before finally dieing when the Emperor got to supporting fire (mmmm... 18 firefight dice.)

Given that I play Titan Legions I don't really have a lot of room to complain in, I mean virtually my entire army is Fearless and Reinforced Armor... Though only the Warlord has Thick Rear Armor for some reason I still don't entirely grasp.


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 Post subject: Games Played
PostPosted: Sun Jun 11, 2006 2:54 pm 
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:80:

I just looked at it, and i'll be damned...

Obelisks are scouts, and should always have had Scout on them.  How I could have missed that for this long is beyond me.

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